____________________________________ B E R S E R K E R P R E S E N T S: \ ------------------------------------------------------------------------------- THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU THE THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU TH U THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU T F E A R Y O U C A N ' T F O R G E T .'` .'.' .'.' .'.' .,'.' .'`\` .' ( .' '. | | | ____ _____ ____ _ ____ |__|__ _ _ _____ _____ __ __ _ _ | _ \ | ____|/ ___| | || _ \ | ____|| \ | ||_ _| | ____|\ \ / /| || | | |_) || _| \___ \ | || | | || _|'.| \| | | | | _| \ \ / / | || | | _ < | |___ ___) || || |_| || |___ | |\ | | | | |___ \ V / | || |___ |_| \_\|_____||____/ |_||____/.|_____||_|,\_| |_| |_____| \_/ |_||____/ `. \ PLAYSTATION 3 ) ,) XBOX 360 / ,' .' .' ,.` ,' '. ,' .' , `., ` - - - - - - -> Now updated for Resident Evil 5: Gold Edition <- - - - - - - - - Now includes a Lost in Nightmares and Desperate Escape section. Mercenaries Reunion section coming soon! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - JU THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU UJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU JUJU THEY ARE IN KUJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJ ------------------------------------------------------------------------------- Hompage: http://www.berserkersblog.blogspot.com Youtube: http://www.youtube.com/user/BerserkerSTARS Biohazard Mercenaries Site: http://www.biohazardmercenaries.com/forums Started: March 13, 2009 Completely finished: May 22, 2009 Last update: March 29, 2010 - - - Version: Haymaker Update Type: Back Hand - - - Authored by: Berserker (Berserker_Kev [IGN]) Email: berserker_kev(at)yahoo(dot)com - - - This document Copyright 2009 Kevin Hall (Berserker) Resident Evil 5 Copyright 2009 Capcom Ltd. ------------------------------------------------------------------------------- JU THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU UJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU JUJU THEY ARE IN KUJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJU THEY ARE IN KIJUJ ******************************************************************************* =-=-=-=-=-=-=-=-=-=- - T A B L E O F C O N T E N T S - -=-=-=-=-=-=-=-=-=-=-= -- Press Ctrl + F and type in the code listed beside each section for -- - quicker navigation through the guide - --- --- Section I: Introduction . . . . . . . . . . . . . . . . . . . . . . [IN00] Section II: Basics . . . . . . . . . . . . . . . . . . . . . . . . . [BS00] -- General Basics . . . . . . . . . . . . . . . . . . . . . . . . . . [BS01] -- Advanced Basics . . . . . . . . . . . . . . . . . . . . . . . . . . [BS02] -- Item Duplication . . . . . . . . . . . . . . . . . . . . . . . . . [BS03] Section III: Walkthrough . . . . . . . . . . . . . . . . . . . . . . . [WT00] -- Chapter 1-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH11] - Civilian Checkpoint . . . . . . . . . . . . . . . . . . . [CH111] - Back Alley 1 . . . . . . . . . . . . . . . . . . . . . . . [CH112] - Back Alley 2 . . . . . . . . . . . . . . . . . . . . . . . [CH113] - Public Assembly . . . . . . . . . . . . . . . . . . . . . [CH114] -- Chapter 1-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH12] - Public Assembly . . . . . . . . . . . . . . . . . . . . . [CH121] - Urban District . . . . . . . . . . . . . . . . . . . . . . [CH122] - Abandoned Building . . . . . . . . . . . . . . . . . . . . [CH123] - Furnace Facility . . . . . . . . . . . . . . . . . . . . . [CH124] -- Chapter 2-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH21] - Storage Facility . . . . . . . . . . . . . . . . . . . . . [CH211] - The Bridge . . . . . . . . . . . . . . . . . . . . . . . . [CH212] - The Port . . . . . . . . . . . . . . . . . . . . . . . . . [CH213] - Shanty Town . . . . . . . . . . . . . . . . . . . . . . . [CH214] - Train Yard . . . . . . . . . . . . . . . . . . . . . . . . [CH215] -- Chapter 2-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH22] - Train Station . . . . . . . . . . . . . . . . . . . . . . [CH221] - The Mines . . . . . . . . . . . . . . . . . . . . . . . . [CH222] - Mining Area . . . . . . . . . . . . . . . . . . . . . . . [CH223] -- Chapter 2-3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH23] - Savannah . . . . . . . . . . . . . . . . . . . . . . . . . [CH231] - The Port (Night) . . . . . . . . . . . . . . . . . . . . . [CH232] -- Chapter 3-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH31] - Marshlands . . . . . . . . . . . . . . . . . . . . . . . . [CH311] - Village . . . . . . . . . . . . . . . . . . . . . . . . . . [CH312] -- Chapter 3-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH32] - Execution Ground . . . . . . . . . . . . . . . . . . . . . [CH321] - Oil Field - Refinery . . . . . . . . . . . . . . . . . . . [CH322] - Oil Field - Control Facility . . . . . . . . . . . . . . . [CH323 - Oil Field - Dock . . . . . . . . . . . . . . . . . . . . . [CH324] -- Chapter 3-3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH33] - Oil Field - Drilling Facilities . . . . . . . . . . . . . . [CH331] - Patrol Boat . . . . . . . . . . . . . . . . . . . . . . . . [CH332] -- Chapter 4-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH41] - Caves . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH411] - Ancient Village . . . . . . . . . . . . . . . . . . . . . . [CH412] - Labyrinth . . . . . . . . . . . . . . . . . . . . . . . . . [CH413] -- Chapter 4-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH42] - Worship Area . . . . . . . . . . . . . . . . . . . . . . . [CH421] - Pyramid . . . . . . . . . . . . . . . . . . . . . . . . . . [CH422] - Underground Garden . . . . . . . . . . . . . . . . . . . . [CH423] -- Chapter 5-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH51] - Underground Garden . . . . . . . . . . . . . . . . . . . . [CH511] - Progenitor Virus House . . . . . . . . . . . . . . . . . . [CH512] - Experimental Facility . . . . . . . . . . . . . . . . . . . [CH513] -- Chapter 5-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH52] - Experimental Facility . . . . . . . . . . . . . . . . . . . [CH521] - Power Station . . . . . . . . . . . . . . . . . . . . . . . [CH522] - Experimental Facility Passage . . . . . . . . . . . . . . . [CH523] - Missile Area 1st Floor . . . . . . . . . . . . . . . . . . [CH524] - Uroboros Research Facility . . . . . . . . . . . . . . . . [CH525] -- Chapter 5-3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH53] - Uroboros Research Facility . . . . . . . . . . . . . . . . [CH531] - Missile Area 2nd Floor . . . . . . . . . . . . . . . . . . [CH532] - Moving Platform . . . . . . . . . . . . . . . . . . . . . . [CH533] - Monarch Room Entrance . . . . . . . . . . . . . . . . . . . [CH534] - Monarch Room . . . . . . . . . . . . . . . . . . . . . . . [CH535] -- Chapter 6-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH61] - Ship Deck . . . . . . . . . . . . . . . . . . . . . . . . . [CH611] - Ship Hold . . . . . . . . . . . . . . . . . . . . . . . . . [CH612] -- Chapter 6-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH62] - Main Deck . . . . . . . . . . . . . . . . . . . . . . . . . [CH621] - Bridge . . . . . . . . . . . . . . . . . . . . . . . . . . [CH622] - Bridge Deck . . . . . . . . . . . . . . . . . . . . . . . . [CH623] -- Chapter 6-3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH63] - Bridge Deck . . . . . . . . . . . . . . . . . . . . . . . . [CH631] - Bridge . . . . . . . . . . . . . . . . . . . . . . . . . . [CH632] - Engine Room . . . . . . . . . . . . . . . . . . . . . . . . [CH633] - Hangar . . . . . . . . . . . . . . . . . . . . . . . . . . [CH634] - Volcano . . . . . . . . . . . . . . . . . . . . . . . . . . [CH635] Section IV: Weapons . . . . . . . . . . . . . . . . . . . . . . . . . [WE00] Section V: Enemies . . . . . . . . . . . . . . . . . . . . . . . . . [EN00] -- Majini . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [EN01] -- Mini Bosses . . . . . . . . . . . . . . . . . . . . . . . . . . . [EN02] -- Parasitic B.O.W.s . . . . . . . . . . . . . . . . . . . . . . . . [EN03] -- Other B.O.W.s . . . . . . . . . . . . . . . . . . . . . . . . . . [EN04] -- Animals/Beasts . . . . . . . . . . . . . . . . . . . . . . . . . . [EN05] Section VI: Lists . . . . . . . . . . . . . . . . . . . . . . . . . . [LI00] -- BSAA Medal Checklist . . . . . . . . . . . . . . . . . . . . . . . [LI01] -- Treasure Checklist (by treasure) . . . . . . . . . . . . . . . . . [LI02] -- Treasure Checklist (by chapter) . . . . . . . . . . . . . . . . . [LI03] -- Hidden Weapon Checklist . . . . . . . . . . . . . . . . . . . . . [LI04] -- File Checklist . . . . . . . . . . . . . . . . . . . . . . . . . . [LI05] -- Figure Checklist . . . . . . . . . . . . . . . . . . . . . . . . . [LI06] -- Achievement Checklist . . . . . . . . . . . . . . . . . . . . . . [LI07] -- Main Game Unlockables List . . . . . . . . . . . . . . . . . . . . [LI08] -- Mercenaries Unlockables List - Stages . . . . . . . . . . . . . . [LI09] -- Mercenaries Unlockables List - Characters . . . . . . . . . . . . [LI10] -- Store List . . . . . . . . . . . . . . . . . . . . . . . . . . . . [LI11] -- Bonus Features List . . . . . . . . . . . . . . . . . . . . . . . [LI12] -- Chapter Ranking List . . . . . . . . . . . . . . . . . . . . . . . [LI13] Section VII: Professional Mode Walkthrough . . . . . . . . . . . . . . [PM00] -- Chapter 1 - Chapter 1-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM11] - Chapter 1-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM12] -- Chapter 2 - Chapter 2-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM21] - Chapter 2-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM22] - Chapter 2-3 . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM23] -- Chapter 3 - Chapter 3-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM31] - Chapter 3-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM32] - Chapter 3-3 . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM33] -- Chapter 4 - Chapter 4-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM41] - Chapter 4-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM42] -- Chapter 5 - Chapter 5-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM51] - Chapter 5-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM52] - Chapter 5-3 . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM53] -- Chapter 6 - Chapter 6-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM61] - Chapter 6-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM62] - Chapter 6-3 . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM63] Section VIII: S-rank Guide . . . . . . . . . . . . . . . . . . . . . . [SR00] Section IX: Lost in Nightmares Guide . . . . . . . . . . . . . . . . [LN00] Section XII: Desperate Escape Guide . . . . . . . . . . . . . . . . . [DE00] Section XIII: The Mercenaries . . . . . . . . . . . . . . . . . . . . . [TM00] -- Mercenary Basis . . . . . . . . . . . . . . . . . . . . . . . . . [MB00] -- Leaderboards Top 10 Info . . . . . . . . . . . . . . . . . . . . . [LE00] -- Mercenary Stages . . . . . . . . . . . . . . . . . . . . . . . . . [ST00] - Public Assembly . . . . . . . . . . . . . . . . . . . . . . [ST01] - The Mines . . . . . . . . . . . . . . . . . . . . . . . . . [ST02] - Village . . . . . . . . . . . . . . . . . . . . . . . . . . [ST03] - Ancient Ruins . . . . . . . . . . . . . . . . . . . . . . . [ST04] - Experimental Facility . . . . . . . . . . . . . . . . . . . [ST05] - Missile Area . . . . . . . . . . . . . . . . . . . . . . . [ST06] - Ship Deck . . . . . . . . . . . . . . . . . . . . . . . . . [ST07] - Prison . . . . . . . . . . . . . . . . . . . . . . . . . . [ST08] -- Mercenary Characters . . . . . . . . . . . . . . . . . . . . . . . [CS00] - Chris (BSAA) . . . . . . . . . . . . . . . . . . . . . . . [CS01] - Chris (Safari) . . . . . . . . . . . . . . . . . . . . . . [CS02] - Chris (S.T.A.R.S.) . . . . . . . . . . . . . . . . . . . . [CS03] - Sheva (BSAA) . . . . . . . . . . . . . . . . . . . . . . . [CS04] - Sheva (Clubbin') . . . . . . . . . . . . . . . . . . . . . [CS05] - Sheva (Tribal) . . . . . . . . . . . . . . . . . . . . . . [CS06] - ???? (BSAA) . . . . . . . . . . . . . . . . . . . . . . . . [CS07] - ???? (Battle Suit) . . . . . . . . . . . . . . . . . . . . [CS08] - ?????? (Midnight) . . . . . . . . . . . . . . . . . . . . . [CS09] - ?????? (S.T.A.R.S.) . . . . . . . . . . . . . . . . . . . . [CS10] Section XIV: Versus Mode . . . . . . . . . . . . . . . . . . . . . . . [VS00] -- Slayers/Team Slayers . . . . . . . . . . . . . . . . . . . . . . . [VS01] -- Survivors/Team Survivors . . . . . . . . . . . . . . . . . . . . . [VS02] -- Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . [VS03] -- Survivors/Team Survivors Weapons . . . . . . . . . . . . . . . . . [VS04] -- Survivors/Team Survivors Stages . . . . . . . . . . . . . . . . . [VS05] -- Versus Mode Tips . . . . . . . . . . . . . . . . . . . . . . . . . [VS06] Section XV: Everything Else . . . . . . . . . . . . . . . . . . . . . [EE00] -- Copyright . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CO00] -- Special Thanks . . . . . . . . . . . . . . . . . . . . . . . . . . [ST00] -- Version History . . . . . . . . . . . . . . . . . . . . . . . . . [VH00] -- Contact Info . . . . . . . . . . . . . . . . . . . . . . . . . . . [CI00] -- About Me . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [AM00] -- Donations . . . . . . . . . . . . . . . . . . . . . . . . . . . . [DO00] -- Cheat Happens Featured Guides . . . . . . . . . . . . . . . . . . [CH00] -- Resident Evil 5 Wallpapers . . . . . . . . . . . . . . . . . . . . [WA00] (NOTE: "?"'s are used in The Mercenaries table of contents to avoid spoilers in the table of contents.) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [IN00] =============================================================================== ___ _ _ _ _ |_ _| _ __ | |_ _ __ ___ __| | _ _ ___ | |_ (_) ___ _ __ | | | '_ \ | __|| '__|/ _ \ / _` || | | | / __|| __|| | / _ \ | '_ \ | | | | | || |_ | | | (_) || (_| || |_| || (__ | |_ | || (_) || | | | |___||_| |_| \__||_| \___/ \__,_| \__,_| \___| \__||_| \___/ |_| |_| =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Welcome to my Resident Evil 5 Guide, fellow Resident Evil fan! - Berserker =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= L O N G T I M E N O S E E, C H R I S. Chris Redfield now a member of the BSAA (Bioterrorism Security Assessment Alliance) has been sent to Africa in order to investigate a reported bioterrorist hotspot in the town of Kijuju. He drives his jeep along the dirt road toward his destination and prepares to meet up with a BSAA agent from the West African division. When Chris arrives, the agent introduces herself - Sheva Alomar, his new... P A R T N E R . . . ? The familiar word echoes throughout Chris' mind as he recalls the tombstone with the year November 23, 2006 etched into it. You see, his last partner was a woman too - Jill Valentine. Both Jill and Chris survived the horrors of the Spencer Estate in Raccoon City together - what later became known as "The Mansion Incident". Jill is now proclaimed dead, but Chris believes she is still alive. Despite that, casualties continue to the mount over the long years he has struggled. More and more, he finds himself wondering... I S I T A L L W O R T H F I G H T I N G F O R ? Who knows? Maybe one day, he'll find out. Chris has got a job to do here though, and he's going to see it through. Both Chris and Sheva gather their belongings and enter the town of Kijuju. They are met with vacant and ominous stares as they walk down the streets of the town. All they see is death on the way to their location and then suddenly... S I L E N C E. A siren is heard in the distance and the town's inhabitants suddenly disappear...? But where? The two meet up with their contact and he fills them in on the situation and where exactly they should meet up with the rest of the BSAA squad. The contact tells them of a lead that the BSAA has on a man named "Irving". He also mentions something else... something about a doomsday project codenamed "Uroboros". Chris and Sheva gather their gear and soon depart further into the streets of Kijuju to meet up with their squad and find Irving. A N E W C H A P T E R I N T H E R E S A G A B E G I N S. --> WORDS FROM THE AUTHOR We last met at the Spencer Estate, wasn't it? While aboard the Ecliptic Express? During Jill Valentine's Last Escape from Raccoon City? Maybe during the Fall of Umbrella? Or perhaps during the details of the most recent Kennedy Report? Maybe you have read my work before through my Resident Evil 4: Wii Edition guide or my Resident Evil: The Umbrella Chronicles guide. Maybe you haven't. Either way, prepare for a few year's worth of anticipation for Resident Evil 5 in written form. How many times have you played the RE5 demo? I've had a fellow gamer ask me that question over Xbox LIVE and after a long pause, the only answer I could give him was somewhere over 100. It's actually much more than that, I assure you. Has there been another demo that you've spent as much time on as Resident Evil 5? My answer? Never. My obsession with the series has never been so clear to me. Like many other gamers, I consider myself a very hardcore Resident Evil fan. I've been completely obsessed with the Resident Evil series all the way back since the original game was released for PSX in 1996. Because of this love for the series this guide will cover ever single solitary piece of information you can think of and then some. --> VERSION HAYMAKER (COMPLETE VERSION) FEATURES This author had a voluntary job to do, and he saw it through! Version Haymaker is the complete version of my Resident Evil 5 guide. It includes everything that I wanted to add and I'm hoping it hits my readers with a force equal to a Redfield Haymaker punch to the face while looking through it. Not that I want to shatter a reader's head with an overpowered punch, but I want to make an impact on each and every one of you reading this. In this complete version of my Resident Evil 5 guide, you will find: [x] An extremely in-depth basics sections highlighting basic gameplay and several advanced techniques. [x] A walkthrough of the main game that details every single piece of the main game written by a very hardcore fan of the series with the hardcore Resident Evil fan in mind. [x] A list section with checklists of every single collectible item or anything that can be put into a list. [x] Detailed Weapons and Enemies sections. [x] A Professional mode guide. This separate section is fully dedicated to getting you through Professional mode. [x] An S-rank guide. The S-rank section gives the reader tips for achieving an S-rank on each chapter. [x] A Mercenaries section that will help you to get the most of the mode. Guaranteed. [x] A Versus mode section for the extra downloadable content on the PlayStation Store and Xbox LIVE marketplace. --> UPDATES TO MY RESIDENT EVIL 5 GUIDE I will always post all updates made to this guide at the following links below: Version "Haymaker" (Complete) Version Update Post: http://tinyurl.com/oson3u Kick = Extremely minor update Hook = Minor update Straight Punch = Moderate update Uppercut = Big update Back Hand = Major update Old Incomplete Version Update Post: http://berserkersblog.blogspot.com/2009/04/resident-evil-5-guide.html Feel free to post up any comments that you want in the post above. It will be the main area that I'll use for any additions, ideas or just to randomly rant and bitch about something. .-----------------------------------------------------------------------------, | THREE THINGS THAT I WOULD LIKE MY READERS TO KNOW | | | | (1) If you found this guide useful then email me with your thoughts. | | Believe it or not, emails carry a quite a bit of meaning. | | | | (2) My Paypal donation email is berserker_kev@yahoo.com for those that want | | to donate. Again, this is just to point out that I accept donations | | There is a separate section for this topic at the bottom of the guide. | | | | (3) On GameFAQs, click the orange "recommend" link at the top of the guide | | or on IGN add "berserker_kev" to your watched user list (WUL) if you | | found this guide helpful. | | | | http://club.ign.com/b/about?username=berserker_kev&which=boards | | | | Thanks for your time and enjoy the guide, | | | | - Kevin (Berserker) | '-----------------------------------------------------------------------------' [BS00] =============================================================================== ____ _ | __ ) __ _ ___ (_) ___ ___ | _ \ / _` |/ __|| | / __|/ __| | |_) || (_| |\__ \| || (__ \__ \ |____/ \__,_||___/|_| \___||___/ =============================================================================== ------------------------------------------------------------------------------- GENERAL BASICS [BS01] ------------------------------------------------------------------------------- _______________________ DEFAULT CONTROL SETUPS \_______________________________________________________ ________________________ PlayStation 3 Control Setup __________________________ To save on a few emails, L3 = push in on the left thumbstick, R3 = push in on the right thumbstick, L thumbstick = left thumbstick, R thumbstick = right thumbstick and D-pad = Directional pad. Type A Type B [] - Action/Fire Gun [] - Action /\ - Inventory /\ - Inventory O - Partner Action O - Partner Action X - Run/Reload X - Run/Reload R2 - Display Map R2 - Display Map L2 - Locate Partner L2 - Equip Knife R1 - Aim Gun R1 - Fire Gun/Locate Partner L1 - Equip Knife L1 - Aim Gun L3 - N/A L3 - N/A R3 - N/A R3 - N/A Start - Pause Menu Start - Pause Menu Select - Skip Cutscene Select - Skip Cutscene L thumbstick - Walk/Turn L thumbstick - Walk/Turn R thumbstick - Change Viewpoint R thumbstick - Change Viewpoint D-pad up - Fast Equip D-pad up - Fast Equip D-pad down - Fast Equip D-pad down - Fast Equip D-pad right - Fast Equip D-pad right - Fast Equip D-pad left - Fast Equip D-pad left - Fast Equip Type C Type D [] - Action/Fire Gun [] - Action /\ - Inventory /\ - Inventory O - Partner Action O - Partner Acton X - Run/Reload X - Run/Reload R2 - Display Map R2 - Display Map L2 - Locate Partner L2 - Equip Knife R1 - Aim Gun R1 - Fire Gun/Locate Partner L1 - Equip Knife L1 - Aim Gun L3 - Run L3 - Run R3 - N/A R3 - N/A Start - Pause Menu Start - Pause Menu Select - Skip Cutscene Select - Skip Cutscene L thumbstick - Walk/Strafe L thumbstick - Walk/Strafe R thumbstick - Adjust Camera/Turn R thumbstick - Adjust Camera/Turn D-pad up - Fast Equip D-pad up - Fast Equip D-pad down - Fast Equip D-pad down - Fast Equip D-pad right - Fast Equip D-pad right - Fast Equip D-pad left - Fast Equip D-pad left - Fast Equip * The R thumbstick for Type B and D controls is used for precision targeting while aiming with a weapon and the L thumbstick for Type A and C controls is used for precision targeting while aiming with a weapon. -- Type A and C Combination Commands Hold R1 then tap X = Reload L thumbstick up + X = Run L thumbstick back + X = Quick Turn Hold R1 + tap [] = Fire/Throw Hold L1 + tap X = Slash with Knife -- Type B and D Combination Commands Hold L1 then tap X = Reload L thumbstick up + X = Run L3 + move L thumbstick up = Run L thumbstick back + X = Quick Turn L thumbstick right or left = Strafe Hold L1 + tap R1 = Fire/Throw Hold L2 + tap R1 = Slash with Knife -- Type C and D Combination Commands (only exclusive commands are listed) L3 + move L thumbstick up = Run Hold X then right or left on L thumbstick = Turn Character Hold X then right or left on R thumbstick = Lock Turning ___________________________ Xbox 360 Control Setup ____________________________ To save on a few emails, LS = push in on the left thumbstick, RS = push in on the right thumbstick, L thumbstick = left thumbstick, R thumbstick = right thumbstick and D-pad = Directional pad. Type A Type B X - Action/Fire Gun X - Action Y - Inventory Y - Inventory B - Partner Action B - Partner Action A - Run/Reload A - Run/Reload RB - Display Map RB - Display Map LB - Locate Partner LB - Equip Knife RT - Aim Gun RT - Fire Gun/Locate Partner LT - Equip Knife LT - Aim Gun LS - N/A LS - N/A RS - N/A RS - N/A Start - Pause Menu Start - Pause Menu Back - Skip Cutscene Back - Skip Cutscene L thumbstick - Walk/Turn L thumbstick - Walk/Turn R thumbstick - Change Viewpoint R thumbstick - Change Viewpoint D-pad up - Fast Equip D-pad up - Fast Equip D-pad down - Fast Equip D-pad down - Fast Equip D-pad right - Fast Equip D-pad right - Fast Equip D-pad left - Fast Equip D-pad left - Fast Equip Type C Type D X - Action/Fire Gun X - Action Y - Inventory Y - Inventory B - Partner Action B - Partner Acton A - Run/Reload A - Run/Reload RB - Display Map RB - Display Map LB - Locate Partner LB - Equip Knife RT - Aim Gun RT - Fire Gun/Locate Partner LT - Equip Knife LT - Aim Gun LS - N/A LS - N/A RS - N/A RS - N/A Start - Pause Menu Start - Pause Menu Back - Skip Cutscene Back - Skip Cutscene L thumbstick - Walk/Strafe L thumbstick - Walk/Strafe R thumbstick - Adjust Camera/Turn R thumbstick - Adjust Camera/Turn D-pad up - Fast Equip D-pad up - Fast Equip D-pad down - Fast Equip D-pad down - Fast Equip D-pad right - Fast Equip D-pad right - Fast Equip D-pad left - Fast Equip D-pad left - Fast Equip * The R thumbstick for Type B and D controls is used for precision targeting while aiming with a weapon and the L thumbstick for Type A and C controls is used for precision targeting while aiming with a weapon. -- Type A and C Combination Commands Hold RT then tap A = Reload L thumbstick up + A = Run L thumbstick back + A = Quick Turn Hold RT + tap X = Fire/Throw Hold LT + tap A = Slash with Knife -- Type B and D Combination Commands Hold LT then tap A = Reload L thumbstick up + A = Run LS + move L thumbstick up = Run L thumbstick back + A = Quick Turn L thumbstick right or left = Strafe Hold LT + tap RT = Fire/Throw Hold LB + tap RT = Slash with Knife -- Type C and D Combination Commands (only exclusive commands are listed) LS + move L thumbstick up = Run Hold A then right or left on L thumbstick = Turn Character Hold A then right or left on R thumbstick = Lock Turning _____________________ SAVING YOUR PROGRESS \_________________________________________________________ Resident Evil 5 uses an auto-save feature. The game saves at certain checkpoints during a chapter and it also saves at the end of each chapter. The auto-save will always overwrite the current save. ** MAJOR WARNING ABOUT DATA CORRUPTION Be sure to back up your save file for either console version onto some sort of portable saving device. There is a common data corruption problem with Resident Evil 5's save file that could corrupt your data. For Xbox 360, use a memory card to save your data. For PS3 use a flash drive to save your data - highlight the save file under your save games list then press /\ and copy the data to a flash drive on the device list once it is inserted. The PS3 save file used to be copy protected but the Version 1.03 update that was released around the beginning of June 2009 removes the copy protection, allowing gamers to back up their Resident Evil 5 data to a flash drive. _________________________________ NETWORK SETTINGS AND ONLINE PLAY \_____________________________________________ After choosing your difficulty or character (after beating it once), you'll come across the network settings where one can control various online functions. --> Co-Op Settings Rogue = No other player can join in your game. The partner will always be controlled by the AI only. Invite Only = Only players that are invited can join. No Limits = Anyone can join your game at any time, so long as you willingly accept the player when that person joins. --> Attack Reaction This changes whether both characters can hit each other or not. The option is "No" by default. By choosing "Yes", the players will be able to hit each other, so if one character stands in the way while another character fires, the bullets will hit the character that stands in front of the gunfire. A character's melee attacks can hit the partner as well. Ever wanted to feel the full force of Chris' Haymaker? Players cannot sustain damage from one another under this option however. Turning this on will also make it to where the AI partner will join in on hitting an enemy after an arm stun melee. While an enemy staggers away after an arm stun melee attack such as a Hook or Kick, the AI partner will usually run up and perform a melee to the staggering enemy as well. The attack reaction can really help out when fighting a Big Man Majini since he can be hit from either side during a tag team melee sequence. --> Infinite Ammo The infinite ammo option allows the host player to choose whether or not infinite ammo is allowed in the game or not. By choosing "Yes", players that have unlocked the infinite ammo option per gun can use infinite ammo guns while playing alongside the host. By choosing "No" no infinite ammo weapons are allowed and are thereby locked out from use. Infinite Ammo may be turned on under the Bonus Features section. Choose "Yes" under Infinite Ammo once the option has been unlocked per weapon to use infinite ammo for that gun. A player must fully upgrade a weapon to unlock infinite ammo for it. --> Xbox 360 Invite After allowing a player to join a game by choosing "Invite Only" or "No Limits", press the guide button on the Xbox 360 controller, choose "Friends" and cycle to the friend that you want to invite. Select your friend then select either the "Invite to Game" or "Invite to Party and Game" option to send that player an invite. --> Xbox 360 Accept Invite Open the invite message then choose to join the game. Both players will be taken to the main inventory menu and both players must choose to start the game by picking the "Ready" option or one player can choose "Ready" and the other player will have 60 seconds to manage any leftover needs before the game automatically starts. --> PS3 Invite After allowing a player to join a game by choosing the "Invite Only" or "No Limits" open up the XMB by pressing the PS button then select a player on your friends list and press the /\ button then choose to "Invite this Player". --> PS3 Accept Invite Someone must first invite you to a game of RE5, obviously. You will receive a message displaying the following: Subject: Resident Evil 5 Would you like to play RESIDENT EVIL 5 in story mode with me? Once you receive this message, highlight any friend on your friends list and press /\ then select "Accept Invitation". From the screen that pops up, press the X button then choose to "Join Game" when the invitation appears. Both players will be taken to the main inventory menu and both players must choose to start the game by picking the "Ready" option or one player can choose "Ready" and the other player will have 60 seconds to manage any leftover inventory needs before the game automatically starts. For Mercenaries mode invitations, the following message will be received: Subject: RESIDENT EVIL 5 Would you like to play RESIDENT EVIL 5 in THE MERCENARIES mode with me? For Versus mode invitations, the following message will be received: Subject: RESIDENT EVIL 5 Would you like to player RESIDENT EVIL 5 in VERSUS mode with me? _______________________ JOINING AN ONLINE GAME \_______________________________________________________ --> Icons The following icons will appear along with each session. -> Connection || || || The above icon which consists of three bars displays the connection speed of the session. If all bars are filled then the session should play normally with minimal lag. If a bar is unfilled (starting from the right) then a joining player will most likely experience some online lag in that session. -> Attack Reaction \/ /!\ /\ = Attack Reaction Off '---' = Attack Reaction On The icons above showcase if Attack Reaction is off or on. The symbol represented by the "white X" means that characters cannot hit each other and the icon showcased with the "red ! inside the bloody /\" means that characters can hit each other. -> Flag Each session will have a flag icon which represents the country that the host resides in. It's usually best to pick a host from your own country for a chance at a better connection speed. Joining a host's connection from a different country will more often result in the joining player experiencing online lag during the session. -> Character Whether it be the actual picture representation of a character through the quick match or the listed name of the character through the custom search, the character shown is the character that the host is currently using. The joining player will play with the other character. Sheva can only be chosen as a starting character by the host once the host has completed all chapters. --> Quick Match The Quick Match option will take the player to a "Session Details" screen where the online service will search for an online game session to join. The details will looks as follows: ------------------------------------------------------------------------------- Picture of stage Character Name - Country Flag - Attack Reaction - Connection Online ID Difficulty Character Picture Current Chapter Current Area in Chapter ------------------------------------------------------------------------------- From the above session, a gamer can use the following controls to manipulate the session details screen. Controls: Left thumbstick left or right = Select different sessions X (or A) = OK O (or B) = Back [] (or X) = Refresh /\ (or Y) = Display Profile (Gamercard) of User Use the left thumbstick or D-pad to cycle between the various available sessions. Refreshing the sessions will bring up a new current list of sessions. Back out of the Session Details by choosing the "Back" option. Confirming a session through "OK" will attempt to join that session. The player will not be able to join until the session reaches a certain point of the current chapter (a checkpoint) or until that person. The Profile (Gamercard) option will pull up the host's profile details. NOTE: Whether or not infinite ammo is on is not displayed through the quick match option. The infinite ammo option is only displayed through the "Custom Match" search list. --> Custom Match The Custom Match option searches the available sessions and matches a player up with some certain specified options. It allows a player to more easily pick from the available sessions based on the following categories: -> Difficulty The Amateur, Normal, Veteran, or Professional mode difficulty can be chosen from this category. -> Chapter Chapter segments of chapter 1-6 may be chosen from this category -> Location Settings Allows the player to choose from the "Home Location" in the country where the player resides or give the option to specify none, meaning that the player will be able to join in sessions with hosts from other countries. -> Attack Reaction Allows the player to turn the Attack Reaction option on or off. -> Infinite Ammo Allows the player to turn the Infinite Ammo feature on or off. Each player must have the "Infinite Ammo" option set to "On" from the "Special Settings" menu. A player must fully upgrade a weapon through the "Buy" menu in the main inventory (Item Management) display in order to have infinite ammo available for that weapon. After performing a search, a list of available sessions based off the preferences of the player will be showcased on the session list. Choose a session then press the "OK" button to join the session. NOTE: Unlike during the Quick Match, a joining player has no way to tell what current area of the chapter (save point) that a host has passed. ___________________________________________ PLAYING WITH A LOCAL PLAYER (OFFLINE PLAY) \___________________________________ --> Joining the game In order for a second player to join a game, the second player needs to press the "Start" button on the second player controller during gameplay. The players will be taken to the main inventory screen then both must select "Ready" to start the game. --> Split Screen While playing with local play, the screen will be split into two sections. The player of Chris (first player) will use the top screen while the player of Sheva (second player) will use the bottom screen. ___________________ SKIPPING CUTSCENES \___________________________________________________________ In order to skip a cutscene, press the Select (PS3) or Back (Xbox 360) button during a cutscene. In a co-op game both players must press the button to skip a cutscene. The "Skip" icon will appear on the screen for the player that hasn't agreed yet, and that player must press the Select or Back button as well for the cutscene to end; if not then the full cutscene will play for both players. This can also be used to skip the beginning announcement in The Mercenaries mode. Whenever Josh begins to speak, press the Select (PS3) or Back (Xbox 360) button to skip his dialogue and begin the round. ____________ THE MINIMAP \__________________________________________________________________ Command: Tap the Map button (R2/RB) to bring up the minimap. The minimap (GPS) displays on the right hand side (Chris) or left hand side (Sheva) of the screen and should always be pulled up when your character first starts out in any of the stages. The map shows a full display of the current surroundings and has a compass in the upper left corner that always points north. This map can help you to identify destinations, key items and bosses, but most importantly, it will display your partner's location while online. The partner's icon will display the direction the partner is heading as represented by the way that the partner's colored arrow is pointing. The table below lists the map icons with the corresponding description as shown on the map: .------------------------------------------------------. | Chris = Green Arrow | | Sheva = Purple Arrow | | Destination Pointer = Yellow Arrow | | Destination Marker = Yellow Circle w/Yellow Arrow | | Checkpoint = Flashing Yellow Circles | | Locked Door = Light Blue Circle w/Key Symbol | | Boss Enemy = Blue Triangle | '------------------------------------------------------' ________ RUNNING \______________________________________________________________________ Command: Forward on left thumbstick + hold Run button While holding down the Run button your character will run instead of moving with the usual walking animation while your character moves forward. ___________ QUICK TURN \___________________________________________________________________ Command: Back on left thumbstick + Run button Tap back on the Left thumbstick and the Run button at the same time to instantly turn around. You must learn to use this method of turning during intense battles or your character may get hit from turning too slow with the thumbstick. _____________ KNIFE ATTACK \_________________________________________________________________ Command: Hold the knife button then tap the Action button Chris or Sheva will hold up the knife and slash. Chris' "knife" weapon is actually a machete. You'll mainly want to use this close range weapon to bust open breakable objects. The knife is very useful for close combat while fighting a normal enemy as well. Try to aim for the enemy's face or midsection of the body or legs and this might stun the enemy to where your character can simply run up to the enemy and initiate a melee attack through a button tap sequence. The knife slash has a very wide range and will usually stagger a normal enemy and can also stagger a group of enemies in front of your character. ________________ SPECIAL ACTIONS \______________________________________________________________ Command: Action button when a special action button prompt appears When standing near a window or any type of object that can be leaped over or while standing near a ledge that your character can jump from, an action command button prompt will appear and allow your character to perform the action as labeled on the screen by tapping the button on the screen. ______________ OPENING DOORS \________________________________________________________________ Command: Action button near a door/double tap the Action button near a door Press the Action button to quietly open a door. Double tap the Action button to kick open a door. A door that is kicked open can hit enemies and a door that is kicked while badly damaged (two hits) will be destroyed. Keep in mind that you can damage or destroy doors with knife slashes, explosions or gun blasts. TIP: A door kick animation will make your character invincible during the kicking animation, a door opening animation does not grant invincibility. On the flip side, a door kick will alert enemies to your presence immediately while a door opening animation is quiet enough to keep your character from being instantly spotted. _________________ ACTION SEQUENCES \_____________________________________________________________ - Action Sequences During specific cutscenes throughout the course of the game, players will have to watch for sudden on-screen button prompt commands to display. When the command appears press the required button, set of buttons or wiggle the left analog in the direction shown in order to survive a sequence or avoid taking damage during the sequence. These range from a single button tap, a rapid button tap, two buttons pressed at once, a left thumbstick shake (from left to right), and left thumbstick rotation. In co-op mode, if both players fail to react to a specific sequence then both players will suffer damage or defeat. Sometimes a certain player of a certain character will be required to input a command while the other player watches. The screen will display "Chris" or "Sheva" at that time depending on the character performing the on-screen action. - Button Prompt Dodging During some normal enemy battles and boss battles, a player may be required to input a specific on-screen button command to dodge or counter an on-coming attack. The character will usually roll or dodge out of the way of the incoming attack. A player must input the on-screen command very quickly or suffer damage, or sometimes instant death. TIP: In Normal or Veteran mode, when a single button command appears on the screen during gameplay such as the Action or Run button, a player can press both the Action and Run button at the same time to keep from missing the single button tap. This will NOT work for Professional mode however. In Professional mode, any wrong button press will automatically end the sequence in failure. _________________ ITEMS/ITEM DROPS \_____________________________________________________________ Items are scattered throughout various sections of the environment and can be found in breakable objects and collected in the form of item drops after defeating an enemy. Items lying in the environment will always be the same item for each playthrough while items obtained from breakable objects and enemy drops are random. To destroy a breakable object, it is usually best to equip the knife and slash it in order to save ammo when destroying it to save ammo. In tense situations, you may want to shoot the object with a handgun to keep from having to go through the knife equipping and slashing animations. Items that are found in breakable objects and items that are dropped by enemies give off a certain colored glow or other appearance depending on the type of item: .--------------------------------------------------------------. | Gold/Valuable Pickup = Blue | | Health Pickup = Green | | Ammo Pickup = Red | | Key Item = Shimmers with white glow periodically | '--------------------------------------------------------------' Keep these item appearances in mind when in tense situations in order to quickly distinguish between them. You don't really want to accidentally grab gold when you're close to death and there is a health item glowing green up ahead, do you? TIP: Items that are dropped by enemies can sometimes mount up in a certain area. To avoid picking up an unwanted item, move over the group of items until the item you actually want to retrieve is displayed on the screen. The character has to be standing directly above the item in order to retrieve a certain item from a group of several items. __________________ HAZARDOUS OBJECTS \____________________________________________________________ Just like with all Resident Evil games starting from Resident Evil 3: Nemesis and onward, Resident Evil 5 has many hazardous objects that can be shot from a distance in order to damage a group of enemies at once. - Red Explosive Barrel (Drum) - These red metal barrels can be shot from a distance to trigger a big explosion that will heavily damage any enemy that is standing near it. Explosive barrels produce a much bigger explosion this time around, so be sure to stand far enough away from them before shooting. - Gas Tank - In a few areas of the game, red explosive gas tanks or gas canister can be shot for an explosion much like a red explosive barrel. Gas tanks can sometimes be turned over on their side during some boss fights. - Oil Canisters - Oil canisters are red canisters that are always found in a group. Shoot one of the oil canisters and the shot will pierce one of the barrels and ignite the oil inside. The oil will make a path of fire in the direction that it spews and burn any enemies that are in the way or happen to step through it. The fire will eventually die down in a few seconds. - Transformer - Transformers are electrical metal power boxes that are found hanging from wooden poles in certain areas. Aim for any portion of them and shoot them to make them fall and send out a blast of electricity all around them that will damage and stagger any enemy that is near it. The electrical shock will begin to die down and eventually stop. A grounded transformer can be shot when it is inactive to send out another blast of electricity once again and it can be shot while the electricity field is weak to keep the small electrical charge going. Even the small electrical charge can damage any close range enemy. Grounded transformers can be constantly shot again for more explosive electrical blasts while they are in the area. TIP: When you enter an area and see a hanging transformer, if you plan on using it, it is best to shoot it down early so you don't have to aim upwards during the middle of an intense battle. Just watch for the electric current and make sure that your partner is not in the way. NOTE: Be sure to avoid shooting any of the above objects if your partner is currently in the way of the object or that character will take damage. This is so easy to do on accident while shooting a red explosive barrels since the barrels have quite a blast radius. While playing the game in co-op you really need to respect your partner and not diminish their faith in you by shooting a red explosive barrel to take out a Majini mob that they are caught in the middle of. ______________ MELEE ATTACKS \________________________________________________________________ ------------------------------------------------------------------------------- Enemy Stance Through Gunfire ------------------------------------------------------------------------------- Both Chris and Sheva can perform each of their own unique physical attacks by hitting an enemy in a certain portion of the body with a gun (handgun, machine gun, or rifle) or the knife to make the enemy perform a specific stun animation. Run up to the enemy during that stun animation and press the Action button when the button prompt command appears to perform the melee attack command showcased on the screen. Below, we shall take a look at the variety of stun animations that a Majini enemy can be forced into along with how to achieve the animation. ---------------------- Majini Stun Animations ---------------------- (NOTE: Sometimes these stuns require two shots in the affected area, mainly with the upper arm shots) --> HEAD STUN Shot in head from back or front Stun animation(s): .---------------------------------------------. | Grab face and stumble backward | | Grab face and stumble forward | | Grab face and stumble slightly backwards | | Grab face and look downward and to the side | | Look downward and to the side | '---------------------------------------------' Comments: This stun comes in a variety of different animations. The staggering stun is the longest yet other head stuns where the Majini remains still are quite short. This particular stun can be hard to realize sometimes thanks to the many different animations associated with it. Not all of the head stun animations involve the Majini staggering in a direction, so be sure to pay attention to the way the Majini reacts and keep the list above in mind. --> ARM STUN Shot in upper arm from back or front Stun animation(s): .-----------------------------------------------------------------. | Flinch to right and grab arm | | Flinch to left and grab arm | | Lean forward and grab right arm (shot in right arm from behind) | | Lean forward and grab left arm (shot in left arm from behind) | '-----------------------------------------------------------------' Comments: This is one of the harder stuns to get since stronger Majini usually take multiple shots in the upper arm in order for them to strike this pose. This stun doesn't last that long, so react quickly with your melee attack afterwards. You have to basically aim for the bicep or elbow area. Shooting a Majini from the front portion of the arm will make it flinch and shooting a Majini from the back of the arm will make it lean forward. It's best to shoot the unequipped arm since a shot toward an arm that is holding a weapon will usually only stagger the Majini and make it drop its currently equipped weapon. Usually the left arm is the best choice for the most part but there are certain weapon wielders that are best shot in the right arm. For Majini with two-handed weapons, shoot them in the left arm since the right arm is their main grasping arm for the weapon. --> LEG STUNS a) Shot in upper leg from back or front: Stun animation(s): .------------------------------. | Bend down and grab right leg | | Bend down and grab left leg | '------------------------------' Comments: This stun last just about as long as a head staggering stun giving your character plenty of time to hit the Majini. b) Shot in lower leg from back or front: Stun animation(s): .---------------. | Fall to knees | '---------------' Comments: A Majini will recover rather quick from a lower leg stun when compared to an upper leg stun, so be sure to follow up with an attack quickly after this one. --> KNOCKDOWN STUN Shot while running/Knocked down by melee attack from back or front Stun animation(s): .----------------. | Fall to ground | '----------------' Comments: Hitting a Majini in just about any part of the body while they run will usually make them fall. A Majini will usually stay grounded for quite a while. Remember that if they don't dissolve then they are still alive. --> STAGGER/BOUNCE FROM ARM STUN Stagger/Bounce from back or front Shot in upper arm + melee then bouncing melee attack from behind Stun animation(s): .-------------------------------------------------. | Stagger backwards from an arm stun melee attack | '-------------------------------------------------' Detailed Example: Hit a Majini with either Chris' Hook or Kick attack from an arm stun then have Sheva hit the stumbling Majini back with a Twist Kick or Knee (in this case from behind). The character that starts this sequence on a Majini will receive a special tag team melee command when the Majini bounces back toward that character. Always remember that the Majini must be bounced back from the opposite side, so let's say if Chris performs a Kick from behind a Majini then Sheva must perform a Twist Kick from the front to bounce it back toward Chris. If either Chris or Sheva hit a Majini from the same side that was used to begin the melee sequence then that character will perform their head stun melee attack (Straight or Roundhouse), which will instantly end the sequence and bring about much woe for the character that wanted the special command. Comments: This stun lasts about as long as a lower leg stun (crouching animation), but the enemy will begin the stun by staggering in a direction then that Majini will stand in place while stunned for a few seconds, so be sure to run quickly to get in your melee attack. --> PARTNER ASSIST MELEE BOUNCE FROM PARTER ACTION COMMAND Partner Assist Melee + melee from in front of or behind Stun animation(s): .-----------------------------------------------. | Stagger backwards from a partner assist melee | '-----------------------------------------------' Detailed Example: If Chris saves Sheva from a Majini that has grabbed her through Chris' partner assist melee attack (Top-down Punch) then Sheva can quick turn and run behind the staggering Majini then knee it back toward Chris. Chris can make use of the same sequence by quickly kicking a Majini back toward Sheva after she has performed a roundhouse to knock one off of him. All of this depends upon how much health the Majini currently has much like an arm stun combination. A partner assist command that results from a Bui kichwa or Kipepeo grab will stagger any Majini that get in the way as well. Comments: This stun is best performed on a full health Majini and one that is stronger than some of the weak Majini found in the early stages. A Majini will not always stagger from a partner assist melee because these are more damaging than a simple arm stun, but if your character is the one being saved and you see the Majini stagger backward, quickly try to make use of the situation by running behind it and meleeing it back toward your partner. The camera is the main aspect that can mess up this sequence for the character being saved since the Majini will stagger behind that character. Just like with a normal bounce, a Majini must be bounced back from the opposite side that it was hit from or your character will only perform a head stun melee attack. You can think of the partner assist melee as an alternate arm stun melee. --> GROUND MELEE BOUNCE Ground Melee on fallen Majini (while another is to the side) + melee from in front of or behind the staggering standing Majini Stun animation(s): .---------------------------------------. | Stagger backwards from a ground stomp | '---------------------------------------' Detailed Example: If Chris perform his melee Stomp on a Majini and another (standing) Majini happens to be right next to Chris' foot during the Stomp, the standing Majini will stagger backward from the hit much like being hit with an arm stun melee. A Sheva player could run up to the staggering Majini at that time and bounce it back toward Chris with a melee from behind or hit the Majini with a head stun melee from the front portion. Comments: This type of stun is very rare and hard to plan out. It basically depends on the aggressiveness and overall placement of a Majini. The Majini that the bounce is performed to has to be right next to the character that performs the ground melee when the actual hit is delivered in order to get bounced back by the ground melee attack. In this case, the ground melee would hit the Majini much like an arm stun and the partner will be free to interact with the staggering Majini by hitting it with a physical attack just like after an arm stun. ------------------------------------------------------------------------------- Chris Melee Attack List ------------------------------------------------------------------------------- Input Command: Acton button near an enemy (during certain stun animations as listed) Majini shot in head (Chris in front or behind) = Straight Punch Majini flinches to side [arm stun] = Hook Majini flinches to side [arm stun] (Chris behind) = Kick Majini shot in leg = Uppercut Majini shot in leg (Chris behind) = Neck Break Majini staggers after tag-team melee attack = Haymaker Majini staggers after tag-team melee attack (Chris behind) = Back Hand Majini grounded = Stomp Majini grounded (Chris faces head) = Stomp (head crush) .-------------------------------------------------------------------. | Effect = What the attack does to the enemy's current stance | | Type = Whether the attack hits multiple or single enemy's | | Head Shatter = The percentage chance of whether or not the attack | | will shatter an enemy's head | | Damage = The amount of damage the enemy receives | '-------------------------------------------------------------------' NOTE: All back and tag team melee attacks cannot be performed on bosses. TIP: In order to activate melee attacks from behind more easily, shoot the enemy to stun the enemy then run behind the enemy while to one side and in close range and the command will appear when your character steps behind him. Keep in mind that the enemy must be able to survive the first two bouncing melee attacks. TIP: If a melee attack animation does not hit an enemy, walk toward the enemy again and the button prompt will still appear, so try again. --------------------------- Chris' Normal Melee Attacks --------------------------- - Straight Effect: Knockdown Type: Multiple Enemies Head Shatter: 12.5% chance Damage: 400 Chris leans back and steps in with a heavy straight punch to his foe's face. - Hook Effect: Stagger/Bounce Type: Multiple Enemies Head Shatter: 12.5% chance Damage: 300 Chris steps forward and delivers a side punch to the enemy's top half. - Kick Effect: Stagger/Bounce Type: Multiple Enemies Head Shatter: 12.5% chance Damage: 300 Chris steps forward with a punt kick to his foe's back. - Uppercut Effect: Knockdown/Ground Damage (see description) Type: Multiple Enemies Head Shatter: 12.5% chance Damage: 400 Chris ducks down and performs an uppercut to his opponent's jaw. If Chris performs this attack against a staggering enemy while another enemy is on the ground near the staggering enemy then Chris will uppercut the grounded enemy into the air as well. - Neck Breaker Effect: Instant Kill/Stagger (see description) Type: Single Enemy Head Shatter: N/A Damage: Kill Chris grabs an enemy's head from behind then twists his foe's head to break his victim's neck. If other enemies are in the way of this animation then they will stagger backward whenever they come into contact with Chris or the victim. This instant kill melee will instantly cancel any parasitic enemies that spawn from Majini such as Cephalos, Kipepeos or Duvalias. - Stomp Effect: Ground Damage/Instant Kill (when Chris faces the grounded enemy's head) Type: Multiple Enemies (must all be grounded or extremely close) Head Shatter: None/100 chance (when Chris faces the grounded enemy's head) Damage: 600 Chris holds up his leg then plants his size 13 Skecher shoe down on his opponent's face. If Chris is facing the foe's head while the foe is grounded, Chris will crush the head of the enemy. ----------------------------------- Chris' Partner Assist Melee Attacks ----------------------------------- NOTE: Tap the Assist button while near Sheva as she is being held in place by an enemy grab in order to perform these actions. These partner assist melee attacks have the ability to stagger an enemy so that your partner can run up and perform an additional melee attack. - Top-down Punch (when a Majini grabs Sheva) Effect: Knockdown/Stagger Type: Multiple Enemies Head Shatter: 12.5% chance Damage: 500 Chris faces Sheva while a Majini assaults her then steps in with a heavy overhead punch that knocks away the enemy. - Upward Knife Slash (when a Kipepeo grabs Sheva) Effect: Stagger Type: Multiple Enemies Head Shatter: 12.5% chance Damage: 500 Chris faces Sheva while a Kipepeo assaults her then quickly slashes the parasite off her with his knife. - Knife Slash (when Bui kichwa grabs Sheva) Effect: Stagger Type: Multiple Enemies Head Shatter: 12.5% chance Damage: 500 Chris faces Sheva while a Bui kichwa is wrapped around her then quickly slashes the parasite off her with his knife. ----------------------------- Chris' Tag Team Melee Attacks ----------------------------- - Haymaker Effect: Instant Kill Type: Multiple Enemies Head Shatter: 100% chance Damage: 3,000 Chris steps forward while gritting his teeth and delivers a head shattering straight punch to the enemy's head. NOTE: In order to initiate this command, Chris must perform a "Hook" to a Majini, Sheva must bounce the same Majini back toward Chris with a "Knee" then Chris will get the "Haymaker" action command as the enemy stumbles toward him. The enemy should stumble toward him with the enemy's front side exposed. Keep in mind that the enemy must survive the first two bouncing attacks. The whole sequence DOES NOT have to be performed in the way stated above, but Chris WILL ONLY receive the command while the Majini is facing him. You can change the command by running in front of or behind the staggering Majini. In this case, in front. This tag team melee will instantly cancel any parasitic enemies that spawn from Majini such as Cephalos, Kipepeos or Duvalias. NOTE 2: A partner assist melee attack can be counted as the first bouncing melee hit in the sequence, so the character that gets saved can run up behind the Majini and knock it back toward the character that performed the partner assist melee to give that character the special tag team melee command. - Back Hand Effect: Instant Kill Type: Multiple Enemies Head Shatter: 100% chance Damage: 3,000 Chris turns his back and readies both his arms while stepping forward then performs an extremely heavy backhand to the back of his victim's head. NOTE: In order to initiate this command, Chris must perform a "Kick" to a Majini, Sheva must bounce the same Majini back toward Chris with a "Twist Kick" then Chris will get the "Back Hand" action command as the enemy stumbles toward him. The enemy should stumble toward him with the enemy's backside exposed. Keep in mind that the enemy must survive the first two bouncing attacks. The whole sequence DOES NOT have to be performed in the way stated above, but Chris WILL ONLY receive the command while the Majini is facing away from him. You can change the command by running in front of or behind the staggering Majini. In this case, from behind. This tag team melee will instantly cancel any parasitic enemies that spawn from Majini such as Cephalos, Kipepeos or Duvalias. NOTE 2: A partner assist melee attack can be counted as the first bouncing melee hit in the sequence, so the character that gets saved can run up behind the Majini and knock it back toward the character that performed the partner assist melee to give that character the special tag team melee command. ------------------------------------------------------------------------------- Sheva Melee Attack List ------------------------------------------------------------------------------- Input Command: Action button near an enemy (during certain stun animations as listed) Majini shot in head (Sheva in front or behind) = Roundhouse Majini flinches to side [arm stun] = Twist Kick Majini flinches to side [arm stun] (Sheva behind) = Knee Majini shot in leg = Somersault Majini shot in leg (Sheva behind) = Throat Slit Majini staggers after tag-team melee attack = Skull Crusher Majini staggers after tag-team melee attack (Sheva behind) = Spinning Back Kick Majini grounded = Impale Majini grounded (Sheva faces head) = Impale(head crush) .-------------------------------------------------------------------. | Effect = What the attack does to the enemy's current stance | | Type = Whether the attack hits multiple or single enemy's | | Head Shatter = The percentage chance of whether or not the attack | | will shatter an enemy's head | | Damage = The amount of damage the enemy receives | '-------------------------------------------------------------------' NOTE: All back and tag team melee attacks cannot be performed on bosses. TIP: In order to activate melee attacks from behind more easily, shoot the enemy to stun the enemy then run behind the enemy while to one side and in close range and the command will appear when your character steps behind him. Keep in mind that the enemy must be able to survive the first two bouncing melee attacks. TIP: If a melee attack animation does not hit an enemy, walk toward the enemy again and the button prompt will still appear, so try again. ---------------------------- Sheva's Normal Melee Attacks ---------------------------- - Roundhouse Effect: Knockdown Type: Multiple Enemies Head Shatter: 12.5% chance Damage: 350 Sheva hops into the air and lets loose a mid-air roundhouse kick to her foe. - Twist Kick Effect: Stagger/Bounce Type: Multiple Enemies Head Shatter: 12.5% chance Damage: 250 Sheva spins in place and delivers a straight kick that knocks back her opponent. - Knee Effect: Stagger/Bounce Type: Multiple Enemies Head Shatter: 12.5% chance Damage: 250 Sheva hops into the air then hits her opponent in the back with a jumping knee attack. - Somersault Effect: Knockdown/Ground Damage (see description Type: Multiple Enemies Head Shatter: 12.5% chance Damage: 350 Sheva performs a somersault and kicks the enemy with both of her feet as she flips. Much like Chris' uppercut, Sheva's somersault kick can hit a grounded foe that is right next to the enemy that she is performing the melee against. - Throat Slit Effect: Instant Kill/Stagger (see description) Type: Single Enemy Head Shatter: N/A Damage: Kill Sheva holds her foe's neck from behind then uses her knife to slice the enemy's throat with her other hand. If other enemies are in the way of this animation then they will stagger backward whenever they come into contact with Sheva or the victim. This instant kill melee will instantly cancel any parasitic enemies that spawn from Majini such as Cephalos, Kipepeos or Duvalias. - Impale Effect: Ground Damage/Instant Kill (when Sheva faces the grounded enemy's head) Type: Multiple Enemies (must all be grounded or extremely close) Head Shatter: None/100% chance (when Sheva faces the grounded enemy's head) Damage: 800 Sheva stands above her foe then takes out her knife and plunges the knife into whatever part of her foe's body she is currently facing. She gets up after the stab and swipes the knife to the side to wipe it clean of blood. ------------------------------------ Sheva's Partner Assist Melee Attacks ------------------------------------ NOTE: Tap the Assist button while near Chris as he is being held in place by an enemy grab in order to perform these actions. These partner assist melee attacks have the ability to stagger an enemy so that your partner can run up and perform an additional melee attack. - Pivot Kick (when a Majini grabs Chris) Effect: Knockdown/Stagger Type: Multiple Enemies Head Shatter: 12.5% chance Damage: 450 Sheva faces Chris while a Majini assaults him then steps in with a roundhouse that sweeps across the area near Chris and knocks away the enemy. - Upward Knife Slash (when a Kipepeo grabs Chris) Effect: Stagger Type: Multiple Enemies Head Shatter: 12.5% chance Damage: 500 Sheva faces Chris while a Kipepeo enemy assaults him then quickly slashes the parasite off him with her knife. - Knife Slash (when Bui kichwa grabs Chris) Effect: Stagger Type: Multiple Enemies Head Shatter: 12.5% chance Damage: 500 Sheva faces Chris while a Bui kichwa is wrapped around him then quickly slashes the parasite off of him with her knife. ------------------------------ Sheva's Tag Team Melee Attacks ------------------------------ - Skull Crusher Effect: Instant Kill Type: Single Enemies Head Shatter: 100% chance Damage: 3,000 Sheva jumps into the air and plants both of her legs around her victim's head then performs a flip while still attached that plunges the enemy into the ground head first. NOTE: In order to initiate this command, Sheva must perform a "Twist Kick" to a Majini, Chris must bounce the same Majini back toward Sheva with a "Kick" then Sheva will get the "Skull Crusher" action command as the enemy stumbles toward her. The enemy should stumble toward her with the enemy's front side exposed. Keep in mind that the enemy must survive the first two bouncing attacks. The whole sequence DOES NOT have to be performed in the way stated above, but Sheva WILL ONLY receive the command while the Majini is facing her. You can change the command by running in front of or behind the staggering Majini. In this case, in front. This tag team melee will instantly cancel any parasitic enemies that spawn from Majini such as Cephalos, Kipepeos or Duvalias. NOTE 2: A partner assist melee attack can be counted as the first bouncing melee hit in the sequence, so the character that gets saved can run up behind the Majini and knock it back toward the character that performed the partner assist melee to give that character the special tag team melee command. - Spinning Back Kick Effect: Instant Kill Type: Multiple Enemies Head Shatter: 100% chance Damage: 3,000 As her victim stumbles toward her, Sheva hops into the air a bit and spins then performs a heavy jump kick to the enemy's head. NOTE: In order to initiate this command, Sheva must perform a "Knee" to a Majini, Chris must bounce the same Majini back toward Sheva with a "Hook" then Sheva will get the "Spinning Back Kick" action command as the enemy stumbles toward her. The enemy should stumble toward her with the enemy's backside exposed. Keep in mind that the enemy must survive the first two bouncing attacks. The whole sequence DOES NOT have to be performed in the way stated above, but Sheva WILL ONLY receive the command while the Majini is facing away from her. You can change the command by running in front of or behind the staggering Majini. In this case, from behind. This tag team melee will instantly cancel any parasitic enemies that spawn from Majini such as Cephalos, Kipepeos or Duvalias. NOTE 2: A partner assist melee attack can be counted as the first bouncing melee hit in the sequence, so the character that gets saved can run up behind the Majini and knock it back toward the character that performed the partner assist melee to give that character the special tag team melee command. ___________________ DISARMING AN ENEMY \___________________________________________________________ Aim at the arm and/or the hand that an enemy is using to hold a weapon and shoot the arm or hand to make the enemy drop the weapon. For two-handed weapons, you'll have to hit the main arm that the enemy grapples the weapon with - pay attention to the arm that the enemy continues to hold the weapon with after a swing and shoot that arm. The enemy will usually take one arm off the weapon eventually showcasing their main gripping arm (the one still holding the weapon). Enemies can also be disarmed through melee attacks and also from knocking them down. Sometimes knocking an enemy down will not disarm the enemy however. If an enemy is holding a glass bottle, your character can actually shoot the glass bottle to break it. The bottle can be completely shattered with two shots. You can simply make the enemy drop the bottle by shooting its arm, but what fun would that be? Enemies with a glass bottle will break the glass bottle by hitting your character also. ___________________ CRITICAL HEADSHOTS \___________________________________________________________ Shooting an enemy directly in the head with any weapon will sometimes automatically make the enemy's head explode regardless of how much damage the enemy has sustained. This technique is known as a "Critical Headshot". AI Sheva will comment on Chris' outstanding shot if you manage to perform this while she is nearby and you can comment on this when another player does this by tapping the Assist button seconds after the player performs a critical headshot. NOTE: A headless enemy still has the potential to attack your character. For instance, if an enemy is beginning an overhead swing with a pipe and its head is popped then that pipe swing can still hit your character. ______________________ PARTNER COMMUNICATION \________________________________________________________ --> What's so effective about communicating with your partner? Well, in a single player game it becomes a necessity if you want to receive help from your partner. For instance, while your character is held in place with a grab, an AI partner will sometimes not knock off the attacking enemy until your character issues the command for help by tapping the Assist button; at that time your AI partner will instantly knock off the enemy. In a co-op game, your partner is not always going to use voice chat; some will not have a mic, some might prefer not to use one, and some might not speak English, so communicating via button commands becomes much more important. There are a few other communication methods that can be used besides the standard B button press as well such as pointing with the laser point on your gun. --> The Partner Assist Button (O or B) The partner assist button will normally call your partner toward your controlled character when the button is pressed. Here is the list of commands that can be issued. (NOTE: In Single Player mode, only the Cover and Attack commands may be issued) .--------------------------------------------------------------. | Actions Performed With Assist | Type of Assist | | Button | | |==============================================================| | Tap | Cover | | Hold and up on the D-pad | Attack | | Hold and left on the D-pad | Thank | | Hold and right on the D-pad | Come Here | | Press RS and LS or L3 and R3 at | * Extra animation (taunt) | | the same time | | | Tap B or O after certain | ** Additional Response | | animations | | '--------------------------------------------------------------' * This particular animation will not affect the AI partner. Most gamers see it as a taunt animation. Performing it will sometimes make an enemy target your character if it is attacking a partner. ** Certain animations include the following: Tap (or tap and hold) the Assist button during these specific animations to have your character respond: - when an enemy has grabbed your character - while your character is in dying status - while your character is in a ready state, waiting on the other player to perform an assist action (while assist jumping to an area) - when your character runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY WEAPON) - partner critical headshot (when an enemy's head bursts from a partner handgun, magnum or rifle shot - the shot MUST BE the random critical headshot) - partner gives your character an item - partner heals your character - partner resuscitates your character - partner helps to break a grab (even a slight nudge that breaks the hold) - partner is in dying status - partner performs a request - partner performs an action command - partner performs an action command while in a hoisting/preparing to jump pose - partner performs an action command while your character is in an enemy hold or unable to comply (single player only - AI partner responds to main character) - partner melee attacks an enemy after a bounce/stagger animation from a Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON BOSSES] - partner melee attacks an enemy with a special co-op melee attack - partner melee attacks an enemy that you have knocked off the partner with a partner assist melee attack. ---------- Cover/Call ---------- Command: Press Assist or Hold Assist then D-pad down (single player) Press Assist or Hold Assist then D-pad right (co-op) Your character waves his/her hand and motions for the partner to come toward the character or step away from a current position. In both modes, the character will shout "Come on". In co-op mode, the command is changed to "Call" instead of "Cover". --> Single Player: While in Cover mode, your AI partner will always keep up with your main character. The AI partner will be ready to heal your character, give that character ammo, and knock off any enemies that grab your character (if you tap the assist button) most of the time. The AI partner will not venture off to itself and will usually only pick up items that are near your character. --> Co-op Use the Call command to get your partner's attention when you need the character to move toward your character in order to pick up an item or simply to join up with your character. This is a good command to use when you want to give your partner an item or heal your partner. You can also use this if you want your partner to follow your character to a certain location. Simply take the lead and stop every now and then to issue the command. --------------- Attack/Send Out --------------- Command: Hold Assist then D-pad up Your character shouts "Go!" then waves his/her hand forward to tell the partner to move out. In co-op mode the command is changed to "Send Out" instead of "Attack" but the command input stays the same. --> Single player The AI partner will scout ahead just a bit when this Attack command is issued. The AI partner will separate from your character and fight the surrounding enemies itself when a battle takes place. This can be a dangerous mode to have the AI partner in since the character will not be near your character for support unless the AI partner is called back with the assist button. The AI partner is more likely to pick up items in the surrounding area while in this mode, so be ready to request the items from the AI partner if that character picks up something that you would like. --> Co-op Your character will shout out "Go!" normally which should let your partner know to advance further. Use this when you want your partner to move on ahead or move to another are. Simply face one way then perform this command over and over. This is perfect when you want to use your partner as bait to lead a certain foe away from your character while attempting to shoot an enemy. It's most useful against mid-boss type enemies, especially the Chainsaw Majini. ----- Thank ----- Command: Hold Assist then D-pad left. Your character will nod and say "Thanks" to your partner. --> Single Player This action is not available in single player mode. --> Co-op It never hurts to thank your partner whenever your partner gives your character some ammo, an item or heals your character. You could also be a sarcastic bastard and tell your partner thanks after he/she sets off a trap that your character gets caught in... Thank you for setting off that explosion right when the nearby Majini grabbed my character. You sure showed him! ---- Halt ---- Your character shouts out "Wait" and holds up his/her arm then makes a fist for the partner to hold the current position. Command: Hold Assist then D-pad down --> Single Player This action is not available in single player mode. --> Co-op This is good to use when you need to catch up to the other player in order to give that character ammo or heal that character or maybe you want to throw a grenade up ahead to finish off a group of enemies instead of having your partner charge in. You could also use this to possibly make your partner cancel an action button prompt command such as a Partner Assist Jump. "No, I don't want to jump up there." -------------------------------------- Pointing with your Gun's Laser Pointer -------------------------------------- While playing online without voice chat, simply have a gun equipped and aim with it then point at an object that you want to show your partner. This is an excellent way to point your partner toward ammo that you want your partner to pick up or you might want to point out some hidden BSAA emblem or other object to your partner. On the flip side, if you ever see your partner standing in place and pointing at an object with the gun's laser pointer, then have a look at what that character is pointing at; you might be surprised. --------------------------- Character Partner Responses --------------------------- Command: Assist button during the actions listed below NOTE: Comments that respond to commands, certain actions or an item given by the partner must be initiated up to 3 seconds after the partner action is performed or your character will simply toss out a normal command that will look out of place. .------------------- MAJOR TIP FOR PERFORMING A RESPONSE ---------------------. | In order to keep your character from accidentally saying "Come on" press | | and hold the assist button for about two seconds when you want your | | character to respond. This is best done when you're unsure if you're | | character will respond to a command or not, especially in the case of a | | partner's critical headshot. | '-----------------------------------------------------------------------------' --> When an enemy has grabbed your character Chris: "Help!" "Help me out here!" Sheva: "I need your help!" "Help me!" --> While your character is in dying status Chris: "Heeeelp me!" "I'm not gonna' make it!" Sheva: "I need heeeelp!" "Help!" --> While your character is in a ready state, waiting on the other player to perform an assist action (while assist jumping to an area) Chris: "Sheva!" "Come on!" "Hurry!" Sheva: "Chris!" "Come on!" "Hurry up!" --> When your character runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY WEAPON). Chris: "I need ammo" Sheva: "I need ammo" --> While reloading (SINGLE PLAYER ONLY - AI partner performs this randomly) Chris: "Reload!" Sheva: "Reload!" --> Partner critical headshot (when an enemy's head bursts from a partner handgun, magnum or rifle shot - the shot MUST BE the random critical headshot) Chris: "Great shot!" "Good work!" "Nice work!" Sheva: "Nice shot!" "Good work!" "Nice work!" NOTE: In order to get a critical headshot, the partner must shatter the head of the enemy instantly through gunfire. Critical headshots are random and they look just like a normal head pop. You can get critical headshots with the rifle even though it is a guaranteed headshot when aimed at the head. Most of the time, a head explosion from a handgun is a critical headshot. You can only respond to handgun or rifle critical headshots. If you've ever unsure about a critical headshot either press and hold the assist button or press down on the aiming button and the Assist button at the exact same time to avoid saying "Come on". You can also try to enter any other animation such as a reload, item pickup, gunshot, quick turn, or taunt when your partner shatters a head then quickly press the Assist button. If your character doesn't respond during any of those methods then it wasn't a critical headshot and you won't accidentally issue a "Come On" action from out of nowhere - accidentally saying "Come on" for no reason sort of shatters your cool streak. --> Partner gives your character an item --> Partner heals your character --> Partner resuscitates your character --> Partner helps to break a grab (even a slight nudge that breaks the hold) Chris: "Thanks for the help." "Much appreciated." "Thanks." Sheva: "Thanks partner." "I owe you one." "Thanks." --> Partner is in dying status Chris: "I'm coming!" "Hold on!" Sheva: "I'm coming!" "Hold on!" --> Partner performs a request --> Partner performs an action command --> Partner performs an action command while in a hoisting/preparing to jump pose Chris: "Roger" "Ok." Sheva: "Roger." "Ok." --> Partner performs an action command while your character is in an enemy hold or unable to comply (single player only - AI partner responds to main character) Chris: "I can't right now." "Out of the question!" "I'd rather not." Sheva: "I can't right now!" "Forget it!" "You can't be serious!?" --> Partner melee attacks an enemy after a bounce/stagger animation from a Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON BOSSES] --> Partner melee attacks an enemy with a special tag team melee attack --> Partner melee attacks an enemy that you have knocked off the partner with a partner assist melee attack. Chris: "That'll work!" "Good job!" "Nice!" Sheva: "Nice teamwork!" "That's good!" "Excellent!" "Chobenbeznaz!" NOTE: While performing a tag team melee attack sequence, the person that actually gets the chance to perform the tag team melee attack can quickly press the Assist button to respond as the Majini staggers toward that character from second melee attack in the sequence. Once the tag team melee attack is performed then the partner that isn't performing the special melee command can respond. So basically when Chris knocks a Majini toward Sheva with a Hook then Chris can respond right after Sheva's Knee melee attack. Once Chris performs the Haymaker in that sequence, Sheva can respond to his tag team melee attack. After a partner assist melee attack has been performed (during a Majini grab) the partner that performed the partner assist melee attack can respond if the partner attacks the bounced Majini with a normal melee attack - much like the tag team attack bouncing response. --> Single Player The response for when an enemy has grabbed your character is very important to use in a single player game. If the order is not issued, then your AI partner will sometimes simply ignore your main character as the enemy continues the hold most of the time. Using the assist button to call your AI partner toward your main character during dying status is extremely useful as well. Other than that single command, there is really no need to yell out a comment during a single player game, but it does look kind of cool. It's as if AI controlled Sheva and my player controlled Chris Redfield are more in-tune with each other. We're partners now, my dear AI Sheva, till the end... now stop taking my ammo and get your ass out of my way while I'm aiming. --> Co-op Even in co-op play, there is not too much use for comments outside of asking for help when grabbed or in dying status. You've mainly got to rely on your partner's knowledge of the game and skill - with these values in place, you shouldn't have to ask for help that much at all. The comment commands can be used to build up the confidence of your partner or just simply to show off your knowledge (uber skillz) of the game. ---------------------------------------- Ordering Your Partner to Pick up an Item ---------------------------------------- (Single Player mode only) Command: Assist button while standing over an item pickup (with Sheva nearby) Phrases: Chris: "Take it." "You grab it." Sheva: "You can have it." "You take that." The "Partner picks up" action command will appear while standing over an item in single player mode while Sheva is nearby. This action tells your partner to grab the item that your character is standing near. This can only be done in single player mode and not co-op play. NOTE: To unlock Sheva as a playable main character, all chapters must be completed one time on any difficulty. ------------------------------------------------ Ordering Your Partner to Interact With an Object ------------------------------------------------ (Single Player mode only) Command: Assist button while standing near an object that can be interacted with Phrases: Chris: "Sheva!" Sheva: "Chris!" The "Command Partner" action command will appear while standing near an object that your partner can interact with such as a bookcase that can be pushed in front of a door or window. This is very useful for tense situations such as barricading the building in the Public Assembly since Chris can order Sheva to push a bookcase while he pushes the other. Like the action above, this can only be done in single player mode and not co-op play. _______________ THE PARTNER AI \_______________________________________________________________ (Single Player mode only) The AI partner (Sheva in this case) has two possible modes of attack that it can be set to: --> Cover * Equips least damaging weapon * Stays near/follows Chris * Attacks less often * Automatically calls Sheva toward Chris (stops what she'd doing to join) Cover mode detailed features: While in cover mode, Sheva will always keep up with Chris. This is really the best mode to keep her in most of the time. - She will be ready to heal Chris most of the time if he is near death while she has a green herb. - She will quickly resuscitate Chris from dying status. - She will almost instantly respond to a partner action command if a Chris player presses the assist button while being grappled. If the assist button is not pressed she will usually stand and watch and VERY RARELY perform a partner assist melee attack to help Chris. - She will target a distance enemy that Chris aims at. Say, you see an enemy on a watch tower and aim at it with a rifle; Sheva will catch sight of it and fire on it as well. This has its advantages and disadvantages and you might imagine. She will sometimes blow your cover. - Attack any type of enemy with a melee attack that causes it to stagger/bounce then quickly run behind the enemy and Sheva will follow up with a melee attack of her own while following. It IS POSSIBLE to trick her into helping with a co-op melee attack sequence! It is also possible to make her perform one by quickly running behind a staggering enemy that she has hit in order to bounce the enemy back toward her. --> Attack * Equips her most damaging weapon * Usually separates from Chris to take her own route * Attacks more often * Automatically sends Sheva out for attack (she will move ahead) Attack mode features: While in attack mode, Sheva will usually separate from Chris. The most important tip I can give you for this mode is to have the mini-map open the WATCH THE PURPLE ARROW CLOSELY. Sheva can be reckless during this mode, so it's best to have an idea of her location. - Sheva will move about and collect items in the area. - Sheva will separate far away from Chris at times. - Sheva will attack more aggressively. Overall detailed features for both modes: - Sheva will melee attack an enemy that SHE has stunned and she will melee attack any enemy that has been bounced toward her. - Sheva will quickly give up any weapon or item that can be requested from her. --> Tricking the AI into performing a follow-up a melee attack So, let's say that your character just performed an arm stun melee (Hook, Kick, etc). You can get your AI partner (Sheva in this case) to perform a follow-up melee attack in two ways: 1) Face the Majini that has been melee attacked then issue the "Go" (Attack) command. Sheva will instantly run toward that Majini if she is not preoccupied and she will perform a follow-up melee attack upon making contact with the Majini. 2) While Sheva is under the "Come On" (Cover) command, run by the Majini that you have just melee attacked and Sheva will follow behind your character then hit the Majini with a melee attack along the way. This is most effective against boss type enemies that you want to double team such as the Executioner or a Chainsaw Majini. --> Equipping Your AI Partner It's really best to equip your AI partner with two weapons so you can easily order your partner to switch between the weapons during a battle. For instance, let's look at the setup below: AI Partner Inventory .-----------------------------------. | | | | | | | | | Handgun | | Rifle | | Ammo (50) | | Ammo (30) | | | | | |-----------+-----------+-----------| | | | | | | | | | M92F | | S75 | | (HG) | | (RIF) | | | | | |-----------+-----------+-----------| | | | | | | | | | | | | | | | | | | | | '-----------------------------------' In the setup above, we see that the AI partner has both the M92F handgun and the S75 rifle in the partner's inventory. By issuing the "Cover" (Come on) command, the AI partner will equip the M92F handgun. The partner will usually only attack to defend itself or the main player. It will sometimes switch over to the S75 rifle during a battle, but it won't do this much. Once the partner is out of handgun ammo then it will switch over to the S75 rifle however. After issuing the "Attack" (Go) command, the AI partner will equip the S75 rifle immediately and will attack more aggressively. It will only switch back to the handgun if all rifle ammo is consumed. TIP: The S75 rifle is one of the most perfect weapons to give to the AI partner since its rate of fire will restrict the partner from spamming constant bullets, the power is rather high for a rifle and the AI partner is really good at precision aiming. Also, just in general, it's a good idea to keep the partner with a rifle. The partner can carry a rifle that your character can request for usage when needed. The rifle is needed throughout the game at key points, but it's not the best weapon for an intense up-close battle, so give a rifle to your AI partner to help save on your own inventory space and request it when needed. _________ TAUNTING \_____________________________________________________________________ Command: Push in on the left and right thumbstick at the same time (R3 + L3/RS + LS) Phrases: Chris: (leans forward and motions with left hand) "Come on! Come on!" Sheva: (leans forward and whistles) Chris and Sheva have their own unique taunts that can affect enemy behavior. When a taunt is used on an enemy that is focused on attacking another player, the enemy will sometimes turn and focus its attention on the taunting player. This is useful for luring an enemy out of a certain area and especially useful for setting up a co-op melee attack. .----------------------------------- TIP -------------------------------------. | Another way to perform a taunt is to push in on the right thumbstick and | | hold it down then push in on the left thumbstick. This will keep a player | | from having to press both thumbsticks down at the same time. | '-----------------------------------------------------------------------------' __________ RELOADING \____________________________________________________________________ Command: With a gun equipped, hold the Aiming button to aim then tap the Run button to reload your currently equipped gun. So long as you have ammo, your character will reload the current weapon. The reload animation can be cancelled early by performing a melee attack during the animation. See the Advanced Techniques section further below. NOTE: You can also reload through your inventory. Choose the appropriate ammo for a gun in your arsenal then choose to combine the ammo with the gun. You can also press the action button while highlighting the ammo in the inventory then move it over the gun and press the action button again for quick combine instead of cycling through the menu options. You can actually pull up the inventory and quickly reload during many character animations such as a melee attack. See the Advanced Techniques section for more details on this. _______________________ MOVING INVENTORY ITEMS \_______________________________________________________ When the inventory menu is open, highlight any item then press the Action button to select it. Once selected, move the item to an empty slot and press the Action button again to drop the item into the slot. This is very useful for placing items onto fast equip slots. ___________________ DISCARDING AN ITEM \___________________________________________________________ In the inventory menu, highlight an item then press the Run button to pull the command menu and select "Discard". Once an item is discarded, it will be permanently deleted from your inventory menu, so be careful what you discard. Any item including weapons can be discarded. ________________ COMBINING ITEMS \______________________________________________________________ Choose an item from the inventory menu then press the action button over the item and move it over another item then press the action button again to combine the two. A player can also select an item with the run button and then use the "Combine" command to combine it with another item after highlighting another. The green herb and red herb may be combined for a full healing spray or two green herbs can be combined for a moderate healing spray. It is also possible to combine ammo with guns like in the classic RE titles. Select the ammo then combine it with the proper weapon to reload it via the inventory. Remember that you have select the AMMO first and not the gun. Selecting the gun first will only rearrange the placement of the gun and ammo, while selecting the ammo first will combine the two for a reload if the gun needs reloading. If the gun doesn't need reloading then the items will swap slots. ___________ FAST EQUIP \___________________________________________________________________ Command: D-pad Up, Right, Down and Left Upon opening your inventory, notice that the top center, bottom center, right center and left center inventory slots all have arrows on them. The arrows represent the D-pad direction that you can push to equip the item in that slot. You can place weapons, items or ammo in the slots then press the corresponding D-pad direction during gameplay to quickly equip that item. You'll more than likely want to place guns in these slots, but you can also place grenades or other items in these slots to help out as well. _______________________________ DISPLAYING PARTNER'S INVENTORY \_______________________________________________ Command: Map button while your inventory is displayed While displaying your character's inventory, press the Map button to display your partner's inventory. From this menu, you can request items from your partner by highlighting them and selecting the "Request" option. To hide your partner's inventory once it is displayed, press the Map button again. _____________ GIVING ITEMS \_________________________________________________________________ --> By opening the menu An item can be given to your partner by opening up the inventory menu and highlighting the item. Select the item and press the Run button to bring up a menu then select "Give" and press the confirm button. A partner must be near your character in order for the command to be successful. The "Give" command will not be highlighted if your partner is not close enough. --> By equipping an item Open up the inventory menu and equip an item such as ammo, a green herb, or a grenade. Run up to your partner while they are nearby and the "Give" command will appear in a button prompt (Assist button). Press the Assist button that is displayed next to the Give command and your character will hand over the item to your partner. The only items that cannot be given to your partner through this method is a gun weapon - you'll have to use the alternative method listed above for giving a weapon. This method is really more useful during a co-op game since your partner might not always stand near your character as you open your inventory menu. NOTE: You can give and receive gun weapons from you partner during the actually gameplay in single player mode. For online co-op play, players cannot exchange gun weapons during gameplay. --> Giving Ammo Whenever ammo is given to your partner, the amount of ammo handed over depends upon the type of ammo. There is no way to switch the amount given to a greater or lesser number. Here is a table that illustrates the amount of ammo given per give command. .------------------------. | Shotgun Shells = 10 | | Rifle Ammo = 10 | | Handgun Ammo = 30 | | Machine Gun Ammo = 100 | | Grenade Rounds = 6 | | Magnum Ammo = 6 | '------------------------' For grenades and proximity bombs, a character will hand over up to 5 at a time per give. For all other items, your character will hand over one of each; such as an egg. ______________________________ YOUR PARTNER'S AVAILABLE AMMO \________________________________________________ If you look to the left (or right with Sheva players) of your partner's life gauge a number next to a bullet icon shows how much ammo the partner has in that partner's inventory for the currently equipped weapon (the ammo inside the currently equipped weapon doesn't count). This can help you to see how much ammo your partner has left over in reserve and if you need to give your partner any extra ammo. ________ HEALING \______________________________________________________________________ --> Healing items and Herb combinations The following herbs and healing items yield the results displayed below when used: .-----------------------------------------------------------------------------. | Rotten Egg | -50% health for one character | |-----------------------------------------------------------------------------| | Green Herb | Light health recovery for one or both | | | characters | |---------------------------------+-------------------------------------------| | White Egg | Light health recovery for one character | |---------------------------------+-------------------------------------------| | Green Herb + Green Herb Mixture | Moderate health recovery one or both | | | characters | |---------------------------------+-------------------------------------------| | Brown Egg | Moderate health recovery for one | | | character | |-----------------------------------------------------------------------------| | Gold Egg | Full health recovery for one character | |---------------------------------+-------------------------------------------| | Red Herb + Green Herb Mixture | Full health recovery for one or both | | | characters | |---------------------------------+-------------------------------------------| | First Aid Spray | Full health recovery for one or both | | | characters | '-----------------------------------------------------------------------------' * Use the inventory to combine a green herb with another green herb or a red herb. --> Healing your character In order to heal your character, open up the inventory menu then equip a green herb or other healing item. While holding the item, press the Action button to heal yourself. You can also, simply choose "Use" after selecting an item. --> Healing your partner/Group healing Healing your partner is done the same way as healing yourself, by equipping or using the healing item, but your partner must be near so that the "Restore Health" command changes to the "Heal Partner" command. Your character will spray the partner with the healing substance and both characters will benefit from the healing mixture. It is almost always best to find your partner and perform a team healing instead of healing yourself, unless you are near death and your partner is not in the immediate location of course. --> Healing with an Egg In order to heal with an egg, equip the egg then use the "Eat" command. Eggs only replenish the user's health and not the partner's health. The animation for eating an egg is slightly longer than an herb or first aid spray healing animation. Also, keep in mind that the rotten egg will take away health, so don't eat it. A rotten egg can be equipped and thrown at an enemy for 2,000 points worth of damage, which is around the same as a magnum shot! _____________ DYING STATUS \_________________________________________________________________ In Resident Evil 5, the "Danger" status from the old Resident Evils has been replaced by a status known as "Dying". When your character is hit by an attack that places them in extremely low health, a cutscene will play for both characters to see as the character receives the near fatal blow and that character will yell out a phrase revealing that the character is close to death, such as "I'm not gonna' make it". A reddish glow will appear on the dying player's screen and the partner will be alerted to that character's location by a red target mark when that character is targeted. The dying character will not be able to perform any type of commands or access the inventory; the dying character can only stagger slowly in one direction. The partner must run toward that character and heal the character with the tap of the Assist button when the "Resuscitate" or "Heal" command appears while standing next to the dying character. One of two heals will take place: --> Heal through a recovery item If your character currently has a recovery item in the inventory then the recovery item will automatically be used to heal both characters like normal. Unlike the normal resuscitation through an adrenaline boost shot, your characters are NOT invincible during this recovery item healing animation and the heal is NOT instant. So say if the Executioner takes a swing at both of you while you're healing your partner in front of him, well, then it's all over thanks to the lack of invincibility through a recovery item heal. Basically, make sure that all threats are away from the dying character or you'll both suffer the consequences. Also, keep in mind that if you press the button prompt to heal with a recovery item when the partner's life is extremely low, your character may pull out the health item and begin to spray but the healing item effect will not kick in quick enough since the dying character's life will constantly drop; the partner may die as the spray hits him/her. The only real plus side to a recovery item heal is that both characters will benefit from that item's recovery feature. --> Heal through adrenaline boost shots (Resuscitation) If your character does not have a recovery item, then your character will grab the dying character's shoulder and quickly give the dying character a shot of adrenaline to boost that character back into action. This shot will not restore as much health as an herb but the adrenaline boost shots are infinite! Always drop everything and rush to your partner's rescue when the partner is in a dying state. If a character is hit by an enemy attack during a dying state then that character will most likely die. The character's remaining health is constantly lowering while in a dying state and if that character is left unhealed for too long then the character will automatically die from full loss of life. When one character dies then the game is over for both players on co- op play and for the main player on single play. If both characters enter the dying state around the same time then the game will automatically end since neither can perform a resuscitation. During single player mode, it is best to keep your partner in "Cover" mode to make sure that the partner keeps up with your character so whenever either of you enters the dying state, then the other will not be far off. This will help you to resuscitate each other much more easily. During co-op play, you need to always have an idea of where your character is through the mini-map so your character can resuscitate at a moment's notice. If you can't find your partner then use the lock-on button to immediately lock-on to that character's location in order to pinpoint the precise location of that character. _____ GUNS \_________________________________________________________________________ This is a general gun list with a brief look at the most common gun types in Resident Evil 5. A description of each gun type is located in the weapons section. --> Handgun Max Ammo Per Inventory Slot: 50 Ammo Variety: Handgun Ammo Controls: Fire: Hold Aim button + tap Fire button Reload: Hold Aim button + tap Run button The Handgun is really one of your best weapons. The ammo for it is very common, it packs quite a punch per shot and it can easily set enemies up for a melee attack if the enemy is shot in a specific area of the body. The only real flaw is that it is not as damaging as the other weapons when fighting a group, but you can really diminish that weakness by setting up an enemy for a melee attack with a single shot then rushing in with a melee attack to knock down or stagger the entire group. --> Shotgun Max Ammo Per Inventory Slot: 30 Ammo Variety: Shotgun Shells Controls: Fire: Hold Aim button + tap Fire button Reload: Hold Aim button + tap Run button As usual the shotgun has more power from close range and less power from long range. It's quite surprising how useful it can be from long range if you're aiming is precise however. The shotgun's spread fire makes it the best choice for a crowd of enemies. Aim for a normal enemy's head and you'll quite frequently blow that enemy's head clean off with a single shot or take major damage from that enemy. --> Rifle Max Ammo Per Inventory Slot: 30 Ammo Variety: Rifle Ammo Controls: Fire: Hold Aim button + tap Fire button Zoom: Hold Aim button + move right thumbstick up (zoom in) or down (zoom out) Reload: Hold Aim button + tap Run button When it comes to precision aiming from a distance, the rifle is your absolute best choice. The rifle packs quite a punch per shot and can shoot through multiple enemies that are standing in a line. Aim for the head of a normal enemy to get a guaranteed head explosion per shot. Thanks to its damage, its actually very useful from close range. The main flaws with this weapon is its lengthy reload time (which can be solved through inventory reloading) and limited vision while in scope mode. --> Machine Gun Max Ammo Per Inventory Slot: 150 Ammo Variety: Machine Gun Ammo Controls: Fire: Hold Aim button + tap Fire button Auto-fire: Hold Aim button + hold Fire button Reload: Hold Aim button + tap Run button The Machine Gun lets loose a rapid fire that can easily spam a single or group of enemies with gunfire rather easily. It eats through ammo fast, but simply spraying this weapon over a crowd leaves a little bit of love for everyone - basically, every hit staggers a normal enemy, so a simple rapid fire while waving this weapon in front of a crowd will stagger all of them thanks to the extremely fast rate of fire. This weapon eats through ammo very quickly and its reload time is rather lengthy, so be sure to change to another weapon quickly if an enemy is still nearby when the weapon is low in ammo. Much like the handgun, this weapon can easily stagger an enemy to set the enemy up for a melee attack. You need to learn to simply tap the trigger if you want to take advantage of this technique though. Did you ever use the TMP in Resident Evil 4? It was a pretty good substitute for a handgun much like the Machine Gun can be in Resident Evil 5 if used properly. When using this weapon against a group of enemies, spray them with gunfire to stun them all then run up and melee attack one of the enemies that is in a stun pose that will give your character a melee attack prompt. --> Magnum Max Ammo Per Inventory Slot: 150 Ammo Variety: Magnum Ammo The Magnum lets loose an extremely powerful and damaging blast per shot fired. It can usually penetrate multiple foes (that stand in a row) and armor with its piercing properties and the magnum is the most effective gun for hitting a bosses weak point when a precise shot can be made. Magnums can also be a very powerful long range weapon when aimed properly. The only real flaw with the magnum is that its ammo is not always readily available like other weapons. The rate of fire is not always extremely fast but the first two magnums found in the game have an overall good rate of fire slightly above a handgun's rate of fire. One magnum in particular has a lower rate of fire equal to that of a shotgun but the damage it can take can make up for it. --> Grenade Launcher Max Ammo Per Inventory Slot: 12 Ammo Variety: Acid Rounds, Electric Rounds, Explosive Rounds, Flame Rounds, Flash Rounds, Nitrogen Rounds A grenade launcher can be equipped with quite a variety of different grenade ammo types and is best used against grouped enemies since each ammo type produces a spreading effect that will damage an entire group. Each round has its own specific use for each specific enemy type. Explosive Rounds are best used for normal enemies while Flash Rounds will instantly stun normal enemies or defeat a whole group of parasitic enemies much like a flash grenade. Flame Rounds produce a burning effect like an incendiary grenade, electric rounds stun targets with electricity, and Nitrogen rounds will actually freeze most normal enemies, allowing one to shatter the frozen enemy with another weapon or a melee attack from close range. ------------------------------------------------------------------------------- ADVANCED BASICS [BS02] ------------------------------------------------------------------------------- _______________________________ TRICKS AND ADVANCED TECHNIQUES \_______________________________________________ --------------- Frame Canceling --------------- Both of the following techniques require your character to perform a melee attack during the actual animation listed. The melee attack will cancel the current action with the same results as if the full animation occurred. This will also place your character into a temporarily invincibility frame thanks to the usual invincibility during a melee attack. Both Chris and Sheva can take advantage of these techniques shortly before performing any of their melee attacks, including the ground melee hit and the partner assist melee attack (hold breaker). Both of these methods are extremely useful during intense fights. --> Reload Frame Canceling Make sure that the melee attack button prompt appears first then reload in front of an enemy that is stunned. During any portion of the reload animation hit the Action button to instantly end the reload animation and cancel into a melee attack. The reload will still take place but the animation will be cancelled early and this will give your character a full reload. --> Gunshot Frame Canceling This can really only be done effectively against tough enemies such as the Executioner or the Chainsaw Majini. Run up to the enemy as the enemy is in a stunned state and watch for the melee attack button prompt. Fire off a shot with your weapon, preferably the shotgun or rifle then press the Action button to cancel the shot animation and instantly perform a melee attack. This is extremely useful against the Executioner since spamming him with gunfire is what counts when trying to defeat him. NOTE: In order for this to work, the RT or R1 button must be the gunshot fire button. You cannot perform this cancel with Type A or C controls. If the X or [] button is used to fire the shot then your character will automatically perform a melee attack instead. --------------------------------------------------------- Pulling Up the Inventory Menu During Character Animations --------------------------------------------------------- Learn to take advantage of certain actions when pulling up the inventory menu. The following actions will allow you to pull up the inventory menu while the character is in the middle of the animation and most of these animations will leave your character invincible to attacks. - the moment when your character tosses off or receives a hit from a grappling enemy - after sustaining a hit - while climbing a ladder - while vaulting over an obstacle/jumping/jumping through a window - while quick turning (NOT INVINCIBLE) - in between gunshots (NOT INVINCIBLE) - during a melee attack, ground melee or partner assist melee - while reaching down to pick up an item - while healing (NOT INVICIBLE) - during reloading animations (NOT INVINCIBLE) NOTE: The full animation for some of these instances must be fully finished before an item can be equipped, but anytime during the animation, you can have the "Equip" option ready to trigger as the animation ends. So, say if a player jumps through a window, the player can select an item and pull up the equip option, but the player can't actually equip the item until the player's character fully stands. -------------------------------------------------------------------------- A Closer Look at Pulling Up the Inventory Menu During Character Animations -------------------------------------------------------------------------- Here is a full list of the animations described above along with a detailed description of how to take advantage of them: --> The Moment When Your Character Tosses Off or Receives a Hit from a Grappling Enemy The instant the animation triggers for when your character has either won or lost the struggle against a grappling enemy, you can quickly pull up the inventory during the remainder of that struggle. --> After Sustaining a Hit The moment your character gets hit, take this time to cycle through the inventory if needed since your character will have to recover regardless. Some hits cause characters to stagger more than others, such as attacks from behind. --> While Climbing a Ladder Ladder climbing animation can be rather long, so pull up the inventory and cycle through it if needed during the climb. --> While Vaulting Over an Obstacle/Jumping/Jumping Through a Window Pull up the inventory during the middle of a vaulting or jumping animation and you can quickly manage items while the character is flying through the air or recovering from the action. The animation of busting through a window that has not been shot out is your best bet for taking advantage of this. Your character will still be invincible for a slight second after landing from the jump to give you time to cycle through the inventory. --> While Quick Turning The animation for a quick turn is rather fast, but you might have time to quickly pull up the inventory and reload during the actual turn. Keep in mind that you ARE NOT INVINCIBLE during this animation. --> In Between Gunshots This is best performed with the shotgun or rifle, and it's best to reload the current weapon through inventory while attempting this. See "Reloading Through the Inventory Menu" further below for more info on actually performing the inventory reload. You can literally reload per shot fired if you're quick enough. Never go through another reload animation again! Keep in mind that you ARE NOT INVINCIBLE during this animation. --> During a Melee Attack, Ground Melee or Partner Assist Melee This will vary between the two characters thanks to their different melee animations. The inventory menu can be pulled up directly after each melee attack has been initiated which allows you to quickly move through the menu while performing the invincible animation. Chris and Sheva's instant death melee attacks (neck breaker and throat slit) are two of the best melee attacks to use when pulling up the inventory during a melee animation, but any melee attack can be taken advantage of in this way. During a Partner Assist Melee, quickly pull up the inventory and equip some ammo to give to your partner if you have extra ammo for a gun that they carry or equip a green herb if the partner needs healing. This is the perfect time to do so. --> While Reaching Down to Pick up an Item Equip the item almost instantly when it appears in inventory after picking it up after pulling up the inventory during the item pickup animation! --> While Healing Whenever you perform a self or partner heal, pull up the inventory and cycle through it if needed. Keep in mind that you ARE NOT INVINCIBLE during this animation. --> During Reloading Animations Your character IS NOT INVINCIBLE during a reload animation, but unless you cancel the animation through a melee attack, you're going to have to watch the full animation, so why not take advantage of it and pull up the inventory menu then cycle through it. -------------------- Invincibility Frames -------------------- An invincibility frame is a frame of animation when your character is completely or partially (during a certain point) invincible to any type of enemy attack. Your character cannot be controlled once these animations have started up till the point that they stop; the inventory menu can be pulled up during most of these animations - keep that in mind. Some of these obviously cause your character to lose health, but the character can't be hit with any other attack during that time. Here's the full list of invincibility animations before I go into detail: - While grabbing an item - While jumping from a platform/vaulting over an object - Giving an item - Performing a melee attack - While recovering from an attack - Resuscitation (cannot pull up inventory during this) - While climbing a ladder - While grounded - While on fire (burning animation) - While electrified (shocking animation) - While holding up arms to block debris from an explosion - While performing a partner action (hoisting animations) - Door kick animation - During a hold, when your character is winning/losing the struggle ------------------------------------- A Closer Look at Invincibility Frames ------------------------------------- Here is the full list of invincibility frames described above along with an in- depth description of taking advantage of each: --> Grabbing an Item The characters are invincible from the moment they reach down or forward to grab an item up until the moment they recover from the animation and stand in place. This actually gives use to picking up an unneeded item. Time a pickup to when an enemy swings and the attack will go right through your character. It's as if your character sees something shiny on the ground then reaches down to grab it, unknowingly ducking an enemy attack. - Types of Item Grabs: Item on Ground - The character crouches down to pick up the item and then stands back up. This is one of the most effective means of dodging an enemy attack. When an area is littered with grounded items, you can keep grabbing the items even as a whole crowd of enemies surround your character and also use the invincibility animation to quickly avoid a sudden lunge or any other type of attack. Item on Shelf or Other Object - The character reaches to grab the item then pulls his/her hand back. This animation is much shorter than a ground item pickup animation, so you don't really want to rely on the invincibility animation here. --> Jumping/Falling/Vaulting From the moment that a jump/fall/vault command is issued, the character cannot be hit during the animation but sometimes there are a few recovery frames at the end of the movement that leaves the character open to attacks. Keep in mind that all of these animation for each character will stagger an enemy if the characters make contact with an enemy during the jump. All of them can even break a hold! - Types of Jumps Long Jump - The character jumps and flies through the air then lands on another platform. This one has some recovery animation at the end of the jump that can get you hit so make sure that an enemy is not approaching the area when your character goes to jump. Lunge then Tuck and Roll - When your character jumps through a window that is not broken, the character will bash into the glass while performing a roll then land on the ground on the other side. The interesting part about this animation is that the character will actually knock down any enemy that is in his/her path, so you can follow this up with a ground melee. This one has just as much recovery animation as the long jump. Vault - The character grabs the side of a wall or railing then hops over the obstacle. This one can be interesting because of the way that the character will swing his/her legs to the side while hopping over an object. The wide leg swing can stagger enemies rather well. Drop - The character leans over then falls down a platform to the floor below. This one has just as much recovery animation as the long jump. --> Giving an Item While a character is handing an item to a partner, the character is invincible until the full animation ends. These are very short animations but these should still be noted. Don't really rely on these, because much like healing with an herb, the invincibility animation is a bit questionable. --> Performing a Melee Attack Both characters are invincible during certain frames of each of their melee attacks. These also included assist button melee attacks that get an enemy off of your partner. Some of the attacks cause recovery animation that leaves the character open to attack but its usually not that much of a problem. --> While Recovering from an Attack Any time that your character is recovering from an attack, your character will be completely invincible to other enemy attacks until they fully recover. - Types of recovering positions Slight Stagger - The character staggers forward or backwards a bit as a hit is received. Heavy Stagger - The character stumbles forward while ducking a bit and trying to maintain the current standing position. Your character will have quite a bit more invincibility frames with this recovery when compared to the other. --> Resuscitation While performing a full resuscitation through an adrenaline boost when your partner is in a "dying" state, both characters will be completely invincible throughout the whole course of the animation. Healing with an herb still has the same unreliable invincibility frames. --> While Climbing a Ladder While climbing a ladder, a character is completely invincible from all attacks during the ladder climb. Ladder climbing is also one of the best times to cycle through the inventory during tense battles. --> While Grounded The moment a character is knocked down to the ground through an explosion or being smacked upside the head with a shovel, that character is invincible while on the ground and while getting up from the knockdown. --> While on Fire (burning animation) While a character flails his/her arms and burns, that character is invincible... from any other attacks. --> While Electrified (shocking animation) While your character shakes while being electrified, the character is invincible from any other attack. If you see an attack coming and you see a live (electrified) transformer on the ground, then run into the transformer and suffer minimal damage and the attack will pass right through your character. If the Executioner begins to swing toward your character horizontally then you can quickly electrify yourself to avoid being knocked into dying status. --> While Holding up Arms to Block Debris from an Explosion When a character holds up his/her arms to block the debris rain from an explosive barrel or grenade, that character is invincible while doing so. One very interesting little exploit to try that is associated with this is to stand near an explosive barrel while enemies are around it then shoot the barrel with an acid round or other type of grenade round. Your character will get caught by the grenade ground explosion effect first, so if your character is far enough away then that character will simply hold up his/her arms to block the explosion of the grenade round and gain invincibility over the barrel explosion. --> While performing a partner assist action (hoisting animations) During the cutscenes where Chris helps Sheva over to another area, neither character can be hit. The characters can be hit when one stands in place without the other providing any sort of interaction however. --> Door Kick animation During the brief animation of kicking a door, your character will have a few frames of invincibility. --> During a Hold, When Your Character is Winning/Losing the Struggle Whenever your character is grabbed and a thumbstick icon appears on the screen, the grabbed character can still be hit by another grab up till the point where your character suddenly wins or loses the struggle. If your character pushes the enemy back or if the enemy wins the grab then your character is invincible during those animations. Keep in mind that there are two different grabs for a Majini (in front and behind) and one grab for a Kipepeo and they both have invincibility frames at the end. ------------------------------------ Reloading Through the Inventory Menu ------------------------------------ - Pull up the inventory menu - Select the desired ammo - Combine the ammo with the proper gun that needs reloading for an instant reload - Quickly cancel the inventory menu by pressing the assist button NOTE: A player can press the aiming button while an item or weapon is highlighted to cancel the inventory screen and equip the current item or weapon. Reloading via the inventory menu does not require your character to perform any reloading animation and it is instant. This can also be done while in the middle of melee attack or jump. It sure beats waiting through the long reload animation of the rifle. .-------------------------------- MAJOR TIP ----------------------------------. | Take a look at the "Pulling Up the Inventory Menu During Character | | Animations" section and the "Invincibility Frames" section and know that a | | player can pull up the inventory to reload during each one of those, unless | | mentioned otherwise. | '-----------------------------------------------------------------------------' - Inventory Reload with Ammo in the Middle Since your cursor will always start in the middle slot on the inventory grid for every time that you open the inventory menu, you can place the desired ammo in the middle of the inventory grid then place the corresponding gun to the immediate right, left, top middle or bottom middle slot, so you can quickly select the ammo upon opening the menu then press in either of those four directions to combine it quickly. When you reload through inventory, use the action button to quickly combine the ammo with the gun. For my setup, I always place shotgun or rifle ammo in my middle inventory slot then place the shotgun or rifle to the left of that slot, so basically, for every reload with the shotgun or rifle, I perform the following button sequence: Xbox 360 - Y, X, left, X, B (to cancel inventory) PS3 - /\, [], left, [], O (to cancel inventory) And my inventory menu looks much like the inventory menu shown below: .-----------------------------------. | | | | | | | | | | | | | | | | | | | | |-----------+-----------+-----------| | | | | | | | | | Dragunov <--- Rifle | | | SVD (RIF) | Ammo (50) | | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' - Inventory Reload with Ammo on the Top Left and Right Sides Many players like to use this setup for inventory reloading: .-----------------------------------. | | | | | | | | | Rifle | |Machine Gun| | Ammo (50) | | Ammo (150)| | | | | | | |-----|-----+-----------+-----|-----| | | | | | | | v | | v | | Dragunov | | VZ61 | | SVD (RIF) | | (MG) | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' Through the above display, we see that players have a gun on the right and left side of the middle portion of the inventory menu then they quickly pull up the inventory and select ammo from the top left or top right row then quickly combine it with the gun below the ammo. The above setup basically requires that your character reloads while in the middle of an animation. - A Combination of the Two Whenever I inventory reload, I use a mix of the two above and usually have ammo for a gun in the middle of my inventory along with a gun on the center right square with the ammo in the square above it. So here is a look at my usual setup: .-----------------------------------. | | | | | | | | | | |Machine Gun| | | | Ammo (150)| | | | | | |-----------+-----------+-----|-----| | | | | | | | | v | | Dragunov <--- Rifle | VZ61 | | SVD (RIF) | Ammo (50) | (MG) | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' As you can imagine, I have to perform a lot of adjustments constantly to gain the above inventory appearance, but it sure is worth it, especially in The Mercenaries mode. --------------------------------------------------------------------------- Reloading from the Inventory Menu while Firing or Performing a Melee Attack --------------------------------------------------------------------------- This is basically an extension of the above section, but I'd like to stress these two methods for intense battles: - Inventory Reloading During Gunshots While firing a weapon that has a slight delay in between shots such as the shotgun or rifle, you can quickly pull up the inventory between shots and reload by combining the ammo with the current gun before the firing animation ends. This is extremely useful in tense situations such as fighting the Executioner in the Public Assembly. I like to have the ammo in the middle slot on the inventory grid then quickly select it and then combine it with the nearby gun. - Inventory Reloading During Melee Attacks As already mentioned, you can reload through the inventory menu during a melee attack as well. Depending on the length of the animation, reloading through a melee attack is usually much easier than performing it during a gun blast AND the character will be invincible during the full animation of the melee attack so you have a slight edge if you accidentally screw up while cycling through the inventory. Both of these methods take some practice but they can lead to ultimate aggression when a shotgun is used! -------------------------------------------------------- Equipping an Item by Holding the Aim Button in Inventory -------------------------------------------------------- While the inventory menu is up, tap the Aim button while highlighting a gun or item and your character will automatically equip that item without the need of going through the text menu and the inventory menu will be canceled as your character equips the item in real time. This can help out quite bunch for quickly reloading from the inventory menu in tense situations since you might want to quickly equip a gun after reloading through combining while you're on the inventory menu, so simply hold the aiming button while equipping the desired gun to immediately cancel the inventory menu and aim with the selected weapon. ----------------------------------------------------- Immediate Lock-On and Fire When a Partner is Grappled ----------------------------------------------------- Whenever your partner is grappled by an enemy, immediately press and hold the lock-on button to face the partner then quickly aim while still holding the lock-on button and then fire your gun. This will instantly lock-on and allow your character to knock off any enemy that grapples your partner much quicker than having to turn and aim. ---------------------- Quick Side Turn Aiming ---------------------- (Control types A and B only) Command: While holding the right thumbstick to the right or left, press the Aim button when a weapon is equipped. Your character will quickly turn toward the viewpoint direction and aim when the aiming button is pressed. This technique can be used to aim to the side quickly. This is an old technique from Resident Evil 4. Many hardcore RE fans that use Control Type A or B can really use this to their advantage for turning to face different directions. ------------------------------------------------ Immediate Melee Attack after Slashing With Knife ------------------------------------------------ (Control types A and C only) Since Control types A and C share the attack button with the melee prompt button, whenever your character is slashing an enemy with the knife, that character will immediately melee attack the enemy if the button prompt appears on the screen during the middle of the slashing. This is most useful for knife runs. If you use Type B or D controls then you'll have to constantly tap the Action button during slashes in order to quickly perform a melee attack. ---------------------------------------------------------------- Immediate Rocket Launcher Blast While Aiming With Another Weapon ---------------------------------------------------------------- Command: Aim with a weapon such as handgun then immediately equip the rocket launcher through the quick select D-pad command assigned to the rocket launcher then fire immediately. Normally your character has to stand and lean over a bit then place the rocket launcher on the shoulder shortly before aiming, but with the method mentioned above the rocket launcher fire is instant. You're actually aiming with the first weapon then quickly equipping the rocket launcher and firing instantly at whatever target your character was aiming at. Here's a more detailed description on how to perform this technique: 1) Set up the rocket launcher to where it can be quickly equipped with a D-pad press (Up, Down, Left, Right) by placing it in the Up, Down, Left or Right slots in the inventory menu 2) Aim with a weapon such as a handgun. Whatever you aim at is going to hit with the rocket. 3) While still aiming with the handgun, press the D-pad direction that the rocket launcher is assigned to then immediately fire. This method is most useful for when an enemy is close to your character and you don't have time to go through the full aiming animation of the rocket launcher. Just aim with a handgun then immediately equip the rocket launcher then fire to avoid having the enemy get too close to where the rocket blast might hit your character. ----------------- Taunting an Enemy ----------------- Command: Push in on the left and right thumbstick I've already mentioned this in the Basics section under Partner Communication but I want to stress it a bit more here. Taunting an enemy can be somewhat useful while setting an enemy up for a trap such as a co-op melee attack. Whenever a taunt is performed, an enemy will sometimes switch its focus toward the taunting character if the character is near the enemy. Taunting doesn't always work extremely well. Sometimes an enemy will not turn during a taunt. If it doesn't turn then get extremely close to the enemy and stand near it for a few seconds and it will turn eventually. ----------------------- Knife Slashing an Enemy ----------------------- Just like with the handgun or machine gun, the knife can easily set up an enemy for a melee attack. Slash the enemy in the head, top portion of the body or legs to possibly stun that enemy and set it up for a melee attack. The slashing animation can be cancelled just like a gunshot animation if the button prompt for a melee attack appears during the middle of a slash. You can also work an enemy into a corner then simply knife slash the enemy to death as the enemy continues to stagger into the wall after each slash. Try to stand above an enemy that is getting up and face the enemy so that a wall is to the enemy's back the start slashing when the enemy rises. You might also want to knife slash a grounded enemy for a (sometimes) quicker kill than a ground melee attack. Usually a ground melee attack works just as well but a knife slash might not take as long to finish off a severely weakened enemy instead of having to watch the full ground melee attack animation. --------------------------------------------------------- Knife Slashing or Attacking an Enemy that Climbs a Ladder --------------------------------------------------------- While an enemy climbs a ladder, that is enemy is completely defenseless, so you can easily shoot them to knock them off and they will take damage from the fall. You can also position your character directly in front of the top portion of the ladder and slash enemies with the knife when they attempt to reach the top. This is another old technique from Resident Evil 4. Another way to knock an enemy off of a tall ladder is to climb up the ladder once the enemy begins to climb the ladder. Your character will climb faster than the enemy and will knock the enemy off with your climbing animation. Seriously. --------------------- Leaping into an Enemy --------------------- Jumping into an enemy that is on the other side of an obstacle, other side of a gap or below your character will knock the enemy down or stagger the enemy if your character touches the enemy in any way while leaping. This can be used to break a grapple that an enemy currently has your partner in or it can be used to knock down the enemy for a ground melee attack. It can also be used to stagger a group of enemies that are in a crowd on the other side of an obstacle. My personal favorite use for this is to leap through a glass window to knock an enemy down then follow that up with a melee ground attack. Be careful while attempting this though, since your character will have some slight recovery animation which allows enemies to move toward your character and possibly attack before the recovery animation ends. Basically don't leap toward an approaching enemy that you are not going to hit. ---------------------------- Kicking a Door into an Enemy ---------------------------- Come again? Okay, so this is not really an "Advanced" technique, but your character can stand on the other side of a door and kick the door into an enemy on the other side. This will damage the enemy just a bit and knock it down. A door kick can be useful if an enemy is seen on the other side, but be forewarned that the enemy might quickly open the door and attack if your character waits too long before kicking the door. As already mentioned before, kicking a door will also make your character invincible during the full door kicking animation as well. ________________ TIPS AND TRICKS \______________________________________________________________ --------------- Co-op Play Tips --------------- - PARTNER LOCATION Know where your partner is at all times, and be ready to help out. Use the partner locator button to auto target your partner's location. It is so very important to have an idea of the your partner's location. Remember that if your partner dies, the game is over for both players. - POINTING WITH A GUN LASTER Whenever you see an item that you would rather have your partner pick up (your inventory is filled), stand and aim directly at the item and remain still. Your partner should get the message that you want them to pick up the item. If they don't then grab it and give it to them later or try to get your partner's attention through an assist command. - PARTNER COMMANDS Use partner commands a bunch if you don't have a headset. Partner commands are there for a reason, so use them. If your partner runs away from an item that you want them to collect then keep standing in place and calling them back with the assist button. Like I said above, aim down at the item and point at it with your laser pointer if your partner still doesn't get the picture. - GIVE SPARE AMMO TO YOUR PARTNER When you have an extra item that you have no use for, such as Machine Gun ammo when you don't have a Machine Gun, equip the item then run toward your partner and tap the B button when the "Give" button prompt appears to give your partner the ammo. - GROUP HEALING When you go to heal your character, make sure that your partner is nearby so that they will benefit from the heal. - DON'T SCREW UP A PARTNER'S FOCUS If your partner is shooting a Majini, don't aim for the same Majini and shoot it, since your partner might opt for a melee attack that you might screw up by shooting the same Majini during a stun animation. Would you let your fellow partners have their moments too? - BE CAREFUL ABOUT SETTING OFF EXPLOSIONS NEAR YOUR PARTNER Make sure that your partner is far enough away from a hazardous object before shooting the object. Red explosive canisters have gotten a much greater blast radius when compared to other Resident Evils. If you hit me with an explosion online then you damn well better heal me afterwards. If not, when the next Majini grabs your character, I'll come to your rescue by tossing a hand grenade at the Majini to break that bondage of love. I'll save you partner! - COVER THE SNIPER If your partner is performing precision aiming with a rifle then try to cover that player by shooting any enemies that try to get near him/her. - DEALING WITH RANDOM DEATHS Just because a player keeps on getting hit and keeps entering the Dying state doesn't always mean that they suck, they might just be trying harder than your character, especially on Public Assembly. When I fight the Executioner, I'm like a raging bull that must defeat him before Chris comments to Sheva about Kirk and sometimes my plans backfire on me because of the pesky Majini that get in the way which causes me to get hit... badly. All it takes is one Majini grab or one badly timed or accidental reload followed by one hell of a kerplunk from the big man himself to enter Dying status in the Public Assembly. - TAKE THE OTHER PLAYER'S ITEMS WHEN THE PLAYER LEAVES YOUR GAME Whenever a player is playing a chapter with you and that player suddenly leaves, the AI partner will immediately take control of that character. The AI partner will still have all the items that the player had. You can use that time to your advantage and request all of that player's ammo from the AI partner. Weapons can still not be exchanged during that game however. Once the next save point is reached, the inventory menu will appear before starting again and the AI partner will lose all of the inventory items that the player previously had. So basically, a player can hog all the ammo and explosives from another player after that player leaves and the AI takes over for their character. ------------------ Single Player Tips ------------------ - EXPLOITING THE "GO" COMMAND In single player mode, whenever your character performs a partner assist melee while the AI partner is being attacked by a Majini, quickly issue the "Go" command while facing the staggering Majini to make the AI partner run up and hit the staggering Majini with a second melee attack. The "Go" command can also be issued after hitting a boss enemy with a melee to make the AI partner perform a follow-up melee. This technique can also be done after hitting a Majini with an arm stun melee attack. This little exploit of the AI partner can go a long way in helping the main player. - EXPLOITING THE AI'S "COVER" MODE If your character hits en enemy with a an arm stun melee attack, quickly run toward the enemy and if the partner is set to "Cover" mode and following behind your character then the AI partner will hit the enemy as it staggers backward for a double team attack. This can also be used when fighting a strong enemy such as the Executioner and Chainsaw Majini since all melee attacks cause them to stagger. - LEAVE THE AI PARTNER WITH LITTLE AMMO If you find that your AI partner is wasting too much ammo, simply request the ammo from that character and leave that character with little ammo. Usually the AI partner is better with heavier weapons, especially the rifle. The AI partner tends to spam machine gun and handgun ammo. - KEEPING THE AI FROM SNATCHING AN ITEM If you see the AI partner run toward a breakable object and you don't want the partner to break it and take the item then run toward the object yourself. The AI partner will back off and let your character break the object and have the item. - TAKE ITEMS FROM THE AI PARTNER Request whatever items you need from your AI partner. Ask and you shall receive! The only item that an AI partner will not give up is a weapon that your character currently has in his/her own inventory. - USING THE AI PARTNER AS YOUR ITEM BOX Load up your AI partner with whatever you don't want your main character to carry. Your AI partner can basically be a walking item box ------------------- Tips for Both Modes ------------------- - THE RESTART OPTION During the middle of any chapter, a player can pause the game and then choose restart to be taken back to the main inventory in order to buy items or rearrange each character's inventory. The player will start at the last check point that was passed. This will not count against the player at all toward chapter completion. Game time will remain as it was up to the point of the last checkpoint. This can be used to cancel any death that is about to take place if a character suddenly enters dying status (BEFORE the final blow) and can help a player to gain the upper hand on bosses by allowing the player to restock the characters' inventory with needed ammo. - PULL UP THE MINIMAP TO KEEP TRACK OF YOUR PARTNER Always pull up you mini-map at the beginning of each stage. This will help you to easily keep track of your partner in big areas. - SEEING BOSSES ON THE MINIMAP Pull up your mini-map (GPS) while fighting a boss enemy. Most of the time, the boss enemy will be showcased as a blue triangle on the map. This can help a player to see where the boss enemy is currently at. Being able to view the location of the boss enemy is extremely helpful during some boss battles. - CHARACTER STARES Whenever an enemy is nearby, your character will look in that direction; use this to help identify a nearby enemy location. Sometimes your character will simply turn his/her head to look at the partner however. - THE LOCK-ON FEATURE If you're having problems finding your partner then use the lock-on button to find that character. - YOUR PARTNER'S AMMO Check your partner's amount of ammo for the currently equipped weapon, which is displayed to the left of the partner's life bar. If the partner has 0 handgun ammo and you have, I don't know, say around 85 handgun ammo, you might want to share. This is more useful in co-op mode than in single player. You'll mainly want to hand over secondary weapon ammo to AI Sheva since she doesn't aim precisely with the handgun. - PERFORMING A FOLLOW-UP MELEE When your partner knocks an enemy off of your character and the enemy is still alive and staggers to the side, immediately run toward the staggering enemy and your character will get a button prompt command for a melee attack of your own. Double team! Sometimes the enemy will stagger to the side, but sometimes the enemy will only get knocked down to the ground. Either way, the enemy will still receive damage from the partner assist melee attack. Your character could use that chance to hit the enemy with a ground melee attack while it is on the ground to perform some extra damage to it. - SLASHING AN EXPLOSIVE BARREL...? A knife slash will not cause a red explosive barrel to explode. This can be useful to know for certain areas where breakable objects lie right next to barrels. - THE PARTNER COMMAND TAKES PRIORITY OVER OTHER NEARBY MELEES A partner assist melee attack button prompt (when a Majini grabs your partner) will usually take priority over a normal stun prompt, so if you perform a stun to a Majini and your partner is next to the stunned Majini while in a hold by another Majini then the partner assist melee attack prompt will appear most likely instead of "Straight" or whatever other character melee attack you're about to perform. - DELAYED WEAPON SWITCHING Pressing a direction in order to switch to another weapon during a gunshot or reloading animation will usually take effect once the current gun animation has completely ended. - CANCELED ANIMATIONS DUE TO ENEMY HITS Any frame of a reload animation that is interrupted by an enemy attack no matter how early or late will make the reload successful. The enemy may take damage from your character but the enemy can help out in ending the reload animation frames early. - DESTROY WOODEN DOORS IN STYLE Want to destroy a wooden door fast? Shoot it twice with a handgun or machine gun then kick it to break it. Not only will you look like a badass as you lay the smackdown on that door like your good buddy, Berserker, but you'll destroy it very quickly during intense situations. - BUYING A WEAPON AND SELLING IT TO KEEP THE AMMO If a weapon is sold on the main inventory screen then the ammo will be kept in your current inventory. Knowing this, if you need magnum ammo to take with your character and the extra money to spare, a player can buy a magnum then sell it and keep the ammo from the magnum that is bought. A player can continue to buy a magnum then sell it off just to keep the ammo. ____________________ TAG TEAM MELEE TIPS \__________________________________________________________ --> Tips for performing Tag Team Melee Attacks in Co-op mode 1) When the second (bouncing) melee attack is performed, the enemy might stagger to the side, in a case such as this, you can perform either of the co-op melee attacks listed above by running to the front or back of the staggering enemy in order to get the button prompt. Keep in mind that you must activate the command before the staggering animation ends however. 2) When your partner is grabbed by a Majini, run up to the embraced pair and quickly equip the knife then slash the Majini in the middle portion of its body. Not only will you save your partner with only minor damage to the Majini, but you'll most likely slash the Majini in the arm to stun it and set it up for a co-op melee attack. It's best for your partner to start the sequence since that character will be the closest to the Majini. 3) If you find that a Majini is moving away from your character and you want the Majini to face your way, taunt the Majini (LS + RS/L3 + R3) to get it to turn. Sometimes you have to taunt a few times to get its attention. This doesn't always seem to work however; sometimes simply getting close to the Majini is more useful in making it turn. --> Easily set up a Tag Team Melee with other players 1) Arm a machine gun and aim toward a Majini's arm then tap the trigger button once in an attempt to stun the Majini. This is a bit less damaging than a handgun. 2) After stunning a Majini with an arm stun, if your characters are not in the the proper placement for bouncing it back and forth with melee then quickly run behind it and perform your character's back melee attack to bounce it toward the other character and set it up for the sequence. 3) Want to trick a new person online into helping you out with co-op melee attacks? If you notice that the partner performs melee attacks whenever a Majini is next to their character then trick them into helping you: a) Simply make sure that your partner is near then let a Majini approach both of you and then quickly shoot the Majini in the arm then run behind it and knock it toward your partner. The partner will most likely take the initiative to perform the melee attack that bounces the Majini back toward you, giving you the special command. b) Run up to a Majini that has grabbed your partner then slash the Majini with your knife in the midsection for a usual arm stun. DON'T PERFORM THE MELEE YOURSELF! Allow your partner to bounce the Majini with the melee command. Your partner will get a melee button prompt on the so that player is most likely to perform it right then. Simply bounce the Majini back toward your partner and that partner might accidentally perform their special melee! c) Whenever you witness your partner hit a Majini with an upper arm melee attack, quickly run behind the Majini to bounce it back toward your partner. (d) Use partner action commands to order your partner to stand in place. This won't always work. This is most useful for a single Majini. Here's the way I've done it before: Chris: "Wait! Wait!" [Chris walks toward Majini and lures it out while backing up] [Sheva aims her gun] Chris: "Wait! Wait!" [Sheva lowers her gun while Chris aims, shoots it in the arm then runs behind it and kicks it toward Sheva. Sheva responds with a Twist Kick as Chris was hoping for. The gods shine down upon Mr. Redfield as he steps forward and delivers the ultimate answer to the Majini threat.] Chris: Thanks! (Thank you, my tool.) All jokes aside, by setting up a Majini for a co-op attack with new players, they might catch on eventually. There was one time where one player actually did realize what I was doing and allowed me to set the sequence up for that player. (e) For extra info about using partner action commands while playing online make use of the following and your partner might catch on: - "Go" command = Use this while a Majini is coming toward you to tell your partner to get behind the Majini. - "Come on" command = (1) Use this to call your distant partner behind a Majini while the partner is a long distance away. (2) This can also be used to tell your partner to knock a Majini that you have stunned toward you with a melee attack so you can knock it back. (3) After knocking a Majini toward your partner, use this command to encourage your partner to knock it back toward you. The latter actually works well against random online players sometimes. - "Wait" command = Use this if your partner is about to shoot the Majini to make the partner lower the gun. - "Thank" command = This is the ultimate way to build up encouragement while playing online. After a successful co-op melee, thank your partner. If your partner is clueless to the co-op melees that you just tricked them into helping you with, then they might catch on because of your gratitude. --> Performing a Tag Team Melee in Single Player mode It's really not hard at all to set up a tag team melee attack in single player mode. You just have to know the way that your AI partner will work and that is one thing I will show you here so you can start Haymakering and Back Handing your own Majini in single player! This is not meant to be just for fun either; it is actually very effective in Veteran mode. Veteran mode is the best mode to obtain these tag team melees in since the Majini have more health allowing them to survive the full sequence and possibly multiple attempts. You see, the AI has to follow certain rules that a single player can take advantage of: 1) The AI partner will most likely NOT melee attack a Majini that the main player stuns. The AI partner will usually only attack a Majini that the actual AI partner has stunned. 2) An AI partner will bounce back any Majini that is knocked toward that AI character. No matter if that character is shooting or what, that character will knock back any Majini that the main player stagger their way. 3) When a "Go" command is issued, the AI partner will always step a few steps in front of the main player then turn to face that player regardless whether an enemy is in the area or not. The AI partner will usually stop whatever it is doing and run in front of the player then turn to face the player. Do I see a light bulb yet? That third listing should have sparked something. Did it? Here are three ways to trick the AI partner into helping out with a Tag Team melee attack: 1) Have the AI partner near your character then shoot a Majini in the arm for an arm stun. Directly after the arm stun, issue a "Go" command to your AI partner while facing the Majini. The AI partner will quickly step behind the Majini and give a little space in between that AI partner and the Majini. Wait just a slight second for the AI partner to get in the back of the Majini then perform the first melee attack from the arm stun to knock the Majini toward your AI partner. If the AI partner is still behind the Majini, the AI partner will automatically bounce the Majini back toward your character with a back melee. Once the Majini staggers back toward your character, you will receive the special tag team melee command which you can change by quickly stepping in front of or behind that staggering Majini. The above method works like a charm once a player gets used to it. I can do them in single player about 60% of the time with this method. 2) Perform an arm stun on a Majini while the AI partner is behind your character or nearby, preferably busy shooting another Majini. Quickly run behind the Majini that is stunned with an arm stun and knock it toward the AI partner with a melee and the AI partner might respond with a follow-up melee to knock it back toward your character, giving you the special tag team command. Your miles will definitely vary with the second method, but it's good to keep it in mind. There is also one more method where one can actually get the AI partner to perform their own tag team melee. 3) Whenever you see the AI partner perform a melee after an arm stun that the AI partner has done itself, QUICKLY run behind the Majini that the AI partner has hit and knock it back toward the AI partner. The AI partner will almost always be standing and waiting and if the AI partner is still nearby after your character knocks the Majini back then the AI partner will automatically perform the tag team melee depending on the side the AI partner faces when the Majini staggers back toward the AI partner. As you can see, I really enjoy performing tag team melees and exploiting the computer AI in order to help me. This is NOT hard at all, you just have to understand the way the AI partner will work and try this out yourself. I do tag team melees for fun, not for trophies or achievements. It's all about the challenge in performing them that excites me! Like I said earlier, they are also very effective in Veteran mode. ------------------------------------------------------------------------------- ITEM DUPLICATION [BS03] ------------------------------------------------------------------------------- During a co-op game, any item or ammo that can be given to another player can be duplicated through a little glitch at the beginning of a session. This can be used to duplicate rotten eggs which can be sold off to the store for 2,000 gold each. This will help the player quickly afford upgrades and weapons from the store. In order to use this technique, perform the following steps: 1) Invite a player to a session. 2) While the joining player is still on the main inventory menu give the player the item that you want to that player to duplicate for you. You can give the items during the actual gameplay also. It doesn't matter. 3) Start the session. 4) During the actual gameplay, the person that joined the game (not the host), should pause the game then exit the session by choosing "Quit" from the pause menu. The joining player should save the game on their end. 5) The host will be left with an AI partner that still retains the same inventory that the other player had. The host should do one of two things: a) Request the given item back from the AI partner. This will allow the host to duplicate the host's own inventory in repeated sessions. Quit the game and save in this case once the item is in your inventory. b) Quit the game without saving. Choose "No" when it asks if you want to save. Any item that the AI partner has in it's inventory will not be added back to the host's inventory if the game is saved, so don't save it unless you request the items back from the AI partner. Not saving the game will allow the host to retain any item that was originally in their inventory before the session was started. Here's how a person can duplicate rotten eggs: 01) Invite a player to a session. 02) Give the joining player however many rotten eggs that you have. Let's use 3 in this case. 03) Start the session. 04) While the joining player has the 3 rotten eggs, that player should pause the game and choose "Quit" then save the game. The player will retain the 3 rotten eggs in their inventory. 05) The host should pause the game then quit the game and NOT save to retain the 3 eggs, or request the rotten eggs back from the AI partner then quit and save the game. 06) Now that both players have 3 rotten eggs, the host should start another session then invite the joining player again. The joining player should keep the three rotten eggs in that player's inventory. The host should give the other player 3 rotten eggs again so the joining player has 6 rotten eggs. 07) Start the session. 08) The joining player should exit the session by pausing the game and choosing "Quit" then save the game to keep the six rotten eggs. 09) Since the host only started with three rotten eggs, that player should request all 6 rotten eggs from the partner then quit and save the game through the pause menu. The host now 6 rotten eggs as well. 10) This can be repeated over and over until both players have an inventory full of rotten eggs. During the next cycle from the sessions mentioned above, the host will have six rotten eggs and the joining player will have 6, so the host could give 6 to the joining player to give that player 12 and then request the 12 once the player leaves and the AI takes control of the partner. Both players will have 12 each at that point. 11) Once the joining player has an inventory full of rotten eggs then remove all the rotten eggs from the character inventory then allow the host to fill the joining players slot full of rotten eggs once again before starting the session. The host will want to exit WITHOUT saving after the joining player leaves after saving their game since there is nothing to be gained from requesting all eggs that were in the host's inventory prior to the session. ** WARNING: The important step to realize in the technique used above is that whatever the AI partner has in it's inventory after the joining player has left the session will be lost when the host player exits the game and saves or the host player reaches a save point, so if the AI partner has anything that the host player wants to keep, the host needs to request the item from the AI partner then exit and save OR simply exit the game WITHOUT saving to keep your inventory the way it was prior to the session. [WT00] =============================================================================== __ __ _ _ _ _ _ \ \ / /__ _ | || | __| |_ | |__ _ __ ___ _ _ __ _ | |__ \ \ /\ / // _` || || |/ /| __|| '_ \ | '__|/ _ \ | | | | / _` || '_ \ \ V V /| (_| || || < | |_ | | | || | | (_) || |_| || (_| || | | | \_/\_/ \__,_||_||_|\_\ \__||_| |_||_| \___/ \__,_| \__, ||_| |_| |___/ R E S I D E N T E V I L 5 M A I N G A M E =============================================================================== Hi, and welcome to the walkthrough section for my Resident Evil 5 guide. This walkthrough will provide you, the reader, with a full detailed description of the main game of Resident Evil 5. All item placements and breakable objects have been described in their own separate sections as well as the main walkthrough. Areas that may be investigated (examined for more details) are labeled in the "Investigation" boxes. All treasure locations and BSAA medals are pointed out in full detail in the actual writing and in lists spread throughout the walkthrough. If a trophy/achievement can be gained in a certain area, then it has been labeled for the reader as well. Keep in mind that this walkthrough is meant for Normal mode and is updated slightly for Veteran. A separate walkthrough is available toward the end of this guide for Professional mode. ******************* MAJOR WARNING ABOUT DATA CORRUPTION *********************** Be sure to back up your save file for either console version onto some sort of portable saving device. There is a common data corruption problem with Resident Evil 5's save file that could corrupt your data. For Xbox 360, use a memory card to save your data. For PS3 use a flash drive to save your data - highlight the save file under your save games list then press /\ and copy the data to a flash drive on the device list once it is inserted. The PS3 save file used to be copy protected but the Version 1.03 update that was released around the beginning of June 2009 removes the copy protection, allowing gamers to back up their Resident Evil 5 data to a flash drive. ******************************************************************************* = = = = = = = = = = = K I J U J U C A S E F I L E = = = = = = = = = = = = = ==== - Redfield Report (Kijuju Incident) ==== --- "Casualties continue to mount over the long years I have struggled." --- -- "More and more I find myself wondering if it's all worth fighting for." -- --- "Maybe one day I'll find out" --- - - - - - - ___ _ _ _ _ [CH11] / __\ |__ __ _ _ __ | |_ ___ _ __ / | / | / / | '_ \ / _` | '_ \| __/ _ \ '__| | | __ | | / /___| | | | (_| | |_) | || __/ | | ||__|| | \____/|_| |_|\__,_| .__/ \__\___|_| |_| |_| |_| ------------------------------------------------------------------------------- --> Chapter 1-1 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 20+ | 15 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <12'00" | 17'00" | 22'00" | 22'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than ------------------------------------------------------------------------------- [CH111] Chapter 1-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - C I V I L I A N C H E C K P O I N T - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Objective: Rendezvous with your contact at the Butcher's Shop. Welcome to Kijuju, fellow Resident Evil fan! Control of Chris Redfield will be given to the player on the streets of Kijuju as Kirk contacts Chris. Both Chris and Sheva must meet up with their contact at the Butcher's shop down the street up ahead. -- "I knew it from the moment I arrived, there's no reason here..." -- Press the R2 (RB) button to bring up your mini-map. This mini-map is so very important to playing Resident Evil 5 that I'm going to go over the basics here then bring it back up later. The green pointer represents Chris and the purple pointer represents Sheva. There is a compass on the upper left corner of the screen that always points north, which I use to give you directions for this guide. If you're playing this game co-op then the mini-map should be up at all times so you can see your partner's current location. .---------------------------------- EXTRA ------------------------------------. | If your character happens to be in caution status (orange) health then that | | character will still be holding his/her chest portion throughout this | | entire opening segment without an ability to heal. | '-----------------------------------------------------------------------------' Press and hold the R1 (RT) to locate your partner in the immediate area. This can be very important in an intense area when you need to find your partner's location quickly and have multiple levels of a building or obstacle to worry about. Sometimes the mini-map doesn't cut it for finding a partner's location and you'll be forced to use this. .----------------------------------- EXTRA -----------------------------------. | If your character walks down the street immediately while Chris talks with | | Kirk, you'll get to see some townspeople knock down and drag away a fellow | | townsperson down the first east path. A slight cutscene will play as your | | character gets closer to them. They seem to disappear into the east alley. | | If you wait too long at the beginning, then you'll miss out on seeing this. | '-----------------------------------------------------------------------------' -- "No humanity." -- There's a lot to see on the streets of Kijuju, but there are no items. All buildings can be entered so feel free to explore. Walk down the street ahead to reach the butcher's shop. Neither character can use a weapon or any kind of attack for the moment. There's plenty of crates and boxes just begging to be destroyed, but neither character can break them even if this is your second playthrough. .----------------------------------- EXTRA -----------------------------------. | Stay in the Civilian Checkpoint area for a total of two minutes without | | triggering the cutscene past the grouped townspeople to the north and Chris | | and Sheva will engage in some extra dialogue. They speak about America and | | Americans in general. About 10 seconds after the dialogue, Kirk will | | contact both of them and tell them once again to meet up at the Butcher's | | Shop. Kirk will continue to contact Chris and Sheva with the same dialogue | | if the players continue to stay in the area afterwards. | '-----------------------------------------------------------------------------' If your character walks past a townsperson, that person will simply stop and stare with a most grueling look on his face. It's amazing to stop and look at the level of detail in each person's face. -- "Everywhere I look, I find vacant stares... -- The characters will pass a person lying on a crate patting his machete against his hand. Some residents are grouped in the street nearby him while one of them smacks something tied up in a burlap sack further ahead. Is that the townsperson that the characters could see earlier!? The group of townspeople will stop what they are doing then turn and look at Chris and Sheva as both characters walk by them. -- "All I see is death." -- Further ahead and to the west, the characters will come across the one and only place for fresh and quality meat - the Corner Pyamy Butchery of course. Walk toward the building to trigger a cutscene. -- CHECKPOINT All of the inhabitants are now gone! Well, it's certainly not bingo this time. The streets are deserted. You can move back toward the radio on the side of the streets to hear an announcement over the radio. This person must be giving away free money, or better yet, RE5 promotional goodies! Continue to the Corner Pyamy Butchery. .----------------------------------- EXTRA -----------------------------------. | If Chris steps behind the counter on the outside of the Butcher's shop up | | ahead, Reynard (the contact inside) will tell Chris to enter the building | | through the side door. Strangely enough, even if Chris busts through the | | door and stands in front of Reynard, a player can still trigger this phrase | | by stepping back outside and walking behind the outside counter. | '-----------------------------------------------------------------------------' Step around the right (north) side of the building. Walk over to the door on the north side. Now, if you're familiar with door opening using the Resident Evil 4 setup then you will know that a door can be opened gently by tapping the action button when the button prompt appears while standing next to the door or your character can kick it open by double tapping the button. Read the tip below. .----------------------------------- TIP -------------------------------------. | When a door is kicked open the kicking animation frames will make your | | character invincible to enemy attacks. When a door is opened normally, | | there are no invincibility frames but the sound will not alert unaware | | enemies like a door kick will. | '-----------------------------------------------------------------------------' Upon simply entering or busting into the butcher's shop, approach the man with the turban (Reynard). Use the button prompt for the action button to speak with him and a cutscene will trigger. .----------------------------------- EXTRA -----------------------------------. | If one player moves too far ahead of the other and meets with Reynard, he | | will only mention that he heard that there were two of operatives and ask | | about the character's partner. | '-----------------------------------------------------------------------------' Chapter 1-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - B A C K A L L E Y - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Both characters should open up the metal case in front of them and each character should pick up the ++M92F (HG)++ from the metal case. Chris will also slip into his combat gear. If this is a replay and you selected a new outfit then your character will be wearing it after the next cutscene. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + H I D D E N W E A P O N Weapon: M92F (HG) Location: Back Alley - Chapter 1-1 Details: The character's will be placed right in front of the metal case containing this weapon after the first cutscene with the contact (Reynard) in the Butcher's Shop. There is one for each character. On the first playthrough, the characters must pick up one each since it is there only weapon to equip and they must both equip something to trigger the next cutscene. On a second playthrough, if the characters already have a gun available then the M92F does not have to be picked up. The characters can ONLY grab their handguns before the cutscene plays that is triggered by equipping a gun, so if a player wants to grab a handgun it must be picked up before that cutscene; otherwise, the metal case will be gone from the counter after the cutscene. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Press the Inventory button to bring up the inventory menu and view your current inventory. While the inventory screen is open, press the RB button to see your partner's current inventory. Below is the inventory setup for each character. C H R I S S H E V A .-----------------------------------. .-----------------------------------. | | | | | | | | | | | | | | | | | | D-pad | | | | D-pad | | | | Up | | | | Up | | | | | | | | | | |-----------+-----------+-----------| |-----------+-----------+-----------| | | | | | | | | | | | | | | | | | D-pad | | D-pad | | D-pad | | D-pad | | left | | Right | | Left | | Right | | | | | | | | | |-----------+-----------+-----------| |-----------+-----------+-----------| | | | | | | | | | | | | | | | | | | D-pad | | | | D-pad | | | | Down | | | | Down | | | | | | | | | | '-----------------------------------' '-----------------------------------' R E D F I E L D A L O M A R As you can see, the inventory is composed of a 3x3 grid. Weapons or items in the top middle, bottom middle, middle left and middle right slots can be equipped by tapping the up, down, left and right directions the D-pad. Why would you want to equip ammo? So you can give it to your partner with the tap of the assist button while standing near that character. All of the items have various commands that will appear after equipping them. You can also give an item by selecting the "Give" command from the inventory menu after pulling up the command list while highlighting an item. You'll have to equip the weapon through the inventory menu by pulling up the inventory (/\ or Y), highlighting it, then selecting the action button to select and equip it in order to trigger another cutscene. .---------------------------------- EXTRA ------------------------------------. | You can walk over to Reynard before grabbing or equipping your weapon and | | talk with him to hear some extra dialogue Chris is too bulky to get by him | | and Sheva can't bring herself to leave her partner, so you're going to | | trigger another cutscene by equipping your weapon to continue. | '-----------------------------------------------------------------------------' Now Chris and Sheva are prepared for action! Run over to the --WOODEN CRATE- - up ahead on the north side of the room. This is one of the many breakable objects that the characters will find in the game. To break them without shooting, equip the knife by holding the knife button (L1 or LT) then slash the crate open to reveal a random item. Not all crates contain random items, but a good majority of them do. Some crates will always contain the same item. There are two files on the north side of this room to the left of the crate: --DYING MEMO-- and --CONTROLS MEMO--. Dying is a new status in the RE universe. It is basically the new "Danger" status. When a character is hit while that character has extremely low health, that character will enter "Dying" status. While your character is dying, a red glow will encase your screen. Your character can only hobble in his or her wounded state at that point. A partner must resuscitate or heal your character by standing in front of your character and pressing the assist button. If a partner has a green herb then the healing item will automatically be used but if the partner has no healing item then that character will give the dying character a quick shot of adrenaline that will take the dying character out of the current status and heal them just a bit. Adrenaline shots are infinite in number. Failure to help a dying character will result in death for both characters after a few seconds; if the dying character is hit with an enemy attack then the game is over for both players also. Let's talk about controls. You have four different types of controls - Type A, Type B, Type C, and Type D. Type D is the default control type. If you're just now playing this game after having played Dead Space then you will want to stick with Type D most likely like yours truly. Type A offers the usual Resident Evil 4 style setup, Type B changes the shoulder button functions while still maintaining the usual RE4-style camera, Type C changes the right thumbstick to a character turn and the right or left direction on the left thumbstick to a sidestep but still keeps the RE4-style buttons in place, Type D changes the shoulder button functions and changes the right thumbstick to a character turn while the right or left direction with the left thumbstick is changed to a sidestep. Got all that? It's best to experiment with them yourself. ----------------------------------------------------------------- INVESTIGATION [ ] Counter with Meat Chunks - On the east side of the room across from a door. [ ] Dying Memo - On the north side of the room to the left of the crate. [ ] Control Type Memo - On the north side of the room to the left of the crate. [ ] Long counter with meat chunks - Along the west side of the room, to the left of where the characters start. [ ] Counter with Intestine and Cleaver - Across from the files. Light shines down on this through a hole in the roof. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - Lying on a freezer on the north side of the room. --> Random Item ------------------------------------------------------------------------------- The slabs of meat in this room can be slashed with your knife and there are plenty of other objects such as bottles, gas containers, boxes and cans that can be knocked around as well. Go ahead, I know you want to! Leave the shop through the doorway to the west. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Stand - To the right as the character exit the butcher's shop. A character will need to toss a hand grenade at the stand in order to break it or fire an explosive round at it with the grenade launcher, so a player can only do this on a second playthrough. --> Random Item [ ] Wooden Barrel - Beside the wheelbarrow to the left after exiting the butcher's shop. --> Random Item ------------------------------------------------------------------------------- Break the nearby --WOODEN BARREL-- by the wheelbarrow outside. Stand at the top of the stairs that lead west. You see those crows down there? You can shoot some of them and with your handgun to kill them. The crows will randomly drop gold once defeated. They will increase your kills for this chapter and they'll be added under your recorded kills under the main menu (Records). If this is your second playthrough and you happen to have a flash grenade or hand grenade then toss it down at them to kill them all. ----------------------------------------------------------------- INVESTIGATION [ ] Headless dog carcass - The crows surround this gruesome sight. ------------------------------------------------------------------------------- The crows are surrounding a carcass of a dog. Move into the building with the "Wood Furniture" sign along the side of it. Slash the skulls on the shelves with the candles if you want then open the metal door inside. .------------------------------- GLITCH/EXTRA --------------------------------. | While moving down the stairs, quickly skip the cutscene that shows that dog | | carcass then run down the stairs immediately and enter the building at the | | bottom of the stairs. If you QUICKLY look to the right a Majini will be | | walking off to the right. | | | | The camera has to be turned to the right very quickly once the building is | | entered in order to see the Majini. It is best to do one of the following | | in order to see him: | | | | 1) Use Type A or B controls then tilt the camera angle to the right while | | entering the building and quickly aim to make the character face right. | | | | 2) While in single player, quickly press the lock-on button to lock-on to | | to your partner which should still be at the top of the stairs as you enter | | the building and this will make your character face the Majini after | | entering. | | | | 3) While using Type C or D controls, quickly turn to the right while | | entering the building. This method doesn't work that well. | | | | Either way, the Majini will walk to the side for a few seconds then | | suddenly disappear. Here is a video of the glitch by SeitengrateZero: | | | | http://www.youtube.com/watch?v=TiYkG7AJEcU | '-----------------------------------------------------------------------------' Kick open the next door for an incredibly gruesome sight. Break the --WOODEN BARREL-- and the two --WOODEN CRATES-- behind the goat display then move around the corner to the west and turn to the left to find the exit door. A ++GREEN HERB++ is on a shelf to the right of the exit door. Kick open the door then step outside. ----------------------------------------------------------------- INVESTIGATION [ ] Goat - Right across from the door that you enter the room from. [ ] Erratic Memo - On the counter near the metal pot off to the left when stepping further into the room. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - On the floor near the wooden shelf on the far west wall. --> Random Item [ ] Wooden Crate - Along the wooden shelf near the barrel mentioned above. --> Definite Item: Green Herb [ ] Wooden Crate - On the desk to the right of the other two objects. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Around the corner on a wooden shelf right before reaching the exit door. ------------------------------------------------------------------------------- Some yells can be heard up ahead as Sheva runs to check it out. Don't feel obligated to follow just yet. Little missy isn't aware of how much a survival horror fan likes to explore so don't feel the need to follow her immediately. You can call her back with the assist (O or B) button but she'll move on ahead again after returning. Don't worry, I'll help you understand the way she works throughout this guide. There are no items in the immediate location, so move up the stairs. Press the assist button in front of the door to confirm that you are ready to move onto the next area. While online both players must enter ready status in order to move onto the next area. If you ever find some jackass that continues to play around for a long time with the environment then continuously press the assist button while in ready status to annoy them. It works, trust me. [CH113] Chapter 1-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - B A C K A L L E Y - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A cutscene will trigger once both characters enter the room. A new enemy will attack after the cutscene. These enemies are labeled as a "Majini" (singular and plural). Majini is the Swahili word for "Evil Spirit". NEW ENEMY: Majini A Majini can be shot in the head, upper arm, and leg while they walk or stand still in order to stun them. While they are in a stunned pose, either character can rush up to one and get a special command labeled by an on-screen action button prompt. For the arm stun and leg stun the command will differ depending on if you're character is in front of or behind the Majini. It is possible to stun a Majini by shooting it in the arm then bounce it back and forth with arm stun melees two times with the characters in order to get a special tag team (or co-op) melee attack. This can be done in single player by tricking the AI partner but it is most easily done in with a human partner through online or split-screen co-op play. The Majini will run toward Chris right after the cutscene. Quickly equip the knife then slash him as he runs and he will most likely trip. Attack him while he is on the ground with your special ground melee attack while standing near him. You can also simply shoot him, but why waste ammo when you don't have to? You could also use out newfound friend as a convenient start toward a trophy/achievement since he is by himself. -_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_ Trophy/Achievement: A Cut Above Description: Defeat 5 enemies with the Knife. Details: Defeat 5 enemies of any type with only the knife. Equip the knife by holding the knife button then slash at an enemy. The most important part in attempting this trophy/achievement is that you make sure that the final hit that kills the enemy is a knife slash. Only actual knife kills will count toward this trophy/achievement. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- You can break the nearby TV by slashing it with your knife. There's nothing special about it but it gives you something to interact with in this room. Open the door along the northwest side of this room to continue. Take the ++HANDGUN AMMO (+10)++ in the next room. The glass bottles along the shelves can be slashed with the knife. Walk toward the window and press the action button when the "Jump Out" command appears to leap through it. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - Along the set of shelves on the cabinet. ------------------------------------------------------------------------------- You'll be facing the west when your characters land. Behind the fence to the north is a chicken pen with two chickens running about inside. These chickens can be almost as vicious as a Majini! I'll show you soon. Walk to the south. You won't find anything around the south alley, so turn to the west and continue ahead. A cutscene will trigger eventually. A whole horde of Majini will start moving toward Chris and Sheva from the east after the cutscene. Now, keep in mind that the characters have switched direction since before the cutscene, so they're actually facing the way that they came from. You don't want to go back that way. Turn around with the quick turn (Back + Run) and face the west again then run to the open blue door to the east. .------------------------------- EXTRA AND BONUS -----------------------------. | It is possible to hold your ground and fight off all the Majini that attack | | in the alley. You'll be fighting several at one time, so you really need a | | human partner to do this. If this is your second playthrough then I hope | | you brought some grenades. | | | | Both Chris and Sheva can set up some of the most devastating co-op melee | | attacks right here. Simply surround the Majini horde then shoot one of | | them in the arm and knock it toward the other character. One hit will | | usually hit several and then the next hit in the sequence will hit several | | more. A special command such as Chris' Back Hand and Sheva's Spinning Back | | Kick can easily take out multiple Majini in the alley. Experiment and have | | fun! | '-----------------------------------------------------------------------------' = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Back Alley - Chapter 1-1 | [ ] | TREASURE: Topaz (Marquise) [3,000 gold] |_________________| DETAILS: Defeat a good majority of the Majini in the back alley area when they attack and one of the final few will drop this treasure. There will be a Majini equipped with dynamite that will appear near the end of Majini wave and he will drop this treasure once defeated. It's best to attempt this on a second playthrough and bring about 10 hand grenades, especially if you're playing in single player mode. Chris could also simply bring along his gatling gun weapon if has been unlocked. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = As the for the chickens that I mentioned earlier, if you can defeat all the Majini in the area then step inside the chicken pen (hop over the railing), the chickens will actually attack the characters very aggressively. They're pretty hard to hit also if the characters try to kill them. A cutscene will trigger once both characters enter the building if the characters choose to run from the Majini. Chris will contact Kirk once again and tell him about the hostile locales. Chris will contact Kick with the same phrase no matter if you defeat the Majini or not. If you defeat them then he will contact Kirk directly after the last one falls. Pick up the ++RED HERB++ on the shelf inside and the ++HAND GRENADE++ on the cabinet. Combine the green herb from earlier with the red herb for a full healing spray. The hand grenade will really come in handy in a few moments. --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - On the southeast shelf. [ ] Hand Grenade - On the south cabinet. ------------------------------------------------------------------------------- Approach the iron door to the side. This particular door type requires that both players approach it and press the assist button in order to knock it down. You'll have to examine it first with the action button. Your character will be in ready status while kicking it, so keep tap the assist button if the other player doesn't respond as a warning to get their ass in gear. Maneuver through the gruesome sights in the room and pick up the ++HANDGUN AMMO++ on the shelf then break the three ++WOODEN BARRELS++ around the corner on the east side of the room. Find the opening in the floor along the east side of this room and drop down below via the on-screen action button prompt. ----------------------------------------------------------------- INVESTIGATION [ ] Meat w/Cleaver - To the left of the door as you move into the room. [ ] Giant Axe - Right near the meat with meat cleaver. [ ] Intestines - Move around the counter with the intestines and examine them from the east side. ------------------------------------------------------------- BREAKABLE OBJECTS [ ] Wooden Barrel - Across from the opening in the floor. --> Random Item [ ] Wooden Barrel - Across from the opening in the floor. --> Random Item [ ] Wooden Barrel - Across from the opening in the floor. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo - On the east shelf by the boxes. ------------------------------------------------------------------------------- Move down the cave tunnel to the north. Some bodies are in the middle of the tunnel. You can slash them both with your knife to keep you busy while I tell you about this next part. The rats in this area can be shot for extra gold, though they only drop 50 or 100 gold per pickup. Time to start building that Fort Knox early, my friend! You'll have weapons to buy and upgrade in between stages so all the gold that you pick up along the way will help out a bit. If you're running out of ammo though, then don't worry about them. Continue further down the tunnel then climb the ladder at the end. Pick up the two ++HANGUN AMMO (+10)++ pickups along with the ++GREEN HERB++ pickup. Enter ready status at the door by pressing the assist button near it to continue. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On the shelf at the top of the stairs. [ ] Handgun Ammo (+10) - On the shelf at the top of the stairs. [ ] Green Herb - On the table beside the shelf. ------------------------------------------------------------------------------- [CH114] Chapter 1-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - P U B L I C A S S E M B L Y - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - After exiting from the building, Chris and Sheva start out on a hill with a curved path in front of them that leads down to a small building. .---------------------------------- EXTRA/TIP --------------------------------. | If you look off to the north while standing at the very edge of the cliff | | that can be dropped down, you can make out both power boxes (transformers) | | in the town area. You can shoot from the top of the cliff and they will | | still be on the ground once the two character enter the town much later. | | It's best to use the rifle, but with good aiming, it can be done with the | | handgun. This will keep you from having to aim upwards during the tense | | battle ahead in order to shoot the power boxes. | '-----------------------------------------------------------------------------' Run down the path ahead and tap the action button to drop from the ledge at the end. Collect the ++GREEN HERB++ and ++HANDGUN AMMO (+10)++ from the table. Enter the building to trigger a cutscene. .-------------------------------- EXTRA INFO ---------------------------------. | Before entering the building, your characters can shoot at a few of the | | breakable objects inside to destroy them and prevent you from having to | | break them while the Majini raid the building after the cutscene. This is | | not all that helpful, but still slightly interesting. | '-----------------------------------------------------------------------------' -- CHECKPOINT There are no bells for elusive "women in red" to ring this time, my friend, and I don't think these townspeople believe in games of bingo, so this sequence in Kijuju is going to be a bit different than Meester Scott Kennedy's Pueblo village romp. .---------------------------------- EXTRA ------------------------------------. | If either character is killed during this Public Assembly area then you'll | | receive a death cutscene with a viewpoint of your character staring up at | | Majini that are beating the fallen character. | '-----------------------------------------------------------------------------' Directly following the cutscene, you need to scrounge up some ammo and items from the current items and breakable objects lying around the room. Break the --WOODEN BARREL-- and stack of --MELONS-- along the immediate left side and then turn around and run toward the desk then open the drawer to collect some ++HANDGUN AMMO (+10)++ and then break the nearby --WOODEN BARREL--. On the other side of the room, destroy the --WOODEN CRATE-- and the stack of --TOMATOES-- to get some more ammo. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Melons - On the table beside the first window to the left. --> Definite Item: Hand Grenade [ ] Wooden Barrel - Inside the building beside the first window to the left. --> Random Item [ ] Tomatoes - On the table to the right of the door on the far side of the building. --> Definite Item: Handgun Ammo (+10) [ ] Wooden Crate - On the table to the right of the door on the far side of the building. --> Definite Item: Handgun Ammo (+10%) --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - Lying on the table beside the TV. [ ] Handgun Ammo (+10) - Open the drawer below the TV. ------------------------------------------------------------------------------- There are a few ways that you can approach this part. It all depends on the individual and how you really want to play. .-------------------------------- EXTRA INFO ---------------------------------. | Like the Ganados in the beginning area of Resident Evil 4, the Majini in | | this area are rather weak and die pretty quickly to just about any attack. | | Melee attacks after a stun do some extreme damage to these weak Majini, so | | be sure to use these special attacks to your advantage. | '-----------------------------------------------------------------------------' OPTION 1 --> BARRICADE THE ROOM! Push the bookcases in front of the window on the left side of the room and push the other bookcase in front of the door on the right side of the room. Stand on the side of the bookcase that you want to push then hold the interact button (X) to push the bookcase. In single player mode, you can have your partner assist your primary character by tapping the partner assist button (O or B) when the button icon appears while standing next to either bookcase. This will save you time since the partner will push the bookcase and allow your character time to push the other. NOTE: Keep in mind that the partner assist option for interacting or picking up an item will only appear in single player mode. -- Tips for fighting off the Majini while in the building: - Push each of the bookcases exactly twice with each character and this will leave enough room to shoot the outside Majini when they break down the door and window and the bookcase will be pushed just enough to where they can't get through and will have to continue to pound on the obstacle. Feel free to blast them with your handgun - shoot through the door, who cares if the door breaks. It's really best to break the door before pushing the bookcase against it since the bookcase is sometimes the first blockade to fall. One neat aspect of the door trick is that you can most likely grab the items as the Majini fall outside the doorway by moving up against the bookcase until you receive the item pick up prompt! - Your character can stand right near the window and equip the knife then simply slash at the Majini instead of shooting them. It's better for Chris to do this since he has a Machete with greater power and reach but Sheva can hold off the Majini just as well. - After barricading the door on the right side of the building, stand near the far side of the grated window on the wall to the left of the door (far left) and aim at the outside Majini then shoot at them through the window to stall them and keep them from damaging the door and the bookcase that blocks it. If you follow the tips above then you can easily fight off the Majini until Chris contacts Kirk over his radio. This is much easier to do while playing cooperatively with a person over Xbox LIVE. Stand at one of the entryways and guard it by shooting the Majini as they try to enter the building. No matter which entryway you choose to secure, be sure to look over at your partner to see how that character is holding up and offer help when necessary. It's really best to leave the building early, shortly before Chris contacts Kirk so both players can grab the items from the fallen Majini outside. Literally run into the middle of a Majini group that has an item near them and pick up the item. The invincibility animation from picking up the item will keep you safe and the Majini will likely be recovering from their attacks once your finished. Time our item pickups to avoid attacks. OPTION 2 --> RUSH OUTSIDE THE BUILDING AND TAKE THEM ALL ON! Only do this if you have previously played through this stage. Don't do this on your first time through. I would advise grabbing all the ammo in the room like normal before trying this. Jump through the window or kick down the door and rush outside then fight off the Majini as they hop over the gate, hop off the building rooftop, or hop off the side of the nearby wooden fence. .----------------------------------- TIP -------------------------------------. | The first wave of Majini pile up the most since they will most likely be | | hopping over the gate already if you choose to grab the items inside of the | | building, so Chris players might want to take out the Shotgun and clear | | some of the grouped Majini. Really melee attacks work just as well also | | for either character. You can also toss a hand grenade at them once they | | have all landed. | '-----------------------------------------------------------------------------' You'll want to use melee attacks for sure if you choose to take on the Majini outside. Aim for either the head, leg, or upper part of the shoulder on the arm that is not carrying a weapon and fire then run up to them and hit them with a melee attack. All of Chris' melee attacks, especially his Straight Punch work extremely well for crowds and Sheva's roundhouse from a head stun works well for crowds as well. It is best to stand on the far left side of the outside area (to the left after jumping out the window since the Majini can't get behind your character as easily - get in a corner if needed. Tips for taking on the Majini while outside: - Before exiting the building, push a bookcase in front of the window and this will prevent the Majini from moving through the window after the dialogue where Chris contacts Kirk. This is extremely useful for keeping the Majini to one side right when the Executioner is about to break the gate. - The first wave of Majini that climb over the gate are always the most numerous, so you might want to toss a hand grenade at them as they first start to land on the your side. Try to make sure that most of them are on your side before the explosion, so you can collect the items they leave behind. This is mainly useful for online play where the Majini are much more numerous. - Stand at the window on the left side and wait for Majini to step in front of it then dive out the window to knock the Majini down. - Stand near the door on the right side of the room and wait for a Majini to step in front of the door then kick it open to damage the Majini. - Shoot the Majini as they climb any portion of the gate to knock them back down the other side. See the tip below for an even better method. - Shoot the Majini while they are on the wooden fence or while they are on the car to make them fall and they most likely won't survive the damage of the fall. You can also stand near the car and slash at them. - Wait for a Majini to hop over the gate then pin it against the gate with knife slashes. It's better if you're partner helps you out with this, like a fellow buddy of mine. You can also slash the Majini that fall down to the car in the east to knock them off. - Take shelter in melee attacks since you are invincible during them. Aim at a weak point on a Majini then simply run into an entire crowd near that one Majini and perform a melee attack to knock down all of them and sustain invincibility throughout the entire melee sequence. - Like melee attacks, you are invincible during an item grab, so quickly grab any type of item that may be in the area if a Majini is about to hit your character. .----------------------------------- TIP -------------------------------------. | For this gate and any climbable fence, wait until a Majini has climbed to | | the very top then shoot it with a handgun shot to make it fly off the fence | | and fall to its death. | | | '----------------------------------- EXTRA -----------------------------------' | The Majini with the megaphone yells out phrases from atop the wooden | | execution walkway past the gate. Aim at him and shoot him to make him stop | | yelling and climb down. He will actually leap off of the wooden execution | | walkway behind the gate and climb over the fence. He will try to smack | | Chris and Sheva with his megaphone! He will automatically hop down and | | attack once the characters step further into the town after the gate's | | destruction. | '-----------------------------------------------------------------------------' --> CHRIS CONTACTS KIRK AS ALL HELL PREPARES TO BREAK LOOSE Chris will contact Kirk (the helicopter pilot) eventually. This dialogue signifies a change of plans as a new enemy prepares to step into view. As the following dialogue plays out, Majini will begin to walk into the building from the entrance where Chris and Sheva first entered the building from. _________ __________ Chris: Kirk! Come in! The locals are hostile! The gate is sealed, and we're trapped. We need backup, and we need it right now! Kirk: Roger that. Just sit tight. I'm on my way! Chris: Did you hear that, Sheva? Helps on the way! Sheva: Got it! I just hope he gets here quick. ---------- ---------- Shortly after the above dialogue, a cutscene will player where Majini will break the rooftop of the building that Chris and Sheva stepped into. If you're still in the building then get the hell out of there! Majini will flood the building at this point. Don't ever go back to the area where Chris and Sheva fell down the ledge at the end of the path. If you do, then you might need to toss a grenade into the building to clear out the Majini that will pursue your characters before stepping back inside. Also, a new, much bigger threat is approaching from behind the outside gate. NOTE: If you toss a grenade shortly before the cutscene where the Majini break through the roof then the grenade will disappear as the gameplay resumes. .------------------------------- EXTRA INFO ----------------------------------. | After the Majini break through the roof of the building, you will enter the | | most dangerous portion of this stage since the Majini will come at your | | characters nonstop from now on with much greater number than before. You | | need to avoid getting surrounded and have an idea of what is around you. | '-----------------------------------------------------------------------------' Once the cutscene where the Majini break through the rooftop of the building is finished, the Executioner from the cutscene will appear in the town outside of the gate. He will always start out in the far right corner of the alley past the gate (near the red explosive barrel in that corner). He will slowly walk toward the gate then swing his axe at the entranceway to knock the gate down. .------------------------------- EXTRA INFO ----------------------------------. | While it is possible to shoot and stun the Executioner before he breaks the | | gate, he will NOT take any damage whatsoever from any type of gunshot no | | matter how great while he remains behind the gate, so allow him to break | | the gate before attacking. He is only vulnerable shortly after his gate- | | breaking swing. | '-----------------------------------------------------------------------------' Toss a hand grenade toward the gate AFTER the Executioner breaks the gate. He needs to be fully done with the axe swing or else the hand grenade will not damage him; it will still stun him at that time whether it damages him or not though. Always shoot him in the head with whatever weapon your character and he will stun quickly. From the beginning of the game, your characters will only have a handgun, but he can be stunned with a few handgun shots the head without much problem. Yes, he can be killed but you're going to have to work to destroy him. It's kind of like defeating both Dr. Salvadors during the Ganado raid in Pueblo village in Resident Evil 4 except you're fighting a walking tank this time. Check the very end of this chapter walkthrough if you want to see how to bring him down with extreme aggression. .--------------------------- INFINITE TIME GLITCH ----------------------------. | If neither character passes through the destroyed gate after the | | Executioner breaks it down, then the dialogue that normally takes place in | | the town will not play. The stage will basically never end as long as your | | characters do not cross the area where the gate was. You'll have to deal | | with the Executioner and plenty of Majini while holding your ground on the | | other side of the gate. The Majini will eventually stop appearing after | | enough of them have been killed. As long as your characters do not step | | past the gate then the following dialogue will not play: | | | | Sheva: "There's just no end to them! | | Chris: "We've gotta' hold out till Kirk gets here!" | | | | As long as your characters do not cross the gate, the above dialogue will | | never play and the stage will never end. The moment your characters step | | through the gate area, into the town, Majini will appear once again and the | | dialogue will begin to play then the stage will continue like normal. | '-----------------------------------------------------------------------------' Right after the Executioner breaks down the .----------- TIP ------------. gate, both Chris and Sheva are free to explore | The Executioner's swing | any part of the town outside of the immediate | that knocks down the gate | building area. Don't ever stand back and wait | cannot hit your character. | for him to enter the area since this is such a '----------------------------' small area and he has too great of a range for your character to stand near him and avoid getting hit most of the time. If you noticed the brick wall without paint inside of the building that Chris and Sheva just exited from then these are the types of walls that the Executioner can break with his axe in order to enter a building. These type of walls are also found in the buildings up ahead inside of the town. + + + + + + + + + B O S S B A T T L E + + + + + + + + + + EXECUTIONER MAJINI ------------------ HP: 12,000 --> THE ENTRANCE GATE HAS BEEN KNOCKED DOWN The Executioner is now a major threat to both of your characters, so let's go over his attack arsenal. Executioner Attacks: 1) Horizontal Swing - The Executioner holds his axe to his side then steps forward with a swing of his axe then he steps forward with another swing following the first. This is a very dangerous attack and the Executioner's startup animation for it is sometimes hard to notice. 2) Overhead Swing - The Executioner holds his axe behind him then steps forward as he performs an overhead swing. Sidestepping it can easily dodge this. 3) Turning Swing - The Executioner turns around to face your character and swings his axe one time while turning. He doesn't perform this move that often, but he might just surprise you with it sometimes. 4) Grab - The Executioner reaches out to grab your character from close range. He will hold your character into the air and choke the character then throw the character to the ground. While on the ground, press the X button when the button prompt appears to avoid the Executioner's overhead axe chop. Failure to dodge will result in an instant kill! This grab can be broken if you're partner interrupts the grab with a melee attack. On single player mode, be sure to mash the B button in order to have Sheva break the grab. One thing that should be highly noted about this attack is if AI Sheva is grabbed then Mr. Redfield better damn well save her with an assist melee attack while close to the Executioner or perform some type of shot that disrupts the grab or else Sheva will sometimes not escape the grab and she will die! 5) Berserker Rage - When the Executioner is very low in health, he will begin to swing his axe horizontally over and over as if in a raging state, so be prepared to run away from him or at least back up. He will usually swing one way then keep moving that save way, so step to the side and around him when he starts this. He will perform both horizontal and vertical swings. Just because he performs a vertical swing does not mean that he is finished. As he gets lower in life, he may take quite a while to stop this combination attack. 6) Recovery Swing - If both characters hit the Executioner with a melee attack when the Executioner is stunned then the Executioner will crouch downward and eventually recover while performing a set of horizontal swings resembling the Horizontal Swing mentioned above. The only real difference is that he has a crouching pose for the startup and will only do this after both characters have hit him with a melee command after a stun. NOTE: The Executioner has a certain frame of animation during some of his attacks that will keep him safe from attacks that would normally stun him, so if you toss a hand grenade or hit him during these times, then he will not crouch down. This usually occurs at the very end of each attack. .-------------------------------- EXTRA INFO ---------------------------------. | Make sure that you have an idea of where your partner is from now on since | | this is a rather big area. In single player mode, keep Sheva on "Cover" | | command and she will keep up with Chris and heal him when needed and Chris | | can do the same for Sheva. | | | |--------------------------------- WARNING -----------------------------------| | DO NOT heal your partner if he/she is struck down in front of the | | the Executioner unless the heal is near instant while the character is | | getting up from being knocked down. The Executioner's horizontal swing is | | capable of hitting both characters during the healing animation and sending | | both into dying status. Work on stunning the Executioner with a shotgun | | blast directly to the head, two handgun shots to the head or a grenade | | tossed near him then heal your partner. A Resuscitation near the | | Executioner is a fine choice since both characters are invincible during | | the entire animation, but healing with a green herb can be a death sentence | | for both characters. Remember that a green herb is automatically used | | in place of a Resuscitation when one is your character's inventory and this | | animation is NOT an invincibility animation. | '-----------------------------------------------------------------------------' For the remainder of the town, allow me to take you on a guided tour, my fellow RE fan! You don't have to follow me, since I don't move along a convenient path, but feel free to read on: OPTION 1 --> GO LEFT (FROM BEGINNING OF THE TOWN) - MAKE ANOTHER LEFT When the two characters step through the gate, the blue --BREAKABLE STAND-- to the left can be destroyed (with a hand grenade/knock a Majini into it/have the Executioner take a swing at it)) to receive a random item. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Breakable Stand - Use a grenade to destroy the blue stand to the immediate left after stepping through the destroyed gate. You can also knock a Majini into it with melee or have the Executioner attack it.) --> Random Item ------------------------------------------------------------------------------- There is a ladder that can be climbed if you move left then walk beside or hop over the small wooden fence to the left. This actually leads up to the top portion of the building that Chris and Sheva just exited from. Climb the ladder and run along the top walkway. Majini will climb on top of this high walkway area from below. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - In a corner behind a fence railing. --> Random Item [ ] Wooden Crate - On the table with the Green Herb. --> Definite Item: Handgun Ammo (+10) --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On the middle table. [ ] Green Herb - On the table with the crate. ------------------------------------------------------------------------------- You'll need to step around the hole in the floor and get to the other side of this floor in order to move up to the high rooftop. The hole mentioned is actually the hole from earlier that the Majini made to enter the building. Climb the ladder on the other side of the hole. .------------------------------------ TIP ------------------------------------. | While both characters are on the top walkway and while they are in any | | other area where the Executioner can't reach, the Executioner will walk | | back and forth between the many hazards below. While looking off the side | | across from the ladder that the characters use to get up to this high area, | | notice how the Executioner walks up and down the main path and moves by the | | set of red barrels and walks up under the power box hanging on the wooden | | pole beside the broken down bus. He heads toward the far gate to the north | | (by the red barrels near the gate) and then steps into the market area in | | the northeast. | | | | He will step over the small railing in the east and then walk to the south | | (by the set of red barrels again) and then head toward the single red | | barrel by the execution walkway. He will walk back toward the gate in the | | north from here. The Executioner will keep up this pattern whenever both of | | your characters are on a high area that he cannot reach or inside the bus | | in the midportion of town! | '-----------------------------------------------------------------------------' On the very top of the building (third floor), three ++HAND GRENADES++ lie near a water tower on the opposite side of the rooftop. Majini will climb the ladder that Chris and Sheva came up and they will also climb up the side of the sign railing of the building. This is an excellent place to stake out when you're running low on ammo, since the Majini will begin to come in much fewer number here than they will on the ground level of the town below. They won't attack as much on the lower walkway either. --------------------------------------------------------------------- ITEM LIST [ ] Hand Grenade - On the west corner of the rooftop. [ ] Hand Grenade - On the west corner of the rooftop. [ ] Hand Grenade - On the west corner of the rooftop. ------------------------------------------------------------------------------- OPTION 2 --> TAKE THE PATH STRAIGHT AHEAD (FROM BEGINNING OF THE TOWN) There is a set of oil canisters along the middle path that can be shot. Run past the canisters then turn around and shoot them whenever the Executioner moves by them and they will cause a burst of flames to stretch out along the ground beside them and burn any Majini that happen to cross it. Your character can stand on the opposite side and shoot at the Executioner while the wall of flames separates him from your team. The Executioner has a bad habit of simply walking into the flames. Keep in mind that your character can knock a Majini into the flames by melee attacking or staggering a Majini into the fire through gunfire. Notice the bus in the middle of the town by across from the building by the execution platform. - INSIDE THE BUS --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - In the back of the bus (left). --> Random Item [ ] Wooden Barrel - In the back of the bus (right). --> Random Item ------------------------------------------------------------------------------- - CONTINUE DOWN LEFT PATH You'll come upon a small shack with a --WOODEN BARREL-- inside. Right up above this shack is a transformer (power box) that can be shot down in order to damage enemies. The unique aspect of these power boxes is that, once the electrical surge dies down, they can be shot again and again in to restart the electricity in them and shock any nearby enemies that happen to step near them. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - In the back left corner of the small shack. --> Random Item ------------------------------------------------------------------------------- - ENTER THE MIDDLE BUILDING After opening the door, --HANDGUN AMMO (+10)-- is lying on a table to your immediate left. The Executioner can break through the wall on the right side of this building and the wall on the left side. Open the drawer of the cabinet right across from the handgun ammo and take the --MACHINE GUN AMMO (+30)-- from inside. If you need to make a quick escape from the building then jump through window next to the left corner to the side. .--------------------------------- EXTRA INFO --------------------------------. | The Executioner can destroy the weak walls in these buildings and hit your | | character with that particular swing, so stay away from the weak brick | | walls. Your character can destroy them by throwing a grenade at them. | '-----------------------------------------------------------------------------' Further around the left corner a ++GREEN HERB++ and some ++HANDGUN AMMO (+10)++ are on a table and another ++HANDGUN AMMO (+10)++ pickup is lying on some bags. There are two --WOODEN BARRELS-- beside the bags. Watch out for the wall to the left since the Executioner can break through it. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Lying near the sandbags (right). --> Random Item [ ] Wooden Barrel - Lying across from the sandbags (left). --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - Lying on the table to the immediate left after opening the door. [ ] Green Herb - Lying on the nearby table after turning the left corner. [ ] Handgun Ammo (+10) Lying on the nearby table after turning the left corner. [ ] Handgun Ammo (+10) - Lying on the sandbags in the right corner near the barrels across from the window. ------------------------------------------------------------------------------- OPTION 3 --> CONTINUE DOWN THE RIGHT PATH (FROM BEGINNING OF THE TOWN) To the immediate right is an alley behind the execution platform that has a red explosive barrel in the corner of it. The Executioner can be lured here or you can lure him further ahead down the middle path and shoot the oil canisters to the side in order to ignite the ground and burn the Executioner and any Majini that move along the path. The ladder of the execution platform across from the group of red barrels can be climbed; the platform makes a good sniping spot for shooting the Executioner below. Be aware that the Executioner can get on this platform, it just takes him time. He will enter the building below, next to the execution platform, then walk up the stairs inside and come after your character. - ENTER THE BUILDING NEAR THE EXECUTION PLATFORM Speaking of the building that the Executioner goes to, you can enter that building and pick up the ++INCENDIARY GRENADE++ and the ++HAND GRENADE++ on the group of shelves to your left after opening the door. Look to the right and open the drawer of the blue cabinet to find some ++HANDGUN AMMO (+10)++ inside. There is some ++MACHINE GUN AMMO++ on a shelf with a --WOODEN CRATE-- lying beside it in the far right corner (while entering via the door) of this floor also. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - On the shelf near the Machine Gun Ammo. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Incendiary Grenade - On the shelf with the hand grenade. [ ] Hand Grenade - On the shelf with the incendiary grenade. [ ] Handgun Ammo (+10) - Inside the cabinet drawer across from the shelf with the grenades. [ ] Machine Gun Ammo (+30) - On the shelf to the far left of the door. ------------------------------------------------------------------------------- You can choose to go up the stairs from here and move out onto the execution platform or jump out the nearby window and enter the area with stands up ahead. For this walkthrough, I'm going to hightail it out the window. The Executioner can break all the wooden stands in this area, but he needs to step over the nearby fence in order to get to your character, so keep that in mind if he is nearby. - DEEPER INTO THE TOWN There is a transformer on a pole in the very middle of the main path that stretches across the town that can be shot down like the power box from earlier. Aim up and shoot it when the Executioner steps by it. Remember that it can shot again (while it is grounded) whenever the electricity stops for another burst of electricity. Look up ahead and spot the white and red umbrella to the right of the back gate. This nostalgic scenery actually stands as a marker for an important weapon. Open the --METAL CASE-- below the umbrella and take the ++VZ61 (MG)++ machine gun from inside. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + H I D D E N W E A P O N Weapon: VZ61 (MG) Location: Public Assembly - Chapter 1-1 Details: Open the metal case on the stand under the red and white umbrella to the right of the locked north door during the Public Assembly timed portion. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + There is a group of --TOMATOES-- near the case, but they don't ever hold any type of item. You can shoot the oil canisters near the stands to trigger a fire just like near the entrance to the town. Once the closest --BREAKABLE STAND-- is destroyed near the barrels (through enemy hits or the fire) a random item will appear where it was. There is another random item in the --BREAKABLE STAND-- further to the side, but you'll need to throw a grenade at it or allow the Executioner to break it in order to get the item. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tomatoes - On the stand with the metal case. --> Definite Item: Nothing [ ] Breakable Stand - Destroy the stand closet to the group of red barrels [shoot the red barrels to destroy it]. --> Random Item [ ] Breakable Stand - Destroy the other stand by the one mentioned above - use a grenade/knock a Majini into it with melee/allow the Executioner to attack it. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] VZ61 (MG) - Open the metal case on the stand with the red and white umbrella hanging overhead. ------------------------------------------------------------------------------- The gate in the back of the town is locked. Move across to the opposite side of the section above (left side) and hit the group of --MELONS-- for an item then turn your attention to the stands further ahead and pick up the ++HANDGUN AMMO (+10)++ then destroy the nearby --WOODEN BARREL-- for an extra item. If you have a hand grenade, you can toss it at the --BREAKABLE STAND-- closest to the stairs that lead up to the middle building and the --BREAKABLE STAND-- behind the stand with the melons and a random item will appear in the debris of both of them. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Melons - On the stand across from the stand near the wooden barrel. --> Definite Item: Hand Grenade [ ] Wooden Barrel - Near the stand with the Handgun Ammo. --> Random Item [ ] Breakable Stand - Destroy the stand closest to the set of stairs leading up to the middle building rooftop [use a grenade/knock a Majini into it with melee/allow the Executioner to attack it]). --> Random Item [ ] Breakable Stand - Destroy the stand closest to the wooden barrel [use a grenade/knock a Majini into it with melee/allow the Executioner to attack it]). --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On the stand near the wooden barrel. ------------------------------------------------------------------------------- - THE TOP OF THE MIDDLE BUILDING Find the stairs that lead up to the rooftop of .----------- TIP ------------. the building in the back of it. Move up the | Your character can leap | stairs and run to the left. A red explosive | over to the top of the bus | barrel will be sitting right near a ledge. | early by jumping from the | Run toward the explosive barrel and hop over to | far left end of the middle | the top of the shack up ahead. You can actually | building rooftop (right | lead the Executioner up to the top of the middle | side). | building and stand near the explosive barrel '----------------------------' then quickly leap to the shack rooftop and shoot the explosive barrel. The Executioner cannot reach your character while on either of the nearby rooftops (shack or bus). Grab the ++GREEN HERB++ in the corner near the fence while on the shack rooftop. You have to be careful while up on this rooftop since Majini will begin to climb and hop over the nearby fence as well as hop to the rooftop from the nearby middle building and the bus roof. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - In the corner of the rooftop of the shack near the fence. ------------------------------------------------------------------------------- While on top of the shack rooftop, turn to the bus and hop on top of it. Rush to the opposite side of the bus then destroy the --WOODEN CRATE-- on top of the stack of tires at the end. While on the bus roof, be on the lookout for Majini that will climb the bus from the below and also keep an eye out on the Majini that are leaping onto the bus from the top of the shack. You can leap back to the middle building by stepping toward the side closest to it for a jump command that will make your character hop back over to it. --------------------------------------------------------------------- ITEM LIST [ ] Wooden Crate - At the far end of the top of the bus. --> Random Item ------------------------------------------------------------------------------- Here is a list of the character phrases that can be heard throughout this stage. Each one signifies how much time you have left. __________ __________ Sheva: There's just no end to them! Chris: We've gotta hold out until Kirk gets here! ---------- ---------- __________ __________ Kirk: (over radio) Chris. Sheva. How you holding up? I'll be there shortly. Just hang in there. ---------- ---------- __________ __________ Kirk: (over radio) Sorry to keep you waiting! I'm going to take out the door! Find some cover! ---------- ---------- If you can manage to defeat the Executioner, then he will drop a ++GOLD RING++. This item can be sold for 5,000 gold at the shop at the end of the chapter. Once Kirk mentions the last phrase shown above then the entire stage will be finished. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Public Assembly - Chapter 1-1 | [ ] | TREASURE: Gold Ring [5,000 gold] |_________________| DETAILS: Defeat the Executioner Majini before the timer of the Pubic Assembly raid ends. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --> TEARING THROUGH THE EXECUTIONER Tips: - After the Executioner breaks the gate, toss a hand grenade at him to damage him and stun him. This will allow your characters to fire at him from close range then perform a melee attack right after he breaks the gate. Keep in mind that the Executioner is invincible while he is behind the gate and while he is performing his gate-swing axe attack. - Keep in mind that the Executioner's axe swing that breaks the gate cannot hit your character, so you can literally stand right next to the gate and hit him with gunfire after breaks it. This axe swing will knock away any Majini that happen to be in the way, but it will pass right through your character. - When the Executioner is stunned from taking too much damage, shoot him in the head with the handgun (or other weapon) a few times from close range then quickly cancel the final shot before he recovers into a melee attack - wait until he starts to rise. Once he is FULLY standing, he cannot be hit with a melee attack. - The Executioner can be double teamed. Directly after a partner's melee attack, run up to the Executioner yourself for a melee attack prompt. Only two melee attacks may be performed per stun. If your partner hits the Executioner while the Executioner is grappling your character, run up to the Executioner yourself and perform a melee attack as he staggers. Learn to take advantage of this "buddy system" we have here to avoid being "sandwiched". The Executioner will always perform a recovery swing after being hit with two melee attacks in a row, so always back away from him after the second melee attack - it IS possible to restun him by shooting him in the head before he performs the recovery swing, but it is extremely risky. - If you're playing single player, then run up to the Executioner while he is stunned and hit him with a melee attack with Chris then run toward the Executioner and move behind him; if she is in "Cover" assist mode, Sheva will follow Chris and melee attack the Executioner as she runs by. - The Executioner's overhead swing can be dodge by simply sidestepping to the right or left. You can actually use this sidestepping technique to remain close to him and blast him. His horizontal swing can be avoided by constantly backing up, but don't rely on this all the time, especially when he starts to go berserk! - Regarding the above tip, remember these move startup animations: holding axe behind him = vertical (overhead) swing holding axe to the side of him = horizontal swing - The Executioner will kill any Majini that he hits with his big axe, so he can clear a whole crowd for your characters. All the Majini that stand in front of the gate as he breaks it will be damaged by his axe. - Gunfire aimed directly at the Executioner's head will stun him extremely quick. Just two handgun shots directly in the head should be enough to stun him in single player and co-op modes. Firing rapidly at his head with the machine gun will stun him quickly also. If this is your second playthrough, one close range shotgun blast to the head will usually stun him, one rifle shot directly to the head will stun him. Keep in mind that the Executioner must be standing and moving in order to stun him - gunfire while he is getting up will not count towards a stun. - Time your reloads so that you reload in front of the Executioner while he is stunned so that the action command for hitting him appears while your character is reloading. Right when your character starts to reload, press the button for the action command to make your character end the reload animation and automatically start the melee command. This will reload your weapon without having to watch the entire animation. One neat aspect about this technique is that you can shoot off a few rounds while close to the Executioner then be able to reload before finishing off the close encounter with a melee attack. - Much like the reload technique mentioned above, if you stand in front of the Executioner when he is stunned then fire off a shot, the animation for the shot can be interrupted by inputting the command for a melee attack. This mainly useful for the shotgun and rifle (if this is your second playthrough) since the handgun already has a fast rate of fire and so does the machine gun, but at least you can cancel the animation of your character lowering the weapon. - The characters can run inside the broken down bus and blast the Executioner through the windows. You'll obviously have to watch for the Majini that enter the bus from the door. Keep in mind that if the Executioner swings, you are NOT safe from his hits while in the bus - he can hit both characters through the walls of the bus! It is possible to step in and out of the bus to lure him toward it then shoot him from inside. He will almost always walk away after the characters enter the bus. If he swings however, the walls of the bus will not protect the characters. - Set up traps for the Executioner - have him follow you into a building then jump out the window of the building and toss a hand grenade inside the building. Lead him under a power box and shoot it or lead him near a fallen power box then shoot it to set off an electric current once again. Lead him near explosive barrels and shoot them also, just be far enough away to where your character is not caught in the electric current. - Shoot the Executioner from far or long range with the handgun. If you want to take him down quickly then you're going to have to pump every SINGLE PIECE OF AMMO INTO HIM WITHOUT THE SLIGHTEST THOUGHT OF CONSERVING. Toss hand grenades or incendiary grenades at him once they are collected and this will speed up the process dramatically. Incendiary grenades really work best against the Majini rather than the Execution but they work well to stagger the Executioner from close range. Aim toward the ground in front of your character then toss the incendiary grenade if you have to; just don't toss it directly at your feet or you'll get burned! - Run up the steps behind the middle building then stand near the railing overlooking the staircase while on the rooftop and shoot the Executioner in the head as he moves up the stairs. - The swarming Majini are really the worst part about fighting the Executioner, so you can't stay in one place for too long without surveying your immediate area. Always look around a bit for nearby Majini while fighting the Executioner to avoid getting surrounded. After stunning a Majini, run up to it and activate a melee attack immediately to keep your character from getting surrounded and to keep your character from getting hit. Picking up items while in the midst of a mob can really help out for immediate invincibility against any type of attack as well. - Setting your AI partner to the Attack (Go) command from the moment that the gate is knocked down will make that character more aggressive and that character will shoot the Executioner more often. The downside to this is that the AI partner may not always be there to help your character when your main character enters dying status. --> SPOTS WHERE THE EXECUTIONER CANNOT FOLLOW - The top walkway above the building that Chris and Sheva enter at the beginning. This is accessible by climbing the ladder behind the small fence to the left after entering the town once the Executioner has broken the gate down. - The inside of the bus in the middle of the town. He can hit the characters through the side of the bus if he swings, so watch for his attacks if he is berserking! - Jump across to the top of the shack or the top of the broken down bus while on top of the middle building. NOTE: He can reach the top of the execution platform, but he must go up the stairs in the building next to the platform, so your character can seek temporary relief while on the platform then leap off of it when the Executioner climbs up to the platform. It's possible to take advantage of constantly leaping off and climbing back onto the top of the executioner platform. The Executioner will simply keep turning and walking up and down the ramp. --> THE GAME PLAN (SUMMARY OF OWNING HIM) [SINGLE PLAYER METHOD] So basically, from the beginning, (a) toss a hand grenade at the gate after the Executioner breaks it, (b) equip a weapon (the handgun will do) then run up to the Execution and hit him with continuous blasts to the head (c) melee attack him right before he fully stands to end the final blast (if you're on single player then run by him and allow the AI partner to hit him with a melee attack), (d) run down the middle path (towards the first building) and shoot the Executioner with the handgun when you turn then wait for him to step next to the group of red barrels then shoot them to burn him (e) stand on the other side of the flames and keep shooting the Executioner with the handgun even while he burns. (f) Enter the building to the east and grab the hand grenade and incendiary grenade, (g) jump out the north window of the current building then run to the north. Pick up the VZ61 machine gun from the metal case for some extra firepower. Run to the stack of melons on the cart to the northwest and slash them then grab the hand grenade inside, (h) run into the middle of town and allow the Executioner to step near the middle portion of the path with the overhead transformer then toss a hand grenade below him, (i) the resulting explosion will stun him and knock the transformer down, which will electrocute him. Run up to him and perform shots with a gun then cancel into a melee. Try to approach a side where your character is facing the electrified transformer so that your character knocks him into it. (j) quick turn and run then toss another hand grenade. The Executioner will be hit by the hand grenade explosion and the transformer shock once again, so run up to him again and blast him some more then cancel into a melee. Still alive? (k) Quick turn and run away then toss an incendiary grenade then blast him with the handgun from a safe distance. (l) he will now be so weak that he will perform his Berserker Rage swings, so allow him to charge directly toward the north gate then shoot the oil canisters near the gate to burn him. NOTE 1: Remember that you can also stand right near the gate as the Executioner walks up to it and blast him in head continuously with a gun. NOTE 2: The surrounding Majini (especially while in co-op play) can easily screw up your game plan when tossing grenades, so the above method might not always go so well. The main problem I have is with random Majini grabs and a Majini stepping in front of my character before I toss a hand grenade. You just have to improvise with another hand grenade or allow the Executioner to perform his overhead hit then sidestep to the side and blast him with the shotgun to stun him. NOTE 3: Cancel into a melee early if the surrounding Majini are about to hit your character while you blast the Executioner from close range. --> IF YOUR PARTNER HITS THE EXECUTIONER WITH A MELEE ATTACK EARLY If you want to fire off some extra shots and your partner rushes in and performs a melee, you can still get off a few shots along with a melee cancel. Run up to the Executioner as he staggers then perform a few quick blasts with your weapon then cancel that blast into a melee immediately. Both characters can do this no problem. Even if the melee is delayed enough to where the Executioner is actually moving after the command is entered, it will still hit him and knock him back. --> CO-OP STRATEGY FOR THE EXECUTIONER While playing cooperatively, you're going to be swarmed with extra Majini, so you really can't stand near him and restun him. You're most likely going to have cancel your gun blasts early because of the surrounding Majini. From the start, make sure that you grab the hand grenade in the melon stack by the window. Toss this grenade toward the fence as the Executioner breaks it with his axe and this will both stun him and clear out any nearby Majini allowing you to shoot him a few times then melee him with both characters. Run down the middle path then wait for him to step near the oil canisters and then shoot them to halt him and the Majini that follow around him. - Character 1 (most likely Chris) At this point, one character should immediately run toward the middle building on the east side and go inside after the oil canisters are shot. Grab the grenades and maybe the machine gun ammo inside then quickly jump out the window on the north side. Open the inventory and equip a hand grenade while jumping through the window. Run to the northwest and find the stack of melons then slash at them and pick up the grenades form that pile. Now you have two hand grenades and an incendiary grenade. Toss the incendiary grenade at a nearby group of Majini if they start to swarm your character. - Character 2 (Sheva) The other character could enter the building on the west side and grab the green herb inside and maybe the machine gun ammo then jump out the window on the northwest side. You need some sort of extra healing item in case something goes wrong with Character 1, because it can very easily. Really, Sheva could stay outside of the buildings and simply back up and fire her rifle at the Executioner. Watch out for Majini that come from the north however. - Both Characters Meet Wait until the Executioner reaches the middle portion of the town, in between the two buildings then toss a hand grenade at him. The hand grenade should stun him and make the electric transformer fall right next to him, which will electrify him for some extra damage. Run up and get the usual hits in on him depending on the character that you are currently using. If the Executioner gets stuck with his back to the transformer while it is electrified, then a melee attack can actually make him stagger into the electrified transformer for extra damage. Both characters should run up and melee attack him, but the first melee attack should be delayed until right before he recovers so you can blast him a bit while he is stunned. The second melee attack can be delayed as well so both character can pump more gunfire into him shortly before the melee attack is executed. Remember to back up to avoid his recovery swing after the second melee attack - a grenade can actually stun him during the recovery swing. After the second melee attack toss another hand grenade when he begins to move toward your character (make sure that he is moving or it won't stun him). The hand grenade will once again stun him and electrify him because of the nearby transformer. Run up to him again then blast him and cancel into a melee attack. This should damage him greatly. The most important part for this advice is to grab the hand grenades - that's literally all I get since they are basically enough to take him down if Chris uses the handgun on the Executioner while in close range during a stun. - An Alternate Route Instead of having one character enter the west house, that character could also climb up the ladder in the southeast section just past the gate then grab the 3 hand grenades at the very top of the roof after climbing the second ladder. This takes quite a bit of time and leaves your partner open to attack all that time without your help. The good part about this is that many of the Majini will focus on the character that climbs the ladder however. The character that moves up the ladder can also toss the grenades from the rooftop if the Executioner is below or that character can move back down the platforms and join up with the partner. If you do this while playing alongside me online, then the Executioner will probably be falling when you arrive, I'm afraid, so you could use the grenades on the surrounding Majini at least! - Confusing the Executioner Both characters can get on opposite sides of the Executioner and basically confuse him. He can only come after one at time, so one character can blast him with the handgun while the other lures him away and sets him up for a melee attack with a tossed hand grenade. --> EXECUTIONER EXPLOITS - The Executioner must stop everything that he is doing and step over the small wooden fences in the west area right outside the gate to the town and in the northeast area beside the nearby building. You can hop over the small wooden fence in each of these areas and wait for the Executioner to approach then blast him as he steps over the wooden fence. Once he steps to your side, simply hop back over to the opposite side and make him step over again. The best fence to do this with is the one in the west right outside the town gate. The fence near the locked gate in the north has a window near it that you can hop through to get away from any Majini that pile up - hop through the window then clear out the Majini then hop back over and take on the Executioner. The Executioner will most likely walk to the front door, so he will leave the immediate area but quickly come back and have to step over the fence once again when you hop back outside! - It's also possible to lure the Executioner into the first building and vault back and forth over the railing inside to make him step over it much like the small wooden fences. It's a little funny to watch him step over such a high railing. - The Executioner's swing that knocks down the gate after the cutscene where the Majini break through the roof CANNOT hit your character, so you take advantage of this by getting right next to the gate as he breaks it then blast him or stand right near the gate and continually blast him while he walks up to it, knowing that you will not get hit when he breaks it. + + + + + + + + + + + + + + + + + + + + + + + + + + + - - - - - - ___ _ _ _ ____ [CH12] / __\ |__ __ _ _ __ | |_ ___ _ __ / | |___ \ / / | '_ \ / _` | '_ \| __/ _ \ '__| | | __ __) | / /___| | | | (_| | |_) | || __/ | | ||__|/ __/ \____/|_| |_|\__,_| .__/ \__\___|_| |_| |_____| |_| ------------------------------------------------------------------------------- --> Chapter 1-2 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 15+ | 10 | 7 | <6 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <13'00" | 18'00" | 23'00" | 23'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than ------------------------------------------------------------------------------- [CH121] Chapter 1-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - P U B L I C A S S E M B L Y - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Chris and Sheva will start out in the aftermath of the Public Assembly battle. All Majini are now gone, all destructible objects in the town area are now destroyed and all items in the town area have disappeared. There are two ++HAND GRENADES++ on the roof of the building that Chris and Sheva first entered the Public Assembly from however. Rush back to the southwest portion and move up the ladder behind the small fence. Move up the next ladder to step onto the rooftop where the two grenades are. --------------------------------------------------------------------- ITEM LIST [ ] Hand Grenade - On the top floor roof of the south building. [ ] Hand Grenade - On the top floor roof of the south building. ------------------------------------------------------------------------------- Run past the gate that Kirk destroyed with the helicopter. There is a --WOODEN BARREL-- inside of the small shack to the right as the characters step past the newly opened gate. You can jump out the window of the building then land in the drainage area below to be able to see a wooden barrel behind a fence up ahead. .----------------------------------- TIP -------------------------------------. | You see that --WOODEN BARREL-- behind the fence in the drainage area to the | | west? Run up to the fence and slash the barrel through the fence and | | you'll be able to pick up the ++400 GOLD++ inside without having to get it | | from the other end of the area. Climb the ladder in the drainage area. | '-----------------------------------------------------------------------------' Move around the side of the building above the drainage ditch in the west. Find the set of double doors in the northwest. There is a dropoff with a ladder in front of the door. You can fall into the drainage area below and slash the --WOODEN BARREL-- inside to gain ++400 GOLD++ if you already haven't. Return to the double doors and activate the ready command while beside them to move on. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - In the southwest corner of the room. --> Definite Item: 400 gold ------------------------------------------------------------------------------- [CH122] Chapter 1-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - U R B A N D I S T R I C T - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Both characters will be able to hear Captain Dechant over radio upon first stepping into this area. Kick open the door to the building up ahead then step inside. Slash open the --WOODEN BARREL-- then take the ++HANDGUN AMMO (+10)++ from the table near the barrel. ----------------------------------------------------------------- INVESTIGATION [ ] Drawers - The Drawers on the south side of the room near the barrels can be examined. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - In the southwest corner of the room. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On the table beside the barrel. ------------------------------------------------------------------------------- Hop through the window or step around the north corner then open the door to the west. Some Majini can be heard up ahead. When the characters walk toward the broken ladder a slight cutscene will play. Both characters can press the assist button near the ladder for a partner assist action (assist jump). This makes Chris hoist Sheva up to the floor above. There is really no reason to do this other than to see a key item that neither character can reach just yet. The Sheva player should fall back down after the cutscene. On any playthrough, you can simply skip this partner assist action. ----------------------------------------------------------------- INVESTIGATION [ ] Barred Window - The Sheva player can examine the barred window on the second floor after the partner assist action in order to see a key item. ------------------------------------------------------------------------------- Find the alley to the west. A female Majini is hunched over a dead body at the end of the alley. She will be alerted to the characters presence soon, so prepare to blast her. She actually won't attack from a distance until a character aims a her. She feels that hot laser on her back ready to blast through her skull! When you step into the next area, a Majini will be beating a dead body behind the fence to the north. If you step near the fence then he will notice the characters and climb the gate to attack them. You can simply shoot him while he is at the top of the fence and make him suffer damage from the fall. It's really best to let Majini such as this come to your side; this way, you'll reap the reward of the item drop that they might possibly leave behind instead of having it closed off to you. Slash the nearby --WOODEN BARREL-- in front of the fence and other --WOODEN BARREL-- in the alcove to the east. -------------------------------------------------------- BREAKABLE OBJECTS LIST [ ] Wooden Barrel - In front of the fence to the north. --> Random Item ------------------------------------------------------------------------------- .----------------------------------- EXTRA -----------------------------------. | If the characters run up to the fence on the far south side then a blonde | | haired woman will fall from the side of the wall behind the fence and a | | Majini will quickly reach down and grab her then drag her away. Neither of | | them can be hit. They are immune to damage and will not stagger when shot. | '-----------------------------------------------------------------------------' .----------------------------------- EXTRA -----------------------------------. | A character can stand near the south fence and shoot all the boxes inside | | the stand on the other side so that the pile falls over. A Majini hides | | behind them and will knock them down once a player approaches the stand | | after moving around the corners to the west. If enough of them are shot | | out of the way, the Majini will be huddled in the stand and only be able to | | knock aside a few boxes instead of a whole pile. It's quite hilarious to | | watch his attempt at a scare fail from a FAQ author's thought ahead of | | time. | '-----------------------------------------------------------------------------' Two more Majini will approach your characters from the south. Slash the stack of --TOMATOES-- in front of the west building. A Majini will attack when your characters step into the building (he drops through the roof). Slash the --WOODEN CRATE-- inside the building. You'll find a broken ladder outside the building to the south. A Majini will step out from the area behind the ladder. Finish him off then ignore the ladder for now and enter the path behind it then slash the --WOODEN CRATE-- on the table at the end. -------------------------------------------------------- BREAKABLE OBJECTS LIST [ ] Tomatoes - On table by some sandbags to the southwest. --> Random Item [ ] Wooden Crate - On the right freezer, inside the west building. --> Random Item [ ] Wooden Crate - On the table in the area behind the second broken ladder. --> Random Item ------------------------------------------------------------------------------- Return to the nearby broken ladder. You can perform a partner assist action (assist jump) with this ladder as well, but this one has purpose! > > > > > > > > > > > > > S H E V A G A M E P L A Y < < < < < < < < < < < < < Move along the rooftops and head to the north. Use the command to jump to the room in the far north. The moment Sheva steps into this room, Chris is going to have to deal with some Majini below. The Chris player will not be completely overwhelmed though, so don't worry about getting back to him. Collect the ++HAND GRENADE++ from the top of the freezer and break the --WOODEN CRATE-- on the table to the right then grab the ++MACHINE GUN AMMO (+30)++ from the middle table. Collect the **OLD BUILDING KEY** on the cabinet on the far northwest side of the room. Run back along the rooftops and get back to your pahrtna' now. --------------------------------------------------------------------- ITEM LIST [ ] Hand Grenade - On the freezer to the left as Sheva enters the room. [ ] Machine Gun Ammo (+30) - On the middle table. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - On the table to the right after entering the room. --> Random Item ----------------------------------------------------------------- KEY ITEM LIST [ ] Old Building Key - On the cabinet in the southwest portion of the room that only Sheva can get to. ------------------------------------------------------------------------------- > > > > > > > > > > > E N D S H E V A G A M E P L A Y < < < < < < < < < < < > > > > > > > > > > > > > C H R I S G A M E P L A Y < < < < < < < < < < < < < Chris doesn't really have that much to do here. As soon as Sheva enters the building then three Majini will attack him. Simply shoot them in an area that will stun them for a melee attack then give them an uber Redfield knockdown. > > > > > > > > > > > E N D C H R I S G A M E P L A Y < < < < < < < < < < < Once both characters regroup, step into the small room to the east then open the door at the end. Hop through the window directly ahead then break the --WOODEN CRATE-- inside. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - Lying on the right freezer in the room in front of the red door. --> Random Item ------------------------------------------------------------------------------- Hop back outside the room then move along the nearby alley to the south. A Majini will try to climb over the fenced portion of the wall to the east, so shoot him at the peak of his climb as he tries to climb or allow him to come to your side then blast him for a possible item. You'll run across a --WOODEN BARREL-- along the alley as both characters work their way to the southeast. A Majini will knock over the cardboard boxes that cover a stand as the two characters walk by it. Slash the stack of --TOMATOES-- on the table under the umbrella further ahead. You can toss a grenade or knock a Majini into the stand to the right of the tomatoes to break it for a random item. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - This is lying along the alley. --> Random Item [ ] Tomatoes - Lying on a table under an umbrella to the south. --> Definite Item: Incendiary Grenade [ ] Stand - Toss a grenade or knock a Majini into the stand near the tomatoes to break it. --> Random Item [ ] Wooden Barrel - To the west of the building by a fence. --> Random Item ----------------------------------------------------------------- INVESTIGATION [ ] Red Door - Red door of the nearby building [ ] Blue Door - Blue door up the stairs of the nearby building ------------------------------------------------------------------------------- The red door near the characters and the blue door up the stairs of the nearby building are locked. You might as well collect the random item from the nearby --WOODEN BARREL-- to the west before doing anything else. Approach the blue door below the stairs of the nearby building then open it and step inside. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - By a fence to the west. --> Random Item ------------------------------------------------------------------------------- Collect the ++SHOTGUN SHELLS (+5)++ from the cabinet off to the right then enter the room around the corner to the east and collect the ++400 GOLD++ and ++100 GOLD++ from the long desk. Unlock the door if you want. --------------------------------------------------------------------- ITEM LIST [ ] Shotgun Shells (+5) - Lying on a cabinet to the right as the characters enter the first floor of the building [ ] 400 gold - Step into the room off to the right before going upstairs to find this on a desk. [ ] 100 gold - Lying on the desk beside the 400 gold pickup. ------------------------------------------------------------------------------- Move up the stairs and step onto the second floor. Take the ++FIRST AID SPRAY++ from the top of the metal container to the south. Step out onto the east walkway and break the --WOODEN BARREL-- to the left. Be sure to shoot the --BSAA EMBLEM (1/30)-- on the south side of this rooftop as referenced below. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #01 / BSAA \ (------------) LOCATION: Urban District - Chapter 1-2 \ EMBLEM / DETAILS: Look off the south side of the east walkway after \________/ after climbing up the stairs in the building with the two locked doors to find this BSAA emblem on the outside wall of the building to the south behind a fence. Aim and look downward. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ----------------------------------------------------------------- INVESTIGATION [ ] Drawers - Check the drawers to the side of the first aid spray pickup. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - To the left on the east outside walkway. --------------------------------------------------------------------- ITEM LIST [ ] First Aid Spray - On the south metal container after moving up the stairs. ------------------------------------------------------------------------------- Step back into the building then walk to the west walkway. You can unlock the blue door to the south if you want. This is the one that was above the stairs. Two Majini will attack from the outside walkway. One of them knocks over some cardboard boxes from the right side of the walkway. They probably stack them up themselves to provide a cheap fright for locals as they knock them over. Find the chest to the left along the outside walkway and open it to collect the ++ANTIQUE CLOCK++ treasure. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Urban District - Chapter 1-2 | [ ] | TREASURE: Antique Clock [2,000 gold] |_________________| DETAILS: After climbing the stairs in the building with the two locked doors, fight off the two Majini that attack near the west walkway then step out onto it and turn left to find a chest containing this treasure. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Instead of going all the way back down the stairs and exiting the building, simply drop down off the side of the west walkway to get back to where the characters were previously at below. Walk toward the door to the north and use the assist button near it to kick it open and trigger a cutscene. -- CHECKPOINT Hey, wasn't that Allyson? Adam's girl? You know from the Kijuju blog. Go and visit the blog right now and read up on the story of Adam and Allyson if you don't know about them. It provides some good backstory for her character. www.kijujublog.blogspot.com Seriously, go now and read it before walking up the steps ahead and you'll feel more content in a few seconds. It doesn't provide a major plot device, but still... If you collected the Old Building Key then use it to unlock the door of the building to the west. Break open the --WOODEN CRATE-- then take the ++ITHACA M37 (SG)++ from the plaque inside the building. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + H I D D E N W E A P O N Weapon: Ithaca M37 (SG) Location: Urban District - Chapter 1-2 Details: Have Sheva collect the old building key by moving along the rooftops after using the partner assist action near the second broken ladder then, after the cutscene with Allyson, unlock the blue door to the nearby building then collect this weapon from the plaque inside. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - Inside the building that must be unlocked with the Old Building Key. ------------------------------------------------------------------------------- Moving up the ladder to reach the rooftop of the building and climbing up to the top of the crate in the northwest have little significance unless you're chasing after the chicken in this area and it happens to fly on top of either area. .----------------------------------- TIP -------------------------------------. | The chicken in this area can lay a variety of random eggs. There are four | | types of chicken eggs altogether: White (Common), Brown (Uncommon), Gold | | (Rare), and Rotten (dropped by an enemy). The chicken might lay one of the | | first three eggs if the characters leave it alone in a certain place for a | | while. | | | | An egg can be equipped and thrown at an enemy much like tossing a grenade | | or you can "Use" or press the assist button to eat the egg for a health | | restore depending on the egg type: | | | | White (minor), Brown (moderate), Gold (full), Rotten (-50% health) | | | | Rotten Eggs will take enough damage to kill most Majini in one hit when | | thrown. Their damage rate is 2,000 per hit, so they damage more than a | | beginning level magnum when they hit an enemy. | '-----------------------------------------------------------------------------' Break the --WOODEN BARREL-- below the stairs of the north building then climb the stairs of the building and move toward the door to trigger a cutscene. -------------------------------------------------------- BREAKABLE OBJECTS LIST [ ] Wooden Barrel - Below the staircase of the north building. --> Random Item ------------------------------------------------------------------------------- Sub-Boss --> Allyson (blonde woman) My dear Allyson, Adam wouldn't even recognize you anymore... and he sure won't in a few minutes, now that you've dared to raise those pretty little mouth appendages to a Redfield. You get a Haymaker to that pretty little face for that fright earlier, my dear... an uber Redfield Haymaker. .---------------------------------- TIP --------------------------------------. | Right at the starting of the battle, if you want to tag team melee Allyson | | in single player then shoot her in the arm, issue the "Go" command to Sheva,| | perform a hook on Allyson then Sheva should be behind her to knee her back | | to Chris. Perform the Haymaker from the front side or step around her | | backside as she staggers to get the Back Hand command. | | | | It's so wrong and disrespectful, but it leaves me feeling so good when I | | I think about it. | '-----------------------------------------------------------------------------' Directly after the cutscene, Allyson will attack both character. She is just like an ordinary Majini except for the fact that she has a bit more health. She has about the same amount of health as the Majini with the megaphone back at the Public Assembly in Chapter 1-1. Weaken Allyson and defeat her like you would a normal Majini then her head will bust open to reveal a parasite called a Cephalo. These centipede-like head appendages strike from medium to close range with their necks. In order to defeat it, aim for the centipede head and fire at it with any weapon. The handgun and machine gun really work the best since you can spam it with rapid fire without knocking it down but if it gets too close then fire a shotgun blast at it then empty handgun or machine gun bullets into its head while it's down. There is a way to avoid the Cephalo spawning however. Simply shoot Allyson in the leg then run behind her and perform an instant kill melee attack with either character. Problem solved. This works for any type of parasite spawning while fighting a Majini. If you want to finish off Allyson in style however, simply shoot her in an arm and bounce her back and forth then perform a co-op melee attack against her to finish her off for good also. Go ahead and perform that Skull Crusher that you're no doubt brainstorming. Besides Allyson, other Majini will enter the building after a short while. Simply stun the extra Majini with gunfire then knock them down with a melee attack. About six extra Majini will attack altogether (not all at once, usually in groups of two). Allyson will leave behind the --IVORY RELIEF-- treasure. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Urban District - Chapter 1-2 | [ ] | TREASURE: Ivory Relief [2,000 gold] |_________________| DETAILS: Allyson (blonde woman) will drop this treasure after she is defeated. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = -_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_ Trophy/Achievement: The Works Description: Chain the maximum number of combos together in one go. Details: In single player mode, right when the battle begins, shoot Allyson in the arm for an arm stun, issue the "Go" command so that you're AI partner runs behind her. Quickly hit Allyson with a melee attack from up close before she recovers from the arm stun and your AI partner should be right behind her, so that character can bounce her back. Let loose the tag team melee button input command when it appears and you'll bag yourself a trophy/achievement. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- There is nothing outside the door that leads to the second floor walkway where Allyson was standing in the cutscene. Break the --WOODEN CRATE-- on the table in the west room. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - In the west room of the building, the opposite room from the room where Allyson is fought. --> Random Item ------------------------------------------------------------------------------- Leave the building by opening the door and stepping down the staircase to the west. Kirk will come in over radio and mention that Alpha Team is under attack. Four Majini will step into view from the south and move toward the characters. I feel a tag team melee coming on. The double door gate to the west is locked. You can step over to the large crate up the steps then climb on top and drop behind the west wall or simply move around the back side of the crate and go through the hole in the wall on other side. Run to the far north end of the path to the side and break the two --WOODEN BARRELS--. The lock for the double door iron gate can be broken by kicking it or shooting off the lock, but there is really no need to do this. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - On the far north end of the area behind the locked gate. --> Random Item [ ] Wooden Crate - On the far north end of the area behind the locked gate. --> Random Item ------------------------------------------------------------------------------- Open the door on the southwest side of the next building with the assist "ready" command to continue. [CH123] Chapter 1-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A B A N D O N E D B U I L D I N G - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Step around the corner of the dimly lit hall up ahead. A cutscene will play eventually to showcase the area. Open the door to the nearby room then step inside. ----------------------------------------------------------------- INVESTIGATION [ ] Sink - The sink off to the left upon stepping into the room. [ ] Bags - The pile of bags around the corner to the east. They are to the left around the first east corner. ------------------------------------------------------------------------------- Navigate around the corridor up ahead. There are a few rats running about. They've likely heard that Exterminator Redfield and Alomar are treasure hunting. Move to the corridor and walk up the stairs. Notice the black oozing liquid moving out of the ceiling. Both Chris and Sheva can stand under it and allow it to drip on them. Thankfully neither of them get dirty. It slides right off Sheva's smooth skin and Chris's granite composition. ----------------------------------------------------------------- INVESTIGATION [ ] Black Liquid - The black liquid that drips from the ceiling of the stairs can be examined. ------------------------------------------------------------------------------- Follow the corridor to the east at the top of the stairs. A body will step into view ahead. You can slash it with your knife. Slash open the --WOODEN CRATE-- on the cabinet. Sheva will speak a little about the corpse as both character move past it. Break open the next --WOODEN BARREL-- in the southwest corner of the room ahead. ----------------------------------------------------------------- INVESTIGATION [ ] Dead corpse - The dead corpse that steps into view can be interacted with once it falls. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - On the cabinet, to the east after getting off the stairs. --> Random Item ------------------------------------------------------------------------------- Climb the ladder up ahead. Just like RE4, these ladder can be knocked over with the "Knock Down" command that appears while standing above one. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #02 / BSAA \ (------------) LOCATION: Abandoned Building - Chapter 1-2 \ EMBLEM / DETAILS: After climbing the ladder, move to the center of the \________/ walkway to the side. Look up and to the northwest to spot a dead Alpha Team soldier hanging on a wooden pole then look toward the water tower further upward to see this BSAA emblem on the framework below it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - You see that dead Alpha Team soldiers that hangs on the wooden pole up above while looking off the side railing? You can be an evil bastard and shoot the corpse then watch it slowly fall off the pole. I once had him hanging off the pole with one arm. Anyway... be sure to look up toward the water tower off to the northwest rooftop and shoot the --BSAA EMBLEM (2/30)-- on the framework below it. .------------------------------------ EXTRA ----------------------------------. | The crows that fly overhead in this area can be shot. They will help to | | boost your kills for this chapter and might carry random items. | '-----------------------------------------------------------------------------' Move directly to the north and slash open the two --WOODEN BARRELS--. Step past the next Alpha Team corpse along the west walkway. Turn to the left once you reach the door then hop over the gap in the walkway using the command that appears while standing next to the hole in the walkway. Open the chest on the other side and collect the ++300 GOLD++, ++300 GOLD++ and ++400 GOLD++. Leap back across the gap then use the partner action command to kick down the next door and trigger a cutscene. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Against the wall to the north along the walkway above the ladder. --> Random Item [ ] Wooden Barrel - Against the wall to the north along the walkway above the ladder. --> Random Item ------------------------------------------------------------------------------- Collect the ++HANDGUN AMMO++ at Captain DeChant's feet then break open the --WOODEN CRATE-- on the north cabinet and the --WOODEN CRATE-- on the east cabinet. ------------------------------------------------------------------INVESTIGATION [ ] Captain DeChant's corpse - Lying at the character's feet after the cutscene. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - On a cabinet on the north side of the room. --> Random Item [ ] Wooden Crate - On a cabinet on the east side of the room. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo - Lying at Captain DeChant's feet. ------------------------------------------------------------------------------- Open the blue door to the south and follow the corridor ahead as it moves to the north. Use the command in front of the controls to open the elevator door then step inside and use the partner assist command to go down. [CH124] Chapter 1-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - F U R N A C E F A C I L I T Y - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Slash the nearby --WOODEN BARREL-- in front of the elevator doors then move down the hall to the south up ahead. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Across from the elevator. --> Random Item ------------------------------------------------------------------------------- Follow the hall ahead as it curves to the east then move up the stairs and open the door at the top. Slash open the two --WOODEN BARRELS-- to the right of the dead Alpha Team soldier then slash open the --WOODEN BARREL-- near the door up ahead. ----------------------------------------------------------------- INVESTIGATION [ ] Black Slime - On the left corner of the wall at the right turn. [ ] Alpha Team Soldier - The dead Alpha Team soldier on the floor. [ ] Door - The locked door to the west. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - To the right of the corpse, next to another barrel. --> Random Item [ ] Wooden Barrel - To the right of the corpse, next to another barrel. --> Random Item [ ] Wooden Barrel - Near the west door. --> Random Item ------------------------------------------------------------------------------- The door to the west is locked and requires a key. Go figure. I know, let's go down the dimly lit tunnel with black oozing liquid all over the walls... and a the dead Alpha Team member slumped against the far wall! That's gotta' be the right way. Follow the south tunnel to the end and move to the west at the far end and enter the room with the incinerator. Break open the three --WOODEN BARRELS-- on the south side of the room and the two --WOODEN BARRELS-- next to the corpse on the other side. Notice the two gas cylinders that are against the east wall and north wall. The incinerator in the west can be turned on by interacting with the switch in front of it. Collect the **FURNACE KEY** from the right hand of the corpse in front of the incinerator. ----------------------------------------------------------------- INVESTIGATION [ ] Gas Cylinder - On the east side of the room. [ ] Gas Cylinder - On the north side of the room. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - On the south side of the room next to two other barrels. [ ] Wooden Barrel - On the south side of the room next to two other barrels. [ ] Wooden Barrel - On the south side of the room next to two other barrels. [ ] Wooden Barrel - Near the dead corpse. [ ] Wooden Barrel - Near the dead corpse. ---------------------------------------------------------------------- KEY ITEM [ ] Furnace Key - The dead corpse in the room has this in his right hand. ------------------------------------------------------------------------------- -- CHECKPOINT Now, let us go back to the door at the end of the hall with oozing black liquid that wreaks of death and unlock the door at the end then leave this area. A cutscene will play once the characters step close to the end of the hall. + + + + + + + + + B O S S B A T T L E + + + + + + + + + + UROBOROS -------- HP: 28,000 Weak Points: - Orange glowing portion of arms - Brownish bubbling portion of collapsed body - Weak against fire (incendiary grenade, incinerator) Recommended - Gas Cylinder (shoot them with any weapon after absorption) Weapon(s): - Incinerator - Incendiary Grenades - Any weapon to hit the glowing portion of arms (shotgun) - Shotgun for showcased body weak point when collapsed Attacks: 1) Right Arm Swing - Uroboros swings his right arm across the area in front of him. This attack is mid and close range. 2) Turning Swing - While a character is behind him, Uroboros will swing at the character with his arm while turning. This attack is very rare, much like the Executioner Majini's turning swing. 3) Grab and Absorb - Uroboros reaches forward and grabs with both arms. The partner must save the grabbed character with a partner assist melee or the grabbed player must shake the left thumbstick to escape. The boss will eventually let go after a while. He stretches his arms out almost as far as he swings his arm for the other attack. 4) Lunging Grab - Uroboros ducks down then lunges forward to grab a character. This grab looks much like the other grab but it is more sudden. A button prompt that appears shortly before the grab will allow your character to dodge out of the way of the grab. 5) Dash - Uroboros crouches down then scurries toward your characters. This move can knock down a character that is in his way but it rarely does so. 6) Arm Extend Grab - From long range, Uroboros will lash out one or both arms directly forward to grab. This attack can be performed when the boss has one or both arms and it can be escaped by shaking the thumbstick or through a partner assist melee. 7) Direct Contact - Any type of direct contact with this boss for a slightly extended period of about 5 seconds will result in your character getting hit and covered in a black leech-like substance. The character will hold his/her body as if in caution status until the substance eventually disappears. The substance drains your character's health much like a poison for the first few seconds that it remains on the character. It will not force a weak character into Dying status. 8) Dissolve - Uroboros can teleport from one area to another by simply dissolving into the floor and reforming at some other part of the room. It's a Super Marcus! Dr. Marcus must have somehow survived and taken all of that mutating green ooze like Shredder in the second Ninja Turtles movie! No, actually this creature is named Uroboros. Knowing too much about this creature at this point is actually a spoiler. If you watched the opening movie then you should realize that this is the man that was overtaken by the black leech-like substance after the Bird Lady injected him. You don't want to fight this boss in the current hallway, so turn and run all the way back to the room with the incinerator. Fighting him in this hallway with a normal weapon setup is meaningless since all he will do is push both characters down the hall and into the room with the incinerator while he damages them with direct contact to his leech-like body. --> EXPOSING HIS WEAK POINTS Allow the boss to enter the room and it will trigger a slight cutscene upon stepping inside. This boss has two visible orange weak points on its arms and both characters can shoot at the orange glowing weak points to knock off his arms and stun him. The arms will constantly grow back at a quick rate, so both characters have to destroy them quickly. .---------------------------- SINGLE PLAYER TIPS -----------------------------. | 1) In single player mode, set Sheva to attack mode and she will help out | | greatly at damaging his arm weak points with her pinpoint accuracy with any | | weapon. | | | | 2) If Uroboros grabs your character then tap the assist button while | | struggling to have your partner save your character quicker. | '-----------------------------------------------------------------------------' --> THE GAS CYLINDERS You really want to use his arm weak points as a last resort however. Remember the red gas cylinders along the sidewalls? Run toward one of them with either character and use the command that appears while standing next to it to make the character knock it down. Your character is not completely invincible to attack while performing the knock down animation for the gas cylinder, so you don't want to knock one over while the Uroboros is nearby. A lot of times, he will not hit your character, but he can! The boss will get the gas cylinder stuck in his leech-like body. Back away and shoot the gas cylinder with any type of weapon to immediately stun the boss and cause it to collapse. Its weak point will be showcased as the body beneath the leech-like substance is showcased under the brownish bubbling liquid. Any weapon fire from any weapon will damage it but close range shotgun blasts are preferred. --> THE INCINERATOR The easiest way to dispose of this boss is to get him caught in the incinerator. Allow him to pick up a fallen gas cylinder then lead him into the incinerator. While he is in the incinerator, shoot the gas cylinder to stun the boss then rush back outside the incinerator and use the controls to seal the chamber and burn him. One burn will be enough to finish him off on normal mode, but multiple burns in the incinerator are needed to finish him off on Veteran mode. This method will help to save a bunch of ammo, but you might forfeit a certain treasure in doing so. In order to lead him into the incinerator, it is best for one character to lure him inside while the other character waits outside the incinerator and stands by the controls ready to flip the switch after the gas cylinder inside of him is shot. On single player, walk over to the control and use the assist command when Sheva is nearby to make her stand near the controls. She will not flip the lever until the Uroboros is inside of the incinerator, so simply lead the creature into the incinerator while it carries the gas cylinder then shoot the cylinder and run out. Sheva will announce that she is flipping the switch and your character will have a few seconds to get out before the incinerator closes. --> STANDING UP TO UROBOROS The arm swipe and the two mid-range grabs can be avoided by simply backing up; well, as long as you have room to back up. The arm extend grab can be avoided with a sidestep to the left or right, but this move will be easier to avoid if he only has one arm, obviously; it can also be avoided by backing up, really far! If the boss is beaten normally without the final hit being delivered by an incinerator burn, he will drop a ++GOLD RING++ treasure item. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Furnace Facility - Chapter 1-2 | [ ] | TREASURE: Gold Ring [5,000 gold] |_________________| DETAILS: Defeat the Uroboros without leading it into the incinerator for the final hit. The final hit must be a gunshot. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = + + + + + + + + E N D B O S S B A T T L E + + + + + + + + Run back outside the room after the battle then continue back down the hall to the north. Use the furnace key on the door at the end to unlock it then step into the next hall. There are three packs of ++HANDGUN BULLET (+5)++ in the metal case before the second turn. There is a --BSAA EMBLEM (3/30)-- past the fence further down the hall. You'll need to look past a concrete piece then blast it while it hangs on the wall behind the fence. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Bullets (+5) - Inside a metal case before the second turn. [ ] Handgun Bullets (+5) - Inside a metal case before the second turn. [ ] Handgun Bullets (+5) - Inside a metal case before the second turn. ------------------------------------------------------------------------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #03 / BSAA \ (------------) LOCATION: Furnace Facility - Chapter 1-2 \ EMBLEM / DETAILS: When the characters reach the metal case with handgun \________/ bullets, move down the next hall then look toward the right fence along the wall. Look past the left side of the concrete piece to see this emblem on the wall behind the fence. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Move down the hall to the west and open the elevator using the controls to the side of it. Step inside then choose to move up with the assist command that appears in order to end this chapter! - - - - - - ___ _ _ ____ _ [CH21] / __\ |__ __ _ _ __ | |_ ___ _ __ |___ \ / | / / | '_ \ / _` | '_ \| __/ _ \ '__| __) | ___ | | / /___| | | | (_| | |_) | || __/ | / __/ |___|| | \____/|_| |_|\__,_| .__/ \__\___|_| |_____| |_| |_| ------------------------------------------------------------------------------- --> Chapter 2-1 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 60+ | 45 | 30 | <29 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <23'00" | 28'00" | 33'00" | 33'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than ------------------------------------------------------------------------------- [CH211] Chapter 2-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - S T O R A G E F A C I L I T Y - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Both Chris and Sheva start out in a warehouse. Keep in mind that you can shoot the rats for some extra gold pickups here. Turn around and slash the --WOODEN BARREL-- in the northwest portion of the room then climb the nearby ladder on the crate across from the barrel. You'll find two crates to the east, so hop the gap in between them then open the treasure chest directly ahead and pick up the ++300 GOLD++, ++300 GOLD++ and ++400 GOLD++ inside. You've likely seen the ---BSAA EMBLEM (4/30)-- hanging on the nearby wall in full view, right? - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #04 / BSAA \ (------------) LOCATION: Storage Facility - Chapter 2-1 \ EMBLEM / DETAILS: Hanging near the middle of the west wall, above a \________/ wooden barrel shortly after the chapter begins. There is a note about the BSAA medals in this room also. The programmers want you to see this without using Berserker's guide. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ----------------------------------------------------------------- INVESTIGATION [ ] Both Jeeps - Both jeeps in the back of the warehouse. [ ] BSAA Emblem Memo - On the sandbags in front of the south jeep. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - In between the two large crates in the north middle portion of the room. --> Random Item [ ] Wooden Barrel - In the very back of the warehouse behind the jeeps (northeast side). --> Random Item ------------------------------------------------------------------------------- Fall down the west side of the large crate then break the --WOODEN CRATE-- on the sandbags. There is a --BSAA EMBLEM FILE-- on the sandbags near the south jeep. Take the ++H&K MP5++ from the metal case in front of the south jeep. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + H I D D E N W E A P O N Weapon: H&K MP5 Location: Chapter 2-1 Details: Open the metal case in front of the south jeep to find this weapon inside. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Break the --WOODEN BARREL-- below where the BSAA medal was located and check out the --DIRECTIONS FOR PARTNER FILE-- and --ITEM MENU FILE--. Slash the --WOODEN BARREL-- and --WOODEN CRATE-- beside the door on the west side of the room then use the assist button to interact with the door to move onto the next area. ----------------------------------------------------------------- INVESTIGATION [ ] Direction for Partner File - On the sandbags to the right of the exit door. [ ] Item Menu File - On the sandbags to the right of the exit door. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Below the BSAA emblem on the west wall. --> Random Item [ ] Wooden Barrel - Near the exit door. --> Random Item [ ] Wooden Crate - On some sandbags near the exit door. --> Random Item ------------------------------------------------------------------------------- [CH212] Chapter 2-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - T H E B R I D G E - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Move around the side of the crates to the north. Notice the C4 explosive tripwire in between the crates. Take out the machine gun or handgun and shoot the explosive or the tripwire to set it off from a safe distance. You'll run across more of these as the characters progress forward. Keep in mind that the characters can lead an enemy toward the explosive and set it off to damage the enemy. Aim upwards and to the left then shoot the Majini with the crossbow that will be alerted to your characters presence. .----------------------------------- TIP -------------------------------------. | It's possible to aim up toward the top left metal container when the cross- | | bow Majini first arrives and shoot him to make him fall on the C4 explosive | | below. | '-----------------------------------------------------------------------------' Continue around the corner and a Majini will be standing to the right. You can take out your knife and slash him as he runs toward your characters since he always dashes! Move on further ahead and quickly shoot the Majini with the crossbow as he tries to run toward on a nearby crate. If he makes it to the ladder then he will climb up it and try to shoot the character from above. Another Majini will attack from off to the right (south). If you look to the north before moving past the crates near the crossbow Majini then you'll notice a tripwire. With steady aim a player can shoot the wire or a player can shoot the actual explosive from the top of the crate near it. Grab the ++GREEN HERB++ inside the crate to the east after turning left up ahead. Climb the nearby ladder of the crate that the crossbow Majini ran to and you can get a clear view of the C4 explosive below. Drop down and break the two --WOODEN BARRELS-- and --WOODEN CRATE-- near it. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - On the other side of the second C4 explosive. --> Random Item [ ] Wooden Barrel - On the other side of the second C4 explosive. --> Random Item [ ] Wooden Crate - On the other side of the second C4 explosive. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Inside of metal crate next to where the crossbow Majini is. ------------------------------------------------------------------------------- Maneuver around the sides of the crates to the southeast. Find the single --WOODEN BARREL-- inside of the metal crate to the east. Shoot the next C4 explosive tripwire then continue around the crates, this time heading north. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Inside of the metal crate in the southeast --> Definite Item: First Aid Spray ------------------------------------------------------------------------------- NEW ENEMY: Adjule A new enemy known as an "Adjule" (dog) will step into view. There are a total of three inside the open crate up ahead. Take out the shotgun and shoot them or blast them from far away with the handgun or machine gun. Don't let them get too close. They have some very fast lunging attacks that can really leave a player confused as to their location after they hit a character. These enemies always attack in packs, so be prepared to deal with about two or three at a time most of the time. Adjules come in three different sizes. They become more ferocious and tougher when they're heads separate to reveal their parasitic inside. Any type of burst of light from a flash grenade or flash round will instantly kill an Adjule that has exposed its parasite, though, if this is your first playthrough then you don't have either of the flash explosives yet. A Majini with a crossbow will be on top of the east metal container during the Adjule battle so shoot him down or close to a wall so he can't hit the characters. Look around the side of the crates to the north after the battle to find a --WOODEN BARREL--. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - To the north of the open metal crate where the Adjules attack. --> Random Item ------------------------------------------------------------------------------- Shoot the C4 explosive tripwire to the south and move around the side of the crates ahead. A sinlge Majini will leap out from behind the end of the left metal crate and attack. Climb the ladder on the side of the crate up ahead as your characters turn back to the north then follow the path up above and drop from the other end of the open crate. A Majini to the west will notice the characters. Soon an Adjule will step into view along with a new enemy known as the "Big Man Majini". Hurry up and step out from behind the crates. There is a set of oil canister that can be shot in front of the car in the open area. This will serve to damage the Big Man Majini and other Majini and the Adjules that attack. NEW ENEMY: Big man Majini Use your shotgun for this part while the other character uses a handgun or machine gun. You need to focus on the Big Man Majini once he steps into view. He hits very hard with constant straight punches and an overhead physical attack with his fists. The best way to deal with him is to take out the shotgun and blast him from close range to stagger him then rush up toward him and melee attack him. Blast him again then repeat and keep repeating. The Big Man Majini can also be take down with a handgun if a character constantly blasts his legs then runs up to melee attack him when he falls to his knees. The Big Man Majini can also be set up for a tag team melee after any type of melee performed to him. The characters can easily turn Big Man into a punching bag through constant bouncing melee attack after the first melee. A flash grenades stun can set him up for a tag team melee very easily. -_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_ Trophy/Achievement: The Works Description: Chain the maximum number of combos together in one go. Details: In single player mode, lead the Big Man Majini away from the other enemies, preferably in the narrow area, and use a flash grenade to stun the Big Man Majini then quickly run behind him and knock him toward your AI partner. If your AI partner knocks him back then hit him with the tag team melee command that will appear in order to get this trophy/achievement. This can be done against all Big Man Majini rather easily, so if you can't get it here then you'll have more chances later on. You could also toss the flash grenade then quickly use the "Go" command to make your AI partner rush to the other side of the Big Man Majini to set up the placement for the tag team melee nicely. No flash grenade is really needed if your character uses a handgun and aims for his legs. Big Man Majini are easier to work into a tag team sequence than normal Majini because they don't stagger per hit; they only slide just a bit per melee attack. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- The Majini and Adjules can get in the way quite a bit while attacking the Big Man Majini. Some of the Majini have crossbows and will try to climb the ladders of the crates to the west to get to high ground, so be ready to look up and blast them. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: The Bridge - Chapter 2-1 | [ ] | TREASURE: Jewel Bangle [1,000 gold] |_________________| DETAILS: Defeat the Big man Majini and he will drop this. Most Big man Majini will drop this treasure. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = After the battle is over, slash the two --WOODEN CRATES-- on the west side of the area near the tree. Move around the side of the cars then use the partner assist prompt to open the gate on the other side. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - On the west side of the open area near a tree. --> Random Item [ ] Wooden Barrel - On the west side of the open area near a tree. --> Random Item ------------------------------------------------------------------------------- -- CHECKPONT Break open the two --WOODEN CRATES-- on the sandbags ahead. Walk toward the gap in the bridge to the north. You see those four red explosive barrels up ahead? They will come in handy in a moment. Leap to the other side of the bridge by tapping the button when the "Jump" button prompt command appears. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate (right) - Lying on a sandbag with another crate. --> Definite Item: Red Herb [ ] Wooden Crate (left) - Lying on a sandbag with another crate. --> Random Item ------------------------------------------------------------------------------- A cutscene will trigger after leaping to the other side of the bridge. A truck is coming and I don't think uber Redfield has enough strength to stop it with his bare hands - sometimes I wonder though. Anyway, aim for the closest red explosive barrel to the right and shoot it when the truck passes by the side of the explosive barrel to cause an explosion that will make the truck fall over and slide the rest of the way toward the characters. If you're not precise or quick enough then truck will ram the two characters and kill them. The truck can still damage the characters when it slides toward them fast, but when it slows down quite a bit it is no longer a threat. A whole horde of Majini will attack from the north side of the bridge up ahead. Thankfully, they conveniently stand near the left and right red explosive barrels in the back of the bridge, so take advantage of their red color blindness then shoot the two barrels to take out several of them with each explosion. Run ahead and finish off the remainder of them. I don't know about you, but I feel some tag team melees are needed here. Run to the warehouse to the far north and break open the two --WOODEN BARRELS-- inside and find the --WOODEN CRATE-- on the east side of the warehouse. There is also a --WOODEN BARREL-- outside of the warehouse near the sidewall to the west. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Inside the north warehouse at the other end of the bridge. --> Random Item [ ] Wooden Barrel - Inside the north warehouse at the other end of the bridge. --> Random Item [ ] Wooden Crate - Inside the north warehouse at the other end of the bridge. --> Random Item [ ] Wooden Barrel - Outside of the warehouse and to the west. --> Random Item ------------------------------------------------------------------------------- Move toward the stairs that lead to the sewers to the west. Look off the side of the railing (to the south) and shoot the --BSAA EMBLEM (5/30)-- on the middle bridge pillar below. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #05 / BSAA \ (------------) LOCATION: The Bridge - Chapter 2-1 \ EMBLEM / DETAILS: After moving to the other side of the bridge, stand at \________/ the top of the staircase then look to the south below the bridge. Look at the middle pillar supporting the bridge to see this emblem standing on a wooden platform that wraps around the bridge pillar. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- CHECKPOINT Move down the stairs and enter the sewer tunnel below. Keep moving ahead and three Adjules will race down the tunnel toward the characters. Both characters need to concentrate fire here or the Adjules will get past your shots. A character could toss a hand grenade here since they pile up in a bunch and the tunnel is narrow. Two more Adjules will attack once the characters move further into the tunnel. Continue to follow the sewer tunnel as it splits to the east. Open the door ahead then move around the corner. Shoot the rats for extra gold and break the two --WOODEN CRATES-- in the next room. Use the assist button to interact with the next door in order to enter the next area. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - On the south side of the room in the sewers. --> Random Item [ ] Wooden Crate - On the north side of the room in the sewers. --> Random Item ------------------------------------------------------------------------------- [CH213] Chapter 2-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - T H E P O R T - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Move down the tunnel and be sure to pick up the ++SAPPHIRE (PEAR)++ treasure off to the left upon stepping out into the waterway. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: The Port - Chapter 2-1 | [ ] | TREASURE: Sapphire (Pear) [1,000 gold] |_________________| DETAILS: This is lying in the standing water on the south side of the waterway to the left as the characters exit the tunnel while starting this chapter. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Notice all the Majini to the right up ahead. I bet they'll get up in a second and try to scare us. Let's move toward them and humor them. Good freaking god! That makes me want to curl into a fetal position just thinking about the pain. NEW ENEMY: Kipepeo An enemy known as a Kipepeo will bust out of the back of the fallen Majini. These enemies like to fly overhead and grab your characters with their tail appendage. Stand back and shoot them with a close shotgun blast or use the handgun or machine gun. Keep backing up if they move forward in order to avoid their grab. A total of three Kipepeo will spawn from the Majini in the waterway. The Majini at the far end will get up and attack like normal but, once he is shot a few times, his head will bust open to reveal yet another Kipepeo. Keep in mind that any Majini that the characters fight in the next few areas might spawn a Kipepeo without any warning. The Kipepeos will leave behind ammo and other items just like the Majini so be sure to watch for it - by now you know that all B.O.W.'s carry gold and ammo, right? T and G-virus cretins were just concealing it well in the past games. I suspect those Alpha Hunters back at the Spencer Estate probably had US dollars, coin currency, gold necklaces, gold teeth, and diamond rings on them if we would have looked more closely. .----------------------------------- TIP -------------------------------------. | Instead of fighting the Kipepeos, the character could simply shoot the lock | | on the gate door ahead from the other side of the screen then run and open | | the door as they spawn and move down the tunnel to avoid the battle. | '-----------------------------------------------------------------------------' Break the lock on the door ahead by kicking or shooting it then enter the dark tunnel ahead. We have some very nice lighting effects here. Shoot the rats for some extra gold. Climb the ladder at the far end of the tunnel. The characters will climb up to a port area. If you look closely, a Majini will run by to the side; he off to the north past the boats as the two characters step into view. If you can manage to walk around the side of the building, arm your S75 rifle quick enough (on a second playthrough) and shoot him then he will leave behind a ++DIAMOND (PEAR)++ treasure on the other side. Run quickly over to that side and grab it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: The Port - Chapter 2-1 | [ ] | TREASURE: Diamond (Pear) [2,000 gold] |_________________| DETAILS: After exiting the sewer via the ladder, step around the right side of the nearby building and you'll see a Majini quickly move around the side of the boat up ahead. Quickly arm the S75 rifle and shoot him to make him drop this. You have to be quick. One shot anywhere on the body at default damage level will work on normal mode. On a second playthrough, a player can use a flash round to stun the Majini that runs behind the boat then shoot him. In co-op mode, one player can stun him then the other player can quickly run over to his side and continue to stun him with flash rounds. Perform a tag team melee on him to make fun of him trying to run from your characters. In other words, show off that you have read Berserker's RE5 guide where we make fun of cowards with our uber skills! Here's a video of the way that xUmbrellaCo and I get our Diamond (Pear) each playthrough: http://www.youtube.com/watch?v=oXaBdKmgVV8 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Pick up the ++GREEN HERB from near the boats to the north and enter the nearby building to the east. Slash the --WOODEN CRATE-- and the --WOODEN BARREL-- inside the east building then collect the ++GREEN HERB++ to the side of the doorway. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - Inside the east building after exiting the sewer tunnel. --> Random Item [ ] Wooden Barrel - Inside the east building after exiting the sewer tunnel. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Near the boats outside the east building after exiting the sewer tunnel. [ ] Green Herb - Inside the east building after exiting the sewer tunnel. ------------------------------------------------------------------------------- Walk back outside the building then move out into the ocean from the shoreline up ahead. Move against the far south end to find ++100 GOLD++ eventually then run to the toward the middle of the ocean and find the planks that stick out of the water in the back middle portion and collect the ++100 GOLD++ while standing on the north side of those planks. Run to the far northwest end and pick up the ++TOPAZ (PEAR)++ from the ocean floor. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: The Port - Chapter 2-1 | [ ] | TREASURE: Topaz (Pear) [1,000 gold] |_________________| DETAILS: This is lying out in the far northwest portion of the ocean. Simply run out to the far northwest portion of the water, near the boat then pick this up. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Enter the marketplace area up ahead past the boats near the shore. Three Majini (one on the other side of the locked gate and two past the center stands) will quickly scurry away. You can shoot them if you want. Cowards. You fear the tag team melee addiction of almighty Berserker! Run now and tell all your friends about me. The east gate is locked and requires a key. Slash the ++MELONS++ on the west side of the middle stand and the ++MELONS++ on the east side. There is also a stack of ++MELONS++ along the north side but it doesn't hold anything special. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Melons - On the west side of the center set of stands. --> Definite Item: Shotgun Shells (+5) [ ] Melons - On the east side of the center set of stands. --> Definite Item: Hand Grenade [ ] Stands - Several of the stands in this area can be destroyed with a hand grenade or by knocking a Majini into them. There are eight destructible stands total. They all look similar somewhat. --> Random Items ------------------------------------------------------------------------------- The chest in the center of the middle set of stands holds a ++RUBY (MARQUISE)++ treasure. You'll have to use a hand grenade to destroy one of the destructible side stands in order to get to it. If you climb the ladder on the south side of the building across from the building with the padlock and step across the roofs then you'll find an ++EMERALD (SQUARE)++ treasure on the far north side. If you look at the ceiling of the small green building to the south of the middle set of stands (literally aim upwards while facing the inside counter) then you'll see a --BSAA EMBLEM (6/30)-- on the ceiling. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: The Port - Chapter 2-1 | [ ] | TREASURE: Ruby (Marquise) [3,000 gold] |_________________| DETAILS: Approach the stand in the middle of the market- place area in front of the locked door and toss a hand grenade against the chest in the middle of the stands. The grenade will go off and break the two side stands and allow access to the chest. Open the chest for this treasure! = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: The Port - Chapter 2-1 | [ ] | TREASURE: Emerald (Square) [1,000 gold] |_________________| DETAILS: Find the ladder on the south side of the building next to the building with the padlocked door then climb the ladder. Run across the rooftop then walk to the far north corner to find this laying on the rooftop. It's not exactly in the corner but very near it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #06 / BSAA \ (------------) LOCATION: The Port - Chapter 2-1 \ EMBLEM / DETAILS: To the south of the middle group of stands is a closed \________/ green building. Walk toward the building counter and aim upward then look at the ceiling to see this BSAA emblem. You can actually see it glimmering through the crack of the other side also. This building is very small - smaller than a stand. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Find the padlocked door across from the middle set of stands. Break the padlock and enter the building. .----------------------------------- TIP -------------------------------------. | You can enter this room by knocking off the padlock or you can jump through | | the window in the back. Majini will attack after you get a key item | | inside, so if you want to play it safe then jump through window in the back | | and this will make it to where they have to move through the window to get | | to your characters. You can stand inside the building and knife slash them | | as they try. Even the Big Man Majini will fall victim to this though he | | can get by the knife slashes at times. | '-----------------------------------------------------------------------------' Slash the --TOMATOES-- to the right after entering the building. A dead corpse hangs from the middle of the room. He has a meat hook stabbed through his neck. Shoot the key on the meat hook and it will fall. Pick up the **PORT KEY** key item. ----------------------------------------------------------------- INVESTIGATION [ ] Hanging Corpse - Hanging from the middle of the inside of the building with the padlocked door. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tomatoes - To the right after entering the building with the padlocked door. --> Random Item ----------------------------------------------------------------- KEY ITEM LIST [ ] Port Key - Hanging from the hook on the hanging dead corpse. Shoot it to make it fall. ------------------------------------------------------------------------------- The moment the Port Key is grabbed, several Majini and a Big Man Majini will surround the building and enter it to attack. If you didn't break the padlock then they can only get in through the window, so you can easily stand and fight them off from inside the building but if you did break the padlock then it will be best to fight them outside to keep them to one side more easily rather than having them come from two separate directions. Try to take down the Big Man Majini first by using shotgun blast to knock him back then run up and melee attack him or one character could blast him in the legs with a handgun then run up and melee him. The other Majini shouldn't be too much of a problem, but you might have to break out the shotgun if they begin to crowd around too much. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: The Port - Chapter 2-1 | [ ] | TREASURE: Jewel Bangle [1,000 gold] |_________________| DETAILS: Defeat the Big Man Majini after collecting the Port Key and he will drop this. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = After the battle, use the Port Key on the gate to the east to unlock it then move along the dock and step onto the boat to the right. Slash the --WOODEN BARREL-- on the right side and the two --WOODEN BARRELS-- around the west corner of the boat. Step out onto the wooden dock to the north and pick up the ++GREEN HERB++ from off to the right when the dock splits. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - On the right side of the boat near the dock after moving past the gate. --> Random Item [ ] Wooden Barrel - On the left side of the boat (around the corner) after moving past the gate. --> Random Item [ ] Wooden Barrel - On the left side of the boat (around the corner) after moving past the gate. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the south end (path split) of the wooden dock to the north of the boat. ------------------------------------------------------------------------------- Hop into the water below the boat on the north side then pick up the ++400 GOLD++ below the wooden ramp that leads up to the boat. A few Majini and a Big Man Majini will attack once the characters step near the path ahead. Have the shotgun ready for Big Man and melee his ass after each shot. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: The Port - Chapter 2-1 | [ ] | TREASURE: Jewel Bangle [1,000 gold] |_________________| DETAILS: Defeat the Big Man Majini shortly after moving along the docks from the ship after using the Port Key to unlock the gate. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Climb up the ladder to the street above if you haven't already. Kirk will arrive in the helicopter up above and he will provide cover fire for Chris and Sheva. You can step behind the wall of the building to the left and use the new Resident Evil cover feature. You might need to take cover from the Majini with the crossbows behind the barricade further ahead. Use the handgun or machine gun while stepping out to fire at them. Kirk should help out quite a bit though to where you won't have to do that much. .---------------------------------------------------------. | Cover feature controls: | | | | Action button = press against/move away from wall | | Aim button = step out and aim while holding the button. | | Run button = reload (no need to hold aim button) | '---------------------------------------------------------' Enter the nearby building to the left and slash the --WOODEN CRATE-- inside. Be on the look out for the Majini with the crossbow on the high walkway of the building up ahead. Climb the ladder propped against the right building then collect the ++GREEN HERB++ near the north railing. You'll most likely notice the --BSAA EMBLEM (6/30)-- through the doorway of the building to the north while on top of the current building. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Stand - The first stand to the right can be destroyed. Kirk might destroy it. --> Random Item [ ] Wooden Crate - Inside the building to the left. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Near the railing on the north end of the rooftop of the building with the ladder. ------------------------------------------------------------------------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #07 / BSAA \ (------------) LOCATION: The Port - Chapter 2-1 \ EMBLEM / DETAILS: Climb to the top of the building with the ladder \________/ propped against it then move to the north side railing. Look toward the open doorway on the north building directly ahead to see this BSAA emblem on the wall behind the doorway. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Fall back down the building and hop over the barricade to the northeast. Grab the ++GREEN HERB++ off the table near the building to the left up ahead. Majini will move out of the double doors of the building to the northeast. One of them might spawn a Kipepeo once defeated. Pick up the ++RIFLE AMMO++ further ahead then move around the side of the table to the right and break the --WOOODEN BARREL-- in the alley beside the northeast building. You can also hop over the railing to the right just outside the building doors. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Move around the tables to the south outside the northeast building you'll find this down an alley besides the building. You can also hop over the railing beside the building to get to this. --> Random Item [ ] Tomatoes - On a table under a straw rooftop by the building with the double doors. --> Definite Item: Rifle Ammo (+5) --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On a table to the off to the left below the building with the "STORES" sign off to the left of the street. ------------------------------------------------------------------------------- Open the double doors of the northeast building then break the --WOODEN BARREL-- inside and open the metal case then grab the ++S75 (RIF)++. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + H I D D E N W E A P O N Weapon: S75 (RIF) Location: The Port - Chapter 2-1 Details: Open the metal case inside the building to the northeast while on the street where Kirk provides cover fire. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Leave the building then head to the double doors in the north. Use the assist button to open the doors to continue to the next area. [CH214] Chapter 2-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - S H A N T Y T O W N - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - You have two choices as to how to enter the building up ahead: OPTION 1 --> WALK DOWN THE PATH STRAIGHT AHEAD If you walk down the path then a Majini will .----------- TIP ------------. eventually spot your character and pound on the | Instead of gunfire, you | nearby window then eventually break through it | can also equip the knife | and attack. Stand near the window as the first | then stand in front of the | Majini climbs through and blast him. There are | window and slash at the | two more Majini inside that will either follow | Majini from the other | the first or stay behind - you might have to | side. | hop inside to get their attention. Run to the '----------------------------' end of the path and break the --WOODEN CRATE-- on the broken down car that is blocking the path around the side of the building. Hop through the window and enter the building. .----------------------------------- TIP -------------------------------------. | Try facing the window that the Majini pounds on then jump through it to | | knock him down and perform a melee ground attack. | '-----------------------------------------------------------------------------' --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - On a broken down car at the end of the path outside the building. --> Random Item ------------------------------------------------------------------------------- The blood splatters along the wall and sheet to the side provide the perfect unsettling mood for entering this room. Find the ++HANDGUN AMMO (+10)++ on the shelf to the right. ----------------------------------------------------------------- INVESTIGATION [ ] The Chainsaw - The chainsaw on the middle counter in the slaughterhouse. [ ] Hatchet - The hatchet that sticks out of the meat chunk on the counter beside the chainsaw. ------------------------------------------------------------------------------- All the skulls displayed around the room can be destroyed with the slash of the knife or any type of shot if you so desire. Navigate through the hanging hooks with animal bits on them and open the door on the other side. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - Lying on the shelf across from the middle table. ------------------------------------------------------------------------------- OPTION 2 --> WALK AHEAD THEN MAKE AN IMMEDIATE RIGHT Kick through the blue door or carefully open it then move around the side of the building. Chris players can take out the rifle and look through the window near the wooden door up ahead then blast the single Majini standing near the window - the rest won't attack yet. Pick up the ++GREEN HERB++ near the fence. The Majini will notice your character in due time and open the door to the building on the left, so you might as well kick down the door and start shooting. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Near the fence across from the back door of the Slaughterhouse. ------------------------------------------------------------------------------- .----------------------------------- TIP -------------------------------------. | If you're fast enough at reaching the wooden door on the other side of the | | Slaughterhouse, your character can actually kick the door and hit the | | Majini on the other side of it. This doesn't always work like the window | | knockdown however. | '-----------------------------------------------------------------------------' Pick up the ++HANDGUN AMMO++ on the shelf across from the middle table. You might want to hop through the window on the other side and break the --WOODEN CRATE-- on top of the wrecked car down the path to the right. Exiting this room via the window takes you back to the beginning path basically. Both characters started down the left side of the outside path. Get back into the room and kick back through the door on the other side. --> BOTH PATHS MEET HERE Alright, so now we're outside the building. Pick up the ++GREEN HERB++ near the fence if you haven't yet. Move along the path that leads to the hill up ahead. There are two --WOODEN CRATES-- on a table off to the left right near the building that both characters just exited from. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - On a table to the left at the beginning of the path; left box. --> Random Item [ ] Wooden Crate - On a table to the left at the beginning of the path; right box. --> Random Item ------------------------------------------------------------------------------- Move up the hill and a slight cutscene will play. Two Kipepeos will continue their descent and begin to attack after the cutscene, so shoot them with your handgun. Sheva's machine gun also works very well at damaging them with its rapid fire and Chris' rifle can knock them down with one shot. Aim carefully since they sometimes wave around a bit while flying downward. You might want to back down the hill just a bit as they descend so they will be closer and usually more still while you fire. .------------------------------------ TIP ------------------------------------. | (1) The Kipepeos cannot move under any portion of the Slaughterhouse | | rooftop, so both of your characters can run under the roof then stand | | back and shoot them safely from a distance. Kipepeos cannot move under | | any rooftop of fly though a doorway. | | | | (2) A player equipped with a rifle can stand at the bottom of the hill and | | tell a partner to move forward to and activate the helicopter cutscene | | by issuing the "Go" command while the player with a rifle stands at the | | bottom of hill. The rifle player can easily aim and snipe both | | Kipepeos with the rifle from the bottom of the hill. | '-----------------------------------------------------------------------------' Continue up the hill. While standing below the ladder, you'll get a button prompt with either character. Basically press the B button when the "Assist" command appears and have the character walk toward the partner and press the button that appears. Sheva will be hoisted up to the ladder and she will climb on top of the roof. > > > > > > > > > > > > > S H E V A G A M E P L A Y < < < < < < < < < < < < From the moment that you regain control of Sheva, arm the machine gun then aimed toward the Majini with the cocktails off to the left and tap the trigger once to defeat him instantly and make a Kipepeo spawn from his body. Pick up the ++MACHINE GUN AMMO (+30)++ and the ++RIFLE AMMO (+5)++ from the long platform along the middle portion of the roof then break the --WOODEN CRATE-- on the raised portion on the right side of the roof. There is some ++HANDGUN AMMO (+10)++ near the railing along the far side of the roof as well as another --WOODEN BARREL-- on the far left side. Sheva mainly needs to watch out for the Majini with the crossbow and the Kipepeos that spawns from the Majini with cocktails. If the Kipepeo flies toward Sheva after shooting the Majini with the cocktails then make defeating it your first priority and then quickly shoot the Majini with the crossbow. Sheva can actually stand behind a wooden wall on the right side up ahead across from the ladder that will shield her from the flaming bolts. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - along the right side of the rooftop [Sheva only]. --> Random Item [ ] Wooden Crate - along the far left side of the rooftop [Sheva only]. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Machine Gun Ammo (+30) - Lying on the long platform in the middle of the roof. [ ] Rifle Ammo (+5) - Lying on the long platform in the middle of the roof. [ ] Handgun Ammo (+10) - Lying near the railing on the opposite side of the roof. ------------------------------------------------------------------------------- The Majini with the cocktails will spawn a Kipepeo from its head, so be ready to blast it with the machine gun if Chris doesn't shoot it. Use the remaining time to help out Chris while he fights the Majini groups below the building. Stand and blast them with the handgun or machine gun to help out Chris. Try not to interrupt the player if Chris has things under control with his melee attacks. Whether or not you hop back down the ladder or not at this point depends upon you. When Chris moves up to the door up the stairs ahead, Sheva can help out fairly well here. Equip the Machine Gun and aim down at the Majini then barely tap the trigger while aiming at their legs, head or shoulders and this will put them in a stunned position where Chris can hit them with melee attacks. If the Chris player realizes what Sheva is doing this can go extremely well. Either way, the Chris player should begin to realize the stunned Majini in front of Chris. Sheva needs to watch Chris' back and protect him from any Majini that might sneak up behind him as well. Shoot any Majini that get near him and try to blast them in vital areas to stun them for Chris to melee attack them. In order to get off the rooftop, Sheva will have to jump back down from the side with the ladder and move around the side of the building to rejoin Chris. > > > > > > > > > > > > > > > E N D S H E V A < < < < < < < < < < < < < < < > > > > > > > > > > > > > C H R I S G A M E P L A Y < < < < < < < < < < < < Chris needs to go around the left side of the building. There is a breakable --WOODEN BARREL-- down a path to the immediate right after moving around the side corner of the building. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - At the end of the path along the left side of the building. --> Random Item ------------------------------------------------------------------------------- .------------------------------------ TIP ------------------------------------. | If you want AI Sheva to get off the building and rejoin Chris then tap the | | Assist button to issue a "Cover" assist command and she will usually jump | | off the building and meet up with Chris. | '-----------------------------------------------------------------------------' Chris will have to deal with a small group of Majini as they move down the hill directly ahead of him. There is also a Majini with a cocktail on the ledge directly ahead. Shoot at the Majini up the hill and prepare to back up as the Majini on the ledge tosses cocktails toward Chris; he might toss them toward Sheva. The cocktails can damage the Majini below, so he might actually do Chris a favor if you back up when he tosses the cocktails. You'll eventually need to shoot the Majini on the ledge if Sheva doesn't shoot it for you. -_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_ Trophy/Achievement: Fireworks Description: Shoot an enemy Molotov cocktail, dynamite stick, or hand grenade. Details: Look up on the high ledge and aim for the Majin's cocktail then shoot it to set it off and burn the Majini in order to easily get this trophy/achievement very early in the game. If the Majini tosses the cocktail then stand and wait and it will take out another cocktail. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- The Majini with the cocktail will spawn a Kipepeo from his head, so prepare to shoot it with the handgun or rifle. The rifle really works the best since it is at such a distance - simply shoot the Majini then equip the rifle and blast the Kipepeo as it spawns. It will fly toward either Chris while he is stationed below or Sheva while she is up on the building, so be sure to take it down. After the Kipepeo is defeated, move further up the hill and a group of Majini will bust through the door of the building at the top of the stairs. Shoot at them from below the stairs and aim for a vital area on them such as the head or legs then run up and knock the whole crowd down with a melee attack. If Sheva didn't do a good job of surveying the area then a Majini with a crossbow will be at the top of the steps. Sometimes a Majini will hang around inside of the building up ahead as well. If you have a hand grenade here then toss it up the stairs and this should defeat the majority of the Majini. Sheva should come and join Chris in just a minute. If she doesn't then call to her with the B button or tell the other player to climb down the ladder and get their ass in gear. > > > > > > > > > > > > > > > E N D C H R I S < < < < < < < < < < < < < < < Make an immediate left and enter the restroom area. Move over to the last stall and prepare to shoot the Majini standing in that stall; he might rush toward your character. Pick up the ++HANGUN AMMO (+10)++ where the Majini was standing then break the --WOODEN BARREL-- next to the nearby sink. .---------------------------------- TIP --------------------------------------. | Equip the knife and face the Majini as he runs out of the stall then slash | | him to most likely knock him down. Perform a melee ground attack to finish | | him off if he falls. | '-----------------------------------------------------------------------------' --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - In the restroom, near the sink. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On the floor in the last stall where the Majini is. ------------------------------------------------------------------------------- Walk back out of the restroom then continue on up ahead. Grab the ++RED HERB++ off of the table then turn left. There is a Majini in the small alcove behind the boards - look to the left as your character enters the area. Prepare to blast him then run up and melee him or whatever ritual you have. Break the nearby --WOODEN BARREL-- across from where the Majini was standing. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - In the alcove across from the alcove with the Majini. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - On the table next to the boarded alcove. ------------------------------------------------------------------------------- The metal set of red double doors are locked .-------- EXTRA NOTE --------. from the other side. Go ahead and investigate | A grenade cannot even open | them to see the outside padlock. Walk further | those locked doors from | into the room ahead then turn to the left and | this side. They will be | move up the stairs. A single Majini is guarding | opened in a moment with a | the stairway, but as your character moves | little co-op assistance. | further up the stairs, another Majini will walk '----------------------------' down the second set of stairs at the top and another will enter the area from the doorway that leads out to the left walkway. Be sure to watch both of them as you shoot so one doesn't get the drop on your character. Run off to the left while on the second floor then pick up the ++HAND GRENADE++ from the chair off to the left and step out onto the outside walkway then grab the other ++HAND GRENADE++ off to the left. If you walk over to the right past the metal drum and look up while out on the walkway, you'll see that the next floor is broken and has a dropoff where one can easily get back to this floor. Chris should keep that broken side of the above ledge in mind. Run back into the building then climb the next set of stairs. --------------------------------------------------------------------- ITEM LIST [ ] Hand Grenade - On the chair near the right outside ledge entrance. [ ] Hand Grenade - To the left on the outside ledge. ------------------------------------------------------------------------------- .--------------- FIRST FLOOR METAL DOOR LOCK GLITCH/EXPLOIT ------------------. | While on the second floor, it is possible to arm a grenade and stand on the | | right side of the third column to the right on the outside walkway of the | | current building and arm a hand grenade then toss the grenade against the | | yellow Animal Health sign of the BG Production building next door so that | | it bounces off the sign and lands in front of the red metal door below, | | which will break the lock. The correct targeting for tossing the grenade | | is to aim directly at the sign with both character and aim a little | | downward. | | | | You can also bounce a grenade off the side of the third floor walkway of | | the other building or you can toss it toward the right edge of the wall on | | while on the third floor of the current building. There's a variety of | | ways to bounce the grenade, as long as it fall in front of the door below. | | | | Sheva can hit the lock from the third floor of the BG Production building | | after Chris tosses her over if you toss a grenade down at the red metal | | door while standing on the edge of the third floor. The aiming can be | | quite hard. You actually have to aim like Sheva is about to throw the | | grenade at the concrete floor because of the camera. | | | | Sheva can also hit the lock from the second floor of the BG Production | | building if you run to the side with the slightly destroyed railing and | | toss a grenade down at the door. She can also shoot the lock with the | | handgun or rifle. Keep in mind that the Majini will be moving up the | | stairs while Sheva is on the second floor. | | | | ** Breaking the lock before Sheva falls to the second floor of the BG | | Production building will automatically cancel the first wave of Majini | | that normally attack Sheva. | | | | No matter which method is chosen, your character (or Chris, if Sheva is | | tossed over) can run to the stairs and activate the Chainsaw Majini | | cutscene and this will skip the first and second wave of Majini that appear | | in the area outside of the current building. | | | | One interesting aspect of this glitch is that if the first wave of Majini | | have already appeared then they will disappear immediately following the | | Chainsaw Majini cutscene. If Chris or Sheva stall outside the building for | | too long after opening the red metal door (if the first wave hasn't | | appeared) then the battle music will eventually play and the second wave of | | Majini will appear. | '-----------------------------------------------------------------------------' Destroy the two --WOODEN CRATES-- at the very top of the second set of stairs. Look over to the left and pick up the ++HANDGUN AMMO (+10)++ on the shelf. There is a ++GREEN HERB++ on a chair hidden behind the stair railing in the alcove directly in front of set of shelves. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - across from the top of the stairs; left barrel. --> Random Item [ ] Wooden Crate - across from the top of the stairs; right barrel. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo - On the shelf to the left of the two wooden barrels. [ ] Green Herb - On a chair across from the shelf with the handgun ammo. ------------------------------------------------------------------------------- Run out onto the outside walkway. Move toward the far end that faces the outside building for an assist jump prompt. Don't jump just yet! The Chris player needs the S75 rifle for this part, so give him the rifle if you have it Sheva player! Also, turn around while facing the edge of the building and look up onto the rooftop of the current building then shoot the --BSAA EMBLEM (8/30)-- above. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #08 / BSAA \ (------------) LOCATION: Shanty Town - Chapter 2-1 \ EMBLEM / DETAILS: Before performing the partner action jump to toss Sheva \________/ over to the BG Production Building, while at the edge of the walkway, turn around then aim upwards to see the edge of this BSAA emblem. A Sheva player can simply turn around after landing on the opposite building to see the full emblem easily. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Make sure that all of the items in the current building have been collected before performing the assist action. ,------------------------- ADVICE FOR A CHRIS PLAYER -------------------------, | Before Sheva is tossed to the other building, a Chris player needs to take | | the rifle since a rifle is very much needed for the next segment of | | gameplay. | '-----------------------------------------------------------------------------' Walk toward the edge that faces the BG Building next door and use the partner assist prompt to help Sheva jump to the building across from the current one. > > > > > > > > > > > > > S H E V A G A M E P L A Y < < < < < < < < < < < < Sheva will land on the roof of the BG Production building next door. Take some time to break the --WOODEN BARREL-- off to the left then hop down to the floor below by leaping off the ledge ahead. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - To the left on the top ledge of the BG Building [Sheva only]. --> Random Item [ ] Wooden Barrel - On the second floor of the BG Building in the northeast corner. --> Random Item ------------------------------------------------------------------------------- Look behind Sheva as she lands and break the --WOODEN BARREL-- in the northeast corner while on the second floor. Sheva will have her work cut out for her here as a group of Majini move up the stairs off to her right. There is an explosive barrel nearby. You can wait for Majini to pile up near it now and shoot them or wait until later in the battle and shoot the barrel. It's a little hard to hit it later in the battle at times with all the Majini in the way. Either way, allow them to gather near it then shoot it. It's best for Sheva to stand in the corner where the breakable barrel is (or was) to make sure that no Majini sneak behind her. Sheva mainly needs to keep a sharp eye out for the Majini with flaming crossbows that will stand near the stairs and shoot at her. When several Majini rush toward Sheva in a group you need to either shoot one of them in the head and run up to him then roundhouse kick him and the rest of the crowd or take out the Machine Gun and spread fire through the group then run up and hit any of them that are stunned in a pose that will give Sheva a button prompt for a melee attack. Melee attacks are very helpful in this area for both the invincible animation and the multiple knockdowns that they cause. If Sheva has a grenade then you might want to toss it at the group of Majini if they start to build up around the area. .------------------------------------ TIP ------------------------------------. | Arm the machine gun then wait near the stacked pipes across from the red | | explosive barrel then aim toward the top of the stairs. As the Majini run | | toward Sheva, tap the trigger button while aiming at their legs to either | | stun them or knock them down. Try to keep them grounded for as long as | | possible and they will begin to mount up beside the red barrel. At the | | last possible moment, shoot the red barrel. If a Majini tosses a weapon at | | you then immediately shoot the red barrel and the explosion will deflect | | it. Sheva will be close enough to the barrel where it will make her throw | | up her arms, so she'll also get invincibility during this animation from | | possible bolts fired at her at that time also. | '-----------------------------------------------------------------------------' Sheva needs to make her way downstairs and break the lock on the door of the building across from the BG Production building. It's best to fight off all the current Majini then move down the stairs and run toward the door, but keep in mind that Sheva can still open it while Majini are still in the area if you want Chris to help out. Walk toward the red double doors and Sheva will get a button prompt command while facing it. Press the X button to kick at the lock. Three kicks should break it. You can also shoot the lock. .-------------------------- EXTRA (W/SLIGHT SPOILER) -------------------------. | If Sheva does not open the door for Chris (during co-op), the battle music | | will continue to play but the final wave of Majini will not appear. Sheva | | can actually move up the stairs to the east by herself and trigger the | | Chainsaw Majini fight while Chris is still locked up. The Chainsaw Majini | | fight will carry on like normal, except Chris will still be trapped in the | | nearby building. Be forewarned that the Chainsaw Majini can break the lock | | to the door where Chris is located however! | '-----------------------------------------------------------------------------' > > > > > > > > > > > > > > > E N D S H E V A < < < < < < < < < < < < < < < > > > > > > > > > > > > > C H R I S G A M E P L A Y < < < < < < < < < < < < ,----------------------------------- TIP -------------------------------------, | In single player mode, if Chris quickly jumps down the side of the ledge | | directly after helping Sheva across, then you might not have to watch the | | scene where the Majini move up stairs on Sheva's side. | '-----------------------------------------------------------------------------' Equip the rifle with Chris. Chris is going to .----------- TIP ------------. have to provide cover fire for Sheva as the | Chris can shoot the Majini | Majini attack her. Fall down the ledge on the | as they enter the BG | right (west side) of the third floor ledge and | Building by looking down | your character will land on the second floor | at the ground floor and | walkway directly across from the floor that | and shooting them as they | Sheva is on. Step up to the railing and look | step through the entrance | through the scope of the rifle then get Sheva in | doorway. He can also hit | view. Look to her right and prepare to cover | the red barrel to the | Sheva. Make sure to shoot the Majini that are | right of the entrance with | close to Sheva first if they start to group up | the rifle to defeat | around her. The best way to help out Sheva is | multiple Majini. | to shoot the Majini with the flaming crossbows '----------------------------' that tend to stand near the stairs and shoot at her from a distance since Sheva will most likely be so busy with the group of Majini running at her, she won't have time to hit these distant pests. .--------------------------------- MAJOR TIP ---------------------------------. | If you're not that good at sniping like yours truly, stand on the far right | | side of the walkway and toss a hand grenade at the stairs the second you | | hear Sheva fall and this will take out a good majority of the first few | | Majini. You can continue to toss grenades at the stairs as they continue | | to move up them or toss a grenade at the ground outside of the BG | | Production building - don't forget about the red barrel! | '-----------------------------------------------------------------------------' Wait for the Majini to stand still then aim for the head and shoot while using the rifle and you'll get a guaranteed head explosion on each one. If you're playing in single player and Sheva manages to get by the Majini on the stairs and starts to move downstairs then she is heading for the door below, so quickly run down the stairs of the building and join her. Once the coast is clear, Chris should run back down to the first floor and await Sheva's arrival near the metal red double doors that are locked. Use the Action button near the door to kick on the locked doors a few times with Chris if Sheva suddenly starts to daydream and that should get her attention. > > > > > > > > > > > > > > > E N D C H R I S < < < < < < < < < < < < < < Once Chris is through the doors, both characters will be reunited right before another Majini ambush! Majini will eventually hop over the fence in the west and attack then some others will appear from the east. Try not to let them surround your characters. You might want to enter either of the nearby buildings or duck into the alley by the building. The red explosive barrels can be used to defeat a whole group of them at once, but you might want to save those explosive barrels for another more powerful enemy that will attack in this area in just a few moments. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - On the table to the left of the front entrance to the BG Production building. --> Random Item ------------------------------------------------------------------------------- -_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_ Trophy/Achievement: Ride the Lightning Description: Defeat a Majini using the electric current from a transformer. Details: Look toward the stairs off to the side and find the transformer suspended on the telephone pole to the left of the staircase. Aim up and shoot the transformer down. The transformer will send out an electric current that will shock all nearby enemies after it is shot when it is not electrified. Lead Majini toward the grounded transformer then shoot the transformer to electrify them. Don't move up the stairs too far for the cutscene for the Chainsaw Majini boss will activate and make this achievement a bit hard to gain. If a player can kill a Majini with the electricity from the transformer then this trophy/achievement will be earned. Keep in mind that the actual electricity must kill the Majini, so a player can weaken the Majini (with gunshots) down to where the electricity from the transformer will kill it. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- Destroy the --WOODEN CRATE-- on the table near the red explosive barrel outside of the building that Sheva was in then enter the bottom floor of the building. Destroy both of the --WOODEN CRATES-- on each of the wooden tables inside. You can move up to the second floor via the staircase but it won't do Chris much good unless Sheva didn't break the wooden barrel up there - AI Sheva has a habit of leaving it behind. Exit the building through the back entrance then make an immediate left and follow the path to the dead end then break open the --WOODEN CRATE-- on the set of boards. Down the other end of the path there is a --WOODEN BARREL-- in a corner at the turn. .------------------------------------- TIP -----------------------------------. | If you destroy the door in the back of the BG Building by slashing at it | | then it might make the next battle in this stage just a bit easier since | | you won't have to constantly kick it down while running into or out of the | | back of the building while being chased. | '-----------------------------------------------------------------------------' --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - Inside the BG Production building; right table. --> Random Item [ ] Wooden Crate - Inside the BG Production building; left table. --> Random Item [ ] Wooden Crate - In the dead end behind the building [far east end]. --> Definite Item: Handgun Ammo (+10) [ ] Wooden Barrel - Along the path behind the storage building. --> Random Item ------------------------------------------------------------------------------- Return to the front of the building then head to the east. Climb up onto the broken down bus by moving up the first ramp on its left side then look to the right and pick up the ++HAND GRENADE++ on the dashboard. Step off the other side of the bus then destroy the --WOODEN BARREL-- on the right side of the broken down bus and grab the ++GREEN HERB++ on the left side of the path up ahead. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - On the right side of the broken down bus. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Hand Grenade - On the right side of the dashboard in the wrecked bus. [ ] Green Herb - Below the stairs that lead up to the gate. ------------------------------------------------------------------------------- Before you walk up the stairs, while standing near the bottom of the stairs, look up and find the transformer suspended on the metal pole beside the nearby building. You can actually shoot it to make it fall before the boss fight in order to already have it on the ground waiting to be shot during the battle. Walk up the path when you're ready. A cutscene will trigger as one of the characters walks up the path. .-------------------------------- EXTRA INFO ---------------------------------. | Whether or not both characters will appear in the next cutscene depends | | upon how close or far apart they are. | '-----------------------------------------------------------------------------' + + + + + + + + + B O S S B A T T L E + + + + + + + + + + CHAINSAW MAJINI --------------- HP: 10,000 Great. A chainsaw. Keep in mind that if the Chainsaw Majini hits your character with his chainsaw blade then it will register as an instant kill for that character much like Dr. Salvador's fine blade in Resident Evil 4 or it will leave your character in dying status. See his two different attacks below. Attacks: 1) Crazed Swing: Pretty much like it sounds, the Chainsaw Majini will hold his chainsaw up into the air and then laugh maniacally as he swings his blade forward. Unlike his other attack, this chainsaw swing is not an instant kill however. If this attack hits your character, it will immediately send that character into dying status. 2) Focused Swing: This is the swing to end them all as well as your character's life. If the Chainsaw Majini performs a much less charged and quieter swing rather than laughing then the blade will slice right into your character's neck and the Chainsaw Majini will continue to drive the blade across the neck until your characters head rolls off. The death cutscene plays on both screens while on either online service in order for both players to witness the love that was dished out in that one fatal swing. --> TO GAIN AN ADVANTAGE AT THE BEGINNING OF THIS BATTLE... Single Player: Have the rifle equipped before the cutscene ends then zoom in on the Chainsaw Majini's head and blast him in the head to stun him. Run up to the Majini and blast him a few times in the head with the handgun then perform a melee attack by inputting the melee attack button command that appears. Be sure to run by him to force AI Sheva into getting in a hit as well if you have her set to "Cover" mode. You could keep running away and shooting him in the head for a stun then melee him throughout the remainder of the battle if you can watch for the other Majini around the area. Always try to make sure that the first rifle shot hits the Chainsaw Majini while attempting to shoot him directly after the cutscene in single player mode. If the shot misses then the shell ejection animation from the rifle shot will leave Chris open to a chainsaw slice. Co-op: (Recommended) 1) One character (whichever) can stand at the bottom of the stairs and take on the Majini that appear while the other character fights the Chainsaw Majini. The character that fights the Chainsaw Majini needs to aim at his head with the handgun (or any other weapon) and fire off two shots (differs depending on weapon) then run in and fire off a few more shots shortly before hitting him with a melee attack. Right after hitting him, quick turn and run a few steps away then turn and repeat (shoot him in the head to stun him again). With good aim and a good partner that will keep the other Majini busy, you'll be able to finish him shortly. If you use some of the maximum aggression methods labeled further below, then he will fall extremely fast by doing this. (Alternate) 2) One character can equip the rifle and stand at the bottom of the stairs or really far away (other side of the screen) while Sheva moves up the stairs to trigger the cutscene. After the cutscene, zoom in and aim for the Chainsaw Majini's head with the rifle while the Chainsaw Majini chases the other player then shoot the Majini in the head. Each successful shot to the head will stun the Majini, allowing the other player to spam the Chainsaw Majini with shotgun fire to the head shortly before melee attacking it. You could actually keep this up with Sheva serving as bait to distract the Chainsaw Majini away from the rifle player while that player shoots the Chainsaw Majini in the head from a distance. It's good for both players to watch out for each other when the Majini start to appear. A rifle player could easily shoot them in the head for instant kills. 3) One character can stand at the bottom of the stairs while the other moves up the stairs. After the cutscene, aim up at the transformer on the metal pole then shoot it right when the Chainsaw Majini is at the bottom of the stairs to electrify him. You can keep running back and forth to the transformer for the rest of the battle and shoot it when the Chainsaw Majini is nearby to send another blast of electricity out of it. You could easily mix this method in with any other method, just keep the power box in mind. .----------------------------------- TIP -------------------------------------, | Both Sheva and Chris can stun the Majini by hitting it in the head, | | shoulders or legs to eventually stun him to where both characters can get a | | button prompt for a melee attack. Be sure that both characters hit the | | Chainsaw Majini with a melee attack when nearby. If you're playing on | | single player then have Sheva set to "Cover" mode and run behind the | | Chainsaw Majini after Chris' melee attack to have Sheva follow up with one | | of her own. Keep in mind that the absolute weakest portion of the Chainsaw | | Majini is head - a few shots from any weapon will stun him quickly when hit | | in the head. | '-----------------------------------------------------------------------------' --> RIFLE STRATEGY Shooting the Chainsaw Majini in the head with the rifle will always stun him if he is he moving normally. The rifle is the absolute best weapon for Chris or Sheva to use during this fight while engaged in a co-op game. Your AI partner will usually provide distraction for the other Majini. Be sure to keep your distance from the Chainsaw Majini and don't ever shoot when he is close to Chris unless you are definitely going to hit him, if not, then the shell ejection animation during the missed shot might just sign your death warrant, my friend. Make sure there are no enemies around whenever Chris needs to reload. While in single player mode, this can still be one of the absolute best ways to finish off the Chainsaw Majini quickly. You see, shoot him in the head to stun him then run up to him and hit him with the melee attack then run past him while Sheva is in "Cover" mode and she will follow up with a melee attack of her own. The main player can toss a grenade afterward to restun the Chainsaw Majini - look toward the ground and toss it right in front of your character since the Chainsaw Majini will most likely be very close by. The Chainsaw Majini stays stunned for quite a while after shooting him in head so you could run up to him and blast him in the head a few times with the handgun or once with the rifle before hitting him with a melee attack! --> LURE STRATEGY A player can serve as bait to lure the Chainsaw Majini away from the other while the character with the rifle concentrates on shooting the Chainsaw Majini in the head with his rifle. Use the Machine Gun and Handgun to fire at the Majini and keep it chasing Sheva - try to aim for its head. Don't ever reload your Machine Gun while an enemy (especially the Chainsaw Majini) is nearby. Whenever the Chainsaw Majini is shot in the head with the rifle, quickly run up to the Chainsaw Majini and hit him with constant gunfire from any weapon then quickly perform a melee attack right before he recovers. Switch between weapons in tough situations when your character doesn't have time to reload. --> CO-OP STRATEGY A player can easily stand back and use the rifle to perform a quick headshot to stun the Chainsaw Majini while the other serves as bait then the lure player can rush into the Majini while it is stunned and get close and blast the Chainsaw Majini in the head or body with a weapon until the weapon is fully empty (don't reload) then perform a melee attack. The player with the rifle should stay far away and view the battle through the sniper scope then shoot the Chainsaw Majini in the head again when he recovers. The other player can reload right after a melee attack or, better yet, perform a quick inventory reload by combining the ammo with the machine gun during the melee attack animation. The player with the rifle can also rush in and perform the character's own melee attack after the other player's but you'll have to quickly gain some distance again. A lure player should try to keep an eye on the rifle player's backside and quickly blast any Majini that try to sneak up behind him since he'll be performing precision aiming while the Majini appear around the building area. A rifle player should remain focused on stunning the Chainsaw Majini with a headshot. It helps to move around a bit if you think some Majini might be approaching your character from behind; all you really have to do is run forward and bit when Majini start to appear behind the character then you'll have time to perform a quick headshot. It's really best if the rifle player reloads by combining the ammo with the rifle via the inventory menu during the clip ejection animation in between shots. --> SHOOT THE BARRELS Lure the Chainsaw Majini toward one of the four red barrels found in between the buildings and shoot the red barrel to cause an explosion that will stun him if he is close. If he is not close enough then the blast will simply stagger him for a few seconds. Be sure to stay far enough away from the red barrel so your character doesn't get caught up in the blast. The red explosive barrels have a much greater blast radius then you might expect so be careful if this your first time to experiment with them. .------------------------------------ TIP ------------------------------------. | If your partner happens to be standing next to a red barrel right when the | | the Chainsaw Majini is about to hit that character with its chainsaw then | | quickly aim toward the barrel and shoot it. It might damage your character | | or it might not. Your character might throw up his/her arms in response to | | the blast rendering them invincible for a few seconds or the blast might | | hit that character and take away some health. Either way, it is better | | than instant death. | '-----------------------------------------------------------------------------' --> A MOST GRUESOME GAME OF TAG Both characters will have to stay on the move throughout this entire battle. You'll need to constantly look out for Majini that enter the area and you'll really need to listen for the roar of the chainsaw. The Chainsaw Majini takes quite a while to prepare his fatal chainsaw death blow, but when you're stuck in a reloading animation, that fatal blow animation time could never go by any faster! It kind of sounds like this: (A REVVING CHAINSAW BLADE MUFFLES OUT ALL OTHER SOUNDS) TAG! GRINDING NOOOOOOOOOIIIIIIIIISSSSSSES- YOU'RE IT! (BODY COLLAPSES IN FAILURE FOR BOTH PLAYERS TO SEE). His attack where he charges his swing longer (and laughs) is not fatal but it will drain your character down dying status if it connects. The main path that you'll want to take during this fight is to move through the alley in the back of the BG Production building then kick through (or if you destroyed it) run through the doorway and then step through the building again to reenter the area in front of it. You can keep circling this entire area in this way to stay away from the Chainsaw Majini. You can also take the battle upstairs to the second floor of the BG Production building where some objects lie in the middle of the room; the objects can serve as a barrier while you circle around this floor. Don't every try to meet up with Chainsaw Majini on the staircase. It's also possible to take this fight back toward the beginning of this stage if you so desire. You really don't have to worry about getting hit by his chainsaw whenever your character dashes next to him but he will most likely try to take a swing at your character, so be quick! He has a long recovery time after each unsuccessful slice so that time can be used to blast him. Keep these tips in mind: - An Incendiary Grenade will stun the Chainsaw Majini afterwards if he is caught in the flames (he staggers) - A Hand Grenade explosion will cause him to crouch down. - Directly after a melee attack, depending on the landscape, your character can toss a hand grenade directly at the ground while facing the Chainsaw Majini as the Chainsaw Majini recovers and the grenade will go off and restun him. This is a trap if you can keep this up - melee, grenade, melee, grenade, etc. - If your partner is about to get hit with the chainsaw and there is a red barrel nearby the partner, shoot the red barrel with your gun. Hey, at least it will save them from instant death. .---------------------------------- WARNING ----------------------------------. | Be very careful while healing your partner while your partner is close to | | the Chainsaw Majini. A single heal at the wrong time will make the | | characters stand together just long enough for the Chainsaw Majini to rev | | up his blade and hit both characters. Try to quickly stun the Majini with | | headshots if your partner is near him and in dying status or extremely low | | in health then heal your partner quickly while the Chainsaw Majini is | | stunned. | '-----------------------------------------------------------------------------' --> MAXIMUM AGGRESSION METHOD - RIFLE PLAYER A player can take the Chainsaw Majini on solely with a rifle and have the Chainsaw Majini dead in a few minutes if both the rifle player and the other player work together. It's very risky since one missed headshot from close range might just equal the rifle player's death but if you're aim is good then there won't be any problems. Have the player without the rifle wait at the bottom of the stairs then arm the rifle and move up the stairs to trigger the fight. When the battle begins, aim for the Chainsaw Majini's head with the rifle scope and blast him directly in the head to stun him. Run up to the Chainsaw Majini enough to where the melee command button prompt for hitting will appear then fire off at least two rifle blasts directly at any portion of his body. Cancel the final blast into a melee attack then quickly pull up the inventory menu and reload by combining the ammo with the rifle. Quick turn away then run down the stairs just a bit then quick turn around and blast him in the head again. Rinse and repeat this sequence and the Chainsaw Majini will fall very quickly. It is possible to get in three full rifle blasts before ending the sequence of shots with the melee attack but you have to perform the head stun shot very close. The entire sequence is a complete trap for as long as you can keep it up. Sheva should stay at the bottom of the stairs and fight off the Majini that hop into the area below. Keep them away from the stairs so Chris can focus on his aiming. - SHOTGUN PLAYER Shotgun players can be just as aggressive with the shotgun while close. Simply stun the Chainsaw Majini with two handgun shots or one well aimed shotgun blast from close range then run up to him and fill him full of shotgun blasts then melee attack him. Quickly reload through inventory then quick turn and run away a bit then arm the handgun or shotgun and stun him again. The rifle player can help out by stunning the Chainsaw Majini with a rifle shot to head while he is at the bottom of the stairs. Be sure to watch for the Majini that jump into the area from below however. - COMBINING THE TWO AGGRESSION METHODS If two players work together and combine both aggression methods then the Chainsaw Majini will die extremely quickly. The main bad part about combining both aggression methods is that the Majini below the stairs will eventually move up the stairs and start attacking. You might be able to take down the Chainsaw Majini before they make it up the stairs though. For both character methods, a character should never melee attack the Chainsaw Majini early or it will end the prolonged stun. Always survey the situation below the stairs when quick turning with either character. --> IF YOUR PARTNER HITS THE CHAINSAW MAJINI WITH A MELEE ATTACK EARLY If you're going for the gunshot + melee cancel method that I mentioned above and your partner rushes in and performs a melee, you can still get off one final shot along with a melee cancel. Run up to the Chainsaw Majini as he staggers then perform a quick blast with either the rifle or a few shots from the machine gun or handgun then cancel the final blast into a melee immediately. With the shotgun, you can get off about a good 3-4 shots before he recovers and still have a chance to melee attack him. .------------------------------------- TIP -----------------------------------. | Any of the above methods can be speeded up greatly by tossing hand grenades | | at the Chainsaw Majini while he is stunned to intensify the damage done. | | Remember that a single Incendiary Grenade will instantly stun him as he | | burns in the fire. | '-----------------------------------------------------------------------------' --> CHAINSAW MAJINI EXPLOITS - If the transformer is on the ground and electrified, the Chainsaw Majini might get stuck behind it to where he will continually run into it while trying to get to your character. If this occurs, simple stand in place and shoot the electric transformer every now and then to keep it electrified while you chuckle at his stupidity. - Lure the Chainsaw Majini onto the broken down bus by moving up either ramp along the side of the bus then drop from the driver's side of the bus. While the Chainsaw Majini drops from the bus, shoot him. You can keep luring him onto the bus to make him drop again. This is some very valuable info for knife runs since he can be slashed while he drops or steps up onto the bus. - Lure the Chainsaw Majini back to the first building where Chris and Sheva can perform the partner action that will hoist Sheva up to the building. The neat thing about doing this is that the Majini will usually come after Sheva at this point by climbing the ladder, so all she has to do is stand at the top and slash them back down with the knife. The Chris player can focus on the Chainsaw Majini at this point. Keep in mind that both characters are not invincible during their ready poses for the partner action setup by they are invincible once the hoisting command has begun. This will not work well in single player mode since the AI partner will automatically fall down the ladder to "help" the player. If you're performing a knife run through co-op play, try this and get back to me on how well it went. - Lure the Chainsaw Majini all the way back to the Slaughterhouse at the beginning of the stage. Make him follow your character toward the window then hop through the window. The Chainsaw Majini will refuse to climb through the window and you can shoot him while he is on the other side. He will take the long way around and choose to move through the blue door outside of the Slaughterhouse. Simply hop back through the window when he gets close. You can keep this loop up and he will he will always choose to move through the blue door. It's good to destroy the wooden door in the Slaughterhouse while doing this so you don't have to kick it open on your way back - the Chainsaw Majini will destroy it himself if you don't however. This is also valuable info for knife runs since he can be slash from the other side of the window. - When your character hops through the window of the Slaughterhouse, the chainsaw Majini will always run toward the blue door and his AI is bound and determined to open that door, so you can follow him and blast him along the way. He opens every door by hitting it with his chainsaw and he has some hefty recovery time from doing this and you can get in a few good shots while he does this. He will only turn after he has opened the door, so be ready to run again. This is incredibly helpful for knife runs since he can be slashed quite a bit before he turns after opening a door! Be forewarned that your character should quick turn and run away early since the corridor with the blue door is very narrow and the Chainsaw Majini will likely be in the way where your character will not be able to run beside him. - The Chainsaw Majini's chainsaw blade attack that opens a door CANNOT hit your character much like the Executioner's gate-breaking swing in the Public Assembly, so you can literally stand on the other side of door and blast him the second he opens it as the chainsaw blade passes right through your character while the door is opened. Pick up the **GUARD'S KEY** from the Chainsaw Majini body once he falls. Some of the other Majini might still be in the area; listen for the battle music to tell if they are or not. ----------------------------------------------------------------- KEY ITEM LIST [ ] Guard's Key - Defeat the Chainsaw Majini and he will drop this. ------------------------------------------------------------------------------- .---------------------------------- WARNING ----------------------------------. | More commonly on difficulties such as Veteran or Professional, but | | sometimes even randomly on normal mode, the Chainsaw Majini might get back | | up after his "death" and begin swinging wildly while moving toward your | | characters. He has little life left when he does this, but he is a walking | | death machine that will easily kill off any character that get in his way | | by sending them into dying status and finishing them off almost instantly | | afterwards. | | | | If he does this, use the rifle, handgun or machine gun from long range to | | quickly spam fire on him and kill him off again. You don't really have to | | kill him; a character could easily pick up the key from his fallen body | | unlock the door and both players can leave the area through the assist | | command while he rages. | | | | He can be hit from the moment that he starts to rise, so a character can | | begin to damage him right then. If this is your second playthrough then | | placing a proximity bomb in his path will cause him to get stunned once he | | moves over it and allow the characters to run up to him and easily finish | | him off. | | | | NOTE: The Chainsaw Majini CANNOT die while rising before going into Berserk | | mode. He will ONLY die after fully standing, so basically if you have | | already shot him twice with a magnum while he rises, then he is already | | dead even though he continues to rise but he will only die when he fully | | stands. There is no reason to continually spam him with bullets and waste | | them. | '-----------------------------------------------------------------------------' .------------------------------------ TIP ------------------------------------. | Once the Chainsaw Majini is finished, the Majini left behind do not have | | to be defeated. You could simply grab the key, then use it on the gate up | | the stairs and then exit through the back gate. | '-----------------------------------------------------------------------------' + + + + + + + + E N D B O S S B A T T L E + + + + + + + + Once the Chainsaw Majini is finished, move up the stairs to the east then run around the corner at the top. Break the --WOODEN BARREL-- to the right along the way to the gate. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - in front of the locked gate, to the right --> Random Item ------------------------------------------------------------------------------- Interact with the gate near the barrel once the Guard's Key has been obtained from the Chainsaw Majini's body and the gate will be unlocked. Kick through the gate then rush toward the --ITEM BOX-- ahead. Open the chest and pick up the ++RUBY (SQUARE)++, ++SAPPHIRE (SQUARE)++, ++EMERALD (PEAR)++, ++TOPAZ (PEAR)++ and ++3,000 GOLD++ from the item chest. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Train Station - Chapter 2-2 | [ ] | TREASURE: Ruby (Square), Sapphire (Square), Emerald (Pear) |_________________| Topaz (Pear), 3000 Gold [all treasures = 1,000 gold each] DETAILS: Inside the chest beyond the gate that requires the Guard's Key. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------------------- ITEM LIST [ ] 3,000 Gold - Inside the item box. ------------------------------------------------------------------------------- Step in front of the gate to the side and press the assist button to open the gate and move onto the next area. [CH215] Chapter 2-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - T R A I N Y A R D - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This area is extremely short. Turn to the left then enter the small building to the north. Shoot the crow nestled in the back of the building and it might drop some extra gold. Pick up the ++GREEN HERB++ from off to the left while inside the building. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Off to the left after stepping into the small building. ------------------------------------------------------------------------------- There are quite a few crows flying in the northeast. The smell of death is in the area. Remember that the characters can shoot at the crows for extra gold or just to say that you shot something in this chapter segment. Rush to the gate to the north and both players should use the assist button to slide it open. .---------------------------------- EXTRA ------------------------------------. | While standing in front of the open gate, notice all the red explosive | | barrels and breakable stands in the open area up ahead. A player can | | actually shoot the red explosive barrels from the gate. Is it useful? No. | | Why the hell do it then? Because it's something else interesting to do in | | this area besides kill crows, that's why. | '-----------------------------------------------------------------------------' Enter the next area and a cutscene will trigger. This cutscene requires a button command from both players in order to survive the action that takes place during it, so don't put down the controller. In single player mode, you'll have to press the action commands for both characters but in co-op mode, each player will be responsible for that player's own character command inputs. The screen will display "Chris" when it is Chris' turn while a Sheva player watches the action from that player's screen. ------------------------------------------------------------------------------- -> COMMAND INPUT 1 (Chris) Sequence: A Majini suddenly leaps into the air from behind a tree while on a bike and flies toward the characters with a chain ready to hit them but Chris turns to push Sheva out of the way. Type: Single Button Command: Dodge -> COMMAND INPUT 2 (Sheva) Sequence: As the Majini on the motorcycle drags Chris away while he is caught on the chain, Sheva aims her guns carefully and fires at the chain to break it and free Chris. Type: Single Button Command: Fire -> COMMAND INPUT 1 (Both) Sequence: Two Majini on motorcycles drive straight toward the characters but as the characters prepare to dodge. Type: Two buttons Command: Dodge ------------------------------------------------------------------------------- - - - - - - ___ _ _ ____ ____ [CH22] / __\ |__ __ _ _ __ | |_ ___ _ __ |___ \ |___ \ / / | '_ \ / _` | '_ \| __/ _ \ '__| __) | ___ __) | / /___| | | | (_| | |_) | || __/ | / __/ |___| / __/ \____/|_| |_|\__,_| .__/ \__\___|_| |_____| |_____| |_| ------------------------------------------------------------------------------- --> Chapter 2-2 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 50+ | 35 | 20 | <19 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <22'00" | 27'00" | 32'00" | 32'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than ------------------------------------------------------------------------------- [CH221] Chapter 2-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - T R A I N S T A T I O N - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Recommended Weapons: - Sniper Rifle (for distant Majini especially in the Mining Area) - Machine Gun or Handgun (for normal Majini combat) - Shotgun (for crowds and boss enemy) Be sure to examine the --TYPE 2 PLAGAS FILE-- on the table. It is rather interesting for those familiar with Resident Evil 4. Turn around and pick up the ++GREEN HERB++ from off the cabinet then take the ++HANDGUN BULLETS (+10)++ from the back right lower shelf. Open the north door and step out into the area with the train carts. ----------------------------------------------------------------- INVESTIGATION [ ] Type 2 Plagas File - On the table in front of the characters as the chapter begins. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Turn around at the starting and pick this up from the cabinet. [ ] Handgun Bullets (+5) - Lying on the back right bottom shelf. ------------------------------------------------------------------------------- Walk around the side of the train cart to the north and move in between the train carts. There is a C4 tripwire at the other end of the train cart. Three Adjules will step around the side of the left train cart and attack. Shoot the C4 explosive right when the Adjules try to pass underneath it to instantly kill some of them. Take out the shotgun to finish off the survivors. The Adjules move up under the train carts, so back away from the train cart if they move under one and allow them to move back out before attempting to shoot. Move around the side of the left cart. There is another C4 tripwire up ahead. Once a character moves close to the next C4 trap, three Adjules will attack from behind, so perform a quick turn then fight them. Another Adjule will eventually appear from the north to join in with the other three. You'll also hear some Majini yell out from some unknown location. Look up. They are on the train carts above and are armed with crossbows. Don't worry about them at the moment though; take care of the Adjules first. ,------------------------------ GLITCH/FUN STUFF -----------------------------, | While standing next to the steel beams off to the right after stepping away | | from the area in between the two train carts, move toward the stack of | | tires that are on top of the steel beams and face the tires at an angle so | | that the "Climb up" command appears. Climb up onto the steel beams then, | | if done correctly, your character will be able to move through the | | background off to the left while standing on the steel beams. Your | | character will have to return to the train station area to get out of the | | background. | | | | Here's a video that shows this glitch: | | | | http://www.youtube.com/watch?v=fhjLVuwhJVs | | | | The exact location to activate the glitch can be seen more clearly at the | | end of the video. | '-----------------------------------------------------------------------------' There are a total of three Majini up on the train carts armed with crossbows. You can either climb on top of the wood pieces at the north end of the middle train cart and climb up to the train cart to take them on or a character with rifle can climb on top of the stack of metal pieces to the northeast and get a clear shot at all of them. Move all the way around the east side of the carts then pick up the ++MACHINE GUN AMMO (+30)++ lying in the middle portion of the blockade and grab the ++JEWEL BEETLE++ treasure attached to the wooden fence to the right of the blockade. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Train Station - Chapter 2-2 | [ ] | TREASURE: Jewel Beetle [2,000 gold] |_________________| DETAILS: Walk around the side of the third train cart in the east and you'll find this attached to the wooden fence to the right of the wooden blockade on the other side. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------------------- ITEM LIST [ ] Machine Gun Ammo (+30) - In the middle of the wooden blockade around the side of the third train cart. ------------------------------------------------------------------------------- Move back around the side of the train cart then step up onto the wooden pieces at the north end of the middle cart. Grab the ++JEWEL BEETLE++ from the side of the metal pieces off to the right when the characters reach the top of the wooden piece stack then climb up onto the top of the middle train cart. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Train Station - Chapter 2-2 | [ ] | TREASURE: Jewel Beetle [2,000 gold] |_________________| DETAILS: While climbing the stack of wooden pieces to get on top of the middle train cart, turn to the right and grab this off the west side of the north metal piece stack. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = While on the middle train cart, hop over to the train cart on the right side (west side). Arm a sniper rifle or you can simply look up and spot a --BSAA EMBLEM (9/30)-- on the middle portion of the top part of the tower in the west. Be sure to pick up the ++400 GOLD++ at the far south end of the current train cart also. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #09 / BSAA \ (------------) LOCATION: Train Station - Chapter 2-2 \ EMBLEM / DETAILS: Climb to the top of the middle train cart then hop over \________/ to the right (west) train cart. Look off to the west and find the closest tower. The BSAA emblem is on the middle portion of the top section of the tower. Use a sniper rifle or a handgun to hit it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------------------- ITEM LIST [ ] 400 Gold - At the south end of the top portion of the west train cart. ------------------------------------------------------------------------------- Hop over to the far east cart then move over to the ramp on the east side. Shoot the C4 tripwire placed along the metal pieces up ahead the continue forward. Turn to the left and step over to the northeast dropoff with the red and white striped line. DO NOT DROP JUST YET! Your character will fall and land on a rail cart then the rail cart will roll through the tunnel ahead... the tunnel that is filled with two C4 tripwires. Stand just a bit back from the red and white striped line then arm a sniper rifle and look down into the tunnel then shoot the first C4 explosive. It's possible to hit the first with a handgun or machine gun also. You can shoot the second C4 explosive by running back to the mid portion of the ramp and looking down into the tunnel. Look for the actual explosive portion that is strapped to the right wall and fire at it to set it off. Look for the wire below if needed then move around the ramp and try to find the explosive on the right wall that is connected to it. The first character that falls down will land in the cart below and roll down the tunnel, so be prepared to target and shoot the second C4 explosive if it wasn't hit earlier. Hop off the rail cart then run back to the west end of the rail track. Collect the ++400 GOLD++ from off the wooden cart on the southeast side. Rush back to the elevator that the cart rolled over to and use the partner assist command to take the elevator down. --------------------------------------------------------------------- ITEM LIST [ ] 400 Gold - On the wooden cart at the west end of the rail track where one character must ride a cart down the tunnel. ------------------------------------------------------------------------------- [CH222] Chapter 2-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - T H E M I N E S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Take the ++GREEN HERB++ from off the top of the wooden box up ahead. The GPS radar map (minimap) is not available in this area. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - To the right of the lantern on top of a wooden box. ------------------------------------------------------------------------------- In order to see the path in front of your characters in this cave area, one character must pick up the lantern on the cave floor ahead then the other character must lead the way and protect the lantern carrier from enemies. In single player, it is best for the player to order the AI partner to pick up the lantern through the partner action (assist) button. In single player, the AI partner will automatically aim the lantern in whatever direction your weapon is aimed, so exploring is pretty easy; the AI will also run if your character runs. Press the assist button a second time to make an AI partner drop the lantern. Keep in mind that the lantern can be dropped by equipping any weapon if you're the one holding it. A character can walk and run with the lantern and also pick up items. .--------------------------------------------------------------------. | Lantern controls | | | | Assist Button = Partner Picks up/puts down lantern (single player) | | Equip Weapon = Player puts down lantern. | '--------------------------------------------------------------------' After a character picks up the lantern, begin your journey into the dark tunnel ahead. Try to stay together since the cave is pitch black without any light to guide the way. .-------------------------------- EXTRA INFO ---------------------------------. | Shoot the bats in the tunnel to kill them for possible gold pickups. They | | will also appear under the Records menus as kills. Tossing a flash grenade | | will kill them instantly if they are in the area. | '-----------------------------------------------------------------------------' In the middle of the first curved turn in the cave there is a ++RUBY (PEAR)++ treasure that can be shot down from the ceiling. This item is absolutely invisible on the cave ceiling so read the description below to find it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: The Mines - Chapter 2-2 | [ ] | TREASURE: Ruby (Pear) [1,000 gold] |_________________| DETAILS: Move down the cave tunnel from the start of the dark tunnel portion of the Mines and find the group of three sandbags as the tunnel curves to the left. Keep moving ahead and find a group of two sandbags that will be off to the left as the cave tunnel turns to the right. BEFORE stepping past the two sandbags, step away from them a bit and then aim upward toward the cave ceiling behind it so that your character is aiming at the cave ceiling in between two planks. Watch for your character's laser sighting to change to a circular dot while aiming at the cave ceiling then shoot the invisible object and it will fall. Pick it up to claim your reward. This treasure does not glimmer and it is invisible while attached to the ceiling. Check out this youtube video by Big Kahoona 22 for a very precise path and location for the Ruby (Pear): http://www.youtube.com/watch?v=yKo789EAK-E = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Take a right at the cave split and pick up the ++RED HERB++ at the dead end. --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - Take a right at the first cave split and this will be at the end. ------------------------------------------------------------------------------- Return to the split in the cave and go left this time. Walk into the standing water and prepare to shoot a Majini that attacks up ahead. The lead character can actually arm the knife and slash the Majini since it will always run toward your character. Keep in mind that any Majini fought in this area have a high tendency to form a Cephalo from their head as they die. Use a flash grenade or shoot at the head to finish it off if this happens. Shooting a Majini in the leg and then rushing behind it for an instant kill melee attack will keep the Majini from forming a Cephalo. A Majini armed with a mining pick is further ahead. Look up real quick before the Majini attacks and find the glowing red item on the wooden plank above then shoot it and then collect this ++RUBY (PEAR)++ treasure. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: The Mines - Chapter 2-2 | [ ] | TREASURE: Ruby (Pear) [1,000 gold] |_________________| DETAILS: Shortly after moving out of the standing water, and right as the Majini with the mining pick appears ahead, aim upwards and shoot this off the wooden plank attached to the ceiling. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Two Majini will attack at the split up ahead, one from the left and one from the right. The Majini from the right will be closer, so finish him off first. Break the two --WOODEN BARRELS-- and the two --WOODEN CRATES-- off to the right at the split. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Turn right at the second split to see this. --> Random Item [ ] Wooden Barrel - Turn right at the second split to see this. --> Random Item [ ] Wooden Crate - Turn right at the second split to see this behind the barrels. --> Definite Item: Flash Grenade [ ] Wooden Crate - Turn right at the second split to see this behind the barrels. --> Definite Item: Flash Grenade ------------------------------------------------------------------------------- Turn around and move across the standing water in the next tunnel. You'll eventually come to a bridge. Stand in the center of the bridge then look off to the right and shoot the --BSAA MEDAL (10/30)-- while looking up at the waterfall. Look toward the other end of the bridge then aim upwards and shoot the ++RUBY (PEAR)++ down the wall then collect it. Two Majini will attack from the tunnel on the other side when the characters step near it. A third Majini will join the other two eventually. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #10 / BSAA \ (------------) LOCATION: The Mines - Chapter 2-2 \ EMBLEM / DETAILS: Once the characters reach the bridge in the dark cave, \________/ step to the middle of the bridge then turn right. Look up toward the cave wall with the waterfall to notice the emblem stuck to the cave wall. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: The Mines - Chapter 2-2 | [ ] | TREASURE: Ruby (Pear) [1,000 gold] |_________________| DETAILS: While standing near the middle of the bridge in the dark cave, look toward the opposite side then look up to find this treasure attached to the wall above the next tunnel. Shoot it down then collect it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = You'll arrive at another path split shortly. Two more Majini will attack. Move down the right path first of all then break the two --WOODEN CRATES-- and the --WOODEN BARREL--. The wooden crate on the right contains a snake, so shoot the crate with a handgun or machine gun then shoot the snake to avoid taking damage. A character can also slash the crate real fast then slash the snake inside, just make sure that your character is close enough to the crate. The snake might leave behind an egg. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Near some boxes down the right path after stepping off the bridge. --> Random Item [ ] Wooden Crate (left) - On a wooden box down the right path after stepping off the bridge. --> Random Item [ ] Wooden Crate (right) - On a wooden box down the right path after stepping off the bridge. --> Enemy: Snake ------------------------------------------------------------------------------- Return to the left path then move along it. If you look to the left, you'll notice some holes in the wall and there is a crate on the other side. We'll get to those crates in a second. Continue ahead then break the --WOODEN BARREL-- and collect the ++HANDGUN AMMO (+10)++. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Down the left path at the split after crossing the bridge. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - Lying on a wooden box next to the wooden barrel. ------------------------------------------------------------------------------- Move over to the side to where the paths meet then prepare to take on the Majini with the mining pick further ahead. Break the two --WOODEN BARRELS-- that the Majini was standing in front of. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Behind the Majini with the mining pick shortly after the paths behind the bridge meet. --> Random Item [ ] Wooden Barrel - Behind the Majini with the mining pick shortly after the paths behind the bridge meet. --> Random Item ------------------------------------------------------------------------------- Follow the next tunnel and you'll come to a large rock formation in the middle of the cave area ahead. Turn to the left and follow the slightly hidden path to the left. Shoot the --WOOODEN CRATE-- on the table and kill the snake inside then break the --WOODEN BARREL-- and open the chest then collect the ++DIAMOND (OVAL)++ from the nearby chest. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: The Mines - Chapter 2-2 | [ ] | TREASURE: Diamond (Oval) [4,000 gold] |_________________| DETAILS: When both characters reach the rock formation near the end of the dark cave, turn left and follow the slightly hidden path then open the chest near the wooden crate at the end. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - When you reach the large rock formation near the end of the dark cave, turn to the left and move down the path to find this on a table at the end. --> Enemy: Snake [ ] Wooden Barrel - Next to the wooden crate mentioned above. --> Random Item ------------------------------------------------------------------------------- Return to the cave area outside the current tunnel then walk toward the light in the tunnel up ahead. The character carrying the lantern can put it down now by switching the current weapon or by equipping the knife. The AI partner will automatically put down the lantern. You can either have Sheva rotate the handle to the side or have Chris rotate it in order to open the gate up ahead. Spin the thumbstick in a circular motion to rotate the handle. It is really best for the actual player to spin this handle, since you'll have to fight enemies on this side in a moment. Release the handle once the partner moves up under the gate. > > > > > > > > > > P A R T N E R 1 G A M E P L A Y < < < < < < < < < < < The character that stays behind should release the handle after the other player moves under the gate. This player is going to have to deal with three Majini as they attack from the dark cave behind the player. Fight them off to buy time for the partner to lift the gate via the handle at the other end. The moment the gate is lifted, haul ass under the gate since your partner will be patiently spinning the thumbstick online while you fight the Majini. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - > > > > > > > > > > P A R T N E R 2 G A M E P L A Y < < < < < < < < < < < The character that moves under the gate will need to run toward the handle in the cave up ahead then quickly spin the handle to open the gate for the other player. Use the "Come on" command to signal that the gate is lifted since the partner will be busy with three Majini behind the gate. Release the handle when the player moves up under the gate and the Majini will remain trapped on the other side. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - .------------------------------------ TIP 1 ----------------------------------. | While the gate is raised for Partner 1, tapping the assist button with | | Partner 1 will issue the "Go" command for that character. Tapping the | | assist command for Partner 2 once that character raises the gate from the | | other side will issue the "Come On" command. | |------------------------------------ TIP 2 ----------------------------------| | Both characters can stand on the opposite side of the gate and knife slash | | any Majini trapped behind it then collect the dropped items by picking them | | up through the gate (if they are nearby). | '-----------------------------------------------------------------------------' Several Majini will appear during a cutscene once the characters step into the tunnel. Two of the Majini on the floors above carry dynamite, which can make this part frustrating if you don't react quickly and take them out fast. The dynamite will kill off the Majini on the first floor, but they'll always toss it near your location and there are very few safe places to go to take cover from the dynamite other than a few tunnels. One character should rush back into the tunnel very quickly and take out a sniper rifle and quickly aim toward the left tunnel on the third floor above then shoot the Majini with the dynamite. Look up on top of the middle platform with the connecting bridge and find the second Majini with the dynamite then shoot him with the rifle. There are Majini armed with crossbows on each of the two side wooden platforms above the third floor, but they aren't as much of a threat as the dynamite tossers since their crossbow bolts tend to miss if the characters stay moving. Once the Majini with the dynamite have been disposed of, pull out the shotgun to deal with the Majini horde on the first floor. They will begin to fall from the floors above and group around eventually. This is an excellent opportunity to set up some tag team attacks from an arm stun with the other player or even the AI partner. You can easily bounce more than one Majini to set them up for a tag team melee. There is a breakable --WOODEN CRATE-- on the wooden blocks to the side. Enter the tunnel off to the left and collect the ++FLASH GRENADE++ near the rock rubble inside. Climb the ladder to the second floor and break the two --WOODEN BARRELS-- on the left side. Stand on the wooden walkway on the left side of the second floor then look toward the wheel above the middle platform. Find the shiny red piece on the second circular metal piece to the right in the middle of the wheel then shoot it to make the ++RUBY (SQUARE)++ fall onto the middle platform for your character to collect. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: The Mines - Chapter 2-2 | [ ] | TREASURE: Ruby (Square) [1,000 gold] |_________________| DETAILS: Once the characters reach the big open cave area after the dark cave, climb to the second floor then stand on the wooden walkway on the left side of the second floor and aim up toward the wheel above the middle platform then shoot this down from the center of the right circular metal piece in the center of the side of the wheel. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - On top of the wooden blocks when entering the big cave area. --> Random Item [ ] Wooden Barrel - On the left side of the second floor with another. --> Random Item [ ] Wooden Barrel - On the left side of the second floor with another. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Flash Grenade - On the ground near the rubble in the dead end tunnel to the left after entering the big cave area. It's under the pile of skulls. ------------------------------------------------------------------------------- Climb the ladder on the right side of the second floor to reach the third floor then break the --WOODEN BARREL-- in front of the characters and collect the nearby ++GREEN HERB++. In the middle of the third floor, vault over the railing of the middle platform then break the --WOODEN BARREL-- on it. Run to the opposite side of the third floor and break the --WOODEN CRATE-- on the stack of steel beams at the other end. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Right in front of the top of the ladder that leads to the third floor. --> Random Item [ ] Wooden Barrel - Vault over the railing at the top center portion of the third floor and this is on the platform behind the railing. --> Random Item [ ] Wooden Crate - On a stack of steel beams on the far right side of the third floor. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Near the barrel in front of the top of the ladder on the third floor. ------------------------------------------------------------------------------- Facing the two entrances on the third floor, enter the tunnel on the left. Run down the tunnel. A Majini will eventually fall in front of the characters and try to toss dynamite, so blast him before he starts. Right after defeating him, look up on the wall to the side of the alcove that he jumped from. This wall is above the ceiling to the tunnel ahead. Aim up and shoot the ++RUBY (SQUARE)++ down from the wall above then collect it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: The Mines - Chapter 2-2 | [ ] | TREASURE: Ruby (Square) [1,000 gold] |_________________| DETAILS: After moving to the third floor in the big open cave area after the dark cave, enter the tunnel on the right side then fight off the Majini with dynamite that falls from the overhead alcove. Aim upward towards the wall directly ahead after finishing him then look up to see this on the wall above the tunnel ahead. Shoot it down then collect it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Continue on ahead then take the path off to the left. A deadly combination of long range Majini will be blocking the exit up ahead. If you have a hand grenade then toss it at them and quickly step behind the nearby wooden wall. You can also aim for the dynamite that the right Majini carries and blow them all up with one shot if you're aiming is good. Break the --WOODEN BARREL-- that was in the back of them after the fight. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Behind the three Majini that are met near the end of the cave. --> Random Item ------------------------------------------------------------------------------- [CH223] Chapter 2-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - M I N I N G A R E A - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Chris and Sheva will start outside the mine elevator. Move down the remainder of the tunnel ahead then pick up the ++RIFLE AMMO (+5)++ from near the boulders off to the right and grab the ++GREEN HERB++ from the ground near the pipes. --------------------------------------------------------------------- ITEM LIST [ ] Rifle Ammo (+5) - On the ground near some boulders after exiting the tunnel. [ ] Green Herb - On the ground near some pipes after exiting the tunnel. ------------------------------------------------------------------------------- Move up the stairs of the nearby building to trigger a cutscene. -- CHECKPOINT After the cutscene, Majini will appear outside the building to the west. One of them will be using a stationary gatling gun. Check the left locker in the set of lockers on the south side of the room and collect the ++DRAGONUV SVD (RIF)++ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + H I D D E N W E A P O N Weapon: Dragunov SVD (RIF) Location: Mining Area - Chapter 2-2 Details: After the first cutscene in this area, open the left locker in the set of lockers on the south side of the room to find this inside. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + You can take cover behind the nearby window to the west. Walk toward the window and press the action button to duck behind the metal wall below the building. One character should take cover behind the window and equip a rifle; take shots at the Majini behind the gatling gun during his gunfire breaks. The other character should watch the partner's back since a few Majini will enter the building from the first floor. I highly recommend using the S75 rifle since the aiming is more precise at the moment. The Dragunov has an extremely good rate of fire compared to the S75, but the character will hold the S75 steadier for near perfect headshots. Once the first Majini manning the gatling gun is taken down, two more Majini will try to run toward it, one right after the other, so stay put and kill them all. There are Majini with crossbows on the side trailer and the side of the mountain in the distance as well. Shoot them all. Don't worry as much about the Majini that are armed with melee weapons; these Majini will run toward the current building and try to move inside the building through the door on the first floor. Stay behind once the Majini have stopped their attack then zoom in on the very ledge of the mountain ahead. Look closely and shoot the Majini with the crossbow on the mountain and the Majini with the dynamite. The Majini with the dynamite can be quite annoying while moving up the mountain, so go ahead and limit their number by one right now. There is a ++GREEN HERB++ near the railing of the stairs and some ++HANDGUN BULLETS++ on cabinet near the top of the stairs. Be sure to check out the --MESSAGE-- on the counter. ----------------------------------------------------------------- INVESTIGATION [ ] Message - On the desk. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Near the railing of the stairs. [ ] Handgun Bullets - On a cabinet near the top of the stairs. ------------------------------------------------------------------------------- Move down to the first floor via the staircase then exit the building through the door on the north side. After exiting the building, arm the S75 rifle and survey the entire mountain area ahead; if something moves, shoot it until it doesn't move again or until Sheva comments on your well-aimed shot! Move to the west. Climb up on top of the trailer and pick up the ++HAND GRENADE++. Fall back off the trailer then move around the other end of the trailer and climb the ladder on the side of the raised path to the southwest. Open the chest off to the left and collect the ++DIAMOND (BRILLIANT)++ from inside. --------------------------------------------------------------------- ITEM LIST [ ] Hand Grenade - In the back of the trailer outside the building. ------------------------------------------------------------------------------- = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Mining Area - Chapter 2-2 | [ ] | TREASURE: Diamond (Brilliant) [4,000 gold] |_________________| DETAILS: Once both characters exit the building after picking off the Majini on the mountain with the use of a sniper rifle, move around the left side of the trailer ahead then climb the ladder along the raised area then open the chest off to the left to collect this. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Move to the west along the northwest side along the current ledge then collect the ++RED HERB++ from near the railing. Climb back down to the main mountain trail and follow the trail to the west. --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - On the raised area with the chest, near the railing. ------------------------------------------------------------------------------- You can get up on the trailer with the gatling gun and fire off a few rounds if you want. It doesn't hurt to get the feel of the controls of a stationary weapon right now. There is no use for it at the moment though since it faces the wrong way. So sad that Chris can't tear a mortar weapon off its hinges like Jack Carver from Far Cry. I have a feeling that Mr. Redfield could if he really tried though. If you took my advice and shot the Majini on the mountain side then you won't have to deal with any once you reach the ladder! If you didn't then one with a crossbow will be above the ladder and another with dynamite will be tossing down explosives at the characters. Check the area and collect the ++HAND GRENADE++ from around the side of the metal container, the ++RIFLE AMMO++ from in front of the outhouse then look directly up and to the right of the ladder and shoot the sparkling ++DIAMOND (PEAR)++ from off the side of the mountain. Enter the side shack and grab the ++HANDGUN AMMO (+10)++. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Mining Area - Chapter 2-2 | [ ] | TREASURE: Diamond (Pear) [2,000 gold] |_________________| DETAILS: Once both characters exit the building after picking off the Majini on the mountain with the use of a sniper rifle, when you reach the first tall ladder, look up on the side of the mountain and shoot this sparkling treasure on the mountain wall to the right of the top portion of the ladder. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------------------- ITEM LIST [ ] Hand Grenade - Around the side if of the metal container along the path while approaching the tall ladder. [ ] Rifle Ammo - In front of the outhouse door near the tall ladder. [ ] Handgun Ammo (+10) - In the shack beside the tall ladder. ------------------------------------------------------------------------------- .----------------------------------- EXTRA -----------------------------------. | Before climbing the ladder, find the outhouse to the side. Approach it for | | a "?" command. Use the action button to initiate the hidden command (your | | character will knock on the door). The assist button may also be pressed | | to get your AI partner to knock. A Majini will open the door and step out | | of the outhouse. This Majini may bust through the door whenever a | | character tries to take the rifle ammo outside of it as well. | '-----------------------------------------------------------------------------' Climb the tall ladder. Turn to the left and look off toward the northeast. While staring off the side of the mountain, find the first rooftop on the building to the right of the one the characters exited from to spot a --BSAA EMBLEM (11/30)-- on top. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #11 / BSAA \ (------------) LOCATION: Mining Area - Chapter 2-2 \ EMBLEM / DETAILS: Once both characters exit the building after picking \________/ off the Majini on the mountain with the use of a sniper rifle, climb the tall ladder along the side of the mountain. Turn left at the top of the mountain path then run to the left and look toward the northeast buildings. This emblem is on the lower rooftop of the building to the right of the building that the characters exited from. It can be hit with a sniper rifle or a well-aimed shot from any weapon. Come on and use the machine gun my readers and show off those aiming skillz! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- CHECKPOINT Follow the current ledge to the north and drop from the ladder. While standing on the first lower ledge, look off to the north and find the shimmering ++DIAMOND (SQUARE)++ on the side of the mountain wall near the short ladder up ahead. Shoot it right now to knock it down and the Sheva player will be able to collect it quickly on her way up the mountain. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Mining Area - Chapter 2-2 | [ ] | TREASURE: Diamond (Square) [2,000 gold] |_________________| DETAILS: This diamond is stuck on the wall to the left of the short ladder that Sheva can be hoisted up to. Look on the mountain wall then shoot it to make it fall. I highly advise shooting this treasure from the ledge that the characters fall to after dropping from the high ledge before the cutscene since the Sheva player will not really have time to aim for it with the dynamite Majini in the area after the cutscene. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Drop down and move up the mountain trail to the north. A cutscene will play eventually. There is a broken ladder where a partner action command can be used below it to toss Sheva to the ledge above. This will help her to get up above quicker than Chris. Both players should keep in mind that the best way to take down a Majini with dynamite is to quickly shoot it before it tosses the dynamite or run toward it a bit as it tosses dynamite then shoot it from mid range. The dynamite can be shot to make the Majini explode instantly, but watch out about doing this from too close or your character will get hit by the explosion. > > > > > > > > > > > > S H E V A G A M E P L A Y < < < < < < < < < < < < Sheva better damn well move quickly up that next ladder after Chris tosses her up the broken ladder since Majini with dynamite will be tossing explosives at her and Chris this entire time. If Sheva is hit with dynamite on the ledge right above the broken ladder it might be enough to damage her so that she goes into dying status and Chris will have a hard time trying to get to her, so climb the ladder quick - the climbing animation will make Sheva invincible. A Sheva player should ignore any Majini down the path to the right and move up the path to her left. Sheva needs to make her way to the top and defeat any Majini armed with dynamite that she sees. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - > > > > > > > > > > > > C H R I S G A M E P L A Y < < < < < < < < < < < < A Chris player should immediately run up the mountain trail to the north and take down the Majini with the dynamite at the curve. Run up the mountain trail and shoot any Majini that Sheva leaves behind. If any Majini start to throw dynamite from further up the trail then ignore the rest of the Majini and move up to the trail above to take them down. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Both character NEED to focus on any Majini with dynamite that drop or run into the immediate area. There are tons of dynamite Majini at this part, so watch for them and shoot them when they appear. Don't ever get too close to one while shooting it or it will damage the characters with its explosive death due to the dynamite. This is a good place to set up tag team attacks, but don't get too cocky there or a dynamite Majini might ruin your fun! .----------------------------------- TIP -------------------------------------. | Like with a cocktail, it is possible to aim at the dynamite that a Majini | | holds and shoot the dynamite to set it off and make the Majini explode. The | | dynamite does not have to be lit in order to do this. A handgun can be | | used to shoot the dynamite or a player may elect to shoot the dynamite with | | a rifle for more a precise shot. | '-----------------------------------------------------------------------------' -_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_ Trophy/Achievement: Fireworks Description: Shoot an enemy Molotov cocktail, dynamite stick, or hand grenade. Details: If this trophy/achievement was not gotten by shooting the Majini's cocktail in Shany Town, then try to shoot the dynamite in a Majini's hand while it still holds the dynaite. It would be best to use the rifle to do this, but a handgun can be used. At a distance, a player can usually get pinpoint aim with the rifle for shooting the dynamite while a Majini holds it. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- Step over to the left side (west) side of the metal container on the ledge ahead then both players should use the assist button prompt to push it out of the way. Drop down to the ledge to the north below. -- CHECKPOINT Take the ++HAND GRENADE++, collect the ++GREEN HERB++ and ++SHOTGUN SHELLS (+5)++ from the table off to the left and break the two --WOODEN BARRELS--. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - To the right of the table below the ledge with the metal crate. --> Random Item [ ] Wooden Barrel - To the right of the table below the ledge with the metal crate. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Hand Grenade - Beside the mountain wall below the ledge with the metal crate. [ ] Green Herb - On the table below the ledge with the metal crate. [ ] Shotgun Shells - On the table beside the green herb. ------------------------------------------------------------------------------- .----------------------------------- TIP -------------------------------------. | Before activating the cutscene that leads into the boss fight below, both | | characters can stand on the side of the ledge and shoot all the wooden | | barrels below. This will allow quicker access to the items during the | | boss fight. | '-----------------------------------------------------------------------------' A cutscene will trigger shortly after the characters drop from the north side of the ledge. + + + + + + + + + B O S S B A T T L E + + + + + + + + + + POPOKARIMU ---------- HP: 24,000 Weak Points: - Reddish back end of tail Recommended - Proximity Bomb (to stun Popokarimu) Weapon(s): - Shotgun (to blast the back end of his tail from close range) - Machine Gun or Handgun (to blast the back end of his tail from long range) - Rifle (to blast the reddish portion of his tail while he flies) - Flash Grenade (to instantly stun him when he flies) Front Attacks 1) Arm Swipe - Popokarimu swings its right arm forward. 2) Lunge - Popokarimu backs up a bit then stops and races forward then swings its left arm forward. This can be dodged with a button prompt that appears. Either the action button or run button will appear. Press both! 3) Shriek - Popokarimu folds out its wings then shrieks. This will stun whichever character is in front of it as long as the shriek last but it will not damage a character. This move will also put enough sound pressure on a proximity bomb to make it explode if one is in front of Popokarimu at that time. 4) Ground Smash - Popokarimu leaps into the air then attempts to fall on a character. It will take quite a while to recover from this attack if it misses. Back Attacks: 5) Tail Swipe - While a character is behind him, Popokarimu swings its scorpion-like tail at the character. 6) Sticky Slime - Popokarimu lifts its tail behind it then fires out a sticky greenish slime that will trap any character that it hits. A character must struggle to break free or have a partner cut them out of the trap with a partner assist knife attack. Flying Attacks 7) Tail Strike - Popokarimu shrieks then quickly flies toward a character and tries to hit the character with its tail as it dips downward while flying. A button prompt dodge command will appear during this if your character is in the way. Press both the action and the run button to avoid it. Popokarimu will start the battle while he is in the air. He will descend toward both character and land. He has some very hard armor over the majority of his body but the back end of his tail has soft reddish skin that's just begging for a few close range shotgun blasts! .----------------------------------- TIP -------------------------------------. | While Popokarimu descends at the beginning of the battle, toss a flash | | grenade at the ground underneath him to instantly knock him out of the air | | and stun him. A flash grenade will instantly ground him and stun him any | | time that he flies in the air. A hand grenade's explosion can also knock | | the creature out of the air if it is tossed under him. | '-----------------------------------------------------------------------------' --> AVOIDING HIS ATTACKS A vast majority of Popokarimu's attacks can be avoided by constantly backing up or stepping to the side. Back up to avoid his arm swing and tail swipe then step to the side to avoid his lunge or sticky slime attack. You'll get a button prompt command shortly before he races forward during his lunge attack. The button will be either the action or run button, so press both of them to make certain that you dodge it with a roll. From the front, it will perform its arm swing, lunge and ground pound attacks and when it has its back to your character it will perform its tail swing and sticky slime trap. --> WHEN POPOKARIMU FLIES Popokarimu will sometimes flap its wings and take to the air. It will only perform one lunging attack over and over while it is flying above so it is even more predictable at that time. The flying lunge attack will make a button prompt command appear shortly before it hits your character, so press both the action and run button at the same time to avoid its attack. --> STEPPING INTO A SHACK By entering one of the three nearby shacks, a character can escape from Popokarimu for a short while, but he will eventually break down your shelter with one of his physical attacks. Only enter a building to collect the items inside or quickly heal since he will break down the building very shortly after you enter it. Sometimes he hangs around the doorway for a bit however. --> COLLECTING THE AREA ITEMS Be sure to run around the area and collect many of the items in the barrels and the shacks. You need to grab the proximity bombs since they will come in handy. Two of them are in the west shack, two more are in the barrels to the south of the west shack, one more is in the right barrel behind the west shack, and the final bomb is inside the north shack for a total of six proximity bombs in the area. --> STUNNING POPOKARIMU There are three ways to stun the creature with the weapons that the character have available to them right now: A) Grab one of the proximity bombs in the area then lay it down in its path with the L1 button while the bomb is equipped. Simply stand and allow Popokarimu to step over the bomb. The explosion from the bomb will knock it over and stun it for a few seconds. It should be noted that Popokarimu's shriek has the power to make a proximity bomb explode if it is laid out on the ground in front of him when he performs his shriek. B) Both characters can surround Popokarimu and the character in the back of him can arm a damaging weapon such as a shotgun and blast it in the back of its tail. After Popokarimu has received enough damage it will fall over and be stunned for a few seconds. C) When he flies in the air, take out a flash grenade and toss it underneath him and Popokarimu will fall to the ground then roll over on his side. --> WHILE POPOKARIMU IS STUNNED Once the boss has been knocked over, arm your most powerful weapon (shotgun most likely) then run over to the side with the exposed bottom portion of the tail. Both characters should let loose on that weak point with nonstop gunfire. Its first stun can easily be its last with two aggressive players or one extremely aggressive shotgun user that reloads through the inventory between gunshot animations with an Ithaca shotgun. .------------------------------- WARNING/EXTRA -------------------------------. | Popokarimu can knock a character off the side of the mountain if the | | characters get too close to the edge. The character that falls will hang | | onto the side of the ledge and a button tap command will appear. Tap the | | button in order to have your character pull back up onto the ledge. | '-----------------------------------------------------------------------------' --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - On the west side beside a shack with two proximity bombs inside. --> Definite Item: Proximity Mine [ ] Wooden Barrel - On the west side beside a shack with two proximity bombs inside. --> Definite Item: Proximity Bomb [ ] Wooden Barrel - Further along the west side beside the shack with two proximity bombs inside. --> Random Item [ ] Wooden Barrel - Further along the west side beside the shack with two proximity bombs inside. --> Proximity Bomb [ ] Wooden Barrel - On the north side of the trail (center back portion). --> Random Item [ ] Wooden Barrel - On the north side of the trail (center back portion). --> Random Item [ ] Wooden Barrel - Beside the north shack. --> Random Item [ ] Wooden Barrel - Beside the north shack. --> Random Item [ ] Wooden Barrel - Beside the north shack. --> Random Item [ ] Wooden Barrel - Beside the east shack. --> Random Item [ ] Wooden Barrel - Beside the east shack. --> Random Item [ ] Wooden Barrel - Beside the east shack. --------------------------------------------------------------------- ITEM LIST [ ] Proximity Bomb - Inside the west shack. [ ] Proximity Bomb - Inside the west shack. [ ] Proximity Bomb - Inside the north shack. [ ] Handgun Ammo - Inside the north shack. [ ] Handgun Ammo - Inside the north shack. [ ] Handgun Ammo - Inside the east shack. [ ] Flash Grenade - Inside the east shack. ------------------------------------------------------------------------------- + + + + + + + + E N D B O S S B A T T L E + + + + + + + + - - - - - - ___ _ _ ____ _____ [CH23] / __\ |__ __ _ _ __ | |_ ___ _ __ |___ \ |___ / / / | '_ \ / _` | '_ \| __/ _ \ '__| __) | ___ |_ \ / /___| | | | (_| | |_) | || __/ | / __/ |___| ___) | \____/|_| |_|\__,_| .__/ \__\___|_| |_____| |____/ |_| ------------------------------------------------------------------------------- --> Chapter 2-3 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 40+ | 30 | 20 | <19 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <09'00" | 12'00" | 15'00" | 15'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than ------------------------------------------------------------------------------- [CH231] Chapter 2-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - S A V A N N A - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This chapter is a full-fledge shooter. Both Chris and Sheva will have to defend the jeep that is headed to the Marshlands along the way. Players will have to do battle with Motorcycle Majini that toss weapons and cocktails and then a few trucks will appear that will attempt to ram the jeep. Gun Controls Fire button = fire mounted weapon Left analog = turn mounted weapon NOTE: A glowing red dot on the screen will showcase your current aiming spot. Chris = mounted machine gun (fast/full view/not as powerful/instant fire) Sheva = mounted gatling gun (slow/limited view/powerful/slow startup due to revolving chamber) Sheva has a slightly limited view compared to Chris, a slower overall turning speed, and her gun has a slow startup but her gatling gun is more powerful than Chris' machine gun. To avoid the long chamber revolving animation with the gatling gun, tap the fire button when no enemies are present to keep it revolving. Chris has a greater view thanks to his higher placement on the jeep, a faster overall turning speed, and an instant fire from his gun, but his gun is not as powerful as the gatling gun. Keep in mind that both player's guns can overheat if they are continuously fired, so always take breaks. The gun will build up heat as presented on the circular gauge around the weapon icon; when the gauge begins to fill with red then it is overheating. When a gun fully overheats, your character will not be able to fire it for a few seconds. With Sheva's gatling gun having a slow startup, a player will want to let go of the button and then tap it sparingly to avoid having to go through the full startup animation each time the gun is about to overheat. As long as the chamber is not firing then it will cool down; it doesn't matter if it is spinning. -_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_ Trophy/Achievement: Drive By Description: Stop an armored truck by taking out the driver. Details: Aim for the door of any armored truck that passes by the jeep and shoot off the door with either character's mounted gun then shoot and kill the driver inside the truck. The truck will crash after the drive has been killed and this trophy/achievement will be earned. Restart the stage if you miss it and try again. Even if the truck is flaming, the driver can still be shot all up to the point when the truck explodes and stops. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- --> ENEMY GROUP 1 The first group of enemies consist of several Motorcycle Majini. There's really not too much of a strategy for this group other than shoot them all. If they ever throw a weapon toward the jeep then shoot the weapon out of the air to avoid taking damage. After the first group is finished, a button tapping command will appear as the driver makes a sudden sharp turn, so be sure to tap the on-screen button to avoid taking damage. Both players must tap the button. --> ENEMY GROUP 2 From this point onward, both players should work together to take down separate teams of enemies. Chris players should focus on Motorcycle Majini thanks to his greater view of the area below and Sheva players should focus on the trucks that appear since her weapon is more powerful. NOTE: In a single player game, the AI partner will usually follow the strategies listed above. .---------------------------------- WARNING ----------------------------------. | Once a truck begins to flame, don't continue to fire at it while it is | | close to the jeep. Having it explode while next to the jeep will damage | | the jeep. Wait until it moves away then finish it off with gunfire. | '-----------------------------------------------------------------------------' - Wave 1 Captain Stone (Josh) will contact both Chris and Sheva over the radio as a truck drives up from the right side of the back of the jeep. Sheva should focus on the truck to the right while Chris turns his attention toward the Motorcycle Majini that appear on the left side. Chris can shoot them faster and he has a wider view of them as they appear from the side. - Wave 2 Sheva should focus on shooting the Majini in the back of the truck then she should shoot at the front half of the truck when it comes into view. After the truck is at least flaming, both players should turn to the immediate left and finish off any Motorcycle Majini that appear. They will start to appear from the left side as they slow down and drive next to the jeep so concentrate fire on them as the jeep begins to move by them. Another scene will showcase yet another sharp turn where both players will have to tap a button to sustain they're grip on the vehicle. -- CHECKPOINT --> ENEMY GROUP 3 - Wave 1 A truck will drive up from the left side, so Sheva should focus her aim to the left and begin to fire at the truck. Chris should keep his eye on the right side since some Motorcycle Majini will begin to appear as the jeep catches up to them. -Wave 2 Motorcycle Majini armed with cocktails will drive into view from the right side. Both Chris and Sheva should focus on these Majini since they are the only threat for the moment and are quite numerous. Try to shoot them all before they toss a cocktail at the jeep. -Wave 3 Majini will slow down then come into view on both sides of the jeep after the second wave is finished. One player can take the left and one can take the right for this wave, but really planning it out as such is really not needed since they drive together in the middle of the road very shortly after appearing. Another sharp turn cutscene will play so be prepared to press the two buttons that appear on the screen. The players have to press either two shoulder buttons or two face buttons for this button prompt command. --> ENEMY GROUP 4 - Wave 1 A truck will appear from the left and another truck will appear from the right almost simultaneously, so each player should pick a truck to focus on. Try to take down the trucks as quickly as possible by shooting the front portion or possibly the driver inside of the truck (shoot off the door). Immediately after finishing off a truck, both players should turn their attention toward the middle road as Motorcycle Majini begin to drive into view. A few straggling Majini may appear from the back of the road. Blast them all to end this wave. -- CHECKPOINT - Wave 2 The truck will stop and then suddenly turn as the viewpoint of a roadblock with a truck and several Majini are showcased to both players. Chris players should focus fire on the Majini while a Sheva player shoots the red barrels surrounding the truck in the back. There are three sets of red barrels altogether. -- CHECKPOINT --> ENEMY GROUP 5 - Wave 1 The jeep will drive over a bridge. Once the bridge is passed both players should focus their aim to the right. A truck will drive up from the right side and try to ram the jeep off the side of the cliff to the left. Both players should focus on taking down the Majini in the back and then focus on shooting the front end of the truck. Once the truck is destroyed a cutscene will play eventually. - Wave 2 Motorcycle Majini will drive up from the right side, so both players should focus fire to the right. The scene will eventually end during the middle of the action as a cutscene activates. .--------------------------------- EXTRA INFO --------------------------------. | The jeep's life bar will fully recharge before the next battle, so any | | damage that it has been received before this portion of the chapter ends | | will not carry over to the next battle. | '-----------------------------------------------------------------------------' [CH232] Chapter 2-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - T H E P O R T ( N I G H T ) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + B O S S B A T T L E + + + + + + + + + + NDESU ----- HP: 8,000 (Small Plagas) HP: 26,000 (Large Plagas) Weak Points: - Head (makes him move back from the jeep to showcase plaga) - Multiple Small Plaga (make him showcase large plagas) - Large Plagas (ultimate weak point) NOTE: In this battle, especially on higher difficulties, a Chris player should focus aim on the Majini armed with a cocktails that appears in the doorway to the left and the two Majini armed with crossbows that appear to the right (one on the high platform and one below). There is a single red barrel that is near both crossbow Majini that can be shot to take them out instantly. Save this for when Ndesu is right up against the jeep or toward the end of the battle. NOTE 2: The right analog can zoom the camera in and out by holding up and down respectively while shooting with either character. The right analog can be used for zooming with any control type. Knowing Ndesu's attacks and learning how to avoid them is the absolute most important part of this battle. Close attacks: 1) Foot Stomp - Ndesu raises his right foot into the air and tries to stomp the truck. Avoidance: Shoot his head to cancel the attack. 2) Right Hook - Ndesu raises his right arm to the side and tries to punch both characters. Avoidance: Press the on-screen button inputs. 3) Overhead Punch - Ndesu leans back and raises both arms then tries to smash the jeep This takes some extreme damage. Avoidance: Aim upward then fire at his head right as he prepares to smash the vehicle. A few precise shots to his head will stagger him and cancel the attack. It's best to aim up and to the right of his head, this way, the shots will hit his head right before he smashes the vehicle. Distant Attacks: 4) Rock Toss - A cutscene will showcase Ndesu tearing up some of the ground as he lifts a big boulder. He will lift it above his head then toss it toward the characters. The boulder will roll toward the jeep. Avoidance: Fire at the boulder while he holds it over his head then follow it with fire as it rolls along the ground to break it just before it reaches the jeep. The characters can also shoot a nearby red barrel to make him drop the boulder, but I recommend saving the barrel for when he grabs a wooden pole. 5) Ground Pound - Ndesu lifts both arms into the air and pounds the ground, creating a slight earthquake. Avoidance: Press the on-screen button inputs. 6) Ram - Ndesu leans his top half downward and charges a ram then he runs toward the jeep head first. Avoidance: Shoot him directly in his head to cancel this ram. 7) Pole Grab - Ndesu grabs a nearby wooden telephone pole from out of the ground then walks toward the jeep with it. This is not an attack but it leads into other close range attacks and the pole grab can be canceled. Avoidance: If a red barrel is near Ndesu, fire at it and he will drop the pole instantly when the blast hits him. The only time a character cannot cancel this attack is when Ndesu pulls up a pole from the foreground of the left side of the screen. Shooting the left barrel at that time will only waste a barrel. Pole Attacks: 8) Pole Swing - Ndesu holds the pole to his right side then swings it toward the characters. Avoidance: Press the on-screen button inputs. 9) Pole Smash - Ndesu lift both arms into the air while holding the pole then tries to smash the jeep with the pole. Avoidance: Aim upward as he prepares to smash the vehicle then fire at his head to cancel the attack; just like with the overhead punch, precision fire toward his head will cancel the attack. It's best to aim up and slightly to the right of his head, this way, the shots will hit his head right before he smashes the vehicle. --> DRIVE HIM AWAY FROM THE JEEP Ndesu will move toward the jeep at the beginning of the battle and remain there until he is driven away. The only way to make him back off is for both players to continuously fire directly at his head. Both players need to stop firing and focus on dodging his attacks whenever he readies one. Blast him enough in the head and he will back off. --> NDESU'S PLAGA Ndesu will showcase his weak points as two plaga move out of his skin - one on the left side of his chest and one on his right arm. Fire at them to damage them and ultimately destroy them. Destroy the arm plagas first since it is further away from his head. This will help when he moves close since you will have to quickly aim to the right (his left) to blast his foot or quickly aim at his head to cancel the foot stomp attack; the players will only have to minimally adjust aiming with only the chest plagas left. DO NOT fire at the red barrels when he backs off. The red barrels should only be blasted to make him drop a weapon or to damage his plagas weak points when he showcases them. It's always best to blast them to make him drop his weapons for the most part. While he is at a distance, keep aiming and firing at his plaga. A Chris player should aim toward the left and shoot the Majini armed with cocktails in the doorway and then aim to the right and shoot the two Majini with crossbows (top platform and ground). The red barrel near them can be shot to take them both down, but you want to save this for later in the battle really. --> NDESU STEPS IN AGAIN Ndesu will eventually move back toward the jeep. The characters will need to switch aiming between his head and plaga at this point. Blasts to his head will make him back off quicker while blasting his plaga will eventually make him showcase his ultimate weak point and back off in the process. --> THE MAJOR WEAK POINT Once the two plaga are destroyed, Ndesu's ultimate weak point will be showcased as he crouches down and a big plagas moves out of his back. Fire at the weak point to damage it as much as you can before it goes back into his back. --> FOUR PLAGA Once Ndesu is knocked back from the jeep again after his big weak point has been showcased once, four plaga will move out of his body. Destroy all four of these plaga to make him showcase his big plagas once again. Fire at the big plagas weak point and he will fall eventually. On Professional, the players will sometimes have to repeat shooting his four plaga once again. A cutscene will play afterward and the chapter will end once Ndesu is defeated! + + + + + + + + E N D B O S S B A T T L E + + + + + + + + - - - - - - ___ _ _ _____ _ [CH31] / __\ |__ __ _ _ __ | |_ ___ _ __ |___ / / | / / | '_ \ / _` | '_ \| __/ _ \ '__| |_ \ ___ | | / /___| | | | (_| | |_) | || __/ | ___) ||___|| | \____/|_| |_|\__,_| .__/ \__\___|_| |____/ |_| |_| ------------------------------------------------------------------------------- --> Chapter 3-1 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 30+ | 20 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <18'00" | 22'00" | 26'00" | 26'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than ------------------------------------------------------------------------------- [CH311] Chapter 3-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - M A R S H L A N D S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Recommended Weapons: - Sniper Rifle (for BSAA medals and distant Majini) - H&K MP5 (for tag team melee setup; for shield carriers [see tip below]) - Hand Grenades (for crocodiles; for crowds) - Shotgun (for crowds) .----------------------------------- TIP -------------------------------------. | Be sure to bring the H&K MP5 machine gun with you to this chapter since the | | characters will run into enemies carrying shields and the MP5's armor | | piercing attribute will allow it to blast through a shield, even at the | | default level. | '-----------------------------------------------------------------------------' Both characters will start on a wooden platform beside the boat. Walk up the stairs then pick up the **BEAST SLATE** key item from the ground. Look over to the left and find the goat skull handing on a pole behind a shield. Break the goat skull and collect the ++RUBY (PEAR)++. Break the two --VASES-- on the left side of the area as well. Approach the purple flowers on the right side of the area then take the ++BEETLE (BROWN)++ treasure that is stuck on the fence above them. Examine the BSAA soldier corpse to read the --SCHEDULE REPORT--. ----------------------------------------------------------------- INVESTIGATION [ ] BSAA soldier corpse - Pinned to the ground with spears. [ ] Schedule Report - Readable while examining the body of the BSAA soldier corpse. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - To the left beside another vase. --> Random Item [ ] Vase - To the left beside another vase. --> Random Item ----------------------------------------------------------------- KEY ITEM LIST [ ] Beast Slate - In the middle portion of the ground. ------------------------------------------------------------------------------- = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Marshlands - Chapter 3-1 | [ ] | TREASURE: Ruby (Pear) [1,000 gold] |_________________| DETAILS: Break the goat skull hanging on the wooden pole beside the shield on the left side of the area with the Beast Slate and this treasure will fall to the ground. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Marshlands - Chapter 3-1 | [ ] | TREASURE: Beetle (Brown) [1,000 gold] |_________________| DETAILS: Find the two purple flowers on the right side of the area with the Beast Slate and collect this from the fence above the flowers. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Return to the boat but don't get on just yet. Take out a sniper rifle and look toward the north and you'll just barely be able to see a --BSAA EMBLEM (12/30)-- on the center of the pole out in the water. You have to have a sniper rifle to see this one and hit it from this distance. You'll only see a slight glimmer. Read the description below for more details. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #12 / BSAA \ (------------) LOCATION: Marshlands - Chapter 3-1 \ EMBLEM / DETAILS: In the area where the characters obtain the Beast Slate \________/ at the beginning of the Marshlands, arm a sniper rifle while standing behind the north railing of the nearby wooden dock where the boat is then look to the north. Find the pole out in the water up ahead with two overhead telephone wires connected to it and look in the center of the pole to see a slight glimmer. The slight glimmer is the BSAA emblem. A player can only shoot it from this distance in single player mode. In a co-op game, one character can drive the boat out to the pole while the other character shoots the emblem from up close. If you want to get it easily, press "Start" on a second player controller and then have one character drive the other out to the pole while on board the boat. The character on the front can easily shoot it from the front of the boat with a handgun while the boat is facing the north end of the pole. Just quit the game afterwards if you don't want to continue playing two- player and the medal will save on the main save file for Resident Evil 5. Another way to clearly see this is to bring a PSG-1 rifle with your character with a level 2 upgraded scope. Simply aim then look to the north pole with the cables attached to it while on the dock and it will appear a bit bigger in the scope. It's still small though and will require some pinpoint aiming even with an upgraded scope. The PSG-1 rifle is not obtained or unlocked in the Buy menu until Chapter 5-3 however. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Walk over to the boat and use the assist button to get on. Boat Controls: .-------------------------------------------------------. | Fire = Accelerate | | Aim = Brake/Reverse | | Fire + Run = Turbo | | Left analog = Steer | | Assist = Swap places (in co-op mode)/Get on boat | | Action = Get off boat (near dock) | '-------------------------------------------------------' .---------------------------------- EXTRA ------------------------------------. | If the driver of the boat accelerates too fast and crashes then you'll | | receive some extra dialogue from your AI partner at times. | '-----------------------------------------------------------------------------' This portion of the chapter is fully open to exploration, so you can choose to go anywhere. The ultimate objective is to find all the plates, like the one that the characters just collected. There are a total of four altogether. One of the first places that the characters should go is toward the blue circular marker in the west portion of the map. Dock there then leave the boat and collect the ++SLATE MAP++ from the wooden deck. This will add the locations of the other three plates to your GPS (mini) map as red X's displayed on the map. The door to the side with the circular carving requires all four plates in order to open it. Placing a plate in the circular indention will always give the characters a checkpoint. Get back on the boat. ----------------------------------------------------------------- INVESTIGATION [ ] Circular Indention - circular indention on the door. --------------------------------------------------------------------- ITEM LIST [ ] Slate Map - Lying on the wooden deck near the locked door. * ------------------------------------------------------------------------------- * This will disappear if not obtained before collecting the final slate piece. Where you go from here is completely up to you. I will start off with some optional areas first of all. --> THE CHICKEN ISLAND Drive out to the island in the middle of the lake and get off the boat. The chickens in this area will randomly lay eggs and you can easily get a Brown, White and Gold Egg from here in order to almost get the Egg Hunt trophy/achievement. You'll still need to get the rotten egg from a random enemy drop however. -_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_ Trophy/Achievement: Egg Hunt Description: Find all 4 types of eggs. Details: A player can easily obtain the White, Brown and Gold egg from the chicken island in the middle of the lake. Simply wait around until the chickens lay eggs. While playing single player, usually the AI character will be the first to notice an egg that a chicken lays, so if your AI partner suddenly starts to move in a certain direction, then there is most likely an egg there. Use the "Restart" feature in the pause menu if the chickens refuse to lay a certain egg. Keep trying to get all three egg types. This is your absolute best chance at collecting a gold egg. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- Find the two purple flowers near the near the thick wooden pole off to the left then collect the ++BEETLE (BROWN)++ that is hanging on the pole. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Marshlands - Chapter 3-1 | [ ] | TREASURE: Beetle (Brown) [1,000 gold] |_________________| DETAILS: Find the two purple flowers on the left side of the chicken island in the middle of the map then collect this from the side of the thick wooden pole above them. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Stand right near the abandoned boat to the side of the dock then look up under the building up ahead to see a --BSAA EMBLEM (13/30)-- up underneath it. You'll need to look past the stairs. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #13 / BSAA \ (------------) LOCATION: Marshlands - Chapter 3-1 \ EMBLEM / DETAILS: Step toward the abandoned boat on the chicken island in \________/ the middle of the map then look north to see this emblem under the building up ahead. You'll need to look past the stairs of the building to see this so you might have to adjust your viewpoint a bit if something is blocking it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Climb the ladder of the platform near the building and break the --VASE-- on top then vault over the fence on the left side of the area and break the --POT-- on the wooden shelf in the back. There are two ++EGG (WHITE)++ pickups on the wooden shelf to the right of the building entrance. Enter the building up ahead then break the two --VASES-- and open the chest in the middle of them then collect the ++CHALICE (SILVER)++ treasure. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Marshlands - Chapter 3-1 | [ ] | TREASURE: Chalice (Silver) [2,000 gold] |_________________| DETAILS: Inside the chest in the building on the chicken island in the middle of the map. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ----------------------------------------------------------------- INVESTIGATION [ ] Boat - The boat near the dock can be interacted with. [ ] Fireplace - Beside the tall wooden platform. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - On top of the wooden platform with the ladder on it. --> Random Item [ ] Pot - On a wooden shelf behind the fence to the left of the building. --> Random Item [ ] Vase - Inside the building. --> Random Item [ ] Vase - Inside the building. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Egg (White) - Lying on a wooden shelf to the right of the building entrance. [ ] Egg (White) - Lying on a wooden shelf to the right of the building entrance. ------------------------------------------------------------------------------- Get back on the boat and drive all the way out to the sunken ship on the map. It is shown on the mini-map as a line in the northwest portion of the map. Get off the boat at the dock near the sunken ship. Walk up onto the boat then look off in the water to the left and collect the ++BEETLE (BROWN)++ from the sunken side of the ship. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Marshlands - Chapter 3-1 | [ ] | TREASURE: Beetle (Brown) [1,000 gold] |_________________| DETAILS: This is in the water on the left side of the sunken boat that you get off on in the northwest portion of the map. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = There is a --VASE-- near the pole in the middle of the ship. Open the metal case on the opposite side of the ship after moving up the narrow wooden ramp and then collect the ++ROCKET LAUNCHER++ from inside. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + H I D D E N W E A P O N Weapon: Rocket Launcher (RL) Location: Marshlands - Chapter 3-1 Details: Dock the boat at the sunken ship in the northwest portion of the map and this will be inside the metal care on the far right end of the boat. Keep in mind that you HAVE to move up to the small wooden ramp in order to get the "Open" command. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - By the pole in the middle of the boat. --> Random Item ------------------------------------------------------------------------------- Get back on the boat and leave the area. Head to the far northwest corner of the map. Get off the boat at the wooden platform area in the northeast. You'll likely see the --BSAA EMBLEM (14/30)-- on the wooden beam up under the hut ahead. Look toward the ceiling. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #14 / BSAA \ (------------) LOCATION: Marshlands - Chapter 3-1 \ EMBLEM / DETAILS: Go to the far northwest corner of the map then step off \________/ the boat and move up the wooden walkway and you should be able to see this on a wooden beam near the ceiling of the overhead straw rooftop. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Break the --VASE-- up under the hut then turn to the right and move up the rest of the wooden walkway ahead. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Under the hut. --> Random Item ------------------------------------------------------------------------------- Before reaching the ladder to the high platform look to the right side of the current platform to see that the characters can drop to the middle portion of shallow water that the platforms stretch around. .---------------------------------- EXTRA ------------------------------------. | The fish (Nile Perch) in the center portion of water can be shot as they | | jump out of the water and they leave behind extra gold. A player can also | | look closely for ripples in the water to spot their location and then fire | | at the circles of water as the fish moves underneath the water; your | | character is likely hit the fish as it swims by. There are quite a number | | of fight in the water! In single player, the AI partner has got some | | pinpoint aim for shooting fish with a handgun; it's quite a sight to | | behold. | '-----------------------------------------------------------------------------' Fall down into the water then collect the ++BEETLE (BROWN)++ which is to the left of the left red ladder attached to the side of the platform. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Marshlands - Chapter 3-1 | [ ] | TREASURE: Beetle (Brown) [1,000 gold] |_________________| DETAILS: Drive out to the far northwest portion of the map then get off at the wooden platform in that area. Move along the platforms then fall into the middle section of water. This is to the left of the left red ladder that is attached to the side of the wooden platform above the water. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Climb the ladder on the platform then open the chest at the very end of the platform and snatch the ++CHALICE (SILVER)++ treasure from inside. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Marshlands - Chapter 3-1 | [ ] | TREASURE: Chalice (Silver) [2,000 gold] |_________________| DETAILS: Drive out to the far northwest portion of the map then get off at the wooden platform in that area. Move along the platforms then climb the ladder. Open the chest at the top to obtain this treasure. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --> OBTAINING THE RAPTOR SLATE Drive all the way to the east and get off the boat. You're going to have to step into the waist deep water ahead. Oh, did I mention that it is filled with crocodiles? Well, I just did, didn't I? Damn. The crocodiles should be avoided for the most part. Don't try to fight them for now. They don't leave behind any type of item, they take quite a few shots and they will instantly kill a player once they are in close range most of the time. You'll first notice one by the music that will play then its eyes and nose will slowly rise out of the water. This is your cue to haul ass in a side direction or back way then run to its side. It will usually miss if it tries to attack when a character runs within close range of it, but don't always depend on it missing. It's possible to take a crocodile down with a weapon that has a good rate of fire, but again, there is no reason to. The sidestep feature while turning the camera is ever so useful at this part for Control type C or D users. .----------------------------------- TIP -------------------------------------. | Equip a grenade or some type of item other than a gun while moving through | | the water in order to move faster while running. | '-----------------------------------------------------------------------------' No matter which side of the marsh the characters move around, crocodiles will attack. It's best to take the left side however, so you can pick up the ++BEETLE (BROWN)++ that is attached to the north side of the tree on that side. Crocodiles seem to appear less on the left side as well. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Marshlands - Chapter 3-1 | [ ] | TREASURE: Beetle (Brown) [1,000 gold] |_________________| DETAILS: In the lake with the crocodiles, run to the left (north end) to find this on the north side of the tree in the water. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Once you reach the far east end, you'll run across a boat out in the water that points toward an open fenced section below some buildings. Don't charge into the fenced area since a crocodile will appear in the water right at the entrance. A character can lure the crocodile out of the open fenced area by backing up and then quickly running by him as he moves out of the fenced area or a character could wait for him to swim forward then toss a hand grenade at the crocodile to most likely instantly kill him. You're really going to have to watch it while fighting him however since other crocodiles might sneaking up from behind. I HIGHLY advise killing him with a hand grenade since you're going to have move by him again upon leaving the area above. There is a ++RUBY (PEAR)++lying on the right side of the fenced area where you can first enter. Be careful about grabbing it however since Lake Placid's wrath will be creeping up near your character somewhere nearby most likely. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Marshlands - Chapter 3-1 | [ ] | TREASURE: Ruby (Pear) [1,000 gold] |_________________| DETAILS: In the lake with the crocodiles, run to the far east fenced area and lure the crocodile out from the entrance then quickly grab this from the right side of the wooden fence while stepping inside. You should be able to see it glimmer. Keep in mind that a character can also toss a hand grenade at the crocodile while it is in the water to kill it off. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Rush to the ladder in the back left corner and climb it quickly. Step around the side of the building up ahead. Go ahead and vault through window for a quicker entrance. A sudden yell will give way to a new enemy! NEW ENEMY: WETLAND MAJINI These Majini are basically just like normal Town Majini accept they have a new weapon assortment and are more aggressive. They usually carry spears and some of them will eventually carry shields. Fight them like normal Majini but beware of they're range and jump attacks. Melee attack prompts will still appear for your characters when the Wetland Majini are hit in the same parts of the body as normal Town Majini (head, arm, leg) and they can also be tag teamed. Once these Majini are grounded, they have a high tendency to get right back up while they are still in good health. Only a low health Wetland Majini will usually stay grounded and allow the characters to perform a ground melee on it. Pick up the ++RED HERB++ and ++EGG (WHITE)++ from off the nearby wooden shelf and break the nearby --VASE-- after the battle. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Lying beside the shelf with the red herb and egg on it. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - On the wooden shelf in the first building. [ ] Egg (White) - On the wooden shelf in the first building. ------------------------------------------------------------------------------- Step on over to the smaller south building. A single Majini will attack from the side window. Break the --VASE-- near the chest then open the chest and collect the **RAPTOR SLATE**. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Near the chest in the south building. --> Random Item ----------------------------------------------------------------- KEY ITEM LIST [ ] Raptor Slate - Inside the chest in the south building. ------------------------------------------------------------------------------- Now, the characters need to return to the boat. Sadly there is no checkpoint, so the characters better be damn careful on their way back to the boat. If a character dies by a crocodile bite then both players will have to do all of this all over again from the start of the boat. If the characters didn't kill off the crocodile below the building area, be sure that the characters allow that crocodile to move far enough away from the open fence so each player can move by him without him snapping at the characters. The first crocodile is really the most dangerous part of backtracking if he wasn't finished off earlier. The characters will receive a checkpoint upon stepping near the boat. -- CHECKPOINT Just think, you can stand at the bridge and taunt all the water creatures once you're home free, much like that swimmer did to the oil streak blob in "The Raft" episode of Creepshow 2. "I beat you. I BEAT YOU- Gah!" That won't happen to our Redfield protagonist though since he'll just Haymaker the blob back into the water and simply taunt it again. --> OBTAINING THE SHAMAN SLATE Drive out the northeast section and get off the boat. This area has a lot of hidden collectibles and items to grab. Move up the stairs then walk toward the display of shield and spears up ahead. Use the knife to break the two --VASES-- and the goat skull up above the display. An ++EMERALD (PEAR)++ will fall on the pedestal once the goat skull is broken. Break the small --POT-- on the wooden shelf to the right. Check out the --HAND TO HAND COMBAT-- memo for details on button prompt melee attacks. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Marshlands - Chapter 3-1 | [ ] | TREASURE: Emerald (Pear) [1,000 gold] |_________________| DETAILS: In the far northeast portion of the map, break the goat skull above the shield and spear display to have this drop on the wooden pedestal below it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ----------------------------------------------------------------- INVESTIGATION [ ] Hand to Hand Combat Memo - Below the shelf with the pot. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - In front of the shield and spear display. --> Random Item [ ] Vase - In front of the shield and spear display. --> Random Item [ ] Pot - On the wooden shelf to the right of the shield and spear display. --> Random Item ------------------------------------------------------------------------------- Further ahead, break the --VASE-- to the right of the fireplace. Step toward the building up ahead and look on the left wooden pole in front of the entrance then break the goat skull at the top and collect the ++RUBY (PEAR)++ that falls from it. Enter the building further ahead then break the --VASE-- inside. Hop over the fence and break the small --POT-- on the wooden shelf to the left of the first building. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Marshlands - Chapter 3-1 | [ ] | TREASURE: Ruby (Pear) [1,000 gold] |_________________| DETAILS: In the far northeast portion of the map, break the goat skull that hangs on the top of the left pole in front of the entrance to the first building. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ----------------------------------------------------------------- INVESTIGATION Fireplace - Beside the building up ahead. ---------------------------------------------------------- BREKABLE OBJECT LIST Vase - To the right of the first fireplace. --> Random Item Vase - Inside the first building next to a shield. --> Random Item Pot - Behind the fence and on a shelf to the left of the first building. --> Random Item ------------------------------------------------------------------------------- The second building has a chicken inside that might lay some random eggs and also there is a --VASE-- inside. ----------------------------------------------------------------- INVESTIGATION [ ] Fireplace - Beside the entrance to the second building. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Inside the second building. --> Random Item ------------------------------------------------------------------------------- All is quiet whenever the characters enter the area up ahead with the two high platforms; well, that is, until the characters start to break the --VASE-- on the left side and the --VASE-- on the right side of the area! --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - On the left side of the area with the two high platforms. --> Random Item [ ] Vase - On the right side of the area with the two high platforms. --> Random Item ------------------------------------------------------------------------------- Sheva will point out the two high platforms to the player. Get below the high platform on the left side then boost Sheva up to it through the partner assist command and she will collect the --IDOL (SILVER)-- treasure from the chest above. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Marshlands - Chapter 3-1 | [ ] | TREASURE: Idol (Silver) [2,000 gold] |_________________| DETAILS: In the far northeast portion of the map, boost Sheva up to the left high platform at the end of the area then she will collect this treasure from the chest above. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Boost Sheva up to the next high platform and she will take the **SHAMAN SLATE** from the chest above. A cutscene will play after Sheva takes the slate. ----------------------------------------------------------------- KEY ITEM LIST [ ] Shaman Slate - Boost Sheva up to the right platform and she will retrieve this from the chest above. ------------------------------------------------------------------------------- The whole village heard Sheva the moment she laid her pretty little fingers on that slate, so prepare to do battle with several Wetland Majini. This is an excellent time for tag team melees even in single player. Try to shoot one of them in the arm then perform a back melee attack to bounce it toward your AI partner and your partner might get tricked into helping your main character. Even more so on co-op mode, this area can make for some splendid tag team action with a friend. The area reminds me of the tag team paradise that several friends and I made of Shanty Town in the RE5 demo! Majini with spears will appear at first. This is your first time dealing with them most likely, so be sure to watch for their midrange spear attacks. They also have a jumping stab attack that can be escaped through a button prompt dodge. Majini with shields will be among the final wave of enemies. These need to be shot with either a shotgun (to break their shields), an H&K MP5 machine gun (to go through their shields), or you can simply aim at their legs with a handgun or machine gun and fire at them then perform a melee attack to them. Keep in mind that a front melee attack will break their shields, but as always, a back melee from an leg stun is an instant kill. The frontal melee from a leg stun will hit multiple enemies with a slight bit of invincibility during the animation while the back melee attack will give your character a prolonged invincibility during the animation. Your choice! A hand grenade is highly effective at this part since the Majini like to bunch up in a crowd. NEW ENEMY: Duvalia One of the Majini will evolve into a new parasitic hard shell enemy know as a Duvalia. This enemy has a grab attack from close range that will instantly cause a character to go into dying status if it hits and it has a ram attack that will knock a character down from close range. This creature's hard shell is impenetrable with any weapon accept for a weapon that fires an explosive blast. With a weapon such as the shotgun, aim at its legs then fire at them. A character must get it down on its knees in order to damage it through gunfire. Don't ever depend on a gunshot to stun a Duvalia before it gets to your character, since a single gunshot will not always do the job and it might simply leave the character open; you don't want to get caught in the middle of gunshot animation while the creature is right up on the character. Once it falls, it will open its hard shell mouth to reveal its circular weak point inside of its mouth. Step toward its mouth and aim directly at the center weak point then blast it with a shotgun to kill it off quickly. If you have a flash grenade, since this is a parasitic enemy, the flash grenade will instantly kill it when tossed its way! -- CHECKPOINT Return to the boat and set out for the next slate after the battle is done. There is a nearby ++BEETLE (BROWN)++ stuck on a tree out on the northeast portion of the marsh. Read the description below to obtain it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Marshlands - Chapter 3-1 | [ ] | TREASURE: Beetle (Brown) [1,000 gold] |_________________| DETAILS: After obtaining the Shaman Slate in the northeast portion of the map, look to the south and find the tall tree with a few dark flowers on its branches that sticks out of the water near a row of spiked poles. Drive toward the tree and you'll see this treasure shining on the north portion of the tree. In order to retrieve it, drive toward it and allow your partner to grab it while that character stands on the front of the boat. In single player, the AI will automatically grab it while next to it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --> OBTAINING THE WARRIOR SLATE .----------------------------------- TIP -------------------------------------. | It is best to get this slate last since taking it will cause Majini to | | appear along high platforms throughout the marsh area. They will toss down | | explosive bombs at your characters from a distance and the bombs will float | | along the water surface like mines for a few seconds. | '-----------------------------------------------------------------------------' The warrior slate is down a river path on the southwest portion of the map. Drive along the river until the characters pass by a watchtower on the right side. Move past the watchtower then turn around in the middle of the river and face the east while the watchtower is in view. There is a ++MACHINE GUN AMMO (+30)++ pickup near the far left set of spiked poles that extend out of the water and a ++HANDGUN AMMO (+10)++ pickup near the far right set of spiked poles that extend out of the water. Drive toward them with the boat and allow your partner to collect them. Turn around and look toward the overhead bridge. On the center of the right fence there is some ++HANDGUN AMMO (+10)++. If the characters drive past the overhead bridge up ahead then turn around while on the opposite side and face the east, you'll be able to see some ++RIFLE AMMO (+5)++ treasure along one of the right spiked poles. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+5) - Along the river path in the southwest, drive past the watchtower then turn around. This will be lying on top of one of the spiked poles along the right set of spiked poles to the east. [ ] Machine Gun Ammo (+30) - Along the river path in the southwest, drive past the watchtower then turn around. This will be lying on top of one of the spiked poles along the left set of spiked poles to the east. [ ] Handgun Ammo (+10) - Before passing under the overhead bridge in the area mentioned above, look on the right side of the fence and this will be on the middle portion. [ ] Rifle Ammo (+5) - Drive past the overhead bridge in the same area as the pickups listed above then turn and face east and look to the right to see this along one of the right spiked poles that stick out of the water. ------------------------------------------------------------------------------ Turn back around and drive to the west. The characters will come to a building area surrounded by wooden fencing. If the characters drive around the left side of the area that they will face and drive toward the wooden fence on that side, the character on the front can obtain a ++GREEN HERB++ that is lying in the water to the left of the fence. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Drive past the overhead bridge in the same area as the pickups listed above then drive toward the area to the west and move around the left side to see a wooden fence. This green herb is in the water to the left of that fence. ------------------------------------------------------------------------------- Move all the way around the north side and make a left. Follow the path ahead and look off to the right to see a small tree with purple flowers surrounding it. There is a ++BEETLE (BROWN)++ attached to the middle of the tree, so allow the AI partner to collect it by driving next to it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Marshlands - Chapter 3-1 | [ ] | TREASURE: Beetle (Brown) [1,000 gold] |_________________| DETAILS: After moving down the river in the southwest, you'll come to a building area surrounded by a fence. Head to the north around the fence and make a left. This treasure will be on the small tree surrounded by purple flowers off to the right. Drive your partner over to it to pick it up. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Follow the water trail all the way around the side until the characters arrive at a dock. Get off the boat and leave it behind. Vault through window of the first building up the ramp then break the small --POT-- on the shelf inside. Exit the building by stepping out the east entrance then move down the ramp directly ahead. To the right is a --POT-- along with a ++GREEN HERB++ and directly ahead is a chest with a --VASE-- to the right of it. Open the nearby chest and take the --IDOL (SILVER)-- from inside. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Marshlands - Chapter 3-1 | [ ] | TREASURE: Idol (Silver) [2,000 gold] |_________________| DETAILS: After docking at the southwest portion of the map, this will be inside of a chest in front of the first building. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Pot - On a shelf in the first building. --> Random Item [ ] Pot - To the right after moving down the ramp in front of the first building. --> Random Item [ ] Vase - On the right side of the chest outside the first building. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Beside the pot below the ramp outside the first building. ------------------------------------------------------------------------------- Once the characters step toward the two buildings to the north, several Wetland Majini will jump out of the water during a slight cutscene. They are armed with spears and shields, so bring out the shotgun or H&K MP5 machine gun for the shield carriers. Keep in mind that leg stuns into melee attacks will knock away the shields as well. Enter the building on the northeast side and break the --VASE-- inside then enter the other building to the left of it and break the --VASE-- inside of it as well then check the nearby chest and grab the **WARRIOR SLATE** from inside. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Inside the northeast building. --> Random Item [ ] Vase - Inside the northwest building --> Random Item ----------------------------------------------------------------- KEY ITEM LIST [ ] Warrior Slate - Open the chest inside the northwest building. ------------------------------------------------------------------------------- Well that was easy huh? Give your AI partner a sniper rifle before both characters get back on the boat and set her to attack mode (Go), so she will equip it. I have an odd feeling here. It's too quiet. -- CHECKPOINT Drive around the side of the building area then attempt to exit the area. Spikes will surface next to the watchtower in the east then Wetland Majini will appear on the high walkways above and toss explosive bombs at the characters. If the AI partner is armed with a rifle, that character will take them down very quickly with the AI's precise aiming. Don't drive too fast, so as not to mess up your partner's aiming, but don't stand still either. Be careful while driving past the overhead bridge since the wooden walls underneath it can hide explosives that the Majini have tossed into the water. There are four Majini on the walkway with the bridge and a single Majini on the watchtower near the spikes. The player that chooses to stand on the front of the boat must shoot all five Majini in order for the spikes to lower and allow passage to the river path ahead. Race down the river ahead. Use turbo to move faster. You see those Majini out in the river up ahead that are armed with explosive arrows? Pretend that your boat is the bowling ball and they are merely pins on your bowling lane. Let's see how many Chris and Sheva can knock down with the boat on the way out of this river path. .---------------------------------- WARNING ----------------------------------. | Majini armed with explosives will be out on the high platforms in the marsh | | now, so if you haven't collected all the slates after obtaining the warrior | | slate, then you will have to avoid them or allow your partner to shoot them | | they toss bombs out into the water, so the driver should maneuver through | | them carefully. | '-----------------------------------------------------------------------------' --> ALL SLATES ARE OBTAINED Once all four of the slates (beast, raptor, shaman, and warrior) have been obtained, drive toward the locked door in the west center portion of the map (marked on your mini-map with the blue circle) and place them all inside of the door to unlock it. Use the partner assist action prompt to open the door and move on to the next area. [CH312] Chapter 3-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - V I L L A G E - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Drop off the right side of the wooden walkway and land in the water below. Quick turn after falling then move to the left and look below the wooden platform that your character just fell down from to see a --BSAA EMBLEM (15/30)--. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #15 / BSAA \ (------------) LOCATION: Village - Chapter 3-1 \ EMBLEM / DETAILS: Right at the beginning of this area, drop off the right \________/ side of the platform then make a quick turn while in the water and move to the left so that your character moves to the section of the wooden platform that isn't boarded up and you will see this emblem as it stands on the ground below the wooden platform that your character dropped from. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - .----------------------------------- TIP -------------------------------------. | Stand right near the BSAA emblem and equip a rifle then look toward the | | east. Find the Wetland Majini with explosive arrows on the high tower in | | the back of the area and shoot him early. | '-----------------------------------------------------------------------------' Follow the ditch to the west. Once both characters pass the curve portion of the river, a Majini with a bow will shoot explosive arrows down at them from a watchtower to the north if he hasn't already been defeated beforehand. Equip a sniper rifle and shoot him or just use a handgun or machine gun from a distance. .----------------------------------- TIP -------------------------------------. | The crows in this area can be shot for extra gold. Two of them will be | | perched on a branch at the start of the curve then two more of them will be | | perched on the branch near the middle of the river. Don't worry too much | | about the crows if they fly into the air above since they'll most likely | | land along the side of the area once shot down rather than in the water. | '-----------------------------------------------------------------------------' Move up the stairs at the opposite end of the ditch. Both characters will enter a village. -- CHECKPOINT From the top of the entrance of the village, your characters will have a choice of two separate paths. --> RIGHT PATH .---------------------------------- TIP --------------------------------------. | There are crows feasting on a dead BSAA soldier body past the holes in the | | ground, so blast them for some extra gold. They fly off pretty quickly | | when your characters step down the path, so shoot them from a distance. Use | | a rifle and aim at the one in front on the right then try to work the other | | behind it in the same shot to keep the others from flying off. Keep in mind | | that a character can also toss a flash grenade toward them to kill all of | | them at one time. Sometimes there are three crows and sometimes there are | | only two. | '-----------------------------------------------------------------------------' Notice the ++S&W M29 (MAG)++ next to the dead BSAA soldier body in the open building below the right hill. If the characters move toward this gun right now, a cutscene will play where they get trapped as spikes move up out of the holes in the ground. Majini will appear on the overhead walkway of the building and begin to fire down explosive arrows at the characters. There are only four of them, so it isn't that bad of a fight. I highly recommend activating this trap, so you can get the magnum gun early because your characters will need it in a bit. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + H I D D E N W E A P O N Weapon: S&W M29 (MAG) Location: Village - Chapter 3-1 Details: This is lying beside a dead BSAA soldier body below a high walkway down the right path after first entering the village. Stepping toward it without previously fighting the Giant Majini in the village will result in a trap being set where both characters will have to fight off four Majini with explosive arrows on the walkway above. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + .-------------------------------- EXTRA INFO ---------------------------------. | If one character rushes ahead of the other one and springs the trap then | | other character will be free to move while the character that rushed ahead | | is trapped in the area below thee building. The partner that is not | | trapped can take that chance to climb the ladder along the side of the | | building and fight off the Majini with explosive arrows from the second | | floor. | '-----------------------------------------------------------------------------' .----------------------------------- TIP -------------------------------------. | When attempting to retrieve the S&W M29 magnum from the dead BSAA soldier's | | body, climb up the ladder on the left side of the building then turn right | | and drop from the either side of the area without railing that overlooks | | the area with the magnum so that the characters land on the holes where the | | spikes move out of. Grab the magnum afterward and the trap will not | | spring nor will the Majini with explosive arrows appear on the walkway. | | | | The trick here is that the trap will not spring unless a character enter | | the area below the building walkway by stepping over the holes where the | | spikes trap the character. If the characters do not step over the holes to | | enter the area below the walkway then the trap will not spring. | | | | In single player mode, the AI partner will not follow your character up the | | ladder, that the character will circle around the building and take the | | middle set of stairs up to your character. Issue the "Come on" command and | | wait for the partner before dropping or the partner will spring the trap by | | stepping over the holes to follow your character. Neither character can | | move over the holes to ENTER the area without setting the trap but the | | characters can move over the holes to LEAVE the area without the setting | | the trap. | '-----------------------------------------------------------------------------' --> LEFT PATH Majini are going to begin attacking once the characters step deeper into the village, but I'm going to go ahead and label the immediate area collectibles for you anyway. Move down the left path and break the --VASE-- outside the first hut to the left then step inside the hut and break the two --VASES-- off to the right. In the back of the hut there is a ++GREEN HERB++ and a ++RED HERB++ on the long table. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Down the left path, near the entrance of the first hut. --> Random Item [ ] Vase - Inside the first hut down the left path. --> Random Item [ ] Vase - Inside the first hut down the left path. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the long table in the back of the left hut. [ ] Red Herb - On the long table in the back of the left hut. ------------------------------------------------------------------------------- NEW ENEMY: Giant Majini As I said, Majini will begin to attack once both characters step further into the village area. They'll face a new enemy, well, actually duplicates of the new enemy. The big Majini with the large mask are known as Giant Majini. Their masks are indestructible making their face and anything their mask covers impervious to harm, so the characters will have to hit them somewhere on their mid body or legs in order to damage them. If a character has the S&W M29 magnum then that character has just enough shots to finish off both of them if the characters add in some melee attacks; they can be double teamed (two melee attacks per stun). Each shot that hits their leg will cause them to lean over, so rush in for a melee attack prompt at that time. The second character that hits the Giant Majini will perform their special tag team melee, so if Chris hits second then he'll perform his Haymaker. With an AI partner run up to the stunned Giant Majini and hit it with a melee attack then quickly issue the "Go" command to make your partner run ahead of your main character and follow up with that character's tag team melee. A player can also set the AI partner to cover mode ("Come on") then run by the Giant Majini after hitting it with a melee to fool the AI partner into hitting it. It's harder to do this when they block a shotgun blast since they will recover faster from the melee. They can be fought in much the same way with the shotgun if that is your only option. It will take quite a few more shots depending on how upgraded the shotgun is. Their attacks are quite deadly and have some good range. Be sure to step to a side or run behind them whenever they suddenly raise their head and make sounds since they will jump forward and perform a few horizontal swings to the area in front of them. They also have an overhead swing with their weapon. .----------------------------------- TIP -------------------------------------. | Both characters can run inside the west building during the Majini fight, | | quickly climb the ladder inside then knock it down with the button prompt | | command while standing next to it. When the Majini enter the first floor, | | the characters can approach the torches on the second floor for a "Kick" | | command. Kick the torches down to the first floor to make them burst into | | flames and burn the Majini below. The torches can also be shot down. They | | burn a group of enemies much like incendiary grenades. | '-----------------------------------------------------------------------------' = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Village - Chapter 3-1 | [ ] | TREASURE: Blue Enigma [3,000 gold] |_________________| DETAILS: Defeat both Giant Majini in the village to receive this as an item drop from each of them (two total). = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Approach the building on the left side of the village and break the --VASE-- in front of the doorway. Step inside and break the --VASE-- and small --POT-- then take the ++RED HERB++, ++MAGNUM AMMO (+6)++ and ++HANGUN AMMO (+10)++. Climb the ladder and break the two --VASES-- on the second floor. ----------------------------------------------------------------- INVESTIGATION [ ] Center Pedestal - Pedestal in the center of the village. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Outside the building entrance on the west side of the village. --> Random Item [ ] Vase - Near a table inside the west building. --> Random Item [ ] Pot - On the table inside the west building. --> Random Item [ ] Vase - On the second floor of the west building. --> Random Item [ ] Vase - On the second floor of the west building. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - On the table in the west building. [ ] Magnum Ammo (+6) - On the table in the west building. [ ] Handgun Ammo (+10) - On the table in the west building. ------------------------------------------------------------------------------- Step through the opening in between the walls beside the left building. There is ++50 GOLD++ above the holes ahead, but spikes will move out of the holes shortly after passing over them, so be quick as your character grabs it. With an AI partner, the partner has a tendency to get hit by the trap while following behind your lead character, so it is really best to let your AI partner stand near it and grab it so they will quickly move away afterwards. You can also exploit the invincibility frame animation of picking up an item to get the gold also. Simply stand above the gold then listen for the trap to activate and then quickly grab the item and the spikes will go right through your character and that character won't take any damage and you'll get the item. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase (left) - In the back portion of the walled area on the northwest side of the village. --> Magnum Ammo (+6) [ ] Vase - In the back portion of the walled area on the northwest side of the village. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] 50 Gold - Lying on top of the closest set of holes to the entrance of the walled area along the northwest side of the village. ------------------------------------------------------------------------------- On the right side of the village, break the two --VASES-- on the north side of the building where the magnum was found then break the --VASE-- near the wall outside of the building. ----------------------------------------------------------------- INVESTIGATION [ ] Bridge - The lowered bridge to the north before raising it. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Along the north side below the right building. --> Random Item [ ] Vase - Along the north side below the right building. --> Random Item [ ] Vase - Outside the right building near a wall to the north. --> Random Item ------------------------------------------------------------------------------- The bridge in the center of the village is lowered at the moment, so both characters will have to find a way to raise it. Move to the northeast and find the path to the north of the right building. Break the two --VASES-- along the small path. Move along the curved path then climb to the raised portion above the small ladder. ----------------------------------------------------------------- INVESTIGATION [ ] Locked Door - The locked door to the right of the handle (before being unlocked). --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Along the small path to the north of the right building. --> Random Item [ ] Vase - Along the small path to the north of the right building. --> Random Item ------------------------------------------------------------------------------- The double doors directly ahead are locked and there is a handle to the left of the door. Collect the ++JEWEL BEETLE++ treasure stuck to the right wall in front of the locked doors. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Village - Chapter 3-1 | [ ] | TREASURE: Jewel Beetle [2,000 gold] |_________________| DETAILS: Reach the locked set of double doors beside the handle to the east of the north bridge. This treasure is stuck to the wall to the right of the locked set of doors. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = One character needs to stay behind and rotate the handle so that the other character can get across the bridge to unlock the door to the side. The player that uses the handle will have to rotate the left thumbstick the way it is presented on the screen. In single player, I recommend allowing the AI partner to rotate the handle by issuing the "Command Partner" command while near the handle. The character that elects to run across the bridge should move back down the small path then approach the bridge in the west. The player that moves across the bridge should remember that the partner has to stand and hold the handle in place, so move across the bridge quickly then open the set of double doors on the other side. .----------------------------------- WARNING ---------------------------------. | If you issue a command to your AI partner while that character is holding | | the handle and your character is on the bridge then the AI character will | | let go of the handle and let your character fall to the spikes below. It's | | quite hilarious to try at least once and I'd imagine it would be fun to | | "accidentally" release the handle on some annoying gamer online from time | | to time; you know, just to mess with them a bit. | '-----------------------------------------------------------------------------' -- CHECKPOINT The two small --POTS-- on the table with the skeleton contain one snake in each pot, so slash each one quickly from close range then slash again to kill the snake inside. Rush over to the left grassy alcove across from the stairs and break the single --VASE--. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Pot - On the table in the building on the other side of the bridge. --> Enemy: Snake [ ] Pot - On the table in the building on the other side of the bridge. --> Enemy: Snake [ ] Vase - In the grassy alcove along the right side of the building past the bridge. --> Random Item ------------------------------------------------------------------------------- Move up the nearby set of stairs then open the door by lifting the bar on the door and this will allow your partner to join up with your character. Step into the open room further ahead then collect the ++GREEN HERB++, ++RIFLE AMMO (+5)++ and the ++400 GOLD++ from the long table. Break the --VASE-- across from the table. Be sure to examine the --VILLAGE YOUTH'S DIARY-- file. There is another --VASE-- on the walkway that overlooks the bridge below, across from the current room. ----------------------------------------------------------------- INVESTIGATION [ ] Village Youth's Diary - On the second floor table in the building on the other side of the bridge. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - On the second floor of the building on the other side of the ladder, across from a long table in the middle room. --> Random Item [ ] Vase - On the walkway overlooking the bridge on the other side. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the second floor table in the building on the others side of the bridge. [ ] Rifle Ammo (+5) - On the second floor table in the building on the other side of the bridge. [ ] 400 Gold - On the second floor table in the building on the other side of the bridge. ------------------------------------------------------------------------------- The ramp to the west will lead to a cave tunnel. Break the --VASE-- to the right outside of the tunnel then collect the ++CEREMONIAL MASK++ treasure from the chest at the end of the cave tunnel. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Village - Chapter 3-1 | [ ] | TREASURE: Ceremonial Mask [4,000 gold] |_________________| DETAILS: Move down the path to the west once your characters reach the second floor of the building on the other side of the bridge in the village and this will be at the end of the cave tunnel inside of a chest. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Lying outside of the cave with the chest containing the Ceremonial Mask treasure. --> Random Item ------------------------------------------------------------------------------- Move back out of the cave tunnel then leap across the gap in the bridge using the "Jump" command that appears while standing next to the side. Break the two --VASES-- under the rooftop ahead. Step onto the cart to the right then use the "Ride" partner action to move onto the next area and end this chapter. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Past the gap on the way to the cart at the end of the area. --> Random Item [ ] Vase - Past the gap on the way to the cart at the end of the area. --> Random Item ------------------------------------------------------------------------------- - - - - - - ___ _ _ _____ ____ [CH32] / __\ |__ __ _ _ __ | |_ ___ _ __ |___ / |___ \ / / | '_ \ / _` | '_ \| __/ _ \ '__| |_ \ ___ __) | / /___| | | | (_| | |_) | || __/ | ___) ||___| / __/ \____/|_| |_|\__,_| .__/ \__\___|_| |____/ |_____| |_| ------------------------------------------------------------------------------- --> Chapter 3-2 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 50+ | 35 | 20 | <19 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <19'00" | 23'00" | 27'00" | 27'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than ------------------------------------------------------------------------------- [CH321] Chapter 3-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - E X E C U T I O N G R O U N D - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Recommended Weapons: - Machine Gun/Handgun (for single Majini) - Shotgun (for crowds of Majini) - Rifle (for pesky explosive arrow Majini in the distance) - Magnum (for Chainsaw Majini/Big Man Majini; a shotgun or rifle with a high attack power can compensate for this) - Incendiary Grenades (quick stun for Chainsaw Majini) - Proximity Bombs (quick stun for Chainsaw Majini) - Stun Rod (low ammo consuming kill for the Chainsaw Majini) - Hand Grenades (Take down several enemies at once at the dock) Both characters start outside the lift that they entered in the last chapter. Break open the --VASE- around the corner then break the two small --POTS-- further ahead. Walk toward the outside walkway for a gruesome cutscene. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Around the corner from the starting point. --> Random Item [ ] Pot - (left) On a wooden shelf around the corner from the starting point. --> Random Item [ ] Pot - (right) On a wooden shelf around the corner from the starting point. --> Definite Item: Rifle Ammo (+5) ------------------------------------------------------------------------------- A sniper rifle can be used at this part to take down a few of the Wetland Majini around the wooden platforms to the east. They will be alerted to the character's location in a bit anyway, so it doesn't really matter when the characters start shooting. .----------------------------------- TIP -------------------------------------. | Take out the sniper rifle right now and immediately find the Majini with | | the explosive arrows in the lookout tower to the northeast and shoot him. | | Look down on the middle platform and watch for the second and third Majini | | with the explosive arrows to appear then shoot them with the sniper rifle. | | Long range annoyances for the first battle are now solved! | '-----------------------------------------------------------------------------' .-------------------------------- CO-OP TIP ----------------------------------. | In co-op mode, one player can play sniper right here and stay on walkway | | above while the first character fights off the Majini from the bottom | | walkway. | '-----------------------------------------------------------------------------' Step around the left side of the outside walkway and break the nearby --VASE-- then drop to the wooden walkway below. Break the two --VASES-- at the end of the first walkway to the right. --------------------------------------------------------- BREAKALBE OBJECT LIST [ ] Vase - To the left on the outside walkway after the crocodile cutscene. --> Random Item [ ] Vase - After dropping off the high walkway, this will be down the first right walkway along with another. --> Random Item [ ] Vase - After dropping off the high walkway, this will be down the first right walkway along with another. --> Random Item ------------------------------------------------------------------------------- Several Majini will soon leap over to your side of the walkway and attack. You could easily place proximity bombs right on the walkway portion where they leap and taunt them from a distance if you'd like; even though that is a slight waste I do that from time to time. In all seriousness, you can shoot the Majini as they jump or try to leap across the gap and allow them fall into the water below for a quick kill. The characters can also shoot them when they are near the water and sometimes they will instantly fall into the water. The only bad part about having them fall in the water is that the characters will not be able to collect random item drops from them. .---------------------------------- EXTRA ------------------------------------. | Any Majini (dead or alive) that get knocked off the side of the walkway | | and land in the water below will get eaten by crocodiles. | '-----------------------------------------------------------------------------' It's possible to set up some tag team melees if you want. Try not to let too many of them crowd up around your characters here. Take out the shotgun if they ever start to bunch up and knock them down with shotgun blasts. .----------------------------------- TIP -------------------------------------. | If you move down to the northwest area with barrels before the bridge is | | raised, a few Majini will race out of the tunnel past the bridge and | | attack. If the characters wait until the bridge is raised then they won't | | appear. | '-----------------------------------------------------------------------------' Follow the current side of the wooden walkway to the east then break the two --VASES-- near the end. Majini will race across the bridge to the south. Run back and shoot them as they try to jump across the gap for some easy kills. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - On the east end of the first lower wooden walkway. --> Random Item [ ] Vase - On the east end of the first lower wooden walkway. --> Random Item ------------------------------------------------------------------------------- Once the characters hop across the gap and move toward the bridge on the other side, a Majini will pull the lever to the south and raise the bridge to the east. Immediately take out a sniper rifle right now and shoot the Majini with the explosive arrows along the south walkway to get rid of one annoyance. The characters can still knock the Majini off the platforms for some quick kills and the characters can also stand above the ladder and shoot or knife them as they climb. Drop down to the wooden platform in the center of the area after the battle. Investigate the crank along the middle platform. Your lead character will issue out a command for the partner to rotate the crank on single player while your main character is on the raft in the east or one player can rotate it while the other player stands on the raft. Move up the ladder on the south side then hop across the gap on the wooden platforms. The door off to the right is locked on the other side. ----------------------------------------------------------------- INVESTIGATION [ ] Lowered Bridge - Lowered bridge in the east in front of the middle platform. [ ] Crank - The crank that can be rotated on the middle platform. [ ] Locked door - The locked door across the bridge that can be lowered via the crank. ------------------------------------------------------------------------------- -- CHECKPOINT Move over to the raft in the east and hop on top of it. The other character will begin to rotate the crank to drag the raft across the water. The player that elects to move across the water on the raft will have to avoid crocodiles as they jump up out of the water and attack. The button prompt for dodging them is both shoulder buttons on normal mode (R1 + L1/RT + LT). Be quick since you only have a few seconds to input the command once one of them appears! There altogether four button prompt sequences on single player. .--------------------------------- WARNING -----------------------------------. | On Veteran mode the command for dodging the crocodiles' bites will randomly | | switch between R1 + L1/RT + LT and [] + X/X + A. | '-----------------------------------------------------------------------------' When your character steps off on the other side, step toward the button with the tiger skin over it to get a "Kick" command. Kick the button to lower the bridge in the east. Unbar the door further to the side then hop back across the west gap and meet up with your partner then fall down the side of the ladder ahead. -- CHECKPOINT Move across the bridge and into the tunnel ahead. When your character climbs up to the first raised area, equip the knife then look directly up and destroy the torch above. A ++RUBY (PEAR)++ will fall out of the torch. Move further along the tunnel then climb up to the next raised area. Once again, equip the knife and break the overhead torch to make a ++SAPPHIRE (SQUARE)++ fall. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Execution Grounds - Chapter 3-2 | [ ] | TREASURE: Ruby (Pear) [1,000 gold] |_________________| DETAILS: After climbing up the first raised area in the cave tunnel past the wooden bridge in the east, equip the knife and break the overhead torch to make this fall from it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Execution Grounds - Chapter 3-2 | [ ] | TREASURE: Sapphire (Square) [1,000 gold] |_________________| DETAILS: After climbing up the second raised area in the cave tunnel past the wooden bridge in the east, equip the knife and break the overhead torch to make this fall from it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Move to the end of the tunnel and the characters will come upon an area with tents and tall grass. A slight cutscene will trigger shortly. Walk into the tall grass on the left side and collect the ++60 GOLD++ hidden in the middle. There is ++90 GOLD++ on the south end of the right patch of tall grass. Watch for the snake that will try to jump out and bite your characters at the north end of that patch of grass. A character can easily collect the gold without having to worry about the snake. Stand near the entrance to the first tent up ahead then aim in the north portion of the grass and you should be able to shoot the hidden snake. The snake might drop an egg. .---------------------------------- TIP --------------------------------------. | Shoot at the vultures that fly overhead in this area and you might get some | | extra gold from their bodies. It's not worth it but hey... it's something | | else to shoot in this area besides a few snakes and an emblem. | '-----------------------------------------------------------------------------' --------------------------------------------------------------------- ITEM LIST [ ] 60 gold - In the middle of the left patch of tall grass. [ ] 90 gold - At the south end of the right patch of tall grass. ------------------------------------------------------------------------------- Enter the first tent up ahead and be sure to examine the --TYPE 3 PLAGAS FIELD TEST-- file on the bed. Break the --WOODEN BARREL-- to the right and the --WOODEN BARREL-- further ahead to the left in the back of the tent. Look at the space in between the tents and shoot the --BSAA EMBLEM (16/30)-- from the back side of the tents. ----------------------------------------------------------------- INVESTIGATION [ ] Type 3 Plagas Field Test file - On the bed in the first tent. [ ] IV Machine Above Bed - Fallen IV machine above the bed in the first tent. [ ] Bowl - The bowl on the small table in the first tent. [ ] Bowl - The bowl on the small table near the bed inside the second tent. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - To the right in the back of the tents. --> Random Item [ ] Wooden Barrel - To the left in the back of the tents. --> Random Item ------------------------------------------------------------------------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #16 / BSAA \ (------------) LOCATION: Execution Grounds - Chapter 3-2 \ EMBLEM / DETAILS: In the area with the Tricell tents, step around the \________/ back of either one then move to the center and look in between the tents to see this emblem lying against some sandbags on the far side. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Enter the second tent and pick up the ++FIRST AID SPRAY++ from the small table with the bowl inside. Outside the tents, pick up the ++INCENDIARY GRENADE++ lying on the stack of wooden blocks. Collect the ++JEWEL BEETLE ++ treasure from the furthest barrel to the north next to the oil pool and burning pipe in the middle of the area. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Execution Grounds - Chapter 3-2 | [ ] | TREASURE: Jewel Beetle [2,000 gold] |_________________| DETAILS: This is lying on the north barrel that lies in a shallow pool of oil below the pipe with flames shooting out of it in the middle of the camp with Tricell tents. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------------------- ITEM LIST [ ] First Aid Spray - On the small table with the bowl in the second tent. [ ] Incendiary Grenade - On top of the stack of wooden blocks near the entrance to the second tent. ------------------------------------------------------------------------------- There is a snake near the wooden block inside the big patch of tall grass off to the left further ahead. Find the snake while stepping beside the grass then shoot him and he might drop an egg. Collect the ++70 GOLD++ from near the wooden blocks while standing in the grass. Step inside the shack to the north and break the two --WOODEN BARRELS-- inside. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Inside the shack to the north in the camp area. --> Random Item [ ] Wooden Barrel - Inside the shack to the north in the camp area. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] 70 Gold - Near the wooden blocks in the patch of grass near the shack. ------------------------------------------------------------------------------- Move down the path to the east up ahead. The characters will have some slight dialogue between them as they both step toward the entrance to the oil field ahead. Stand next to the burning tires by the double doors then look up on the mountain wall to the southwest and shoot down the ++RUBY (SQUARE)++ that is shining along the mountainside. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Execution Grounds - Chapter 3-2 | [ ] | TREASURE: Ruby (Square) [1,000 gold] |_________________| DETAILS: After the characters move through the camp with the Tricell tents, they will arrive at the double door entrance that leads to the oil field refinery. Stand in front of the burning set of tires then look on the mountain wall to the southwest. This red gem will be shining along the mountain wall, so shoot it down then collect it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Use the assist button while standing in front of the double doors to move on to the next area. [CH322] Chapter 3-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - O I L F I E L D - R E F I N E R Y - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The east set of stairs is sealed off by pipes that shoot flames on each side of the middle stair railing. Look off to the right before dropping from the railing ahead to see a valve handle. There are two valve handles on each side and they are used to turn off the flames spewing from the pies in the east. Drop down from the opening in the railing ahead after the cutscene. Both characters need to reach the middle high platform in order to reach the other two platforms with valve handles. Break the --WOODEN BARREL-- off to the left after falling. Fight off the Majini that attack below; one of them has dynamite. There are no more barrels around the immediate areas, so you don't have to explore this bottom portion that much. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Off to the left after dropping from the first area. --> Random Item ------------------------------------------------------------------------------- Either move up the stairs off to the left (where you first drop from) or climb up the ladder directly ahead and around the corner the corner to the left. If the stair path is chosen then break the --WOODEN BARREL-- in the middle of the stairs. Another --WOODEN BARREL_-- is near the railing to the right at the top of the stairs. There are three Majini with crossbows on the top walkways. One of them is on the very top middle platform that the characters are going to and the other two are to the south - on a set of stairs and near the valve handle to the south. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - In the middle of the west set of stairs that lead up to the middle platform. --> Random Item [ ] Wooden Barrel - Off to the right near the railing after climbing the stairs in the west. --> Random Item ------------------------------------------------------------------------------- Climb to the very top of the middle platform by moving up the ladder then break both of the --WOODEN BARRELS-- above. Before turning the valve handle, walk around to the opposite side of the middle structure and grab the ++JEWEL BEETLE++ that is on the opposite side on a metal bar along the opposite side. Turn the valve handle at the top with either character. This will turn off the flames that shoot out of the pipe on the left staircase and allow access to the path that leads to the south valve handle. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Oil Field - Refinery - Chapter 3-2 | [ ] | TREASURE: Jewel Beetle [2,000 gold] |_________________| DETAILS: Once the characters move up the first set of stairs to the left at the beginning of the area and climb the ladder at the top they will be on the platform (tower) in the center of the area, move around the opposite side of the structure with the red valve handle on it and this treasure will be attached to one of the metal bars on the back of the structure. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - On the very top of the middle platform. --> Random Item [ ] Wooden Barrel - On the very top of the middle platform. --> Random Item ------------------------------------------------------------------------------- Three Majini will attack from the north as the flames are turned off. There is one Majini on the platform to the northwest armed with a crossbow also. Take out the rifle and aim then kill him off before dropping from the top of the middle platform. One of the three Majini that attack below will stand back and toss dynamite, so kill the dynamite Majini off first and be ready to move if he tosses a stick near your characters. Break the two --WOODEN BARRELS-- up the north set of stairs near the far railing. Climb up the ladder to the west. Pull the switch at the top of the high area to make a zipline move toward the platform. Each character can ride the zipline over to the area with the valve handle to the south. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Near the north railing up the north set of stairs. --> Random Item [ ] Wooden Barrel - Near the north railing up the north set of stairs. --> Random Item ------------------------------------------------------------------------------- Right when the first character lands on the south platform, the viewpoint will showcase a Chainsaw Majini as it drops down the west platform. It's headed for the south platform with the red valve handle that the first character lands on. The character can either fight him on the platform with the valve handle or fall down the east side and fight him in the bottom area. Either way, break the two --WOODEN BARRELS-- near the railing while deciding. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel (right) - On the south platform with the red valve handle. --> Definite Item: Proximity Bomb [ ] Wooden Barrel (left) - On the south platform with the red valve handle. --> Random Item ------------------------------------------------------------------------------- The Chainsaw Majini really isn't much of threat by himself. You just need to have a good weapon that will stun him. Any weapon will work in stunning him and if you broke the barrels to the side then you have a proximity bomb now that can be laid down in his path to stun him. If you have some incendiary grenade then toss one at him for an instant stun. Otherwise, aim for his head with a weapon and shoot him until he is stunned. Stand above the stunned Chainsaw Majini and pump shotgun blast directly into his head then quickly perform a melee attack as he begins to recover. If the AI partner is set to attack mode ("Go" command) then that character seems to aim for his head to stun him quite a bit, or at least, help out more in trying to stun him. .------------------------------------ TIP ------------------------------------. | One good way to save ammo and still keep the pressure on the Chainsaw | | Majini is to stun him with headshots then quickly run up to him and hit him | | with the stun rod or knife slash him until he is about to recover then | | perform a quick melee attack. Rinse and repeat to defeat him without having | | to worry much about ammo. It's possible to get in around 7 knife slashes | | before he can fully recover. Cancel the last stun rod attack or slash into | | the melee attack. | '-----------------------------------------------------------------------------' .---------------------------------- WARNING ----------------------------------. | While playing on Veteran difficulty, or this might have a small chance of | | happening on Normal difficulty, the Chainsaw Majinis that attack near the | | valve handles on both sides of the area may revive and go into their | | berserk mode, so bring along a proximity bomb to lay in their path or a | | magnum or high-powered shotgun to finish them off from a distance if they | | do this. Listen for the battle music to continue to play after they drop | | their treasure as a warning sign that they are about to get up after being | | knocked down once. | | | | They can be damaged the moment that they start to rise. A character can | | simply stand over one and spam him with gunfire to defeat him right as he | | enters Berserk mode. Berserker said "stay down", damn you! | | | | NOTE: The Chainsaw Majini CANNOT die while rising before going into Berserk | | mode. He will ONLY die after fully standing, so basically if you have | | already shot him twice with a magnum while he rises, then he is already | | dead even though he continues to rise but he will only die when he fully | | stands. There is no reason to continually spam him with bullets and waste | | them. | '-----------------------------------------------------------------------------' Whichever way is chosen, simply go for head stuns and punish him until he is about to recover then perform a melee attack. Remember that the second character can follow up with a melee attack for extra damage. While playing single player, run by the Chainsaw Majini while Sheva is in cover mode or immediately issued a "Go" command right after hitting him with a melee attack. Pick up the ++VENOM FANG++ treasure that he drops after defeating him. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Oil Field - Refinery - Chapter 3-2 | [ ] | TREASURE: Venom Fang [3,000 gold] |_________________| DETAILS: Dropped by the first Chainsaw Majini after defeating him. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Turn the valve handle on the south platform to turn off the flame spewing out of the right pipe on the east staircase. Fall back down the platform and return to the middle platform. Move up the south staircase connected to the middle platform. Break the --WOODEN BARREL-- near the railing at the top. Pull the lever at the top of the south platform to bring the zipline from the north platform over to the current platform. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Near the railing by the stairs on the south platform with the lever. --> Random Item ------------------------------------------------------------------------------- Ride the zipline across to the north platform with the valve handle. Break the --WOODEN BARREL-- near the door ahead then rotate the valve handle off to the right to turn off the flames that spew out of the left pipe up the east set of stairs. Allow your partner to get across the zipline afterward. -------------------------------------------------------- BREEAKABLE OBJECT LIST [ ] Wooden Barrel - Near the door beside the north valve handle. --> Random Item ------------------------------------------------------------------------------- Once the door to the north is unbarred another Chainsaw Majini will attack after he drops during the cutscene. Be sure to move down the stairs and fight him below since the current platform is really too small to fight him on and there is no reason to return here after the valve handle has been rotated. He will drop a ++VENOM FANG++ once defeated. .----------------------------------- TIP 1 -----------------------------------. | The cutscene where the second Chainsaw Majini drops can be skipped and this | | will allow extra time to move without him being right in front of your | | characters after the cutscene. | '-----------------------------------------------------------------------------' .----------------------------------- TIP 2 -----------------------------------. | If the north valve handle is rotated last, when the Chainsaw Majini appears | | it is possible to run toward the east set of stairs then run by the Majini | | group that attacks and leave this area without the need to fight the | | second Chainsaw Majini. | '-----------------------------------------------------------------------------' = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Oil Field - Refinery - Chapter 3-2 | [ ] | TREASURE: Venom Fang [3,000 gold] |_________________| DETAILS: Dropped by the second Chainsaw Majini after defeating him. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Now that the flames are gone, move up the east set of stairs after the battle. A group of Majini will attack from around the left corner at the top of the walkway. Fight them off and drop to the lower area around the corner. Break the two --WOODEN BARRELS-- below then both characters should use the partner assist action to open the door. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Near a dumpster outside the exit door in the east. --> Random Item [ ] Wooden Barrel - Near a dumpster outside the exit door in the east. --> Random Item ------------------------------------------------------------------------------- [CH323] Chapter 3-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - O I L F I E L D - C O N T R O L F A C I L I T Y - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - During this area, both players must cover Josh while he performs various tasks. --> COVER JOSH WHILE HE DISABLES THE ELEVATOR LOCK Majini will break through the window on the south side of the room and climb over the fence on the southeast side. Break the two --WOODEN BARRELS-- near the southeast fence, the two --WOODEN BARRELS-- on the south side of the elevator shaft, the two --WOODEN BARRELS-- on the southwest side of the room for some extra items. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Near the fence on the southwest side of the room. --> Random Item [ ] Wooden Barrel - Near the fence on the southwest side of the room. --> Random Item [ ] Wooden Barrel (left) - Near the south side of the outside of the elevator shaft. --> Definite Item: Hand Grenade [ ] Wooden Barrel (right) - Near the south side of the outside of the elevator shaft. --> Random Item [ ] Wooden Barrel - Near the wall on the southeast side of the room. --> Random Item [ ] Wooden Barrel - Near the wall on the southeast side of the room. --> Random Item ------------------------------------------------------------------------------- The Majini that attack in the first wave are fairly weak. They bunch up in the area quite a bit though. Make sure to keep them away from Josh as he continues to disable the elevator lock. .------------------------------------ TIP ------------------------------------. | During this battle you might notice two barrels behind the west fence. | : Don't shoot them from right here. Wait until just a bit later and both | | characters will be able to get on that side. | '-----------------------------------------------------------------------------' .--------------------------- INTERACTING WITH JOSH ---------------------------. | Throughout this entire section Josh can interact with the Majini that are | | knocked toward him and the character's current status if he is not busy | | with the controls. If Majini get near him then he will step away from the | | controls and fight them off and that is when he will interact depending on | | the actions and status of your characters. Below are some ways to get him | | to interact with the character while he is NOT busy at a control panel: | | | | 1) If your character knocks a Majini toward Josh with an arm stun melee | | (Hook, Kick, etc.) then Josh will bounce the staggering Majini back toward | | the character allowing your character to perform a tag team melee. | | | | 2) If a character approaches Josh while in dying status, Josh will actually | | resuscitate that fallen character. Tap the assist button to make sure he | | resuscitates your character. | | | | 3) Your character can actually respond to his attacks, if he bounces a | | Majini back from an arm stun melee or if he performs a critical headshot | | with his handgun at any point during this chapter segment, press the assist | | button and your character will respond to his actions. | | | | 4) If a Majini grabs Josh it can be knocked off with a partner assist | | melee. Josh might follow up the melee with a melee of his own if the | | Majini survives your character's partner assist melee. | | | | 5) Josh can be healed with any healing item while standing next to him and | | using a healing item. | | | | 6) If the assist button is tapped while your character is grabbed by a | | Majini when near Josh then he may turn and shoot the Majini off your | | character. | '-----------------------------------------------------------------------------' Eventually Josh will mention that the Majini seem to have let up but don't let your guard down. This man knows the way that Resident Evil games work ever since Resident Evil 4, because shortly after he mentions that, Majini will bust through the north window and begin to enter from the north side. Josh, you freaking jinx! The Majini will still climb over the fence on the west side of the room as well. Two Big Man Majini will attack along with the final wave of Majini and each of them will drop a ++JEWEL BANGLE++ once defeated. Use the usual shotgun and melee to deal with them or fire at them with handgun several times to set up for a melee attack. Double team them with the two characters with a tag team melee if possible. .------------------------------------ TIP ------------------------------------. | Stand near the north window and bust it open. When the Majini begin to | | arrive on the other side of that window, toss a hand grenade into the room | | to finish all of them off instantly. | '-----------------------------------------------------------------------------' = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Oil Field - Control Facility - Chapter 3-2 | [ ] | TREASURE: Jewel Bangle (x2) [1,000 gold] |_________________| DETAILS: Dropped by the two Big Man Majini that attack along with the final wave of Majini on the first floor as Josh tries to activate the elevator. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Eventually Josh will get the elevator working then he will get inside and tell Chris and Sheva to get in as well. The characters can stand outside the elevator and finish off the remaining Majini or join up with Josh inside. Both players should press the assist button inside the elevator to take it to the next floor. .----------------------------------- EXTRA -----------------------------------. | Stand outside the elevator while Josh is inside of it and he will | | eventually yell out sarcastic remarks to the characters about getting | | inside. | '-----------------------------------------------------------------------------' --> FOLLOW JOSH Follow the railing directly ahead as it curves around the second floor of the room. Majini will be along the upper walkway and other side of the second floor. Josh will help out a lot more this time. He will use his handgun to shoot the Majini in his way and maybe even melee attack them. Follow Josh up the ladder then break the two --WOODEN BARRELS-- off to the right on the high platform. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel (left) - After climbing the ladder to the high walkway, this is to the right along with another barrel. --> Definite Item: Proximity Bomb [ ] Wooden Barrel (right) - After climbing the ladder to the high walkway, this is to the right along with another barrel. --> Random Item ------------------------------------------------------------------------------- Fall to the west walkway below after stepping across the high platform. A Majini with a crossbow is on the west walkway as the characters move toward it. Majini armed with crossbows appear on the nearby high walkways when the characters drop to the lower east walkway. One will appear from the high walkway that both characters just dropped from and two more will be on the north walkway. The machine gun or handgun will work just fine with defeating them. Climb up to the north walkway then drop to the lower portion of the walkway ahead. Two --WOODEN BARRELS-- will be near the right railing after falling. There is a --WOODEN BARREL-- directly ahead near the east wall. Josh will begin to tinker with the panel near the locked door. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Near the right railing after dropping from the west end of the north walkway. --> Random Item [ ] Wooden Barrel - Near the right railing after dropping from the west end of the north walkway. --> Random Item [ ] Wooden Barrel - At the end of the lower north walkway, east side. --> Random Item ------------------------------------------------------------------------------- --> COVER JOSH WHILE HE UNLOCKS THE DOOR A cutscene will play as Majini and a Chainsaw Majini move out the elevator. Rush back up the ladder in order to climb back up to the high walkway that the characters just dropped from. Both characters have got to keep the Majini and the Chainsaw Majini away from Josh for a few seconds while he unlocks the door below. Keep in mind that the Chainsaw Majini will go after Josh and kill him (ending the game) if the characters move too far away from the Josh. With how narrow the walkways are, this will be the perfect area to set up a proximity bombs in order to stun the Chainsaw Majini. The Chainsaw Majini does not have to be defeated, but if he is then he will drop a ++GOLD RING++ treasure. To fight off the Chainsaw Majini rather easily, stun him by shooting him in the head with gunfire then run up and hit him several times with the stun rod before canceling into a melee attack. .--------------------------------- WARNING -----------------------------------. | On Veteran mode, or possibly on Normal mode, the Chainsaw Majini that | | attacks in this area might revive and enter berserk mode, so be standing by | | him with a high-powered weapon or place a proximity bomb in his path to | | finish him off if he does this. Remember that he can be shot while he is | | getting up and still sustain damage at that time. | '-----------------------------------------------------------------------------' .----------------------------------- TIP -------------------------------------. | Either character can stand right near a ladder as the normal Majini drop | | from a higher walkway and pin them against the ladder with knife or stun | | rod attacks. A player can also stand at the top of the ladder and knock | | them back down it with either weapon as well. | '-----------------------------------------------------------------------------' = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Oil Field - Control Room - Chapter 3-2 | [ ] | TREASURE: Gold Ring [5,000 gold] |_________________| DETAILS: Dropped by the Chainsaw Majini. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Get back to Josh after the battle or run back to him when he unlocks the door then open the door to trigger a cutscene. Move down the stairs up ahead after the cutscene. Hop through either window along the outside portion of the building and break the two --WOODEN BARRELS-- that could be seen behind the fence when both characters were helping Josh earlier. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Hop through either of the windows after moving down the stairs shortly before exiting the area and this will on the other side across from a fence. --> Random Item [ ] Wooden Barrel - Hop through either of the windows after moving down the stairs shortly before exiting the area and this will on the other side across from a fence. --> Random Item ------------------------------------------------------------------------------- Hop back through either window and move up the nearby stairs then both characters need to press the assist button near the door to exit this area. [CH324] Chapter 3-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - O I L F I E L D - D O C K - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - .---------------------------------- TIP --------------------------------------. | I would highly advise you to have at least 3 hand grenades saved for the | | enemy waves here if you want to get by them easily and kill the majority of | | them quickly. Exit the subchapter then load it again through the | | "Continue" option then buy the hand grenades if needed. | '-----------------------------------------------------------------------------' There are two --WOODEN BARRELS-- near the set of dumpsters to the right. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Beside the set of dumpsters at the beginning of this area. --> Random Item [ ] Wooden Barrel - Beside the set of dumpsters at the beginning of this area. --> Random Item ------------------------------------------------------------------------------- .--------------------------------- TIP ---------------------------------------. | The partner AI can get a bit annoying here since the partner insists on | | looking off the railing and not following your character if you move to the | | north. Run just a bit to the south and the partner will begin to follow | | your character once again. This is useful if your main character inventory | | is full and your partner's isn't. | '-----------------------------------------------------------------------------' Irving's boat can be seen in the water to the east while standing next to the railing up ahead. Open the door to the left. The door to the small building up ahead is locked, so move down the stairs. Break the --WOODEN BARREL-- below the next set of stairs then find the next --WOODEN BARREL-- below the set of stairs even further. ----------------------------------------------------------------- INVESTIGATION [ ] Locked Door - The locked door of the building to the north. [ ] Locked Door - The locked door of the building to the northwest. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - In the left corner below the first set of stairs to the north. --> Random Item [ ] Wooden Barrel - In the left corner below the second set of stairs to the north. --> Random Item ------------------------------------------------------------------------------- The characters really need to break the barrels listed above now, since they won't have much of a chance later. There is nothing to do at the wooden dock with the boats and the second nearby building is locked just like the first. Run to the south side of the dock after breaking the two barrels on the north side. There is a single --WOODEN BARREL-- on the lower walkway along the left side, so drop down to the walkway to find it in a corner. Find the two --WOODEN BARRELS-- underneath the blue storage area with the rooftop along the right side. Don't move too far or a cutscene will activate. There is a single --WOODEN BARREL-- below the next storage area, but a character will have to break it after the cutscene that triggers further ahead has played. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - On the lower walkway to the south. --> Random Item [ ] Wooden Barrel - Under the rooftop of the first storage area. --> Random Item [ ] Wooden Barrel - Under the rooftop of the first storage area. --> Random Item [ ] Wooden Barrel - Under the rooftop of the second storage area. --> Random Item ------------------------------------------------------------------------------- -- CHECKPOINT Well, at least he isn't as annoying as Salazar, right? The characters now have to make a timed run over to Josh, who is on the north side of the dock preparing a boat. The characters have a total of 2 minutes to reach him. There are a few pickups a player should be aware of here. First of all, run toward the far west and step along the side of the walkway then open the metal case lying on the walkway and collect the ++3,000 GOLD++ from inside. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Oil Field - Dock - Chapter 3-2 | [ ] | TREASURE: 3,000 gold |_________________| DETAILS: After the cutscene with Irving while out on the docks, turn to the west and move down steps and you'll find this in a metal case at the end of the walkway near the water. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = The second item of note is a BSAA emblem. Enter the nearby left building by opening the door then shoot the --BSAA EMBLEM (17/30)-- while it hangs near the corner of the right wall. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #17 / BSAA \ (------------) LOCATION: Oil Refinery - Dock - Chapter 3-2 \ EMBLEM / DETAILS: After the cutscene with Irving while out on the docks, \________/ turn to the left after the cutscene and open the door to the nearby building then step inside. This medal is on the right wall near the back corner. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Now, all the characters have to do is jog across to the north side of the dock, right? Is it ever that easy? Along the way, both characters will be attacked by four enemy waves. There are also a few Majini that will toss dynamite from up above while the characters are on the south side; there are two along the south tower (on top and on the stairs) and two on the west set of gas tanks. The dynamite Majini aren't that much of a problem though since the characters will be on the move the entire time. Players can basically ignore them. If the characters brought along at least three hand grenades then the players won't have any problems with the waves of enemies here. --> Wave 1 (Town Majini) The first wave of enemies will begin to arrive right after the cutscene with Irving. They come from the east side and are composed of normal Town Majini with weapons and shouldn't be much of a problem. Toss a hand grenade at them when they gather to take them all down with one explosion. This is one of the harder waves to take down with a single hand grenade since they tend to scatter while moving toward your characters. --> Wave 2 (Town Majini/ two with crossbows) Wave 2 will run out from the left corner when the characters move toward the door on the north side of the dock. Two of them have crossbows. Toss a hand grenade at them as they begin to gather in front of the door. The door has been padlocked, so quickly shoot the lock or kick the door three times to knock it open. If your character tosses a hand grenade at the second wave then that may very well have destroyed the lock as well. --> Wave 3 (Four Adjules and one Big Man Majini) The third wave will run out of the building to the north after stepping through the door. Four Adjules will step out and one Big Man Majini. Toss a hand grenade right as the Adjules step outside of the building. For Big Man, you need to use a Magnum if you want to defeat him. Just shoot him and don't worry that much about melee. Time is of the essence! He will leave behind a ++GOLD RING++ if your characters can defeat him. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Oil Field - Dock - Chapter 3-2 | [ ] | TREASURE: Gold Ring [5,000 gold] |_________________| DETAILS: Defeat the Big Man Majini among the third wave of enemies and he will drop this treasure. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = There is also a --WOODEN BARREL-- inside of the building that the third enemy wave exits from. I'd just shoot it from a distance if I were you to at least say that I destroyed it. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Inside of the first building along the east side. The third enemy wave will exit from this building after the Irving cutscene allowing the characters to step inside of it. --> Random Item ------------------------------------------------------------------------------- BEFORE THE CHARACTERS MOVE DOWN THE STAIRS ALONG THE NORTH SIDE... The characters need to shoot each of the C4 explosives that have been placed along the first staircase. There are a total of two and if the characters tossed a hand grenade then the explosion might have set off one of them. Josh will be waiting for the characters along the side of the second building below. --> Wave 4 (Town Majini) The fourth wave is pretty bunched up near the area where your characters meet up with Josh, so you might have to back off a bit when a hand grenade is tossed at them. Josh will help out for this fight a bit but really only manages to help spread the Majini apart, making it harder for your characters to defeat all of the Majini. A few Majini will already be on the dock then a few more will exit from the nearby building. There is nothing inside of the nearby building, so don't worry about stepping inside. Run toward the boats along the wooden portion of the dock to trigger a cutscene that will end this chapter! .----------------------------------- EXTRA -----------------------------------. | If the timer runs out all the way, a cutscene of the oil refinery blowing | | up will play as the "You are Dead" screen appears. Nothing special really | | but many gamers will likely not die here to notice it. | '-----------------------------------------------------------------------------' - - - - - - ___ _ _ _____ _____ [CH33] / __\ |__ __ _ _ __ | |_ ___ _ __ |___ / |___ / / / | '_ \ / _` | '_ \| __/ _ \ '__| |_ \ ___ |_ \ / /___| | | | (_| | |_) | || __/ | ___) ||___| ___) | \____/|_| |_|\__,_| .__/ \__\___|_| |____/ |____/ |_| ------------------------------------------------------------------------------- --> Chapter 3-3 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 30+ | 20 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <19'00" | 23'00" | 27'00" | 22'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than ------------------------------------------------------------------------------- [CH331] Chapter 3-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - O I L F I E L D - D R I L L I N G F A C I L I T I E S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Recommended Weapons: - Sniper Rifle (highly recommended; one for each character for distant enemies) - Machine Gun (for hitting explosive barrels quickly) - Handgun (if you if are very accurate, bring this over the machine gun, but I would recommend the machine gun more if you already have a rifle) - Shotgun (for close range enemies; not needed near as much as the other two weapons) The Majini in the speedboats from the cutscene will be on the tail of the your boat as Josh speeds down the river. It's really best for both players to equip sniper rifles at this part. Each player should take one of the two boats then fire at the Majini on that boat. There are three Majini on the right boat and two Majini on the left boat. A sniper rifle will make quick work of the Majini on both boats. If you didn't bring a rifle then use a handgun or maybe a machine gun. Once both of the boats are far in the distance then don't worry about them. Turn around and face the other direction. This next part will have your boat speed by several sections of the river where Majini will shoot at the boat from a distance. Luckily, most of the Majini have staked out in areas with an explosive barrel to get behind for cover... that was sarcasm there. Basically, whenever you see the color red up ahead, you shoot that color and then stand back and watch the pretty explosions and Majini bits that fly through the air. Watch for the overhead bridge that is coming up. Aim for the explosive barrel in the center of the bridge then fire at it to defeat both Majini with crossbows on top. A Majini will be on a tower further ahead to the right - shoot the large explosive canister next to him. The boat will drive by a Majini on the dock to the left (with an explosive barrel next to him and a Majini on the boat to the right. Shoot either of the two explosive canisters before the boat moves through the doorway ahead and you'll defeat the Majini on the high walkway above. The boat will drive through the doorway and then it will stop as Josh orders both characters to open the gate up ahead. Shoot the Kipepeos in the area then blast the explosive barrels on the northeast and southeast high walkways to defeat the two Majini armed with crossbows up high. A few Majini will move down the stairs and approach the boat. Look to the east and you'll notice a slight glimmer below the top portion of the top walkway where both Majini were standing overhead before passing up under the doorway. Take out a rifle and shoot this --BSAA EMBLEM (18/30)-- from the boat or a character can move closer and shoot it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #18 / BSAA \ (------------) LOCATION: Oil Field - Drilling Facilities - Chapter 3-3 \ EMBLEM / DETAILS: Before the boat moves up under the doorway with the \________/ two Majini with crossbows overhead, this emblem is attached to the bottom portion of the walkway below them. If you miss, then you can easily shoot the bottom portion of this emblem when the boat stops. Simply look to the east then look below the walkway where the Majini were at to see the bottom glowing portion of this emblem. You can get off the boat and shoot it from the walkways further ahead for an easier shot. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Get off the boat then move around the corner to the right and break the --WOODEN BARREL-- at the end. Move around the left corner and break the --WOODEN BARREL-- along the way then approach the gap in the back center. Hop across the gap in the walkway then grab the ++HANDGUN BULLETS (+15)++ along the walkway on the other side. Move toward the lever ahead and break the --WOODEN BARREL-- in the alcove to the right of it then pull the lever. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - When the boat stops, get off and this will be around the right corner. --> Random Item [ ] Wooden Barrel - When the boat stops, get off and this will be around the left corner on your way up to the gap in the walkway. --> Random Item [ ] Wooden Barrel - In the alcove to the right of the lever. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+15) - After hopping over the gap in the walkway, this will be lying near the railing after moving down both ramps. ------------------------------------------------------------------------------- Once the lever has been pulled, a few Majini and two Kipepeos will attack from the east. Two Majini armed with dynamite will toss down explosives from the high walkway in the east. If there happens to be an explosive canister still up on the walkway then shoot it to take down at least one of them. Use a sniper rifle to shoot the other. The Kipepeos will fall easy to rifle or a shotgun, handgun or machine gun or a single flash grenade! Make your way back to the boat on the other side. .----------------------------------- TIP -------------------------------------. | To get a head start on the next driving sequence, stand near the side of | | the door closest to the boat and aim past the door to the west. Get the | | explosive barrels in the distance in your site with a sniper rifle then | | shoot the explosive barrels to easily defeat the lurking Majini with | | crossbows that stand near them. The Majini never anticipated you'd read | | Berserker's guide and know about them way ahead of time. | '-----------------------------------------------------------------------------' Get on the boat when you're ready. Make sure you read the tip above. -- CHECKPOINT The boat will speed past Majini armed with crossbows on an overhead walkway off to the left. Find the explosive barrel near them and shoot it. You'll have to press the button that appears in order to duck up under the low pipe further ahead or your character will suffer quite a bit of damage. Quickly shoot one of the explosive barrels on the bridge up above then shoot the Majini on the pipe ahead. The characters will have to duck up under the low pipe ahead so prepare to press the button that appears on the screen to duck again. .--------------------------------- WARNING -----------------------------------. | If your character gets caught looking through the scope of a rifle when a | | a pipe is in front of that character, the button prompt for ducking the | | pipe will not appear, so you might get hit. Stop aiming whenever a pipe is | | coming into view to avoid this problem. | '-----------------------------------------------------------------------------' After the boat moves up under the overhead bridge, shoot the explosive canister on the back right and back left further ahead to take down the Majini with crossbows on the high walkways. You'll pass by several Majini with crossbows along boats and wooden walkways. Try to take down as many as you can while the boat moves past them. BE SURE to focus aim on the left side since there are two Majini on that side that carry dynamite and they will toss it toward the boat as it moves by. The characters can get a slight head start on finishing off some of the Majini along the side area as the boat prepares to stop. -- CHECKPOINT Step off the boat then break the two --WOODEN BARRELS-- on the nearby walkway and pick up the ++HANDGUN AMMO (+15)++ in the corner of the railing near them. There is a ++GREEN HERB++ in a corner to the left also. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - On the walkway to the right when the boat stops. --> Random Item [ ] Wooden Barrel - On the walkway to the right when the boat stops. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+15) - On the walkway to the right when the boat stops. [ ] Green Herb - On the left side of the walkway after the boat stops. ------------------------------------------------------------------------------- Turn and look to the west. You see those mounted gatling guns up above that are just waiting for a Majini to run behind and operate? Well, once your characters move further along the walkway to the east Majini will run behind each of them and begin to fire down at your characters as if I just jinxed you. Move to the east. The characters will have to take cover behind the wall around the corner since Majini will start to fire with the mounted gatling guns to the west. Press the action button when the button prompt appears on either side of the wall to take cover then equip a rifle and wait for the machine gun to stop firing; lean out then shoot the head of the Majini that operates each gatling gun. Take cover and reload in between shots. Remember that you can reload simply by tapping the run button while taking cover. You'll also need to shoot a few Majini with crossbows and one with dynamite that will be firing/tossing explosives at your characters from up above. There is a lever on both sides of the door, so the characters can take either the north or south side to get to either one. A character will have to stand at each one and both will have to flip the lever at the same time. Let's take the long path to the east, so the characters can grab plenty of items along the way. Move up the ramp to the east then, before moving up the next ramp to hop across the gap in the middle, find the side without railing then drop down to the hidden east wooden walkway. Follow the walkway to the east then jump across the gap ahead. Move to the shack in the distance then pick up the ++HANDGUN AMMO (+15)++, ++MACHINE GUN AMMO (+50)++, ++SHOTGUN SHELLS (+10)++ and ++FIRST AID SPRAY++ from the table inside. Break the --WOODEN BARREL-- across from the table. Exit the shack then open the metal case outside of it and grab the ++M3 (SG)++ from the case. There is also another --WOODEN BARREL-- at the end of the wooden walkway to the east. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + H I D D E N W E A P O N Weapon: M3 (SG) Location: Oil Field - Drilling Facilities - Chapter 3-3 Details: After stepping off the boat for the second time, you'll need to drop from the side of the walkway without railing to the east after moving up the first ramp. The wooden walkway that you drop to will take you to a shack off to the right. This is inside the metal case on the table next to that shack. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Inside the shack to the east after dropping to the wooden walkway. --> Random Item [ ] Wooden Barrel - At the far end of the wooden walkway to the east. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+15) - On the table inside the shack to the east after dropping to the wooden walkway. [ ] Machine Gun Ammo (+50) - On the table inside the shack to the east after dropping to the wooden walkway. [ ] Shotgun Shells (+10) - On the table inside the shack to the east after dropping to the wooden walkway. ------------------------------------------------------------------------------- Move back the way the characters came from and find the piece of the wooden walkway that faces a walkway on the other side. Walk toward it to get a jump command. Leap toward the wooden walkway on the other side. Move beside the boat off to the right then collect the sparkling ++SAPPHIRE (PEAR)++ from off the right side of the walkway then break the nearby --WOODEN BARREL-- to the left. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Oil Field - Drilling Facilities - Chapter 3-3 | [ ] | TREASURE: Sapphire (Pear) [1,000 gold] |_________________| DETAILS: This is on the left side of the wooden walkway that can be gotten to by leaping off the north east side of the area after moving down the second ramp. This will be near the end of the walkway, to the right. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - At the very end of the left wooden walkway in the east. --> Definite Item: Magnum Ammo (+6) ------------------------------------------------------------------------------- Turn around and turn to the right while leaving. Hop over the gap in the walkway while making your way back to the west. Climb up on top of the other side of the walkway ahead. Move down the ramp then break the --WOODEN BARREL-- off to the left and take the ++RED HERB++. The nearby wall can be used for cover just in case you jumped over the gap when the Majini manned the gatling guns up above. This type of cover wall that the characters have to duck behind always makes me feel a bit safer for some reason. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - To the left after moving down the ramp on the opposite side of the walkway across from the boat. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - To the left after moving down the ramp on the opposite side of the walkway across from the boat. ------------------------------------------------------------------------------- Break the --WOODEN BARREL-- along the walkway further ahead before turning the corner. Move up the ramp and take the ++HANDGUN AMMO (+15)++ and ++MACHINE GUN AMMO (+50)++ from near the back of the sandbags. You can take cover behind the sandbags but there isn't any need to really. There are some oil canisters behind the sandbags but they really have no use unless you elected to leave the Majini with dynamite alive up until now. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Just past the cover wall on the north walkway. --------------------------------------------------------------------- ITEM LIST [ ] Machine Gun Ammo (+15) - On the stack of tires behind the sandbags near the right lever. [ ] Handgun Ammo (+15) - On the sandbags near the right lever. ------------------------------------------------------------------------------- Don't worry about the levers now, let's continue to steal all the precious Majini goodies around the area. Move back down the ramp then climb the ladder to the left. Break the --WOODEN BARREL-- off to the right then move across and follow the walkway to the left. The gatling guns along this top walkway can be used by holding L1 near them, and they will come in handy in just a moment. Fire at Josh in the boat below if you want to try them out. Break the nearby --WOODEN BARREL-- outside of the middle room at the top then open the door and step inside the office. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Off to the right after climbing the ladder near the sandbags on the north side of the area. --> Random Item [ ] Wooden Barrel - Outside the north door of the middle room on the top walkway. --> Random Item ------------------------------------------------------------------------------- In the office room, break the --WOODEN BARREL-- then open the drawer off the cabinet and take the ++EMERALD (MARQUISE)++ from inside. Exit from the other end of the room then collect the ++GREEN HERB++ on the outside walkway and break the --WOODEN BARREL-- further ahead. There is a transformer that can be shot down above the sandbags below but it has little significance now. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Oil Field - Drilling Facilities - Chapter 3-3 | [ ] | TREASURE: Emerald (Marquise) [3,000 gold] |_________________| DETAILS: Step inside the office room along the very top walkway once the boat stops for the second time and open the drawer to obtain this treasure. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Inside the office room in the middle of the top walkway. --> Random Item [ ] Wooden Barrel - On the south end of the high walkway, outside the office room. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Near the wooden barrel on the south end of the high walkway outside of the office room. ------------------------------------------------------------------------------- Drop down off the side of the high walkway where the transformer is at. Break the nearby --WOODEN BARREL-- to the right then collect the ++SHOTGUN SHELLS (+10)++ off the metal drum. There is also a --WOODEN BARREL-- behind the metal canister down the ramp to the right. The characters can take cover behind the nearby sandbags just like the group on the other side. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Right near the left lever. --> Random Item [ ] Wooden Barrel - Beside a metal canister on the south side of the area. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Shotgun Shells (+10) - Lying on top of a metal drum near the sandbags on the south side of the area. ------------------------------------------------------------------------------- Now that the characters have totally ransacked the area while Josh waits patiently below, let's get to the major task at hand. Each character needs to stand at a lever on both sides of the area then the characters have to activate the levers at the same time. On single player mode, use the partner assist command prompt near one lever then move over to the other lever and activate it. Also, if you pull on one lever then the other character will activate the second automatically while your main character waits. You know very well that something is going to happen once the levers have been pulled, so let us climb one of the nearby ladders and race back up to the gatling gun to prepare. Ah, a whole swarm of Kipepeos want to be used as target practice! You can stand near one gatling gun and get your AI partner to use it by pressing the partner assist button near it if you're playing single player. The Kipepeos will fall like flies as long as the mounted gatling gun is used to defeat them. There is a single Majini with a crossbow that will step into view behind the wooden wall to the north below. This is the same wall that the characters can take cover behind, so shoot him as he peeps out from the long opening along the wall. Be sure to watch the overheating gauge in the lower right corner as the gun is used and stop firing for a few seconds if it is about to overheat. On your way back to the boat, two more Kipepeos and some Majini will attack. The two Majini on the back walkways will be armed with dynamite. A few more Majini and Kipepeos may appear below also. .----------------------------------- TIP -------------------------------------. | When the Majini and Kipepeos appear below, the characters can simply return | | to the gatling guns and fire at them to avoid wasting ammo from their | | arsenal. | '-----------------------------------------------------------------------------' Once the players are ready, return to the boat and Josh will drive through the open gate ahead and a cutscene will trigger. The cutscene that plays will give way to a boss fight. [CH332] Chapter 3-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - P A T R O L B O A T - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + B O S S B A T T L E + + + + + + + + + + IRVING ------ HP: 8,500 (Tentacles) HP: 12,000 (Main Body) HP: 13,000 (Irving's Body) Weak Points: - Top glowing portion of head (visible while he moves beside or behind the boat) - Middle portion of tentacles (visible when his tentacles move out of the water while beside or behind the boat. While behind, they will only appear when his main weak point is showcased.) - Irving's body (visible after the top portion of the head takes enough damage. The mouth will open and Irving's body will be exposed. This is his main weak point.) Attacks: --> While swimming on either side of the boat or behind the boat (with or without human body exposed) 1) Submerged Dashing Bite: Irving swims toward the boat then quickly emerges with his mouth open and snaps at the side of the boat near him. A button prompt dodge command will appear as the jaws close together in order to dodge the attack with a roll. 2) Tentacle Stab: A tentacle plows into the floor of the boat from above. A button prompt dodge command will appear right before the tentacle smashes onto the boat. --> While behind the boat (behind only without human body exposed) 3) Dashing Bite: While above the water's surface and behind the boat, Irving slowly swims toward the boat then snaps at the top side of the boat in front of him with his jaws. A button prompt dodge command will appear right before the jaws close together in order to dodge the attack with a roll. The only real difference here is that he is in plain view while he dashes toward the boat. --> While submerged 4) Tentacle Grab: While completely underwater, a tentacle moves up out of the water and falls down toward a character to grab that character. A button prompt command will appear in order to dodge this attack. If a character is grabbed, that character will have to shake the left thumbstick to break free or the partner can free the character through normal gunfire or turret fire. --> THE FOUR TURRETS There are four turrets spread around the boat on all four corners. They can all be used by pressing and holding the L1 button near them. In single player mode, the partner assist button can be pressed near a turret to make the partner use the turret. The partner will stay at the turret until another command is issued. Here's the breakdown of the turrets on the boat: Northeast turret: rocket launcher Northwest turret: rocket launcher Southeast turret: gatling gun Southwest turret: gatling gun In single player, it is really best for the main player to try out each type of gun see how well your aiming is. The rocket launcher has to be aimed more precisely and a player has to keep in mind that the boat is moving, so sometimes the player will have to aim a bit in front of the targeted point in order to hit it. The AI partner doesn't have much of problem aiming with either turret type. Either way, like a raging Snow_Infernus caught up in one of his Lost Planet online battles, find that weak point (think of it as a heat source) on the head and blast it with the gatling gun (machine gun), rocket launcher, plasma rif... oh wait. --> WHEN HE MOVES BESIDE THE BOAT While the creature is swimming on either side of the boat, it will have the glowing portion of its head exposed in plain view. Use this time to fire at the glowing portion of the head with a turret or normal gunfire. Normal gunfire may not seem like much, but it can be more accurate. For those of you on you second playthrough, normal gunfire may indeed be better than either turret with a highly upgraded weapon. While using the rocket launcher turret, you will have to adjust your aiming based on whether the creature is moving fast or not. Aim in front of the weak spot just a bit if it is moving fast and aim almost directly at the weak spot if it isn't moving too quickly. One precise shot to the glowing portion with the rocket launcher will damage it quite a bit and make it reveal its main weak point faster. The creature will eventually submerge and four tentacles will move out of the water on his current side. Aim for the center portion of each tentacle and blast it to destroy the tentacle. One rocket aimed at the midportion will destroy each one and just a bit of gatling gun fire will easily cut off a tentacle as well. Even normal gunfire will destroy them easily on normal mode. The tentacles will constantly reform if they are not destroyed fast enough. A button prompt command will appear on the screen eventually as each character stands in place. That is your cue to know that he is about to perform a tentacle stab to that character, so quickly press the on-screen button to have your character roll to the side to avoid it - either the action or run button. On normal mode, both buttons can be pressed at the same time for a guaranteed avoidance whenever a button prompt appears. You can avoid the prompts altogether by constantly moving but you'll need to stand still to hit the tentacles however. Destroying the tentacles will cause the boss to attack less and it will also make it emerge from the water faster. Once it emerges, it might race toward the boat then quickly try to bite the characters. A button prompt command will appear, so press the button displayed on the screen to roll out of the way of the creature's jaws. .----------------------------------- TIP -------------------------------------. | It is usually best to walk toward the middle portion of whichever side the | | the creature is on whenever it is about to perform its bite attack; this | | way, the button prompt will appear on the screen for sure. If you stand to | | the side then the button prompt might only appear for a few seconds as your | | character enters the hit detection portion of the beast's jaws, giving you | | less time to react. | '-----------------------------------------------------------------------------' The creature will usually rush toward the boat and ram it if it doesn't perform a bite. This will only jar the boat a bit and shake the characters. No damage will be sustained. --> WHEN HE MOVES BEHIND THE BOAT The creature might move behind the boat. When it does this, the same rules still apply as to when it was moving beside the boat but the characters will have to run to the south set of turrets and fire at him. The top portion of his head will be revealed from a different angle and it is actually much easier to hit with rockets this time since the characters will have a full frontal view. It will eventually race toward the boat while still on the water's surface and attempt to bite the characters. Use the button prompt dodge command to avoid this attack. --> WHEN HE IS NOWHERE TO BE FOUND After he has left the back of the boat, tentacles might appear and they will slap the surface of the boat in an attempt to grab your characters. All the characters really have to do is simply move out of the path of a tentacle, but a button prompt will appear before a tentacle makes contact with a character if one happens to be in the way. The tentacles will grab any character that one manages to make contact with. The grabbed character will need to shake the left thumbstick in order to break free from the grapple. It is possible to free your partner from the grab with gunfire, but you won't have time to rush to a turret unless you're already controlling one, so most of the time it would be best to fire at the tentacle with normal gunfire. --> WHEN HE LATCHES ONTO THE BACK OF THE BOAT After the top glowing portion of the creature's head receives enough damage, the creature will latch his two main tentacles on to the back of the boat. The creature's mouth will open to showcase Irving's body, which is attached to the inside portion of the mouth. Irving's normal body is the beast's main weak point. Focus most of your gunfire on his normal body and he will fall eventually. Two tentacles will move out of the water on each of his sides. The tentacles will curve straight upward and wiggle in the air for a bit just like before. These can be shot in the middle and broken in half just like the tentacles from earlier. Don't focus aim solely on Irving's human body since the creature's tentacles will be constantly trying to stab your characters and you'll constantly receive button prompt commands if that is the case, which will limit your firing time at each turret or while standing and firing. Try to take down the tentacles at a steady rate before switching fire back at Irving's body. Each character should destroy the tentacles closest to each side that they are currently at. He will eventually move back under the water. While he is submerged, he will be preparing to rush toward the boat for a quick lunging bite, so move toward the center and prepare to press the button that appears in order to dodge the attack. He will go back to exposing his human body after the bite then alternate between the two again for the remainder of the battle. + + + + + + + + E N D B O S S B A T T L E + + + + + + + + - - - - - - ___ _ _ _ _ _ [CH41] / __\ |__ __ _ _ __ | |_ ___ _ __ | || | / | / / | '_ \ / _` | '_ \| __/ _ \ '__| | || |_ ___ | | / /___| | | | (_| | |_) | || __/ | |__ _||___|| | \____/|_| |_|\__,_| .__/ \__\___|_| |_| |_| |_| ------------------------------------------------------------------------------- --> Chapter 4-1 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 50+ | 35 | 20 | <19 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <21'00" | 28'00" | 33'00" | 33'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than ------------------------------------------------------------------------------- [CH411] Chapter 4-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - C A V E S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Recommended Weapons: - Machine Gun or Handgun (for normal Wetland Majini) - H&K MP5 (for Wetland Majini with shields) - Shotgun (for close combat with crowds and bigger enemies) - Rifle (for distant enemies with explosive arrows and BSAA emblems) - Magnum (for Giant Majini [shotgun can suffice]) - Flash Grenades (for Bui kichwa parasitic enemies; bring a full supply) - Proximity Bombs (for big enemy in the Labyrinth) Be sure to move down the walkway to the west to admire the view of the tunnel filled with water. Such lovely lighting! The two characters will begin a conversation about Excella and Tricell as they move up the wooden walkway ahead. Break the two --POTS-- near the lantern in the small building. Move out the north end and break the --VASE-- along the way. ----------------------------------------------------------------- INVESTIGATION [ ] Speedboat - In the water near the wooden walkway at the starting area. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Pot - On the shelf near the lantern in the small building. --> Random Item [ ] Pot - On the shelf near the lantern in the small building. --> Random Item [ ] Vase - Outside the north exit of the small building. --> Random Item ------------------------------------------------------------------------------- Step past the fire surrounded by rocks to the east and move into the cave tunnel up ahead. A hole in the ceiling of the tunnel allows light to shine through the middle portion as the character continue to the area up ahead. More light pours into the tunnel from further to the east. After stepping past the first few bones along the path ahead, a new enemy will surface from the ground to spoil the mood during a slight cutscene. NEW ENEMY: Bui kichwa The spider parasites that appear are referred to as Bui kichwa. These spider- like enemies can be taken down easily with a few shots from the handgun or machine gun. They are completely weak against a sudden burst of light however. If a character tosses a flash grenade then all Bui kichwa in the area will instantly fall. These enemies attack by latching onto a character. Once latched on, the player must shake the left thumbstick to break free. The character can still walk while the Bui kichwa is attached, but the player cannot act in any way. It is best for a partner to perform a partner assist melee attack from nearby to slash the Bui kichwa off the character. -_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_ Trophy/Achievement: Go Into the Light Description: Defeat 2 enemies with one flash grenade. Details: If the characters brought a flash grenade with them then simply toss a flash grenade at any group of two or more Bui kichwa enemies in this area to gain this trophy/achievement with ease. It's best to save the flash grenade for the massive group of Bui kichwa that burrow out of the tunnel floor across the other side of the rock bridge. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- Use the handgun or the machine gun to fight off the first few Bui kichwa. Only four Bui kichwa will attack in the first wave. Move further down the tunnel as it curves to the north and another wave of Bui kichwa will attack from around the corner near the wooden ladder. Ignore the ladder for right now and move to the northeast along the current path. Step by the rock formation and break the --VASE-- inside the alcove up ahead. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Inside the far northeast alcove past the wooden ladder. --> Random Item ------------------------------------------------------------------------------- While still in the same area, turn toward the water that runs down the side of the wall to the left after breaking the vase then move toward it and climb to the hidden alcove above. Open the chest and collect the ++TOPAZ (TRILLIANT)++ from inside. Turn around after grabbing the treasure from the chest then step toward the edge of the dropoff and look on the ceiling to the south to see a blue ++SAPPHIRE (PEAR)++ attached to the ceiling. Shoot it down then collect it after dropping back down. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Caves - Chapter 4-1 | [ ] | TREASURE: Topaz (Trilliant) [2,000 gold] |_________________| DETAILS: Step past the wooden ladder in the area where the Bui kichwa are first met then find the vase in the alcove in the northeast. Turn to the left and face the wall with the water moving down it for a "Climb" command. Climb to the alcove above then collect this treasure from the chest. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Caves - Chapter 4-1 | [ ] | TREASURE: Sapphire (Pear) [1,000 gold] |_________________| DETAILS: After collecting the Topaz (Trilliant) from the chest, turn around and step to the edge of the dropoff then look up toward the ceiling to see this stuck on the ceiling. Shoot it down then collect it after dropping down from the ledge. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = While moving out of the alcove, four Bui kichwa will burrow out of the ground. Shoot them then climb the wooden ladder. Another Bui kichwa will burrow out of the ground along the top bridge. Break the two --VASES-- along the bridge railings. Look off to the south rock wall. To the right of the waterfall and down a bit, you'll be able to see a --BSAA EMBLEM (19/30)-- stuck along the wall near some flowing water that flows down the cave wall below - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #19 / BSAA \ (------------) LOCATION: Caves - Chapter 4-1 \ EMBLEM / DETAILS: While on the bridge in the cave after climbing the \________/ wooden ladder, look off toward south railing and look to the right of the waterfall to find this emblem stuck to the wall below. It has some water flowing down along the wall near it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Near the railing of the bridge in the middle area filled with sunlight. --> Random Item [ ] Vase - Near the railing of the bridge in the middle area filled with sunlight. --> Random Item ------------------------------------------------------------------------------- Move along the bridge to the east then step inside the cave tunnel. Use your knife to break the torch off to the right along the way and an ++EMERALD (PEAR)++ will drop from it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Caves - Chapter 4-1 | [ ] | TREASURE: Emerald (Pear) [1,000 gold] |_________________| DETAILS: While moving into the tunnel past the middle bridge, break the torch in the metal piece off to the right and this will fall from it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = If a character has a flash grenade then arm it now. Move down the tunnel and allow the massive group of Bui kichwa to gather around your character then toss the flash grenade to finish off all of the little pests. Another wave of them will appear further down the tunnel but they are not as numerous. Another flash grenade could help out but it's not as needed for this final wave. Break the torch in the middle of the cave tunnel and collect the ++SAPPHIRE (SQUARE)++ from it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Caves - Chapter 4-1 | [ ] | TREASURE: Sapphire (Square) [1,000 gold] |_________________| DETAILS: In the middle of the tunnel past the bridge, break the torch on the cave floor to the left. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = At the very end of the tunnel is the exit door to the next area. Before opening it break the goat skull on the floor to the right for a ++RUBY (PEAR)++, the goat skull on the floor to the left for a ++SAPPHIRE (PEAR)++, and finally the standing torch to make a ++TOPAZ (PEAR)++ fall from it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Caves - Chapter 4-1 | [ ] | TREASURE: Ruby (Pear) [1,000 gold] |_________________| DETAILS: Break the goat skull on the right portion of the cave floor in front of the exit door at the end of the cave tunnel. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Caves - Chapter 4-1 | [ ] | TREASURE: Sapphire (Pear) [1,000 gold] |_________________| DETAILS: Break the goat skull on the left portion of the cave floor in front of the exit door at the end of the cave tunnel. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Caves - Chapter 4-1 | [ ] | TREASURE: Topaz (Pear) [1,000 gold] |_________________| DETAILS: Break the standing torch to the left of the exit door at the end of the cave tunnel. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Wow, that's a bunch of treasure, huh? Oh, we're merely hitting the surface for what lies ahead for Nate and Lara... I mean, Chris and Sheva. Both players should use the partner assist button to exit the area while standing in front of the door like usual. [CH412] Chapter 4-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A N C I E N T V I L L A G E - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - After the cutscene that showcases the area, the characters will start out on a walkway that overlooks the ancient village below. Notice all the bats that flutter by in the distance; our extermination team can't shoot them if you're wondering. Follow the walkway to the north as the characters engage in conversation. Drop from the gap in the walkway up ahead. Turn to the right and break the two nearby --VASES--. Look up while facing the doorway ahead and shoot the ++TOPAZ (SQUARE)++ that is stuck on the wall above the doorway. Slash the skulls on the sides of the stairs past the door if you want then drop from the end of the stairs. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1 | [ ] | TREASURE: Topaz (Square) [1,000 gold] |_________________| DETAILS: Above the first open doorway, which is off to the right after dropping from the overhead walkway that over- looks the village. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - After the first dropoff, this will be near the doorway to the right. --> Random Item [ ] Vase - After the first dropoff, this will be near the doorway to the right. --> Random Item ------------------------------------------------------------------------------- Break the --VASE-- while moving around the corner to the west. Notice the spider on the wall above the vase. Kill it with a knife slash and it will appear in your records as another kill. In the room ahead, step past the creepy body bags then both characters should use the partner assist button prompt while standing near the coffin to open it up and collect ++GOLD PICKUPS++ inside. Another spider is on the left wall. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1 | [ ] | TREASURE: 100 Gold, 100 Gold, 150 Gold, 200 Gold, 150 Gold, |_________________| 100 Gold, 100 Gold DETAILS: After dropping from the stairs, these pickups will be inside of a coffin around the west corner. Both characters need to use the partner assist command to open the coffin. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ----------------------------------------------------------------- INVESTIGATION [ ] White Body Bags - After dropping from the stairs, these are hanging around the west corner. This is the pair on the left. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - To the right after dropping from the broken stairway. --> Random Item ------------------------------------------------------------------------------- Pass through the south doorway. Use your knife to break the torch on the fallen pillar then collect the ++EMERALD (PEAR)++ inside. Knife that spider on the wall behind the torch also; these might possibly be a new form of infant web spinners after all. After the incidents at the Spencer Estate and Rockfort Island - oh, and let's not forget about Alexia's little pet that she sent after Chris in the Antarctic - you can't be too careful. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1 | [ ] | TREASURE: Emerald (Pear) [1,000 gold] |_________________| DETAILS: Break the torch through the north doorway after opening the first coffin. The torch is lying on a fallen pillar. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Continue to the east and step through the doorway. Break the two --VASES-- off to the left. A cutscene will trigger while stepping across the bridge. .------------------------------- EXTRA INFO ----------------------------------. | In co-op mode, the character that leads the way while stepping across the | | bridge will get trapped on the other side. In single player mode, the AI | | partner will always get stuck on the other side of the bridge. | | | | The cutscene that plays will differ based on which character is trapped on | | the other side. | '-----------------------------------------------------------------------------' I'll refer to the character that gets trapped on the other side of the bridge as Partner 2. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - To the left before stepping across the bridge. --> Random Item [ ] Vase - To the left before stepping across the bridge. --> Random Item ------------------------------------------------------------------------------- > > > > > > > > > > P A R T N E R 1 G A M E P L A Y < < < < < < < < < < < Partner 1 needs to fall off the side of the bridge and move to the north. Wetland Majini will soon attack this player. If you are in single player mode, issue the Go command and your AI partner will help you out more aggressively at this part. Partner 1 can really take out these Majini without the assistance of cover fire, but cover fire can help out a bit at the beginning of the battle for the Majini with explosive arrows beyond the stairs up ahead. A Majini with a shield will move down the east path up ahead and a Majini with explosive arrows will shoot at the player from the background in that same direction. Remember that a character can simply fire at the feet of a shielded Majini and run behind it for an instant kill melee command. Pick up the ++GREEN HERB++ from off the nearby fallen pillar. A few more Majini will move down the east set of stairs and attack. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On a fallen pillar in the area where the Majini group attacks. ------------------------------------------------------------------------------- Join up with Partner 2 by moving up the stairs to the east after the battle. ------------------------------------------------------------------------------- > > > > > > > > > > P A R T N E R 2 G A M E P L A Y < < < < < < < < < < < Partner 2 should provide cover fire for the character below while standing on the north ledge that overlooks the area below. Some Majini armed with explosive arrows will drop down from the side of the walls in the east, so arm a rifle and defeat the while Partner 1 handles the situation below. It's good to stand at the top and watch Partner 1's battle through a sniper rifle scope and help out when needed once the Majini with explosive arrows are defeated. Partner 2 should face the east as Partner 1 runs up under the overhead walkway since a few more Majini will move down the stairs after him. Partner 2 doesn't have to stay on the top walkway at all. This partner could easily move to the east and go down the staircase to regroup with Partner 1. ------------------------------------------------------------------------------- Along the way up the east set of stairs, Partner 1 should use a knife to break the torch in the middle section of the stairs then pick up the ++TOPAZ (PEAR)++ from it. Break the --VASE-- near the set of stairs in the northeast. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1 | [ ] | TREASURE: Topaz (Pear) [1,000 gold] |_________________| DETAILS: While moving up the east set of stairs after the bridge is broken, break the torch in the middle section of those stairs and pick this up from it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Near the top of the east set of stairs. --> Definite Item: Red Herb ------------------------------------------------------------------------------- Majini with shields and another Majini will move out of the first room on the southwest side of the second floor as a player steps near that door. A hand grenade might be helpful for this group or a character could use the MP5 machine gun for the shielded Majini. Enter the first room on the southwest side after defeating the Majini then have both characters open the coffin inside. Collect the ++SAPPHIRE (SQUARE)++, ++SAPPHIRE (PEAR)++ and ++GOLD PICKUPS++ from inside. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1 | [ ] | TREASURE: Sapphire (Square) [1,000 gold], Sapphire (Pear) |_________________| [1,000 gold], 100 gold, 150 gold, 100 gold, 150 gold, 100 gold, 100 gold DETAILS: When both characters meet up after fighting off the Majini after the bridge is broken, these items will be inside of a coffin in the southwest room on the second floor along the opposite side of the bridge. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Run over to the next room right beside the current room and break the --VASE-- inside then pick up the ++GREEN HERB++ from inside the open coffin to the right. Break the torch on the floor to find a ++SAPPHIRE (PEAR)++ inside. Examine the mummified corpse to the side. He won't be needing that ++RUBY (PEAR)++ anymore, so snatch it from his hands. No one will ever notice. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1 | [ ] | TREASURE: Sapphire (Pear) [1,000 gold] |_________________| DETAILS: In the room beside the southwest room on the second floor on the opposite side of the bridge, break the torch on the floor next to the mummified corpse then collect this from it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1 | [ ] | TREASURE: Ruby (Pear) [1,000 gold] |_________________| DETAILS: In the room beside the southwest room on the second floor on the opposite side of the bridge, examine the mummified corpse inside then pry this from his dead fingers afterwards. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ----------------------------------------------------------------- INVESTIGATION [ ] Mummified Corpse - Examine the mummified corpse to the side of the doorway after entering the room beside the southwest room on the opposite side of the bridge on the second floor. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Inside the room to the side of the southwest room on the second floor past the bridge. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - In an open coffin to the right, inside the room to the side of the southwest room on the second floor past the bridge. ------------------------------------------------------------------------------- Move around the side of the walkway to the northeast. There are two --VASES-- along the walkway in front of the coffin up ahead. Have both characters open the coffin up ahead with the partner assist command and collect ++NOTHING!?++. The floor below the characters will slide open and they will fall into a pit below. Be sure to press the button as the button prompt appears on the screen or one of the characters will suffer damage from the fall. --> COMMAND INPUT Sequence: The characters fall through the trapdoor. Type: Single Button Press Command: Land --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Along the walkway in front of the coffin with the trapdoor in front of it. --> Random Item [ ] Vase - Along the walkway in front of the coffin with the trapdoor in front of it. --> Random Item ------------------------------------------------------------------------------- .------------------------------------- TIP -----------------------------------. | If a character runs toward the closed door in the north then the door will | | instantly open. Both characters can take the battle into the big room | | to the north. | '-----------------------------------------------------------------------------' A group of Bui kichwa will burrow out of the floor down the hall ahead. Toss a flash grenade or fight them off with a handgun or machine gun. This part can get pretty confusing if both characters stand in the middle of the area since Majini and Bui kichwa will come from all sides, so quickly choose a hallway then run to the end of it to keep from getting attacked from all sides. The Majini drop from the holes in the ceiling and the Bui kichwa continuously burrow out of the ground. Use a flash grenade if any enemy type ever gets out of control. Eventually a Majini with a torch will attack. This type of Majini can blow fire in front of him, so always knock him away if he ever pauses while in close range. He wears a mask, that has to be broken in order to perform a head stun, so shoot him in the legs then run behind him and perform an instant kill melee on him. The door to the north will open toward the end of the battle. Stay behind and defeat all the enemies since there are some treasures that need to be collected from the chests at each end. Open the west chest for an ++EMERALD (TRILLIANT)++, the south chest for a ++RUBY (TRILLIANT)++ and the east chest for a ++SAPPHIRE (TRILLIANT)++. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1 | [ ] | TREASURE: Emerald (Trilliant) [2,000 gold] |_________________| DETAILS: After the characters fall through the trapdoor and fight off all the Majini and Bui kichwa below, run all the way down the west hallway and collect this from the chest at the end. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1 | [ ] | TREASURE: Ruby (Trilliant) [2,000 gold] |_________________| DETAILS: After the characters fall through the trapdoor and fight off all the Majini and Bui kichwa below, run all the way down the south hallway and collect this from the chest at the end. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Ancient Village - Chapter 4-1 | [ ] | TREASURE: Sapphire (Trilliant) [2,000 gold] |_________________| DETAILS: After the characters fall through the trapdoor and fight off all the Majini and Bui kichwa below, run all the way down the east hallway and collect this from the chest at the end. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Step out the north door after opening all the chests. Stand along the walkway and arm a rifle. Look directly ahead and look up a bit. Do you notice anything out of the ordinary, like that --BSAA MEDAL (20/30)-- above the tall door directly ahead? A player will need rifle to hit this one most likely. If you can hit it with a machine gun then you have impressed me somewhat! Still, there is one much further away then this later, young grasshopper. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #20 / BSAA \ (------------) LOCATION: Ancient Village - Chapter 4-1 \ EMBLEM / DETAILS: After both characters exit from the north door of the \________/ area with hallways that they fall to from the trapdoor, arm a rifle and stand along the walkway just outside the door. Look far up above the door to the north and you'll see this on a ledge on the other side. This can be hit from below if your characters step off the walkway early. This BSAA emblem can also be seen from the high walkway at the beginning of the Ancient Village area. Arm a rifle then look to the northeast. Look below the circular glowing object in the distance and this emblem can be seen on the ledge below it. It is rather far away so shooting from the beginning walkway requires some very precise aiming with the rifle. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If you look on the floor below, three Majini armed with shields and two Majini armed with explosive arrows are waiting for the characters. Try to shoot both of the Majini with the explosive arrows to rid the characters of that nuisance then fall down below and prepare to battle the Majini with shields. Once again, remember that you can aim toward a leg with a machine gun then tap the trigger for a stun and perform an instant kill melee from behind each one without having to worry about wasting much ammo! -- CHECKPOINT There are altogether 15 --VASES-- on the floor up ahead. Don't worry about the vases right now. When your characters rush toward the area to the north, large flaming wooden spheres with spikes will roll out of the east and west holes along the wall in the background. Stand in the center area with the crank and they cannot hit the characters. Both players need to use the partner assist command while standing near a handle along the center area to rotate the crank in the middle area. Once the crank is rotated the door to the north will open during a cutscene but the door will slowly start to close again. A player must quickly run toward the door and dodge through the flaming spheres and make it up under the door before it closes. The player will step on a floor pressure pad afterward and the door will remain open. .----------------------------------- EXTRA -----------------------------------. | If a character makes it to the closing door and can't make it under the | | door an extra "Jump In" action command may appear while near the closing | | door. Press the action button at that time, to make your character dive | | under the door. | '-----------------------------------------------------------------------------' .------------------------------------ TIPS -----------------------------------. | 1) Both characters can rotate the crank before the flaming spheres move out | | of the back walls and this will make it to where a character can get an | | early start and won't have to rush through as many flaming spheres. | | | | 2) The cutscene when the door opens can be skipped to gain a few extra | | seconds for dashing toward the door. | '-----------------------------------------------------------------------------' --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Along the north portion of the room with the big crank. --> Random Item [ ] Vase - Along the north portion of the room with the big crank. --> Random Item [ ] Vase - Along the north portion of the room with the big crank. --> Random Item [ ] Vase - Along the north portion of the room with the big crank. --> Random Item [ ] Vase - Along the north portion of the room with the big crank. --> Random Item [ ] Vase - Along the north portion of the room with the big crank. --> Random Item [ ] Vase - Along the north portion of the room with the big crank. --> Random Item [ ] Vase - Along the north portion of the room with the big crank. --> Random Item [ ] Vase - Along the north portion of the room with the big crank. --> Random Item [ ] Vase - Along the north portion of the room with the big crank. --> Random Item [ ] Vase - Along the north portion of the room with the big crank. --> Random Item [ ] Vase - Along the north portion of the room with the big crank. --> Random Item [ ] Vase - Along the north portion of the room with the big crank. --> Random Item [ ] Vase - Along the north portion of the room with the big crank. --> Random Item [ ] Vase - Along the north portion of the room with the big crank. --> Random Item ------------------------------------------------------------------------------- The flaming spheres will disappear after the pressure pad behind the door has been stepped on by a character, so feel free to break all the vases and collect all the items in the area. Move down the stairs past the pressure pad and use the partner assist action to open the set of double doors below. [CH413] Chapter 4-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - L A B Y R I N T H - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - When the characters move around the east corner and step on the pressure pad, a cutscene will activate. This cutscene has button prompt button commands that need to be entered in order to survive. Here's a list of the commands you'll see as the characters run to avoid falling statues and leap across gaps: ------------------------------------------------------------------------------- -> COMMAND INPUT 1 (Both) Sequence: Chris and Sheva quickly dash down the corridor as the pillars fall. Type: Rapid button tap Command: Run -> COMMAND INPUT 2 (Both) Sequence: Chris and Sheva leap over the pit that opens in the floor. Type: Single Button Command: Jump -> COMMAND INPUT 3 (Both) Sequence: Chris and Sheva quickly dash down the corridor as the pillars fall. Type: Rapid button tap Command: Run -> COMMAND INPUT 4 (Both) Sequence: Chris and Sheva leap over the pit that opens in the floor. Type: Single Button Command: Jump -> COMMAND INPUT 5 (Both) Sequence: Chris and Sheva quickly dash down the corridor as the pillars fall. Type: Rapid button tap (Much more extended than the rest of the taps) Command: Run -> COMMAND INPUT 6 (Both) Sequence: Chris and Sheva leap over the pit that opens in the floor. Type: Single Button Command: Jump -> COMMAND INPUT 7 (Main player [single play] or random player [co-op]) Sequence: While both characters are standing on the other side of the final pit, the ledge along the side falls out from underneath a character and that character has to grab onto the side. Type: Two Button Press Command: Grab ------------------------------------------------------------------------------- The dashing button prompt is always the run button and the jump command inputs will be either the action button or the assist button. .---------------------------------- EXTRA ------------------------------------. | In single player mode, the character that grabs onto the side of the ledge | | near the end of the sequence will always be the player. During co-op play, | | the character that grabs onto the side will randomly be either character. | '-----------------------------------------------------------------------------' -- CHECKPOINT Fall to the room ahead. Both players need to use the assist button to pull on both chains with handles in the area below. This will lower the north staircase to the labyrinth ahead. Move down the stairs to enter the labyrinth area. Don't mode down the second set of stairs just yet. Break the --VASE-- off to the left after moving down the first set of stairs. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Off to the left when the characters first step into the labyrinth area. --> Random Item ------------------------------------------------------------------------------- If you look off the left (west) side of the beginning area, a red statue with two chain handles attached to it is on the floor below. Throughout this area, both characters will have to pull chain handles in order to make stairs rise and move up to form walkways and other staircases, but that red statue right there holds the final two chains that need to be pulled. Don't you just hate it when a game places your ultimate destination right in front of you beforehand and blocks it off slightly? I'll go ahead and let you in on the BSAA emblem for this area. Look off to the west then look up toward the high ledge on the west wall to see a --BSAA EMBLEM (21/30)-- attached to a wall on the high ledge up above. You'll need a rifle to hit it from this far away, but later in this area, I'll call your attention to it again when it can easily be hit with a normal weapon. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #21 / BSAA \ (------------) LOCATION: Labyrinth - Chapter 4-1 \ EMBLEM / DETAILS: Right when the characters enter the labyrinth, after \________/ opening the door to it, move down the first set of stairs. A vase will be to your left. Aim and look up toward the high wall in the west to see this emblem attached to a wall on a high ledge above. The sniper rifle is really the only weapon that can hit this when you first enter, but later on in this area, it can easily be hit with any weapon. After pulling the chains on the green status, follow the walkway that forms in front of it then turn and face the green statue and look directly up. This is the closest viewpoint that is available for hitting it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Turn to the right and move along the east path. The path in the back leads to a dead end and there are no items or breakable objects waiting for the characters down that path; the characters can get a full view of the BSAA emblem for the area at the end of the path but it's still really far away. Use the jump command to hop over to the walkway on the left. Follow the wooden stairs upward. Once the characters reach the midportion of the stairs, take out a gun and aim up toward the ceiling to see a ++TOPAZ (SQUARE)++ treasure attached to the ceiling near the hole in the wall. Shoot it down then collect it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1 | [ ] | TREASURE: Topaz (Square) [1,000 gold] |_________________| DETAILS: After entering the labyrinth (going down the stairs past the entrance door), turn to the right and hop across the gap to reach the walkway with wooden stairs to the north. Follow the staircase to the middle then stop. Look up on the ceiling near the top of the stairs then shoot this treasure down from the ceiling portion near the hole in the ceiling. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Move up the stairs and turn to the right then break the two --VASES-- further back toward the wall. Return to the staircase at the beginning of the labyrinth. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - In the area where the Topaz (Square) treasure is found, this is at the end of the dead end to the right of the top of the staircase. --> Random Item [ ] Vase - In the area where the Topaz (Square) treasure is found, this is at the end of the dead end to the right of the top of the staircase. --> Random Item ------------------------------------------------------------------------------- Move down the stairs directly ahead to the north. Stand in the center floor piece. The area to the northwest is your destination but there is a statue there that requires both characters to be on opposite sides of some rock debris in order to activate it. If you're playing solo, then you'll have to enter from both sides but if two people are playing then both players should enter the northwest area from opposite ends - the path to the north (then turn left) and the path to the west (then turn right). Follow the path directly ahead to the north. Turn to the left after stepping into the grassy area and find the --VASE-- behind the tall grass off to the left then break it. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - After moving to the center of the labyrinth, run to the north and step into the grassy area to the left. This vase is hidden behind some tall grass off to the south in the grassy area. --> Definite Item: First Aid Spray ------------------------------------------------------------------------------- .----------------------------------- EXTRA -----------------------------------. | The bats that fly above the grassy section of the labyrinth can be shot | | down. They appear on your kill record in the "Records" menu. | '-----------------------------------------------------------------------------' Run toward the chain with the handle on it that is hanging from the front of the blue statue in the northwest. On co-op mode both characters should stand on opposite sides and pull the chain handle. On single player, examine the handle and your partner will stand at this chain handle and tell your character to pull the other one. Simply run back along the outside walkway then head around the northwest side and pull the other handle. Along the way to the handle, turn to the left before entering the grassy area and open the metal case on the block to the left then take the ++GRENADE LAUNCHER++ from the case. The grenade launcher comes equipped with a full set of 12 explosive rounds, which is perfect for normal enemy crowds and for a much bigger enemy later in this area! + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + H I D D E N W E A P O N Weapon: Grenade Launcher Location: Labyrinth - Chapter 4-1 Details: After moving down the stairs and stepping to the center of the labyrinth, this is down the path to the west. Turn left once you reach the west wall then open the metal case on the block and this will be inside. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Along the way to the chain on the west side, there is a treasure on the side of the broken second floor walkway overhead. Look directly up once you reach the midportion of the west side and you'll see a green ++EMERALD (SQUARE)++ attached to the side of the broken overhead walkway. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1 | [ ] | TREASURE: Emerald (Square) [1,000 gold] |_________________| DETAILS: While in the northwest section of the first floor with the blue statue, the character that moves around the west side should look up once that character reaches the mid portion, in between the statue and the west entrance, and this will be attached to the side of the broken overhead walkway above. Look for a green circular object that glimmers along the side of the damaged overhead walkway. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = The other player is waiting on you, so get your ass to that other chain on the blue status and pull it! When the statue slides back into the wall, pick up the ++SAPPHIRE (SQUARE)++ where it used to lie. The south end of the area will be sealed off once the two handles are pulled as a staircase moves up out of the floor. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1 | [ ] | TREASURE: Sapphire (Square) [1,000 gold] |_________________| DETAILS: Once the blue statue slides into the wall after both chains along its side have been pulled, this will be on the floor where it was previously at. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Run over to the east (right) end of the current area and follow the path back to the middle of the labyrinth. Turn right this time and you'll be greeted with a staircase that leads to the second floor of the labyrinth. Move up this west set of stairs and a green statue will lie in view at the very top. Don't pull the chains at this moment though. Turn to the left while facing the statue then hop across the gap in the walkway to the left and open the chest then pick up the ++IDOL (GOLD)++ from inside. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1 | [ ] | TREASURE: Idol (Gold) [3,000 gold] |_________________| DETAILS: Before pulling the chains on the green statue on the west side, turn to the left then hop across the gap further along the left side then open the chest on the other end to collect this treasure from inside. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Hop back across. Now both characters should pull the chain handles on the green statue. The green statue will slide back into the wall behind it and leave behind an ++EMERALD (SQUARE)++. Did you see what happened there? The stairs behind the characters rose up to a form a walkway, the stairs along the far east side rose up and the stairs in the north rose up as well. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1 | [ ] | TREASURE: Emerald (Square) [1,000 gold] |_________________| DETAILS: Once the green statue slides into the wall after both chains along its side have been pulled, this will be on the floor where it was previously at. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = -- CHECKPOINT Turn around and move along the newly formed east walkway. If you are trying to shoot the BSAA Emblem in this area with a normal gun instead of a rifle then, while standing on the middle of this walkway, turn and face the green statue then look directly up. This is the closest the characters can get to it in order to shoot it with a normal weapon. Follow the walkway in front of the green statue then turn to the right and follow that south walkway. Arm a rifle now since some Majini will attack from off to the east in just a moment. Once the characters move to the midportion of the south walkway, Wetland Majini will appear from the high east walkway. Stand along the portion of the wall with the hole for a little cover then aim up toward the high east walkway with the rifle and shoot the Majini with the explosive arrows then aim toward the east stairs with a rifle and shoot the other Majini with explosive arrows. It's really best to stay on the current walkway and allow the Majini to move around the corner and attack your character instead of moving around the far corner and meeting up with them; this way when the second wave of Majini arrive, your characters won't be out the open when the next Majini with explosive arrows appears. Once the Majini group together along the walkway, take out the grenade launcher and fire at them. This weapon's explosive rounds will cause an explosion that will knock down and badly damage a group of Majini. Don't be afraid to use some of its ammo here; you'll want to keep around six explosive rounds for the big enemy that will appear in this area later though. Eventually another (smaller) wave of Wetland Majini will arrive. Take out the rifle once again and find the Majini with the explosive arrows up on the lower east walkway then shoot him. The second wave isn't all that bad, so you really don't need the grenade launcher for them. Use the H&K MP5 for the Majini with the shield. You probably haven't picked up on it yet thanks to the changed stairs and blocked off entrance but the characters are actually back at the beginning of the labyrinth on the side that they started from. There is a difference this time though; the path to the far east is no longer a dead end! Move along the path to the east and go down the stairs off to the left that lead to the middle of the labyrinth. Turn right and follow the north set of stairs upward. The characters will be face to face with a yellow statue. Both characters should pull the two chain handles along the sides of the yellow stature just like the other statues. The yellow statue will move back into the wall and reveal a ++TOPAZ (SQUARE)++ below it. The staircase to the east will now lower and reveal a walkway leading to the east area below. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1 | [ ] | TREASURE: Topaz (Square) [1,000 gold] |_________________| DETAILS: Once the yellow statue slides into the wall after both chains along its side have been pulled, this will be on the floor where it was previously at. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = -- CHECKPOINT Turn to the right and look around the side of the stair railing to see a path with a chest at the end. Run along the path then open the chest at the end to find two sets of ++FLASH ROUNDS (+3)++ inside. --------------------------------------------------------------------- ITEM LIST [ ] Flash Rounds (+3)- Inside of the chest around the east side of the staircase railing in front the yellow statue. [ ] Flash Rounds (+3)- Inside of the chest around the east side of the staircase railing in front the yellow statue. ------------------------------------------------------------------------------- The purple statue along the northeast side of the nearby walkway is bit more tricky to activate than the others. There are actually two purple statues. One of them is on the second floor and the other is on the bottom floor below the first. You can get one character to stay up on the current floor then have the other character move down to the bottom floor, but the character that moves down to the bottom floor will get ambushed by enemies. The top floor character can play sniper at that time and shoot the enemies from up above. I find it best for both characters to move down to the bottom floor to take on the enemy wave below, just in case one enters dying status. In single player mode, if the main player examines the top floor chain then the AI partner will stay near it until your main character issues the "Come on" command. Either way, move back down the stairs in front of the yellow statue then make a left at the center portion and move along the newly formed walkway to the left. Turn and step into the south area first of all. Break the three --VASES-- to the south. One of them holds a proximity bomb, which will definitely come in handy after the final statue is activated. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - In the south area of the bottom floor which is accessible after both characters pull the chains on the yellow statue. --> Random Item [ ] Vase - In the south area of the bottom floor which is accessible after both characters pull the chains on the yellow statue. --> Random Item [ ] Vase (right) - In the south area of the bottom floor which is accessible after both characters pull the chains on the yellow statue. --> Definite Item: Proximity Bomb ------------------------------------------------------------------------------- Step into the north area with the lower purple statue. When the main character examines the chain handle in single player, the partner will automatically run back toward the chain handle on the second floor. The enemy wave will not appear until the partner is halfway up the stairs while moving toward the second floor. Both characters should really fight this wave of enemies together once they appear from the top walkways however. In co-op play, the enemies sometimes appear on the top floor to attack the top player if one stays behind. .----------------------------------- TIP -------------------------------------. | To keep both players together, examine the bottom floor statue so that the | | character grabs a hold of the chain handle then wait for the AI partner to | | move up the stairs and listen for the battle music to start. At that time, | | press the action button to release the character's grip then quickly issue | | a "Come on" command to get the AI partner to rejoin your character for the | | fight below. | '-----------------------------------------------------------------------------' Bui kichwa will be the first set of enemies to appear as they burrow out of the ground. Arm the grenade launcher with flash rounds and shoot a flash round to get rid of the majority of them. Wetland Majini armed with spears, claws and torches will attack along with more Bui kichwa throughout the battle. Don't be afraid to pull out the grenade launcher with explosive rounds if needed to do major damage to a whole crowd. You'll mainly want to use the shotgun here when the enemies start to mount up and the usual shot to a vital area + melee works like always. Once the battle is over, one player should pull the chain handle on the bottom statue and the other player should pull the chain handle on the top statue. In single player, pull the bottom handle and the AI partner will pull the handle on the top floor. Pick up the ++RUBY (PEAR)++ from the floor in front of the bottom statue after the two statues slide back into the wall then run upstairs and grab the ++SAPPHIRE (PEAR)++ from the floor in front of the top statue. The AI partner will not grab either one. Pulling on the chains will cause the south staircase to move into the floor and make a walkway, which can be used to gain entry to the southwest area. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1 | [ ] | TREASURE: Ruby (Pear) [1,000 gold] |_________________| DETAILS: Once the bottom purple statue slides into the wall after the chains on both purple statues have been pulled, this will be on the floor where the bottom purple statue was previously at. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1 | [ ] | TREASURE: Sapphire (Pear) [1,000 gold] |_________________| DETAILS: Once the top purple statue slides into the wall after the chains on both purple statues have been pulled, this will be on the floor where the top purple statue was previously at. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Since there is a hole in the west wall of the southeast area, both characters can enter that area and move through the hole on the west wall to gain quick entry to the southwest portion of the labyrinth. Either way, now that the staircase in the south portion has sunk beneath the floor, use that walkway to gain entry to the southwest area. Pull the chains on the red statue in the southwest area. The south and north staircases will rise up to form a full stairway to the exit door on the third floor above! -- CHECKPOINT Pick up the ++RUBY (OVAL)++ after the red statue slides back into the wall. Turn around and walk away from the statue and a cutscene will play. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1 | [ ] | TREASURE: Ruby (Oval) [2,000 gold] |_________________| DETAILS: Once the red statue slides into the wall after both chains along its side have been pulled, this will be on the floor where it was previously at. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = + + + + + + + + + B O S S B A T T L E + + + + + + + + + + POPOKARIMU ---------- HP: 12,000 Weak Points: - Reddish back end of tail Recommended - Proximity Bomb (to stun Popokarimu) Weapon(s): - Grenade Launcher w/Explosive Rounds (to stun and damage Popokarimu) - Machine Gun or Handgun (to blast the back end of his tail from long range) - Shotgun (to blast the back end of his tail from close range) Front Attacks 1) Arm Swipe - Popokarimu swings its right arm forward. 2) Lunge - Popokarimu backs up a bit then stops and races forward then swings its left arm forward. This can be dodged with a button prompt that appears. Either the action button or run button will appear. Press both! 3) Shriek - Popokarimu folds out its wings then shrieks. This will stun whichever character is in front of it as long as the shriek last but it will not damage a character. This move will also put enough sound pressure on a proximity bomb to make it explode if one is in front Popokarimu at that time. 4) Ground Smash - Popokarimu leaps into the air then attempts to fall on a character. It will take quite a while to recover from this attack if it misses. Back Attacks: 5) Tail Swipe - While a character is behind him, Popokarimu swings its scorpion-like tail at the character. 6) Sticky Slime - Popokarimu lifts its tail behind it then fires out a sticky greenish slime that will trap any character that it hits. A character must struggle to break free or have a partner cut them out of the trap with a partner assist knife attack. You didn't think your characters could just walk out of here freely did you? Hah. A Popokarimu much like that pesky bat creature that the characters fought at the end of chapter 2-2 will be in front of the characters after the cutscene. This Popokarimu fight is completely optional unlike that bastard fought in chapter 2-2. He carries all the same moves as the other one except he can't take flight during the actual battle. --> THE OLE' RUN OVER THE PROXIMITY BOMB ROUTINE One way to fight this Popokarimu is to use proximity bombs like in the last battle, or a character can use the grenade launcher for some extremely good results. There was a proximity bomb in the right vase in the southeast area of the bottom floor if a character bothered to break them. A character can place the bomb then lead the Popokarimu toward it. The blast will knock the boss over just like before then both characters can run over to his weak end on the back of his tail and blast at it with powerful weapons. --> INTRODUCE HIM TO THE GRENADE LAUNCHER Popokarimu can be taken down insanely fast with the use of explosive rounds with the grenade launcher. Shoot him anywhere on his body, but wait for him to recover from each stagger before he is hit with each explosive round. After three explosive rounds have hit him, Popokarimu will fall. The character with the grenade launcher can rush to his tail end at that time and dish out some heavy punishment with constant explosive rounds to the tail and actually kill him right then. Flash rounds can also be used to stun him, so the few flash rounds that the characters picked up earlier can be used at the beginning of the battle as well. Don't constantly fire the flash rounds however, give him a break in between staggers to make sure that he falls over after three flash rounds or else the player might waste some. --> SURROUND HIM Both characters can also get on opposite sides of the Popokarimu and the character in the back can damage the creature from the back end of its tail. This will eventually make it fall over to where both characters can rush in and damage it by hitting the back portion of its tail. --> STILL THE SAME OLE'... This Popokarimu has half amount of life as in the last battle with the one in Chapter 2-2, which isn't much, so he isn't that hard to take down at all. At default M3 shotgun level, the following will kill him on normal mode: One proximity bomb to knock him over -> shotgun blast (to tail) -> shotgun blast -> shotgun blast -> shotgun blast -> shotgun blast -> reload through inventory during fifth blast -> shotgun blast To avoid inventory reloading, simply upgrade the capacity of the M3. The Popokarimu will drop a ++SOUL GEM++ treasure. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Labyrinth - Chapter 4-1 | [ ] | TREASURE: Soul Gem [10,000 gold] |_________________| DETAILS: Defeat the Popokarimu in the Labyrinth. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --> RUNNING FROM POPOKARIMU If the players choose to run from the boss, then both characters should run toward the staircase to the east. Move up the middle set of stairs. A cutscene will showcase the Popokarimu as it chases the characters once they reach the middle portion of the stairs. At the very top, another cutscene will play and both players will need to tap the run button rapidly once the characters start to run in order to survive the cutscene as the Popokarimu runs forward and plows into the tunnel while in pursuit of both characters. -> COMMAND INPUT 1 Sequence: Chris and Sheva quickly dash into the corridor at the top of the stairs as Popokarimu jumps toward the corridor. Type: Rapid button tap Command: Dodge The Popokarimu will get crushed up under two statues as it tries to enter the tunnel while following the characters. It's worth seeing this cutscene at least once and there is no checkpoint afterward so all a players has to do is restart through the pause menu if that person wants to fight him and gain his dropped item. Either way, be sure to taunt his dead body when he finally falls (it's a habit of mine) then move up the staircase that leads to the third floor in the north portion of the labyrinth. Both players must use the partner assist button to open the exit door down the tunnel at the top of the stairs. + + + + + + + + E N D B O S S B A T T L E + + + + + + + + - - - - - - ___ _ _ _ _ ____ [CH42] / __\ |__ __ _ _ __ | |_ ___ _ __ | || | |___ \ / / | '_ \ / _` | '_ \| __/ _ \ '__| | || |_ ___ __) | / /___| | | | (_| | |_) | || __/ | |__ _||___| / __/ \____/|_| |_|\__,_| .__/ \__\___|_| |_| |_____| |_| ------------------------------------------------------------------------------- --> Chapter 4-2 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 35+ | 20 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <16'00" | 20'00" | 24'00" | 24'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than ------------------------------------------------------------------------------- [CH421] Chapter 4-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - W O R S H I P A R E A - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The characters will start right outside the door that they opened in the last chapter. Move up the first set of stairs ahead then turn around and look up on the wall, above the entrance door to see a ++TOPAZ (PEAR)++ on the high wall. Shoot it down then collect the treasure. Break the nearby --VASES-- in the area to the west of the first set of stairs. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Worship Area - Chapter 4-2 | [ ] | TREASURE: Topaz (Pear) [1,000 gold] |_________________| DETAILS: At the beginning of the chapter, move up the first set of stairs then perform a quick turn and look up on the high wall above the entrance door to the Worship Area then shoot this down from that wall. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = -------------------------------------------------------- BREAKAKBLE OBJECT LIST [ ] Vase - On the west wall at the top of the first set of stairs. --> Random Item [ ] Vase - On the west wall at the top of the first set of stairs. --> Random Item ------------------------------------------------------------------------------- .------------------------------------ TIP ------------------------------------. | Before moving up the next set of stairs up ahead, look along the overhead | | arch that extends across the walkway above to find several bats perched | | overhead. Toss a flash grenade below them to kill them all and then pick | | up the gold that they might carry. | '-----------------------------------------------------------------------------' Move up the next set of stairs and step toward the middle of the Worship Area. Whether you play the role of exterminator with the bats in this area is up to you and your partner... or "pahrtna'". Walk toward the door with the three circular slots up ahead. This area requires the characters to find emblems that can be placed onto the door. The emblems are hidden in the rooms on the east and west side of the Worship area. The players are completely free as to deciding the route they take and which emblem to go after first. I'll start with the west side. ----------------------------------------------------------------- INVESTIGATION [ ] Door with Three Slots - Examine the door with the three slots in the middle of the Worship Area. ------------------------------------------------------------------------------- As the characters move toward either side, a cutscene will play that will showcase a device that fires out a focused blast of sunlight that will produce a laser. The laser will shoot across each of the narrow side paths and then stop briefly. Your characters will have a few seconds to run to a destination in between the laser fire. The trails of fire behind the laser cannot hit your character; only the actual laser will damage a character. The characters can take shelter in doorways or along side alcoves. Keep in mind that a few of the alcoves contain items, which I'll direct you to. .---------------------------------- TIP --------------------------------------. | The light pillar lasers are controlled by Majini from the back side of | | each of them. The Majini can be shot once your characters get right next | | to the light pillars. The light pillar laser on the west side has a small | | hole in the wall of the south side where the Majini that controls that | | laser can barely be seen with a rifle that has a high magnification scope. | | If you look through the very small opening in the wall to the left of the | | door with the emblem slots, a player can just BARELY make out his head as | | it bobs between the left side of the small opening in front of the flames | | behind the light pillar device. | | | | Another way to accomplish this task for the northwest light pillar is to | | arm a rocket launcher and look toward the light pillar. Find the side of | | the wall in front of the pillar that has a small opening on it. Fire the | | rocket so that it hits the lit-up portion of the wall behind the torch near | | that opening and the explosion will hit the Majini behind the wall. A | | grenade launcher with explosive rounds can be used to hit the Majini behind | | the northwest pillar as well. | | | | The northeast pillar can be deactivated with a rocket launcher. Aim toward | | the pillar then find the torch on the east side then aim at the lit up wall | | behind the torch and fire the rocket to hit the Majini that is controlling | | the light pillar and deactivate that light pillar. This can only be done | | with a rocket launcher until a character moves up the wooden walkway close | | to the pillar. | '-----------------------------------------------------------------------------' The lasers will take great damage from either player if one of the beams manages to hit either character. In single player mode, the AI partner will usually watch out for the lasers, but the partner sometimes gets caught by the laser fire, so you might have to heal your partner every now and then. --> OBTAINING THE SEA EMBLEM (west) Don't worry too much about the Majini that appears on the west side after the cutscene. He always stands in the middle of the path and gets killed off by the laser. Yes, these beams can be used to your advantage to take down enemies! Ignore the doorway to the south for now and time a run down the south portion of the west path. The characters can take cover in the nearby alcove or the doorways along the way. Break the two --VASES-- in the south alcove. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase (left) - In the far south alcove along the west path. --> Random Item [ ] Vase (right) - In the far south alcove along the west path. --> Definite Item: Proximity Bomb ------------------------------------------------------------------------------- Step through the doorway of the southwest area. A few Wetland Majini will attack as your characters step onto the bridge ahead. Take out a rifle immediately and try to shoot the three Majini with explosive arrows on the back walkway with the burning structure in behind them; you can actually begin shooting them as soon as the characters enter the area. .----------------------------------- TIP -------------------------------------. | A proximity bomb can be placed be placed below the high ledge (broken | | portion of wall with the torch in the back of it to the north. A torch | | Majini will be the first of many Majini that will attack after taking the | | Sea Emblem and this will kill him right from the beginning after he leaps | | down from the high ledge. Don't place it directly below the ledge. Place | | it a little ways to the south along the walkway. | '-----------------------------------------------------------------------------' Break the two --VASES-- at the end of the right walkway past the bridge to the west. Move up the stairs along the left portion of the main walkway then take the **SEA EMBLEM** from the circular slot in the middle of the skull head below the burning overhead structure. Break the nearby --VASE-- off to the right. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Along the right walkway after stepping over the bridge in the southwest area. --> Random Item [ ] Vase - Along the right walkway after stepping over the bridge in the southwest area. --> Random Item [ ] Vase - To the right of the structure that contains the Sea Emblem. --> Random Item ----------------------------------------------------------------- KEY ITEM LIST [ ] Sea Emblem - Attached to the slot below the overhead burning structure in the southwest area. ------------------------------------------------------------------------------- A group of Majini and a Giant Majini will step onto the walkway below when the characters begin to leave. Arm the shotgun or magnum and blast the Giant Majini. Be sure to take advantage of melee attacks with both characters (double team) when he is stunned. Use the "Go" command to make your partner step forward for the second hit after your player attacks with a melee. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Worship Area - Chapter 4-2 | [ ] | TREASURE: Blue Enigma [3,000 gold] |_________________| DETAILS: After obtaining the Sea Emblem, defeat the Giant Majini and he will drop this. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = .----------------------------------- TIP 1 -----------------------------------. | Before stepping through the doorway back out to the path with the laser, | | your character scan use the cover command to take cover behind the left | | side of each doorway and you'll be able to watch the laser a bit better as | | it moves along the path. | '-----------------------------------------------------------------------------' .----------------------------------- TIP 2 -----------------------------------. | Placing an emblem in the door back in the south middle portion will | | activate a checkpoint per emblem placed. | '-----------------------------------------------------------------------------' .----------------------------------- TIP 3 -----------------------------------. | The Giant Majini and other Majini can be lead back to the path with the | | laser outside of the area with the Sea Emblem and the laser will destroy | | the Wetland Majini and cause the Giant Majini to block. The character can | | run up and hit the Giant Majini with a melee attack shortly after it blocks | | the laser much like they can after a shotgun blast. | '-----------------------------------------------------------------------------' --> OBTAINING THE SKY EMBLEM (northwest) Leave the area and take the west path to the north while avoiding the laser by stepping into the side alcoves. Step into the first right alcove along the path with the laser and break the --VASE--. Run directly ahead then step toward the area with the stairs off to the left but DON'T step on the walkway further to the left; stay on the stairs since another laser will be moving down that walkway. After the laser on the right side passes by again quickly run to the far north and break the two --VASES-- underneath where the laser shoots. Both characters are completely safe while standing underneath the laser. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - In a right alcove on the way toward the northwest laser. --> Random Item [ ] Vase - At the end of the path directly underneath the right overhead laser. --> Random Item [ ] Vase - At the end of the path directly underneath the right overhead laser. --> Random Item ------------------------------------------------------------------------------- Time a run as the laser passes and step back behind the wall near the west stairs. Take cover behind the far left side of the wall along the stairs in order to watch the second laser more carefully. Quickly time a run and step into the second alcove with the torch along the left wall. Break the torch and grab the ++TOPAZ (SQUARE)++ from inside. Two more alcoves down (fourth alcove), there are two spiders on the wall inside the alcove that can be killed. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Worship Area - Chapter 4-2 | [ ] | TREASURE: Topaz (Square) [1,000 gold] |_________________| DETAILS: Move along the west path toward the north laser then quickly move onto the stairs and take cover behind the section of wall before stepping onto the next walkway. Break the torch in the second alcove against the left wall and this treasure will be inside. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Take cover in another alcove along the way to the north to avoid the laser again then run to the stairs up ahead and collect the ++GREEN HERB++ from the top of the staircase. Take cover behind the left pillar at the top so that the view point of the northwest area is in view. Watch the Majini with shields as they move along the walkway to the west and allow them to get killed off by the lasers. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - At the top of the stairs to the north. This is beside the left cover point in the doorway. ------------------------------------------------------------------------------- The north walkway that your characters are beside actually has two lasers that run along it. One of them starts in the west and the other starts in the east. The two of them appear at each end then quickly zip to the opposite end. Time a run so that your characters can run all the way to the west after the lasers move past the current opening. Run to the walkway in the northwest then break the two --VASES-- along the right walkway after escaping the lasers. An assist jump action will need to be used to obtain this next emblem and only Sheva can fetch it. Use the assist jump command so that Chris tosses Sheva over the west gap. .----------------------------------- TIP -------------------------------------. | From the northwest walkway, find the damaged portion of the north wall then | | look up behind the lever and shoot the Majini stationed behind the light | | pillar laser in order to deactivate it. He can be shot with just about any | | weapon from the northwest walkway. | '-----------------------------------------------------------------------------' --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - In the northwest area along the right walkway after escaping the two lasers along the north walkway. --> Random Item [ ] Vase - In the northwest area along the right walkway after escaping the two lasers along the north walkway. --> Random Item ------------------------------------------------------------------------------- > > > > > > > > > > > > > S H E V A G A M E P L A Y < < < < < < < < < < < < < Sheva will land on the opposite side and a few Wetland Majini will move down the stairs and attack. A Giant Majini is at the very top of the stairs and it might come after Sheva or Chris, so both of the characters really need to be prepared to deal with it. The Sheva player can always escape the area by dropping down the east end of the area above. Collect the ++GREEN HERB++ in the center of the stairs, then pick up the **SKY EMBLEM** attached to the slot below the burning overhead structure. Drop down the east ledge to regroup with Chris. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - In the middle of the stairs that only Sheva can get access to in the northwest. ----------------------------------------------------------------- KEY ITEM LIST [ ] Sky Emblem - In the slot below the burning structure in the northwest. Sheva has to get access to the area via an assist jump command. ------------------------------------------------------------------------------- > > > > > > > > > > > > > C H R I S G A M E P L A Y < < < < < < < < < < < < < Chris can provide some slight cover fire for Sheva, but not much. Most of this portion is up to the Sheva player. Chris needs to watch for the Giant Majini if it decides to drop down the walkway to his right. Have the magnum or shotgun ready for him. ------------------------------------------------------------------------------- .------------------------------------- TIP -----------------------------------. | In co-op play, a Sheva player can quickly run by all the Wetland Majini on | | the opposite side then grab the Sky Emblem and fall from the other end. | | Both players can stand away from the area where the Giant Majini and other | | Majini will fall then one player can toss a hand grenade to defeat the | | whole crowd of Wetland Majini and stun the Giant Majini. Feel free to | | double team the Giant Majini afterward with a melee attack from each | | character, or toss more hand grenades. | '-----------------------------------------------------------------------------' = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Worship Area - Chapter 4-2 | [ ] | TREASURE: Blue Enigma [3,000 gold] |_________________| DETAILS: Defeat the Giant Majini in the northwest area when both characters go to retrieve the Sky Emblem. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --> OBTAINING THE EARTH EMBLEM (east) Once the characters regroup, return to the path with the two lasers zipping to the west and the east along it. After a laser movement, quickly run to the east and take shelter in the area with the stairs. Wait for the lasers to move by again then make a mad dash to the east and move up under the overhead bridge. Haul ass until you reach the broken wall up ahead. Once the characters step past the broken wall in the east, they are safe from the lasers on the north walkway. Break the nearby --VASE-- while catching your breath. Step along the small wooden walkway to the east and break the --VASE-- along the way. Around the left corner, break the torch on the ground and take the ++EMERALD (PEAR)++ from it. .---------------------------------- TIP --------------------------------------. | From the north end of the wooden walkway, the Majini stationed by the east | | light pillar laser can be seen. Aim up at him with any weapon and shoot | | him to deactivate the east light pillar laser. | '-----------------------------------------------------------------------------' = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Worship Area - Chapter 4-2 | [ ] | TREASURE: Emerald (Pear) [1,000 gold] |_________________| DETAILS: Break the torch along the floor while walking to the end of the wooden walkway in the far north along the east path. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Near the broken wall at the far north end of the east path. --> Random Item [ ] Vase - Along the small wooden walkway at the far north end of the east path. --> Random Item ------------------------------------------------------------------------------- If the characters took down both light pillar lasers by shooting the Majini behind them, step toward the middle of the north walkway and look at the ceiling of the bridge near the middle. Shoot down the ++RUBY (PEAR)++ from the bottom portion of the bridge then collect it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Worship Area - Chapter 4-2 | [ ] | TREASURE: Ruby (Pear) [1,000 gold] |_________________| DETAILS: Along the north walkway near the middle, look up at the bottom portion of the overhead bridge while passing underneath it then shoot this down from the ceiling. It's best to deactivate both light pillar lasers before attempting to find this. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Run back to the east and face the path to the left (southeast). Time a run and move to the first right alcove along the southeast walkway. Time another run then move on further to the south and step into the left alcove ahead. Time yet another run then move to the south and step onto the walkway to the left (east). Break the two --VASES-- to the left along this walkway. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - In the south portion of the east walkway, you'll find this on the east side while moving toward the Earth Emblem. --> Random Item [ ] Vase - In the south portion of the east walkway, you'll find this on the east side while moving toward the Earth Emblem. --> Random Item ------------------------------------------------------------------------------- You'll basically get the drop on some Majini by entering from the second floor. They will be to the east and below the nearby stairs. Several of them will attack. Try to take down the ones with the explosive arrows first of all and you'll want to focus attention on the one with torches as well. One of the Majini with explosive arrows is up on a high ledge on the south wall, though he likely won't be much of a problem unless the characters try to run toward the emblem up ahead right away. After the battle, step up to the top of the second set of stairs in this area and look on the south wall. Along the damaged portion, find a brick along the wall with a ++SAPPHIRE (PEAR)++ hanging out of it then shoot it and collect it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Worship Area - Chapter 4-2 | [ ] | TREASURE: Sapphire (Pear) [1,000 gold] |_________________| DETAILS: In the east area where the Earth Emblem is obtained, move to the top of the top floor staircase then look along the damaged wall to the south. Find a brick on the wall with this treasure attached to it then shoot it to make it fall. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Run to the far east burning structure and take the **EARTH EMBLEM** from the slot below it then grab the ++GREEN HERB++ on the ground to the left. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the ground to the left of the structure where you get the Earth Emblem. ----------------------------------------------------------------- KEY ITEM LIST [ ] Earth Emblem - Attached to a slot below a burning structure in the far east of the Worship Area. ------------------------------------------------------------------------------- Leave the area by moving down the set of stairs next to the stairs that lead to the second floor. Move along the path and you'll come to the outside path with another possible laser (if the Majini is still behind the nearby light pillar). Time a run if the light pillar is there, so that your characters run to the south as the laser moves down the path ahead then quickly step onto the third alcove along the left wall. Break the torch on the floor in that alcove then pick up the ++SAPPHIRE (SQUARE)++ from inside. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Worship Area - Chapter 4-2 | [ ] | TREASURE: Sapphire (Square) [1,000 gold] |_________________| DETAILS: While moving to the south along the bottom east walkway, this will be in the third alcove on the west wall. Break the torch on the floor to obtain it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Follow the walkway the rest of the way to the south and step behind the west wall to the side if needed. Return to the door in the middle south area and place all three emblems on the door. -- CHECKPOINT Move up the stairs that lead to the north behind the door. Before using the partner assist prompt to open the doors to the next area, stand away from the doors and look up toward the wall above it then shoot down the ++DIAMOND (TRILLIANT)++ from the wall up above the doors. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Worship Area - Chapter 4-2 | [ ] | TREASURE: Diamond (Trilliant) [4,000 gold] |_________________| DETAILS: After using the three emblems to open the door, run to the far north and approach the exit doors then look up above the doors to see this stuck on the wall above the doors. Shoot it down then collect it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Open the doors ahead to exit the area. [CH422] Chapter 4-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - P Y R A M I D - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Kill the spider and the snake on the floor in this first area for some possible gold and an egg. Even the spider on the west wall might drop some gold. The vermin in this area are loaded. Move down the stairs to the north. There should be another spider toward the end of the stairs. Examine the door in the north and it will slide open. Once the characters enter the room ahead, the door will seal off. --> MIRROR PUZZLE ROOM 1 The characters will now be in a room with several stone mirrors that reflect a beam throughout the middle portion of the room. Coming into contact with the beam in any way will kill a character. .-------------------------------- CO-OP TIP ----------------------------------. | Notice how the AI partner gets up on the platform in each of the puzzle | | rooms in single player mode. This is so the main player will not risk | | hitting the partner with a sun beam. In co-op play, one player should get | | on top of the platform and allow the other player to solve the puzzle. This | | way, the player that solves the puzzle will not run the risk of hitting the | | partner with one of the lasers while solving the mirror puzzle in each | | room. | '-----------------------------------------------------------------------------' In order to move a stone mirror, stand in the back of it, where the handle is located then hold the aiming button to make your character grip the handle. The mirror can be turned to the right or left. To avoid accidentally turning the mirror the wrong way and exposing your character to the light beam, let go of the aiming button quickly if your character begins to turn the mirror the wrong way and this will keep your character from coming into contact with the beam. The stone mirrors in this area must be turned so that the beams focuses light on the far northwest stone mirror. The stone mirror in the northwest is actually attached to an elevator that is powered by the beam's energy. Your AI partner will stand on the north platform with stairs and watch as your character solves the puzzle. A player can stand on the platform with stairs and step to the edge for an "Investigate" prompt that will switch to a viewpoint of the entire area once activated. ----------------------------------------------------------------- INVESTIGATION [ ] View of Room - Stand at the south end of the north platform for an "Investigate" prompt that will allow a player to view the entire room. ------------------------------------------------------------------------------- The diagrams below are based on the default setup for the mirrors as if a player is facing them from the entrance. Below is the solution for the first mirror puzzle: .-----------------------. | * = light pillar | | 1-5 = stone mirrors | | o = elevator mirror | '-----------------------' o 4 ------------------------------------------------------------ 3 | | | * | | | | | 1 ---------------------------- 2 | | - Rotate Mirror 4 to the left one time. o | 4 ------------------------------------------------------------ 3 | * | | | 1 ---------------------------- 2 - SUMMARY FOR THE FIRST PUZZLE ROOM: .------------------------------------------. | 1) Rotate Mirror 4 to the left one time. | '------------------------------------------' Get on the elevator after platform where the glowing mirror is located after moving mirror 4 to get a "Down" assist command. Press the button to take the elevator down to the next mirror puzzle room. Your AI partner will join up with your character if you're playing in single player. --> MIRROR PUZZLE ROOM 2 Pick up the ++RUBY (PEAR)++ from the left side of the east platform with stairs. This is the same platform that the AI partner will stand on. The AI partner will most likely beat your main character to it. I know I wanted to nearly tie a rope around my AI Sheva when she kept collecting the damn thing ahead of time while I was trying to record it for my readers. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Pyramid - Chapter 4-2 | [ ] | TREASURE: Ruby (Pear) [1,000 gold] |_________________| DETAILS: This is lying on the left side of the east platform in the second mirror puzzle room. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = In this room, the characters will be able to knock down the pillars that block the area in between some of the mirrors. The diagram below is from the viewpoint while standing on the west side of the room and looking toward the stair platform in the east. .-----------------------. | * = light pillar | | 1-5 = stone mirrors | | o = elevator mirror | '-----------------------' 5 4 || 3 2 * --------------|| 1 o - Knock down the pillar in between the light pillar and Mirror 1. Stand on the east side while knocking it down to continue to the next step faster. Obviously, you don't want to stand on the end where the beam will hit your character so stand to the side of the pillar away from the beam. 5 4 || 3 2 ---------------------------------- | * ----------------------------- 1 o - Turn Mirror 2 to the right one time. --5 4 | | | || | | 3 ----------------------------- 2 | * ----------------------------- 1 o - Turn Mirror 5 to the left one time. 5 ------------------------------------------------------------ 4 | | | | | || | | 3 ----------------------------- 2 | * ----------------------------- 1 o - Knock down the pillar in between Mirror 4 and the elevator mirror. 5 ------------------------------------------------------------ 4 | | | | | | | | | | 3 ----------------------------- 2 | | | * ----------------------------- 1 o - SUMMARY FOR THE SECOND PUZZLE ROOM: .-----------------------------------------------------------------------. | 1) Knock down the pillar in between the light pillar and Mirror 1. | | 2) Turn Mirror 2 to the right one time. | | 3) Turn Mirror 5 to the left one time. | | 4) Knock down the pillar in between Mirror 4 and the elevator mirror. | '-----------------------------------------------------------------------' Get on the elevator and use the partner assist prompt to take it down to the next mirror puzzle room. --> MIRROR PUZZLE ROOM 3 Go ahead and enter the north room in the next mirror puzzle room. Two Bui kichwa will burrow out of the floor and attack so have a handgun or machine gun ready. The impaled corpse up ahead can be examined and the spears can be knocked off of him with a knife or gunfire. Stand at the coffin that he is suspended over then turn and look up toward the wall above the doorway and then shoot the --BSAA EMBLEM (22/30)-- above the doorway. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #22 / BSAA \ (------------) LOCATION: Pyramid - Chapter 4-2 \ EMBLEM / DETAILS: While inside the third mirror puzzle room, enter the \________/ north room with the impaled corpse above the coffin. Walk toward the impaled corpse then perform a quick turn. Aim and look up above the doorway to see this emblem in the middle portion of the high wall above the door. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ----------------------------------------------------------------- INVESTIGATION [ ] Impaled Corpse - Impaled by spears above the north coffin. ------------------------------------------------------------------------------- Exit the north room. If you want to kill off some extra enemies for possible random items then arm a flash grenade and open the chest in the middle of the room. Nothing is inside!? Well, at least the chest didn't snap at your character like a mimic, right? After opening the chest, a swarm of Bui kichwa will race out of both side rooms to the east and the west. The doors will quickly close after the enemies crawl out of the rooms. Toss a flash grenade or shoot a flash round with the grenade launcher to defeat them all at once with little effort. Otherwise, prepare to use quite a bit of handgun or machine gun ammo as they attack. The diagram below assumes that your character is standing on the west side of the room and facing the platform with stairs to the east. .-----------------------. | * = light pillar | | 1-5 = stone mirrors | | o = elevator mirror | '-----------------------' | | 5 ------------------------------------------------------------ 4 | | Skull Chest 3 | o | | 2 1 * To avoid having to travel a great distance around the room, turn the following: - Turn Mirror 1 to the right one time. - Turn Mirror 2 to the right one time. - Turn Mirror 5 to the right one time. 5 ------------------------------------------------------------ 4 | | | | Skull ---------------- Chest ------------------- 3 | o | | | | | | 2 ---------------------------------------------- 1 * Focusing the beam on the skull statue will make the two side rooms on the east and west sides of the room open. Enter the west room first. Collect the ++BEETLE (GOLD)++ from the pedestal in front of the burning corpse inside. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Pyramid - Chapter 4-2 | [ ] | TREASURE: Beetle (Gold) [3,000 gold] |_________________| DETAILS: After focusing the light beam on the skull statue in the third mirror puzzle room, both the west and east rooms will unlock. Step into the west room and this will be lying on the pedestal in front of the burning corpse. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ----------------------------------------------------------------- INVESTIGATION [ ] Burning Corpse - The burning corpse in the west room. This can be examined after picking up the Beetle (Gold) treasure. ------------------------------------------------------------------------------- Step out of the west room after collecting the Beetle (Gold) inside then enter the east room. Don't start breaking any of the 9 --VASES-- or 5 --POTS-- just yet since some of them contain snakes. You don't really want to use your knife here since you might accidentally break too many and get bitten before your character can slash the snake. Here's a diagram and list of the left side and right side of breakable objects: (* take special note of pot 4 which container multiple snakes) Idol (Gold) V4 P3 _______ V5 V6 V2 V3 |_______| P4 V7 P2 V1 |_______| V8 V9 P1 |_______| P5 --------------------------------------------------------- BREAKABLE OBJECT LIST Vase (V1) - Inside the east room after the beam is reflected onto the skull. --> Enemy: Snake Vase (V2) - Inside the east room after the beam is reflected onto the skull. --> Random Item Vase (V3) - Inside the east room after the beam is reflected onto the skull. --> Random Item Vase (V4) - Inside the east room after the beam is reflected onto the skull. --> Random Item Vase (V5) - Inside the east room after the beam is reflected onto the skull. --> Random Item Vase (V6) - Inside the east room after the beam is reflected onto the skull. --> Random Item Vase (V7) - Inside the east room after the beam is reflected onto the skull. --> Random Item Vase (V8) - Inside the east room after the beam is reflected onto the skull. --> Random Item Vase (V9) - Inside the east room after the beam is reflected onto the skull. --> Random Item Pot (P1) - Inside the east room after the beam is reflected onto the skull. --> Random Item Pot (P2) - Inside the east room after the beam is reflected onto the skull. --> Enemy: Snake Pot (P3) - Inside the east room after the beam is reflected onto the skull. --> Random Item Pot (P4) - Inside the east room after the beam is reflected onto the skull. --> Enemy: 3 Snakes Pot (P5) - Inside the east room after the beam is reflected onto the skull. --> Random Item ------------------------------------------------------------------------------- Collect the ++IDOL (GOLD)++ from the pedestal at the top of the small set of stairs. Look on the sidewall to the right and left of the stairs and break the right goat skull to make a ++RUBY (PEAR)++ fall from it then break the left goat skull to make an ++EMERALD (PEAR)++ fall from it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Pyramid - Chapter 4-2 | [ ] | TREASURE: Idol (Gold) [3,000 gold] |_________________| DETAILS: After focusing the light beam on the skull statue in the third mirror puzzle room, both the west and east rooms will unlock. Step into the east room and collect this from the pedestal at the top of the stairs. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Pyramid - Chapter 4-2 | [ ] | TREASURE: Ruby (Pear) [1,000 gold] |_________________| DETAILS: After focusing the light beam on the skull statue in the third mirror puzzle room, both the west and east rooms will unlock. Step into the east room and break the goat skull on the back wall to the right of the stairs. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Pyramid - Chapter 4-2 | [ ] | TREASURE: Emerald (Pear) [1,000 gold] |_________________| DETAILS: After focusing the light beam on the skull statue in the third mirror puzzle room, both the west and east rooms will unlock. Step into the east room and break the goat skull on the back wall to the left of the stairs. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Walk back out into the middle room with mirrors. Now, the mirrors must be rotated so that the light beam hits the stone mirror on elevator down the north hallway. Here is the setup the way it stands now. Remember that this is from the viewpoint of the west side while facing the east platform with stairs. 5 ------------------------------------------------------------ 4 | | | | Skull ---------------- Chest ------------------- 3 | o | | | | | | 2 ---------------------------------------------- 1 * One would automatically assume that we would simply turn mirror 3 to the left so that it moves the light onto the elevator, but that would trap the character in the middle of the beams like so: 5 ------------------------------------------------------------ 4 | | | | Skull Chest CHRIS -> :( 3 ----------- | -------- o | | | | | | 2 ---------------------------------------------- 1 * So, to remedy that, do the following: - Turn Mirror 1 to the left one time. 5 ------------------------------------------------------------ 4 | | | | Skull Chest 3 | o | | | | 2 ---------------------------------------------- 1 * | | - Turn Mirror 3 to the left one time. - Turn Mirror 1 to the right one time. 5 ------------------------------------------------------------ 4 | | | | Skull Chest 3 ----------- | -------- o | | | | | | 2 ---------------------------------------------- 1 :D <- CHRIS * Turning Mirror 1 away and then turning it back will make it so that your character is outside the beam while Mirror 3 shines toward the elevator mirror once the beam is reflected. - SUMMARY FOR THIRD PUZZLE ROOM: .----------------------------------------------------------------. | 1) Turn Mirror 1 to the right one time. | | 2) Turn Mirror 2 to the right one time. | | 3) Turn Mirror 5 to the right one time. (opens treasure rooms) | | 4) Turn Mirror 1 to the left one time. | | 5) Turn Mirror 3 to the left one time. | | 6) Turn Mirror 1 to the right one time. | '----------------------------------------------------------------' Run down either side of the north path and be sure to avoid the laser. Step on the elevator at the end and use the partner assist prompt to take it down. [CH423] Chapter 4-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - U N D E R G R O U N D G A R D E N - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Damn, I sure wish all chapters were this easy to explain. Below is your full walkthrough for this chapter segment: Walk forward toward the flowers in the distance until a cutscene triggers that will end this chapter. The cutscene refuses to trigger if you lay down the controller, so pick it up and press the left analog in the up position to move forward after the characters start in this area. Simply DO NOT turn off the system and both characters will make it through this tough chapter segment just fine, I assure you. - - - - - - ___ _ _ ____ _ [CH51] / __\ |__ __ _ _ __ | |_ ___ _ __ | ___| / | / / | '_ \ / _` | '_ \| __/ _ \ '__| |___ \ ___ | | / /___| | | | (_| | |_) | || __/ | ___) ||___|| | \____/|_| |_|\__,_| .__/ \__\___|_| |____/ |_| |_| ------------------------------------------------------------------------------- --> Chapter 5-1 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 7+ | 5 | 4 | <3 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <12'00" | 16'00" | 20'00" | 20'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than ------------------------------------------------------------------------------- [CH511] Chapter 5-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - U N D E R G R O U N D G A R D E N - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Recommended Weapons: - Handgun or Machine Gun (for shooting innocent caged animals and insect enemies during a boss fight) - Shotgun (for quick knockback on single "new enemies") - Grenade Launcher w/Acid Rounds [maybe Explosive] (for "new enemy") - Hand Grenades (alternative weapon for "new enemy" bring these with G.Lancher) - Proximity Bombs (for setting traps for "new enemy") The characters will start in front of the metal trunk with the Umbrella logo on it on the southeast side of the garden. Move over to the northeast side of the garden by stepping along the east path. Stand near the water pump device at the end and look up under the bridge and you'll have a side view of a --BSAA EMBLEM (23/30)-- that is lying on the pump that extends from the water pump device. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #23 / BSAA \ (------------) LOCATION: Underground Garden - Chapter 5-1 \ EMBLEM / DETAILS: When the characters first start out in the garden, \________/ move along the east path and head to the northeast. Stop at the water pump then look under the bridge to the north that leads out of the garden to see this medal lying on top of the pump that extends under the bridge. You'll be able to get a side view of it. It can be easily hit with any firearm. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ----------------------------------------------------------------- INVESTIGATION [ ] Metal Trunk - The metal trunk with the Umbrella logo on the southeast side of the garden. This is the one that the characters start in front of. [ ] Metal Trunk - The second metal trunk with the Umbrella logo on the southeast side of the garden. This one is on the way to the metal machine. [ ] Water Pump - To the right of the bridge that leads out of the garden. ------------------------------------------------------------------------------- Return to the south portion of the garden and look toward the tunnel where the characters first started then look up on the cave wall above. Shoot down the red ++RUBY (SQUARE)++ from the cave wall above then collect it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Underground Garden - Chapter 5-1 | [ ] | TREASURE: Ruby (Square) [1,000 gold] |_________________| DETAILS: When the characters start out in the garden, turn around and look up above the south tunnel that they entered this area from during the last chapter. Aim up toward the cave wall high above the tunnel then shoot this red ruby down from the rock wall above. Stop and watch for it to shimmer. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Run along the path on the west side of the garden that leads to the northwest. At the very end, step along the area to the right, in front of the water purifiers at the end of the path, then pick up the ++JEWEL BEETLE++ lying on the set of stone blocks near the water. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Underground Garden - Chapter 5-1 | [ ] | TREASURE: Jewel Beetle [2,000 gold] |_________________| DETAILS: Lying on a stone block along a row of blocks near the water and to the right of the front portion of the water purifiers at the northwest end of the west path. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ----------------------------------------------------------------- INVESTIGATION [ ] Water Purifiers - The water purifiers at the end of the west path along the northwest end of the garden. ------------------------------------------------------------------------------- Move up either stairway that leads to the center portion of the garden and step up to the area portion with the red flowers. Walk to the north and stand above the stairs. Look far above on the cave wall where the sunlight pours in from up above and watch for a shimmer to pinpoint its location then shoot down the ++EMERALD (PEAR)++ form the high cave ceiling. You might have to move back a bit in order to see this. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Underground Garden - Chapter 5-1 | [ ] | TREASURE: Emerald (Pear) [1,000 gold] |_________________| DETAILS: Look up on the high north wall above the bridge to see this shimmering up above. You'll need to stand at the top of the north set of stairs above the north bridge and look directly up toward the wall where sunlight shines in order to see it. It's much further away than the other treasure on the high rock wall in the garden area. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ----------------------------------------------------------------- INVESTIGATION [ ] Flowers - Any portion of the flowers in the center area can be examined so long as your character is directly facing them. ------------------------------------------------------------------------------- Run down the stairs to the north and move across the bridge. Be sure to examine the --CONSTRUCTION SUPERVISOR'S LOG/ADMINISTRATOR'S LOG-- file on the left side of crates at the end of the bridge. At the end of the tunnel ahead, there is --FROM CHIEF RESEARCHER BRANDON'S JOURNAL - NO. 1-- file on the first right metal crate. ----------------------------------------------------------------- INVESTIGATION [ ] Construction Supervisor's Log/Administrator's Log - On the left set of crates after passing over the north bridge. [ ] From Chief Researcher Brandon's Journal - No.1 - Lying on the first right metal crate down the tunnel past the north bridge. ------------------------------------------------------------------------------- Use the partner assist command in front of the door to enter the next area. [CH512] Chapter 5-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - P R O G E N I T O R V I R U S H O U S E - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Have you ever had the feeling that you're being watched? Well, there is something up ahead. Can you see it? If you stand and look at it for too long, a sudden rush of Resident Evil memories may suddenly come back to you. .-------------------------------- EXTRA INFO ---------------------------------. | There is a creature on the north ceiling down the hall up ahead from where | | where the characters start this segment at. If it is pointed at with a | | laser pointer or if your characters try to hit it in any way then it will | | run off as a cutscene plays. It will automatically leave if the characters | | get too close. | '-----------------------------------------------------------------------------' Open the door to the west computer room and break the two --TALL CRATES-- off to the right. Collect the ++MACHINE GUN AMMO (+30)++ from the metal crate off to the right, the ++HANDGUN AMMO (+10)++ from one of the right drawers on the west wall and the ++INCENDIARY GRENADE++ from one of the left drawers on the west wall. From the left side of the room, you can examine the --FROM CHIEF RESEARCHER BRANDON'S JOURNAL - NO. 2-- file then power on the computer using the action command and examine the --RESEARCH CENTER DIRECTOR BRANDON'S JOURNAL--. There is also a --TELEGRAM FROM JAMES MARCUS-- in a drawer on the right side of the west wall. ----------------------------------------------------------------- INVESTIGATION [ ] From Chief Director Brandon's Journal - No. 2 - Lying on the desk near the computer on the left side of the west computer room. [ ] Research Center Director's Brandon's Journal - Power on the computer in the west computer room then examine it again. [ ] Telegram from James Marcus - Lying inside of a drawer on the right side of the west portion of the computer room. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - To the right as the characters step into the west computer room. --> Random Item [ ] Tall Crate - To the right as the characters step into the west computer room. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Machine Gun Ammo (+30) - On top of the metal crate near the tall crates. [ ] Handgun Ammo (+10) - Inside one of the drawers on the right side of the west wall. [ ] Incendiary Grenade - Inside one of the drawers on the left side of the west wall. ------------------------------------------------------------------------------- Exit the room and step back out into the hall. The creature on the ceiling down the hall will leave during a slight cutscene once a character steps near it. We'll deal with him later. Check out the --INVOICE COPY-- on the right set of shelves. Pick up the ++GREEN HERB++ around the corner then open the door to the north ahead. ----------------------------------------------------------------- INVESTIGATION [ ] Invoice Copy - On the right set of shelves while moving down the hall past the west computer room. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On top of the crate around the east corner by the north door at the end of the hall. ------------------------------------------------------------------------------- Power on the terminal with the Tricell logo on it directly ahead then examine the --TRICELL RESEARCHER MIGUEL'S JOURNAL - NO. 1-- file. Collect the ++SHOTGUN SHELLS (+5)++ along the desk on the right side of the room. Power on the terminal near the shotgun shell pickup and examine --AN E-MAIL TO AN ACQUAINTANCE--. Leave the room through the door on the opposite side. ----------------------------------------------------------------- INVESTIGATION [ ] Tricell Researcher Miguel's Journal - No. 1 - Power on the computer directly ahead after entering the north computer room to view this. [ ] Flowers in Tubes (south) - Each set has a different description. [ ] Flowers in Tubes (north) - Each set has a different description. [ ] An E-mail to an acquaintance - Power on the computer on the right side of the room to view this. --------------------------------------------------------------------- ITEM LIST [ ] Shotgun Shells (+5) - Lying along the desk on the right side of the north computer room. ------------------------------------------------------------------------------- Ah, three claw marks on the wall with a good bit of blood all around them. Hmm, yet another claw mark at the turn to the left. And as we move down the hall to the north what do we find? Ah, more blood! Continue further down the hall and turn to the left again. More claw marks, more blood! Enough talk about bloodshed and claw marks however. Break the --TALL CRATE-- before turning to the right then approach the door with the valve handle. Interact with it then rotate the valve handle by using the left thumbstick then open the door. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Before reaching the door with the valve handle on it, this will be lying on the floor before the last turn to the right. ------------------------------------------------------------------------------- Wow. And I thought I was messy. When something woke up this morning it must have hated everything. The characters will step into what appears to be a holding area for something with a lot of built up rage. Pull the lever on the north wall of this room. A slight cutscene will play. ----------------------------------------------------------------- INVESTIGATION [ ] Bloody Remains - On the floor right near the doorway. [ ] Bloody Remains - On the floor further back on the north side of the room. ------------------------------------------------------------------------------- I think I know that that thing is now, don't you? You'll have to break the glass windows up ahead in order to exit the holding area. Step into the north area and the characters will enter a holding area with tons of cages full of experimental animals. .---------------------------------- TIP --------------------------------------. | All of the caged animals killed in this room will help increase your kill | | ranking at the end of this chapter. One shot from any weapon will kill any | | of them. | '-----------------------------------------------------------------------------' ----------------------------------------------------------------- INVESTIGATION [ ] Cages with Animals - All of the cages with animals inside can be examined. [ ] Empty Cages - All of the cages without animals inside can be examined also. * The cages on the north side have a slightly different description than the cages on the south side. ------------------------------------------------------------------------------- All of the animals in the area can be left alone or shot. I would shoot that dog (Adjule) in the north center cage if I were you; it's not going to attack or anything but I always shoot it because I have this thing for shooting Kijuju dogs upon sight after dealing with Adjules in earlier chapters. I have a feeling that the rats are big enough to hit this time, so shoot them if you still need a rat kill to add to your kill records. The goat is exclusive to this one area, so shoot one to add it to your kill records. Collect the ++GREEN HERB++ from the northwest corner of the room. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - In the far northwest corner of the room with caged animals. ------------------------------------------------------------------------------- Walk around the northwest corner of the room with caged animals and- HOLY FREAKING GOD, NOT YOU AGAIN?! I guess the valve handle on the door should have told me that some remnants of Resident Evil 2 reside here. NEW ENEMY: Licker Beta Anyway, a Licker Beta will bust through the glass window off to the left. Why do you bastards enjoy shattering glass so much, huh? The Lickers lost the battle with the last Redfield and they sure as hell won't stand up to the new and improved uber version of Claire's brother. Only two Licker Betas will attack from the side room. Take out a shotgun and aim down at them then shoot to knock them over. Keep in mind that a shotgun blast isn't always enough to knock over a Licker Beta. They still hop right back up the same as they do in any Resident Evil, so don't ever assume them to be down for the count. After knocking one of them down with the shotgun, it is best to wait until it is fully recovered and about to move again before shooting it again; this will help to make sure that your character knocks it down with each blast. If a blast doesn't knock it down then you'll have a tendency to get hit in between gunshot animations. The Licker Betas have a special kill that can be achieved on each one of them once a character moves toward them while they are down on their backside; you have to watch for them to scream and kick their legs in the air. Once they perform that action, run up to the downed Licker Beta to get a "Stab" command. Perform this extra melee attack to finish them off for good. They will only be stunned like this when they are near death. .------------------------------ NORMAL MODE TIP ------------------------------. | Shoot a Licker Beta with an acid round from the grenade launcher and it | | will immediately fall over to where it can be stabbed in order to finish it | | off. An acid round's area effect of acid spread will knock down | | surrounding Licker Betas in the same way, making acid rounds very helpful | | for grounding and spreading damage among multiple Licker Betas. | | | | Licker Betas are much weaker to acid rounds on normal mode. On Veteran | | mode, acid rounds will not always be enough to knock them down with one | | shot. | '-----------------------------------------------------------------------------' -_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_ Trophy/Achievement: Heart Stopper Description: Defeat a certain enemy by stabbing it in the heart. Details: Stun a Licker Beta by shooting it and knocking it over then when it falls on its back and screams then begins to kick it's legs, approach it for a "Stab" command. Perform the button prompt stab on the Licker Beta to get this trophy. One of the best ways to knock over and make it kick its legs instantly is to equip a grenade launcher with acid rounds then run up and stab it. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- These Licker Betas are some of the most dangerous enemies in the game. They have two types of grabs. Both of them are mid distance. Whenever they shoot out their blade tongue, they can stab a character in place and hold the character and whenever they raise a right hand then suddenly jump they can pin a character to the floor. To escape the tongue stab, your character can sidestep it and to escape the lunge, your character will have to press the action and run button at the same time for a counter attack once the button prompt appears before the lunge. The killing lunge has a slight button prompt counter attack command where the targeted character can melee the licker back down to the ground. Both grabs can be escaped if a partner performs a partner assist melee action to break the victim free. If a grab connects and a partner does not help then the tongue grab can be escaped by shaking the left thumbstick but the lunge grab will instantly kill any character that is not saved moments after the grab has been initiated. One of the Licker Betas will drop a ++LION HEART++ treasure. Lickers will drop this from time to time. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Progenitor Virus House - Chapter 5-1 | [ ] | TREASURE: Lion heart [2,500 gold] |_________________| DETAILS: One of the Licker Betas in the first set of Licker Betas will drop this treasure. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Move on into the holding area where the Licker Betas were at. Ah, here we go, another valve handle! Turn the valve hand to unlock the door then step into the hallway ahead. Break the --TALL CRATE-- in the left corner up ahead then run down the hall to the side. Open the door to the right before the next turn and collect the ++RED HERB++ from below the counter in the Monitor room. Open the safe off to the right below the counter and grab the ++3,000 GOLD++ inside. The ++AK-74 (MG)++ lies inside of the metal case to the side of the safe. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Progenitor Virus House - Chapter 5-1 | [ ] | TREASURE: 3,000 gold |_________________| DETAILS: Open the safe off to the right after entering the monitor room down the hall from the area with the first two Licker Betas. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + H I D D E N W E A P O N Weapon: AK-74 (MG) Location: Progenitor Virus House - Chapter 5-1 Details: Open the metal case inside the Monitor room down the hall from the area where the first two Licker Betas are encountered. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + ----------------------------------------------------------------- INVESTIGATION [ ] The Row of Monitors - The entire row of monitors in the Monitor room can be examined. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - After opening the door with the valve handle after fighting the first two Licker Betas, this will be in the left corner of the hall ahead. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - Below the counter in the Monitor room down the hall after meeting the first two Licker Betas. ------------------------------------------------------------------------------- Exit the Monitor room and step back into the outside hall. Continue further down the hall to the south. -- CHECKPOINT Could you say that a little louder Chris and Sheva, so that it echoes throughout the whole Progenitor House? Oh, thank god there weren't more of them! Yeah, we wouldn't last in a fight with a whole horde! Whatever would we do in that predicament, I wonder? Oy. Pick up the ++HANDGUN AMMO (+10)++ from off the floor in front of the stairs then move up the stairs. Break the --TALL CRATE-- off to the left at the top of the stairs. The lever down the hall to the right doesn't have much significance. It turns on the light in a room behind the wall to the side. You can have a peek inside the room through the set of square holes at the top of the wall. You might just see something move by if you look closely after flipping the lever to turn on the light. .--------------------------------- TIP/EXTRA ---------------------------------. | With some good aiming skills, a player can actually aim toward the small | | openings of the room on the other side of the wall and shoot the Lickers in | | the holding on the other side. Whether this is useful or not really | | depends upon a player's patience. | '-----------------------------------------------------------------------------' Both characters need to use the partner assist button prompt ahead to press both green buttons together to open the door to the next hall. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - At the top of the stairs down the hall from the Monitor room. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - In front of the stairs down the hall from the Monitor room. ------------------------------------------------------------------------------- Turn to the left. Dear god... Each of the holding areas contains a group of Licker Betas. The holding area on the left contains five Licker Betas and the holding area on the right contains three Licker Betas. The only thing that separates the character from them is three glass panels on each side... and we all know that Lickers have this obsession with breaking all nearby glass. You know its coming, don't you? DO NOT: - Break the glass - Fire a weapon - Run - Issue a Partner Command (Go, Come on, Wait, Thanks) - Taunt - Kick through a door If the characters remain silent without performing any of the actions listed above then the Lickers will stay in their holding cells for the moment. Strangely, the characters can communicate through requests and partner responses without alerting the Lickers yet a partner command or taunt will alert the Lickers. Gently open the door on the other side of the room with a single tap of the action button. Kick it open and you'll pay dearly. Four glass panels separate the five Licker Betas from the characters in the room behind the door. You see the ventilation duct up ahead? Two more Licker Betas will exit from that air duct if the characters alert the others right now. Sadly, the door ahead requires a swift kick from both characters in order to open it, so both players should walk toward it and press the assist button to kick it open. Cries of a sudden urgency to break every glass panel in the room will sound from behind the characters as they kick the door then the Licker Betas will exit the holding cells and attack. Two Licker Betas will exit the ventilation shaft off to the side for a grand total of ten Licker Betas. Oh dear. YOU'VE DONE IT NOAW!1 There are many ways the characters can approach this battle: - Lay out Proximity Bombs one at a time along the narrow hall and allow the Licker Betas to move over them (RECOMMENDED). - Stand at one end of the hall and toss a hand grenade at the Licker Betas as they begin to group together. Try to get the hand grenade underneath them as they form a group and it will instantly kill them all. This method can be bad since it can knock a few Lickers toward the characters. - Take out a grenade launcher with acid rounds and fire at the Licker Beta group. Acid will stun a group and set them all up for a stab - DON'T rush in for a single stab upon a group however or that character will get surrounded afterward. Acid rounds still work very well at damaging them however. Acid rounds are really only effective on normal mode however. - Take out a grenade launcher with explosive rounds and fire at the Licker Betas when they group together. This is worse than using grenades really since it tends to scatter them, but it's good for knocking down a whole crowd. - Haul ass to the elevator at the end and pray that it opens quickly while your character and partner hold off the approaching Licker Betas with gunfire from any weapon. The characters need to race down the hall ahead and use the action button prompt near the elevator to call it down. There are a total of three --TALL CRATES-- outside the elevator that can be broken. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Outside the elevator down the hall from the holding area with Licker Betas. --> Random Item [ ] Tall Crate - Outside the elevator down the hall from the holding area with Licker Betas. --> Random Item [ ] Tall Crate - Outside the elevator down the hall from the holding area with Licker Betas. --> Random Item ------------------------------------------------------------------------------- If the rest of the Licker Betas were taken down then six more Licker Betas will appear from down the hall to the west. If the rest of the Licker Betas are still behind the characters then there are now sixteen of the little bastards in the area. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Progenitor Virus House - Chapter 5-1 | [ ] | TREASURE: Lion heart (x3) [2,500 gold] |_________________| DETAILS: Three of the Licker Betas will drop this treasure. Stay behind and fight all sixteen of them outside the elevator. Proximity Mines and hand grenades are highly recommended. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = -_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_ Trophy/Achievement: Egg Hunt Description: Find all 4 types of eggs. Details: One of the Licker Betas in the group sometimes drops a rotten egg (1/10 chance for me), which is the hardest type of egg to find in story mode, so fight them off and see if one of them drops a rotten egg and this will most likely complete your collection for the trophy/achievement. If it doesn't then go back to the Chicken Island in chapter 3-1 to collect any missing eggs. A gold egg is rather common there. Also, while we're on the subject of rotten eggs, the enemies in the next few chapters have a tendency to drop a rotten egg rarely, so if you can't get one here then you might be able to get it in the following chapters. Chapter 6-1 is a really good chapter for rotten egg drops with the number of Majini present. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- Step inside the elevator and use the assist command to take it down to the next area. [CH513] Chapter 5-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - E X P E R I M E N T A L F A C I L I T Y - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Collect the ++HAND GRENADE++, two ++HANDGUN AMMO (+20)++ pickups, ++MACHINE GUN AMMO (+120)++ and the ++SHOTGUN SHELLS (+15)++ from the ammo rack directly in front of the elevator. Walk toward the large room up ahead and a cutscene will play. --------------------------------------------------------------------- ITEM LIST [ ] Hand Grenade - On the ammo rack. [ ] Handgun Ammo (+20) - On the ammo rack. [ ] Handgun Ammo (+20) - On the ammo rack. [ ] Machine Gun Ammo (+120) - On the ammo rack. [ ] Shotgun Shells (+15) - On the ammo rack ------------------------------------------------------------------------------- .------------------------------------ TIP ------------------------------------. | You can easily keep hording ammo from the weapon rack to add to your main | | inventory in between chapters by collecting it then choosing "Quit" from | | the pause menu. Once the game is quit, the ammo will be saved on your | | current inventory and can then be added to your main inventory when you | | restart from the continue point. Since the save is right next to the ammo | | rack, you can completely stock up on all the ammo listed above. | '-----------------------------------------------------------------------------' + + + + + + + + + B O S S B A T T L E + + + + + + + + + + U-8 --- HP: 24,000 .--------------------------------- WARNING -----------------------------------. | Toward the very end of the cutscene that introduces U-8 be ready to press | | two buttons to escape the beasts attack during the cutscene or both | | characters will die. | '-----------------------------------------------------------------------------' ------------------------------------------------------------------------------- --> COMMAND INPUT Sequence: U-8 swings at Chris and Sheva with its right pincher arm. Type: Two buttons Command: Dodge ------------------------------------------------------------------------------- Recommended - Machine Gun or Handgun (to hit the weak point on its arms/defeat Weapon(s): the flying insects) - Hand Grenade (to damage its main weak point in its mouth) - Shotgun (to damage its mouth without hand grenades) Weak Points: - Red section of both gripping arms (shooting them will make him fall) - Open mouth (main weak point - button prompt command appears while standing next to it with a hand grenade in inventory) - Damaged portion of carapace (once a grenade has been tossed into its mouth) Attacks: 1) Pincher Strike - U-8 holds one its pincher arms back and rakes it across the platform in front of it. The best way to avoid this move is to back off from the area directly in front of the creature. 2) Blade Snip - U-8 leans backward a bit as his bottom half rises then he snips forward with his two bottom blade arms. This can either be escaped by pressing the button prompt command that appears on the screen or by moving far enough away from the creature. The run button is always the button input command that appears. 3) Stunning Fall - Whenever U-8 is stunned by hitting his gripping arms, his head can crush a character and take damage if a character is under his head portion, so always remain away from his head while attempting to stun him. 4) Head Ram - U-8 moves back and latches onto the wall behind it shortly before it lunges forward onto the section of the platform in front of it. Much like the pincher strike, its best to move away from the boss' front half. It's easy to see this move coming since he gives ample warning with the way he gets into place along the wall, so simply run to a side. 5) Insect Release - U-8 climbs onto the wall far above then releases several small insects that will move toward the platform and attack the characters. The insects can be easily taken down with a shot from any weapon. They have a tendency to leave behind ammo and hand grenades once defeated. A cutscene will take place the first time U-8 performs this move then the rest of the times after that, he will simply move onto the high wall during normal gameplay. 6) Platform Shake - U-8 drives his front pinchers into the platform and shakes it. This will jar the characters and stagger them for a few seconds. There is no way to escape the staggering. Since you cannot escape it, why not take advantage of this time when he will not attack and quickly open up the inventory menu then reload your guns by combining the ammo with the weapon! 7) Grab and Crush - U-8 will lean back one of its pincher arms and attempt to grab one of the characters in a slight cutscene. If the on-screen button prompt command is not pressed then the character that is grabbed will die automatically. The action button is always the button input command that appears. He will automatically do this move right after a second grenade is tossed into his mouth. If the characters are far enough away from the boss then an input command will not appear since they are too far away and U-8 cannot grab them. 8) Hide - U-8 climbs down toward the walls below and disappears for a few seconds. He fears that next hand grenade to the kisser. 9) Insect Stab - A flying insect that U-8 releases will fly right into a character with its blade nose. This will instantly kill the insect enemy but the character will receive a bit of damage. --> HIS ATTACKS U-8 will be attached to the wall throughout the battle and will move along the sides of the platform that the characters are on. His main attacks are his pincher swipe, blade snip and head ram. All of these can be dodged by moving far away from him. The blade snip can also be dodged by pressing the run button when the button input command appears on the screen. Later in the battle, he will shake the platform but this will only stagger the characters. He will eventually begin to perform an instant kill grab move. This move's warning sign is showcased through a slight cutscene shortly before a button prompt dodge command appears. Press the action button and the characters will duck under his pincher. If the characters are far enough away from U-8 then the cutscene will still play but U-8 will not be able to grab a character, so the button prompt will not appear. After a hand grenade is tossed into his mouth for the second time, quick turn and run away from him afterward to avoid this grab the first time he does this. --> A BOSS THAT DOESN'T KNOW WHEN TO KEEP HIS MOUTH CLOSED U-8 will only attack when his mouth is open, so while it is closed, there is no need to worry about an attack. His mouth is his main weak point and hitting him in the mouth with any type of gunfire will slowly damage him. Hitting him in any portion of his damaged head once portions of carapace fall off will damage him as well. --> AIM FOR THE GRIPPING ARMS In order to expose his major weak point to where the characters can hit him for major damage, both characters need to aim for the red center portion of his long arms that he uses to move along the wall of the room. He grips the side walls with both of these arms. They can easily be damaged rather well with a simple machine gun or handgun. You can also use bigger artillery such as a shotgun or rifle but these two weapons are not really needed for this task. Keep in mind that you do not have to be right up next to him in order to damage his arms. One can simply move far away from him and shoot his arms with a rifle or handgun and machine gun then rush into him while he is stunned afterwards. --> ONCE HIS MOUTH IS FULLY EXPOSED After his gripping arms have sustained enough damage, U-8 will fall onto the side of the platform and expose his mouth. A character with a hand grenade can rush up to him at this point and receive a "Toss in" command. Press the action button at that time and a cutscene will play where that character will toss a hand grenade directly into U-8's mouth. The hand grenade will damage the front portion of his carapace and after that explosion, and then the damaged area can be hit at any time to damage him whether he opens his mouth or not. If you do not have any hand grenades then check around the platform to find two. He can also be damaged in the mouth with normal gunfire. Simply run up to his mouth while he is stunned and blast him with continuous blast from a powerful weapon such as the shotgun. All the damage adds up whether a hand grenade is tossed into his mouth or he receives gunfire to his mouth. Once the shell is fully damaged, the characters will have to blast U-8 in the mouth with gunfire such as a shotgun to finish it off if U-8 doesn't fall after the third hand grenade toss. .-------------------------------- EXTRA INFO ---------------------------------. | It is very possible to kill U-8 without a single grenade. A character can | | rush up to his mouth while he is stunned and fire for a set amount of time | | before he rises again and if this is continued then it will die without the | | need to damage its carapace. This will really take longer however, but | | it's still interesting to try. | '-----------------------------------------------------------------------------' --> INSECT RELEASE Eventually a slight cutscene will play as U-8 climbs up to the top of the wall. He will release a group of insects that will attack the characters. The insects can be easily defeated with any type of gunfire. It's really best to use a machine gun since the insects can be hard to get precise aiming on with any other type of weapon. They attack by stabbing with their blade nose. If they attack then they will instantly die after the attack. These enemies will drop ammo and hand grenades once they are defeated. The characters can get quite an assortment of ammunition from these creatures. .----------------------------------- TIP -------------------------------------. | If you like to use invincibility frames to your advantage then stand near | | near either the shotgun ammo or the hand grenade pickup on the far ends of | | the platform then, right as U-8 attacks, pick up the item and his attack | | will go right through your character if the item grab is timed well. | '-----------------------------------------------------------------------------' --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Lying on the northeast side of the center portion of the platform. [ ] Green Herb - Lying on the northwest side of the center portion of the platform. [ ] Hand Grenade - Lying on the southwest side of the center portion of the platform. [ ] Hand Grenade - On the north end of the platform. [ ] Shotgun Shells (+5) - On the west end of the platform. ------------------------------------------------------------------------------- + + + + + + + + E N D B O S S B A T T L E + + + + + + + + - - - - - - ___ _ _ ____ ____ [CH52] / __\ |__ __ _ _ __ | |_ ___ _ __ | ___| |___ \ / / | '_ \ / _` | '_ \| __/ _ \ '__| |___ \ ___ __) | / /___| | | | (_| | |_) | || __/ | ___) ||___| / __/ \____/|_| |_|\__,_| .__/ \__\___|_| |____/ |_____| |_| ------------------------------------------------------------------------------- --> Chapter 5-2 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 40+ | 25 | 15 | <14 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <22'00" | 26'00" | 30'00" | 30'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than ------------------------------------------------------------------------------- [CH521] Chapter 5-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - E X P E R I M E N T A L F A C I L I T Y - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Recommended Weapons/Items: - Handgun (for Base Majini) - Rifle (for distant Base Majini - HIGHLY RECOMMENDED) - Shotgun (for close encounters, crowds and a Reaper) - Magnum (for Reaper [a good shotgun can suffice]) - Grenade Launcher w/Acid Rounds, Proximity Bombs, Hand Grenades (for Licker Betas) - Grenade Launcher w/Acid Rounds or Flash Rounds (for quick stun on Reaper) - Bulletproof Vest (for Base Majini weapon fire) The characters will start on the same platform where they fought U-8 in the last chapter. The destination is up ahead, but turn around and walk around to the south end of the middle portion of the platform. Examine the monitor with Jill's info displayed on it to view the --TEST SUBJECT DATA-- file. ----------------------------------------------------------------- INVESTIGATION [ ] Test Subject Date file - Make a quick turn after starting then examine the back monitor on the middle portion of the platform to view this. Wait until the characters finish speaking. ------------------------------------------------------------------------------- Run across the catwalk bridge on the north side. The south bridge will only lead the characters back to the door that they entered this area from in the last chapter and there is nothing special in that room. Open the door in the north by having both players use the partner assist command in front of it to enter the next area. [CH522] Chapter 5-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - P O W E R S T A T I O N - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Move along the tunnel to the north. In the room ahead, break the four --TALL CRATES-- off to the right. Crates such as this will now be in more of a cluster for these later chapters at times. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - To the right in the first room at the end of the first tunnel. --> Random Item [ ] Tall Crate - To the right in the first room at the end of the first tunnel. --> Random Item [ ] Tall Crate - To the right in the first room at the end of the first tunnel. --> Random Item [ ] Tall Crate - To the right in the first room at the end of the first tunnel. --> Random Item ------------------------------------------------------------------------------- Open the door ahead then move down the stairs off to the right. A slight cutscene will play. Wow. Majini's got a gun! So run away. Run away from the pain! NEW ENEMY: Base Majini Oh, that was terrible. Anyway, these new type of Majini now come armed with guns and some of the Base Majini later in this chapter will carry stun rods and heavy armor. Battles will now consist of taking cover to avoid gunfire. The rifle has become an almost absolute necessity for his new form of Majini since many of them will take cover and only move out a bit to fire at the characters. .-------------------------------- EXTRA INFO ---------------------------------. | Some Base Majini groups such as this one will randomly come equipped with | | metal armor. For instance, a player might play a chapter segment one time | | and not have to deal with any armored enemies, but if the player restarts | | that same chapter then the Majini that didn't have armor before might have | | some on their body. | '-----------------------------------------------------------------------------' The Majini will notice the characters in a bit as they move down the stairs, so you might as well take advantage of this free shot opportunity. Take out the rifle and aim for the head of the Base Majini on the right side past the doorway up ahead and wait for the one in the other back to bob in the back of his head then shoot to hit them both. You might not kill the one in the back but you'll damage him a bit. The Majini will begin to take cover behind the door and that is your cue to take cover as well. Run behind the crates up ahead then use the action button prompt to take cover behind the crates when the action button "Take Cover" command appears. Fire at the Majini with a handgun or rifle. .------------------------------ SINGLE PLAYER TIP ----------------------------. | While your main character is taking cover behind an object, issue the "Go" | | command to have the AI partner move ahead. The partner can provide | | distraction for the Majini allowing your character to more easily shoot the | | Majini. The partner will also scout ahead for items. Issue the "Come on" | | command to make your AI partner return to your character. | '-----------------------------------------------------------------------------' Once the first three are defeated, run toward the doorway where they were then quickly take cover behind the door. Two Majini will open the door to the north and step into the room ahead. One of them has a stun rod, so quickly dispose of him with gunfire before he moves too close to the doorway. Shoot the second Majini whenever he pops up from cover in the back of the crates ahead. |_|_| (Crates) Cover area --> |_| _| |_ (Doorway) Cover Area --> <-- Cover Area |_|_| (Crates) Cover Area --> Pick up the ++GREEN HERB++ from off the covered crate in the next room then break the --TALL CRATE-- around the side of the metal crates before opening the next door. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - On the opposite side of the second row of crates in the room where the Base Majini are first encountered. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the covered crate among the second row of crates in the room where the Base Majini are first encountered. ------------------------------------------------------------------------------- Off to the immediate left in the next room you'll find a row of the three --TALL CRATES--. Move around the side of the room up ahead. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - After stepping through the door once the first wave of Base Majini are dealt with, this will be off to the left. --> Random Item [ ] Tall Crate - After stepping through the door once the first wave of Base Majini are dealt with, this will be off to the left. --> Random Item [ ] Tall Crate - After stepping through the door once the first wave of Base Majini are dealt with, this will be off to the left. --> Random Item ------------------------------------------------------------------------------- You can take cover behind the left side of the wall near the corner before moving into the room to the west. Do so, then shoot the first Majini behind the first set of barrels. Once he is disposed of, wait for a break in gunfire then move behind the set of crates that we was taking cover near and take cover behind them then rise up and fire at the other Majini in the back of the room. _ |_| <-- Cover Area _ _ |_| <-- Cover Area _ |_| |_| <-- Cover Area |_| <-- Cover Area |_| |_| _ |_| |_| <-- Cover Area | <-- Cover Area | | | | (Entrance corridor) | | A few more Majini will enter the room one after the other. Some of them carry stun rods and will rush directly toward the characters so shoot them and defeat them quickly before they make it to your cover area. You can run back behind the first wall and have plenty of cover area to deal with them and perform melee attacks. Use the rifle to shoot the Majini further in the back of the area. There is a ++MACHINE GUN AMMO (+30)++ pickup on a metal crate to the left after stepping around the wall and a --WOODEN CRATE-- right next to it that can be broken. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - Next to the Machine Gun ammo pickup in the second area with Base Majini. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Machine Gun Ammo (+30) - Off to the left after stepping around the side of the wall in the second area with Base Majini. ------------------------------------------------------------------------------- Find the doorway in the back left portion of the area then step inside the side room once all the Base Majini are finished. A Majini with a stun run will move down the damaged set of stairs whenever a character walks toward the two --TALL CRATES-- and ++RED HERB++ down the left corridor, so prepare to deal with him when he is heard. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - In the area with the second encounter of Base Majini, move through the left doorway in the back of the room. --> Random Item [ ] Tall Crate - In the area with the second encounter of Base Majini, move through the left doorway in the back of the room. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - To the right of the two tall crates mentioned above. ------------------------------------------------------------------------------- Both characters need to use the partner assist command on the buttons along the opposite sides of the door in the big room to open it. -- CHECKPOINT Break the two --TALL CRATES-- in the corridor ahead before following it to the right. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - In the corridor past the room with the second encounter of Base Majini. --> Random Item [ ] Tall Crate - In the corridor past the room with the second encounter of Base Majini. --> Random Item ------------------------------------------------------------------------------- A character can take cover behind the wall off to the left up ahead before stepping into the room ahead. There is a Majini behind some metal crates in the next room and one will move down the stairs and come after the characters with his stun rod. If the characters step back into the corridor, the Majini with the stun rod will eventually enter the corridor as well so the characters can easily take him down with a handgun and melee attacks. A player can shoot him in the leg and perform an instant kill melee from behind to stop him from becoming a Cephalo (its scripted) or... go for a tag team! Yes, even in single player mode. (Shot to arm for a stun, "Go" command, Hook, Knee [from Sheva AI], Haymaker that bad boy with tons of uber Redfield flare) -_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_ Trophy/Achievement: The Works Description: Chain the maximum number of combos together in one go. Details: In single player mode, lure the Majini with the stun rod into the narrow corridor. Let him move into the middle portion and keep shouting continuous "Come on" commands to keep your AI partner from shooting. When he gets close, quickly shout a single "Go" command and the AI partner will rush behind him then shoot the Majini in the arm for an arm stun. Melee him toward the AI partner and the AI partner will melee him back to your character and your character will receive the special tag team command. This has worked just about every time I have tried it in single player mode and there is a checkpoint right at the beginning of this hallway, so quickly restart your game through the pause menu if you miss. I always have my AI partner equipped with a rifle as that character's stronger weapon to keep that character from attacking very quick while that character is in attack ("Go") mode. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- ___________ _|_|_|_|_| _ | _|_| | |_| <-- Cover Area | |_| | |_| | | <-- Cover Area |___________ | | _|_|_|_|_| | | (Entrance corridor) | | Move behind the wall once again or quickly step behind the metal crates in the next room. Arm a rifle and look up toward the metal planks forming a cover area up above then wait for the two Majini behind them to pop up then take them down with a headshot each. Break the two --TALL CRATES-- off to the left side of the room and the two --TALL CRATES-- on the right side near the metal crates. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - To the left in the room where Majini take cover behind a set of high metal planks. --> Random Item [ ] Tall Crate - To the left in the room where Majini take cover behind a set of high metal planks. --> Random Item [ ] Tall Crate - To the right in the room where Majini take cover behind a set of high metal planks. This is behind some metal crates. --> Random Item [ ] Tall Crate - To the right in the room where Majini take cover behind a set of high metal planks. This is behind some metal crates. --> Random Item ------------------------------------------------------------------------------- .---------------------------------- TIP --------------------------------------. | Instead of rushing for a cover wall up above the stairs, a character can | | slowly creep up the stairs on each side and shoot at each of the two Majini | | in front of the metal crates on the floor above. This will definitely make | | the make the next part much easier, but this method may not always work. | | Afterwards a character can shoot the explosive canisters from behind the | | two cover walls with little threat from the middle area. | '-----------------------------------------------------------------------------' .------------------------------- MAJOR TIP -----------------------------------. | If you move up the right set of stairs and stand about in the middle then | | look through a sniper scope, you will be able to see one of the explosive | | canisters on the far side of the top area. Shoot the explosive canister | | and you'll defeat a good majority of the Majini on the other side, even | | some of the ones with stun rods. You have to stand near the center of the | | stairs (not near a railing) in the center from the top and bottom of the | | staircase to see the explosive canister. | '-----------------------------------------------------------------------------' Run up either set of stairs then QUICKLY take cover behind one of the sidewalls directly in front of either staircase. Two Majini will be firing machine guns from the front of the set of two crates up ahead. Don't worry about them at the moment since you're properly concealed behind the wall. Look to the opposite railing next to their location and you'll see a group of Majini with stun rods running down the catwalk. Once they step near the corner with the explosive canister, quickly step out and fire at the explosive canister in that corner. Sometimes is easier not to use the "Take Cover" command, but simply take cover manually in order to get a more precise aim without a constant change in viewpoint from stepping around the side of the wall. Now, focus fire on the two Majini with machine guns. Once the Majini with machine guns behind the boxes are finished, quickly run to the opposite side of the wall in front of the opposite side staircase. If you look toward the railing across from the middle boxes, another set of Majini will run down that catwalk. Quickly step out and fire at the explosive canister in the corner near them as they step around by it. .----------------------------------- TIP -------------------------------------. | The Majini with stun rods will not come after a character until a character | | steps behind either of the cover areas in front of the two staircases and | | they will always conveniently run out from the opposite side where the | | player will have a perfect view of the explosive barrel on that side. Keep | | this in mind to easily take down these two annoying enemy waves quickly by | | shooting the red explosive barrel as they move by it while standing on | | either side. | '-----------------------------------------------------------------------------' Now all the characters have to worry about are the Majini armed with machine guns in the very back of the area. Heaven shines down upon thee friend, because they are standing in front of explosive canister, so simply run toward the middle set of crates by the railing up ahead then take cover and quickly pop up in between the break in their gunfire and shoot the explosive canister behind them. b _| <-- Cover Area | | _ | |_| <-- Cover area | |_| | _ | <-- Cover Area Break the --TALL CRATE-- on the left side of the second floor area by the railing then follow either catwalk to the back of the area. Enter the elevator then both players should use the partner assist command to take it up. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - On the left side of the second floor area of the third room with Base Majini. --> Random Item ------------------------------------------------------------------------------- [CH523] Chapter 5-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - E X P E R I M E N T A L F A C I L I T Y P A S S A G E - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Ah, there are three claw slashes on the left wall complete with intense violence and extreme gore on the floor up ahead. Break the --TALL CRATE-- in the right corner up ahead then take the ++GREEN HERB++ from off the floor. Step around the corner and there is another --TALL CRATE-- to the right. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - In the left corner down the starting corridor. --> Random Item [ ] Tall - Around the corner to the left, then turn right and it's in the nearby corner. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - In the right corner down the starting corridor. ------------------------------------------------------------------------------- The upcoming corner before the hall up ahead can be used as cover. DON'T run into the hallway ahead. The Licker Betas in the corridor ahead are unaware of your progress if the characters stay silent; that means no taunting, partner commands, firing (yet) or running. ___ ___ | |__| | | | | __ | | | | | ___________| <-- Cover Area | | | _______________| | | The characters can either fight or run at this part. It is also possible to walk by the Licker Betas in co-op play (see tip). If the characters defeat the Licker Betas then they will receive two ++LION HEART++ treasures as drops from two of the Lickers. ,----------------------------------- CO-OP TIP -------------------------------, | In co-op mode, two players can stand and wait for a Licker to climb up onto | | a ceiling or wall then simply walk right past it without alarming the | | Licker. The Licker is only attracted to loud noises, so as long as neither | | player makes sound near one, then they will not be alerted. Even when one | | hops out of the vent, they are still not alerted yet. Once the battle | | music starts, it is time to run or fight however, since that is the signal | | that they have been alerted! | '-----------------------------------------------------------------------------' Since the Licker Betas are so spread out, the best way to defeat them is to run down the corridor and allow them to group up. Run up and down the corridor (right by them) until they are all in a group then shoot them with acid rounds from the grenade launcher or place a single proximity bomb on the floor and allow them to crawl over it while grouped to take them all down with one bomb. They will likely not attack if you run right by them and don't stop. The characters can also stand and toss hand grenades at a group. It's best to shoot them off the ceiling with a handgun if they decide to crawl along the ceiling while chasing the characters since the blast will only knock them off the ceiling instead of making them explode. Very far off shots with a rifle can be useful against distant Licker Beta but make sure that they're tongue impale will not hit a character. .----------------------------------- TIP -------------------------------------. | On lower difficulties such as Amateur or maybe Normal, a rifle can help out | | here. Since the characters start at a distance, one character can stand at | | the starting end of the hall and shoot at each Licker Beta individually | | then keep blasting it with rifle gunfire. This will alert the others but a | | character might be able to defeat at least two before the Licker Betas can | | reach the side that the characters are on. | '-----------------------------------------------------------------------------' = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Experimental Facility Passage - Chapter 5-2 | [ ] | TREASURE: Lion heart (x2) [2,500 gold] |_________________| DETAILS: Two of the Licker Betas in the passage that leads east will drop this treasure if the characters choose to fight the Lickers. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Continue down the corridor to the east and make a right then follow the next corridor. Two Licker Betas will bust through separate vents on the left wall then crawl along the wall. When the characters progress further, one more Licker Beta will move through a vent from behind then two more will leap through another vent further down the hall. Once again, fight or run. If the characters fight all of them off here then three ++LION HEART++ treasures will be dropped from the Licker Betas. The characters can make all five of the Licker Betas group together by constantly running back and forth by them then take them down with hand grenades or a few proximity bombs (by laying them in their path) just like the last group. Acid rounds will work effectively as well on normal mode, but not really on Veteran. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Experimental Facility Passage - Chapter 5-2 | [ ] | TREASURE: Lion heart (x3) [2,500 gold] |_________________| DETAILS: Three of the Licker Betas in the passage that leads west will drop this treasure if the characters choose to fight the Lickers. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Open the door at the end with the partner assist button to exit this area. [CH524] Chapter 5-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - M I S S I L E A R E A 1 S T F L O O R - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Don't you just love entering a new area that is almost completely silent and devoid of life where you know that all hell is going to break loose when a certain point is reached or a certain action is done? I wonder if that will happen here? Let's hope not. To the left of the characters is a conveyor belt with explosive cylinders that move toward a disposal furnace at the end of it. These can be shot and used to your advantage just like other explosive barrels once the characters progress further. While we are standing here, look off the railing to the south and find the high overhead walkway with the single explosive canister on it. Keep that walkway and explosive canister in mind. Move along the current walkway to the right and head west. .------------------------------------ TIP ------------------------------------. | Before falling down the ladder at the west end of the high walkway, look | | to the left below to see two Majini. If both of these Majini are defeated | | within a few second apart from each other, then the battle below can be | | completely avoided. This will take some careful timing however in single | | player. | | | | While standing near the ladder, face to the east then take out a hand | | grenade and toss it down at the Majini with the metal mask right below the | | ladder. Toss it so that it hits him and makes him explode in the direct | | hit range. QUICKLY, while the hand grenade bounces, take out the rifle and | | aim at the Majini on the bottom floor along the far east side then shoot | | him in the head before he fully finishes yelling. This will cancel the | | battle where the Base Majini attack below. Remember that you can restart | | and try again from the top walkway. | '-----------------------------------------------------------------------------' Break the two --TALL CRATES-- at the end of the walkway then hop off the side where the ladder is. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - At the far right end of the first top floor walkway. --> Random Item [ ] Tall Crate - At the far right end of the first top floor walkway. --> Random Item ------------------------------------------------------------------------------- A cutscene will play that will show tons of Majini run out from their hiding spots. If you read the tip above and killed at least one Majini on the current side then that kill will help out a bunch. Stand behind one of the metal walls on the characters' current side to have cover against the Majini gunfire on the south side then shoot the approaching Majini. A character can run up and perform a melee but it is a bit risky. Remember that a character is invincible during the melee animation, just not directly afterward. There is a ++RED HERB++ on the metal crate to the right after falling and a --TALL CRATE-- near that metal crate. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Near the metal crate, to the right after falling from the ladder from the first high walkway. --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - On top of the metal crate, to the right after falling from the ladder from the first high walkway. ------------------------------------------------------------------------------- Take out the rifle here. It's best to use a rifle and not a handgun. Take cover behind one of the metal wall pieces along the side of the conveyor belt. Surely you've noticed all the annoying flash grenades here that have likely blinded your vision at least once. A Majini on the raised platform in the south is tossing flash grenades from the other side of the conveyor belt and there is one clever little bastard in the west that is tossing them from a high walkway with an explosive canister on it. If you remember earlier, I pointed out that walkway with the explosive canister on it to you. Take out a handgun and shoot the explosive canister on the overhead walkway to the east to remedy one flash grenade problem. .------------------------------------ TIP ------------------------------------. | A button prompt command will appear at each end of a metal wall, so that | | your characters can take cover behind each end. If a player stands in the | | middle of a metal wall then that player will not get a button prompt | | command. | '-----------------------------------------------------------------------------' The characters will be forced to shoot at the Majini on the other side while metal crates move down the middle conveyor belt. These metal crates can cause some missed shot opportunities for both sides, so keep them in mind. Alright Raiden, it's time to play sniper. Take cover behind a nearby metal wall then look toward the raised platform in the south near the west wall. Score a headshot on the Majini that tosses flash grenades from that platform. For the rest of the Majini on the other side, simply wait for their gunfire to end then step out and shoot. They're really not a problem after the characters take down the flash grenade throwers. Any Majini on the other side might move across the high walkway in the east, so they can move to your current side but not likely most of the time. | || | | || | | ^ Cover Area | |_ _ | | |_|_| | | | <-- Cover Area | | | | | || <-- CONVEYOR BELT | || | | ^ Cover Area | | | | | || | | || | ^ Cover Area Move along the side of the conveyor belt while taking cover every now and then. The Majini from the cutscene are all over the west side, so you'll need to scope them out then take each one down. One of them stands at the top of a high walkway in the southwest. He has a stun rod and if you look closely he has hand grenades strapped to his chest. He tosses pipe bombs from up high and can actually knock the characters out of cover with one. Take out the rifle and fire at a hand grenade on his chest strap to make him explode. Keep these hand grenade Base Majini in mind since they will appear every now and then with a group. You don't ever want to fire at them when they are close or the explosion (if the grenade strap is hit) will damage your character. They can be used to your advantage to defeat other enemies much like an explosive object however, but keep in mind that the blast radius is rather close range instead of mid range. Pick up the ++HANDGUN AMMO (+10)++ on top of the metal crate that the characters can take cover behind then pick up the ++MACHINE GUN AMMO (+30)++ further up ahead from the top of the bottom crate with another crate stacked on top of it. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - On top of the metal crate that a character can get behind for cover. [ ] Machine Gun ammo (+30) - On top of metal crate that has another crate on top of it shortly before climbing the ladder on the north side of the conveyor belt. ------------------------------------------------------------------------------- Climb up the ladder then drop to the south side. Move ahead then turn to the left and run toward the three --TALL CRATES-- against the east wall then break them for some items. The battle music should still be playing since there is one more Majini left in front of your main destination. Look past the railing to the northeast to see a Majini guarding your destination door above. Shoot him now or wait until the characters get closer to him in a few moments. He will toss pipe bombs at the characters. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - After moving over the first conveyor belt, this will be among two others off to the east. --> Random Item [ ] Tall Crate - After moving over the first conveyor belt, this will be among two others off to the east. --> Random Item [ ] Tall Crate - After moving over the first conveyor belt, this will be among two others off to the east. --> Random Item ------------------------------------------------------------------------------- The other side offers a few metal crates to take cover behind if, for some reason, the Majini are still alive and have shot your characters all the way up till this point. Now you can take cover with your little health and fire back at them! A character can take cover behind each side of them. Let's go ahead and list them below for kicks. Cover Area -->_ | | |_| | | Cover Area --> | | | | _<-- Cover Area | CONVEYOR | |_| | BELT | <-- Cover Area | | | | | | There is a single --TALL CRATE-- to the left of the raised platform up the stairs. Move up the stairs then drop down to the middle conveyor belt by stepping off the right side of the platform. Moving into the fire on the west side of the conveyor belt is instant death for a character, so don't allow the metal crates to push your character back into it. Run along the conveyor belt and dodge through the oncoming metal crates while your characters head to the east. Step up onto the platform at the end then use the lever off to the right to turn off the conveyor belt; there's really no reason to do this but let's do it anyway to be thorough. Move up the stairs. There might be a Majini at the top of the stairs if the character haven't bothered to defeat him just yet - he tosses pipe bombs from the top stairway. Use the partner assist action to kick down the door at the top of the stairs. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - On the south side of the raised platform with the stairs on the south side of the first conveyor belt. ------------------------------------------------------------------------------- -- CHECKPOINT Break the --TALL CRATE-- off to the left then take the ++GREEN HERB++ and ++HANDGUN AMMO (+10)++ from the top of the metal crate beside the tall crate. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - To the left after stepping through the doorway that both characters have to knock down the door to. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On top of a metal crate to the left after stepping through the doorway that both characters have to knock down the door to. [ ] Handgun Ammo (+10) - On top of a metal crate to the left after stepping through the doorway that both characters have to knock down the door to. ------------------------------------------------------------------------------- The characters are now going to have to jump down onto the conveyor belt with explosive canisters that move toward a furnace at their end. There is a little problem that the characters should take care of first however. When a character steps toward the conveyor belt dropoff, a Majini will rush out onto the first high walkway to the south up above. Take out a rifle shoot him before he tosses a pipe bomb. .---------------------------------- TIP --------------------------------------. | If you take out the rifle and stand near the edge of the dropoff then look | | to the south, you'll be able to see the bottom half of the Majini with hand | | grenades on the second walkway. Shoot him to remedy this problem right now | | like the first. | '-----------------------------------------------------------------------------' Make sure that an explosive canister is not incoming at the moment then drop off the side of the platform and run to the south along the platform. Once the characters reach the third overhead walkway, aim up with the handgun and shoot the explosive barrel next to the Majini that tosses hand grenades to make quick work of him. Many of the upcoming Majini can be disposed of from a distance with a rifle or by simply shooting an explosive canister near them from your current side. .---------------------------------- TIP --------------------------------------. | Stand in the very center of the two conveyor belts to keep your character | | from moving backwards while your character advances forward. | '-----------------------------------------------------------------------------' Further ahead, two Majini with metal shields and another Majini will race down the conveyor belt toward the characters. Make the Majini step near an explosive canister then simply shoot it to finish them off with one shot. If you have to, then run by them and turn around then wait for an explosive canister to move toward them. They're pretty slow. A character can always aim for their legs and shoot then run behind them for an instant kill melee command. Two Majini are on the very back high walkway in the south. As you may have guessed, they will toss pipe bombs down at the characters when the characters get near them. This duo can be quite dangerous since they are up high enough to toss their pipe bombs a good distance and then the pipe bombs will roll toward the characters and set off any explosive canister in the way of the explosion. Arm the rifle then fire at the two Majini on the high walkway in the south when all other Majini along the conveyor belt have been finished off, or at least stop appearing for a moment. Fire at the grenade strap for the one with the metal helmet. More Majini with stun rods and metal shields will drop from the platform in the south and race out onto the conveyor belt, so prepare to use more explosive canisters to your advantage once again to get rid of them. Two final Majini with metal shields and a near fully armored Majini will step off the walkway once the characters make it to the very end. The only part that isn't armored on the Majini with heavy armor is his arms. Try to shoot an explosive canister near them when they step on the conveyor belt to easily get rid of them as well. The heavily armored Majini can also be defeated with a magnum to any portion of the body since it will shoot right through his armor with its piercing properties. Keep in mind that a magnum shot will not pierce through a metal shield however. Run back down to the north end of the conveyor belt if needed and allow the Majini to line up with an explosive canister. Step onto the platform to the left at the very end. The lever off to the right can be pulled to stop the conveyor belt that the characters just got off of. Move down the nearby staircase then break the two --TALL CRATES-- off to the right (while facing the bottom of the stairs). --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Near the staircase the characters move down after moving across the conveyor belt with explosive canisters. --> Random Item [ ] Tall Crate - Near the staircase the characters move down after moving across the conveyor belt with explosive canisters. --> Random Item ------------------------------------------------------------------------------- Look inside the nearby open dumpster to see a --BSAA EMBLEM (24/30)-- inside. Even though it is a little awkward to aim at, it can be hit with a handgun from up close. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #24 / BSAA \ (------------) LOCATION: Missile Area 1st Floor - Chapter 5-2 \ EMBLEM / DETAILS: After moving across the conveyor belt with explosive \________/ canisters and going down the stairs along the side of the platform at the end, there is an open dumpster to the left of the bottom of the stairs. Walk over to this dumpster and look inside to see this emblem. It can be hit with a gun by standing near it then aiming at the top of it and firing. For a Sheva player, this BSAA medal will be harder to hit because she isn't as tall as Chris, so a player might want to take out a hand grenade and toss it inside of the dumpster to hit the BSAA medal while playing as Sheva. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If you walk over to the conveyor belt, you might see something that might cause an RE fanboy to squeal with excitement. The bodies that lie along the conveyor belt moan and move about like some familiar ghoul we all know and love. They can be shot but they cannot be killed! I wonder... nah, they're not the Z- word; they are known as "discarded test subjects". Move over to the nearby table then take the ++INCENDIARY GRENADE++ from it and examine the --REGARDING THE MUTANT ORGANISM FOUND IN THE FACILITIES-- file. Take the ++SIG 556 (MG)++ from the metal case. This gun will come in handy in a moment. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + H I D D E N W E A P O N Weapon: SIG 556 (MG) Location: Missile Area 1st Floor - Chapter 5-2 Details: After moving across the conveyor belt with explosive canisters and going down the stairs along the side of the platform at the end, open the metal case on the table near the railing off to the right. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + ----------------------------------------------------------------- INVESTIGATION [ ] Regarding the Mutant Organism Found in the Facilities file - On top of the table to the right below the stairs after moving across the conveyor belt with explosive canisters. --------------------------------------------------------------------- ITEM LIST [ ] Incendiary Grenade - On top of the table to the right below the stairs after moving across the conveyor belt with explosive canisters. ------------------------------------------------------------------------------- Walk up the stairs to the west. The lever has no power to it at the moment, so flipping it is useless. A character can step down onto the conveyor belt to the left but a metal crate blocks the way around the east side of top of the railing. The characters can't simply vault over the railing because there is most likely some hidden plexiglass that separates the top portion from the other side. Our characters are too smart to even attempt it because one of them knows Wesker all too well. Find the stairs to the north then walk up them. Another staircase will come into view as the characters go further north, so take these stairs to the east. The characters will be met with pulsating slimy eggs that hang from the ceiling at the end of the walkway past the stairs. I wonder what secret surprise these contain? Eh, it's nothing a little Haymaker to the face won't cure I'm sure. Pick up the ++MACHINE GUN AMMO (+30)++ on the metal crate near the railing along the other side. Move along the walkway on the opposite side the run up the stairs. Chris will comment on the missiles along the top walkway. ----------------------------------------------------------------- INVESTIGATION [ ] Egg on Wall - The single egg that is strapped to the wall can be examined. --------------------------------------------------------------------- ITEM LIST [ ] Machine Gun Ammo (+30) - On the second crate to the left after arriving at the area with the pulsating eggs that hang from the ceiling. ------------------------------------------------------------------------------- Run to the far north and break the two --WOODEN CRATES--, two --TALL CRATES-- then pick up the ++RED HERB++. Run back to the center section of the area, in the shaft structure, then both characters should use the assist button to pull both of the levers. Pulling the levers will power on the lever that triggers the conveyor belt back to the south. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - Up the stairs and to the north from the area with the pulsating eggs. This is on a shelf. --> Random Item [ ] Wooden Crate - Up the stairs and to the north from the area with the pulsating eggs. This is on a shelf. --> Random Item [ ] Tall Crate - Up the stairs and to the north from the area with the pulsating eggs. --> Random Item [ ] Tall Crate - Up the stairs and to the north from the area with the pulsating eggs. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - Up the stairs and to the north from the area with the pulsating eggs. This on a shelf. ------------------------------------------------------------------------------- -- CHECKPOINT Now all we have to do is go back through the area with creepy pulsating eggs and... the second the characters step out of the shaft, the sound of something breaking out of a hard shell along with a scream followed by the clambering of little legs can be heard in the distance. The music will suddenly get moody much like a REmake Aqua Ring sort of tone. Well, let's go back to the area with the pulsating eggs and see what all the commotion is about. .---------------------------------- EXTRA ------------------------------------. | If you arm the rifle and inch toward the edge of the shaft then quickly | | look through the scope while facing the southeast the moment the sound is | | heard you can see the pulsating egg open as a creature falls out. | '-----------------------------------------------------------------------------' Once the characters reach the egg area, look up to see that one of the eggs on the ceiling appears to have hatched. Arm that a grenade launcher with acid rounds or flash rounds or equip the SIG 556 machine gun right now and it sure wouldn't hurt to have some machine gun ammo with it as well. When the characters try to move back toward the stairs in the west a new enemy will fall from the ceiling above. It that a Brain Deimos? A Chimera? No, it is a... NEW ENEMY: Reaper Attacks: Grab and Impale: The Reaper reaches forward with all of its appendages to grab a character. If it manages to grab a character then it will stab the character from the sides for an instant kill. (NOTE: it must have all appendages in order to perform this move, including its head) Slice: The Reaper slices forward with one its top appendages. Stab: Shortly before it recovers from a major weak point stun, the Reaper stabs forward with its bottom appendages. Gas Vapor: While walking, the Reaper sprays out a vapor that slightly blocks the victim's vision of the Reaper's actions. .----------------------------------- TIP -------------------------------------. | To avoid being right in the Reaper's face when it falls, inch forward while | | on the walkway where it drops until it eventually falls and you'll be far | | away from it when it lands. | '-----------------------------------------------------------------------------' Well, even though I said some Haymaker might cure this problem, you certainly don't want to get close to this bad boy. This enemy is known as a Reaper and it can really be problem if you don't know how to deal with it. It has an instant kill grab from close range, so don't ever get close to these things unless they are stunned or missing an appendage. There are a few ways to hit this creature. The most obvious is the glowing white circular area on its stomach that opens up periodically while it moves and the second is the glowing white sections that stick out of its back that are visible whenever it dashes toward a character. While playing online, two players can surround a Reaper and one can hit it in its back portion to stun it. When hit in the circular area on its stomach, the creature will kneel down and showcase one of the circular sections of its back. Blast that back section and it will lean over again and expose its other back section. Hit the second back section and its body will lean backward so that it showcases its chest weak point. At that time, blast it in the weak point. The SIG 556 will do just fine for hitting all weak points. You could also bring out the shotgun for its major weak point also. It can still hit your characters with its blade arms while its major weakness is exposed but it can't grab them at that time. Once it recovers you'd better haul ass away from it again and allow it to showcase one its weak points then blast it. Shooting it in a back weak point from the get go will make it to where a character will only have to shoot one more back section as it leans over then it will showcase its major weak point after one crouch. A Reaper's appendages can be totally dismantled. It's arm appendages can all be shot off and its head can be shot off also. These all reform in a few seconds but this will damage it. The most useful part about cutting off its appendages is that it cannot perform its instant kill grab without all of its appendages. Even when it is missing a head appendage, it cannot perform its instant kill grab. A machine gun works extremely well at tearing it apart. This enemy is very dangerous even when you know how to deal with it. It takes practice, precise aiming, and plenty of room to back up in order to take one down effectively. The machine gun is really the absolute best weapon to hit it with when it showcases its weak points since you'll dish out multiple shots that will ensure you hit each weak point that it showcases. The shotgun works well also and the shotgun will damage it faster. If you have good enough aim with a magnum, this enemy can be take down by blasting each weak point as it showcases them and by the time it shows its major weak point, the creature will be close to death or might actually die before showing its main weak point. A player can also damage a Reaper through a proximity bomb and hand grenade explosion. These explosions will make a Reaper roll on the ground once the explosion goes off near it. This will damage it, but the explosion will NOT stun the Reaper, so it will be headed right back toward a character directly after rolling. One way to avoid the frustration of hitting his weak points is to equip a grenade launcher with acid or flash rounds then shoot the Reaper twice with either ammo. No matter where the Reaper is hit, it will bend over from the first shot then bend backward to reveal its chest weak point for the second shot. It can easily be finished off with powerful weapon to the chest weak point at that time with little hassle. It will leave behind a ++POWER STONE++ after being defeated. *snickers* Ah, you gotta' love the classic Capcom game references in some of their titles. .----------------------------------- TIP -------------------------------------. | A player can lead the Reaper all the way back to the lever near the | | conveyor belt then pull the lever and lead the Reaper onto the conveyor | | belt. Move past the railing along the side and move around it. The Reaper | | will usually not move fast enough to keep up with the players and it will | | get killed by the furnace at the end of the conveyor belt. The players | | will not be able to collect its treasure by doing this however and it is | | really more trouble than its worth if you ask me. It's kind of funny | | though! Add in some taunts while it struggles to make it more hilarious. | '-----------------------------------------------------------------------------' = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Missile Area 1st Floor - Chapter 5-2 | [ ] | TREASURE: Power stone [5,000 gold] |_________________| DETAILS: The Reaper that is fought on the way back from pulling the two levers will drop this once defeated. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = .--------------------------------- EXTRA -------------------------------------. | The Reaper that is fought is not the same Reaper that hatches from the egg | | in the egg area. If you look up toward the ceiling where the creature | | drops from, an egg can be seen in an alcove on the ceiling. Once the | | Reaper falls, a slimy liquid will pour down from that same egg, which is | | open after the battle. | '-----------------------------------------------------------------------------' Get back to the area with the lever in the south. Pull the lever to activate the nearby conveyor belt. Step onto the conveyor belt to the side while it moves. The characters are supposed to move to the east and go around the railing, but with enough determination and speed, a character can actually run to the west on the first conveyor belt and make it to the opening in the railing just before the metal crates move past it. Otherwise, move to the east and step around the railing. The "discarded test subjects" along the conveyor belt will actually lash out at times and grab the characters. The grabbed player will have to shake the left thumbstick to break free or a partner will have to knock the test subject off the grabbed character with a partner action command. In single player, be sure to press the assist button after being grabbed to make the AI partner knock the test subject off your character. It is possible to weave in between the test subjects and avoid their grab but they will most likely lash out and grab a few times. Check near the test subjects along far left and middle conveyor belts and you'll find two ++DEAD BRIDE'S NECKLACE++ treasures. If you don't find two by the time your character reaches the end of the conveyor belt then rush back to the east and wait for more test subjects to come your way from the left and middle conveyor belts then check them for this treasure. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Missile Area 1st Floor - Chapter 5-2 | [ ] | TREASURE: Dead bride's necklace (x2) [2,000 gold] |_________________| DETAILS: Two of these can be found on the south (left and middle) side of the conveyor belt near the fallen test subjects. If your character reaches the end of the conveyor belt and you haven't grabbed two of them yet then rush back to the east and wait for more test subjects to move out from the doors ahead then step by the test subjects on the left side and try again. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Run to the far west side of the conveyor belt then, when a metal crate moves by the opening in the railing, step onto the right conveyor belt and then run to the far west on that conveyor belt and step up to the platform on the right side of it. Break the two --WOODEN CRATES-- on top of the nearby metal crates. Move up the nearby set of stairs. The conveyor belt with the test subjects on it below can be shut off by using the lever at the top of the stairs. Both players should use the assist button to open the door ahead and move onto the next area. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - On top of a metal crate after racing across the conveyor belt with test subjects and stepping up to the platform at the end. --> Random Item [ ] Wooden Crate - On top of a metal crate after racing across the conveyor belt with test subjects and stepping up to the platform at the end. --> Random Item ------------------------------------------------------------------------------- [CH525] Chapter 5-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - U R O B O R O S R E S E A R C H F A C I L I T Y - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Run down the hall ahead then drop off the ledge at the end. Break the four --TALL CRATES-- off to the right then collect the ++HANDGUN AMMO (+10)++ from the back corner. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate (right) - To the right after dropping from the hallway. --> Handgun Ammo (+30) [ ] Tall Crate (middle right) - To the right after dropping from the hallway. --> Flame Rounds (+5) [ ] Tall Crate (middle left) - To the right after dropping from the hallway. --> Rifle Ammo (+5) [ ] Tall Crate (left) - To the right after dropping from the hallway. --> Incendiary Grenade --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+30) - In the far left corner after dropping from the hallway. ------------------------------------------------------------------------------- Both players should use the partner assist action to press the buttons on the opposites sides of the door to step inside the next room. A cutscene will activate shortly. + + + + + + + + + B O S S B A T T L E + + + + + + + + + + UROBOROS MKONO -------------- HP: 9,000 (3,000 HP for each tentacle weak point) Recommended - Grenade Launcher w/Flame Rounds (for quick stuns and severe Weapon(s): damage to a weak point) - Incendiary Grenades (for a quick stun) - Flamethrower (available in the area - burns for a prolonged stun) - Shotgun (to hit Uroboros' weak points) - Handgun or Machine gun (for blasting a canister quickly) Weak Points: - Orange glowing center of each arm (destroys arms and damages Uroboros) - Orange glowing portion of three appendages (main weak points [emerges when flamed badly]) Attacks: 1) Right Arm Swing - Uroboros swings his right arm across the area in front of him. This attack is mid and close range. 2) Turning Swing - While a character is behind him, Uroboros will swing at the character with his arm while turning. This attack is very rare, much like the Executioner Majini's turning swing. 3) Grab and Absorb - Uroboros reaches forward and grabs with both arms. The partner must save the grabbed character with a partner assist melee or the grabbed player must shake the left thumbstick to escape. The boss will eventually let go after a while. He stretches his arms out almost as far as he swings his arm for the other attack. 4) Arm Extend Grab - From long range, Uroboros will lash out its right arm directly forward to grab. This attack can be performed when the boss has only its right arm and it can be escaped by shaking the thumbstick or through a partner assist melee. 5) Direct Contact - Any type of direct contact with this boss for a slightly extended period of about 5 seconds will result in your character getting hit and covered in a black leech-like substance. The character will hold his/her body as if in caution status until the substance eventually disappears. The substance drains your character's health much like a poison for the first seconds that it remains on the character. The substance will not force a weak character into Dying status. 6) Dissolve - Uroboros can teleport from one area to another by simply dissolving into the floor and reforming at some other part of the room. He does this a lot more than the first Uroboros. He uses this to retreat when he is being damaged real heavily or when he loses an arm. He performs this move randomly at times also, as if Chris suddenly gave him a smug look. 7) Floor Arm Extend - Uroboros places his right arm on the ground then detaches the arm as it moves toward a character. The arm will quickly reform. This move can be dodged by pressing the on-screen button prompt command that appears. If the attack connects then the arm will surround the character and a black leech-like substance will remain on the character's body for a few seconds. The substance slowly drains life while it remains; the substance will not force a weak character into Dying status. 8) Counter Slap - In retaliation from getting burned with the flamethrower, Uroboros will duck down then eventually swing its left arm forward. This is an easy move to see coming since he will duck down while being burned and that should be your cue to back up or get slapped with his wide left arm. Oh, ho, ho... if you think this Uroboros fight is going to be like the last battle then you're completely mistaken. This boss might actually be the reason why you are reading this walkthrough. --> A FAMILIAR FOE This Uroboros has much the same attacks as the first Uroboros that was fought back in chapter 1-2. He only has a few new tricks up his sleeve. His main new attack that you'll notice is a floor arm extend that he will perform with his right arm. He will place his arm on the floor and send it toward a character then it will detach and try to grab the character. A button prompt command will appear in order to dodge this attack before it hits a character or the character could run to a side to avoid it. He also has a new counter attack that he will perform while being burned. He will crouch down and charge a slap then swipe the area in front of him with an arm. It is best to begin to move back whenever you see him duck after being flamed. He performs this move constantly while using the flamethrower to burn him since the flamethrower takes so long to stun him. The main thing that you will notice with this Uroboros in contrast to the first Uroboros is that this Uroboros is much more aggressive. He wants to hurt the characters bad. This man must have been locked away with N'sync's "Bye, Bye, Bye!" tune set to full blast for far too long before he was injected with the Uroboros virus. --> DOES HE HAVE A WEAKNESS? The hardest part in dealing with this boss is realizing how to actually damage him. Much like the first Uroboros fight, the center glowing portion of his arms can be damaged to knock them off. Believe it or not this actually damages the boss since I have killed him by simply knocking off an arm. If you try to knock off his arms then a shotgun or powerful machine gun is highly recommended. The boss has to burned through a variety of ways in order to make it showcase its weak points. It's main weak points are exposed when it falls over; three appendages with orange glowing ends move out of the top portion of its body while it is stunned. The orange portion of the each of the three glowing appendages can be hit with gunfire at that time to damage the boss badly. The main problem in damaging his weak point is how quickly he hides them after they are exposed. He will usually draw them back inside of him in about 5 seconds after they are showcased, not giving the characters much time to react, so you always want to be ready to fill the top portion of his appendages full of lead or flames when he exposes his weak points. The only way to make him expose his weak points for an extended period is to flame him with the flamethrower; any other type of stun is only a minimal stun. The following paragraphs discuss methods on how to burn him to make him expose his weak points. --> 3 EXPLOSVE CANISTERS There are three explosive canisters that can be used to the characters' advantage during this battle: - Lying against a middle pillar across from the north walkway. - Down the center grated walkway along the middle pillar. - On the south wall to the right of a closed door. Approach each one and press the action button when the "Knock Over" command displays just like in the first Uroboros battle. The Uroboros will get the canister stuck up in its body and will drag the canister along with it. Aim for the canister and shoot it to instantly stun the boss and make it showcase its weak points. He can hit a character while the character knocks over a canister, so make sure that he is at a distance before the startup animation for knocking one over. The canister explosion will only stun Uroboros for a short amount of time, so get in your hits with gunfire on his weak points very quickly! --> THE FLAMETHROWER A Flamethrower sits in a charging cradle on the center of the east wall. It will start charging with fuel at the beginning of the battle and will be completely fueled once the battle has progressed for exactly 30 seconds. Collect and equip the flamethrower by standing near it and pressing the action button to pick it up. The flamethrower can be dropped at any time by equipping any other weapon, event the knife. It can be picked back up by pressing the action button over it. To make the AI partner pick up the flamethrower, press the assist button while standing near it in its charging cradle or while standing over it once it has been dropped. The AI partner must be nearby of course. Press the assist button again to make the AI partner drop the flamethrower. The flamethrower's remaining fuel is showcased on the bottom right hand portion of the screen much like any weapon. It always starts at 100 fuel after a full charge. Once all fuel is gone, it must be returned to the charging cradle on the east wall so it may recharge again after another 30 seconds. It can also be returned to its charging cradle early. Step near Uroboros and flame his body. This will cause his body to catch on fire and it will slowly begin to eat away at his body and make him fall and expose his weak points. The weak points can be burned with the flamethrower or they can be shot with any type of weapon. Flaming him with the flamethrower is a very slow way to stun him BUT it will make it to where his glowing weak point appendages are exposed for a longer period of time while he is stunned. There is an even tradeoff here in that regard. Exclusive to a flamethrower burning, the character will also have to watch out for a counter slap while flaming him. Whenever he suddenly kneels down during a flaming, be sure so back off instantly since he will slap the area in front of him with his left arm. On Veteran mode, it is best to allow the AI partner to take the flamethrower while your main character focuses on destroying Uroboros' arms. The AI partner will automatically return the flamethrower to its charging cradle once it is out of fuel. On Normal mode, the main character shouldn't really have much of a problem with flaming Uroboros with the flamethrower. If the AI partner is commanded to grab the flamethrower on Normal mode then you'll need to destroy the Uroboros' arms to protect that character since the AI will not back up to avoid its attacks. --> FLAME ROUNDS AND INCENDIARY GRENADES Both flame rounds from the grenade launcher and incendiary grenades can be used to burn Uroboros and make it showcase its weak points. Both of these weapons will instantly stun Uroboros. With good aim, a flame round that hits a weak point appendage will take major damage from Uroboros. The only bad part about using these methods to stun him is that he will not expose his tentacle weak point appendages for that long at all. He will only showcase them for a few seconds, much shorter than a flamethrower burn stun. .-------------------------------- MAJOR TIP ----------------------------------. | As I said above, flame rounds from the grenade launcher will take some | | extreme damage from Uroboros' tentacle weak points. A character can simply | | stand in front of him and shoot him with a flame round to stun him then | | blast his tentacle weak points. If a character brings enough flame rounds | | (around two sets) to this battle, then Uroboros can be taken down rather | | quickly with just flame rounds alone. Simply stun him with a flame round, | | blast the tentacles, stun him with a flame round, blast the tentacles and | | so on. Be sure to time the stunning shot to when he is fully recovered - | | basically right before he attacks after recovering. | | | | If you need to buy some extra flame rounds then they are now in the store | | if the flame rounds inside one of the tall crates was picked up in the | | room outside of this boss room, so simply pause the game and choose | | "Restart" then buy as many as you need to bring down Uroboros much faster. | '-----------------------------------------------------------------------------' --> ABOUT THOSE ARMS OF HIS Even though it is going to take more firepower on the characters' behalf, it is really best to knock off his arms with gunfire. His big left arm is his main attacking arm so destroying it for a bit will make him less aggressive. Destroying both arms will severely limit his attacks for a while. He will eventually grow both arms back, but this can help out a lot for setting him up for a burning with the flamethrower. On Veteran mode, destroying his arms becomes an absolute necessity since he becomes incredibly aggressive on higher difficulties. He can't do much of anything without his arms. Be sure to destroy his arms before or while he is being flamed. A character that flames him alone on Veteran will suffer damage from his aggressive arm swings. --> DOES HE FREAKING DIE? EVER!? Yes, he does. With both characters constantly laying on gunfire through his arms and inner appendage weak points, a cutscene will suddenly play and he will be defeated. The main weak point appendages will be destroyed as he is damaged, so count the number of appendages that he has left to determine his remaining health. I'm sure it is hard to understand on your first playthrough (based on how long it took me the first time) but he will fall with enough firepower to a glowing appendage area of his body (arms or tentacle weak points). Like I said earlier, a flame round shot directly at a tentacle appendage weak point will severely damage him. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate (right) - In the northeast corner. --> Definite Item: Handgun Ammo (+30) [ ] Tall Crate (left) - In the northeast corner. --> Definite Item: Rifle Ammo (+10) --------------------------------------------------------------------- ITEM LIST [ ] Incendiary Grenade - Lying on the southwest side of the room on a desk below a monitor. [ ] Machine Gun Ammo (+100) - On a shelf in the west portion of the room to the left of the chair. [ ] First Aid Spray - On the floor to the right of the chair in the west portion of the room. [ ] Incendiary Grenade - On a shelf in the northwest portion of the room to the right of the chair. Another Incendiary Grenade is next to it. [ ] Incendiary Grenade - On a shelf in the northwest portion of the room to the right of the chair. Another Incendiary Grenade is next to it. [ ] Machine Gun Ammo (+100) - Inside of an open glass case on the middle shelf, left side, in the northwest portion of the room. [ ] Handgun Ammo (+30) - Inside of an open glass case on the middle shelf, middle portion, in the northwest portion of the room. [ ] Rifle Ammo (+10) - Inside of an open glass case on the middle shelf, right side, in the northwest portion of the room. [ ] Shotgun Shells (+20) - On the north walkway, southwest corner. [ ] First Aid Spay - Inside a glass case on the middle shelf on the northeast side of the room. The glass MUST be broken first in order to collect this item. [ ] Green Herb - Inside an open glass case on the bottom portion of the northeast side of the room. ------------------------------------------------------------------------------- + + + + + + + + E N D B O S S B A T T L E + + + + + + + + - - - - - - ___ _ _ ____ _____ [CH53] / __\ |__ __ _ _ __ | |_ ___ _ __ | ___| |___ / / / | '_ \ / _` | '_ \| __/ _ \ '__| |___ \ ___ |_ \ / /___| | | | (_| | |_) | || __/ | ___) ||___| ___) | \____/|_| |_|\__,_| .__/ \__\___|_| |____/ |____/ |_| ------------------------------------------------------------------------------- --> Chapter 5-3 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 30+ | 20 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <38'00" | 42'00" | 48'00" | 48'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than ------------------------------------------------------------------------------- [CH531] Chapter 5-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - U R O B O R O S R E S E A R C H F A C I L I T Y - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Recommended Weapons: - Handgun or Machine Gun (for Base Majini and stunning Reapers) - Rifle (for distant Base Majini HIGHLY RECOMMENDED) - Shotgun (for close Base Majini, crowds, major damage to Reapers) - Flash Grenades or Flash Rounds (for Cephalos or Reapers [flash rounds]) - Proximity Bombs and Grenade Launcher w/acid rounds (for Reapers and Licker Betas) The characters will start out in the same room where they fought Uroboros in the last chapter. The flamethrower is now locked up in its charging cradle, so neither character can use it anymore - just in case you decide to try. .---------------------------------- EXTRA ------------------------------------. | Step toward the chair in the west portion of the room to get a "?" command | | for both the action and assist button. Press the action button to have | | your main character sit and press the assist button to have your partner | | sit. It's a reference to Resident Evil 4's emperor's chair where Leon | | could sit and pose for a while. | '-----------------------------------------------------------------------------' Run to the north and step into the room with the fans. Look behind the fan off to the right on the wall ahead and you'll see a --BSAA EMBLEM (25/30)-- on the top wall portion in the back of the fan. You'll have to stand in front of the doorway to see it or right up underneath the fan. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #25 / BSAA \ (------------) LOCATION: Uroboros Research Facility - Chapter 5-3 \ EMBLEM / DETAILS: Step into the north room from the room where the \________/ characters fought the Uroboros in the last chapter then stand in the doorway and look in the back of the right fan on the wall to the north. This BSAA emblem is on the top middle portion of the wall in the back of the fan. Time a shot to hit the emblem when the fan blades move out of the way. It can also be seen from right underneath the fan. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Climb up the ladder on the west wall. The characters will have a choice of two paths. Move along the west path and enter the office at the end of the hall. Collect the ++SHOTGUN SHELLS (+5)++ and ++MACHINE GUN AMMO (+30)++ on the desk with the computer. There is also a --DIRECTIONS FOR USE OF UROBOROS VIRUS-- memo below the X-rays. Open the safe on the floor near the door and collect the ++SAPPHIRE (MARQUISE)++ from inside. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Uroboros Research Facility - Chapter 5-3 | [ ] | TREASURE: Sapphire (Marquise) [3,000 gold] |_________________| DETAILS: Inside of a safe to the left of the door as the characters enter the south room after moving up the ladder past the area where the characters fought the Uroboros in the last chapter. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ----------------------------------------------------------------- INVESTIGATION [ ] Directions for Use of Uroboros Virus - On the side of the desk below the X- rays. --------------------------------------------------------------------- ITEM LIST [ ] Shotgun Shells (+5) - On the desk with the computer in the south room after moving up the ladder past the area where the characters fought the Uroboros in the last chapter. [ ] Machine Gun Ammo (+30) - On the desk with the computer in the south room after moving up the ladder past the area where the characters fought the Uroboros in the last chapter. ------------------------------------------------------------------------------- Exit the room then go back down the hall and enter the north corridor this time. Move up the stairs ahead then pick up the ++MACHINE GUN AMMO (+30)++ from off the metal device at the top. Open the door to the east corridor using the partner assist button to exit this area. [CH532] Chapter 5-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - M I S S I L E A R E A 2 N D F L O O R - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - You did bring a rifle, right? I sure hope so because a rifle is definitely needed here. At the end of the corridor ahead, turn to the right and break the --TALL CRATE-- and three --WOODEN CRATES--. Move around the north corner ahead. A fence blocks the east hall, so open the nearby door and step outside. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - Down the hall and to the right at the beginning of the area. --> Random Item [ ] Wooden Crate - Down the hall and to the right at the beginning of the area. --> Random Item [ ] Wooden Crate - Down the hall and to the right at the beginning of the area. --> Random Item [ ] Tall Crate - Down the hall and to the right at the beginning of the area. --> Random Item ------------------------------------------------------------------------------- Break the two --TALL CRATES-- near the right wall. Take cover behind the nearby metal piece along the side of the walkway or run to the next metal piece and take cover behind it. Arm the rifle and shoot the four Base Majini with machine guns on the south walkway. _______________________________________________________ --------- ------------ Cover Area --> <-- Cover Areas --> --------------- ------------------------------ -------- ENTRANCE DOOR --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - After arriving at the fence that blocks the hall, open the nearby door on the right side of the hall and this will be to the right on the outside walkway. --> Random Item [ ] Tall Crate - After arriving at the fence that blocks the hall, open the nearby door on the right side of the hall and this will be to the right on the outside walkway. --> Random Item ------------------------------------------------------------------------------- Once the Base Majini on the south walkway are finished, open the next door to the left and step inside the portion of the hall past the fence. There are a total of five --TALL CRATES-- in this room. One is to the left upon stepping inside and the other four are in pairs along the right wall. The tall crate to the left holds electric rounds. Electric rounds can be a good substitute for flash rounds against any parasitic enemy such as a Cephalo. Two electric rounds will finish off a Cephalo. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Step through the door along the outside walkway to enter the portion of the hall past the fence and this will be off to the left after entering. --> Definite Item: Electric Rounds (+12) [ ] Tall Crate - Step through the door along the outside walkway to enter the portion of the hall past the fence and this will be off to the right after entering. --> Random Item [ ] Tall Crate - Step through the door along the outside walkway to enter the portion of the hall past the fence and this will be off to the right after entering. --> Random Item [ ] Tall Crate - Step through the door along the outside walkway to enter the portion of the hall past the fence and this will be off to the right after entering. --> Random Item [ ] Tall Crate - Step through the door along the outside walkway to enter the portion of the hall past the fence and this will be off to the right after entering. --> Random Item ------------------------------------------------------------------------------- Return to the outside walkway. Now, let's step under the pulsating Reaper eggs just waiting to hatch at any second. They won't will they? Not... now. Read the extra info below about the random Reaper occurrences in this area. .---------------------------------- EXTRA INFO -------------------------------. | There is a possibility that the characters will fight a total of three | | Reapers along this high walkway. There are three possible locations for a | | Reaper encounter. They all spawn from ceiling eggs. One is above the | | ceiling above the first cover point labeled below, another is down the | | corridor portion of the walkway with walls along the sides and the other is | | right outside the door that leads to the room where the characters can pick | | up the PSG-1 rifle. All of these are random and based on chance, but | | usually the characters will have to fight the Reaper down the corridor with | | walls and the Reaper outside the room where the PSG-1 rifle is collected. | '-----------------------------------------------------------------------------' Move further along the walkway as it curves to the south. A Reaper might hatch from the egg above the first cover point labeled below. If it does then take out the grenade launcher with acid rounds or flash rounds and shoot it twice then take out the magnum or shotgun and fire at its white chest weak point to quickly get rid of it. Lead it back toward the other side of the walkway if needed. The electric rounds that were just picked up earlier will work well at stunning a Reaper also, but only the first shot will phase it. Any more electric rounds shots after the first stunning shot will not stun it any further, so the characters will have to resort to hitting its shoulder weak points like normal. Still, the electric rounds work better than aiming for its stomach weak point while it walks. The Reaper will drop a ++POWER STONE++ once defeated. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Missile Area 2nd Floor - Chapter 5-3 | [ ] | TREASURE: Power Stone [5,000 gold] |_________________| DETAILS: The first possible Reaper that attacks from above the cover point along the walkway next to the corridor walkway will drop this once defeated. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Get to the cover area up ahead to the west. The characters can take cover behind either side of the wall as Majini with machine guns begin to step out on the walkway further to the south. ______________________________________________ ____ | --------- |Cover Area --> <-- Cover Areas | _________________________________________ ____ | | | | | | Two Majini with the stun rods will move down the corridor with walls off to the west, so both characters needs to watch for them so they don't sneak up while the character take cover. Once the Majini with stun rods are dealt with, focus attention back on the Majini with machine guns along the south walkway. There should be three of them altogether. Once all Majini are finished and the battle music has ceased, continue to follow the walkway to the west and hop across the gap. Arm the machine gun or a handgun. As the characters enter the corridor to the south, a Reaper might fall out of the first egg on the ceiling. Once again, use the grenade launcher with acid rounds (or flash rounds) on him then aim for its chest weak point with a magnum or aim for his center white circular weak spot with the handgun then fire at his weak spots on his back as he leans over. Take out a shotgun or magnum when he exposes his center weak spot then get right up on him and blast him and he should go down fast. He will leave behind a ++POWER STONE++ treasure once defeated. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Missile Area 2nd Floor - Chapter 5-3 | [ ] | TREASURE: Power Stone [5,000 gold] |_________________| DETAILS: The second possible Reaper that attacks in the corridor area of the walkway will drop this treasure once defeated. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Continue to the south and step toward the middle shaft area. Move toward the door on the east wall. Another pesky Reaper might fall out of the egg right in front of the door so arm the grenade launcher and get to work on stunning him with acid or flash rounds then give him a little shotgun or magnum love to the center weak spot. This Reaper likes to wait until the lead character is almost directly under the egg, so prepare to back up quickly. These enemies are not that bad at all once a player has had some practice with them. The instant kill grab will always make the battle with them slightly tense though. This Reaper will leave behind yet another ++POWER STONE++. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Missile Area 2nd Floor - Chapter 5-3 | [ ] | TREASURE: Power Stone [5,000 gold] |_________________| DETAILS: The third possible Reaper that attacks before entering the east room after moving down the corridor area along the walkway will drop this treasure once defeated. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = .---------------------------------- EXTRA INFO -------------------------------. | If the third Reaper mentioned above does not drop from his egg before | | opening the east door, then it might drop when the characters leave the | | room after the inside lever has been pulled. | '-----------------------------------------------------------------------------' Open the door in the east. Wow. What to do, what to do. So many goodies. Well, first of all, open the metal case to the side and take the ++H&K PSG-1++. This is a very nice rifle and it should be used for the distant battles head. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + H I D D E N W E A P O N Weapon: H&K PSG-1 (RIF) Location: Missile Area 2nd Floor - Chapter 5-3 Details: After the second (or however many you encounter) Reaper encounter near the walkway corridor, open the east door and this will be inside the metal case on a metal crate to the right. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Break the four --TALL CRATES-- to the right and the --WOODEN CRATE-- on the shelf to the right. Pick up the ++RED HERB++ on the nearby shelf then grab the ++RIFLE AMMO (+5)++ and the ++HAND GRENADE++ from the left side of the shelf. Pull the lever inside of the room to activate the lift on the walkway outside. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - To the right inside the east room shortly after the second Reaper encounter. --> Random Item [ ] Tall Crate - To the right inside the east room shortly after the second Reaper encounter. --> Random Item [ ] Tall Crate - To the right inside the east room shortly after the second Reaper encounter. --> Random Item [ ] Tall Crate - To the right inside the east room shortly after the second Reaper encounter. --> Random Item [ ] Wooden Crate - To the right on a shelf inside the east room shortly after the second Reaper encounter. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - To the right on a shelf inside the east room shortly after the final Reaper encounter. [ ] Rifle Ammo (+5) - To the right on a shelf inside the east room shortly after the final Reaper encounter. [ ] Hand Grenade - To the right on a shelf inside the east room shortly after the final Reaper encounter. ------------------------------------------------------------------------------- -- CHECKPOINT Step back out of the room and walk toward the lever for the lift outside by the shaft area. A cutscene will play and a Big Man Majini and two normal Majini armed with grenades will get on the lift as it moves toward the current side. Quickly take cover behind the metal wall to the right of the nearby lever and fire at the two side Majini's grenade straps to quickly kill them off with an explosion that will damage the Big Man Majini. Take out the shotgun when the Big Man Majini steps onto your current side then blast him and perform a melee and then repeat. _______ | | <-- LIFT ____| |_________ | ------- | | Cover area --> <-- Cover area | | .-------------------------------- GLITCH WARNING -----------------------------. | Allow the Big Man Majini to step off the lift before killing him since the | | Jewel Bangle that he drops will not appear below him if he falls while on | | the lift. The Jewel Bangle might actually appear on the south platform | | across the lift if the Big Man Majini is defeated while on the lift. | '-----------------------------------------------------------------------------' = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Missile Area 2nd Floor - Chapter 5-3 | [ ] | TREASURE: Jewel Bangle [1,000 gold] |_________________| DETAILS: The Big Man Majini that moves across to the other side of the walkway while on a lift will drop this treasure. Don't defeat him while he is on the lift or he might not drop it. This happened to me once. Allow him to step off. The Jewel Bangle will most likely appear on the opposite side of the area if he is defeated while on the lift. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = If you're playing with an AI partner then the AI partner will get on the lift and ask your character to start the lift. Not so fast my little partner that is prone to dying status! It is far better if your main character gets on the elevator since enemies will attack on the other side. Step near the lever that controls the lift and use the partner assist button to command your partner to work it. For the portion below, Partner 1 is the character that gets on the elevator and partner 2 is the character that activates the lift via the lever. Partner 1 should equip a rifle while getting on the elevator. > > > > > > > > > > > P A R T N E R 1 G A M E P L A Y < < < < < < < < < < < A Majini with a machine gun will shoot from the walkway to the west while the Partner 1 moves across the platform, so quickly take out the rifle and be ready for him then shoot him. You really don't even have to worry about using the cover wall when the character gets to the other side. Just shoot him from the lift when he starts to fire. _____ v Cover Area | | <-- LIFT || _____| |____ || | |_| | || | | |_ || <-- Cover Area|_______ | || |____ _______|| <-- Cover Area _______ Once Partner 1 reaches the other side, two Majini armed with metal shields and stun rods will attack from off to the west. Take out a handgun or machine gun then aim for their legs. Try to stun them and then rush behind each one after a stun then press the action button to perform an instant kill melee on each one. Be forewarned that if they are not killed with an instant kill melee, they will both form into Cephalos. Partner 1 can also trick the Majini with metal shields into exposing their back portion to Partner 2, who can simply shoot them from the back with the rifle. ------------------------------------------------------------------------------- > > > > > > > > > > > P A R T N E R 2 G A M E P L A Y < < < < < < < < < < < Partner 2 should arm a rifle and fire at any of the Majini with metal shields that happen to turn their backs. .----------------------------------- TIP -------------------------------------. | In a co-op game, partner 2 can use the lever on the player's current side | | to make the lift move back toward the character instead of having partner 1 | | pull the lever on the opposite side. The lever on either side can also be | | pulled to stop the lift at any time while it is moving. Pull the lever | | again to make it start again. Stopping the lift can be helpful when | | partner 1 needs to make a precise shot on the Majini with the machine gun | | that appears on the far right walkway. | '-----------------------------------------------------------------------------' ------------------------------------------------------------------------------- Partner 1 can hop across the gap in the platforms to the west and break the three --TALL CRATES-- around the right corner. Partner 1 should run over to the lever on the current side and flip the lever to make the lift travel back across. Partner 2 should get on the lift then Partner 1 should flip the lever again so that the lift moves back across. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Around the corner to the right after jumping across the gap after riding the lift across to the other side. --> Random Item [ ] Tall Crate - Around the corner to the right after jumping across the gap after riding the lift across to the other side. --> Random Item [ ] Tall Crate - Around the corner to the right after jumping across the gap after riding the lift across to the other side. --> Random Item ------------------------------------------------------------------------------- Whenever both character move along the walkway to the east, three Majini armed with stun rods and two Majini armed with rocket launchers will step out of the office during a slight cutscene. This part right here can get ugly if your characters use the cover prompts while behind the walls. Sticking to a wall will make it to where a rocket blast might hit your character. A rocket blast will instantly send a character into dying status so both characters should always be ready to heal one another. | | | |_______________________________________ --------- --------- Cover Area --> <-- Cover Area --> <-- Cover Area _______________________________________ Stay behind a cover area then move out manually and fire at the Majini with rocket launchers. Besides the cover walls, the large pipes in between the walkways can provide some cover for the characters also if the characters move along the walkway behind them. The Majini armed with stun rods will take a while to step around the left corner, so take that opportunity to quickly defeat the first two Majini with rocket launchers. The Majini with rocket launchers have metal armor at different portions of each of their bodies, so shoot a portion without armor to damage them. At least one of the Majini with rocket launchers will form a Cephalo and come after the characters from around the corner. Another Majini with a rocket launcher and a few more Majini with stun rods will exit the office, so quickly try to take down the final Majini with the rocket launcher (he will form a Cephalo). Some of the Majini that move around the corner have grenades strapped to their chest, so shoot the grenade straps to defeat multiple Majini if they group. .--------------------------------- TIP ---------------------------------------. | A fourth Majini with a rocket launcher is lying in ambush in the office | | with a few other Majini. The Majini with the rocket launcher can be seen | | through a rifle scope from near the shaft in front of the lift, so a | | character could shoot him early to avoid having to fight him on the other | | side. You'll have to hit him from his upper torso since he wears an | | armored helmet. | '-----------------------------------------------------------------------------' Continue around the corner when all is quiet. DON'T enter the office from the east door. There are two Majini with metal shields inside and a Majini with a rocket launcher near them. Quickly take cover below the north window. The Majini with the rocket launcher inside has a metal mask so shoot him in the torso. Both Majini with shields will form a Cephalo once defeated, so take out a grenade launcher with electric rounds and fire two at each one or toss a flash grenade at them or shoot a single flash round. _______________________________ _________________ | OFFICE ROOM | ________________________ | | | |_____________-__| Cover Area --> <-- Cover Area |_______________________| Pick up the ++GREEN HERB++ off the controls and break the --TALL CRATE-- near the east door. Take the ++ROYAL NECKLACE++ from off the desk along the east portion of the room. Examine the --REPORT ON IMPLEMENTATION OF PREVENTING LEAKS-- file on the small desk near the sofa. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Missile Area 2nd Floor - Chapter 5-3 | [ ] | TREASURE: Royal Necklace [5,000 gold] |_________________| DETAILS: This is lying on the desk with a computer inside the office room in the far south. You'll fight a few Majini with rocket launchers before and while entering this room. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ----------------------------------------------------------------- INVESTIGATION [ ] Bulletin Board - The bulletin board on the east wall in the office room. [ ] Bulletin Board - The bulletin board on the south wall in the office room. [ ] Report on Implementation of Preventing Information Leaks file - On the desk beside the sofa in the office room. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Near the east door inside the office after fighting the Majini with rocket launchers. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the controls in the office after fighting the Majini with the rocket launchers. ------------------------------------------------------------------------------- Open the door on the south side of the room then run down the corridor. Both players should use the partner assist button to open the door in order to move on to the next area. [CH533] Chapter 5-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - M O V I N G P L A T F O R M - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Be sure to bring a rifle for this chapter segment. This portion is extremely hard without one. Pick up the ++GREEN HERB++ from the corner of the wall up ahead then step around the right corner. Break the six --TALL CRATES-- lined up on the right wall then step out into the open area ahead. Move along the catwalk that stretches to the east and break the two --TALL CRATES-- off to the right before moving down the stairs. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Lying against the right wall after turning the first corner. --> Random Item [ ] Tall Crate - Lying against the right wall after turning the first corner. --> Random Item [ ] Tall Crate - Lying against the right wall after turning the first corner. --> Random Item [ ] Tall Crate - Lying against the right wall after turning the first corner. --> Random Item [ ] Tall Crate - Lying against the right wall after turning the first corner. --> Random Item [ ] Tall Crate - Lying against the right wall after turning the first corner. --> Random Item [ ] Tall Crate - Lying against the right wall after turning the first corner. --> Random Item [ ] Tall Crate - To the right on the catwalk leading to the stairs. --> Definite Item: Rifle Ammo (+5) [ ] Tall Crate - To the right on the catwalk leading to the stairs. --> Definite Item: Rifle Ammo (+5) ------------------------------------------------------------------------------- Step onto the center platform from the stairs. Look off to the east while on the platform then look up and find the high platform on the wall up above. It has a grated metal floor and through that grated metal floor, a --BSAA EMBLEM (26/30)-- can be seen. Shoot through the upper floor grating to hit it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #26 / BSAA \ (------------) LOCATION: Moving Platform - Chapter 5-3 \ EMBLEM / DETAILS: When the characters first step onto the center \________/ platform in the big open area, step to the east side then find the high platform up above. Look through the metal grating of the high platform floor to see this BSAA emblem through the grating. Shoot it through the metal grating. With good aim, a handgun can shoot it, or just use a rifle. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Find the green monitor with the two levers below it on the west side of the platform then both characters should use the assist button to pull the levers. This will start the platform's ascent to the floor above. Three Majini with machine guns will rush out from the catwalk to the west that the characters just got off of and start to fire at the character. Either shoot back at them with a rifle or get behind the center portion of the platform to avoid their gunfire as the lift rises. They really won't be much of a threat so killing them is unneeded. .---------------------------------- TIP --------------------------------------. | If you're ever under heavy fire then simply run along the platform. The | | Majini with guns cannot hit a character if that character stays moving. | | Stepping behind the opposite side of the middle portion of the platform can | | help as well. As the platform continues to rise, stay away from the sides | | since a few Majini that the characters might not have shot will still be | | trying to hit the characters. | '-----------------------------------------------------------------------------' --> FIRST LEVER HOLDER Eventually a cutscene will play where a Majini on a side platform will rush out and pull then hold a lever. Two Majini with machine guns will accompany him on the same platform. The platform in question is to the east. Run to the east side and fire at the Majini that is holding the lever. Shoot him with a rifle. The speed of the platform rotation will likely throw off your aim quite a bit. I find it best to find his location then move the scope to the left of him and allow the platform's rotation to bring my scope back toward him then fire the instant the scope lines up with him. One shot will kill him. A Majini on a high north platform will fire down at the characters during this time as well - don't worry too much about him though. --> SECOND LEVER HOLDER After the Majini that is holding the lever has been defeated, the platform will starts its ascent once again. Soon a Majini will rush out onto a lower west platform and hold a lever that will stop the lift once again. Aim toward him and shoot him to make the lift continue its ascent. Three Majini on a north platform will fire at the characters while they try to hit the second Majini that pulls the lever. It's best not to focus on them though since the lift will continue to rise once the Majini that holds the second lever has been defeated. --> THE TOP CATWALK The platform will move up to a catwalk staircase then stop; the catwalk is to the east. Majini with machine guns will group up along the stairs. Don't simply rush up the stairs and start firing at the Majini armed with machine guns or the characters will get their asses handed to them with gunfire, instead, rush behind the opposite end of the middle section of the platform to take cover from their gunfire. Move out a bit then begin to shoot them one by one with a rifle. There are five of them altogether; the final one is along the catwalk above the stairs. As long as the characters take cover behind the center section of the platform then the Majini with machine guns will not be a problem. Run up the stairs once all the Majini have been defeated then move across the top catwalk. At the end of the corridor, both characters can use the assist button to open the door to the next area. [CH534] Chapter 5-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - M O N A R C H R O O M E N T R A N C E - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Alright, here's the checklist of what to bring for this chapter segment. Bring all of this and you will not have any problems: - 5 Proximity Bombs - Grenade Launcher (doesn't have to be loaded, though about two acid rounds would help) - Magnum - 5 Hand Grenades This area can be one of the hardest portions of the game if you're not prepared. If you are prepared though then you'll be able to tear right through it! Follow the corridor ahead and move down the ladder then the characters will enter a cave up ahead. Right before reaching the first lit up overhead light, look on the ceiling of the cave tunnel and watch for a sudden glimmer then shoot down the ++RUBY (BRILLIANT)++ from the ceiling. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3 | [ ] | TREASURE: Ruby (Brilliant) [2,500 gold] |_________________| DETAILS: After moving down the starting corridor, the characters will enter a cave tunnel with overhead lights above. Right before stepping under the first lit up overhead light, look up toward the ceiling to see this stuck in the ceiling. Shoot it down then collect it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = The characters will begin to engage in conversation after entering the excavation site. The bridge up ahead needs to be lowered and the lever for lowering it just so happens to be inside the building up ahead, but it's locked from the inside. Break the two --TALL CRATES-- outside the building then move around to the opposite side and break the single --TALL CRATE-- near the raised bridge. Pull the lever off to the right to power the elevator in the west. Rush over to the elevator on the west side of the area. Move around the back side of the elevator shaft and pick up the ++RIFLE AMMO (+5)++ from off the ground. ----------------------------------------------------------------- INVESTIGATION [ ] Building Door - It's locked. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Outside the building door. --> Random Item [ ] Tall Crate - Outside the building door. --> Random Item [ ] Tall Crate - In the back of the building next to the raised bridge. --> Random Item [ ] Tall Crate - To the left of the elevator shaft. --> Random Item [ ] Tall Crate - To the left of the elevator shaft. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Rifle Ammo (+5) - Lying on the ground on the opposite side of the elevator shaft. ------------------------------------------------------------------------------- Before messing with the elevator, step beside the elevator shaft or around the opposite side of it by taking the path that moves behind it then look on the east wall of the shaft below the elevator. Shoot the --BSAA EMBLEM (27/30)-- on the wall below. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #27 / BSAA \ (------------) LOCATION: Monarch Room Entrance - Chapter 5-3 \ EMBLEM / DETAILS: Run toward the elevator in the west portion of the \________/ excavation site then step to the left of it or move around the other side of it then look down into the shaft. This BSAA emblem is hanging on the east side of the elevator shaft below. It can be shot through the elevator if the elevator has already been lowered. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - It's best if you command your partner to pull the lever to bring down the elevator. You DO NOT want the AI partner to go up there. The character that goes up there should bring the following: - 5 proximity bombs - grenade launcher with acid rounds - shotgun or magnum - 5 hand grenades -- CHECKPOINT > > > > > > > > > > > P A R T N E R 1 G A M E P L A Y < < < < < < < < < < < Partner 1 should get on the elevator and allow Partner 2 to pull the lever to raise the elevator. Leap over the elevator railing and step onto the high catwalk. Move to the north along the catwalk. Soon a cutscene will play as a few Licker Betas crawl out of some holes along the walkway wall. They will climb over the fence ahead. Two Licker Betas will appear on the catwalk ahead. The character could toss a hand grenade at them to possibly kill one or both; they won't notice the character at first. Otherwise arm a grenade launcher with acid rounds or a shotgun or magnum then defeat the two Licker Betas that appear along the walkway ahead. Run up and stab them when they fall on their back and kick their legs. On normal mode, one acid round shot will automatically knock them on their backs to where they can be finished off with a stab. The second Licker Beta will leave behind a ++LION HEART++ treasure. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3 | [ ] | TREASURE: Lion heart [2,500 gold] |_________________| DETAILS: The second Licker Beta in the first pair of Licker Betas along the high walkway will drop this once defeated. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Follow the catwalk further ahead. Eventually another cutscene will play that will show off another Licker Beta as it enters the area while the character runs along the walkway to the north. Run directly ahead and break the --TALL CRATE-- to find some acid rounds. .----------------------------------- TIP -------------------------------------. | The character can actually shoot the tall crate before the second Licker | | cutscene plays in order to speed up the pace of collecting the acid rounds | | afterwards. | '-----------------------------------------------------------------------------' Load the acid rounds into the grenade launcher. Quickly move to the east along the walkway. Shoot any Licker Betas that get in your way with an acid round to knock it down or stagger it then run by it. Break the next --TALL CRATE-- before stepping onto the southeast catwalk to the right. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - On the west side of the high north walkway. --> Random Item [ ] Tall Crate - On the east side of the high north walkway. --> Random Item ------------------------------------------------------------------------------- Quickly move onto the southeast catwalk then plant a proximity bomb at the beginning of that walkway. Move forward a bit then plant another proximity bomb shortly before reaching the large blue crate at the end of the walkway. The character must push the crate to the far end of the walkway. The proximity bombs placed will begin to go off eventually as Licker Betas move over them and explode. From here, Partner 1 can back up just a bit every now and then and place another proximity bomb or turn around and toss a hand grenade at the crowd of Licker Betas that will mount up on the other end of the catwalk. Acid rounds can be fired at them from a distance if all the Hand Grenades are used up but don't rush toward the entire group to stab one. Place a proximity bomb in front of a group of Licker Betas even when right next to one if all else fails. Your character might get hit, but you'll take a few of them with that explosion. Keep in mind that the Licker Betas might jump off the catwalk and attack Partner 2 below. If this happens try to help out Partner 2 with some gunfire. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3 | [ ] | TREASURE: Lion heart [2,500 gold] |_________________| DETAILS: One of the many Lickers in the second wave of Licker Betas will drop this treasure. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Push the large blue metal crate all the way to the end of the south side of the catwalk. The character will eventually push it to a ledge. Look off to the right and drop off from the side of the catwalk without railing. Pick up the ++GREEN HERB++ to the left then break the --TALL CRATE-- up ahead while stepping onto the rooftop of the building. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - On the rooftop of the building accessible after pushing the blue crate. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the rooftop of the building accessible after pushing the blue crate. This is to the left after falling from the catwalk. ------------------------------------------------------------------------------- Fall down the center rooftop opening to enter the building. Each of the three lockers inside contains an item. Open the left locker to find a ++CHALICE (GOLD)++, the middle locker for a ++FIRST AID SPRAY++ and the right locker for ++MAGNUM AMMO (+6)++. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3 | [ ] | TREASURE: Chalice (Gold) [3,000 gold] |_________________| DETAILS: After pushing the blue metal crate across the high catwalk step onto the rooftop of the nearby building then drop through the opening in the roof. Open the left locker inside the room below to receive this treasure. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------------------- ITEM LIST [ ] First Aid Spray - In the middle locker after dropping into the building from the opening on the rooftop. [ ] Magnum Ammo (+6) - In the right locker after dropping into the building from the opening on the rooftop. ------------------------------------------------------------------------------- Flip the nearby lever to lower the outside bridge then unlock the door and rejoin with Partner 2. ------------------------------------------------------------------------------- > > > > > > > > > > > P A R T N E R 2 G A M E P L A Y < < < < < < < < < < < Partner 2 can only provide a bit of cover fire for Partner 1 while a rifle is equipped. Partner 2 will actually be able to view the Lickers as they climb up the wall along the side of the walkway. Partner 2 can stand back and shoot them with the rifle or a grenade launcher with acid rounds as they climb the walkway wall. Knocking them off into the pit will make it to here both characters will miss out on the items that they drop however. Keep in mind that the Lickers can drop off the high catwalk at any time to attack Partner 2. Facing the bridge, look for two holes in the wall below the north walkway. The holes are on the left and right side of the wall past the raised bridge. The first Licker in the second wave will move out of the left hole then the majority of the others will move out of the right hole. Partner 2 can easily shoot them off the wall with the PSG-1 rifle and kill them right then. ------------------------------------------------------------------------------- Run across the bridge then look up after the characters get off the bridge to see a shiny ++TOPAZ (BRILLIANT)++ stuck on the wall above the corridor that leads to the Tricell logo door. Shoot it down then collect it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3 | [ ] | TREASURE: Topaz (Brilliant) [2,500 gold] |_________________| DETAILS: Once the bridge has been lowered, move across it then stop before entering the corridor with the Tricell logo door at the end. Look up to see this shining on the wall above the corridor. Shoot it down then collect it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Both players should now move toward the Tricell door and use the assist button to enter the next area. ************************ WARNING: MAJOR SPOILERS AHEAD ************************ DO NOT SCROLL DOWN ANY FURTHER UNTIL YOU HAVE WATCHED THE NEXT CUTSCENE THE BOSS NAMES ARE COMPLETE SPOILERS AND I'M MAKING UP SENTENCES HERE... TO KEEP YOU FROM ACCIDENTALLY SCROLLING AHEAD. SO... ... HAVE YOU... WATCHED THAT CUTSCENE FOR THE NEXT CHAPTER SEGMENT YET? YOU HAVE BEEN WARNED ************************ PREPARE FOR MAJOR SPOILERS ************************** [CH535] Chapter 5-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - M O N A R C H R O O M - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + B O S S B A T T L E + + + + + + + + + + JILL AND WESKER --------------- HP: 5,000 (Jill) HP: 30,000 (Wesker) Recommended - Rocket Launcher (quickest way to defeat Wesker from Weapon(s): behind) - Handgun (to shoot rocket once Wesker catches it) - Magnum (to stun Wesker from behind (L. Hawk Magnum can be found during battle) Weak Points: - Wesker's front or back when he has lost sight of a character (he can be hit while he's trying to find a character) - Jill's front or back (Jill can be gotten into a hold or thrown to knock her out from the back or front respectively) Wesker's Attacks: 1) Sweep: Wesker ducks down and performs a sweep kick with his right leg. 2) Mustang Kick - Wesker steps forward with a straight kick. 3) Jump Kick - Wesker hops into the air and kicks with his right foot. 4) Windfall - Wesker quickly holds up his right leg then slams it down in front of him. 5) Flip Kick - Wesker performs two somersault kicks in a row after he has dodged gunfire a few times. These flip kicks are more than just for dodging since they can hit your character if Wesker manages to make contact. 6) Ram - Wesker dashes forward (sometimes twice in a row, depending on your distance from him). If this connects then Wesker performs a knee to the chest followed by an uppercut with his left arm. This can be countered when the "Counterattack" button prompt command (button is random between action and run) appears shortly before Wesker hits a character. Chris holds up his arms to block the knee then punches Wesker down to the ground. Sheva flips around to the other side of Wesker then performs an upward kick to knock Wesker down. 7) Samurai Edge Shot - Wesker pulls out his handgun and fires a few shots. He can fire up to three shots at a time. The shots can be dodged by pressing the action button when the "Dodge" button prompt command appears. 8) Grab - Wesker reaches out and grabs the character then holds the character by the shoulder. The character will begin to hit at Wesker's face; at that time a partner assist melee can be performed by the partner to knock Wesker off. A button prompt "Counterattack" command will appear at the end of the grab if a partner fails to save the character. If the counterattack command is entered successfully, Chris will slowly unsheathe his machete then suddenly slash at Wesker's face but Wesker will quickly dodge out of the way. Sheva will perform the same type of counter but she reaches for the knife which is on a lower section of her body. If the player fails to press the button then Wesker will toss the character behind him. Jill's Attacks: 1) Machine Gun Fire: Jill stands in place and fires a machine gun. 2) Jumping Flip Kick: Jill leaps into the air and performs a quick somersault followed by an overhead kick. The character that is targeted will get a special "Dodge" button prompt command in order to escape from the attack. The character will roll out of the way. --> LONG TIME NO SEE, CHRIS. Wesker will mention a seven minute time limit for this battle at the start of the battle. There are two ways to win this battle: a) Survive until the seven minutes are up by hiding from Wesker and allow Wesker to retreat. b) Hide in the various area of the room and damage Wesker when he lowers his guard. Damage him enough and he will instantly retreat. The beginning portion of the battle has Chris and Sheva fighting against Jill and Wesker in the middle room. Wesker will dodge just about any gunfire that is shot toward him and a player doesn't want to hurt Jill; if Jill dies then the game is over. There is really not too much that Chris and Sheva can do in the middle room except stun Jill through a button prompt melee attack from close range and possibly hit Wesker through a move counter (see "Knocking Wesker Out of His Melee Attacks). When stunning Jill, approach her from the front or back for a "Restrain" of "Throw" command with either character. The "Throw" is an instant stun and the "Restrain" will make it so that your partner can run in front of Jill and perform a stunning melee attack with the "Throw" button command. Eventually a cutscene will play where Wesker will kick Chris (or Sheva if you're playing with her) through the metal door on the east side of the room. .----------------------------------- TIP -------------------------------------. | If the metal door on the east side of room is examined early in the battle, | | like right at the beginning, then the cutscene where Wesker kicks a | | character through the door will play and the battle can carry on to the | | second floor without having to waste time in the middle room. | '-----------------------------------------------------------------------------' .--------------------------------- WARNING -----------------------------------. | In single player and co-op play, directly after the cutscene where Wesker | | kicks a character through the door, the other character will start near the | | doorway, on the outside portion, while Wesker stands in the doorway. The | | character on the outside should back up immediately since Wesker might try | | to kick the character. This is VITAL to know for Veteran and Professional | | mode since Wesker's kick is quite damaging. | | | | A flash round can be shot toward a wall with either player in order to make | | Wesker dash in another direction. In single player, the main player should | | be prepared to shoot a flash round to keep the AI partner from getting hit | | in higher difficulty modes. | '-----------------------------------------------------------------------------' --> DEALING WITH JILL (MAKING JILL SEE STARS) Jill's machine gun fire from out in the open can be very damaging if your character stands still. She will often dodge the second a laser pointer from a gun makes contact with her. .----------------------------------- TIP -------------------------------------. | In co-op play and even on single player, a character can circle Jill while | | next to her in order to make her constantly turn and raise her machine gun. | | She will not be able to fire because she has to constantly turn a different | | direction and adjust her aim. This is especially good to use on higher | | difficulties. | '-----------------------------------------------------------------------------' Neither character should damage Jill with any type of gunfire or weapon attack during the battle since she can actually be killed, ending the battle early with a game over. She will actually begin to show signs of damage much like the main characters by holding her side when she is weak due to being hit with a weapon. Throughout the fight with Wesker and Jill, one player can get behind Jill and restrain her with a "Restrain" button prompt command from close range while the other player moves in for a follow-up melee attack. Chris = Throw (from Sheva restrain) Sheva = Throw (from Chris restrain) Jill can also be approached from the front at any time during the battle to sometimes receive the commands listed above. Both ways of performing the command will instantly knock her out for a few seconds allowing the characters more time to deal with Wesker alone. If Jill manages to escape from a restrain then the restraining character will have to input a button prompt "Dodge" command in order to dodge her counter punch. The character will roll out of the way. .----------------------------------- TIP -------------------------------------. | Anytime that a partner is seen restraining Jill during the Jill and Wesker | | battle, approach Jill from the front side for a melee command. The melee | | attack that is performed will stun Jill. The AI partner will be constantly | | trying to restrain Jill in a single player game. | '-----------------------------------------------------------------------------' --> DEALING WITH WESKER Trying to hit Wesker normally is pretty much useless, though not impossible (see next section). Most of the time, he will simply dash to a side extremely quick as your gunshot flies right by him. Be sure to press the action button during the "Dodge" button prompt command or quickly run to the side in order to dodge Wesker's handgun fire since it is extremely damaging per shot! A character must hide from Wesker and Wesker must not know that the character is near him in order for a character to sneak in a gun attack. This can be done by simply leaving him and stepping behind a wall or entering a room. You need to watch his location on the mini-map. If he stops then he is most likely looking around for a character, so you don't want to step into view unless you've got a good viewpoint of him and he has his backed turned. If he is moving in one direction then he will have his back in the opposite direction. A player can take cover behind a variety of different walls on the second floor to hide from Wesker. The northwest area (the room and nearby halls) is the easiest portion of the area where one can hide from Wesker. Your character can easily step in and out of the northwest and room and run back and forth down the corridor while Wesker is in one location in order to get the drop on him. Even if he discovers your character, you can easily lose him fast. A partner can also help out in catching Wesker's attention. When Wesker spots a partner, the other player can sneak up on Wesker and hit him from the back with gunfire. Just because he sees one character doesn't mean that he has noticed the other. When Wesker has lost sight of your character, he will begin to look around and mention phrases such as: "You can't hide forever!" "You're merely postponing the inevitable." "There's no point in hiding. "I tire of wasting my time with you." "You disappoint me. Is that the best you've got?" Once he turns his back when he has lost sight of a character, that character can hit him in the back a few times with any weapon. The magnum is the best weapon to hit him with if you want to stagger him quickly. The ++L. HAWK++ magnum weapon can be obtained by having both characters push open the coffin in the northwest room. Once Wesker is in a staggering pose where he leans backward, a character can run up to him a trigger a special timed button press melee combination on him all starting through a single button prompt command from close range. CHRIS MELEE COMBO Commands = Left Hook - Right Hook - Body Blow - Heavy Blow - Finishing Combo .-----------------------------------------------------------------------------. | BUTTONS | Action | Action | Assist | Run | Action + Run | | PS3 | [] | [] | O | X | [] + X | | X360 | X | X | B | A | X + A | '-----------------------------------------------------------------------------' * The "Left Hook" command starts the combination and the rest of the commands are timed presses. SHEVA MELEE COMBO Commands = Reverse - High Kick - Front - Knee - Double Heel Kick Kick Strike Hop .-----------------------------------------------------------------------------. | BUTTONS | Action | Action | Assist | Run | Action + Run | | PS3 | [] | [] | O | X | [] + X | | X360 | X | X | B | A | X + A | '-----------------------------------------------------------------------------' * The "Reverse Kick" command starts the combination and the rest of the commands are timed presses. Once Wesker has found a character, he will mention one of the following phrases: "Ah, there you are!" "Found you!" Once Wesker has caught sight of a character, he will chase after that character, so the targeted character will need to quickly run down a corridor or step into the northwest room and keep away from him until Wesker has lost sight of the character again. Once again, keep in mind that just because he sees one character, doesn't mean that he has seen both. .----------------------------------- TIP -------------------------------------. | While Wesker searches around the hallways of the second floor, a character | | can stand on the outside walkway and shoot him through the windows; move up | | the staircase on the first floor then look through the windows. The | | interesting part about doing this is that Wesker will see the character but | | will almost instantly lose sight of the character after passing by the wall | | near the window, so the other player could stand at a corner near Wesker | | and allow the outside player to shoot him and stun him completely to set | | him up for a melee combo from the other player. | '-----------------------------------------------------------------------------' --> KNOCKING WESKER OUT OF HIS MELEE ATTACKS This is more of a last resort for when the seven minutes are almost up rather than a tactic for the entire battle since it leaves your character wide open to Wesker's attacks, but Wesker can be knocked out of a kick melee attack by aiming at him and firing shortly before the attack hits your character. The shotgun works the best because of its spread. Aim downward just in case he sweeps. .---------------------------------- EXTRA ------------------------------------. | Wesker's sunglasses can be knocked off if he is hit in the face with a | | gunshot. The easiest way to do this is to shoot him out of a melee attack | | or shoot him from the other side of a window. He will put the sunglasses | | back on after a few seconds if he is not engaged in combat. | '-----------------------------------------------------------------------------' Knocking him out of a melee attack can stun him and set him up for a follow-up melee attack from your character. Chris can sometimes Uppercut, Straight Punch, or Hook Wesker after knocking him out of a melee attack. Wesker will sometimes block the follow-up melee however. Hitting him out of a melee attack will damage him just like if a character hit from the back without being noticed and these frontal hits will sometimes stun him to where a character can perform the full melee combination of attacks. Hitting him before his attack will count as the first hit toward stunning him for a melee combo also, so your character could shoot him out of a kick attack with a magnum then shoot him again and stun him. This will set him up for the melee combo mentioned above. Shooting him out of one of his attacks is still very risky, but it's fun to try when you know the timing for hitting him. --> THE ROCKET LAUNCHER If a player brings a rocket launcher to this battle then the fight with Wesker can be ended very early. Hide from Wesker then wait for him to turn his back. Fire a rocket at him when he turns and he will grab the rocket. Shoot the rocket while he holds it and the resulting explosion will stun him and he will leave directly after the stun. This is an easy way to get the Bad Blood trophy/achievement. NOTE: If Wesker leaves the battle early from suffering too much damage, the cutscene afterwards remains the same as if the characters allowed him to end the battle himself. The only difference in making him leave early is that Wesker will simply end the battle early by rushing toward the middle room. .--------------------------------- EXTRA INFO --------------------------------. | See the Pro mode Jill and Wesker fight section for some more extreme tips | | for this fight and the next fight. Press CTRL + F then type in "JWPRO". | '-----------------------------------------------------------------------------' -_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_ Trophy/Achievement: Bad Blood Description: During the first fight with Wesker, damage him a set number of times. Details: Wesker must be hit enough times during the Jill and Wesker battle so that he leaves the battle before the time limit. This can be done by hitting him with a magnum while he is not looking then running toward him to perform a melee combo while he is stunned. The melee combo will heavily damage Wesker. It is best to hit him twice with a magnum before attempting to run toward him for the command. Two quick shots will usually stun him for a few seconds. An extremely easy way to get this trophy/achievement is to bring a rocket launcher to the battle then fire a rocket at Wesker from the back when he is unaware of your presence. He will grab the rocket. Shoot the rocket with any weapon to heavily damage him and he will leave the battle instantly. Before he leaves, he will kneel down for a few seconds then raise back up and suddenly make a quick dash toward the top portion of the middle room. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- .---------------------------------- EXTRA ------------------------------------. | While Wesker crouches to the floor, right before he leaves the battle after | | suffering too much damage, a player can shoot him two more times with a | | magnum and perform yet another melee combo to him. To add more insult to | | injury, a player can shoot him while he is on the ground after the melee | | combo to make Wesker attempt his dash attack, to which the player can | | counter with the on-screen button command that will appear. Once he falls | | from a successful counter, aim at him again then shoot to make him run. Be | | sure to taunt afterward to enjoy your moment. Keep in mind that a knife | | slash can be substituted for any ground shot to make him react. | | | | Why in the world would you want to waste bullets and hit him with another | | melee combo, you might ask? | | | | Because you're reading Berserker's guide and in Berserker's guide, we make | | a complete mockery of bosses when we finally finish them, if possible. | '-----------------------------------------------------------------------------' = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3 | [ ] | TREASURE: Emerald (Brilliant) [2,500 gold] |_________________| DETAILS: In the middle room, move up the right set of stairs then follow the right path all the way to the south to find two vases. Facing them, this treasure is inside the left vase. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3 | [ ] | TREASURE: Sapphire (Oval) [2,000 gold] |_________________| DETAILS: On the second floor, northwest room, break the pot lying next to the mummified body on the wall stand to find this treasure. This is only obtainable during the Wesker and Jill portion of the battle. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3 | [ ] | TREASURE: Sapphire (Brilliant) [3,000 gold] |_________________| DETAILS: During the battle with Jill and Wesker, move up the stairs to the second floor and enter the northwest room. Both characters must use the partner assist button to open the stone coffin in the south portion of the northwest room. This will be inside along with another treasure and the L. Hawk Magnum. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3 | [ ] | TREASURE: Emerald (Oval) [2,000 gold] |_________________| DETAILS: During the battle with Jill and Wesker, move up the stairs to the second floor and enter the northwest room. Both characters must use the partner assist button to open the stone coffin in the south portion of the northwest room. This will be inside along with another treasure and the L. Hawk Magnum. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Monarch Room Entrance - Chapter 5-3 | [ ] | TREASURE: Heart of Africa [10,000 gold] |_________________| DETAILS: If a character causes Wesker to leave early by damaging him too much during the Jill and Wesker fight then this treasure will be lying in between the stairs in the middle room during the battle with Jill alone. The easiest way to make Wesker leave early is to sneak up on him and fire a rocket from a rocket launcher then shoot the rocket when he grabs it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + H I D D E N W E A P O N Weapon: L. Hawk (MAG) Location: Monarch Room - Chapter 5-3 Details: During the battle with Jill and Wesker, move up the stairs to the second floor and enter the northwest room. Both characters must use the partner assist button to open the stone coffin in the south portion of the northwest room. This will be inside along with two treasures. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + --------------------------------------------------------- BREAKABLE OBJECT LIST - MIDDLE ROOM [ ] Vase - Northeast corner. --> Random Item [ ] Vase - Northeast corner. --> Random Item [ ] Vase - Upstairs northwest corner. --> Random Item [ ] Vase - Upstairs west corner. Near a metal crate. --> Random Item [ ] Vase - Upstairs west corner. Near a metal crate. --> Random Item [ ] Vase - Upstairs northeast corner. --> Random Item [ ] Vase (left) - Upstairs southeast corner. Near a metal crate. --> Definite Item: Emerald (Brilliant) [ ] Vase (right) - Upstairs southeast corner. Near a metal crate. --> Random Item -- SECOND FLOOR [ ] Vase - In between staircases on east side. --> Random Item [ ] Vase - East side of hall, near middle, in a corner. --> Random Item [ ] Vase - Middle portion of hall. East side. --> Random Item [ ] Vase - Middle portion of hall. West side --> Random Item [ ] Vase - Outside east door of west room. --> Random Item [ ] Vase - In west room, near east entrance. --> Random Item [ ] Vase - In west room, near east entrance. --> Random Item [ ] Vase - In west room, near east entrance. --> Random Item [ ] Pot - In west room, on a wall platform. --> Definite Item: Sapphire (Oval) [ ] Vase - In west room, near middle doorway. --> Random Item [ ] Vase - In west room, near middle doorway. --> Random Item [ ] Vase - Outside south entrance of west room. --> Random Item [ ] Vase - Southwest side, inside west doorway --> Random Item [ ] Vase - West balcony, near a metal crate. --------------------------------------------------------------------- ITEM LIST - MIDDLE ROOM [ ] Green Herb - To the right of the west staircase. [ ] Green Herb - To the left of the west staircase. - SECOND FLOOR [ ] Red Herb - West side of hall, near middle, in a corner. [ ] Red Herb - On west balcony, southwest end. ------------------------------------------------------------------------------- + + + + + + + + + B O S S B A T T L E + + + + + + + + + + JILL ---- HP: 1,500 HP: 10,000 (device on chest) Damage to Jill per "Tear Off" command: 1,000 Damage to Jill per gunshot to device: 1,500 Weak Points: - Chris' words through Entreat command (causes Jill's device to malfunction) - Jill's back (get behind and restrain her) - Jill on ground (can be restrained while fallen) - Device on chest (main weak point/must be shot or torn off through action command) Attacks/Moves: 1) Machine Gun Fire - Jill aims at a character with both machine guns and fires at that character. Run to the side or sidestep to avoid the gunfire. 2) Somersault Grab - Jill jumps toward a character and somersaults in the air. If this hits then she will latch her arms onto the character's back and flip that character onto the ground behind her. 3) Sliding Machine Gun Fire - Jill quickly slides toward a character and fires her machine guns while sliding. 4) Circular Machine Gun Fire - Jill holds out both her arms to her sides then begins to fire her machine guns as she brings her arms to her front portion. If a character is not behind her to restrain her, consider shooting her with a low power weapon such as a machine gun. 5) Ceiling Machine Gun Fire - Jill runs up a pillar then sticks to the ceiling and fires her machine guns. If she is shot off the ceiling then she will be stunned when she lands, allowing for a "Tear Off" command to appear while near her. 6) Kick - While crouched down, Jill will performs a kick forward. Step away from her to avoid this. 7) Second Floor Machine Gun Fire - Jill runs up a pillar then jumps to the second floor. She will lock onto a character and fire at that character. Run to the side to avoid this or sidestep. A character can also move up under the floor of the balcony she is positioned on to avoid this. --> HIS LAST PARTNER WAS A WOMAN TOO The majority of this battle is spent trying to get button prompt commands on Jill. Just about all of her attacks can be avoided by stepping or running to a side. Even though shooting her too much will kill her, she has some attacks that can only truly be avoided by shooting her such as her circular machine gun fire. Use a low powered machine gun to shoot her in order to cancel the attack. A Chris player can get a special "Entreat" button prompt command while standing near Jill; Chris doesn't have to be directly beside Jill to get this. Chris will talk to Jill with one of the following phrases when the "Entreat" command is performed: "Jill! What are you doing!?" "Stop this! Jill! Answer me!" "It's me Chris. Don't you recognize me!?" "Come on! Snap out of it!" "Don't do this Jill!" "I don't want to hurt you!" The phrases are always mentioned in that order then they will repeat. If a Chris player keeps using the "Entreat" command while close to Jill, the device will eventually malfunction as Jill struggles to gain control. Jill will stagger in place while the device malfunctions and that is one of the best times to attempt to get a button prompt command on her from close range. A character can also wait until she recovers from an attack such as her kick then get a button prompt command from either side of Jill at that time. --> DAMAGING THE DEVICE ON HER CHEST There are two ways to damage the device on Jill's chest: a) Through a button prompt "Tear Off" action command while she is restrained or down on the ground. b) Through gunfire pointed directly at the device while she is restrained. --> DAMAGING THE DEVICE THROUGH GUNFIRE Anytime that a partner is restraining Jill, approach Jill and aim directly at the red device on her center chest then fire at it with a weapon and the device will receive heavy damage. The best type of weapon to use is a rifle (for precision aiming) but a character can also use a handgun or machine gun. Believe it or not, a character can actually damage the device with a shotgun and not hit Jill in the process. Now hold steady Jill and allow Chris to get that nasty device off your chest with his triple-barrel Hydra! Even a knife slash will work if aimed properly. .--------------------------------- EXTRA INFO --------------------------------. | All gun attacks that hit the device will take the same amount of damage | | from it. Whether a character uses a handgun, machine gun, magnum or rocket | | launcher, the damage per shot to the device will always be the same. | '-----------------------------------------------------------------------------' Shooting the device can be slightly risky in that the player might accidentally hit Jill and damage her, but the hit detection window is very forgiving for attempting to hit the device. The gunfire does not have to be exactly precise. Directly after shooting the device during a restrain, the character that shoots can take advantage of a "Throw" command while standing in front of Jill then toss her to the ground. Either character might be able to get the "Tear Off" action button command while Jill is grounded after that Throw. Hitting Jill with gunfire normally is not always a bad thing to do. As already mentioned, hitting her with a low power machine gun can cancel her machine gun blasts (tap the trigger once while aiming at her). If she runs up the wall and hangs off the ceiling to fire her machine guns, a gun attack that hits her will knock her down to the floor and stun her, allowing a character to get the "Tear Off" command while standing above her. It is very possible to hit the device on her chest with gunfire anytime during the battle, but precise aiming is needed. One of the best times to aim for the device is when she performs her circular machine gun fire. You're not going to hit the device near as much while aiming for it while she is not restrained however. --> DAMAGING THE DEVICE THROUGH MELEE (BUTTON PROMPT COMMANDS) - Chris Actions: Entreat = Chris action while near Jill when she is not stunned. This causes Chris to talk to Jill and weaken the chest device's control on her. Tear off = Chris action while standing in front of Jill during Sheva restrain. Tear off = Chris action while Jill is grounded after Sheva's Throw or Chris' Throw. Stand over Jill. Restrain = Chris action from Jill's back side while she is stunned. Throw = Chris action from Jill's front side while she is stunned. - Sheva Actions: Tear Off = Sheva action while standing in front of Jill during Chris restrain. Tear off = Sheva action while Jill is grounded after Sheva's Throw or Chris' Throw. Stand over Jill. Restrain = Sheva action from Jill's back side while she is stunned. Throw = Sheva action from Jill's front side while she is stunned. - Both Player Action Dodge = Chris or Sheva command anytime Jill escapes from a "Restrain" or ground "Tear Off" command. The character performing the "Restrain" or the character performing a ground "Tear Off" command will have to use this command to avoid damage from Jill's counterattack. This command occurs right before her punch counterattack. Both Chris and Sheva can restrain Jill or toss her to the ground then attempt to tear off the device on her chest through a button prompt command. The button will differ depending on the type of restraint. A standing "Tear Off" requires the use of the assist button, while a ground "Tear Off" requires the use of the action button. A character must wait until Jill is slightly stunned from her device malfunction or while she is recovering from one of her attacks before the restrain or throw command will appear while standing next to Jill. A character can also perform the same command directly after a partner shoots Jill's device since she will stagger for a while afterwards. .----------------------------------- TIP -------------------------------------. | Jill can be stunned briefly with a flash grenade or flash round that is | | thrown/shot near her. This will make it to where both characters will get | | the "Restrain" command from behind or a "Throw" command from the front of | | Jill. This little technique is very important on Veteran mode since the AI | | partner will be getting hit while trying to restrain or throw Jill. The | | Entreat command is not that useful on Veteran mode. | '-----------------------------------------------------------------------------' --> THE DIFFERENCES BETWEEN TEARING THE DEVICE OFF AND SHOOTING IT Attempting to tear off the device will do less damage to it when compared to shooting it. Shooting the device will do more damage while she is restrained and attempting to tear it off will require many more attempts. A player should resort to shooting the device on Veteran mode when the AI partner restrains Jill. 6 shots to the device while Jill is restrained followed by one "Tear Off" command will always end the battle if the player taps the X button fast enough for the "Tear Off" command. Also there is a trophy/achievement involved with tearing the device from her chest. -_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_ Trophy/Achievement: Masters of Removing Description: Work together to save someone special. Details: The device on Jill's chest must be removed through a button command while Jill is standing in order to receive this trophy/achievement. Again, the final attack must show the character removing the device from her chest while Jill is standing NOT on the floor. A partner must restrain Jill from behind and the other character must remove the device through the button prompt assist "Tear Off" command. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- + + + + + + + + E N D B O S S B A T T L E + + + + + + + + - - - - - - ___ _ _ __ _ [CH61] / __\ |__ __ _ _ __ | |_ ___ _ __ / /_ / | / / | '_ \ / _` | '_ \| __/ _ \ '__| | '_ \ ___ | | / /___| | | | (_| | |_) | || __/ | | (_) ||___|| | \____/|_| |_|\__,_| .__/ \__\___|_| \___/ |_| |_| ------------------------------------------------------------------------------- --> Chapter 6-1 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 40+ | 25 | 14 | <14 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <26'00" | 31'00" | 36'00" | 36'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than ------------------------------------------------------------------------------- [CH611] Chapter 6-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - S H I P D E C K - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Recommended Weapons: - Machine Gun or Handgun - Shotgun - Rifle (w/scope upgrade of two for a BSAA medal) - Magnum - Flash Grenades or Flash Rounds (for Duvalias and Plagas Adjules) - Melee Vest and Bulletproof Vest (for both characters) - Hand Grenade (for a certain BSAA medal) The characters will start out on the northwest end of the boat that they saw at the end of the last chapter. If you look off to the south from where the characters start and use a Rifle (PSG-1) with a scope level of 2 then a player can see a --BSAA EMBLEM (28/30)-- on a high cross-shaped structure in that direction. It's near the very top of the structure. This can be shot later in the level also from a closer area, but it's still really hard to hit with a normal rifle scope magnification other than an upgraded scope on the PSG-1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #28 / BSAA \ (------------) LOCATION: Ship Deck - Chapter 6-1 \ EMBLEM / DETAILS: Look off to the south from the starting point on the \________/ Ship Deck and find the cross-shaped structure on the south side of the boat to find this medal on the very top of it. You'll really need a PSG-1 rifle with a level 2 scope magnification to be able to make out the actual emblem. Without it, you'll only see a glowing speck on top of the structure from the current distance. It can be shot later on in the area before entering the exit door to move onto the next area. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - .----------------------------------- TIP -------------------------------------. | There is a Majini behind the vent to the south. Turn around and face the | | south then move toward the ladder to see a Majini armed with a stun rod, on | | a railing beside the current one to the south. Take out a rifle and shoot | | him and he will leave behind a ++TOPAZ (OVAL)++ treasure. In order to get | | this treasure, he must be shot before the crane drops the cage trap later | | in the area. The characters must also make sure that the crane actually | | drops the cage trap by NOT shooting the Majini near the controls of the | | crane. This is one place to shoot him and I'll point out the next place | | later on in this area. | '-----------------------------------------------------------------------------' = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Ship Deck - Chapter 6-1 | [ ] | TREASURE: Topaz (Oval) [2,000 gold] |_________________| DETAILS: From where the characters start, turn to the south and back up toward the ladder then keep looking to the south to see a Majini armed with a stun rod on a walkway behind a vent close to the platform that the characters are on. Shoot him and he will drop the topaz treasure. He can also be shot when the characters climb on top of the metal container to push the blue crate in front of the locked gate. The treasure is along the north side of the walkway behind the area with the locked gate. When a character opens the gate by using the keycard, on that character's way to raise the cage, this will be off to the right once the character moves up the stairs. In order to collect this treasure, the characters MUST NOT kill the Majini that activates the cage trap on the crane tower or the way to this treasure cannot be accessed. The characters must also shoot this Majini BEFORE the cage drops. The character that has to raise the cage will meet this Majini after moving up the stairs past the locked gate. If he is shot at that time, he will not drop this treasure. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = If you stand from where the characters start out and look up on the northeast tower, a Majini with grenades strapped to his chest can be seen. This Majini will toss down pipe bombs at your characters in the battle up ahead, and he can be eliminated right now with a rifle. Drop down the side with the ladder up ahead then break the two --TALL CRATES--. When the characters move up the stairs to the side, three Majini with stun rods will attack along the walkway as one of them alerts the others. One Majini on the second floor of the high platform to the north will toss pipe bombs at the characters so take out the rifle and shoot him quickly. The other Majini along the high walkway will leap down and attack the characters with a stun rod before too long. Both characters could get some easy tag team melees here if the players want to try for them. The majority of the Majini that the characters will run into on this stage have armor attached to different places of their body, so you'll need to aim at unarmored portions of their body in order to hit them. The only gun that can break through their heavy armor is a magnum. The magnum will ignore the armor and shoot directly through it. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Right next to the first set of stairs. --> Random Item [ ] Tall Crate - Right next to the first set of stairs. --> Random Item ------------------------------------------------------------------------------- Move up the stairs then use the ladder to climb to the first high platform. Don't drop from the other side just yet; climb the ladder to the very top platform instead. Pick up the ++RIFLE AMMO (+5)++ near the pole at the top and break the --TALL CRATE--. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - On the very top of the first high platform portion of the boat. Climb the first ladder then the second ladder on top after defeating the first set of Majini. --------------------------------------------------------------------- ITEM LIST [ ] Rifle Ammo (+5) - On the very top of the first high platform portion of the boat. Climb the first ladder then the second ladder on top after defeating the first set of Majini. ------------------------------------------------------------------------------- .---------------------------------- TIP --------------------------------------. | 1) From the third high platform on the north end of the boat, look off to | | the south and kill the two Majini armed with stun rods on the top | | portion of the crane. A ++TOPAZ (OVAL)++ treasure will be dropped by | | each of them and can be obtained near the area where the cage falls (two | | separate areas). | | | | 2) The Majini with the stun rod above the first crane ladder off to the | | south can be shot now as well. He will toss pipe bombs later. | | | | 3) If you have a rifle scope with a 2x magnification then look toward the | | platform above the Majini on the platform with the ladder a Majini is | | right across from a crane lever. If he is killed then the cage trap | | later in the stage will not fall on a character and also shooting the | | crane operator cancels out many enemies that would normally appear in | | the middle of this area and it also cancels the need of a crane keycard | | and need to get on the crane. | | | | NOTE: Shooting the crane operator Majini will make it to where a collection | | of gold worth 3,000 gold will be unattainable and it also makes it to where | | a Topaz (Oval) treasure mentioned above cannot be obtained. | '-----------------------------------------------------------------------------' = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Ship Deck - Chapter 6-1 | [ ] | TREASURE: Topaz (Oval) x2 [2,000 gold] |_________________| DETAILS: From the starting point of the Ship Deck chapter, move forward and fight the Majini like normal then climb all the way up both ladders on the high platform. Arm a rifle (preferably with a level 2 scope magnification) then look off to the south. Find the crane that extends across the middle portion of the area up high then shoot each of the two Majini on top of the crane. They will each drop a Topaz (Oval), which can be obtained later in the area. Once the characters reach the ladder on the side of the metal container beyond the area where the cage drops (or doesn't drop if you shot the crane operator early), climb the ladder on the metal container to the east and you'll see a glowing treasure off to the left. That will be the first Topaz (Oval). Continue on around the east corner where the characters have to raise both lifts and the second Topaz (Oval) will be on the floor in front of the two lifts. The two Majini on the crane MUST be shot before the cage falls. If the characters try to go back to shoot them later, after the cage drops, then they will not be on top of the crane. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Hop back down the side then fall down the north end of the lower platform. Climb up the north ladder then break the five --TALL CRATES-- on the walkway above and then collect the ++GREEN HERB++ from the left end. Three crates are to the left and two crates are to the right. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - On the far north walkway, west end. --> Random Item [ ] Tall Crate - On the far north walkway, west end. --> Random Item [ ] Tall Crate - On the far north walkway, west end. --> Random Item [ ] Tall Crate - On the far north walkway, east end. --> Random Item [ ] Tall Crate - On the far north walkway, east end. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the far north walkway, west end. ------------------------------------------------------------------------------- Hop back down the side with the ladder and move up the stairs. Have a shotgun handy. Shortly after the characters step onto the stairs, the crate behind them to the east will bust open as two Adjules attack and two Majini with stun rods will attack the characters from the north. It's best to rush back down the stairs and focus on the Adjules first of all. Of the two Majini, one of them will form a Cephalo unless an instant death melee kill is perform from the back of him after a leg stun. Move back up the stairs then down the next set of stairs on the opposite side after the battle. A Majini with a stun rod and two Adjules will attack from up ahead then a Big Man Majini will be waiting from off to the left. The Big Man Majini is still nothing a little up close shotgun blast followed by a melee and another shotgun blast followed melee (then repeat) can't handle, so take care of him first of all then use a shotgun to focus on the Majini and the Adjules. The Big Man Majini will leave behind a ++JEWEL BANGLE++ as usual. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Ship Deck - Chapter 6-1 | [ ] | TREASURE: Jewel Bangle [1,000 gold] |_________________| DETAILS: The Big Man Majini that attacks along with the Majini and the two Adjules will drop this treasure once defeated. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = A single Majini will attack further around the corner or he might attack with the others if you step to far. He will form into a Duvalia once defeated. It's best to toss a flash grenade to deal with the Duvalia. Luckily there is a ++FLASH GRENADE++ and ++RED HERB++ lying along the side of crate to the left so grab the flash grenade and toss it at him if your characters need one. If you choose to fight the Duvalia without a flash grenade then you'll have to shoot him in the legs then blast his mouth when he fall on his knees. .----------------------------------- TIP -------------------------------------. | Defeat the Majini that normally forms a Duvalia with an instant kill melee | | to stop him from changing into a Duvalia. Shoot him in a leg then rush | | behind him while he is stunned and perform a melee with either character. | '-----------------------------------------------------------------------------' --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - Lying on a crate off to the left after the fight with the Big Man Majini, normal Majini and two Adjules. [ ] Flash Grenade - Lying on a crate off to the left after the fight with the Big Man Majini, normal Majini and two Adjules. ------------------------------------------------------------------------------- Drop off the side of the platform with the ladder ahead. Break the two --TALL CRATES-- against the large containers to the south. -------------------------------------------------------- BREAKABLE OBJECTS LIST [ ] Tall Crate - Drop from the platform where the first Duvalia is fought and this will be against the large metal containers to the south. --> Random Item [ ] Tall Crate - Drop from the platform where the first Duvalia is fought and this will be against the large metal containers to the south. --> Random Item ------------------------------------------------------------------------------- Move in between the large metal containers to the south. If you look up onto the lower container to the left of the one with the railing, a safe can be seen and it can be opened in a moment. The white metal block to the left past the stack of tires is actually another safe also, but our characters can't very well step over tires to get to the safe now, can they? Walk over to the right and step in between the third and fourth crate off to the left then break the single --TALL CRATE-- in between them. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - In between the third and fourth crate in the row of crates that the characters will come across while heading south after fighting the Duvalia. --> Random Item ------------------------------------------------------------------------------- The path that keeps moving to the west eventually forms a dead end. Press the green button to the left of the metal platform. These metal platforms are actually lifts. The green button can also be shot in order to activate it; keep that in mind. The metal lift beside the button will rise and allow the characters through to the south, so move underneath it. -- CHECKPOINT Another metal lift is directly ahead but the button for it is on the other side. The gate to the side requires a keycard in order to open it. Break the two --TALL CRATES-- near the ladder up ahead. Climb the ladder. .----------------------------------- TIP -------------------------------------. | At the top of the ladder of the metal container, the characters can look to | | the north and shoot the Majini with the stun rod that is on the walkway | | behind the locked gate and he will drop a ++TOPAZ (OVAL)++ treasure that | | one of the characters can pick up in a few minutes after a cage drops and | | if the crane operator Majini was NOT shot earlier. This Majini could have | | been shot at the beginning of the area as well. | '-----------------------------------------------------------------------------' ----------------------------------------------------------------- INVESTIGATION [ ] Locked Door - To the right after stepping under the first metal lift. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Right across from the ladder outside of the locked gate that requires a keycard. --> Random Item [ ] Tall Crate - Right across from the ladder outside of the locked gate that requires a keycard. --> Random Item ------------------------------------------------------------------------------- .----------------------------------- EXTRA -----------------------------------. | If either character shot the crane operator from the far north high | | platform then the characters will not have to worry about the cage at this | | part. | '-----------------------------------------------------------------------------' Both characters should use the partner assist button prompt command to move the big crate at the other end of the metal container. The first character that falls below and steps toward the area in the middle will get trapped by a metal cage that is on a crane above the characters. A cutscene will trigger before the character gets trapped. In single player mode, the trapped character will always be the AI partner no matter who goes first. The trapped character will have three --TALL CRATES-- and a ++FIRST AID SPRAY++ in the area around the character. The untrapped character will be forced to fight a few Majini as they leap out of the two containers along the sides. One of the Majini will toss pipe bombs from an open crate so aim for his grenade strap on his chest then fire at them to finish him off quickly. The last Majini in the wave of Majini will carry a metal shield and he will transform into a Duvalia once defeated. .------------------------------------ TIP ------------------------------------. | In co-op play, the player inside the cage might be able to shoot the Majini | | with the shield in the leg from the back so the other player can perform an | | instant kill melee to finish it off and cancel the Duvalia appearance. | '-----------------------------------------------------------------------------| Have a flash grenade or flash round with the grenade launcher ready for the Duvalia to quickly kill it instantly. Otherwise, the characters will need to aim for its legs and hopefully make it fall on its knees then shoot it in its mouth when it leans over. The Duvalia will leave behind the **CRANE KEYCARD**. Break the two --TALL CRATES-- to the left in the north. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - In the exact area where the cage lands. --> Random Item [ ] Tall Crate - In the exact area where the cage lands. --> Random Item [ ] Tall Crate - In the exact area where the cage lands. --> Random Item [ ] Tall Crate - In the area where the untrapped character fights the Majini and Duvalia. --> Random Item [ ] Tall Crate - In the area where the untrapped character fights the Majini and Duvalia. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] First Aid Spray - In the exact area where the cage lands. ----------------------------------------------------------------- KEY ITEM LIST [ ] Crane Keycard - Defeat the Duvalia after the cage drops. ------------------------------------------------------------------------------- .----------------------------------- TIP -------------------------------------. | Even while the partner is trapped in the cage, the other character can | | still swap or request items from the partner while standing near the side | | of the cage. | '-----------------------------------------------------------------------------' Move toward the metal lift up ahead and a cutscene will play that will show off a button that is on the top metal piece above the lift. Shoot the button to make the metal lift rise up and allow your character through. Did you just see that? During the lift rising cutscene, the cutscene actually gave us a glimpse of a BSAA emblem. But it's inside of the left crate next to the metal lift, so how in the hell do we hit it? You need to toss a hand grenade through the opening of the crate in order to hit the --BSAA EMBLEM (29/30)-- inside. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #29 / BSAA \ (------------) LOCATION: Ship Deck - Chapter 6-1 \ EMBLEM / DETAILS: After collecting the crane keycard from the Duvalia in \________/ the area where the cage drops, shoot the green button on the north end to make the lift rise. During the cutscene when the lift rises, a BSAA emblem can be seen inside the open metal container to the left of the metal lift. Toss a hand grenade through the opening of the metal crate in order to hit this BSAA emblem. An explosive round shot toward the back portion of the ceiling of the crate will work as well. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Rush through the area below the metal crate then use the crane keycard on the control panel near the locked gate to unlock the gate. Open the door then move up the stairs. A Majini with a stun rod will rush the character. He has a grenade strap attached to his chest, so don't hit him in the chest from up close; go for his legs. .----------------------------------- EXTRA -----------------------------------. | If the Majini mentioned above was shot before the cage was dropped then he | | should have left behind a ++TOPAZ (OVAL)++ treasure, so pick it up along | | the north section of the walkway if it is there. | '-----------------------------------------------------------------------------' .---------------------------------- WARNING ----------------------------------. | From the moment the locked gate is opened with the keycard, the character | | in the cage will get attacked by Adjules from both sides of the outside | | portion of the cage. The other player can run back and help defeat them, | | but they will keep respawning for the time being, so the other player | | should hurry and lift the cage quickly! | | | | If you're playing the game through co-op play then the character that gets | | trapped in the cage can bring along some flash rounds with the grenade | | launcher or some flash grenades. The Adjules will have to reveal their | | plagas in order to hit the character through the cage bars, so toss or | | shoot a flash explosive at them at that time to finish them off instantly. | '-----------------------------------------------------------------------------' Look up above the first ladder that the character comes to and notice the Majini with the pipe bombs up above it. Aim for his chest strap of grenades then shoot them to kill him off fast. Climb both sets of ladders to reach the top of the crane. Fight off the Majini at the top then flip the lever to the side to raise the cage that traps the other character. The crane will move further to the north so the stairs will be a bit closer this time when the character moves back down to the walkway below. Fall back down the sides of the ladders. Open the gate once again and run up under the lift to the south. Adjules that were attacking the character might still be in the area, so have the shotgun ready. Both characters should meet at the ladder near where the cage dropped. Climb the ladder of the metal container then break the --TALL CRATE-- off to the right. Collect the ++GREEN HERB++ from near the sandbags. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - To the right at the top of the ladder past the area where the cage traps one character. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Near some sandbags after climbing the ladder past the area where the cage traps one character. ------------------------------------------------------------------------------- NOTE: The following items can only be collected if a character was trapped and the cage was lifted, otherwise the cage will not be placed in between the containers to make a walkway to the tall crate and safe. Move directly to the north and break the --TALL CRATE-- off to the left after stepping across the metal cage walkway. Hop across the metal containers further ahead to the right then open the safe at the end and collect the ++3,000 GOLD++ inside. Majini will drop from an opening in an overhead metal container after collecting the gold, so fight them off as they jump across the containers. Some of them have grenades strapped to their chest. Hop back across the crate after grabbing it. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - After climbing the ladder along the side of the metal container, past the area where the cage drops, move over the metal lift walkway to the north and this will be to the left. --> Random Item ------------------------------------------------------------------------------- = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Ship Deck - Chapter 6-1 | [ ] | TREASURE: 3,000 gold |_________________| DETAILS: After climbing the ladder along the side of the metal container, past the area where the cage drops, move over the metal cage walkway to the north and hop to each metal container further ahead to the right. A safe is on the other side and it will contain this gold pickup. NOTE: In order to collect this pickup of gold, the cage trap portion of this area must be activated since the crane moves the cage and drops it in between the containers, which forms a bridge to the safe containing this. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = -- CHECKPOINT Two Big Man Majini will attack as the characters move to the east back around the corner. Both of them will drop a --JEWEL BANGLE-- once defeated. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Ship Deck - Chapter 6-1 | [ ] | TREASURE: Jewel Bangle (x2) [1,000 gold] |_________________| DETAILS: After moving to the east along the metal containers after picking up the first 3,000 gold from the nearby safe, two Big Man Majini will attack. After they are defeated, each of them will leave behind a Jewel Bangle. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Hop across to the three --TALL CRATES-- to the east and break them. Look to the south to find two metal lifts with buttons on the top portion of the metal pieces to the side of them. Each character must stand on a lift then shoot the green button on the metal piece beside them so that both lifts rise with both characters on them. The character on the left is partner 1 and the character on the right is partner 2. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crates - After moving to the east along the metal containers, after picking up the first 3,000 gold from the nearby safe, this will be on the opposite side of the next area. Leap over to it. --> Random Item [ ] Tall Crates - After moving to the east along the metal containers, after picking up the first 3,000 gold from the nearby safe, this will be on the opposite side of the next area. Leap over to it. --> Random Item [ ] Tall Crates - After moving to the east along the metal containers, after picking up the first 3,000 gold from the nearby safe, this will be on the opposite side of the next area. Leap over to it. --> Random Item ------------------------------------------------------------------------------- > > > > > > > > > > > P A R T N E R 1 G A M E P L A Y < < < < < < < < < < < After Partner 1's east lift is raised break the two nearby --TALL CRATES--. Adjules will attack as they jump from an open metal container to the right before dropping off the side with the ladder. They will continue to spawn for a while but will eventually stop if Partner 1 moves on. Fall off the side with the ladder then drop off the north side below. Push the button next to the lift in the far north to make the lift rise. An Adjule that is already in plagas mode will attack from the other side of the area, so toss a flash grenade or shoot a flash round at it to kill it off quickly. Run up under the lift then grab the ++3,000 GOLD++ from the safe off to the left on the other side. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Near the top of the east lift after both players shoot the lift to raise each other. --> Random Item [ ] Tall Crate - Near the top of the east lift after both players shoot the lift to raise each other. --> Random Item ------------------------------------------------------------------------------- = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Ship Deck - Chapter 6-1 | [ ] | TREASURE: 3,000 gold |_________________| DETAILS: Once the lift on the east side has been raised and the partner has gotten off that lift, fall to the north end of the area ahead and press the button to raise the lift. An Adjule will attack from the other side. Blast him with a shotgun then move to the opposite side and pick up this gold from the safe off to the left at the other end. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Climb back up the ladder to the south then drop from the south end this time. Both characters should meet up here. ------------------------------------------------------------------------------- > > > > > > > > > > > P A R T N E R 2 G A M E P L A Y < < < < < < < < < < < Partner 2 will rise up in front of a --TALL CRATE-- so take out the knife that all breakable objects fear and slash it. In order to break the two --TALL CRATES-- in the center of the metal containers below, one partner must jump down toward them from the south side of the metal container, otherwise you'll only get a "Jump" command instead of a "Jump Down" command. Both characters will have to fall down again and reshoot the lifts while on top of them - once to make them lower then once to make them rise again (once the characters are in place). .------------------------------------ TIP ------------------------------------. | In single player mode, choose to go up the east lift and don't shoot the | | lift for your AI partner until your character falls down to the area with | | the tall crates and slashes them then falls and move all way back to the | | lift. This will save you from having to reshoot the partner lift to make | | it lower. | '-----------------------------------------------------------------------------' --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Right in front of the partner that moves up the west lift. --> Random Item [ ] Tall Crate - In between some crates that the west lift leads to. The characters will have to jump down to them from the north side of the crates in order to get the "Jump Down" command instead of the "Jump" command. The characters will have to shoot the lifts once again to lower them then shoot them yet again to raise them in order to get back up to where they were. --> Random Item [ ] Tall Crate - In between some crates that the west lift leads to. The characters will have to jump down to them from the north side of the crates in order to get the "Jump Down" command instead of the "Jump" command. The characters will have to shoot the lifts once again to lower them then shoot them yet again to raise them in order to get back up to where they were. --> Random Item ------------------------------------------------------------------------------- Partner 2 should fall down the east side of the metal container ahead. After moving forward, an Adjule will jump out of an open metal container above. They will continue to spawn as long as Partner 2 stays in the area but they will eventually stop if Partner 2 moves on. Partner 2 will meet up with Partner 1 after falling from the ladder up ahead. ------------------------------------------------------------------------------- Move up the stairs and break the two --TALL CRATES-- to the right. Run up the next set of stairs then both characters should use the partner assist button to open the door and move onto the next area. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - When both characters meet up below the stairs toward the end of the Ship Deck area, this will be near the top railing of the stairs. --> Random Item [ ] Tall Crate - When both characters meet up below the stairs toward the end of the Ship Deck area, this will be near the top railing of the stairs. --> Random Item ------------------------------------------------------------------------------- [CH612] Chapter 6-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - S H I P H O L D - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Ah, we're finally inside the boat. What a hell of time we had getting in here, eh? Well, not if you've been reading this guide, but still it could have been hard without it. Keep that in mind. Pick up the ++MACHINE GUN AMMO (+30), ++HAND GRENADE++ and ++GREEN HERB++ from the shelf near the railing of the staircase. Run to the bottom floor then break the two --TALL CRATES-- in the corner at the bottom. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Beside the bottom staircase below the first room. --> Random Item [ ] Tall Crate - Beside the bottom staircase below the first room. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Machine Gun Ammo - On the shelf near the entrance door. [ ] Hand Grenade - On the shelf near the entrance door. [ ] Green Herb - On the shelf near the entrance door. ------------------------------------------------------------------------------- Drop from the opening with the ladder down the hall. The characters will begin to discuss Wesker as they move down the staircase. Just what has Chris done to piss Wesker off so much? Was it a favorite pair of Oakley sunglasses that Chris Haymakered into little pieces during one battle, or perhaps Wesker is jealous of how much free time Chris had with Rebecca during the Mansion Incident. No one will ever know but them two I suppose. Break the three --TALL CRATES-- in the bottom area then open the metal case and pick up the ++JAIL BREAKER (SG)++. Keep in mind that this shotgun comes with a pretty low attack power for right now, so if you've already got a boosted shotgun, I'd keep using that one for the moment. The Jail Breaker is good for distant firing and it still packs quite a punch from up close. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + H I D D E N W E A P O N Weapon: Jail Breaker (SG) Location: Ship Hold - Chapter 6-1 Details: On the bottom floor of the staircase in the room where the characters chat about Wesker. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - On the bottom floor of the staircase in the room where the character chat about Wesker. --> Random Item [ ] Tall Crate - On the bottom floor of the staircase in the room where the character chat about Wesker. --> Random Item [ ] Tall Crate - On the bottom floor of the staircase in the room where the character chat about Wesker. --> Random Item ------------------------------------------------------------------------------- Run down the hall ahead and both players should now use the partner assist button to open the door. A cutscene will play afterwards. Chris and Sheva seemed to have messed up Excella's little cool streak. Oh, she's even sexy when she looses confidence though. I bet Chris followed every movement of that highly entertaining strut to the door. Speaking of sexy, let's talk item pickups. Turn around and break the glass that covers the middle shelves then pick up the ++RIFLE AMMO (+5)++. Turn on the second monitor in the room to view the --TRICELL RESEARCHER MIGUEL'S JOURNAL - NO. 2-- file. There is some ++RIFLE AMMO (+5) on the right end of the second desk and a ++GREEN HERB++ on the back shelf. ----------------------------------------------------------------- INVESTIGATION [ ] First Monitor - The first monitor off to the left. [ ] Tricell Researcher Miguel's Journal - No. 2 - Turn on the second monitor off to the left. [ ] Progenitor Flowers - The east end of the Progenitor Flowers can be examined. --------------------------------------------------------------------- ITEM LIST [ ] Rifle Ammo (+5) - Break the glass on the shelves in the room with the Progenitor flowers then pick this up from the middle shelf. [ ] Rifle Ammo (+5) - On the far end of the second middle desk in the room with the Progenitor flowers. ------------------------------------------------------------------------------- And last but certainly not least, I spy with my little eyes our final BSAA emblem and it's on the second cabinet from the left on the north wall! Shoot the cabinet to break the glass then shoot the BSAA EMBLEM (30/30) to get your Badge of Honor trophy/achievement. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #30 / BSAA \ (------------) LOCATION: Ship Hold - Chapter 6-1 \ EMBLEM / DETAILS: After the cutscene with Excella in the room with the \________/ Progenitor flowers, look at the row of cabinets on the high north wall to see this emblem inside the second cabinet from the left. Shoot the glass to break it then shoot the emblem. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_ Trophy/Achievement: Badge of Honor Description: Find all the BSAA emblems. Details: If you've been following this guide up until now then you should have been able to shoot all the BSAA emblems in the game or either you've admired their beautiful shine and moved on. Either way, congrats! -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- The door that Excella closed cannot be opened or even examined, so move on over to the other door and open it then step out into the hall. This next path can be done with full stealth without raising an alarm. If the alarm is set off then both characters will have to deal with tons of armed Majini. --> STEALTH Through the doorway up ahead, you should be able to make out a Majini with a gun on a far walkway in the room ahead. Take out the rifle and shoot him with a headshot now. Step out onto the walkway behind the door. Look at the floor below the walkway to find two Majini with machine guns. Shoot them both with headshots, but shoot the Majini on the left first or he may see the other one once it is shot. Every Majini that your characters shoot right now will not have to be fought in just a few minutes. .----------------------------------- TIP -------------------------------------. | To make the stealth method easier in single player, take away all of the AI | | partner's guns. Thankfully, the AI partner will not run down and slash the | | Majini! | '-----------------------------------------------------------------------------' Now that we've thinned out the group below, take out the rifle and look to the high metal walkway in the south. Look behind the yellow railing and shoot the Majini that is surveying the area around the middle of that walkway. Quietly move down the walkway to the east and take cover behind the left side of the wall at the end. Pop out and go for headshot on the Majini around the corner. That's good, Snake. Now let's move further down the walkway that curves to the north. A Majini will step into view on the bottom floor to the west (he moves up the trapdoor ladder below), so allow him to move into view while your characters are on the walkway then go for a headshot when he stops. The lookout Majini are all gone now. Congrats, you just got through a pretty tough area with complete stealth. If you're the type of gamer that yells out "Hurt me more!" at the sound of battle like a crazed Gray Fox then follow the method below. --> FULL ALERT Run in and allow them to see your characters. It's best to stay on the first floor and take out as many Majini as possible before moving below. Use the metal walls as cover. ENTRANCE DOOR --- ------------------------------------------------------------------. Cover Area Cover Area --> _______ <-- Cover Area --> _______ <-- Cover Area v v -------------------------------------------------------- | ________| | Cover Area -------- | v | || | || | || | || | ^ Cover Area When the characters step down below, the top metal crate on the left toward the back will open a Majini with a stun rod will jump out. Two Majini armed with pipe bombs will appear on the walkway: one next to the doorway that your characters entered from and the other is further toward the middle of the walkway so shoot the grenades on their grenade straps to finish them off. There is another Majini with pipe bombs inside the metal crate that the Majini with the stun rod leaps out of. Be sure to stay behind the large crate in the back of the area while dealing with the pipe bomb throwers. ______________________ | <-- Cover Area | __| <-- Cover Area | / <-- Cover Area | | | | <--_Cover Area | |___| | | <-- Cover Area | ^ ^ ^ |____| <-- Cover Area | Cover Areas --> <-- Cover Area | | | ____ ______ | || | | |<-- Cover Area ||____| Cover |______|<-- Cover Area | <-- Area --> <-- Area | _ _| | |_| |_| Cover --> | Area _ _ | |___ ___ _ | | | | | | | | |_|_| | |___|___|_| ^ ^ | | <-- Cover Areas | '--------------------------' Two Majini with machine guns will eventually move up the ladder through the trapdoor by the south wall. As your characters move further back, a Majini with a metal shield will run toward your location then a Majini with a machine gun will appear in the top crate in the back right portion of the room and another will appear behind the crates on the back left portion of the room. I recommend running back to the large crates in the back and luring the Majini with the shield back there to take him down easily. Just aim for his feet or wait for him to attempt an attack with the stun rod then shoot him. Run back toward the smaller crate and go for headshots with the rifle on the other two Majini. Two more Majini armed with machine guns will appear from behind the crates in the back on the south side. However the room is approached, pick up the ++MACHINE GUN AMMO (+30)++ on a north wooden crate near a caged area and grab the ++GREEN HERB++ on the south side near the large metal crate and metal barrel. --------------------------------------------------------------------- ITEM LIST [ ] Machine Gun Ammo (+30) - On a north wooden crate near the caged area with boxes on the first floor of the room past the room with the Progenitor flowers. [ ] Green Herb - On the south side near a large metal crate and metal barrel on the first floor of the room past the room with the Progenitor flowers. ------------------------------------------------------------------------------- Drop down the ladder of the trapdoor on the south side of the room. A Majini armed with a machine gun is in the first hall past the turn, so take cover around the side of the hall then shoot him with a headshot from the rifle after stepping out. ___________________________ | | | ___________________<-- Cover Area | | | | | ^ Cover Area | | | | | | | | | | _| |_______________ | | | <-- Cover Area| | | |_________________ | | | | <-- Cover Area | | | | | | | | | | | | ________________| | | | | Cover Area --> | | | |____________________| |___| As the characters reach the turn to the east while moving down the corridor that goes north, a Majini will pop out from around the corner, so shoot him with a headshot. One Majini lies in wait down the south corridor with his bare arms exposed through his metal armor, just begging to be tag teamed with a Skull Crusher ending, so don't disappoint him. The only surprise left is the Majini with a machine gun that will hop down from the top of the ladder at the end of the final corridor. He will change into a Duvalia upon being shot a few times so try to shoot him in either leg and perform an instant kill melee to cancel the Duvalia transformation or quickly toss a flash grenade or shoot him with a flash round while he changes. Climb the ladder afterwards. The characters will exit to the other side of the room after climbing the ladder. Pick up the ++RED HERB++ from behind the metal crate with another one stacked on top of it to the right, the ++SHOTGUN SHELLS (+5)++ on the metal crate near the explosive canisters and the two ++INCENDIARY GRENADES++ on the metal crate to the left of the one with the shotgun shells. --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - After moving up the ladder from the long corridor, this is behind a metal crate with another crate stacked on top of it to the right. [ ] Shotgun Shells (+5) - After moving up the ladder from the long corridor, this is behind a metal crate with another crate stacked on top of it to the right. [ ] Incendiary Grenade - After moving up the ladder from the long corridor, this is behind a metal crate with another crate stacked on top of it to the right. ------------------------------------------------------------------------------- A cutscene will trigger as either character moves by the flat crate up ahead and a new enemy will appear. + + + + + + + + + B O S S B A T T L E + + + + + + + + + + GATLING GUN MAJINI ------------------ HP: 8,000 Why can't they just call him JJ Majini or Ever Bigger Man Majini. Ah, well. They would all fall the same with Berserker's help anyway, so let's get down to business. Attacks: Gatling Gun Fire - Gatling Gun Majini raises his gatling gun and begins to fire a blast of bullets for about 5 seconds. A character can run to the side or get behind/take cover behind some type of object to avoid this. If several bullets hit the character in succession then the character will fall. Gatling Gun Strike - While close to him, Gatling Gun Majini swings forward with the barrel of his gatling gun. Gatling Gun Air Fire - Gatling Gun Majini points his gun upward with both hands then fires the gun. This is a taunt move. Pipe Bomb Toss - Gatling Gun Majini tosses a pipe bomb at a character. He likes to toss a pipe bomb when a character is taking cover, so be sure to instantly move when he tosses one. --> THE GATLING GUN MAJINI APPROACHES The Gatling Gun Majini will move down the stairs on the east side of the room at the beginning of the fight. He only fires when the characters show themselves, so it's best to always be near some type of cover area. His gatling gun fire can also be avoided by running in a direction and circling around him, but this room is really too small to try that often, so taking cover is the best option. --> TWO AGAINST ONE The best thing you have going into this battle is that fact that it is two against one. The Gatling Gun Majini can only focus on one character at a time with his moves, so one character can draw his fire while another plans out a method of attack. This can even be helpful in single player when he is aiming for the AI partner. There is a major exploit here, in that the Gatling Gun Majini will not even turn toward the other character even if that character runs directly up to him, so that character could literally stand right next to him and fire without the worry of getting hit. --> TAKE COVER (AKA. HEY, GET OUT OF THE WAY!) Use the crates in the area to take cover behind and keep in mind that your characters can lead the Gatling Gun Majini all the way back to the other side of the room by dropping back into the tunnel and having him follow your characters. - First Floor (while looking west) _____________ | FULL COVER | _______ | ALL SIDES __| | | |__________|<-- ACCEPT HERE _ Cover Area --> |_______| |_| <-- Cover Area <-- Cover Area - Second Floor (while looking north) | | | | | '----------------------------------- STAIRS Cover Area --> _______ <-- Cover Area --> _______ <-- Cover Area '--------------------------------------_|_|_|_|_|__ || <-Cover Area || <-Cover Area || <-Cover Area | ______ | | | || <-Cover Area | | _ _ || <-Cover Area | |_______________________________________________ |||| | -------- ---------- _|_|_|_|_|_| STAIRS Cover Area --> ______ <-- Cover Area --> ________ <-- Cover Area While taking cover behind an object, the Gatling Gun Majini is going to toss a pipe bomb at the hiding characters eventually, so you'll have to move when he does this. The pipe bombs can set off a nearby explosive canister, so keep the explosive canister locations in mind. --> USING GAS CANISTERS TO STUN HIM A direct hit while he is next to a red canister will stun him. A direct hit means that he is very close to the explosive canister when it explodes. If he is not close then the hit will simply stagger him a bit and he will go back to walking. A direct hit with a hand grenade will stun him as well. It should be noted that an incendiary grenade will knock him out of any attack that he might be preparing, but it will not stun him. --> USING PROXMITY BOMBS TO STUN HIM There are two proximity bombs in the area that can help out. Place a proximity bomb directly in his path and lead him toward it to stun him instantly when the explosion goes off. One surefire way of stunning him with a proximity bomb is to drop back down into the corridor that the characters used to enter this area and place one in a corridor then take cover behind a nearby wall and watch him. --> USING A MAGNUM TO STUN HIM Aim directly toward his head and fire a magnum bullet and this will always stun him. Don't spam magnum fire, instead, use it to stun him. Magnum fire to the head is the quickest and less troublesome quick stun that a character can get during this battle; just make sure your aim is good. Wait until the Gatling Gun Majini stops moving! --> WHAT TO DO WHEN HE IS STUNNED When he is stunned from any type of explosive he will stand and shake his head. At that time, run up to him and perform a gunshot then cancel that attack in a the melee prompt button command that appears. The melee command will always be the character's tag team melee for any hit while he is staggering while grabbing his head. The characters can double team him with two attacks for each stun. When he is hit aggressively with a heavy gunshot such as a shotgun, he will block the shot, much like a Giant or Big Man Majini then get pushed back. Both characters can approach him at that time to get in a melee attack each. Keep in mind that your characters can get in a few shots before performing a melee; for instance, a shotgun blast then quickly cancel into a Haymaker during the shot! --> LEADING HIM INTO THE MIDDLE CORRIDOR As previously mentioned, both characters can lead him back down into the middle corridor and set up quite a number of proximity bomb traps and simply take cover behind a wall then pop out and shoot him. He is at a total disadvantage while in this corridor if the characters have a heavy stock of rifle ammo. With a high powered rifle, a character could easily stand at a corner and spam him with rifle shots then take cover every often to avoid his gunfire. He usually doesn't toss a pipe bomb far enough down the corridor to hit the characters while they take cover. --> TEARING THROUGH THE GATLING GUN MAJINI (AKA. YEAH, SWIPED 'EM CLEAN. YEAH!) There is a way to completely trap the Gatling Gun Majini in any mode. The hardest part is getting the first stun, but after that he can be trapped with supreme aggression through shotgun fire and melee attacks. This has to be done from a blocked gunshot stun and not a headshot stun. Allow your partner to serve as bait (wait until he aims at the partner) then run up to the Gatling Gun Majini while he fires and shoot him with the shotgun from close range to make him block the shot then run up and melee attack him. After the melee attack, move forward a bit then blast him twice (maybe just once depending on the shotgun used) with the shotgun to make him block and push him back once again. Perform a melee attack as he falls back then run up to him again and perform two shotgun blasts to stun him then melee him again. Rinse and repeat until he is dead. Backing him into a wall can sometimes mess the viewpoint up a bit so be very careful while attempting this near a wall corner. Collect **TANKER KEYCARD A** from the Gatling Gun Majini's dead body. + + + + + + + + E N D B O S S B A T T L E + + + + + + + + There is a ++PROXIMITY BOMB++ on a left metal crate, a ++GREEN HERB++ on a crate after that, two --TALL CRATES-- near the last crate before the stairs. Up the stairs there is a ++PROXIMITY BOMB++ on the metal crate covered with a brown tarp, a --WOODEN CRATE-- on the metal crate covered with a blue tarp and on the catwalks to the north there is a ++GREEN HERB++ in the corner near the ladder. Once the battle is over, run up the stairs that lead to the high south walkway then slash the two --TALL CRATES-- and open the safe then collect **TANKER KEYCARD B** from inside. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - In the northeast corner of the area where the characters fight the Gatling gun Majini. --> Random Item [ ] Tall Crate - In the northeast corner of the area where the characters fight the Gatling gun Majini. --> Random Item [ ] Wooden Crate - Next to the back Proximity Bomb pickup, on a metal crate with a blue tarp over it. --> Random Item [ ] Tall Crate - On the south walkway at the west end. --> Random Item [ ] Tall Crate - On the south walkway at the west end. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Proximity Bomb - On a left metal crate while stepping into the area with the crates in the area where the characters fight the Gatling Gun Majini. [ ] Green Herb - On a crate to the east of the Proximity Bomb pickup. [ ] Proximity Bomb - Up the stairs, on a crate covered with a brown tarp. [ ] Green Herb - On the high catwalk in the corner near the ladder. ------------------------------------------------------------------------------- -- CHECKPOINT Step toward the locked door up the stairs to the southeast and, after collecting both keycards, both characters can use the assist button command to move onto the next room. No, it's not over yet. A cutscene will show a Majini with a rocket launcher fire a rocket toward the top crate in the stack of crates in front of the characters. Quickly run forward after the cutscene and take cover behind the nearest crate then equip a rifle. These metal crates can be destroyed by rocket fire, so your shots have to be quick in this area. ___ ___ ___ ___ |___||___||___||___| |___||___||___||___| ^ ^ ^ ^ ^ ^ ^ ^ Destructible Cover Areas There are three Majini with rocket launchers in the back of the room. One is on the southwest side, one is on the southeast side and there is another in the bottom area in between the two floors. Raise up in between rocket fire and focus on one at a time then hit it with the rifle. A character can't perform a simple headshot on the top floor Majini because of the metal masks on these particular Majini, so find any unarmored area on them and spam rifle fire to those areas. Get a headshot on the rocket launcher Majini on the bottom floor first of all then focus on the rest. Each of the three Majini with rocket launchers will drop a ++DEAD BRIDE'S NECKLACE++ treasure. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Ship Hold - Chapter 6-1 | [ ] | TREASURE: Dead bride's necklace (x3) [2,000 gold] |_________________| DETAILS: Each of the three rocket launcher Majini in the room after fighting the Gatling Gun Majini will drop this treasure once defeated. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = It's very possible to take on the rocket launcher Majini from close range if that is the only option. Each shot delivered to them will make them stagger backward, which carries the same button prompt melee command as a knee or leg stun while close to one, so a character can simply shoot one to make it stagger then run behind it and perform an instant kill melee! The melee sequence will also provide a slight invincibility animation to shield the character from any rocket fire. In some regards, fighting them from close range is much easier since all you have to do is fire then perform an instant melee kill from behind, but when your characters step to the bottom area while the rocket launcher Majini are in the area, four Bui kichwa will bust out of the metal crate on the stack of crates to the right, so this sort of complicates matters a bit. A flash grenade could instantly get rid of them though and then you could simply shoot + instant kill melee your way through the Majini with the rocket launchers. Your choice. As previously mentioned, all eight of the bottom --METAL CRATES-- can be destroyed by the Majini with rocket launchers and the crates will leave behind an item, but keep in mind that these serve as your character's cover. There is a --WOODEN CRATE-- and a --TALL CRATE-- to the right on the current side of the room and a ++GREEN HERB++ on a covered crate as well. There is a --TALL CRATE-- right below the stack of two large crates to the right after dropping down to the middle area. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Metal Crate - Must be destroyed by one of the Majini with rocket launchers. --> Random Item [ ] Metal Crate - Must be destroyed by one of the Majini with rocket launchers. --> Random Item [ ] Metal Crate - Must be destroyed by one of the Majini with rocket launchers. --> Random Item [ ] Metal Crate - Must be destroyed by one of the Majini with rocket launchers. --> Random Item [ ] Metal Crate - Must be destroyed by one of the Majini with rocket launchers. --> Random Item [ ] Metal Crate - Must be destroyed by one of the Majini with rocket launchers. --> Random Item [ ] Metal Crate - Must be destroyed by one of the Majini with rocket launchers. --> Random Item [ ] Metal Crate - Must be destroyed by one of the Majini with rocket launchers. --> Random Item [ ] Tall Crate - On the right side of the room with the rocket launcher Majini after first entering. --> Random Item [ ] Wooden Crate - On the right side of the room with the rocket launcher Majini after first entering. --> Random Item [ ] Tall Crate - Near the stack of two crates off to the right in the center area of the room with the rocket launcher Majini. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the right side of the room with the rocket launcher Majini after first entering. This is on a covered crate. ------------------------------------------------------------------------------- Once all the pretty explosions have ceased, move up the stairs on the south side then find the corridor ahead. Run all the way down the corridor then open the elevator door with the Tricell logo on it. Both players should use the assist command to take the elevator up to end this chapter. - - - - - - ___ _ _ __ ____ [CH62] / __\ |__ __ _ _ __ | |_ ___ _ __ / /_ |___ \ / / | '_ \ / _` | '_ \| __/ _ \ '__| | '_ \ ___ __) | / /___| | | | (_| | |_) | || __/ | | (_) ||___| / __/ \____/|_| |_|\__,_| .__/ \__\___|_| \___/ |_____| |_| ------------------------------------------------------------------------------- --> Chapter 6-2 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 35+ | 20 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <22'00" | 28'00" | 33'00" | 33'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than ------------------------------------------------------------------------------- [CH621] Chapter 6-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - M A I N D E C K - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The characters will start outside the elevator that they took up from the last chapter. Notice the mound of dead bodies to the right off to the south. Walk toward the pile of dead bodies to trigger a cutscene. Immediately after the cutscene, both players must engage in a cutscene with button prompt inputs that must be pressed in order to survive the on-screen action while Chris and Sheva run from the Uroboros' tentacles. The button prompts must sometimes be tapped once if the buttons appear without an arrow above them but if the button appears on the screen with an arrow above it then it must be tapped rapidly for a few brief seconds. ------------------------------------------------------------------------------- -> COMMAND INPUT 1 Sequence: The Uroboros tentacle quickly moves toward the characters as they move up the stairs to the walkway above and it tries to smash them against the wall as they attempt to jump to the right. Type: Single button pres/Slightly rapid button press Command: Dodge -> COMMAND INPUT 2 Sequence: The tentacle continues to follow the characters as they run along the walkway then it tries to slap them as the characters attempt to jump and roll. Type: Single button press/Slightly rapid button press Command: Dodge -> COMMAND INPUT 3 Sequence: The characters recover from the roll and the tentacle rakes across the top portion of the walkway but the characters jump and roll out of the way again. Type: Single button press/Slightly rapid button press Command: Dodge -> COMMAND INPUT 4 Sequence: The characters look up to see a tentacle and quickly jump out of the way of the tentacle as it tries to smash them almost directly after they roll from the last tentacle strike. Type: Single button press/Slightly rapid button press Command: Dodge -> COMMAND INPUT 5 Sequence: The characters rush to the end of the walkway and one of them climbs a crate then that character turns to pull the other one up as a tentacle heads for them to smash them against the crate. Type: Two button press Command: Climb over -> COMMAND INPUT 6 Sequence: The characters run past the crate as the tentacle continues to follow. The tentacle races up the stairs after them and tries to smash them against the middle portion of the stairs from overhead as they attempt to jump away from it. Type: Rapid button press (much more extended than the last few) Command: Run ------------------------------------------------------------------------------- [CH622] Chapter 6-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - B R I D G E - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Chris and Sheva are now trapped inside the boat with impending doom of what used to be the woman with one of the sexiest of accents in the RE universe now turned into a slimy Uroboros by none other than Practical Al. No wonder why Chris dislikes that man so! The walls all around them seep black liquid as the characters move throughout this ship. Run down the corridor to the east. The characters will see a ++GREEN HERB++ up ahead but bear in mind that the first character that steps down that corridor must press a button prompt command (always the action button) in order to [DUCK] the Uroboros tentacle that tries to grab that character. I'll place button press actions in brackets for this chapter since there are places like this all along the corridors, so be ready to react quickly at times. Watch for the holes in the ceiling to identify these areas where a tentacle might attempt to grab a character. If a character continues to stand under one of these holes in the ceiling then the tentacle will try to grab once again. Excella wants some of that Redfield even more than Chris wanted some of that Gionne earlier, I assure you. Hell, she might even take some Alomar now! --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - In a corner, down the first hall that the characters come to while inside the ship. ------------------------------------------------------------------------------- Continue around the left corner after grabbing the item. Obviously, a character doesn't want to continue down the corridor with the Uroboros tentacle in the way. If a character touches it then that character will get a slimy leech-like substance all over his/her body after taking damage and the substance will slowly drain health for a while. .----------------------------------- TIP -------------------------------------. | In order to make the Uroboros tentacle in the halls ahead retreat back into | | the ceiling, fire a single flame round at each one of them or shoot at them | | with a high-powered weapon such as a magnum. This is mainly useful for | | speed runs. | '-----------------------------------------------------------------------------' Step into the room off to the right. Face the lockers on the south side of the room then open the right locker and collect the ++HANDGUN AMMO (+10)++ from inside then open the left locker and collect the ++CHALICE (GOLD)++ treasure from inside. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Bridge - Chapter 6-2 | [ ] | TREASURE: Chalice (Gold) [3,000 gold] |_________________| DETAILS: In the first room of the ship that is entered, right near the hallway with the first Uroboros tentacle hanging from the ceiling, find the two closed lockers on the north wall then open the left locker to find this treasure inside. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - Inside the right locker off to the to the right when the characters have to step into the first room to avoid an overhead tentacle. ------------------------------------------------------------------------------- Leave the room through the north doorway. Outside the north windows the characters can view more of the tragedy of Excella. While stepping under the overhead opening in the ceiling, prepare to [DUCK] the tentacle as it tries to grab the character that passes by underneath it. There is a dead Majini body right below the opening. There's too much Excella (tentacle) down the west hall so the characters are going to have to open the door off to the left and continue into the south room. Find the three closed lockers off to the left. The one on the far left side is empty. For the two on the right, the left one contains nothing (again?) and the right one contains some ++RIFLE AMMO (+5)++. --------------------------------------------------------------------- ITEM LIST [ ] Rifle Ammo (+5) - Inside the far right locker off to the left once the characters have to step inside of a room to avoid a second tentacle. ------------------------------------------------------------------------------- Pick up the ++PROXIMITY BOMB++ near the dead Majini in the room to the west then collect the ++SHOTGUN SHELLS (+5)++ lying along the desk near the exit door. Approach the lockers on the south side then take the ++HANDGUN AMMO (+10)++ out of the right locker on the left side. The rest of the lockers are empty. --------------------------------------------------------------------- ITEM LIST [ ] Proximity Bomb - Lying near a dead Majini body in the room that the characters have to step into after avoiding the second overhead tentacle. [ ] Shotgun Shells (+5) - Lying on the shelf near the exit door in the room that the characters have to step into after avoiding the second overhead tentacle. [ ] Handgun Ammo (+10) - Turn to the right after stepping through the doorway in the room that the characters have to step into after avoiding the second overhead tentacle and open the right locker in the set of close locker on the left side. ------------------------------------------------------------------------------- Alright, stop slashing that dead Majini with your knife then step out into the north corridor by opening the door. The Uroboros outside continues to feed off the dead bodies and grow even larger as the characters view the monstrosity outside the window. When the characters continue down the hall again, prepare to [DUCK] the tentacle shortly before stepping away from the section in front of the door. Move up the stairs to the west. While looking down the hall to the south, a body will suddenly get tossed into the corner up ahead. The room to the side can't be entered from the north doorway because of the Uroboros tentacle in the way, so continue down the south hall ahead. .----------------------------------- TIP -------------------------------------. | Shoot the Uroboros tentacle that guards the south hall with a flame round | | to make it retreat into the ceiling and, after moving down the left (east) | | hall, the characters will only have to fight the Majini that will change | | into a Duvalia toward the end rather than the whole crowd down the south | | hall. The Majini that appears will drop the Bridge Keycard that will allow | | access to the door down the hall. | '-----------------------------------------------------------------------------' Open the door on the left wall then collect the ++GREEN HERB++ from the right table inside. Find the row of lockers then open the middle locker and collect the ++CHALICE (GOLD)++. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Bridge - Chapter 6-2 | [ ] | TREASURE: Chalice (Gold) [3,000 gold] |_________________| DETAILS: After moving up the stairs in the ship, open the door on the left wall down the north corridor then find the row of lockers inside. This is inside of the middle locker. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Lying on the table in the room down the hall after moving up the stairs. ------------------------------------------------------------------------------- .---------------------------------- TIP --------------------------------------. | Instead of moving into the middle of the Majini bodies down the hall up | | ahead, the live Majini can be shot to make them get up early. This saves | | your characters from getting surrounded. | '-----------------------------------------------------------------------------' Back in the outside hall, approach the body in the north corner then step around the corner to find several Majini bodies. Move on past them and five of the Majini will rise up and attack. The one with body armor will form a Duvalia once defeated. If you don't have a flash grenade then aim for its legs with the shotgun and stun it with several shots to the legs then shoot it in its mouth when it kneels. If a character has a flash grenade then simply toss the flash grenade to get rid of the pest. Collect the **BRIDGE KEYCARD** from the Duvalia after it falls. ----------------------------------------------------------------- KEY ITEM LIST [ ] Bridge Keycard - Defeat the Duvalia that forms from the Majini in the hall up the stairs. ------------------------------------------------------------------------------- Move around the north corner up ahead. There is no use in running to the other end of the hall since it just leads back to the doorway that the Uroboros tentacle is blocking. Open the sliding doors that lead to the control room along the right wall. There are a few documents in here to read. Check out the --REPORT ON PROJECT W - AUG. 28, 1998-- on the east set of controls then --SPENCER'S NOTEBOOK-- lying in the suitcase under the light. Use the Bridge Keycard on the sliding door on the south wall then step out into the hallway. ----------------------------------------------------------------- INVESTIGATION [ ] Report on Project W - Aug. 28, 1998 - Lying on the east set of controls in the control room. [ ] Spencer's Notebook - Lying in the suitcase under the light in the control room. [ ] North Controls - The controls on the north side of the control room. [ ] West Controls - The controls on the east side of the control room. ------------------------------------------------------------------------------- Walk around the corner then move up the stairs to the left. The characters are now in the bridge control room. Take the ++HANDGUN AMMO (+10)++ from one of the trays off to the right. While standing in the middle, walk over to the stairs that lead up to the raised area then take the ++SHOTGUN SHELLS (+5)++ from the tray to the right of the railing. After moving up the stairs, grab the ++MACHINE GUN AMMO (+30)++ from the console off to the left. There is also a ++RED HERB++ behind the main set of controls further back. The sliding doors at the top can't be opened. ----------------------------------------------------------------- INVESTIGATION [ ] Console Pair Right - The first set of console to the left after entering the bridge control room. [ ] Front Controls - The middle portion of the front controls. Shows the Uroboros outside. [ ] Control Pair Left - The second set of consoles further on the left side of the room. [ ] Main Controls - The main controls on the raised area. [ ] Sliding Doors - The sliding door in the south in the back of the raised area. [ ] Satellite Laser Shango Operating Manual - On the bulletin board on the west wall below the stairs. --------------------------------------------------------------------- ITEM LIST [ ] Handgun Ammo (+10) - Lying on a tray to the right as the characters step into the bridge control room. [ ] Shotgun Shells (+5) - On a tray beside the right side railing of the raised area in the middle of the bridge control room. [ ] Machine Gun Ammo (+30) - Lying on a console off to the left after stepping up on the raised area in the bridge control room. [ ] Red Herb - Lying on the floor behind the main console on the raised area in the bridge control room. ------------------------------------------------------------------------------- Check out the --SATELLITE LASER SHANGO OPERATING MANUAL-- on the bulletin board before moving up the stairs on the west side of the room. The characters will engage in conversation after viewing them. Run up the stairs to the side then both characters should use the assist button to open the door at the top. [CH623] Chapter 6-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - B R I D G E D E C K - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Break the two --TALL CRATES-- off to the left then move around the corner and open the metal door ahead. A cutscene will play shortly. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate (left) - To the left as the characters exit the door from the last area. --> Definite Item: Incendiary Grenade [ ] Tall Crate (right) - To the left as the characters exit from the door from the last area. --> Definite Item: Rifle Ammo (+5) ------------------------------------------------------------------------------- + + + + + + + + + B O S S B A T T L E + + + + + + + + + + UROBOROS AHERI -------------- HP: 7,000 (tentacles) HP: 28,000 (main weak point) Recommended - Rifle (hit glowing ends of tentacles from a distance) Weapon(s): - Grenade Launcher w/Flame Rounds (hit main weak point) - Handgun or Machine Gun (slow down tentacle for partner L.T.D lock-on/hit Uroboros blobs [single]) - Incendiary Grenades (hit Uroboros blobs [group]) Weak Points: - Orange glowing center of front end of tentacles - Orange glowing pod on top of Uroboros (main weak point) Attacks: 1) Tentacle Smash - The glowing orange pod on two of the main tentacles suddenly starts to light up as if charging then the tentacle lunges forward to smash whatever is in front of it. The characters will get a button prompt button command shortly before impact in order to roll out of the way of this move. A tentacle targets one character at a time and that targeted character must use the button prompt input to dodge the attack. This attack can be cancelled by hitting the glowing tentacle before it strikes. Any type of heavy weapon fire (shotgun blast, flame round, etc) aimed directly at the orange glowing portion will automatically cancel the attack. 2) Tentacle Double Smash - Just like with the normal smash a glowing pod on a tentacle will begin to glow a bright orange but the beast will roar a bit then the tentacle will lunge forward and, directly after the lunge, the tentacle will lean back then strike again. The lunges make a slightly different sound when compared to a normal lunge. The main difference with this move is that the button prompt input command will be two buttons for one of the strikes, so prepare to press two shoulder or two face buttons. 3) Tentacle Slap - A tentacle moves to the right side of the top platforms then swings toward the characters. A button prompt command must be entered during the swing in order to duck the tentacle. This attack only covers the top platform area. 4) Uroboros Blobs - When a tentacle is destroyed or the core of the Uroboros is damaged badly, Uroboros blobs will land on the current platform with the characters. These enemies attack by spreading the Uroboros black substance onto the characters. They will instantly die after they attack but they will leave behind a black leech-like substance on the character that will drain the victim's health for a while. 5) Platform Smash - After the Uroboros has showcased its four tentacles, the four tentacles will rise up into the air and the glowing ends of them will turn a bright red. If the characters fail to hit any of the tentacles within a few seconds a cutscene will play and all four tentacles will smash the current platform that the characters are on. --> GRAB THE L.T.D. At the start of the battle, one player should use the bridge keycard on the keycard slot to the right; it's in between the two ladders on the wall. This will unlock the panel on the center wall and showcase the L.T.D. satellite targeting device lying on the hanger inside. One player should grab the L.T.D targeting device. This gun can be used to auto-target the Uroboros' weak points and fire the satellite laser down upon it. L.T.D. Controls: .----------------------------------------------------------------. | Aim Button = Look through targeting scope | | Fire button = Fire satellite laser (once locked on) | | Weapon Switch = Drop L.T.D. | | Assist Button = Partner picks up/drops L.T.D. in single player | '----------------------------------------------------------------' While looking through the scope of the L.T.D. get a tentacle weak point in view (glowing portion) and follow it. The red circle displayed on the scope will grow smaller as the target is locked-on to. Once the words "Lock-on" appear, press the fire button to fire the satellite's laser at the tentacle. The L.T.D. must recharge for twenty seconds in between shots. A meter displayed while looking through the scope will showcase how much more time the L.T.D. needs until full charge. It's really best for the character to lay the weapon down and help out the other character while this weapon charges since it has such a hefty charge. --> DEALING WITH THE TENTACLES The tentacles of the Uroboros start out as only two but as the battle progresses a total of four of them will emerge from the creature. Button prompt commands must be used in order to dodge the tentacles' attacks since the tentacles lock-on to a character. The tentacles will get much more aggressive as the battle continues to progress mainly because they are more numerous but also because they will perform a double ram after the Uroboros core weak point has emerged one time. The tentacles will leave behind small Uroboros blobs as they are destroyed. The blobs will land on the platform. These blobs die within a few hits from a handgun or machine gun or just about any other weapons. They also die after attacking. They will leave behind a dark leech-like substance on a character that will slowly drain that character's health for a few seconds until the substance disappears. An incendiary grenade's fire spread works well at defeating a grouped set of Uroboros blobs but really a handgun or machine gun will work just as well. Flame rounds have a good fire spread too and they are really needed for the Uroboros blobs on higher difficulties, but no normal mode it's really best to save them for damaging the Uroboros itself. The character that holds the L.T.D. laser might have to set the laser down for a bit to help deal with these enemies at times. These small enemies leave behind a wealth of ammo, green herbs, hand grenades and incendiary grenades. Each tentacle's weak point is its glowing orange front portion. These can be shot with any weapon or they can be hit with the L.T.D. laser. The L.T.D. laser will instantly destroy a tentacle but flame rounds from the grenade launcher, rifle shots, and shotgun blasts all work pretty well at damaging one as well. One character needs to focus on shooting the tentacles while the other targets them. A tentacle might eventually cover its front glowing portion with its dark skin. Shoot the skin covering to make it retract and showcase its weak point once again. --> WON'T YOU STAY STILL, DAMMIT! The character that does not have the L.T.D. equipped should fire at the tentacles with any weapon to make them stand still while the partner with the L.T.D. aims. If the dark covering of skin is over a tentacle then it will move around more than when the glowing portion is shown. If the orange glowing portion of the tentacle suddenly becomes darker after weapon fire damage then the tentacle will basically remain still. In a single player game the AI partner can be made to pick up the L.T.D. The partner's aim will be about as precise as a player really and the AI partner will have difficulty aiming if the tentacle moves too much. Your character will still need to slow down the tentacles with weapon fire for the AI partner. Even with its pinpoint aiming skills at other times, the AI partner isn't going to completely cheat with its pinpoint aiming during this battle. The moment a tentacle remains in place before an attack sometimes give a player just the right opportunity to get an instant lock-on and fire. It's really best for the main player to pick up the L.T.D. laser cannon and allow the AI partner to focus on shooting the tentacles. The AI partner's pinpoint aiming showcases itself much better when hitting the tentacles rather than aiming at the tentacle weak points with the L.T.D. The AI partner will shoot at the tentacles with any weapon but equipping the partner with a rifle will help out the most. Try using the S75 rifle to limit the AI partner's gunfire spamming due to the bullet ejection and the AI partner will help out quite a bit without using too much ammo. --> THE MAIN WEAK POINT The main weak point will emerge once all tentacles have been destroyed. The top half of the Uroboros will melt away and a large orange glowing pod will appear in the top center portion of its body. One character should aim the L.T.D. laser at the weak point and lock-on then fire the satellite laser at it while the other character hits the weak point with flame rounds from the grenade launcher or rifle shots. In single player, lay down the L.T.D. laser when the core weak point emerges (it'll most likely have to charge anyway) and fire two flame rounds at the core yourself then pick up the L.T.D. laser and quickly target the core then fire. The glowing core weak point will change to more of a reddish color once the boss is near death. If one character happens to have a rocket launcher once the core weak point is exposed then fire a rocket directly at the weak point to instantly end the battle. --> THE PLATFORM SMASH Once the core weak point has emerged once, the Uroboros will hide its weak point then four tentacle will emerge from its body. These tentacles will hover high into the air and glow a dark red color. One of the red glowing ends of the tentacles must be hit at that time with the L.T.D. satellite laser or a flame round in order to keep the tentacles from smashing the platform. If the tentacles are left idle for too long then a cutscene will play where they will smash the platform and the game over screen will appear. --> THE TWO LEVELS OF THE PLATFORM The characters can choose to stay on the lower platform throughout the battle or climb to the top platform. Other than the breakable tall crates filled with fixed ammo and items and a slightly better view of the Uroboros, there is no reason to climb up to the top of platform. Climbing to the top platform will make the Uroboros perform a tentacle slap that can be hard to see coming since the tentacle suddenly moves to a side and swings across the platform. It will only perform this attack while the characters are on the top platform, so it is really best to stay on the bottom platform for the majority of the battle. --> A BATTLE OF TEAMWORK No matter how this battle is fought through single player or co-op play, the players are going to have work together in order to bring this boss down. One player must use weapon fire to make the tentacles slow down while the other character aims with the L.T.D. Both players need to help out in defeating the Uroboros blobs since they will appear frequently. A handgun, machine gun, incendiary grenade or flame round will work perfectly. On single player it is best to give the AI partner plenty of Handgun, machine gun ammo, or rifle ammo then allow the partner to hit the tentacle and the blobs while your character aims. In the text above, I mention to give your partner the S75 rifle, but if you're low in rifle ammo then just allow it to hit the tentacles with a handgun or machine gun. A human player can aim at the tentacles better with the L.T.D. laser while they move when an AI will only restrict itself on purpose. There may come a time where the AI partner will need help in defeating the Uroboros blobs, so don't constantly hold the L.T.D. all the time. --------------------------------------------------------------------- ITEM LIST [ ] Tall Crate - On the left side of the top platform during the Uroboros fight. --> Definite Item: Flame Rounds (+5) [ ] Tall Crate (left) - On the right side of the top platform during the Uroboros fight. --> Definite Item: Red Herb [ ] Tall Crate (right) - On the right side of the top platform during the Uroboros fight. --> Random Item ------------------------------------------------------------------------------- A cutscene that will end the chapter will play once the Uroboros is defeated. + + + + + + + + E N D B O S S B A T T L E + + + + + + + + - - - - - - ___ _ _ __ _____ [CH63] / __\ |__ __ _ _ __ | |_ ___ _ __ / /_ |___ / / / | '_ \ / _` | '_ \| __/ _ \ '__| | '_ \ ___ |_ \ / /___| | | | (_| | |_) | || __/ | | (_) ||___| ___) | \____/|_| |_|\__,_| .__/ \__\___|_| \___/ |____/ |_| ------------------------------------------------------------------------------- --> Chapter 6-3 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 25+ | 15 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <22'00" | 26'00" | 30'00" | 30'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than ------------------------------------------------------------------------------- [CH631] Chapter 6-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - B R I D G E D E C K - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Recommended Weapons/Items: - Handgun (for normal Base Majini) - Rifle (for many distant Base Majini) HIGHLY RECOMMENDED) - Shotgun (for Majini crowds/damaging Reapers' main weak point) - Grenade Launcher w/Acid Rounds or Flash Rounds (for multiple Reaper encounter) - Magnum (for quick stuns to Gatling Gun Majini/damaging Reaper's main weak point) - Bulletproof Vest (for both characters) NOTE: Since the weapons needed here are so numerous, I recommend giving the Rifle to your AI partner in single player then simply request it from your partner while in a cover position. Allow that character to hold the ammo as well and give it back to the AI partner when it needs to be reloaded and that character will do so. Simply request it back when it is needed again. =============================================================================== The characters will begin this stage with a badly charred Uroboros at their back. Poor Excella, we knew here well... down to ever fine line and curve. As the characters begin to engage in conversation, open the metal door to leave the current platform. Move down the stairs then open the orange door with the assist command once again. [CH632] Chapter 6-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - B R I D G E - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - That bomber will initiate a what, Chris? A biohazard? Well then it's time to get to the ROOT of this problem before we find your blood everywhere. There's no time to waste! Christhisway! Sorry. Just trying to build this section up with more space here. There are no special items in this room but feel free to explore. A slight extra is hidden in the room though: .---------------------------------- EXTRA ------------------------------------. | Step toward the red captain's chair near the control panel in front of the | | elevator and wait for all character dialogue to end. While standing in | | front of the chair, a "?" command will appear just like in front of the | | chair in chapter 5-3. Chris or Sheva can sit down in the chair to receive | | some extra text dialogue and sitting poses. | '-----------------------------------------------------------------------------' Open the elevator door behind the top consoles in the back of the room then use the assist command to take the elevator down to the floor below. [CH633] Chapter 6-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - E N G I N E R O O M - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A view of the full room is given to the players during the beginning cutscene. It's actually not that big of a room. It sure will challenge a player though. Take out the rifle at the beginning of this chapter and find: - The Majini on the bottom floor in the southwest near the lever. - The Majini on the lowest floor in the south (one is on each side of the middle set of missiles). - The Majini on the high walkway to the southeast. Get a headshot on each of them with the rifle. Look down the east section of the catwalk to see a Majini at the other end. Don't worry about him too much. Run to his end and an explosive blast from the left wall will finish him off for the characters! Collect the ++GREEN HERB++ off to the left of where he was standing. Climb down the nearby ladder. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the northeast end of the starting catwalk. ------------------------------------------------------------------------------- Look into the area with standing water and a Majini can be seen in the corner closest to the nearby wall below. Shoot him before falling into the shallow water. Fall to the area with standing water below and pick up the ++INCENDIARY GRENADE++ from off the nearby crate then climb the ladder. --------------------------------------------------------------------- ITEM LIST [ ] Incendiary Grenade - On top of the crate in the area with standing water near the first bulkhead door. ------------------------------------------------------------------------------- All three of the metal columns along the middle hallway can be used as cover from each side of them; keep these in mind. Move up the stairs and run around the corner walkway. Pick up the ++GREEN HERB++ from the corner across from the lever then flip the lever. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - In the corner of the walkway across from the lever that opens the first bulkhead door. ------------------------------------------------------------------------------- The lever will begin to open the first bulkhead door along the south portion of the middle walkway. Don't move away from the lever yet. A group of Majini are about to fall from a high ledge around the corner. Try to let them mount up and then toss the incendiary grenade that you just got at a whole crowd then try to perform ground melees to as many of them as possible. If one player can hold them off a bit with gunfire then they will mount up pretty quickly. They all carry stun rods so keep a shotgun handy in case one of them suddenly charges at the characters. Run back to the center of the walkway when the Majini wave is finished. The Majini in the second room up ahead will either be firing at your characters with their machine guns or trying to dash toward your current position, so take cover behind one of the middle columns and arm the rifle then look out in between their gunfire and go for headshots on all the Majini that can be seen. There should only be about four of them. As the characters begin to step further toward the room, more Majini will appear. You'll have to hop over the gap in the bulkhead doorway to get many of them to move out of their cover areas. Two Majini with rocket launchers are waiting deeper inside the second room. Rocket Launcher Majini: - One will appear on the high south walkway and he may move below. - One is on the southwest staircase in the very back of the room It's best to wait around the first and second set of metal columns in the second room then take cover and allow the machine gun Majini to come to the characters. Use the rifle for some quick headshots. If the characters try to dash up ahead then they make themselves an easy target for machine gun fire. The rocket launcher Majini are not much of a problem since your characters have so many cover areas here. Both rocket launcher Majini will drop a ++DEAD BRIDE'S NECKLACE++ treasure. Also, find the ++FLASH GRENADE++ on the metal crate off to the left of the first metal column and the ++GREEN HERB++ in front of the metal crate to the left of the second metal column. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Bridge - Chapter 6-3 | [ ] | TREASURE: Dead Bride's Necklace (x2) [2,000 gold] |_________________| DETAILS: Both of the rocket launcher Majini in the second bulkhead room will drop this treasure once defeated. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------------------- ITEM LIST [ ] Flash Grenade - On the metal crate next to the first left metal column in the second bulkhead room. [ ] Green Herb - Beside the metal crate next to the second left metal column in the second bulkhead room. ------------------------------------------------------------------------------- Would you look at that? There are three Reaper eggs in the middle of the room just waiting to burst open at any second so that the contents can annoy us to hell and back. DON'T fiddle with the levers in the back of the room just yet. Let's do some item collecting before that chaos begins. Climb up the ladder on the right side of the second bulkhead room. Run to the far right corner and collect the ++GREEN HERB++ from the catwalk. Move down the stairs to the floor with standing water below then find the next ++GREEN HERB++ in the far northwest corner. Run through the tunnel next to the herb pickup then maneuver around the metal crates and blockades in the next bottom floor area and you'll eventually find another ++GREEN HERB++ to the right of a ladder. It's good to survey this entire bottom area. Notice all the cover points, objects to get behind and blockades to step over. This area can come in handy for a tough battle ahead. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On top of the west catwalk, off to the right after climbing the ladder in the second bulkhead room. [ ] Green Herb - In the far northwest corner of the bottom floor with standing water in the second bulkhead room. [ ] Green Herb - In the far southeast corner of the bottom floor with standing water in the second bulkhead room. ------------------------------------------------------------------------------- Climb the ladder on the east wall. Run up the stairs and open the east door at the top. Collect the ++FIRST AID SPRAY++ and the two ++PROXIMITY BOMBS++ on the metal trunk inside. Step back to the outside catwalk then run next door to the west room and take the ++RED HERB++ and ++NITROGEN ROUNDS++ from the metal trunk inside. Run back outside and hop down the north portion of the middle of the catwalk to get back down to the middle area quicker. --------------------------------------------------------------------- ITEM LIST [ ] First Aid Spray - On the metal trunk in the east room along the high south catwalk in the second bulkhead area. [ ] Proximity Bomb - On the metal trunk in the east room along the high south catwalk in the second bulkhead area. [ ] Proximity Bomb - On the metal trunk in the east room along the high south catwalk in the second bulkhead area. [ ] Red Herb - On the metal trunk in the west room along the high south catwalk in the second bulkhead area. [ ] Nitrogen Rounds (x12) - On the metal trunk in the west room along the high south catwalk in the second bulkhead area. ------------------------------------------------------------------------------- A character should stand by each lever then use the partner assist command to pull both of the levers. This will begin to open the second bulkhead door. -- CHECKPONT Right when the second bulkhead door starts to open, two Reaper eggs will burst open from the north and two Reapers will run toward the characters. One is on the walkway to the northwest and the other is on the middle walkway. These Reapers need to be defeated shortly after or before the second bulkhead door opens. If they are still there by the time the third bulkhead door is all the way open then there is going to be hell to pay. Arm a grenade launcher with acid rounds or flash rounds and try to maneuver your characters so that the Reapers stand side by side. If the characters run around the area and allow them to group then they will eventually stand together. When they finally move together, fire a single acid or flash round at both of the pest and it will stun them both to their first stun stage. Fire another acid or flash round and it will stun them to make them reveal their chest weak point. Take out the magnum at that time and fire at the weak points on their chests. Bam, you're dead and bam, you're dead. Step toward the TV screen and pretend to blow off the smoke from Chris' magnum while retrieving the ++POWER STONE++ left behind by each Reaper. A few direct shotgun blasts to the chest weak points will work well, but the characters will probably have to stun one of them again with two acid or flash rounds. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Bridge - Chapter 6-3 | [ ] | TREASURE: Power Stone (x2) [5,000 gold] |_________________| DETAILS: Defeat both Reapers that attack in the second bulkhead area of the Engine Room. They will burst forth from their eggs after the characters flip the levers to open the second bulkhead door. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Immediately hop down into the water below the walkway on the east side of the middle walkway once the characters collect the Reaper treasures. The bulkhead door still seals off the way toward the south at the moment but allow the bulkhead door to open. Once the second bulkhead door fully opens, two Gatling Gun Majini will rise up from lifts along the middle walkway in the third room. Several Majini armed with stun rods will drop from the high walkways later in the battle. While on the east side of the bottom floor, quickly hop over the gap to the south then approach the ladder off to the left (east) and both characters should climb it. The invincibility animation of climbing the ladder will save your character from the Gatling Gun Majini's gunfire in getting up to the walkway. They're likely to hit your character just a bit with their gatling gun fire, but stepping behind the gatling gun turret shield your character from their fire a bit - enough to where your character can control the turret. Step behind the gatling gun turret at the top of the ladder then use the aiming button to control the gatling gun and fire at each of the Gatling Gun Majini. Spread fire between both of them and DO NOT let the gatling gun overheat. Slow down on firing when they are both stunned to prevent overheating. You can't afford to let the gun overheat. The other character can simply stand at the top of the ladder with and arm a knife then slash down at the Majini with stun rods that try to climb it. In single player, give your partner a machine gun or handgun and the AI partner should hold off the Majini just fine. The gatling gun can be turned to fire at any Majini that step up onto the small walkway, but taking pressure off the Gatling Gun Majini can be very risky. The Gatling Gun Majini in the yellow outfit will drop **HANGAR KEYCARD A** and the Gatling Gun Majini in the red outfit will drop **HANGAR KEYCARD B**. Another way to take on the Gatling Gun Majini is to run to the far north end of the middle platform in the second room and arm a rifle to both players. When the Gatling Gun Majini appear, simply fire at them with a rifle as they move to the north end. Aim for their head and fire to get a quick stun or shoot them a few times in the body to stun them. Take out a magnum and fire as they begin to move closer and the characters can also quickly step behind a metal column for cover if they begin to fire. They won't fire until they step to about the middle of the second room however. This method is really needed on higher difficulties, especially Professional mode, but it can work just as well for other modes if getting to the gatling gun doesn't work out for a player. Drop down from the ladder after all the carnage has ended then collect the three ++FLASH GRENADES++ from off the metal crate next to the stairs. Move up the stairs and step on the center platform then move down the stairs on the opposite (west) side. Step onto the floor below then walk around the north end and turn right to see a ++GREEN HERB++ in an alcove. Climb the ladder on the west side then collect the ++ACID ROUNDS (x12)++ and the ++FIRST AID SPRAY++ from the top of the platform up above. --------------------------------------------------------------------- ITEM LIST [ ] Flash Grenade - On top of the metal crate below the railing on the east side of the third bulkhead room. [ ] Flash Grenade - On top of the metal crate below the railing on the east side of the third bulkhead room. [ ] Flash Grenade - On top of the metal crate below the railing on the east side of the third bulkhead room. [ ] Green Herb - In an alcove on the west bottom floor along the north side. [ ] Acid Rounds (x12) - At the top of the ladder along the west side of the third bulkhead room. [ ] First Aid Spray - At the top of the ladder along the west side of the third bulkhead room. ----------------------------------------------------------------- KEY ITEM LIST [ ] Hangar Keycard A - Dropped by Gatling Gun Majini in the yellow outfit. [ ] Hangar Keycard B - Dropped by Gatling Gun Majini in the red outfit. ------------------------------------------------------------------------------- Return to the middle walkway then run toward the sliding doors in the south. Both characters need to use the partner assist command to use the keycards on the keycard readers along the sides of the sliding doors. Move down the corridor beyond the door as the characters speak then open the next set of sliding doors with the partner assist command. A cutscene will play once the characters step into the hangar. [CH634] Chapter 6-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - H A N G A R - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + B O S S B A T T L E + + + + + + + + + + WESKER ------ HP: 30,000 Recommended - Handgun (for shooting his missiles and the rocket shot his way) Weapon(s): - Magnum (if you actually want to fight him normally) - RPG-7 NVS (available in the area) Weak Points: - Wesker's front or back when he has lost sight of a character (he can be hit while he's trying to find a character) - Missile (When Wesker grabs a missile from near the airplane, quickly shoot the missile to damage him) Wesker's Attacks: 1) Sweep: Wesker ducks down and performs a sweep kick with his right leg 2) Mustang Kick - Wesker steps forward with a straight kick. 3) Jump Kick - Wesker hops into the air and kicks with his right foot. 4) Windfall - Wesker quickly holds up his right leg then slams it down in front of him. 5) Flip Kick - Wesker performs two somersault kicks in a row after he has dodged gunfire a few times. These flip kicks are more than just for dodging since they can hit your character if Wesker manages to make contact. 6) Ram - Wesker dashes forward (sometimes twice in a row, depending on your distance from him). If this connects then Wesker performs a knee to the chest followed by an uppercut with his left arm. This can be countered when the "Counterattack" button prompt command (button is random between action and run) appears shortly before Wesker hits a character. Chris holds up his arms to block the knee then punches Wesker down to the ground. Sheva flips around to the other side of Wesker then performs an upward kick to knock Wesker down. 7) Samurai Edge Shot - Wesker pulls out his handgun and fires a few shots. He can fire up to three shots at a time. The shots can be dodged by pressing the action button when the "Dodge" button prompt command appears. 8) Grab - Wesker reaches out and grabs the character then holds the character by the shoulder. The character will begin to hit at Wesker's face; at that time a partner assist melee can be performed by the partner to knock Wesker off. A button prompt "Counterattack" command will appear at the end of the grab if a partner fails to save the character. If the counterattack command is entered successfully, Chris will slowly unsheathe his machete then suddenly slash at Wesker's face but Wesker will quickly dodge out of the way. Sheva will perform the same type of counter but she reaches for the knife which is on a lower section of her body. If the player fails to press the button then Wesker will toss the character behind him. 9) Hand Impale - From close range, a button prompt dodge command appears as Wesker attempts to impale the character with his arm. If the first command is dodged with the button prompt command then Wesker will try to impale the character once again and another button prompt command will appear. Wesker will try once again for a third time and another button input will appear on the screen in order to dodge the command. Wesker can keep on trying this for quite a few times. If any of these of these hits connect then the impale will instantly kill the character. If the player can manage to pull off the entire set of timed button presses then the character will start to fight back with his/her exclusive melee combo that can only be done on Wesker. That means you'll go through another five commands! This move only has a slight warning sign before it activates; Wesker will shake his right arm shortly before performing this move. It's not too much of a warning sign, but this is the beginning animation and it's very hard to view it on single player. It's much easier to see this while Wesker tries to grab your partner in co-op play. Usually your character will be standing near Wesker and all of a sudden the screen will kick into a slow motion sequence followed by a button prompt command as his hand moves toward the character for his arm stab. All input commands are random, even the melee combo is random this time. The first dodge command gives a large window of opportunity to tap the random button but the others are near instant. How good are you at random timed button presses? Don't worry about getting hit by this move while fighting him normally. I had to play around a bunch with the battle to see this. It's hard to get him to activate it without dying first from his normal melee attacks actually. Chris shouts out "Wesker" before starting his counterattack sequence and Sheva yells before beginning her counterattack. .------------------------------------ TIP ------------------------------------. | Right as the battle starts, prepare to tap the action button just in case. | | Wesker sometimes unexpectedly shoots his handgun right as the battle begins | | and if a character is not ready to dodge then that player might fall victim | | to an instant two shots, which will drain quite a bit of life. | '-----------------------------------------------------------------------------' --> TURN OFF THOSE LIGHTS!! There are a total of three spotlights around the hangar area that can be cut off by flipping a lever that is underneath each one. There is actually a fourth light, but the lever is damaged and cannot be used. Spotlight Locations: - Northeast - Southeast - Southwest In single player mode, either the main character can flip them off or the AI partner can be ordered to do so by pressing the assist button near one. The best part about getting the AI partner to pull the levers for your character is that the AI partner will turn the rest of them off after flipping the first lever. A player could use that time to run and break some tall crates around the area or find the rocket launcher. Turning these off will allow both characters to hide from Wesker more easily under the cover of darkness. He can literally not see a character while facing one at times when the spotlights are turned off. Wesker can turn the spotlights back on by approaching a lever and kicking it back on; he will only do this when he is attempting to find a character. --> DEALING WITH WESKER... AGAIN Wesker basically has all the same moves from when he partnered up with Jill to fight Chris and Sheva. He seems to use his dash move more this round both in attacking and in following your character. His dash attack and his grab can still be countered in the same way. His handgun fire is still his most damaging move, so be sure to use the dodge button prompt command to dodge it. The button input is always the action button. What you want to do for this battle, like the last, is to hide from Wesker until he loses sight of the characters. He will say the following phrases when he has lost sight of both characters: "There's no point in hiding" "You're merely postponing the inevitable" "You can't hide forever" At that point, he can be damaged in two different ways: through a rocket launcher rocket or through normal gunfire. The characters can use the middle structure to take cover behind and hide from Wesker. It's best to circle around the middle structure when attempting to get out of his line of vision. .------------------------------------ TIP ------------------------------------. | Much like the last battle with Wesker, be sure to pull up the mini-map to | | keep an eye on his current location as shown by the blue triangle icon. | | You'll want to watch the mini-map more than the current on-screen display | | when attempting to hide from him. | '-----------------------------------------------------------------------------' --> WHEN HE TOSSES MISSILES Wesker will eventually jump to the area in the far north and grab a missile from the set of missiles that lie in a stack near the airplane. He will hold it for a few seconds then toss it toward the characters. The best way to dodge this is to get behind the north end of the middle structure; the missile will harmlessly explode on the other side of the wall. The missile can be shot while Wesker holds it. It can be hit with any weapon. This will automatically stun Wesker but neither character can get up onto the area with the airplane to restrain him. Still, shooting a missile is the only option for a character that is far away from the middle structure. --> THE ROCKET LAUNCHER The RPG-7 NVS (rocket launcher) is inside a glass case on the northwest end of the area near the broken lever. Break the glass and take the weapon. Like other boss fight weapons, it does not take up an inventory slot, so a person with a full inventory can still make use of it. It already comes loaded with one rocket. Other rockets can be found in the center of the second floor catwalk after moving up either ladder along the sides of the hangar. They are in a glass case as well, so the glass must be broken in order to retrieve them. There is another rocket in the breakable northeast tall crate. - RPG-7 NVS controls: .----------------------------------------------------------------. | Aim Button = Look through targeting scope | | Fire button = Fire rocket | | Weapon Switch = Drop RPG | | Assist Button = Partner picks up/drops RPG in single player | | Load = Character props up rocket launcher ready to be | | loaded while partner has a rocket | '----------------------------------------------------------------' Notes about firing the RPG: - The RPG has a night vision scope, so a player can see in the dark corridors very easily when firing. - One player can hold the RPG and the other player can hold a rocket (RPG round) to reload the RPG. - The RPG can be reloaded by picking up the rocket with the character that has the rocket launcher, which instantly makes that character load it, or it can be loaded through the "Load" assist action command when a partner holds a rocket. - When one character has the RPG, a partner cannot load a rocket until the RPG has been propped with the "Load" command by the character with the RPG. - In single player mode, the AI partner will retrieve rockets once a rocket has been fired by the main player. If the AI partner does not retrieve an RPG round then try issuing the "Go" and "Come On" command and the partner should respond eventually. - The AI partner will ONLY retrieve a rocket (RPG round) that is out in the open. If one is still in a tall crate or inside the case with glass still on it, then the partner will not grab it. Break the glass on the case and break the northeast tall crate on the bottom floor and the northeast crate next to the other on the top catwalk (left crate) for the AI partner to remedy this problem. Once the RPG is loaded with a rocket (RPG round), wait until Wesker has lost sight of the character with the rocket launcher then fire the rocket at him. Wesker will quickly turn and grab the rocket if he did not notice the attacker prior to the shot. While he holds the rocket, quickly take out any weapon and shoot the rocket. The rocket will explode and cause heavy damage to Wesker, which will stun him. .----------------------------------- TIP -------------------------------------. | A normal rocket launcher can be carried into this battle and used against | | Wesker in the exact same way as the available RPG-7 NVS. | '-----------------------------------------------------------------------------' --> WHILE WESKER IS STUNNED If you've been wondering what that vial in the icon on the upper left hand portion of your screen is for then wonder no more because that is the is the PG67 A/W suppressant that suppresses Wesker's virus. When Wesker kneels down, from sustaining too much damage, one character should rush behind him and activate the "Restrain" command from behind and the other character should run in front of Wesker while the partner restrains him then activate the "Inject" command to inject him with an overdose of his PG67 A/W suppressant. The first restrain and inject command will always end in failure on any mode since Wesker will always break free of the restrain. This command does not have to be used in order to actually inject him during the second retrain, so the characters could actually just ignore the first restrain, which will always end in failure. --> DAMAGING HIM THROUGH GUNFIRE Even though the rocket launcher is the preferred method of stunning Wesker, he can also be stunned through a gunfire (use a magnum). Whenever he loses sight of a character, the character can get behind him and fire at him then stagger Wesker. While Wesker staggers, either character can run up to him for an exclusive boss melee input command. Once triggered the player will have to push a variety of button inputs for a melee combo. CHRIS MELEE COMBO Commands = Left Hook - Right Hook - Body Blow - Heavy Blow - Finishing Combo .-----------------------------------------------------------------------------. | BUTTONS | Action | Action | Assist | Run | Action + Run | | PS3 | [] | [] | O | X | [] + X | | X360 | X | X | B | A | X + A | '-----------------------------------------------------------------------------' * The "Left Hook" command starts the combination and the rest of the commands are timed presses. SHEVA MELEE COMBO Commands = Reverse - High Kick - Front - Knee - Double Heel Kick Kick Strike Hop .-----------------------------------------------------------------------------. | BUTTONS | Action | Action | Assist | Run | Action + Run | | PS3 | [] | [] | O | X | [] + X | | X360 | X | X | B | A | X + A | '-----------------------------------------------------------------------------' * The "Reverse Kick" command starts the combination and the rest of the commands are timed presses. ----------------------------------------------------------------- INVESTIGATION [ ] Broken Lever - The broken lever in the northwest can be examined. --------------------------------------------------------- BREAKABLE OBJECT LIST FIRST FLOOR HANGAR [ ] Tall Crate - Northeast corner. --> Definite Item: RPG round [ ] Tall Crate - East corner. --> Random Item [ ] Tall Crate - Northwest corner. Near rocket launcher case. --> Random Item [ ] Tall Crate - Southwest corner. --> Random Item SECOND FLOOR CATWALK [ ] Tall Crate - Southwest end. --> Random Item [ ] Tall Crate - Northwest corner. --> Random Item [ ] Tall Crate - Northeast corner. --> Random Item [ ] Tall Crate (left) - Northeast end. --> Definite Item: RPG round [ ] Tall Crate (right) - Northeast end. --> Random Item [ ] Tall Crate - Northeast end below ladder. --> Random Item ------------------------------------------------------------------------------- During the cutscene while in the airplane, the players will have to press some button command at a few certain points. ------------------------------------------------------------------------------- -> COMMAND INPUT 1 Sequence: After Wesker says: "Uroboros will be released into the atmosphere ensuring complete global saturation", he will dash toward both characters and try to impale one of them with his arm. Type: Single button press (Possible two button press on Pro mode) Command: Dodge Player: Both (If a player fails, then that player's character gets impaled with Wesker's arm.) -> COMMAND INPUT 2 Sequence: When Wesker jumps to the wall and Chris aims his gun up toward Wesker as Wesker prepares to fire his own gun. Type: Single button press Command: Fire Player: Chris -> COMMAND INPUT 3 Sequence: When Wesker grabs Sheva by the throat and holds her by the neck. Type: Left analog shake Command: Break Free Player: Sheva -> COMMAND INPUT 4 Sequence: When Sheva turns to shoot Wesker shortly after Chris runs toward the lever in the back of the plane. Type: Single button press Command: Fire Player: Sheva Special Note: Command Input 4 is kind of worth failing at least once to view the unique death that takes place. Wesker will jump toward Chris and twist his neck from overhead before falling. -> COMMAND INPUT 5 Sequence: Shortly after the flashbacks of Jill and Chris at the Spencer Estate when Sheva prepares to let go of the metal railing as Wesker grapples her leg. Type: Two buttons Command: Help Player: Chris ------------------------------------------------------------------------------- + + + + + + + + E N D B O S S B A T T L E + + + + + + + + [CH635] Chapter 6-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - V O L C A N O - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The characters will start near the downed plane. They will hold their sides as if in a caution status no matter how much health they have for the remainder of this chapter. Break the --TALL CRATES-- near the plane and gather the ++RIFLE AMMO (+5)++, ++RED HERB++ and the ++HAND GRENADE++. Before activating the cutscene by moving ahead, there is be a lightly colored rock formation along the high mountain wall in the distance that looks a bit lighter than the dark red wall to the left. Take out a shotgun and shoot the top portion of that lightly colored rock ledge to make it crumble. A large boulder from this ledge will fall into the lava below the end of the current ledge. This will help the Chris player gain the final treasure in the game. If you have problems finding the breakable portion of the rock wall then aim toward it and watch for the laser pointer to form a circle at the end to know when you are aiming for the breakable portion of the rock wall. Be sure that both characters have a rifle with some ammo before moving ahead. A rifle is needed very badly for this next portion of the chapter. Run along the path to the north to trigger a cutscene. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Near the plane after starting in the volcano area. --> Random Item [ ] Tall Crate - Near the plane after starting in the volcano area. --> Random Item [ ] Tall Crate - Near the plane after starting in the volcano area. --> Random Item [ ] Tall Crate - Near the plane after starting in the volcano area. --> Random Item --------------------------------------------------------------------- ITEM LIST [ ] Rifle Ammo (+5) - In between the crates near the plane after starting in the volcano area. [ ] Red Herb - In between the crates near the plane after starting in the volcano area. [ ] Hand Grenade - In between the crates near the plane after starting in the volcano area. ------------------------------------------------------------------------------- + + + + + + + + + B O S S B A T T L E + + + + + + + + + + MUTATED WESKER -------------- HP: 28,800 Recommended - Rifle (Both players NEED a rifle for this battle) Weapon(s): - Shotgun or Rifle (for hitting Wesker's weak point) Weak Points: - Circular orange portion of back (revealed during right arm attacks) - Circular orange portion of chest (revealed after back weak point is shot) Attacks: 1) Continuous Arm Strike - Wesker walks forward and swings his Uroboros arm. This is instant death if it hits either character. A cutscene will showcase the victim as that character falls into the lava below if this move hits. 2) Uroboros Shots - Wesker will face either character when that character is on a far ledge and he will fire pieces of Uroboros substance at the character. If this hits, it will leave some Uroboros substance on the character and slowly drain that character's life for a few seconds. This can be avoided with a "Dodge" button prompt action command. Wesker will begin the battle by moving toward both characters as he swings with his new Uroboros arm while. This move will instantly kill a character if hits one - a cutscene will play as a character is knocked off into the lava below. There is nothing that can be done here except for a hefty retreat. Perform a quick turn and run. Continue running toward the rock ledge along the north side of the current ledge. A cutscene will trigger. > > > > > > > > > > > > C H R I S G A M E P L A Y < < < < < < < < < < < < < .--------------------------------- WARNING -----------------------------------. | Chris can actually be controlled during the cutscene after he falls, so | | don't accidentally get turned around while messing with the left analog | | during the cutscene. | '-----------------------------------------------------------------------------' The rock ledge that Chris stands on will crumble and the Chris player will fall to the rock platform below. Once control is given back to the Chris player, turn to the left and find the rock that fell into the lava from where the lightly colored ledge was shot, if you shot it earlier. Run toward the northeast side with the rock to get a "Jump" action button command. Leap onto the rock then jump over to the ledge on the other side. Run to the end of that ledge and collect the ++DIAMOND (MARQUISE)++. Simply hop back across to the other side while Wesker tries to hop onto the ledge to get back across safely. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = _________________ [ ] (_________________) --> H I D D E N T R E A S U R E | T R E A S U R E | LOCATION: Volcano - Chapter 6-3 | [ ] | TREASURE: Diamond (Marquise) [5,000 gold] |_________________| DETAILS: Before activating the cutscene at the beginning of the battle, aim for the lightly colored rock wall on the north wall past the current ledge then shoot it with a shotgun to make the wall crumble (shoot the top portion). A boulder from the wall will land in the lava below the current ledge. Sometimes it takes more than one shot to make it fall. If you have problems finding the breakable portion of the rock wall then aim toward it and watch for the laser pointer to form a circle at the end to know when you are aiming for the breakable portion of the rock wall. This can be shot while Wesker chases Chris and Sheva toward the end of the ledge at the beginning. The breakable rock wall will be directly ahead on the other side. When the ledge breaks and the Chris player falls below, when control is given back to Chris, turn to the left (northeast) and hop onto the boulder in the lava (this is the one that fell off the wall) then leap to the rock platform on the other side. Run to the far end of that rock platform and collect this treasure. If the Chris player accidentally jumps over the gap in the lava directly in front of Chris when he starts then that player CANNOT get back across to get this treasure. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = -_-_-_-_-_-_-_-_-_-_-_-_-_ TROPHY/ACHIEVEMENT ALERT _-_-_-_-_-_-_-_-_-_-_-_-_-_ Trophy/Achievement: They Belong in a Museum Description: Obtain all treasures in the game. Details: If you've been following this guide up until now then you should have been able to collect all the treasures in the game. The Diamond (Marquise) is the final treasure. You have gained this trophy/achievement now "in spirit", since it will not appear until you go back to the item management screen and look over your treasure list. Only then will it appear for bragging rights. If you're missing a treasure, then it is most likely the Topaz (Marquise) that can only be obtained from fighting the Majini horde in the Back Alley of chapter 1-1. This basically has to be done with more than just a handgun, so you'll most likely get it on your second playthrough of the chapter. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- The Chris player should run toward the rock platform on the other side of the lava gap along the east side of the rock platform that Chris landed on then use the "Jump" command to leap across. Run up the left path - don't go right yet. Collect the ++GREEN HERB++ on the left side of the left path when Chris reaches the middle of it then step up onto the circular portion of the rock platform. In co-op mode, the Chris player needs to make it so that Wesker's back faces the Sheva player, who is on the ledge to the north, so make Wesker face south to give Sheva a good view of Wesker's back weak point. In single player mode, a Chris player won't have to worry about doing this. Before long, Wesker's other arm will become infected like his right arm. Wesker will look toward Sheva while she stands on the ledge to the west then he will use his arm to propel himself toward Sheva's ledge. The Chris player can stand and look on to the north for a while. Heal if needed then take out the rifle and prepare to shoot. When the Sheva player reaches the ledge in the east, the ledge will crumble and she will quickly grapple then hang off the ledge across from her. The Chris player needs to hold Wesker off until the Sheva player pulls herself up on the north ledge. Aim at any part of Wesker and blast him with the rifle. After two shots, he will turn toward Chris and fire Uroboros projectiles at him. Press the action button command that appears on the screen to dodge the Uroboros projectiles. The Chris player will have to stop Wesker twice before the Sheva player will pull herself up. A cutscene will activate when she pulls herself up. .----------------------------------- WARNING ---------------------------------. | When the cutscene plays while the Sheva player pulls herself up BE PREPARED | | to press the action button to dodge the Uroboros projectiles that Wesker | | will shoot toward Chris. He shoots these during the cutscene and they can | | actually send Chris into dying status during that cutscene if enough hit | | him. | '-----------------------------------------------------------------------------' Now that Sheva is back up on the ledge, she needs a way to get across to the current ledge where Chris is. The Chris player needs to quickly perform a quick turn then face the ledge on the south side of current circular platform then drop from that ledge with the button command that will appear while standing next to it. Run toward the boulder on the east side of the rock platform below. Approach it to get a "Push" command. The Chris player will have to enter several button tap combinations with a few left analog rotations in order to push the rock into the lava so Sheva can cross. ------------------------------------------------------------------------------- -> COMMAND INPUT 1 Sequence: Chris pushes the boulder. Type: Rapid button press Command: Push -> COMMAND INPUT 2 Sequence: Chris begins to lift up on the boulder. Type: Left analog rotation Command: Push -> COMMAND INPUT 3 Sequence: Chris begins to punch the boulder. Type: Hook Command: Rapid button press (random and constantly changing) -> COMMAND INPUT 4 Sequence: Chris pushes the boulder into the lava lake. Type: Ram Command: Two button press ------------------------------------------------------------------------------- Why didn't Chris just pick up the boulder and toss it into the lava lake? I'm disappointed in our uber Redfield! Anyway, the boulder won't be able to stand up to all 215 pounds of Redfield, so it will roll then plummet into the lava lake below. The Sheva player can now use the boulder to leap across to the current ledge and rejoin her partner. ------------------------------------------------------------------------------- > > > > > > > > > > > > S H E V A G A M E P L A Y < < < < < < < < < < < < < The Sheva player should focus on hitting Wesker with a rifle while he chases Chris below the ledge where Sheva starts. Do not hit Wesker just yet. Eventually an orange circular portion of Wesker's back will be revealed to Sheva right as Wesker begins to perform his continuous arm strike toward Chris. Shoot him in the glowing orange weak point to damage him. A Sheva player can simply spam Wesker with shots at this time without having to worry about the weak point, but direct hits on the weak point will cause the next scene to occur much quicker. Be on the lookout for Wesker to shoot Uroboros projectiles at Sheva if you allow him to get up to the circular portion of the center rock platform with Chris; you'll get an action button dodge command to avoid these. Soon, Wesker's other arm will get infected with Uroboros and he will use his new arm to propel himself over to Sheva's ledge. At that time, the Sheva player should turn to the east and move across the ledge in that direction. The ledge will eventually break and the Sheva player will be forced to hold onto the other side of the ledge. The Chris player should shoot Wesker at that time to draw his attention away from Sheva, so the Sheva player can get a grip on the other side of the ledge. If you're playing single player and AI Chris does not have a powerful weapon to shoot Wesker then you're Sheva is toast here. Chris needs to have some sort of rifle. ------------------------------------------------------------------------------- -> COMMAND INPUT Sequence: Sheva holds onto the side of the ledge and struggles in maintaining her grip. Type: Climb Up Command: Button Mash ------------------------------------------------------------------------------- The above command sequence can get really intense for a Sheva player so be prepared to tap the button quite a bit. After Sheva pulls herself up, follow the current ledge to the south. The Chris player should run toward the rock on his side and push it into the lava near his current rock platform. This will allow the Sheva player to hop onto the rock and leap onto the rock platform to rejoin with Chris. A ++GREEN HERB++ will be at the end of the rock path right next to the area where Sheva can hop on the rock when Chris pushes it into the lava. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - At the very end of the rock trail where Sheva can leap across onto the boulder once Chris pushes it into the lava. Only Sheva can collect this. ------------------------------------------------------------------------------- Both players should run to the very top of the circular platform where Chris stood a few moments ago. This is where the final battle with Wesker will take place. -- CHECKPOINT Attacks: NOTE: For all attacks where Wesker holds his right arm into the air, he can walk with his right arm held up to delay the attack. 1) Uroboros Shockwave - Wesker holds up his right arm then yells and plunges his left arm into the rock platform. Uroboros substance will move up from the rock platform in a line in front of him. If the attack hits a character then it will cover them in Uroboros substance that will slowly eat away at their life for a few seconds. Step to the side to avoid this attack. 2) Overhead Smash - Wesker holds his right arm then slams it down toward the area in front of him. A button prompt dodge command will appear in order to dodge this attack or one can simply move to the side to avoid it. 4) Arm Swing - Wesker holds up his right arm then swings his right arm horizontally across the area in front of him. Use the dodge command button input to dodge this attack or get very far away from him to dodge this attack. 5) Arm Hold - Wesker suddenly reaches out with his left arm and grabs a character then holds that character in the air. Shake the left analog or have a partner use the partner assist command that appears in order to save the grappled character. 6) Uroboros Spiral - Wesker holds both of his arms into the air then slams them both into the rock floor. A spiral of Uroboros tentacles will circle him and stretch far into the air above him. Running into this attack will take normal damage but staying right up on him as he performs this move will instantly kill a character. There is a major trick to winning this battle. If you don't understand how to properly finish off Wesker then this battle can keep on going for quite a while until suddenly a light bulb forms in your head when a certain command appears on the screen. --> WESKER'S ATTACKS Wesker almost always gives off a clear warning sign before each attack. Most of the time, he will raise his right arm into the air then walk toward the characters. At time, he can perform a number of attacks. Most of them can be avoided by stepping to the side except for his horizontal swing, which requires backing up, or inputting a button prompt dodge command. From close range, he will usually only perform his sudden grab attack, which has very little warning aside from him reaching out real quick with his left arm. --> HIS WEAK POINT Wesker's weak point is not always showcased. Look for a bright orange circle to emerge from his back shortly after he performs one of his right arm attacks. Simply allowing him to attack with his right arm is all that is needed to make him show his back weak point but it will only stay visible until he finishes the attack being performed. It is best to have one player distract him while the other player rushes to the back of him to shoot him in the back. A shotgun or rifle will work just fine. Try to make the shot as precise as possible. Shooting him in the back weak spot will make him perform a certain attack; he will perform his Uroboros Spiral attack after being shot in his back weak point. Be sure to back off because staying right next to him when he performs his Uroboros spiral attack will result in instant death. After he performs this move, he will open himself up to his major weakness that can end the battle right then and there. His chest weak point will be showcased during a cutscene directly following his Uroboros Spiral move. He can be finished off by constant gunfire to his chest weak point. The characters can simply aim at his chest weak point with a magnum or other powerful weapon and blast him continuously until he is finished. This will require the characters to shoot him in his back weak point at least one more time during the battle though since the weapons will not damage him fast enough to finish him the first time most likely. --> SAY HELLO TO OUR COMRADES THAT YOU KILLED! After Wesker performs his Uroboros Spiral move and reveals his chest weak point and a Chris player can get in close range next to Wesker and eventually get a "Restrain" command from Wesker's back side. Perform the restrain command from behind Wesker to make a cutscene play. At that time, a Sheva player will be able to dash in front of Wesker to receive a "Cut" command. A Chris player must tap the button displayed on the screen in order to "Hold" Wesker and survive the slashing and the stabs while the Sheva player keeps tapping the on- screen button to "Cut" Wesker. The very final stab from both character is automatic and no button press is required. + + + + + + + + E N D B O S S B A T T L E + + + + + + + + There is still one last button prompt command input as the ending cutscene plays: ------------------------------------------------------------------------------- -> COMMAND INPUT Sequence: While the ending cutscene plays, right when Chris and Sheva aim with their rocket launchers. Type: Two button press Command: Fire ------------------------------------------------------------------------------- Time for the infamout RE one-liners. Suck on this, Wesker. Your time is up, you sunnuva' bitch. Hasta' luego! You lose big guy! Game over! Some mother ******* are always tryin' to ice skate uphill- oh wait. To put it simply... --> JACKPOT! <-- After the closing credits, the game will save and you will now be able to play any chapter with your current inventory of weapons, Sheva will now be playable in the single player mode of any chapter through the player select option and The Mercenaries challenge mode is now unlocked. It is on the bottom of the main menu. --- "More and more I find myself wondering if it's all worth fighting for." --- -- For a future without fear... -- --- Yeah, it's worth it. --- ==== - Redfield Report (Kijuju Incident) ==== = = = = = = = = K I J U J U C A S E F I L E C L O S E D = = = = = = = = = [WE00] =============================================================================== __ __ \ \ / /___ __ _ _ __ ___ _ __ ___ \ \ /\ / // _ \ / _` || '_ \ / _ \ | '_ \ / __| \ V V /| __/| (_| || |_) || (_) || | | |\__ \ \_/\_/ \___| \__,_|| .__/ \___/ |_| |_||___/ |_| W E A P O N D E T A I L S =============================================================================== This section highlights all the weapons available in the game. Weapon stats and a full description of each weapon are included. New weapons are usually hidden inside metal cases in certain chapters and some weapons may only bought using the "Buy" menu in the main inventory in between chapters. Some weapons require another weapon to be fully upgraded before the weapon will appear at the store under the Buy menu. ___ ____ ___ /\/\ / _ \|___ \ / __\ / \| (_) | __) | / _\ / /\/\ \\__, |/ __/ / / \/ \/ /_/|_____|\/ AVAILABILITY: In store after collecting the M92F (HG) in Chapter 1-1. M92F FEATURES: + Maximum capacity of 100 + High critical headshot rate + Fully upgrading the handgun unlocks the M93R handguns - Lowest overall firepower of any of the handguns The M92F is the first weapon that the characters have access to from the Civilian Checkpoint at the beginning of the game in Chapter 1-1. For the most part, it retains a pretty low firepower throughout all of its upgrades but the M92F has one incredible advantage over the other handguns - capacity. This handgun can carry the same amount of two inventory spaces worth of ammo all combined in the actual handgun by the time it is fully upgraded. This makes it a nice inventory saver and allows the player to fire off several shots without the need to reload. The handgun can also achieve a high critical headshot rate. By the time it reaches full capacity, a character can aim for the head of any Majini then get a head pop per shot fired 50% of the time. Not only will this provide a character with a quick kill, but it also helps to save ammo among the burgeoning collection of ammo that this handgun already carries. ------------------------------------------------------------------------------- - FIREPOWER 150 -> 170 -> 190 -> 210 -> 230 Default 2,000 gold 3,000 gold 4,000 gold 5,000 gold -> 250 6,000 gold ------------------------------------------------------------------------------- - RELOAD SPEED 1.70 -> 1.62 Sec. -> 1.53 Sec. -> 1.36 Sec. Default 1,500 gold 2,000 gold 2,500 gold ------------------------------------------------------------------------------- - CAPACITY 10x -> 13x -> 16x -> 20x -> 25x Default 500 gold 500 gold 500 gold 500 gold -> 30x -> 33x -> 37x -> 40x 1,000 gold 1,000 gold 1,000 gold 2,000 gold -> 45x -> 50x -> 60x -> 70x 2,000 gold 4,000 gold 5,000 gold 5,000 gold -> 105x 12,000 gold ------------------------------------------------------------------------------- - CRITICAL % (increase chance for a critical headshot) No stars -> 1 star -> 2 stars -> 3 stars Default 3,000 gold 5,000 gold 13,000 gold ------------------------------------------------------------------------------- ___ ___ ___ /\ /\( _ ) /\ /\ / _ \( _ ) / /_/ // _ \/\ / //_/ / /_)// _ \ / __ /| (_> 160 -> 180 -> 200 -> 220 Default 2,000 gold 2,000 gold 3,000 gold 4,000 gold -> 240 -> 260 -> 300 4,000 gold 5,000 gold 6,000 gold ------------------------------------------------------------------------------- - RELOAD SPEED 1.53 -> 1.36 Sec. -> 1.19 Sec. -> 1.11 Sec. -> 1.02 Sec Default 2,000 gold 3,000 gold 3,000 gold 3,000 gold -> 0.85 Sec 7,000 gold ------------------------------------------------------------------------------- - CAPACITY 9x -> 11x -> 13x -> 15x -> 17x Default 500 gold 500 gold 1,000 gold 2,000 gold -> 19x -> 21x -> 25x 2,000 gold 3,000 gold 5,000 gold ------------------------------------------------------------------------------- - PIERCING No stars -> 1 star -> 2 stars -> 3 stars Default 5,000 gold 9,000 gold 12,000 gold ------------------------------------------------------------------------------- __ _____ ___ ___ ____ ____ __ / _\ \_ \ / _ \ / _ \|___ \ |___ \ / /_ \ \ / /\// /_\/ / /_)/ __) | __) || '_ \ _\ \/\/ /_ / /_\\ / ___/ / __/ / __/ | (_) | \__/\____/ \____/ \/ |_____||_____| \___/ AVAILABILITY: In store after Chapter 4-2. SIG P226 FEATURES: + Highest firepower of all the handguns - Lowest reload speed and capacity - No special upgrades or any starting special property If a player wants power with a handgun then the SIG P226 is the best choice in the game for a handgun that fires without any type of burst fire. The handgun starts with a higher firepower than all other handguns and ends with higher firepower than all other handguns. This weapon even makes a satisfying loud racket when fired to show off its dominance in damage. The best part about a high firepower with a handgun is that a player can shoot a vital area of a Majini to stun it with high firepower shot then run up and melee attack that Majini to add to that damage quite a bit then possibly finish it off with a ground melee. The reload speed and capacity for this handgun are rather low. It would be wise to inventory reload while using this weapon. ------------------------------------------------------------------------------- - FIREPOWER 180 -> 220 -> 240 -> 260 -> 280 Default 1,000 gold 2,000 gold 2,000 gold 3,000 gold -> 300 -> 320 -> 340 -> 350 3,000 gold 4,000 gold 4,000 gold 5,000 gold -> 370 -> 390 -> 410 -> 430 5,000 gold 7,000 gold 7,000 gold 10,000 gold -> 480 15,000 gold ------------------------------------------------------------------------------- - RELOAD SPEED 1.70 -> 1.62 Sec. Default 2,000 gold ------------------------------------------------------------------------------- - CAPACITY 8x -> 10x -> 12x -> 13x -> 14x Default 1,000 gold 1,000 gold 2,000 gold 3,000 gold -> 16x 4,000 gold ------------------------------------------------------------------------------- ___ _____ __ /\/\ / _ \|___ / /__\ / \| (_) | |_ \ / \// / /\/\ \\__, |___) |/ _ \ \/ \/ /_/|____/ \/ \_/ AVAILABILITY: In store after fully upgrading the M92F (HG) M93R FEATURES: + 3-round burst fire + Rather high firepower - Can plow through ammo rather quickly The M93R can basically take the place of a machine gun in a character's arsenal. It's 3-round burst fire allows it to stagger and possibly knock down a normal enemy rather quickly. It's a very effective weapon for crowd control also. The burst fire can be initiated by holding down the fire button for the duration of the 3-shot burst or a single shot can be fired by simply tapping the fire button. This firepower per shot is rather high and only pales in caparison to the SIG P226, which is a single fire weapon, meaning that the M93R can dish out more damage per second than the SIG P226. The reload speed and capacity are moderate and this weapon can chew through ammo quickly if burst fire is used constantly so a player will have to keep close track of the current capacity and available ammo while using this weapon. This handgun also has a unique separate laser pointer device on top of the gun and a stock attached to its handle to absorb the recoil per burst shot. ------------------------------------------------------------------------------- - FIREPOWER 170 -> 190 -> 210 -> 230 -> 250 Default 2,000 gold 2,000 gold 3,000 gold 3,000 gold -> 270 -> 290 -> 310 -> 330 4,000 gold 4,000 gold 5,000 gold 5,000 gold -> 350 -> 370 -> 400 7,000 gold 8,000 gold 15,000 gold ------------------------------------------------------------------------------- - RELOAD SPEED 1.70 -> 1.62 Sec. -> 1.53 Sec. -> 1.36 Sec. Default 1,000 gold 2,000 gold 3,000 gold ------------------------------------------------------------------------------- - CAPACITY 10x -> 12x -> 14x -> 16x -> 18x Default 500 gold 1,000 gold 1,500 gold 1,500 gold -> 20x -> 22x -> 24x -> 26x 2,000 gold 2,000 gold 2,500 gold 3,000 gold -> 30x 8,000 gold ------------------------------------------------------------------------------- _____ _ _ _____ _____ \_ \| |_ | |__ __ _ ___ __ _ /\/\ |___ /|___ | / /\/| __|| '_ \ / _` | / __|/ _` | / \ |_ \ / / /\/ /_ | |_ | | | || (_| || (__| (_| | / /\/\ \ ___) | / / \____/ \__||_| |_| \__,_| \___|\__,_| \/ \/|____/ /_/ AVAILABILITY: In store after Chapter 1-2 or after collecting the Ithaca M37 (SG) in Chapter 1-2. ITHACA M37 FEATURES: + Maximum capacity of 25 + Higher chance of critical headshots + Maxing out this weapon unlocks the Hydra shotgun - One of the lower shotguns in firepower The Ithaca M37 shotgun is the first shotgun obtained early in the game. One would expect it to the be outdone as newer shotguns are obtained, but it does have its advantages over the later shotgun models. This weapon carries the highest capacity out of all the shotguns giving a player plenty of shotgun shells without the need to worry about reloading or clogging the inventory with extra shells. The firepower per shot is next to worst in terms of shotguns but this weapon carries the highest critical headshot rate out of the any of the shotguns. One can simply aim for a Majini's head then fire and likely get a satisfying head splashing effect rather easily. The shotgun can actually make heads explode while aiming straight ahead at times but when actually trying for a headshot it will deliver quite a few once it has been fully upgraded. The Ithaca is much like the M3 shotgun when it comes to overall shot spread, meaning it will pack the same powerful punch that the M37 will deliver when attempting to stun or stagger a boss enemy. Nothing racks the Executioner's brain more than a Ithica M37 or M3 shot directly to the head from close range. ------------------------------------------------------------------------------- - FIREPOWER 200 -> 230 -> 260 -> 300 -> 330 Default 2,000 gold 2,000 gold 3,000 gold 3,000 gold -> 360 -> 400 5,000 gold 9,000 gold ------------------------------------------------------------------------------- - RELOAD SPEED 3.00 -> 2.85 Sec. -> 2.70 Sec. -> 2.40 Sec. Default 500 gold 1,000 gold 3,000 gold ------------------------------------------------------------------------------- - CAPACITY 6x -> 7x -> 8x -> 9x -> 10x Default 500 gold 500 gold 500 gold 500 gold -> 12x -> 13x -> 15x -> 16x 1,000 gold 1,000 gold 1,500 gold 2,000 gold -> 17x -> 18x -> 20x -> 22x 3,000 gold 4,000 gold 5,000 gold 7.000 gold -> 25x 10,000 gold ------------------------------------------------------------------------------- - CRITICAL % (increase chance for a critical headshot) No stars -> 1 star Default 5,000 gold ------------------------------------------------------------------------------- _____ /\/\ |___ / / \ |_ \ / /\/\ \ ___) | \/ \/|____/ AVAILABILITY: In store after Chapter 3-3 or after collecting the M3 (SG) in Chapter 3-3. M3 FEATURES: + Highest firepower of all the shotguns + Overall good choice of available shotguns - Lower capacity and overall reload speed - No special properties For sheer firepower midways through the game, the M3 will be a player's best choice in terms of shotguns. This weapon delivers the same spread effect and overall stopping power of the Ithaca M37 shotgun and takes off greater damage. The M3 can plow through a single Majini, group of Majini, or boss enemy rather quickly with intense damage. The M3 falls short in terms of special upgrades and the capacity and reload speed is rather low; that's nothing a little inventory reloading can't solve however. Overall, it's really a good choice of the available shotguns to have with the characters until the end of the game with it's overall stopping power and damage rate. ------------------------------------------------------------------------------- - FIREPOWER 300 -> 320 -> 350 -> 370 -> 400 Default 1,000 gold 1,000 gold 2,000 gold 2,000 gold -> 420 -> 450 -> 480 -> 500 3,000 gold 3,000 gold 4,000 gold 4,000 gold -> 550 -> 600 -> 650 -> 700 5,000 gold 5,000 gold 8,000 gold 10,000 gold -> 900 12,000 gold ------------------------------------------------------------------------------- - RELOAD SPEED 3.00 -> 2.70 Sec. Default 3,000 gold ------------------------------------------------------------------------------- - CAPACITY 5x -> 6x -> 7x -> 8x -> 9x Default 1,000 gold 1,500 gold 2,000 gold 2,500 gold -> 10x 3,000 gold ------------------------------------------------------------------------------- __ _ _ ___ _ \ \ __ _ (_)| | / __\ _ __ ___ __ _ | | __ ___ _ __ \ \ / _` || || | /__\//| '__|/ _ \ / _` || |/ // _ \| '__| /\_/ /| (_| || || | / \/ \| | | __/| (_| || <| __/| | \___/ \__,_||_||_| \_____/|_| \___| \__,_||_|\_\\___||_| AVAILABILITY: In store after Chapter 6-3 or after collecting the Jail Breaker (SG) in Chapter 6-1. JAIL BREAKER FEATURES: + Much greater range of fire compared to other shotguns + Quick reload speed for a shotgun - Lower firepower of the shotguns The Jail Breaker is a very unique shotgun in that it doesn't achieve its greatest potential in terms of overall spread and power. This shotgun has the lowest firepower overall but it makes up for this flaw in terms of sheer range. This gun can hit an enemy that is at quite a distance from the attacker. The shot can actually hit well enough to where the blast can even gain a critical headshot from a great distance. This gun can be used to simply knock down enemies then just run by them in an effort to avoid confrontation on higher difficulties. It fires a concentrated blast of gunfire from up close meaning it will spread all over the enemy that is in front of its barrel. This shotgun can actually be used to shoot a boss' weak point without the need for pinpoint accuracy. Say, a Reaper is dashing toward your character; arm the Jail Breaker at that time and fire to most likely hit its weak point on its back as it scurries without the need to aim for it. The Jail Breaker cannot provide support for crowd control as well as the other shotguns however. It's greatest feature for crowds lies in tightly packed rows of enemies. It has a greater rate of fire and lacks the need for a pumping motion of the gun leaving less of a recovery period per shot fired. ------------------------------------------------------------------------------- - FIREPOWER 180 -> 200 -> 220 -> 250 -> 300 Default 2,000 gold 3,000 gold 4,000 gold 7,000 gold -> 350 10,000 gold ------------------------------------------------------------------------------- - RELOAD SPEED 2.52 Sec. -> 2.38 Sec. -> 2.24 Sec. -> 2.10 -> 1.96 Sec. Default 500 gold 1,500 gold 2,000 gold 3,000 gold -> 1.82 Sec 7,000 gold ------------------------------------------------------------------------------- - CAPACITY 5x -> 6x -> 7x -> 8x -> 9x Default 1,000 gold 1,500 gold 1,500 gold 1,500 gold -> 10x -> 11x -> 12x -> 13x 2,000 gold 2,000 gold 3,000 gold 4,000 gold -> 15x 6,000 gold ------------------------------------------------------------------------------- - ATTACK RANGE (increase chance for a critical headshot) No Stars -> 1 star -> 2 stars Default 6,000 gold 15,000 gold ------------------------------------------------------------------------------- _ /\ /\ _ _ __| | _ __ __ _ / /_/ /| | | | / _` || '__|/ _` | / __ / | |_| || (_| || | | (_| | \/ /_/ \__, | \__,_||_| \__,_| |___/ AVAILABILITY: In store after fully upgrading the Ithaca M37 (SG). HYDRA FEATURES: + Packs in the attack range of the Jail Breaker along with a higher firepower - Extremely long reload animation - Overall low capacity This gun packs enough power to make even the most powerful devil cry, or in this case, Majini. Each shot fired delivers a tight blast of gunfire to its target. The spread from close range can completely annihilate just about any enemy in a few blasts. Much like the Jail Breaker, the gun does not have as much of a spread per shot, which can limit its overall performance for a crowd due to its small hit box. The gun can make up for this flaw with its incredibly fast rate of fire and overall distance that it can reach per shot; just like the Jail Breaker, it has quite a range for a shotgun! One might catch a certain reference with the way that Chris holds the weapon. The overall view changes to a view that can be used for some highly effective pinpoint aiming. Chris holds the weapon much like famed devil hunter Dante holds his shotgun in Devil May Cry while he delivers extreme gut-wrenching style with each blast. The only flaws that this weapon carries are a low capacity and overall long reload animation. The reload animation is quite painful in length and in the fact that your character will be left wide open to attack during that entire time period. Both of these flaws can easily be solved by reloading through the inventory quite often after shots are made. A gun that can possibly take a little over 3 seconds to reload can be reloaded instantly through the inventory menu. The Hydra can achieve its greatest overall potential at close range. It's gunfire can completely dominate a foe and even outdo the most powerful magnum from close range with its higher rate of fire. Killing slow won't be the way you conquer with this weapon, oh no, you can think of each shot as a jackpot. ------------------------------------------------------------------------------- - FIREPOWER 280 -> 290 -> 310 -> 330 -> 350 Default 2,000 gold 3,000 gold 3,000 gold 4,000 gold -> 380 -> 400 -> 420 -> 440 4,000 gold 5,000 gold 5,000 gold 7,000 gold -> 460 -> 500 -> 550 7,000 gold 10,000 gold 13,000 gold ------------------------------------------------------------------------------- - RELOAD SPEED 3.67 -> 3.30 Sec. Default 2,000 gold ------------------------------------------------------------------------------- - CAPACITY 4x -> 5x -> 6x -> 7x -> 8x Default 1,000 gold 1,000 gold 1,000 gold 1,500 gold -> 9x -> 10x 1,500 gold 2,000 gold ------------------------------------------------------------------------------- - ATTACK RANGE No stars -> 1 star -> 2 stars Default 6,000 gold 15,000 gold ------------------------------------------------------------------------------- _____ __ _ /\ /\/ _ / / /_ / | \ \ / /\// / | '_ \ | | \ V / / //\| (_) || | \_/ /____/ \___/ |_| AVAILABILITY: In store after Chapter 1-2 or after collecting the VZ61 (MG) in Chapter 1-1. VZ61 FEATURES: + High capacity + Greater chance for critical headshots + Easily knocks down enemies while aiming at legs + Upgrading this gun all the way along with completing all chapters will unlock the Gatling Gun in the store - Lower firepower Following the trend of every first acquired weapon, the VZ61 machine gun has the highest capacity of any other machine gun. The higher capacity helps out greatly when spreading fire over a crowd. This gun even carries a greater critical headshot percentage which means that a Majini head might explode more often than with other machine guns when hit with a shot from the VZ61. The VZ61 has the lower firepower out of any machine gun which means that the attacks will have to spam even more bullets to acquire a greater damage rate. This machine gun has one hidden aspect that make it quite useful when up against a single enemy or a group of enemies however. An attacker can easily ground a normal Majini with a few shots delivered to the leg area with this machine gun. While this won't help as much for Wetland Majini, for other type of Majini, one can easily fire at the feet of the Majini to make it fall then perform a quick ground melee aimed at its head to quickly dispatch the foe. ------------------------------------------------------------------------------- - FIREPOWER 50 -> 60 -> 80 -> 100 Default 2,000 gold 2,000 gold 4,000 gold ------------------------------------------------------------------------------- - RELOAD SPEED 2.83 -> 2.69 Sec. -> 2.55 Sec. -> 2.27 Sec. Default 1,000 gold 1,000 gold 2,000 gold ------------------------------------------------------------------------------- - CAPACITY 50x -> 60x -> 80x -> 100x -> 120x Default 500 gold 500 gold 10,00 gold 1,000 gold -> 140x -> 160x -> 180x -> 200x 1,500 gold 1,500 gold 2,000 gold 3,000 gold -> 220x -> 240x -> 260x -> 2800x 4,000 gold 5,000 gold 6,000 gold 7.000 gold -> 300x 10,000 gold ------------------------------------------------------------------------------- - CRITICAL % (increase chance for a critical headshot) No stars -> 1 star -> 2 stars Default 5,000 gold 15,000 gold ------------------------------------------------------------------------------- ___ ___ ____ /\ /\( _ ) /\ /\ /\/\ / _ \| ___| / /_/ // _ \/\ / //_/ / \ / /_)/|___ \ / __ /| (_> 70 -> 80 -> 90 -> 100 Default 2,000 gold 3,000 gold 4,000 gold 6,000 gold -> 120 8,000 gold ------------------------------------------------------------------------------- - RELOAD SPEED 2.70 Sec. -> 2.55 Sec. -> 2.40 Sec. -> 2.10 Sec. Default 1,000 gold 2,000 gold 3,000 gold ------------------------------------------------------------------------------- - CAPACITY 45x -> 55x -> 65x -> 80x -> 90x Default 500 gold 500 gold 1,000 gold 2,000 gold -> 100x -> 110x -> 120x -> 130x 2,000 gold 3,000 gold 4,000 gold 4,000 gold -> 150x 6,000 gold ------------------------------------------------------------------------------- - PIERCING No Stars -> 1 star -> 2 stars Default 3,000 gold 12,000 gold ------------------------------------------------------------------------------- _ _____ _ _ /_\ /\ /\ |___ || || | //_\\ / //_/ __ / / | || |_ / _ \/ __ \ |__| / / |__ _| \_/ \_/\/ \/ /_/ |_| AVAILABILITY: In store after Chapter 5-3 or after collecting the AK-74 in Chapter 5-1. AK-74 FEATURES: + High firepower - Long reload - Low capacity - No special properties The AK-74 is a solid choice in machine guns for any player that wants to rush in and take charge of a situation. The gun can easily take down a normal Majini in seconds by aiming at the Majini's body and holding down the trigger for a few seconds. This gun could actually be effective against bosses. Each bullet in its rapid fire can takes off up to 250 damage, which is equal to that of a slightly upgraded handgun per hit. With its low capacity the AK-74 will have to be constantly reloaded. The reload animation is rather long, so it would be best to quickly reload through the inventory menu while using this weapon. Inventory reload can easily overcome its flaws, but with a machine gun, one is less likely to keep an eye on the capacity and the reload can easily sneak up on a player whether that player uses inventory reloading or not. The AK-74 carries not special properties. ------------------------------------------------------------------------------- - FIREPOWER 90 -> 100 -> 110 -> 120 -> 130 Default 2,000 gold 2,000 gold 3,000 gold 3,000 gold -> 140 -> 150 -> 160 -> 170 3,000 gold 3,000 gold 4,000 gold 5,000 gold -> 180 -> 190 -> 200 -> 220 5,000 gold 6,000 gold 8,000 gold 10,000 gold -> 250 10,000 gold ------------------------------------------------------------------------------- - RELOAD SPEED 2.83 -> 2.55 Sec. Default 3,000 gold ------------------------------------------------------------------------------- - CAPACITY 30x -> 35x -> 40x -> 45x -> 50x Default 500 gold 1,000 gold 1,500 gold 3,000 gold ------------------------------------------------------------------------------- __ _____ ___ ____ ____ __ / _\ \_ \ / _ \ | ___|| ___| / /_ \ \ / /\// /_\/ |___ \|___ \ | '_ \ _\ \/\/ /_ / /_\\ ___) |___) || (_) | \__/\____/ \____/ |____/|____/ \___/ AVAILABILITY: In store after Chapter 5-3 or after collecting the SIG 556 (MG) in Chapter 5-2. SIG 556 FEATURES: + Quickest reload time of the machine guns + Decent overall firepower and capacity - No special properties The SIG 556 is much like the AK when it comes to firepower except it is a bit lower. One can easily kill enemies rather quickly with this weapon by holding down the trigger for a set amount of seconds to spread fire then release as the foe is killed off. This machine gun has the quickest overall reload speed of all the machine guns, which can be good for those that don't reload through the inventory. It carries a slightly greater capacity than the AK-74, which may keep the reload time from sneaking up on a player. Much like the AK-74, the SIG 556 has no special properties. ------------------------------------------------------------------------------- - FIREPOWER 80 -> 90 -> 100 -> 110 -> 120 Default 2,000 gold 2,000 gold 3,000 gold 3,000 gold -> 130 -> 140 -> 150 -> 160 4,000 gold 4,000 gold 6,000 gold 8,000 gold -> 180 12,000 gold ------------------------------------------------------------------------------- - RELOAD SPEED 2.55 -> 2.41 Sec. -> 2.27 Sec. -> 1.98 Sec. -> 1.70 Sec. Default 1,000 gold 2,000 gold 2,000 gold 3,000 gold -> 1.42 Sec. 4,000 gold ------------------------------------------------------------------------------- - CAPACITY 40x -> 45x -> 50x -> 55x -> 60x Default 500 gold 500 gold 1,000 gold 1,000 gold -> 65x -> 70x -> 80x 2,000 gold 4,000 gold 6,000 gold ------------------------------------------------------------------------------- __ _____ ____ / _\|___ || ___| \ \ / / |___ \ _\ \ / / ___) | \__/ /_/ |____/ AVAILABILITY: In store after Chapter 2-3 or after collecting the S75 (RIF) in Chapter 2-1. S75 FEATURES: + Highest firepower of all the rifles + Highest capacity of all the rifles + Very accurate with little shaking from the character while aiming through the scope + Upgrading this gun all the way along with completing all chapters will unlock the Longbow in the store - Each shot fired requires a bullet ejection animation - Must readjust scope per shot - Scope doesn't zoom far The S75 rifle is the first rifle gained early in the game and it is really the most accurate out of all the rifles. It doesn't have as far of a scope zoom as the PSG-1 rifle but the overall scope moves very little to where some accurate shots can be made easily with this rifle. The little movement that will take place while looking through the rifle scope is rather slow to where some very precise shots can be made. This rifle can obtain the highest firepower and overall capacity of all the rifles. The main flaw, which can be a very heavy flaw is the fact that the character must eject each bullet shell after each shot made from the rifle. This bullet ejection animation is showcased to the player every time and the player is take out of scope mode and shown the full bullet ejection animation before returning to the scope. Thankfully, the scope still maintains the same aiming position so long as the aiming button is held down during the entire bullet ejection animation. The main flaw in the bullet ejection is not really showcased in the aiming process however; that can actually be overcome after one gets used to. The extremely heavy flaw is showcased when the character must stand in place for the full 3 seconds of the bullet ejection. Many bosses absolutely love to prey upon players that get caught in the bullet ejection animation. It's as if a silent scream is heard when a shot is missed on an up close Chainsaw Majini that is yelling from close range with his chainsaw raised into the air. A lesson to be learned while using this weapon is to not fire from close range against a big enemy. If a player chooses to fire from close range on an enemy that will likely retaliate if not stunned, you better damn well hit that weak point that your character is aiming for or we'll have another name on a gravestone for Chris to mourn... maybe his own. Here lies Chris Redfield and the S75 rifle that just couldn't make the shot that one day when those loud chainsaw noises were heard throughout Kijuju. ------------------------------------------------------------------------------- - FIREPOWER 750 -> 800 -> 850 -> 900 -> 950 Default 1,000 gold 1,000 gold 2,000 gold 2,000 gold -> 1,050 -> 1,120 -> 1,200 -> 1,270 2,000 gold 3,000 gold 3,000 gold 3,000 gold -> 1,350 -> 1,420 -> 1,500 -> 1,700 4,000 gold 5,000 gold 5,000 gold 8,000 gold -> 2,000 12,000 gold ------------------------------------------------------------------------------- - RELOAD SPEED 3.67 -> 3.30 Sec. Default 3,000 gold ------------------------------------------------------------------------------- - CAPACITY 6x -> 7x -> 8x -> 10x -> 12x Default 500 gold 500 gold 1,000 gold 1,000 gold -> 15x -> 17x -> 20x -> 22x 2,000 gold 2,000 gold 3,000 gold 4,000 gold -> 25x -> 40x -> 50x 4,000 gold 8,000 gold 10,000 gold ------------------------------------------------------------------------------- ___ __ ___ / \ _ __ __ _ __ _ _ _ _ __ ___ __ __ / _\/\ /\ / \ / /\ /| '__|/ _` | / _` || | | || '_ \ / _ \\ \ / / \ \ \ \ / // /\ / / /_// | | | (_| || (_| || |_| || | | || (_) |\ V / _\ \ \ V // /_// /___,' |_| \__,_| \__, | \__,_||_| |_| \___/ \_/ \__/ \_//___,' |___/ AVAILABILITY: In store after Chapter 2-3 or after collecting the Dragunov SVD (RIF) in Chapter 2-2. DRAGUNOV SVD FEATURES + Semi-auto rifle that allows for a fast rate of fire + Overall descent properties when compared to other rifles - Not as accurate as the S75 thanks to more movement while in scope mode The Dragunov SVD has a distinct advantage over the S75 in being the first of the semi-auto rifles. This rifle's rate of fire is greatly enhanced, allowing the user to make several shots in a row without the need to eject a bullet in preparation the next shot. A player can simply stand back and get a target in view then shoot with intense shots without stopping. The zoom function is the exact same as the S75 in terms of zooming in and out of a target but while in scope mode, the player will have a less accurate aim on the target when compared to the S75 because the scope moves more while attempting to aim in scope mode. It is harder to get a pinpoint headshot from long range with the Dragunov SVD when compared to the S75 because of the constant movement of the scope. Achieving a body shot is really no problem and this gun can compensate with the ability to spam fire on a single target with its quick rate of fire. The rifle is overall decent in every property except for its reload speed which is overall faster than the S75. The weapon makes a fine boss killer, allowing the attacker to quickly unleash several shots to a boss' weak point and really dish out some intense gunfire on a weak point rather quickly, so long as the weak point is not incredibly far away. ------------------------------------------------------------------------------- - FIREPOWER 650 -> 700 -> 750 -> 800 -> 850 Default 2,000 gold 2,000 gold 3,000 gold 3,000 gold -> 900 -> 950 -> 1,000 -> 1,100 4,000 gold 5,000 gold 5,000 gold 8,000 gold -> 1,300 12,000 gold ------------------------------------------------------------------------------- - RELOAD SPEED 2.83 -> 2.69 Sec. -> 2.55 Sec. -> 2.41 Sec. Default 500 gold 1,000 gold 1,500 gold ------------------------------------------------------------------------------- - CAPACITY 7x -> 9x -> 10x -> 12x -> 13x Default 500 gold 500 gold 1,000 gold 2,000 gold -> 15x -> 16x -> 18x 2,000 gold 3,000 gold 6,000 gold ------------------------------------------------------------------------------- ___ ___ __ ___ _ /\ /\( _ ) /\ /\ / _ \/ _\ / _ \ / | / /_/ // _ \/\ / //_/ / /_)/\ \ / /_\/ __ | | / __ /| (_> 650 -> 700 -> 750 -> 800 Default 1,000 gold 2,000 gold 3,000 gold 3,000 gold -> 900 -> 1,000 -> 1,200 4,000 gold 5,000 gold 7,000 gold ------------------------------------------------------------------------------- - RELOAD SPEED 2.55 -> 2.41 Sec. -> 2.27 Sec. -> 2.13 Sec. -> 1.98 Sec. Default 1,000 gold 2,000 gold 2,000 gold 3,000 gold -> 1.70 Sec 5,000 gold ------------------------------------------------------------------------------- - CAPACITY 5x -> 6x -> 7x -> 9x -> 11x Default 1,000 gold 2,000 gold 3,000 gold 4,000 gold -> 15x 5,000 gold ------------------------------------------------------------------------------- - SCOPE No stars -> 1 star -> 2 stars 3,000 gold 6,000 gold ------------------------------------------------------------------------------- __ ___ __ __ ____ ___ / _\ ( _ ) / / /\ \ \ /\/\ |___ \ / _ \ \ \ / _ \/\\ \/ \/ / / \ __) || (_) | _\ \| (_> < \ /\ / / /\/\ \ / __/ \__, | \__/ \___/\/ \/ \/ \/ \/|_____| /_/ AVAILABILITY: In store after Chapter 3-3 or after collecting the S&W M29 (MAG) in Chapter 3- 1. S&W M29 FEATURES: + Overall good firepower + Highest capacity of the magnums + Upgrading it all the way allows for the S&WM 500 to appear in the store - Very slow reload speed The S&W M29 magnum has the main advantage of capacity over all other magnums in the game. Capacity can be a much more noticed factor when a magnum weapon comes to play since the magnum is such a powerful weapon with rare ammo. It's best to save capacity upgrades for when the weapon is nearly out of bullets or completely out of bullets in order to take advantage the refill in ammo for the weapon. The rate of fire is plausible for a magnum, allowing a player to easily shoot a boss enemy several times in a row at a quick rate. The firepower is high when compared to the L. Hawk magnum but greatly overshadowed when put up against the S&W M500. ------------------------------------------------------------------------------- - FIREPOWER 1,500 -> 1,700 -> 1,900 -> 2,100 -> 2,400 Default 2,000 gold 3,000 gold 4,000 gold 6,000 gold -> 2,700 -> 3,200 8,000 gold 10,000 gold ------------------------------------------------------------------------------- - RELOAD SPEED 3.53 -> 3.36 Sec. -> 3.18 Sec. -> 2.83 Sec. Default 1,000 gold 2,000 gold 3,000 gold ------------------------------------------------------------------------------- - CAPACITY 5x -> 6x -> 7x -> 9x -> 10x Default 1,000 gold 2,000 gold 3,000 gold 6,000 gold -> 11x -> 12x 7,000 gold 10,000 gold ------------------------------------------------------------------------------- - PIERCING No stars -> 1 star 3,000 gold ------------------------------------------------------------------------------- __ _ / / /\ /\ __ _ __ __| | __ / / / /_/ // _` |\ \ /\ / /| |/ / / /___ _ / __ /| (_| | \ V V / | < \____/(_) \/ /_/ \__,_| \_/\_/ |_|\_\ AVAILABILITY: In store after Chapter 5-3 or after collecting the L. Hawk (MAG) in Chapter 5- 3. L. HAWK FEATURES: + Quickest reload of the magnums + Highest piercing property of the magnums - Lowest overall firepower The L. Hawk magnum slightly misses out in terms of firepower but this weapon has the overall quickest reload animation out of all the magnum. It reloads basically like a handgun. Even though this is a unique feature, one can simply look away from this entirely while reloading through the inventory. This magnum also has the highest piercing property, which allows each shot to go through even more enemies than usual making it more effective against armored enemies in later stages. The L. Hawk's rate of fire is basically equal to that of the M29 magnum which makes it just as efficient of a boss killer when spamming magnum shots on a boss. ------------------------------------------------------------------------------- - FIREPOWER 1,400 -> 1,600 -> 1,800 -> 2,000 -> 2,300 Default 2,000 gold 3,000 gold 4,000 gold 6,000 gold -> 2,600 -> 3,000 8,000 gold 12,000 gold ------------------------------------------------------------------------------- - RELOAD SPEED 1.70 -> 1.62 Sec. -> 1.53 Sec. -> 1.45 Sec. -> 1.36 Default 2,000 gold 3,000 gold 4,000 gold 6,000 gold ------------------------------------------------------------------------------- - CAPACITY 5x -> 6x -> 7x -> 8x Default 1,000 gold 2,000 gold 3,000 gold ------------------------------------------------------------------------------- - PIERCING No stars -> 1 star -> 2 stars 5,000 gold 10,000 gold ------------------------------------------------------------------------------- __ ___ __ __ ____ ___ ___ / _\ ( _ ) / / /\ \ \ /\/\ | ___| / _ \ / _ \ \ \ / _ \/\\ \/ \/ / / \ |___ \ | | | || | | | _\ \| (_> < \ /\ / / /\/\ \ ___) || |_| || |_| | \__/ \___/\/ \/ \/ \/ \/|____/ \___/ \___/ AVAILABILITY: In store after fully upgrading the S&W M29 (MAG). S&W M500 FEATURES: + Intense damage with an extremely heavy firepower - Every other property is low except for firepower This gun trades off every other listed property for an intense firepower. Holy freaking god, would you look at how that firepower escalates to 5,000 after it is fully upgraded. This weapon makes an incredibly deep mark on any weak point or just any normal area of a boss that can sustain damage. If it lives then shoot it with this weapon and it won't continue to live as long. The gun has very slow rate of fire with each shot delivered. The kickback per shot means that the attacker can't spam gunfire on targets like with the other magnums such as the L. Hawk. All other properties are very weak when compared to other magnums. The S&W M500 has a slow reload, a small capacity and its piercing property is rather moderate. When it comes to making an impact, you can't go wrong with this weapon's extreme damage per shot. Each shot is heard throughout the area with a heavy boom as the attacker tries to gain control over the gun's recoil. It's as if someone is going elephant hunting in the nearby area when using this weapon. So, what you plan on huntin' today, stranga'? ------------------------------------------------------------------------------- - FIREPOWER 2,100 -> 2,300 -> 2,500 -> 2,700 -> 2,900 Default 2,000 gold 2,000 gold 3,000 gold 4,000 gold -> 3,100 -> 3,300 -> 3,500 -> 3,700 4,000 gold 5,000 gold 6,000 gold 6,000 gold -> 3,900 -> 4,100 -> 4,300 -> 4,500 8,000 gold 8,000 gold 10,000 gold 10,000 gold -> 5,000 15,000 gold ------------------------------------------------------------------------------- - RELOAD SPEED 3.53 -> 3.18 Sec. Default 2,000 gold ------------------------------------------------------------------------------- - CAPACITY 5x -> 6x Default 2,000 gold ------------------------------------------------------------------------------- - PIERCING No stars -> 1 star 2,000 gold ------------------------------------------------------------------------------- ___ _ / _ \ _ __ ___ _ __ __ _ __| | ___ / /_\/| '__|/ _ \| '_ \ / _` | / _` | / _ \ / /_\\ | | | __/| | | || (_| || (_| || __/ \____/ |_| \___||_| |_| \__,_| \__,_| \___| __ _ / / __ _ _ _ _ __ ___ | |__ ___ _ __ / / / _` || | | || '_ \ / __|| '_ \ / _ \| '__| / /___| (_| || |_| || | | || (__ | | | || __/| | \____/ \__,_| \__,_||_| |_| \___||_| |_| \___||_| AVAILABILITY: In store after Chapter 4-1 or after collecting the Grenade Launcher in Chapter 4-1. ------------------------------------------------------------------------------- - ACID ROUND AVAILABILITY: In store after Chapter 4-1 or after collect the Grenade Launcher in Chapter 4- 1. ACID ROUNS FEATURES: Firepower: 500 Effect: Penetrates armors and stuns enemy with acid area damage. ------------------------------------------------------------------------------- - ELECTRIC ROUND AVAILABILITY: In store after Chapter 6-3 or after collecting the Electric Rounds in Chapter 5-3. ELECTRIC ROUND FEATURES: Firepower: 400 Effect: Instantly stuns multiple enemies with electricity. ------------------------------------------------------------------------------- - EXPLOSIVE ROUND AVAILABILITY: In store after Chapter 4-1 or after collect the Grenade Launcher in Chapter 4- 1. EXPLOSIVE ROUND FEATURES: Firepower: 1,000 Effect: Explosive damage on target creating an area affect around target. ------------------------------------------------------------------------------- - FLAME ROUND AVAILABILITY: In store after Chapter 6-3 or after colleting Flame Rounds in Chapter 5-2. FLAME ROUND FEATURES: Firepower: 500 Effect: Instant burning damage on target creating an area affect around target. ------------------------------------------------------------------------------- - FLASH ROUND AVAILABILITY: In store after Chapter 4-1 or after collecting the Grenade Launcher in Chapter 4-1. FLASH ROUND FEATURES: Firepower: 100 Effect: Instant blinding stun on normal enemies. Instant kill on parasitic enemies. ------------------------------------------------------------------------------- - NITROGEN ROUND AVAILABILITY: In store after Chapter 6-3 or after collecting Nitrogen Rounds in Chapter 6-3. NITROGEN ROUND FEATURES: Firepower: 100 Effect: Instant Freeze on normal enemies. Staggers other enemies with damage. ------------------------------------------------------------------------------- __ _ _ /__\__ __ _ __ | | ___ ___ (_)__ __ ___ ___ /_\ \ \/ /| '_ \ | | / _ \ / __|| |\ \ / // _ \/ __| //__ > < | |_) || || (_) |\__ \| | \ V /| __/\__ \ \__/ /_/\_\| .__/ |_| \___/ |___/|_| \_/ \___||___/ |_| ------------------------------------------------------------------------------- - HAND GRENADE Direct Hit: 1,500 Area Effect: 1,000 Max Ammo Per Inventory Slot: 5 Controls: Hold Aim button + tap Fire button The hand grenade is a frag grenade that will explode in a few seconds once thrown and the resulting explosion will cause major damage to any enemy or group of enemies as well as destroy some background objects at times. Toss the grenade upward when throwing it at a very distant enemy, straight ahead when tossing it at a mid-range enemy and directly toward the ground when attempting to hit a very close enemy. The grenade will bounce a bit once thrown, so it will bounce away from your character just a bit if your character tosses it at the ground. It should be noted that a direct hit with a hand grenade (when the hand grenade goes off directly up under an enemy) will take off much more damage than catching an enemy in the nearby explosion area. A nearby explosion can hit your character and badly damage your character if the explosion is extremely close, or your character might hold up his or her hands to block the debris from the explosion if they are nearby but extremely close. ------------------------------------------------------------------------------- - INCENDIARY GRENADE Direct Hit: 500 Area Effect: 500 Max Ammo Per Inventory Slot: 5 Controls: Hold Aim button + tap Fire button The incendiary grenade produces a large area of flames in the area where it is tossed that will burn any enemies that happen to step into that fire. The flames will last for a few seconds and will continue to burn any enemy that come into contact with the flame area for a few seconds after the initial flame explosion. Toss the grenade upward when throwing it at a very distant enemy, straight ahead when tossing it at a mid-range enemy and directly toward the ground when attempting to hit a very close enemy. Unlike a hand grenade, the incendiary grenade will explode as soon as it hits the ground, so you don't want to throw these directly at the ground below your character's feet or your character will get burned as well. ------------------------------------------------------------------------------- - FLASH GRENADE Direct Hit: 0 Area Effect: 0 Max Ammo Per Inventory Slot: 5 Controls: Hold Aim button + tap Fire button A flash grenade will instantly create a burst of blinding light in the area that it is thrown toward. This can instantly stun enemies and set them up for a head stun melee attack. It can even stun bigger enemies such as the Executioner and Big Man Majini. The most helpful aspect of these grenades is that they will instantly kill any type of parasitic enemy - Cephalo, Duvalia, Bui kichwa and Kipepeo. Simply toss one flash grenade whenever a parasitic enemy is nearby and the flash grenade will instantly kill off any of them instantly. ------------------------------------------------------------------------------- - PROXIMITY BOMB AVAILABILITY: In store after Chapter 2-3 or after collecting a Proximity Bomb in Chapter 2-2. PROXIMITY BOMB FEATURES: Direct Hit: 1,500 Area Effect: 1,000 Max Ammo Per Inventory Slot: 5 Controls: While equipped tap the Aim button to place A proximity bomb can be stuck to any ground surface by equipping it and tapping the Aim button. These bombs will produce the same kind of damaging explosion that a hand grenade can produce. Whenever an enemy walks over one of these, it will automatically go off. Keep in mind that a proximity bomb's explosion can damage a character much like a hand grenade. Moving over a proximity bomb will not damage a character so long as an enemy does not trigger the bomb. An active proximity bomb will have a red flashing light that shines from its top portion. A character can stand over an active proximity bomb and collect it much like a normal proximity bomb pickup. ------------------------------------------------------------------------------- ___ _ _ /___\| |_ | |__ ___ _ __ // //| __|| '_ \ / _ \| '__| / \_// | |_ | | | || __/| | \___/ \__||_| |_| \___||_| __ __ / / /\ \ \ ___ __ _ _ __ ___ _ __ ___ \ \/ \/ // _ \ / _` || '_ \ / _ \ | '_ \ / __| \ /\ /| __/| (_| || |_) || (_) || | | |\__ \ \/ \/ \___| \__,_|| .__/ \___/ |_| |_||___/ |_| ------------------------------------------------------------------------------- - ROCKET LAUNCHER AVAILABILITY: In store after Chapter 4-1 or after collecting the Rocket Launcher in Chapter 3-1. ROCKET LAUNCHER FEATURES: Firepower: 30,000 Reload Speed: N/A Capacity: 1 Controls: Hold Aim button + tap Fire button The rocket launcher can kill any normal or most boss enemies with one shot. If you don't like a certain enemy then arm the rocket launcher and shoot the enemy with a rocket and the big bad enemy will go away... entirely. The enemy will usually be blown into pieces. This weapon has a scope that can be used to zoom into a target much like a rifle. The normal rocket launcher comes equipped with only one rocket and may not be reloaded. The rocket launcher will be instantly discarded once used. ------------------------------------------------------------------------------- - GATLING GUN AVAILABILITY: In store after fully upgrading VZ61 and completing all chapters. GATLING GUN FEATURES: Firepower: 450 Reload Speed: 1.00 Capacity: Infinite Controls: Hold Aim button + hold Fire button What the hell is that blocking my screen? Well, it's not just uber Redfield's large frame anymore, oh no, it's Chris Redfield's bulky frame along with an extremely huge metal back pack attached to it that now covers the majority of the camera. After getting over the flaw that having this weapon along with Chris will limit your vision, a player might actually learn to enjoy the weapon's overall firepower. The gatling gun comes equipped with an infinite supply of bullets all supplied by the large backpack that Chris must carry around with him while this weapon is in his inventory. This weapon carries a high firepower for a rapid fire weapon and the bullets can be spammed greatly on any foe that Chris fires at. All accuracy is basically thrown out that door when firing this weapon since its barrel produces an intense burst of firepower that spreads along the area in front of it. This gun can easily hit any type of explosive out of the air with the sheer amount of bullets that it fires. The barrel must first be rotated by holding down the fire button then the shots will follow after a few seconds. A player can stand in place and keep the barrel rotating by tapping the trigger in order to speed up the firing process. ------------------------------------------------------------------------------- - LONGBOW AVAILABILITY: In store after fully upgrading S75 and completing all chapters. LONGBOW FEATURES: Firepower: 1,500 Reload Speed: 1.00 Capacity: Infinite Yes! We can finally use a bow weapon in the main game of Resident Evil! No longer is the bow weapon exclusive to some bastard merc that want share unleash a cheat device is used to possibly freeze the game in an attempt to play as him with his bow weapon. The Longbow is a very unique weapon and its quite fun and challenging to become accustomed to. The bow has no type of laser sighting so one will have to get the feel of aiming with it based on a keen eye alone. With a firepower of 1,500 per arrow fired, this weapon can take out any normal Majini with one shot. Even Base Majini will fall to the power of Sheva's arrow. ------------------------------------------------------------------------------- - STUN ROD AVAILABILITY: In store after Chapter 2-3. STUN ROD FEATURES: Controls: Hold Aim button + tap Fire button A stun rod can be equipped much like a gun weapon except for the fact that this is a melee weapon much like the knife that does not consume any type of ammo. This weapon can stun multiple enemies with an electric shock when a character swings it. The stun rod is incredibly effective against bigger enemies when used in combination with a gun that will stun a bigger enemy. With an enemy such as the Chainsaw Majini a character can stun the boss by shooting it in the head then run up and perform constant stun rod melee attack followed quickly by a melee attack right before the boss recovers (cancel the final stun rod strike into a melee attack for best results). It can also be used the same way against a normal enemy. ------------------------------------------------------------------------------- [EN00] =============================================================================== _____ _ | ____| _ __ ___ _ __ ___ (_) ___ ___ | _| | '_ \ / _ \| '_ ` _ \ | | / _ \/ __| | |___ | | | || __/| | | | | || || __/\__ \ |_____||_| |_| \___||_| |_| |_||_| \___||___/ E N E M Y A N A L Y S I S =============================================================================== This section highlights each enemy type in the game along with a full analysis of each one. _ _ _ [EN01] /\/\ __ _ (_|_)_ __ (_) / \ / _` || | | '_ \| | / /\/\ \ (_| || | | | | | | \/ \/\__,_|/ |_|_| |_|_| |__/ A Majini is the Swahili word for "evil spirit". Majini are your basic enemy types for Resident Evil 5. They appear as normal African townspeople but something has caused a change in their normal behavior and they have become savages with no form of remorse for outsiders. Much like the Ganado detailed in the Kennedy report, Majini are controlled by a yet unknown parasitic organism. Is it Las Plagas? Some sort of T or G-virus mutation? Or something else? All Majini attack differently depending on the type of weapon that they hold, or if they hold one at all. The following lists the various weapon types that they can use: ------------- Basic Actions ------------- --> Walk/Run A Majini will normally walk toward your character but when they are in pursuit they will perform a dash. They can only dash so far before they stop, but they will usually dash again. A lot of times, they will perform a dash straight toward your character then stop. The main thing to keep in mind about a Majini dash is that hitting them in any part of their body while they are dashing will make them fall to the ground. --> Grabbing Any weaponless Majini can grab and strangle your character from a close range grab or dashing grab. Fight off the Majini by rapidly moving the left thumbstick from right to left or your partner can perform a partner action melee attack via the assist button prompt that they will receive while next to a grabbed partner. Fighting a Majini off yourself will result in light damage and failure to shake the thumbstick fast enough will result in heavy damage to your character. While grabbed, a character can be hit by any other Majini attack. The character is only invincible during the portion of the animation where the character is either winning or losing the struggle. Surrounding Majini can swing their weapons or they might actually walk up and kick a grabbed character. God forbid that a boss enemy is nearby and in the middle of its attack. Your character's ass is grass in that predicament unless a partner helps out or your character luckily enter the winning or losing animation of the struggle. --> Climbing To further reveal their savage nature, Majini do not need ladders in order to reach your character on a high platform. When they want to reach you, they will simply jump and climb a nearby object in order to reach your character. Not to say that they will not climb a ladder a ladder that is fixed in place is available but they have no need for taking the time to prop a ladder up. Your ladder-kicking days are over with, my friend. --> Dashing Attacks Majini have a dashing grab much like a Ganado when unarmed. They will dash toward your character with their arms outstretched then grab your character and the parasitic organism inside them will move out of their mouth and try to attack. Unlike the Ganado, Majini will sometimes dash toward your character then slash with their weapon in mid-dash. They can perform this attack with single and two handed weapons except for the crossbow. Watch for them to hold their weapon to the side then quickly react to the dash by firing at any part of their body or moving out of the way. The Majini will sometimes follow your character a bit and the swing will be delayed up until it reaches your character. ------------------------ Majini Behavior/Exploits ------------------------ --> Running at a Majini A Majini's AI isn't always ready to respond to a sudden burst of movement regarding your character. Most of the time, the Majini prepares an attack as your character gets within a certain range. A good chunk of the time, you can simply run directly up to a Majini and run right by one without getting hit. Majini will sometimes do nothing at all or they might swing and miss as your character runs by them. The most dangerous part about running by one is when they lock onto your character and turn while they swing. This happens most often with one-handed weapons but sometimes your character can still get by. This exploit in Majini AI helps out tremendously when you're character is surrounded by a mob of Majini. Simply run directly into the group and try to find an open space then move through that open space. Just like I mentioned above however, the Majini with one-handed weapons can sometimes lock on to your character. The most dangerous auto-track Majini are single Majini rather than grouped Majini --> Dodging Majini Close Range Swings When your character is standing within a certain proximity from a Majini's front side, the Majini will eventually take a swing at your character. In order to avoid this, you can simply back up. An extremely useful trick to getting around a Majini is to move toward it and fool it into swinging then quickly back away. At that point, you can shoot the Majini while it recovers or simply run by it. This method works for dodging both long and short range weapons. Obviously, a Majini with a long range weapon will attack from a longer range and have a slighter greater range. TIP: Tag team melee attacks can be set up very easily through this method. Allow a Majini to swing then back up and run behind it while your partner stays in front of the Majini - the stage is set for a Haymaker, Skull Crusher or what have you. --> Majini Focus and Determination Sometimes Majini will focus simply on one character at a time and their AI is bound and determined to seek out that one character. An extremely good way to see this is to start a two player game in Shanty Town and leave the second player character all the way back at the beginning of the stage. Even after you make it past the Slaughterhouse area with your first player character, Majini will sometimes simply run directly by your character and run all the way back to the beginning of the stage to seek out the second player. It's quite hilarious in a way. You can actually shoot them and knock them down but they will simply ignore your character's presence. This can be taken advantage of by following right behind the Majini and shooting them without fear of them attacking your character. If you want the Majini to follow your character then taunt the Majini by pressing down on both thumbsticks and the Majini will usually turn and focus on your character. --> Town Majini Glitch/Slashing a Majini off of a Grappled Partner Instead of using the partner assist melee attack to knock a Majini off your partner, run up to the Majini and slash it with the knife. This will usually immediately set it up for a melee attack, but, if the partner was grabbed from the partner's front side, it will also make the Majini's mouth parasite continue to protrude from its mouth (Only a Town Majini's parasite will appear from mouth). Using this, your character can trigger a melee animation and kill the Majini while its mouth parasite still hangs outside of its mouth. Try performing a neck breaker or throat slit after performing a knife slash on a grappling Town Majini to see its mouth parasite in full view during the melee kill animation. ____________ TOWN MAJINI \__________________________________________________________________ HP: 500 - 1,200 The Town Majini is the standard and most common Majini type of Majini found in the earlier chapters of the game. Town Majini are standard African townspeople that have been infected with the plagas parasite. These Majini type have a huge variety of weapons but they are all confined to the same attacks for each weapon type. At the most you'll have three different types: Two-handed, single-handed and projectile. They mainly equip simple everyday weapons that can find can find in a residential area. Town Majini can also spawn Cephalos after the scripted Cephalo fight in chapter 1-2. Town Majini are also the only Majini type that will control vehicles as the game progresses. In chapter 2-3, they will chase after the characters while on motorcycles and while driving trucks. ----------------- Exclusive Actions ----------------- --> Knocking Down Barricades If your character barricades a door or window by pushing a conveniently placed bookshelf in front of it then Town Majini will pound on the door or window from outside. Each hit during the pounding will take a certain amount of damage from the object being blocked and object on the other side. Majini will group together at barricades to further damage the barricade with a greater number of hits at a more rapid rate. Once the object has received enough damage, the barricade will break and the Majini will be free to enter. It is best to find some sort of way to keep the Majini away from a barricade after blocking an entryway. Try to find some sort of window to aim out of in order to blast them while they try to attack the barricade. Barricading is really only useful during stressful areas where time is a factor, so buying time by shooting at the Majini to stall them will help the barricade to last must longer; maybe even longer than needed. --> Blocking A Town Majini will sometimes react to a weapon's laser pointer if your character aims directly toward its head. Town Majini will sometimes hold their hands in front of their face to block bullets - shooting them in the hands while they block will break their block and knock them backward a bit. --> Swaying Whenever a character aims at a Town Majini's upper half, the Majini will sometimes duck and sway to the right or left in order to avoid the oncoming weapon fire. --> Tossing Weapons Town Majini may elect to throw certain single handed weapons at your character. Keep in mind that all thrown weapons can be shot out of the air in mid-flight. Majini will often lose their weapon once they have tossed it and will then become unarmed, but sometimes the Majini carry a backup weapon of the same type, which is hanging on a belt around their waist. They will simply grab another weapon from their belt and continue to attack. Just because Majini have another weapon doesn't always mean that they will equip it however, sometimes they will continue the fight barehanded. The new sidestep feature with Type C and D controls really comes in handy when dodging a thrown weapon. Simply watch as the Majini leans back to throw a weapon then respond with a simple sidestep. Weapons can also be shot out of the air or even hit with a knife just like in Resident Evil 4. With Type A or B controls, you'll have to either shoot the weapon out of the air or run at an angle to dodge the thrown weapon. Below is a table labeling the various aspects that are listed under each Town Majini weapon type displayed below: .-----------------------------------------------------------------------------. | Main Gripping Hand | The hand that an enemy will grip the weapon with. In | | | most cases, shoot this hand or arm and the enemy will | | | drop the weapon. | |-----------------------------------------------------------------------------| | Throwable | Whether the weapon can be thrown or not. Enemies | | | usually lose a tossed weapon once thrown, but some of | | | them carry more. | |-----------------------------------------------------------------------------| | Reequip | Whether or not the enemy has the possibility of re- | | | equipping the weapon by carrying another on a belt | | | around the waist. | |-----------------------------------------------------------------------------| | Attacks | The variety of attacks that the enemy can perform | | | with the weapon. | '-----------------------------------------------------------------------------' ------------------- Single Hand Weapons ------------------- --> Beer Bottle Main Gripping Hand: Right Throwable: Yes Reequip: No Attacks: Overhead Swing [close range] Weapon Throw [long range] Dashing Attack [long range] The Beer Bottle is a green bottle made of glass. It is the only weapon type that can be broken. Two shots from any weapon will break the bottle while it is in a Majini's hand. This weapon can also break if a certain melee attack is performed to the Majini equipping the bottle. --> Hatchet Main Gripping Hand: Right Throwable: Yes Reequip: Sometimes Attacks: Overhead Swing [close range] Weapon Throw [long range] Dashing Attack [long range] The Hatchet is a short range small axe. --> Machete Main Gripping Hand: Right Throwable: Yes Reequip: Sometimes Attacks: Overhead Swing [close range] Weapon Throw [long range] Dashing Attack [long range] The Machete is a short range metal blade. --> Mining Pick Main Gripping Hand: Right Throwable: Yes Reequip: Sometimes Attacks: Overhead Swing [close range] Weapon Throw [long range] Dashing Attack [long range] The Mining Pick is a short range weapon with a sharp curved metal spike at both top ends. This weapon has some pretty good range for a one-handed weapon, so simply backing off from a Majin's swings might get your character hit due to its length - it's still nowhere near the nightmare of the long pipe though. --> Megaphone Main Gripping Hand: Right Throwable: Yes Reequip: No Attacks: Overhead Swing [close range] Weapon Throw [long range] Dashing Attack [long range] The megaphone is a short range white megaphone. In story mode, only the Majini with the sunglasses in Public Assembly will equip this weapon but in the Mercenaries mode, other Majini will attack with this weapon. --> Sickle Main Gripping Hand: Right Throwable: Yes Reequip: Sometimes Attacks: Overhead Swing [close range] Weapon Throw [long range] Dashing Attack [long range] The Sickle is a short range curved blade. --> Spiked Wooden Club Main Gripping Hand: Right Throwable: Yes Reequip: Sometimes Attacks: Overhead Swing [close range] Weapon Throw [long range] Dashing Attack [long range] The Spiked Wooden Club is a short range wooden club with metal spikes driven into the top portion. --> Wrench Main Gripping Hand: Right Throwable: Yes Reequip: Yes Attacks: Overhead Swing [close range] Weapon Throw [long range] Dashing Attack [long range] The Wrench is a short range red wrench. ------------------ Two-Handed Weapons ------------------ --> Long Pipe Main Gripping Hand: Right (will not drop when shot) Throwable: No Reequip: No Attacks: Overhead Strike [close/mid range] Dashing Thrust [long range] The Long Pipe is a medium range long metal pipe with a smaller pipe intersecting the top portion. Majini equipped with a long pipe are easily the most annoying type of Town Majini available. They have such great reach with their pipes that a player cannot always simply back away to avoid their overhead swing. When in close range, most of the time, the only way to avoid this attack is to shoot the Majini to cancel the attack before it hits the character. --> Shovel Main Gripping Hand: Right (will not drop when shot) Throwable: No Reequip: No Attacks: Thrust [close/mid range] Dashing Swing [long range] The Shovel is a medium range basic shovel used for gardening or smacking unwelcome BSAA agents upside the head. The shovel weapon's close range attack can hit at just about the same range as the long pipe attack, but the actual time it takes for a Majini to prepare this attack allows a player to easily back up during the long startup animation to avoid being hit most of the time. The dashing attack that a Majini will do with this weapon covers quite range, so when a Majini running toward your character with a shovel be sure to step out of the way, or a player might just want to run toward him. Don't ever back up since he will continue to run and that might get your character hit. No one want to be smacked in the face with a shovel like those poor homeless people that Ethan Thomas smacked around in Condemned. ------------------ Projectile Weapons ------------------ --> Flaming Bow Gun Main Gripping Hand: Right (Can't drop) Throwable: No Reequip: N/A (Can't Drop) Attacks: Bolt Fire [any range] The Flaming Bow Gun is a long range crossbow that is loaded with burning metal bolts. Keep in mind that the bolts from this can be shot out of the air or even deflected with the knife. --> Dynamite Main Gripping Hand: Right Throwable: Yes Reequip: Yes Attacks: Dynamite Toss [any range] Kamikaze Dash [any range] Dynamite is a circular explosive object that will explode in the Majini's hand or on the ground shortly after it is lit. Right after a Majini lights a stick of dynamite its throw can delayed with a staggers from gun blast up until the point where the dynamite explodes it its hand. The dynamite can be shot with any weapon at any time to make it explode no matter where it is. Keep in mind that a dying Majini that holds lit dynamite will eventually explode. Sometimes this Majini type will light a stick of dynamite and run directly toward your character with it lit. You'll need to run away from the Majini or try to shoot the Majini in the leg to make it fall. Keep in mind that the dynamite will go off after a few seconds either way. -------- Vehicles -------- --> Motorcycles Attacks: Melee Weapon Toss [long range] Molotov Cocktail Toss [long range] On chapter 2-3, the character will be chased by Town Majini that ride on motorcycles. These type of Majini attack by tossing weapons and cocktails at the jeep that the characters are riding in. They can easily be hit by shooting them with the gun turrets exclusive to each character on the back of the jeep. Their weapons can be deflected by shooting them just like any other weapon in the game. Shooting at the actual motorcycles will cause them to explode once the gas tank is hit. This can take down several motorcycle Majini that are tightly packed together through one motorcycle explosion. --> Trucks Attacks: Truck Ram [close range] Along with the motorcycle Majini on stage 2-3, the characters will also have to fight off Majini that are driving trucks. The trucks carry normal Town Majini on the back of them. Shoot the Town Majini on the back of the truck first of all to keep them from bombarding the jeep with weapons and cocktails then shoot the front of the truck to make it catch on fire. Don't ever continue to hit the truck with gunfire while it is flaming while next to the jeep since the resulting explosion will cause the jeep to take damage. The driver of the truck can be shot to instantly stop the jeep. Aim at the door of the truck then blast the truck door open then aim inside the jeep and fire at the driver behind the steering wheel to kill him off. There is a trophy/achievement associated with defeating a truck by killing the driver. _______________ WETLAND MAJINI \_______________________________________________________________ HP: 1,000 - 2,000 Wetland Majini can be recognized by the whitish powder that covers the majority of their bodies. These native villagers have been infected by the plagas parasite much like the townspeople and they attack with a more primitive weapon setup but they have a much greater range and overall aggressiveness when compared to normal Town Majini. Wetland Majini also have a tendency to move around a bit more than Town Majini when in a battle. They are faster and can attack from a greater range more quickly. They are also the first type of Majini to use shields during battle. Wetland Majini can spawn both Cephalos and Duvalias. ----------------- Exclusive Actions ----------------- --> Hop A Wetland Majini may perform a quick hop to the side while a laser pointer is aimed at it. This fast hop can easily throw off a player's aiming while the Wetland Majini prepare to retaliate. --> Jump A Wetland Majini may suddenly jump forward at times. A Wetland Majini will mainly do this when it is at about mid range from the characters. It doesn't attack during this jump. --> Sway Backward When aiming at a Wetland Majini's head, it might bend its upper torso all the way back in an attempt to avoid a headshot. The Wetland Majini will stand in place and bend its torso back in place to return to its normal posture after a few seconds. --> Quick Recovery If a Wetland Majini has not suffered quite a bit of damage upon being knocked down then it will likely hop back up on its feet. No ground melee attacks can be performed on the Wetland Majini before it prepares to performs a quick recovery. The only way to keep it from doing this is to damage it badly then knock it down. --------------- Exclusive Armor --------------- --> Mud Helmets Breakable: Yes Protection: Extremely Light Mud Helmets are made up of hard mud that is sculpted around a Wetland Majini's head for protection. They offer very little protection though. A character can randomly shoot a Majini right in the mud helmet and still get a head stun on the Majini at times. A mud helmet can be broken in a single shot from any weapon the majority of the time. A flash grenade or flash round will not blind a Majini with a mud helmet. --> Red Wooden Helmets Breakable: Yes Protection: Light Wooden Helmets come in two different varieties. Majini with spears have wooden helmets that look much like a bird head with horns attached to its sides while Majini with explosive arrows have a helmet with a gold design on the front and wooden pieces resembling feathers that protrude from the back. Wooden Helmets are still a very light source of protection but they can withstand very light gunfire without any type of reaction from the Majini. Sometimes a character can still randomly get a head stun off of a single shot to the wooden helmet much like with a mud helmet. The helmet will be destroyed within two light shots. A flash grenade or flash round will not blind a Majini with a wooden helmet. ------- Weapons ------- --> Claws Attacks: Claw Slice [close range] Running Grab [mid range] When a Majini is not equipped with a weapon, it will have a set of sharp claws through the filed down bones of its fingers. This type of Majini will mainly perform its close range claw slice. Whenever it steps forward and strikes forth with its hand, quickly step back to avoid its claw slice. Much like a normal Town Majini, this type of Majini will also rush toward a character and try to grab one. The attacks can be fought off by shaking the left thumbstick back and forth or by a partner assist melee via the displayed button prompt command while standing near a grabbed partner to knock the Majini off. --> Spear Attacks: Rushing Spear Stab [mid range] Jumping Overhead Stab [mid range] Overhead Stab (close/mid range) Spear Toss [mid range] Wetland Majini can carry two types of spears. They sometimes have a wooden spear with wooden spikes on the end of it and they sometimes have wooden spears with a metal blade attached to the end. Both spears allow them to perform the same type of attacks. Wetland Majini have quite a distance with their spears allowing them to cover mid range distance rather easily. It's most common move from close range is its normal overhead stab where it will quickly step forward and perform an overhead spear thrust forward. This can be dodged by quickly stepping to the side or backing up. This Wetland Majini also has a mid range spear toss that can be dodged the same way. It will lose its spear after tossing it and be limited to bare-handed attacks. They always point the spear forward shortly before they rush in and perform a stab. If the stab connects then the victim will be impaled and raised into the air while on the spear and suffer major damage then be tossed to the ground. It's best to continue to back up when a Wetland Majini is preparing this attack. The jumping overhead stab will give a character a "Dodge" button command shortly before the Majini jumps. Whenever a Wetland Majini crouches over it is preparing to leap toward a character. If a character is hit by this move then the character will be instantly grounded and suffer damage. This move can be avoided by using the button prompt "Dodge" command or by stepping to the side to get out of the move's targeted area. --> Torches Attacks: Flame Breath [mid range] Torch Swings [close range] Some Wetland Majini attack while wielding two torches. Majini with torches should have your utmost attention when they are in a group. Their attacks are rather quick and its sometimes hard to see their attacks coming because of the blazing fire produced from their torches that obscures a players vision of what they might be preparing and their attacks are rather instant. Both of their attacks give off very little warning. When a Majini suddenly holds both torches up to its face then it is about to breath fire forward. This is a midrange attack, so continue to back up or quickly step to the side to avoid the flames. The torch Majini's other attack starts whenever it suddenly hops forward. It will perform a slight jump from close range then lash out with several torch swings in its immediate area. Any of these torch swings can instantly knock down a character, so be sure to back away from the Majini and keep your distance from it. --> Shields and Spears Attacks: Shield Ram [close range w/shield] Spear Thrusts [close range w/shield] Rushing Overhead Stab [mid range w/o shield] Overhead Stab [close/mid range w/o shield] Some Majini come armed with both a spear and a wooden shield. Their shields may be broken by heavy or rapid gunfire, which will limit their threat as they continue to attack with only their shields. Majini have two different type of shields. Some of their shields have wooden spikes along the outer surface of the shield and some of their shields are dark with an insignia displayed on the front of them. Both shield types are equal and allow them to perform the same moves while a shield is equipped. From up close, a Wetland Majini with a shield will hit a character with its shield. This is a very close range attack so it has little distance and can be avoided by quickly backing up whenever the Majini moves its shield. Obviously, this can only be done while the Majini still holds a shield. When a Wetland Majini quickly moves its shield to expose itself then steps forward with its spear exposed, it will perform a series of mid range thrusts. These thrusts can be avoided by backing up or stepping to the side. This move can only be done while it has its shield. While it doesn't have a shield, the Majini will revert to using the usual overhead stab and rushing shield stab much like an ordinary spear Majini. --> Explosive Arrows Attacks: Explosive Arrow Fire [long range] Some Wetland Majini come armed with bows so they can stand at a distance or on some high platform and shoot explosive arrows at their foes. The explosive arrows can be avoided by stepping to the side or backing up to avoid their explosion. The blast radius is rather small so it can be easily avoided by moving out the way. These Majini should be focused upon first whenever they are along with a group. They usually stay in the background of a group or position themselves on some high ledge. It's good to use a rifle to instantly defeat them or at least use some type of handgun or machine gun to stagger them so they will not fire their arrows. Majini with explosive arrows are usually weaker than most other Wetland Majini, so they can be defeated rather quickly. --> Bombs Attacks: Bomb Toss [any range] Wetland Majini armed with bombs are only found in Chapter 3-1 while in the Marshlands. These type of Majini stand on platforms and drop bombs into the water in an effort to sink the characters' boat. The bombs float on the surface of the water and explode after a few seconds or upon contact with the characters' boat. Always back up and stay away from a bomb whenever a Majini tosses it in the water. The character on the front of the boat should use a rifle then aim up at the Majini on the platform and shoot him. Remember that the character on the front of the boat must hold it steady to allow the front character to aim. ____________ BASE MAJINI \__________________________________________________________________ HP: 1.000 - 2,000 Base Majini are first encountered in Chapter 5-2. These Majini are armed with more high tech weapons and they can be the most aggressive out of all the Majini types depending on the weapon used. These Majini are the only type that can equip actual guns and they give new reason to cover points that are scattered throughout the areas that they are found in. They can equip both machine guns and rocket launchers. For close range purposes some of them carry stun rods and a few carry shields along with those stun rods. Just like the Wetland Majini, these Majini type can spawn both Duvalia and Cephalos. Some Base Majini have different poses for an arm stun. Instead of flinching to the side to grab an arm when shot from the front, a Base Majini will sometimes lean its body forward when it is stunned from being shot in the arm. This can easily cause confusion to the player since some of them have the new leaning animation for an arm stun along with the usual flinching to grab an arm animation when shot from the front of the arm or leaning forward to grab an arm when shot in the back of an arm. Just know that all of these poses are arm stuns. Rocket Launcher Majini will always lean forward from any shot to the body in the same manner described above, but this counts as a leg stun on them. Confused yet? .---------------------------------- WARNING ----------------------------------. | Scoring a headshot on a Base Majini that is already aiming with a gun | | weapon (the green laser is in view) will NOT stop that Majini's gunfire. It | | will continue to shoot headless until it is done with the attack and then | | drop afterwards. This refers to both Base Majini with machine guns and | | Base Majini with rocket launchers. | '-----------------------------------------------------------------------------' ----------------- Exclusive Actions ----------------- --> Taking Cover Base Majini equipped with machine guns will take cover behind various obstacles such as large crates or nearby walls. They will lean out from a cover point to look and shoot their weapons. They have two different ways to shoot. Either they will lean from the cover point and expose their body or stick their run out and shoot blindly. They can be hit during boss attacks. A player will need to hit their arm when they shoot blindly in order to get a clan shot on them. --> Rolling Base Majini equipped with machine guns will use evasive rolls to quickly move away from the path of a laser pointer while aiming at one. These rolls are slower than usual Majini evasive maneuver so they can still be shot rather easily during a roll. The roll can become a bit annoying in later chapters when the rifle is used however. Don't forget about those flash grenades! --> Ground Roll When a Majini with a machine gun is shot and falls to the floor, sometimes it will roll sideways while on the floor to avoid gunfire. --> Reloading Base Majini equipped with machine guns and rocket launchers will always have to reload at some point and they like to perform this action out in the open, so take advantage of this time and fire at them. --> Taunting Base Majini have a bad habit of standing in place and yelling at the characters while they show off their mouth parasite. Take this chance to shoot at one of them or aim at its head with a rifle and blow it off in mid-taunt. That'll teach'em. ----- Armor ----- --> Metal Armor Breakable: No (for the most part) Protection: Heavy Base Majini will randomly come equipped with metal armor over portions of their legs, body, or head. Some of the armor appearing on a Base Majini is scripted but if you reload a chapter segment at times, some Majini might have different armor than the last time that you played the chapter segment, which is one reason why I don't mention armor all the time in the walkthrough section. The metal armor is impenetrable with light guns that have or do not have piercing properties but with a magnum a player can shoot right through the armor on any portion of a Majini. If a Majini comes at a character with a metal mask over its head then fire at the metal mask with a magnum to instantly kill it since the shot will go right through its armor. Like all other head armors, metal mask will make the Majini immune to flash grenades and flash rounds. Metal masks that are worn by Majini can be destroyed through a magnum shot or a ground melee that is aimed directly at its head. A character must stand directly over the Majini's head while it is on the ground then perform a ground melee and the armor that was on the head will be instantly crushed along with the head. --> Metal Shields Breakable: No Protection: Extremely Heavy Some Majini will come equipped with metal shields and stun rods. Their metal shield are impenetrable from a normal gun. Even a magnum such as the L. Hawk with high piercing power cannot penetrate through their thick metal shields. It's best to aim for their legs and get a leg stun then run to the back and perform an instant kill melee or lure them toward one character so the other character can shoot them from the back. They also move aside their shields whenever they attack, so they can be shot at that time. --------------------------- Hazardous Equipment/Actions --------------------------- --> Grenade Straps Some Base Majini come equipped with a grenade strap that has several grenades stuck on it. The grenade straps are fitted across their upper torso. These grenade straps can be shot with any weapon in order to set off the grenades and make the Majini explode in a single shot. These can be both a blessing and curse. The explosion caused from shooting a grenade strap will damage any nearby Majini in close proximity to the Majini with pipe bombs. On the flip side, if a character is too close to the Majini during the explosion then that character will suffer damage and be knocked back from the explosion. Shooting a grenade strap from long range can be a very convenient way to get rid of a Majini that is up ahead however. From long range, a character can simply equip a rifle then find the grenades strapped to a Majini's chest and then fire at it for an instant kill via the resulting explosion. --> Expanding Explosion Every now and then when a Base Majini is defeated, it will stand in place then expand. It almost looks as if it is changing into a Duvalia, but it isn't. The Base Majini will expand to a certain point then explode. The explosion will cause damage to any character or Majini that is near the expanding Majini when it finally pops. The range of the explosion is basically close range only, so your character doesn't have to move too far away to avoid it. The explosion can be set off earlier than normal by firing at the expanding Majini. This kamikaze death attack does not happen often, but it can easily catch a player by surprise, so prepare to back up whenever a Base Majini suddenly expands once it has been shot a few times. ------- Weapons ------- --> Machine Gun Attacks: Machine Gun Fire [any range] Flash Grenade Toss [mid/long range] Machine Gun Strike [close range] Quite a few Base Majini come equipped with machine guns, so a familiarity with cover point usage will be needed later in the chapters started with Chapter 5- 2. Their guns have a green laser pointer that will be showcased before they fire as a slight warning to the impending spray of bullets that are about to be shot toward a character. While they are firing, the laser pointer will disappear. They will take short breaks in between firing and the laser pointer will reappear while they aim. They can easily be shot at by stepping out from a cover point in between breaks of firing their machine guns. The main weak point of a Base Majini armed with a machine gun is the fact they will continue to fire up to the point where they need to reload out in the open while a character remains safely behind a cover point. While they reload is one of the best chance a player will have to retaliate against them with counter shots from any weapon. Sometimes they will reload while taking cover however. Base Majini armed with machine guns will sometimes toss flash grenades that can blind a character. A player will need to make the character look away with a quick turn or step behind the nearest cover point to avoid having their vision obscured by the blinding light from the flash grenade. Base Majini armed with machine guns have a habit of sweeping an area if a character remains behind a cover point for too long. They may eventually move to close range to fire the machine gun or they might elect to hit a character with the back end of their machine gun from up close. The machine gun strike can be avoided just like any other melee attack by backing up or stepping to the side. --> Stun Rod Attacks: Stun Rod Strike [close range] Dashing Stun Rod Strike [mid range] Yes, some bad person has given the Base Majini stun rods as well. And those people are so evil, I mean just freaking Satan incarnated. Majini equipped with stun rods can be some of the most aggressive and annoying enemies that the characters will fight throughout the game. Stun rod Majini can be at their most aggravating stage when fought with Majini armed with machine guns. A player will want to take cover from Majini with machine guns but then some jackass with a stun rod will rush toward the player's position and screw up that player's safe haven nicely. Majini armed with stun rods are best fought alone by leading them away from other enemies. Make sure that you give them attention when they are in a group because they can sneak up on an unsuspecting player so very easily. They hit from close range with an electric strike from their stun rod that will electrify a character much like getting hit with a transformer. From mid range, they might suddenly dash toward a character and hit that character with a sudden strike from the stun rod while dashing. It's simply amazing how aggressive this enemy can get with a stun rod. They dash extremely quick and the stun rod strike is very fast. To see them at their full potential, load up a game of The Mercenaries on the Experimental Facility stage and you'll see aggression unbound from these enemies. --> Metal Shield and Stun Rod Attacks: Stun Rod Strike [close range] A few Base Majini will come at a character while armed with a metal shield with a hole for vision at the top portion. These Majini also carry a stun rod. The metal shields cannot be penetrated even with an L. Hawk Magnum. Aim at their legs and shoot to perform a leg stun then quickly run behind them and perform an instant kill melee attack. They can also be hit by luring them toward one character so the other character can shoot them from their backside. They always move aside their shields to perform their stun rod strike attack, so a character can wait for this attack then fire at them when they expose their bodies. With some extremely good aim with a rifle, a player can actually shoot their head through the long hole at the top of their shields. --> Pipe Bombs Attacks: Pipe Bomb Toss [mid range] A few Majini will come equipped with pipe bombs. They like to get up on a high platform or stand in the back of a group and toss pipe bombs at the characters. These pipe bombs can be shot for an explosion that can damage any nearby Majini. If a player looks closely at these type of Majini then one can see a grenade strap attached to their chest most of the time. Shoot the grenade strap with any weapon to make the Majini explode instantly. This explosion can hit any nearby Majini that are next to it and it can hit a character. It's best to stand at a distance then take out a rifle and shoot the grenade strap on the chest of these type of Majin. From mid range they can be easily shot with a handgun or machine gun as well. --> Flash Grenades Attacks: Flash Grenade Toss [mid range] Every now and then, the character might run across a Base Majini that is stationed in an area with the sole purpose of tossing flash grenades. These flash grenades will blind a player whose character stairs directly at the blast, so always try to look away or get behind a cover point to shield your character's face from the blinding flash of the flash grenade. It's always best to take out a rifle and scope out these nuisances and deal with them before a fight gets intense rather than allowing them to toss flash grenades throughout a battle with machine gun Majini. The flash grenades take no damage but they will obscure the player's vision for a few seconds allowing enemies to fire at the blinded character. --> Rocket Launcher Attacks: Rocket Launcher Shot [long range] Rocket Launcher Strike [close range] On a few occurrences, some Majini will be equipped with rocket launchers. Rocket launcher Majini always come in groups and there are always cover points to get behind when dealing with them. Don't always depend on the cover point in some areas where they can shoot from an angle since the spread damage might just reach behind a cover point at times. Be sure to wait until after they have fired a rocket before attempting to shoot one of these enemies. They have to take a break to reload per rocket shot, so they can easily be shot while trying to reload their rocket launchers. Anytime these enemies are hit in the body, legs, or arms with any type of weapon that will not knock them down or kill them (handgun, machine gun, or rifle) they will be stunned and set up for a leg stun melee regardless of the fact that they are standing, so a character easily shoot one from any portion of the body except for the head then run behind it and perform an instant kill melee. _ _ ___ [EN02] /\/\ (_)_ __ (_) / __\ ___ ___ ___ ___ ___ / \| | '_ \| | /__\/// _ \/ __/ __|/ _ \/ __| / /\/\ \ | | | | | / \/ \ (_) \__ \__ \ __/\__ \ \/ \/_|_| |_|_| \_____/\___/|___/___/\___||___/ Mini Boss enemies are more powerful that normal enemies that will sometimes attack along with normal enemies. The characters will have to bring out the heavy guns and take some serious advantage of melee attempts when dealing with these enemies. It's best to shoot and stun them with a powerful weapon then rush in and perform a melee attack. Make each shot count and be aggressive. Be a Berserker! ___________________ EXECUTIONER MAJINI \___________________________________________________________ HP: 12,000 Not to be mixed up with the fighter from Mace: The Dark Age, this Executioner dons a dark hood and outfit, all of which cover a body that is built to last. He has several metal pins driven into his flesh along his upper half and he wields an insanely huge axe. It should come as no surprise by his appearance that this man loves to dish out pain. He wants to hurt someone very badly. I wouldn't be surprised if he kills kittens in his dreams. For the most part, the Executioner is going to attack with mid-range attacks. Whenever he swings, you move out of his range or you shoot him in the head with a very powerful shot. It only takes a few shots to his head in order to stun him. One close range shotgun blast or two handgun shots to the head will set him up for a melee attack. It is good to have either Type C or Type D controls (the ones that offer the sidestep feature) activated while fighting him since you can simply step to either the right or left to avoid his overhead swing. Once he gets low in health, he will begin to perform his horizontal swing wildly in a fit of rage in one direction. This move is extremely dangerous and its hard to tell when it is coming unless you are keeping track of the damage that you and your partner has dished out on the Executioner. ------- Attacks ------- 1) Horizontal Swing - The Executioner holds his axe to his side then steps forward with a swing of his axe then he steps forward with another swing following the first. This is a very dangerous attack and the Executioner's startup animation for it is sometimes hard to notice. RANGE: Close/Mid Range 2) Overhead Swing - The Executioner holds his axe behind him then steps forward as he performs an overhead swing. Sidestepping it can easily dodge this. RANGE: Close/Mid Range 3) Turning Swing - The Executioner turns around to face your character and swings his axe one time while turning. He doesn't perform this move that often, but he might just surprise you with it sometimes. RANGE: Close/Mid Range 4) Grab - The Executioner reaches out to grab your character from close range. He will hold your character into the air and choke the character then throw the character to the ground. While on the ground, press the X button when the button prompt appears to avoid the Executioner's overhead axe chop. Failure to dodge will result in an instant kill! This grab can be broken if you're partner interrupts the grab with a melee attack. On single player mode, be sure to mash the B button in order to have Sheva break the grab. One thing that should be highly noted about this attack is if AI Sheva is grabbed then Mr. Redfield better damn well save her with an assist melee attack while close to the Executioner or perform some type of shot that disrupts the grab or else Sheva will sometimes not escape the grab and she will die! RANGE: Close Range 5) Berserker Rage - When the Executioner is very low in health, he will begin to swing his axe horizontally over and over as if in a raging state, so be prepared to run away from him or at least back up. He will usually swing one way then keep moving that save way, so step to the side and around him when he starts this. He will perform both horizontal and vertical swings. Just because he performs a vertical swing does not mean that he is finished. As he gets lower in life, he may take quite a while to stop this combination attack. RANGE: Close/Mid Range 6) Recovery Swing - If both characters hit the Executioner with a melee attack when the Executioner is stunned then the Executioner will crouch downward and eventually recover while performing a set of horizontal swings resembling the Horizontal Swing mentioned above. The only real difference is that he has a crouching pose for the startup and will only do this after both characters have hit him with a melee command after a stun. RANGE: Close/Mid Range ________________ CHAINSAW MAJINI \______________________________________________________________ HP: 10,000 - 20,000 When things can't get any worse, why not throw a chainsaw into the mix? This particular Majini wears a burlap sack mask over his head with only one visible eyehole where he looks at his enemy with a psychotic stare. He wields a gruesome chainsaw with some very sharp metal blades on the chain. The Chainsaw Majini is much more powerful than a standard Majini but he still has all the same weak points that a normal Majini has. He can be melee attacked by shooting him a few times in the head, shoulders or legs. The weakest portion of his body is his head. A few shots to the head will easily stun him to where he will be open to a melee attack. Both of the Chainsaw Majini's attacks can be fatal, so don't ever reload while he is nearby. The Chainsaw Majini can also be staggered with a shotgun. A player can simply time shots with a shotgun so that a blast knocks him away and cancels his attacks. The player can continue to stagger the Chainsaw Majini and blast him while he recovers then stagger him again. This enemy comes in two separate varieties. There is a Chainsaw Majini with red pants and a chainsaw Majini with blue pants. The Chainsaw Majini with blue pants is the stronger of the two. On higher difficulties and sometimes on normal mode, the Chainsaw Majini will drop his treasure as he is finished but then he will get up after being knocked down and go into a berserk frenzy of chainsaw swings while dashing toward a character. Each swing will send a character into dying status if one of them hits. He has only a little health while in this phase of attack and can be taken down with about two magnum shots rather quickly. A character can actually stand over him and shoot him the moment that he starts to move while attempting to get up, so a player could easily finish him off before he starts the chainsaw swinging. The characters can sometimes simply ignore him and finish a stage when he does this, but not always. He can be stunned during his berserker rampage by using a flash round/flash grenade or incendiary grenade/flame round. NOTE: The Chainsaw Majini CANNOT die while rising before going into Berserk mode. He will ONLY die after fully standing, so basically if you have already shot him twice with a magnum while he rises, then he is already dead even though he continues to rise but he will only die when he fully stands. There is no reason to continually spam him with bullets and waste them. A player could actually take that time to taunt him after enough damage has been taken - you better KNOW before doing this however, my hardcore reader ------- Attacks ------- 1) Crazed Swing - Pretty much like it sounds, the Chainsaw Majini will hold his chainsaw up into the air and then laugh maniacally as he swings his blade forward. Unlike his other attack, this chainsaw swing is not an instant kill however. If this attack hits your character, it will immediately send that character into dying status. RANGE: Close Range 2) Focused Swing - This is the swing to end them all as well as your character's life. If the Chainsaw Majini performs a much less charged and quieter swing rather than laughing then the blade will slice right into your character's neck and the Chainsaw Majini will continue to drive the blade across the neck until your characters head rolls off. The death cutscene plays on both players' screens while on either online service in order for both players to witness the love that was dished out in that one fatal swing. RANGE: Close Range 3) Berserk Mode - The Chainsaw Majini might sometimes get up upon "dying" and go into a frenzy of chainsaw swings while he rushes forward. He will already have his dropped item on the screen before he does this, so just because he has dropped his treasure does not mean that the fight is over. He is a complete raging bull during this phase and each swing of his will send a character into immediate dying status if the hit connects. It is best to stand at a distance and shoot him with a powerful weapon or blast him right when he starts to get up to knock him back down again. He can still be stunned with a flash grenade/flash round or an incendiary grenade/flame round while he is berserking. In some areas the characters can simply run away from him and finish the stage, but this is not always the case. RANGE: Close Range _______________ BIG MAN MAJINI \_______________________________________________________________ HP: 3,500 - 5,000 Like his name suggests, this enemy is a bigger than normal male Majini. He's kind of fat in a way... Well, that's kind of rude, so let's just say he is a "big boned" growing boy. Anyway, this Majini can stand up to more firepower than the rest of his brethren and he attacks with hooks and sudden overhead slams. His moves are really fast and can easily catch a player off guard, so always keep your eyes on him when he is in the area and maneuver around him to avoid his punches or quickly shoot him to counter him Upon shooting him several times with the handgun in a stunning legs or shooting him with a shotgun to make him enter a blocking pose while he slides back, he will be stunned for a few seconds to where a character can run up and get a melee command on him. The characters can actually tag team melee a Big Man Majini much like they can while fighting against a normal Majini. The same rules still apply for bouncing the Majini back and fort with a melee attack, but with a Big Man Majini, the characters can trigger the sequence from any type of stun and it doesn't matter which side a character is currently on. The Big Man Majini can be knocked around with bouncing melees after a leg stun regardless of his current positioning, so after one melee attack from a leg stun, the other character should rush in and hit the Big Man Majini with a melee then the first character that started the sequence can run up to either side of the Big Man Majini to get a tag team command that will instantly finish him off. When a Big Man Majini is knocked back with a shotgun, the first attack melee attack that can be performed by the attacker will be a normal melee then the second attack delived by the partner will be tag team melee. ------- Attacks ------- 1) Lunging Hooks - Big Man Majini steps forward with a hook three times in a row. RANGE: Close/Mid Range 2) Overhead Fists - Big Man Majini quickly holds up both of his arms and pounds whatever is in front of him with his fists. RANGE: Close Range ---------------- Item Drop Glitch ---------------- If a Big Man Majini is defeated while on a lift or other type of object that can be manipulated, it's item drop will appear somewhere in the area around that object. For instance, in Chapter 6-1, if one of the defeated Big Man Majini are knocked onto one of the two lifts that the characters use after the cage drop, then they're Jewel Bangle item will appear somewhere on the top of the surrounding metal containers near the lift, but not directly on the lift. _____________ GIANT MAJINI \_________________________________________________________________ HP: 7,000 - 10,000 A Giant Majini is a much taller Wetland Majini with a freaking huge mask. I'm talking, a mask that covers the entire head and a bit of his upper body. This mask is completely impenetrable. Firing at the mask alone does no good whatsoever. The Giant Majini carries a big club with skulls on the end of it. In order to hit the Giant Majini, the characters will have to shoot any skinned portion of his body that is not covered by his mask. Using any type of handgun, machine gun, or magnum will cause the Giant Majini to kneel over once enough damage has been sustained. Blasting it with a shotgun will make it block with its arms much like a Big Man Majini. After stunning the Giant Majini in either way, one character can hit it with a normal melee attack then the other character can run up afterward as it staggers from the first melee and hit it with the tag team melee command that will appear at that time. The second melee attack on a Giant Majini while it staggers after the first melee attack will always be a tag team command. Giant Majini can easily be hit with constant shotgun blasts and follow-up melees until they are defeated. Shotgun blast, run up and melee, shotgun blast, run up and melee, shotgun blast... you get the point. With a Giant Majini's back up against the wall this combo exploit can be done even quicker for high damage at a quick rate that will kill it in no time. Simply press the button for the melee every time directly after shooting the Giant Majini to cancel the shotgun blast animation. ------- Attacks ------- Lunging Club Swing - Giant Majini stands in place then howls shortly before he jumps forward and swings his club twice toward the area in front of him. Avoid this by quickly running behind the Majini or stepping away from him. This move can knock down a character that makes contact with the Giant Majini while it howls and shortly before it jumps but the only portion of the move that will actually damage a character is the two club swings. RANGE: Mid Range Overhead Swing - Giant Majini leans his club back behind him and swings it overhead toward the area in front of him. RANGE: Close Range Kick - Giant Majini raises his right foot then kicks forward with the bottom of his foot. This will instantly knock down any character that it hits. RANGE: Close Range Dash - Giant Majini quickly dashes forward toward the location of its foe RANGE: Long Range ___________________ GATLING GUN MAJINI \___________________________________________________________ HP: 8,000 - 14,000 As the name suggests, this big bad Majini comes equipped with a gatling gun and a hell of big metal backpack with plenty of bullets to shoot whatever might try to knock off those cool shades of his. He's ready to do business and even smokes a cigar during the midst of battle because he's hardcore! This enemy can be a major threat from long range. Whenever a player hears that barrel spin on his gatling gun, the player better take cover behind the nearest wall very quickly to avoid damage from the oncoming gunfire that is about to echo throughout the area. The gatling gun fire from this Majini hits differently than J.J.'s did in Resident Evil 4. The shots hit separately up to a certain extent, so a player can quickly circle the Gatling Gun Majini most of the time to avoid the full spray of shots. The shots take off a bit of life per hit and each shot will add up in damage until a certain amount of the damage has been taken then the character will eventually fall to the ground. Circling the Majini while he fires should be a last resort when there are not cover points rather than a common dodging technique because it doesn't always go so well. From close range, the Gatling Gun Majini will attempt to smack a character with the front barrel of this gatling gun. This move can be avoided by stepping away from him when he attempts it. He also has a taunt where he will fire into the air with his gatling gun, which is a good time to retaliate with a gunshot to his head or a shotgun blast to his body. This enemy appears with two different outfits, either a yellow outfit or a red outfit. The Gatling Gun Majini dressed in red are the strongest of the two and can sustain more damage that the yellow Gatling Gun Majini. It's best to bring out the heavy duty artillery when dealing with the gatling gun Majini. A proximity bomb placed in his path or a hand grenade that catches him in its direct hit range when thrown will stun him and allow the characters to run up and perform a melee attack. The characters will perform their tag team melee attacks on him while he is crouched over and they can double team him at that time with two tag team melee attacks one right after the other. This enemy will also block a shotgun blast and a character can run up and perform a normal melee at that time. Both characters can still double team him while he blocks a shotgun blast. This enemy can be completely trapped once a shotgun blast has caused him to block. Simply perform a shotgun blast from close range, to make him block then run up and perform a melee attack. Right after the melee attack, run up to him again perform shotgun blasts until he blocks. He will not have time to hit your character if the shots are done fast enough. When he blocks for the second time rush up to him and hit him again with a melee attack. A character can keep performing shotgun blasts and melee attacks with this Gatling gun Majini, much like they could do while up against a Big Man Majini or Giant Majini. Don't be scared of him after that first stun, rush in and take charge and he will fall very quickly. ------- Attacks ------- 1) Gatling Gun Fire - Gatling Gun Majini raises his gatling gun and begins to fire a blast of bullets for about 5 seconds. A character can run to the side or get behind/take cover behind some type of object to avoid this. If several bullets hit the character in succession then the character will fall. RANGE: Long Range 2) Gatling Gun Strike - While close to him, Gatling Gun Majini swings forward with the barrel of his gatling gun. RANGE: Close Range 3) Pipe Bomb Toss - Gatling Gun Majini tosses a pipe bomb at a character. He likes to toss a pipe bomb when a character is taking cover, so be sure to instantly move when he tosses one. RANGE: Long Range 4) Gatling Gun Air Fire - Gatling Gun Majini points his gun upward with both hands then fires the gun. This is a taunt move. RANGE: N/A ___ _ _ _ ___ ___ __ __ [EN03] / _ \__ _ _ __ __ _ ___(_) |_(_) ___ / __\ /___\ / / /\ \ \ ___ / /_)/ _` | '__/ _` / __| | __| |/ __| /__\// // // \ \/ \/ / / __| / ___/ (_| | | | (_| \__ \ | |_| | (__ / \/ \ _ / \_//_ \ /\ /_ \__ \ \/ \__,_|_| \__,_|___/_|\__|_|\___| \_____/(_) \___/(_) \/ \/(_)|___/ Parasitic enemies come in a variety of different forms. The majority of them spawn from different enemy types but all of them share one thing in common. They are all weak to a blinding flash of bright light from a flash grenade or a grenade launcher's flash round. The only exception is the Adjule, which must first reveal its plagas before it can be finished off with a burst of bright light. _________ KIPEPEOS \_____________________________________________________________________ HP: 100 - 1,000 This parasitic organism resembles a much larger bat-like plagas. It has a long tail appendage that it uses to latch onto its foe and strangle them. The Kipepeo is first found in chapter 2-1, where several of them burst forth from the head of knocked out Majini. It can bust out of a Majini's head randomly from that point onward. Unlike the Cephalo and Duvalia parasitic B.O.W.s, these enemies spawn more randomly from Majini rather than having scripted appearances. Like all parasitic enemies, Kipepeos are weak to extremely bright light and will fall instantly when a flash grenade is tossed near one or when a flash round is shot next one. Other than bright light, a close range shotgun blast works well or a player could easily bring one down with a few handgun or machine gun shots. A rifle is a good weapon to use against Kipepeos that are far away from the character. These enemies can be quite a nuisance when fought among a group of other enemies, so always try to take them down first. Attacks: 1) Claw Grapple - The Kipepeo swoops downward and grapple its prey's head and attempts to infect the new host. This grapple can only be escaped by wiggling the left thumbstick or through a partner assist melee attack. RANGE: Close Range ------------------------- Kipepeo Behavior/Exploits ------------------------- --> Kipepeo Focus and Determination Much like Majini, a Kipepeo will usually choose one character then fly toward that character and attack, but they sometimes switch their targets more randomly. For instance, the third Kipepeo in Shanty Town might fly toward Chris then suddenly change its mind and come after Sheva while she is on the building. --> Dodging a Kipepeo's Grab A Kipepeo likes to hover above your character, so look upwards when one gets close. If you constantly back up while fighting one, then it will usually not be able to grab your character. --> They Can't Fly Under a Roof If your character moves up under some type of roof or inside of the building then a Kipepeo will hover near the entrance but will not be able to fly inside. Sometimes Kipepeos get stuck while flying near a roof and sometimes they can get stuck while attempting to fly over a fence. You can easily shoot them from a distance using this exploit or maybe even slash them with a knife while they are stuck. ________ CEPHALO \______________________________________________________________________ HP: 3,000 While fighting any Majini type, a blade-like plagas appendage might suddenly burst through its head upon death. A good majority of Cephalo fights are scripted but some of them occur randomly. The first fight with a Cephalo is in chapter 1-2 when Allyson (blonde woman) spawns a Cephalo from her head. A player can expect to see them spawn randomly and at scripted times from Majini throughout the rest of the game after chapter 2-2's dark cave segment. Cephalo enemies attack by whipping their blade appendage from side to side. Simply getting close to these enemies will allow them to get a quick slice in from close range. Their close range slice can hit quite frequently. If a character is knocked into dying status while near a Cephalo, unlike a normal Majini, it will not stop attacking to allow a partner to save that character, so if your character suddenly gets knocked into dying status from a Cephalo hit, you better damn well limp away from that Cephalo as quickly as possible Much like the Ganado Las Plagas enemies detailed in the Kennedy Report, these Plagas parasites are weak against a sudden blast of bright light. Toss a flash grenade or shoot a flash round anywhere close to them to instantly kill them off. ------- Attacks ------- 1) Blade Slice - Cephalo's blade head whips to the side quickly while it walks. This move doesn't take off that much damage, but it will hit from close range at quite a quick rate and sometimes won't allow a character to pass by a Cephalo because of constant slashing with its blade head. RANGE: Close Range 2) Blade Crush - Cephalo's blade head rises directly upwards then performs an overheads strike against its foe. This move has enough power to knock a character to the ground if it hits. RANGE: Close Range ------------------------- Cephalo Behavior/Exploits ------------------------- --> PERFORMING AN INSTANT KILL MELEE CANCELS CEPHALO APPEARANCES If there is a Majini that is scripted to become a Cephalo then one can easily stop that scripted battle by performing an instant kill or tag team melee attack. Simply shoot the Majini in the leg then run behind it and perform the instant kill melee to kill it normally without having to worry about the Cephalo. Any type of tag team melee will yield the same results. Shoot the Majini in the arm then bounce it back and forth between the characters after the first arm stun melee attack. _______ ADJULE \_______________________________________________________________________ HP: 400 - 1,000 Adjules are dog enemies that have been infected with the Plagas parasite. They come in three different sizes (small, medium, and large) based on a different dog type. The type of dog makes no difference since they all attack the same and basically have the same amount of health. These have two different modes of attack. They will attack normally while in their normal dog state most of the time. While in dog form, they can easily be knocked down with any shotgun blast or powerful hit. They have quicker attacks while in their dog states and can easily confuse players with how fast they run and jump through the area while attacking. Once an Adjule's head splits open to reveal the plagas parasite inside, they become much more aggressive and are harder to knock down. They attack with their plagas parasite appendages at that time and lunge at the characters then pin them to the ground at times. Shooting them with a blast from a shotgun is not always a guaranteed way to knock them down whenever they show their plagas form since their defense increases heavily once the plagas is shown. Like all plagas forms, they are weak to a flash grenades whenever their head split opens to reveal the plagas parasite underneath, so a simple flash grenade or flash round that hits any area beside them can instantly defeat them once their head has burst open. It's best to defeat these enemies as quickly as possible with a shotgun before they can showcase they're plagas appendages. Knock one down then pin it to the ground with shotgun blasts until it dies. The first battle that showcases them has a scripted plagas mode head burst, so that one cannot be killed before entering plagas mode. ---------------- Attacks (normal) ---------------- 1) Biting Lunge - The Adjule runs forward then jumps at a character and bites the character shortly before landing. RANGE: Close Range 2) Mauling - The Adjule leaps onto a character while in close range and bites the character while staying attached with its legs for a while. The Adjule can be knocked off a little early if the partner hits the Adjule while it bites. RANGE: Close Range --------------------- Attacks (Plagas mode) --------------------- 1) Pin Down - While its head is open, an Adjule will jump toward a character and pin that character down to the ground with the characters head in between it's "mouth". A partner can knock off the Adjule with a partner assist melee or the grabbed player can fight off the Adjule by shaking the left thumbstick. RANGE: Close Range 2) Plagas Tentacles - While at mid-distance, an Adjule with its head open will send out Plagas tentacles that will stab a character. RANGE: Mid Range ------------------------ Adjule Behavior/Exploits ------------------------ --> KNIFING AN ADJULE An Adjule can easily be trapped in a corner and knife slashed to death just like a Majini if a corner is available. This can be greatly abused in co-op mode where two players can trap an Adjule in between them then slash the Adjule while it stands still. A knife hit will usually make it pause to where more slashes can be gained. ________ DUVALIA \______________________________________________________________________ HP: 6,000 These parasitic creatures form from normal Wetland and Base Majini. Whenever a Majini starts to bubble all over and lean forward slightly after your character has defeated it, BACK UP QUICKLY and find the nearest flash grenade, hand grenade, or take out a grenade launcher with flash rounds or a powerful shotgun. These creatures have a hard-shelled upper torso that cannot be penetrated with gunfire. Their legs are the only soft portion of the their body while they're mouth remains close. After hitting one of these in the legs with a powerful hit, it will fall to its knees then open its hard-shelled torso to reveal its mouth, which is its ultimate weak point. A few shots to the mouth with a powerful weapon will make it keel over and die. The absolute best way to deal with any Duvalia is to toss a flash grenade or fire a flash round at it with the grenade launcher. Another good method is to equip electric rounds to the grenade launcher and fire two of them at it and this will usually kill it off as well. A hand grenade works well if the explosion goes off while the Duvalia is standing over the grenade; the Duvalia will instantly blow to bits in the explosion if it's a direct hit. The only other way to defeat a Duvalia is through gunfire to the legs followed by a shot to the mouth when it opens its upper half. Train yourself to arm flash grenade whenever a Duvalia forms from a dying Majini or whip out a grenade launcher with flash or electric rounds. Mercenaries mode will get players to where they'll want to toss a flash grenade at any enemy that begins to act strangely upon death out of fear that it might be Duvaliaizing in front of their eyes. One little scare that looks much like a Duvalia transformation is when a Base Majini suddenly expands to blow up upon being defeated. ------- Attacks ------- 1) Bite: A Duvalia makes a sudden lunge forward with its mouth open. If a character is caught with this bite then the character will go into immediate dying status. RANGE: Close Range 2) Head Ram: A Duvalia dashes forward and rams with the top portion of its hard-shelled upper torso. This move will automatically knock a character to the ground. RANGE: Close Range ------------------------- Duvalia Behavior/Exploits ------------------------- --> PERFORMING AN INSTANT KILL MELEE CANCELS DUVALIA APPEARANCES If there is a Majini that is scripted to become a Duvalia then one can easily stop that scripted battle by performing an instant kill or tag team melee attack. Simply shoot the Majini in the leg then run behind it and perform the instant kill melee to kill it normally without having to worry about the Duvalia. Any type of tag team melee will yield the same results. Shoot the Majini in the arm then bounce it back and forth between the characters after the first arm stun melee attack. --> KILLING OFF A DUVALIA AS IT THE MAJINI MUTATES INTO ONE A player does not have to stand and wait for a Majini to fully mutate into a Duvalia once the mutation occurs. The player can simply toss or shoot any type of flash explosive or toss a hand grenade below the Duvalia to instant kill it before the full mutation animation is completed. ___________ BUI KICHWA \___________________________________________________________________ HP: 120 - 800 Bui kichwa are spider-like parasites that dwell underground. They quickly burrow out of the ground whenever a character approaches their resting place. They attack by lunging at a character and wrapping their spider legs around the character to squeeze the character to death. A partner will need to use the partner action command that will display in order to cut this parasite off of the victim or shoot it off with a gun. Bui kichwa are rather easy to kill. A few handgun or machine gun blasts is all it takes to finish one of them off, but notice that I just said "one". These parasites almost always attack in groups of at least two. Sometimes they appear in one extremely big group, so they can easily make up for their overall weakness in sheer number. They are weak to bright light, so a character can simply toss a flash grenade or shoot a flash round at a crowd of these little plagas enemies to finish off every one in the area. ------- Attacks ------- 1) Lunging Grab - The Bui kichwa stands still then suddenly jumps at its foe and wraps its legs around the foe then squeezes its prey. If this attack connects then the victim can only walk slowly until the Bui kichwa lets go or a partner knocks off the Bui kichwa with a partner assist melee or a gunshot. RANGE: Close Range ___ _ _ ___ ___ __ __ [EN04] /___\ |_| |__ ___ _ __ / __\ /___\ / / /\ \ \ ___ // // __| '_ \ / _ \ '__| /__\// // // \ \/ \/ / / __| / \_//| |_| | | | __/ | / \/ \ _ / \_//_ \ /\ /_ \__ \ \___/ \__|_| |_|\___|_| \_____/(_) \___/(_) \/ \/(_) |___/ Some B.O.W.s are a hybrid of different viruses other than plagas. These types of B.O.W.s are extremely vicious and should be finished with utmost urgency when they are in the area. Both of them appear to have no weakness but there is always a way to finish them off quickly with little trouble. ____________ LICKER BETA \__________________________________________________________________ HP: 4,000 - 7,000 A Licker Beta is a failed experiment resulting from someone getting too much Progenitor in their T. Basically they are the same basic Licker that has evolved from a T-virus infected zombie, but the Licker has been exposed to the Progenitor virus and has thereby gained the ability to reproduce rapidly; good news for the Lickers, bad news for our characters. Lickers still maintain their intense fascination for breaking glass. If glass is in the area then a Licker will have to break it for an attempt at a cheap scare. Watch the windows! A Licker is still the unique blind creature with the exposed brain and blade- like tongue that Resident Evil fans know all too well since the Raccoon City incident. Lickers will always attack in groups this time. They are never fought alone in Resident Evil 5. Licker Betas sometimes attack in groups of intense numbers where each one is as powerful as the other, which makes their threat level expand increasingly. As usual, they can still climb walls and ceilings, so if one appears to suddenly disappear from sight then look up or to the side and it might just be moving along the wall or ceiling. Being blind, they cannot actually see a character so they go by sound. If both characters are quiet while entering an area then they can sneak up on a group of Lickers. Lickers will attack once a character gets too close however. Don't run, fire a gun, perform a partner command, or taunt and they will not hear your characters when they first enter the area. A special melee kill can be gained on a Licker by approaching it whenever it has been knocked over from intense firepower to where it lies on its back and kicks its legs. Approach it for a "Stab" command when it does so. Initiate the stab and the Licker will instantly be killed off with the melee stab. Remember that you are looking for a knockover where the Licker will KICK its legs and not just fall to the ground on its back. A "Counter" melee prompt will appear shortly before a Licker lunges at a character to pin that character down to the ground. Press the on-screen buttons to counter the move or the Licker will pin a character to the ground. The only way to escape this pin down is for a partner to help out with partner assist melee or a gunshot to the Licker. Failure for the partner to save a grabbed character will result in instant death to the grounded character. If you're playing in single player then keep tapping the assist button when grabbed so that the AI partner will help your character. If the AI partner gets attacked then your character better save that character. Other than the grab, Lickers still have their usual melee attacks much like the Lickers in previous games. They still maintain their jumping slice and they have an upward slice. They also have a tongue impale, which can be done from mid range. A player will have to shake off the impale by shaking the left thumbstick or the partner can use a partner assist melee attack from close range to slash at the tongue. The partner can also fire at the Licker to stop the impale. Lickers are best fought off by placing a proximity bomb in the path of a group for an instant kill due to its direct hit. Hand grenades are another good alternative to use as well, but only the direct hit range will finish one off with the initial explosion. Both Acid Rounds and Nitrogen Rounds can be very effective on a Licker. Acid Rounds will instantly knock a Licker down to where it can be melee stabbed from close range and Nitrogen Rounds will instantly freeze all nearby Lickers and allow the characters to finish them with a hit from any weapon (even a knife) to shatter them. When using Acid Rounds, it is best not to spam the ammo against a group. The Acid Round will instantly knock down a Licker to where it can be stabbed, so run up to it and stab it for an instant kill after shooting it with an Acid Rounds. Acid Rounds basically knock them down and stun them. Constantly firing Acid rounds against Lickers will eventually kill them but a more effective way to handle a small group is to knock them down with the Acid Round's spread then follow that knockdown up with stabs. It's not wise to move into a large grouped once they have been knocked down however. ------- Attacks ------- 1) Tongue Impale - The Licker Beta suddenly leans its head back and lashes its tongue toward a character and impales that character through the chest with its blade tongue. The player must rapidly shake the left thumbstick back and forth to break free or the partner can perform a partner assist melee while standing near the character to slice the tongue with a knife or the partner can shoot the attacking Licker. This move can be quite damaging if a character is held for too long. It continues drain the character's health while the tongue is impaling that character up to 50% of the character life. RANGE: Mid Range 2) Tongue Strangle - The Licker lashes out with its tongue and wraps the tongue around the character's neck then begins to strangle the character. This move is done off-screen, so it's extremely hard to avoid unless you continue to side step in a direction. The tongue will take off only 25% damage as opposed to the tongue impale attack mentioned above. A partner can still free your character through a partner assist melee command that will appear while the character is being strangled. RANGE: Mid range 2) Jumping Slash - The Licker Beta holds up its right blade arm shortly before it jumps toward a character and hits that character with a claw slice shortly before landing. RANGE: Mid range 3) Upward Slash - The Licker Beta performs an upward slash with its claw. RANGE: Close range 4) Pounce - Shortly before the Licker Beta lunges, a "Counter Attack" button prompt command will appear on the screen. The targeted character must quickly input the command to counter the Licker's lunge or the Licker will pin the character to the ground. The only warning sign for this attack is when a Licker holds up its right blade arm; it's a VERY short warning sign also. It looks much like the startup animation for its jumping slash. While on top of a character, that character must be saved by a partner assist melee from the partner or the Licker must be shot off with a gunshot from the partner. If the partner fails to save the grabbed character then the character will be stabbed by the Licker's claw and will die instantly. The partner MUST save the victim since the victimized character CANNOT fight off the Licker. This is an EXTREMELY dangerous move and I have seen instances where the partner assist melee is inputted too late and it will not even phase the Licker or knock it out of the instant kill finish. It's really best to shoot the Licker off with a high-powered weapon because of the possible partner assist command failure. If you're playing in single player then keep tapping the assist button when grabbed so that the AI partner will help your character. If the AI partner gets attacked then your character better save that character. RANGE: Mid range _______ REAPER \_______________________________________________________________________ HP: 2,000 - 3,000 Say hello to one of the new most annoying enemies in the RE universe. This bad boy would probably put up a pretty good fight with the Alpha Hunters from the original Resident Evil (not Remake, mind you). This enemy is known as a Reaper and he can really be a problem if you don't know how to deal with it. It has an instant kill grab from close range, so don't ever get close to these things unless they are stunned or missing an appendage. There are a few ways to hit this creature. The most obvious is the glowing white circular area on its stomach that opens up periodically while it moves and the second is the glowing white sections that stick out of its back that are visible whenever it dashes toward a character. While playing online, two players can surround a Reaper and one can hit it in its back portion to stun it. When hit in the circular area on its stomach, the creature will kneel down and showcase one of the circular sections of its back. Blast that back section and it will lean over again and expose its other back section. Hit the second back section and its body will lean backward so that it showcases its chest weak point. At that time, blast it in the weak point. The SIG 556 will do just fine for hitting all weak points. You could also bring out the shotgun or magnum for its major weak point also. It can still hit your characters with its blade arms while its major weakness is exposed but it can't grab them at that time. Once it recovers you'd better haul ass away from it again and allow it to showcase one its weak points then blast it. Shooting it in a back weak point from the get go will make it to where a character will only have to shoot one more back section as it leans over then it will showcase its major weak point after one crouch. A Reaper's appendages can be totally dismantled. It's arm appendages can all be shot off and its head can be shot off also. These all reform in a few seconds but this will damage it. The most useful part about cutting off its appendages is that it cannot perform its instant kill grab without all of its appendages. Even when it is missing a head appendage, it cannot perform its instant kill grab. A machine gun works extremely well at tearing it apart. This enemy is very dangerous even when you know how to deal with it. It takes practice, precise aiming, and plenty of room to back up in order to take one down effectively. There is a way to fully tear through a Reaper though. Equip a grenade launcher with acid rounds or flash rounds and have a magnum handy and the Reaper will not be much of a problem at all. Simply shoot it once at any time whether it shows a weak point or not and it will be stunned and showcase its first shoulder weak point. Fire another acid round or flash round at it when it showcases the first shoulder weak point to make it skip showing the second shoulder weak point and automatically show its chest weak point. Simply take out a magnum at that time and finish it off with a magnum shot to the chest weak point. The main difference between a flash round and acid rounds lies in the fact that the area effect will more easily stun a Reaper when acid around is used so you can easily take down multiple Reapers with an acid round (the acid spread hits them both when fired at one), but with a flash round, the hit has to be closer or it has not effect. Electric rounds are another good stunning method for the Reaper when acid rounds or flash rounds are not available. If an electric round is aimed directly at a shoulder weak point when the Reaper leans over from the first shot then the shot will immediately cause it to reveal its chest weak point. The second shot MUST hit the a weak point directly or the shot will not phase the Reaper. Other than the mentioned grenade rounds, the machine gun is really the absolute best weapon to hit it with when it showcases its weak points since you'll dish out multiple shots that will ensure you hit each weak point that it showcases. The shotgun works well also and the shotgun will damage it faster. If you have good enough aim with a magnum, this enemy can be take down by blasting each weak point as it showcases them and by the time it shows its major weak point, the creature will be close to death or might actually die before showcasing its main weak point. A player can also damage a Reaper through a proximity bomb and hand grenade explosion. These explosions will make a Reaper roll on the ground once the explosion goes off near it. This will damage it, but the explosion will NOT stun the Reaper, so it will be headed right back toward a character directly after rolling. An explosive cannot kill a Reaper, but it will damage it. The final blow must be delivered to one of the Reaper's weak points. So after hitting it with a few hand grenade explosions, a player can shoot it in its stomach weak point as the weak point opens to immediately kill it off. ------- Attacks ------- 1) Grab and Impale: The Reaper reaches forward with all of its appendages to grab a character. If it manages to grab a character then it will stab the character from the sides for an instant kill. (NOTE: it must have all appendages in order to perform this move, including its head) RANGE: Close Range 2) Slice: The Reaper slices forward with one its top appendages. RANGE: Close Range 3) Stab: Shortly before it recovers from a major weak point stun, the Reaper stabs forward with its bottom appendages. RANGE: Close Range 4) Gas Vapor: While walking, the Reaper sprays out a vapor that slightly blocks the victim's vision of the Reaper's actions. RANGE: Close Range _ _ _ __ ___ _ [EN05] /_\ _ __ (_)_ __ ___ __ _| |___ / // __\ ___ __ _ ___| |_ ___ //_\\| '_ \| | '_ ` _ \ / _` | / __| / //__\/// _ \/ _` / __| __/ __| / _ \ | | | | | | | | | (_| | \__ \ / // \/ \ __/ (_| \__ \ |_\__ \ \_/ \_/_| |_|_|_| |_| |_|\__,_|_|___//_/ \_____/\___|\__,_|___/\__|___/ Just like back in Resident Evil 4, wildlife can once again be interacted with and killed on sight. Are they infected with the T-virus? Are they G-virus carriers? Perhaps T-Veronica? Las Plagas hybrids? A mixture of all? It doesn't really matter either way. Some of them are loaded with gold, so we shall shoot them without reason. ______ CROWS \________________________________________________________________________ HP: 1 Location: Back Alley - Chapter 1-1, Abandoned Building - Chapter 1-2, Train Yard - Chapter 2-1, Village - Chapter 3-1, Execution Ground - Chapter 3-2 Item Drop: Gold "I'm sorry Forrest. I'll miss our target practice sessions together" I'm sure that phrase echoes throughout Chris Redfield's head every time that he lays eyes on a crow. Shoot every crow that you come across and avenge his dead buddy, Forrest Speyer. How dare you rob Chris of his partner at the shooting range! Crows are normal black crows that will always fly away upon being disturbed. When one is shot near another, most of the time, the others will scatter. A flash grenade tossed near them will instantly kill all of them while they are grouped. These birds can be shot out of the air as well with good aim. _________ VULTURES \_____________________________________________________________________ HP: 1 Location: Train Station - Chapter 2-2 Item Drop: Gold A vulture? Hmmm. Well, we do want to destroy everything, so why not kill these buzzards as well. Vultures are a bit more uncommon than crows. They can be shot out of the air much like crows however. One good thing about a vulture is that it is a bigger target, so it isn't all that hard to hit it once its airborne. _____ BATS \_________________________________________________________________________ HP: 1 Location: Labyrinth - Chapter 4-1, Worship Area - Chapter 4-2 Item Drop: Gold No lighter this time to ward them off! Of course, our Redfield protagonist won't be needing a lighter since this type of bat might not be infected. Well, they don't attack at least, but a player can still attack them. A bat is easiest to kill with a flash grenade. Toss the flash grenade below a group of bats as they fly up above and they will all fall and leave behind their valuables. They can be hit while they are perched in an area, but the others will quickly escape, so a flash grenade is really always the best choice when tracking down these potential gold carries. ____ RAT \__________________________________________________________________________ HP: 1 Location: Back Alley - Chapter 1-1, Abandoned Building - Chapter 1-2, Storage Facility - Chapter 2-1, The Bridge - Chapter 2-1, The Port - Chapter 2-1 Item Drop: Gold Rats can be found scurrying along underground passes and inside of buildings at times. They are rather hard to hit but they will eventually stop and stand still if a player is patient. Use a handgun or machine gun to hit them when they stand still or toss a flash grenade at a group. These little cretins are most likely related to the vermin that spread the T-virus throughout Raccoon City back in the day, so all must be destroyed. ________ CHICKEN \______________________________________________________________________ HP: 1 Location: Back Alley - Chapter 1-1, Urban District - Chapter 1-2, Marshlands (Chicken Island) - Chapter 3-1 Item Production: Egg The chicken is the new novelty Resident Evil bird that appears in town areas most of the time. A chicken will never drop an item once killed. If a character waits long enough in an area with a chicken, then it might lay a random type of egg. Chickens can lay white, brown and gold eggs, all of which can restore life depending on the type. These little birds can now attack. A chicken can now perform a lunging bite when it is scared. I suppose they learned well from the cows that would defend themselves if Leon threatened them back in Europe. Word has gotten out that certain treasure hunters now want their eggs. ------- Attacks ------- 1) Lunging Bite: The chicken leaps toward its foe and bites it with its beak. RANGE: Close Range ______ SNAKE \________________________________________________________________________ HP: 1 Location: (More Coming Soon) Village - Chapter 3-1, Execution Ground - Chapter 3-2, Pyramid - Chapter 4-2 Item Drop: Egg Majini know how to scare an item collector much like the Ganado did. Majini have placed snakes inside of breakable objects throughout the game. How in the world will you know when a snake might lash out at your hero? Well, that's the reason why you're reading Berserker's guide, because they are all labeled in the walkthrough. Snake's will perform a lunging bite toward a character when a character approaches one while it is standing still. Other than that one-time attack, a snake will slither across the ground. It can be shot easily with any handgun or machine gun while it slithers by and it will drop a random type of egg at times. ------- Attacks ------- 1) Lunging Bite - The Snake makes a quick jump forward and bites with its teeth. RANGE: Close Range ___________ NILE PERCH \___________________________________________________________________ HP: 1 Location: Marshlands - Chapter 3-1 Item Drop: Gold A Nile Perch is a type of fish that can only be found in the Marshlands of chapter 3-1. These fish will sometimes jump out of the water while swimming happily in the lakes around the marshlands. They can be shot whenever a sudden ripple in the water is noticed or, with pinpoint aiming, they can actually be shot during a mid jump. The AI partner has a real knack for shooting these fish with a handgun when they jump out of the water. Give your partner a handgun and sit back then watch in amazement as the AI's accuracy. It's too bad there isn't a greedy merchant around to sell these off to. I'm sure we'd make some good profit. Well, they still drop gold at least. __________ CROCODILE \____________________________________________________________________ HP: 2,200 - 8,000 Location: Marshlands - Chapter 3-1, Execution Ground - Chapter 3-2 Item Drop: N/A You're looking for that gas tank along the left wall of the marsh aren't you? Well, this time there are no gas tanks for this lizard enemy to get stuck in its mouth for a one hit kill. Crocodiles are found in two chapter sections, but they can only be killed while in the Marshlands. They surface from the nearby water whenever a character moves by them then they move toward a character and lunge at the character with a sudden bite. If they manage to catch a character in their mouth then that character will be instantly killed. Crocodiles do not drop items but it is best to kill off one in the Marshlands for sure since it blocks the path ahead, both to and from an important destination. They can be killed by shooting them with a weapon as they approach a character - I recommend using a gun other than a shotgun, so your character is not standing still as long during the gunshot animation. A hand grenade tossed right underneath one as it swims will kill it off quickly, most of the time, if the hit is direct. It's really best to run from these beasts as much as possible, but at one point, killing one might just save some aggravation for the next journey back through that same area. ------- Attacks ------- 1) Bite - The crocodile swims forward and wraps its jaws around its prey with a vicious bite. This attack will instantly kill a character if the character is caught in its jaws. RANGE: Close Range _______ SPIDER \_______________________________________________________________________ HP: 1 Location: Ancient Village - Chapter 4-1, Worship Area - Chapter 4-2, Pyramid - Chapter 4-2 Item Drop: Gold (rather rare) Ah, memories of the creepy web spinners are slowly coming back to me. Those had a thin coating of hair along their bodies though and these simple spiders do not. It doesn't matter though, they die all the same when a Redfield is in the area. Usually these enemies are found crawling along a wall. They can be easily slashed with a knife just like the miniature spiders that Leon encountered in Europe. Of course, Leon's pests didn't give him gold, but some of the spiders that Chris and Sheva will run into have some chump change hidden inside of that body of theirs. _____ GOAT \_________________________________________________________________________ HP: 1 Location: Progenitor Virus House - Chapter 5-1 Item Drop: N/A The goat is one of the innocent caged animals that can be found in the area with cages inside the Progenitor Virus House. This everyday goat can be shot while it stands and yells in its cage. It will not drop an item, but it will count as a kill for ranking purposes and it will be displayed on the records as an enemy killed, therefore, we have to put it down for the sake of completion. [LI00] =============================================================================== _ _ _ | | (_) ___ | |_ ___ | | | |/ __|| __|/ __| | |___ | |\__ \| |_ \__ \ |_____||_||___/ \__||___/ C H E C K L I S T S A N D O T H E R L I S T S =============================================================================== - - - - - - ___ __ _ _ __ _ _ [LI01] / __\/ _\ /_\ /_\ /__\ __ ___ | |__ | | ___ _ __ ___ ___ /__\//\ \ //_\\ //_\\ /_\| '_ ` _ \| '_ \| |/ _ \ '_ ` _ \/ __| / \/ \_\ \/ _ \/ _ \ //__| | | | | | |_) | | __/ | | | | \__ \ \_____/\__/\_/ \_/\_/ \_/ \__/|_| |_| |_|_.__/|_|\___|_| |_| |_|___/ BSAA EMBLEM LOCATION CHECKLIST ------------------------------------------------------------------------------- There are a total of 30 BSAA emblems hidden in the main game of Resident Evil 5. Collecting 25 will unlock the Chris (S.T.A.R.S.) outfit for the main game and collecting all 30 of them will give a player the Badge of Honor trophy/achievement and unlock the Sheva (Tribal) outfit for the main game. All BSAA medals must be shot from the locations described in order to obtain credit for collecting it. They are all hidden in the various environments and a few of them basically require a rifle in order to see them in full view. In order to see which chapter segment a player is currently missing BSAA emblems from, go to the "Chapter Select" from the main menu then look for the blue BSAA emblem icon below the chapter segments. Each one will have an "X/Y" total, where X represents the amount that a player has found and Y represents the total BSAA emblems hidden in that chapter segment. Some chapter segments do not have BSAA emblems hidden in them. ******************************************************************************* -- BSAA Emblem Video In order to better assist my readers, Big Kahoona 22 has made a video that shows the location of each BSAA Emblem. http://www.youtube.com/watch?v=tXC6cdJLe5Q All BSAA Emblem locations now have a "TIME IN VIDEO" listing that lists the precise second in which the location of the video is revealed. ******************************************************************************* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #01 / BSAA \ (------------) LOCATION: Urban District - Chapter 1-2 \ EMBLEM / DETAILS: Look off the south side of the east walkway after \________/ after climbing up the stairs in the building with the two locked doors to find this BSAA emblem on the outside wall of the building to the south behind a fence. Aim and look downward. TIME IN VIDEO: 0:00 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #02 / BSAA \ (------------) LOCATION: Abandoned Building - Chapter 1-2 \ EMBLEM / DETAILS: After climbing the ladder, move to the center of the \________/ walkway to the side. Look up and to the northwest to spot a dead Alpha Team soldier hanging on a wooden pole then look toward the water tower further upward to see this BSAA emblem on the framework below it. TIME IN VIDEO: 0:07 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #03 / BSAA \ (------------) LOCATION: Furnace Facility - Chapter 1-2 \ EMBLEM / DETAILS: When the characters reach the metal case with handgun \________/ bullets, move down the next hall then look toward the right fence along the wall. Look past the left side of the concrete piece to see this emblem on the wall behind the fence. TIME IN VIDEO: 0:19 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #04 / BSAA \ (------------) LOCATION: Storage Facility - Chapter 2-1 \ EMBLEM / DETAILS: Hanging near the middle of the west wall, above a \________/ wooden barrel shortly after the chapter begins. There is a note about the BSAA medals in this room also. The programmers want you to see this without using Berserker's guide. TIME IN VIDEO: 0:29 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #05 / BSAA \ (------------) LOCATION: The Bridge - Chapter 2-1 \ EMBLEM / DETAILS: After moving to the other side of the bridge, stand at \________/ the top of the staircase then look to the south below the bridge. Look at the middle pillar supporting the bridge to see this emblem standing on a wooden platform that wraps around the bridge pillar. TIME IN VIDEO: 0:33 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #06 / BSAA \ (------------) LOCATION: The Port - Chapter 2-1 \ EMBLEM / DETAILS: To the south of the middle group of stands is a closed \________/ green building. Walk toward the building counter and aim upward then look at the ceiling to see this BSAA emblem. You can actually see it glimmering through the crack of the other side also. This building is very small - smaller than a stand. TIME IN VIDEO: 0:42 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #07 / BSAA \ (------------) LOCATION: The Port - Chapter 2-1 \ EMBLEM / DETAILS: Climb to the top of the building with the ladder \________/ propped against it then move to the north side railing. Look toward the open doorway on the north building directly ahead to see this BSAA emblem on the wall behind the doorway. TIME IN VIDEO: 0:50 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #08 / BSAA \ (------------) LOCATION: Shanty Town - Chapter 2-1 \ EMBLEM / DETAILS: Before performing the partner action jump to toss Sheva \________/ over to the BG Production Building, while at the edge of the walkway, turn around then aim upwards to see the edge of this BSAA emblem. A Sheva player can simply turn around after landing on the opposite building to see the full emblem easily. TIME IN VIDEO: 0:56 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #09 / BSAA \ (------------) LOCATION: Train Station - Chapter 2-2 \ EMBLEM / DETAILS: Climb to the top of the middle train cart then hop over \________/ to the right (west) train cart. Look off to the west and find the closest tower. The BSAA emblem is on the middle portion of the top section of the tower. Use a sniper rifle or a handgun to hit it. TIME IN VIDEO: 1:03 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #10 / BSAA \ (------------) LOCATION: The Mines - Chapter 2-2 \ EMBLEM / DETAILS: Once the characters reach the bridge in the dark cave, \________/ step to the middle of the bridge then turn right. Look up toward the cave wall with the waterfall to notice the emblem stuck to the cave wall. TIME IN VIDEO: 1:10 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #11 / BSAA \ (------------) LOCATION: Mining Area - Chapter 2-2 \ EMBLEM / DETAILS: Once both characters exit the building after picking \________/ off the Majini on the mountain with the use of a sniper rifle, climb the tall ladder along the side of the mountain. Turn left at the top of the mountain path then run to the left and look toward the northeast buildings. This emblem is on the lower rooftop of the building to the right of the building that the characters exited from. It can be hit with a sniper rifle or a well-aimed shot from any weapon. Come on and use the machine gun my readers and show off those aiming skillz! TIME IN VIDEO: 1:19 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #12 / BSAA \ (------------) LOCATION: Marshlands - Chapter 3-1 \ EMBLEM / DETAILS: In the area where the characters obtain the Beast Slate \________/ at the beginning of the Marshlands, arm a sniper rifle while standing behind the north railing of the nearby wooden dock where the boat is then look to the north. Find the pole out in the water up ahead with two overhead telephone wires connected to it and look in the center of the pole to see a slight glimmer. The slight glimmer is the BSAA emblem. A player can only shoot it from this distance in single player mode. In a co-op game, one character can drive the boat out to the pole while the other character shoots the emblem from up close. If you want to get it easily, press "Start" on a second player controller and then have one character drive the other out to the pole while on board the boat. The character on the front can easily shoot it from the front of the boat with a handgun while the boat is facing the north end of the pole. Just quit the game afterwards if you don't want to continue playing two- player and the medal will save on the main save file for Resident Evil 5. Another way to clearly see this is to bring a PSG-1 rifle with your character with a level 2 upgraded scope. Simply aim then look to the north pole with the cables attached to it while on the dock and it will appear a bit bigger in the scope. It's still small though and will require some pinpoint aiming even with an upgraded scope. The PSG-1 rifle is not obtained or unlocked in the Buy menu until Chapter 5-3 however. TIME IN VIDEO: 1:27 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #13 / BSAA \ (------------) LOCATION: Marshlands - Chapter 3-1 \ EMBLEM / DETAILS: Step toward the abandoned boat on the chicken island in \________/ the middle of the map then look north to see this emblem under the building up ahead. You'll need to look past the stairs of the building to see this so you might have to adjust your viewpoint a bit if something is blocking it. TIME IN VIDEO: 1:37 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #14 / BSAA \ (------------) LOCATION: Marshlands - Chapter 3-1 \ EMBLEM / DETAILS: Go to the far northwest corner of the map then step off \________/ the boat and move up the wooden walkway and you should be able to see this on a wooden beam near the ceiling of the overhead straw rooftop. TIME IN VIDEO: 1:47 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #15 / BSAA \ (------------) LOCATION: Village - Chapter 3-1 \ EMBLEM / DETAILS: Right at the beginning of this area, drop off the right \________/ side of the platform then make a quick turn while in the water and move to the left so that your character moves to the section of the wooden platform that isn't boarded up and you will see this emblem as it stands on the ground below the wooden platform that your character dropped from. TIME IN VIDEO: 1:51 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #16 / BSAA \ (------------) LOCATION: Execution Grounds - Chapter 3-2 \ EMBLEM / DETAILS: In the area with the Tricell tents, step around the \________/ back of either one then move to the center and look in between the tents to see this emblem lying against some sandbags on the far side. TIME IN VIDEO: 1:58 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #17 / BSAA \ (------------) LOCATION: Oil Refinery - Dock - Chapter 3-2 \ EMBLEM / DETAILS: After the cutscene with Irving while out on the docks, \________/ turn to the left after the cutscene and open the door to the nearby building then step inside. This medal is on the right wall near the back corner. TIME IN VIDEO: 2:05 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #18 / BSAA \ (------------) LOCATION: Oil Field - Drilling Facilities - Chapter 3-3 \ EMBLEM / DETAILS: Before the boat moves up under the doorway with the \________/ two Majini with crossbows overhead, this emblem is attached to the bottom portion of the walkway below them. If you miss, then you can easily shoot the bottom portion of this emblem when the boat stops. Simply look to the east then look below the walkway where the Majini were at to see the bottom glowing portion of this emblem. You can get off the boat and shoot it from the walkways further ahead for an easier shot. TIME IN VIDEO: 2:22 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #19 / BSAA \ (------------) LOCATION: Caves - Chapter 4-1 \ EMBLEM / DETAILS: While on the bridge in the cave after climbing the \________/ wooden ladder, look off toward south railing and look to the right of the waterfall to find this emblem stuck to the wall below. It has some water flowing down along the wall near it. TIME IN VIDEO: 2:28 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #20 / BSAA \ (------------) LOCATION: Ancient Village - Chapter 4-1 \ EMBLEM / DETAILS: After both characters exit from the north door of the \________/ area with hallways that they fall to from the trapdoor, arm a rifle and stand along the walkway just outside the door. Look far up above the door to the north and you'll see this on a ledge on the other side. This can be hit from below if your characters step off the walkway early. This BSAA emblem can also be seen from the high walkway at the beginning of the Ancient Village area. Arm a rifle then look to the northeast. Look below the circular glowing object in the distance and this emblem can be seen on the ledge below it. It is rather far away so shooting from the beginning walkway requires some very precise aiming with the rifle. TIME IN VIDEO: 2:40 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #21 / BSAA \ (------------) LOCATION: Labyrinth - Chapter 4-1 \ EMBLEM / DETAILS: Right when the characters enter the labyrinth, after \________/ opening the door to it, move down the first set of stairs. A vase will be to your left. Aim and look up toward the high wall in the west to see this emblem attached to a wall on a high ledge above. The sniper rifle is really the only weapon that can hit this when you first enter, but later on in this area, it can easily be hit with any weapon. After pulling the chains on the green status, follow the walkway that forms in front of it then turn and face the green statue and look directly up. This is the closest viewpoint that is available for hitting it. TIME IN VIDEO: 2:45 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #22 / BSAA \ (------------) LOCATION: Pyramid - Chapter 4-2 \ EMBLEM / DETAILS: While inside the third mirror puzzle room, enter the \________/ north room with the impaled corpse above the coffin. Walk toward the impaled corpse then perform a quick turn. Aim and look up above the doorway to see this emblem in the middle portion of the high wall above the door. TIME IN VIDEO: 2:54 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #23 / BSAA \ (------------) LOCATION: Underground Garden - Chapter 5-1 \ EMBLEM / DETAILS: When the characters first start out in the garden, \________/ move along the east path and head to the northeast. Stop at the water pump then look under the bridge to the north that leads out of the garden to see this medal lying on top of the pump that extends under the bridge. You'll be able to get a side view of it. It can be easily hit with any firearm. TIME IN VIDEO: 3:00 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #24 / BSAA \ (------------) LOCATION: Missile Area 1st Floor - Chapter 5-2 \ EMBLEM / DETAILS: After moving across the conveyor belt with explosive \________/ canisters and going down the stairs along the side of the platform at the end, there is an open dumpster to the left of the bottom of the stairs. Walk over to this dumpster and look inside to see this emblem. It can be hit with a gun by standing near it then aiming at the top of it and firing. For a Sheva player, this BSAA medal will be harder to hit because she isn't as tall as Chris, so a player might want to take out a hand grenade and toss it inside of the dumpster to hit the BSAA medal while playing as Sheva. TIME IN VIDEO: 3:05 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #25 / BSAA \ (------------) LOCATION: Uroboros Research Facility - Chapter 5-3 \ EMBLEM / DETAILS: Step into the north room from the room where the \________/ characters fought the Uroboros in the last chapter then stand in the doorway and look in the back of the right fan on the wall to the north. This BSAA emblem is on the top middle portion of the wall in the back of the fan. Time a shot to hit the emblem when the fan blades move out of the way. It can also be seen from right underneath the fan. TIME IN VIDEO: 3:14 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #26 / BSAA \ (------------) LOCATION: Moving Platform - Chapter 5-3 \ EMBLEM / DETAILS: When the characters first step onto the center \________/ platform in the big open area, step to the east side then find the high platform up above. Look through the metal grating of the high platform floor to see this BSAA emblem through the grating. Shoot it through the metal grating. With good aim, a handgun can shoot it, or just use a rifle. TIME IN VIDEO: 3:23 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #27 / BSAA \ (------------) LOCATION: Monarch Room Entrance - Chapter 5-3 \ EMBLEM / DETAILS: Run toward the elevator in the west portion of the \________/ excavation site then step to the left of it or move around the other side of it then look down into the shaft. This BSAA emblem is hanging on the east side of the elevator shaft below. It can be shot through the elevator if the elevator has already been lowered. TIME IN VIDEO: 3:32 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #28 / BSAA \ (------------) LOCATION: Ship Deck - Chapter 6-1 \ EMBLEM / DETAILS: Look off to the south from the starting point on the \________/ Ship Deck and find the cross-shaped structure on the south side of the boat to find this medal on the very top of it. You'll really need a PSG-1 rifle with a level 2 scope magnification to be able to make out the actual emblem. Without it, you'll only see a glowing speck on top of the structure from the current distance. It can be shot later on in the area before entering the exit door to move onto the next area. TIME IN VIDEO: 3:37 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #29 / BSAA \ (------------) LOCATION: Ship Deck - Chapter 6-1 \ EMBLEM / DETAILS: After collecting the crane keycard from the Duvalia in \________/ the area where the cage drops, shoot the green button on the north end to make the lift rise. During the cutscene when the lift rises, a BSAA emblem can be seen inside the open metal container to the left of the metal lift. Toss a hand grenade through the opening of the metal crate in order to hit this BSAA emblem. An explosive round shot toward the back portion of the ceiling of the crate will work as well. TIME IN VIDEO: 3:47 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ________ [ ] / \ --> B S A A E M B L E M #30 / BSAA \ (------------) LOCATION: Ship Hold - Chapter 6-1 \ EMBLEM / DETAILS: After the cutscene with Excella in the room with the \________/ Progenitor flowers, look at the row of cabinets on the high north wall to see this emblem inside the second cabinet from the left. Shoot the glass to break it then shoot the emblem. TIME IN VIDEO: 3:55 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - _____ __ _ _ [LI02] /__ \_ __ ___ __ _ ___ _ _ _ __ ___ / /(_)___| |_ / /\/ '__/ _ \/ _` / __| | | | '__/ _ \ / / | / __| __| / / | | | __/ (_| \__ \ |_| | | | __/ / /__| \__ \ |_ \/ |_| \___|\__,_|___/\__,_|_| \___| \____/_|___/\__| TREASURE CHECKLIST (BY TREASURE) ------------------------------------------------------------------------------- Treasures may be sold through the "Treasure" side of the main inventory in between chapters or at the beginning of each chapter portion after restarting from a saved game. The amount that each treasure can be sold for is listed to the side of each treasure name. To see the amounts, choose "Organize" from the main inventory menu then scroll down to inventory and hit the R2/RB button to see your available treasures. There are altogether 50 treasure types in Resident Evil 5 and obtaining all of them give you the "They Belong in a Museum" trophy/achievement. There is no point in keeping a treasure. Treasures should be sold after obtaining them in order to gain extra gold to upgrade weapons and buy new items. Treasures may not be combined with other treasures. All the gems that are obtained may not be combined with any other treasures, so all treasures are sold as is for the face value available through the treasures menu. NOTE: Treasures that are acquired during a co-op game will be gained by both players. So if a Chris player picks up an Antique Clock treasure then the Sheva player will also gain the Antique Clock treasure in that gamer's inventory. The same goes for gold amounts as well. Basically there is no rush to steal them away from the other player. Below is the appearance of your inventory once all treasures that are found in the main game of Resident Evil 5 have been collected: ------------------------------------------------------------------------------- Gold | Ivory | Dead Bride's| Royal | Jewel | Venom Ring | Relief | Necklace | Necklace | Bangle | Fang ------------------------------------------------------------------------------- Antique | Chalice | Chalice | Idol | Idol | Ceremonial Clock | (Silver) | (Gold) | (Silver) | (Gold) | Mask ------------------------------------------------------------------------------- Jewel | Beetle | Beetle | Topaz | Ruby | Sapphire Beetle | (Brown) | (Gold) | (Pear) | (Pear) | (Pear) ------------------------------------------------------------------------------- Emerald | Diamond | Topaz | Ruby | Sapphire | Emerald (Pear) | (Pear) | (Square) | (Square) | (Square) | (Square) ------------------------------------------------------------------------------- Diamond | Topaz | Ruby | Sapphire | Emerald | Diamond (Square) | (Oval) | (Oval) | (Oval) | (Oval) | (Oval) ------------------------------------------------------------------------------- Topaz | Ruby | Sapphire | Emerald | Diamond | Topaz (Trilliant) | (Trilliant) | (Trilliant) | (Trilliant) |(Trilliant)|(Brilliant) ------------------------------------------------------------------------------- Ruby | Sapphire | Emerald | Diamond | Topaz | Ruby (Brilliant) | (Brilliant) | (Brilliant) | (Brilliant) | (Marquise)| (Marquise) ------------------------------------------------------------------------------- Sapphire | Emerald | Diamond | Power | Lion | Blue (Marquise) | (Marquise) | (Marquise) | Stone | Heart | Enigma ------------------------------------------------------------------------------- Soul | Heart of | | | | Gem | Africa | | | | ------------------------------------------------------------------------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- ANTIQUE CLOCK VALUE: 2,000 gold DESCRIPTION: An expensive-looking clock. It could be worth something if it works. [ ] LOCATION: Urban District - Chapter 1-2 DETAILS: After climbing the stairs in the building with the two locked doors, fight off the two Majini that attack near the west walkway then step out onto it and turn left to find a chest containing this treasure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- BEETLE BROWN VALUE: 1,000 gold DESCRIPTION: Your average, everyday beetle. Probably not worth much. [ ] LOCATION: Marshlands - Chapter 3-1 DETAILS: Find the two purple flowers on the right side of the area with the Beast Slate and collect this from the fence above the flowers. [ ] LOCATION: Marshlands - Chapter 3-1 DETAILS: Find the two purple flowers on the left side of the chicken island in the middle of the map then collect this from the side of the thick wooden pole above them. [ ] LOCATION: Marshlands - Chapter 3-1 DETAILS: This is in the water on the left side of the sunken boat that you get off on in the northwest portion of the map. [ ] LOCATION: Marshlands - Chapter 3-1 DETAILS: Drive out to the far northwest portion of the map then get off at the wooden platform in that area. Move along the platforms then fall into the middle section of water. This is to the left of the left red ladder that is attached to the side of the wooden platform above the water. [ ] LOCATION: Marshlands - Chapter 3-1 DETAILS: In the lake with the crocodiles, run to the left (north end) to find this on the north side of the tree in the water. [ ] LOCATION: Marshlands - Chapter 3-1 DETAILS: After obtaining the Shaman Slate in the northeast portion of the map, look to the south and find the tall tree with a few dark flowers on its branches that sticks out of the water near a row of spiked poles. Drive toward the tree and you'll see this treasure shining on the north portion of the tree. In order to retrieve it, drive toward it and allow your partner to grab it while that character stands on the front of the boat. In single player, the AI will automatically grab it while next to it. [ ] LOCATION: Marshlands - Chapter 3-1 DETAILS: After moving down the river in the southwest, you'll come to a building area surrounded by a fence. Head to the north around the fence and make a left. This treasure will be on the small tree surrounded by purple flowers off to the right. Drive your partner over to it to pick it up. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- BEETLE (GOLD) VALUE: 3,000 gold DESCRIPTION: A valuable and almost legendary beetle. [ ] LOCATION: Pyramid - Chapter 4-2 DETAILS: After focusing the light beam on the skull statue in the third mirror puzzle room, both the west and east rooms will unlock. Step into the west room and this will be lying on the pedestal in front of the burning corpse. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- BLUE ENIGMA VALUE: 3,000 gold DESCRIPTION: A deep-blue, heart-cut gem. [ ] LOCATION: Village - Chapter 3-1 DETAILS: Defeat one of the two Giant Majini in the village to receive this as an item drop from each of them. [ ] LOCATION: Village - Chapter 3-1 DETAILS: Defeat one of the two Giant Majini in the village to receive this as an item drop from each of them. [ ] LOCATION: Worship Area - Chapter 4-2 DETAILS: After obtaining the Sea Emblem, defeat the Giant Majini and he will drop this. [ ] LOCATION: Worship Area - Chapter 4-2 DETAILS: Defeat the Giant Majini in the northwest area when both characters go to retrieve the Sky Emblem. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- CEREMONIAL MASK VALUE: 4,000 gold DESCRIPTION: A mask belonging to the god of war, passed down through the generations. [ ] LOCATION: Village - Chapter 3-1 DETAILS: Move down the path to the west once your characters reach the second floor of the building on the other side of the bridge in the village and this will be at the end of the cave tunnel inside of a chest. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- CHALICE (GOLD) VALUE: 3,000 gold DESCRIPTION: A chalice made of pure gold used during celebrations of the summer solstice. [ ] LOCATION: Monarch Room Entrance - Chapter 5-3 DETAILS: After pushing the blue metal crate across the high catwalk step onto the rooftop of the nearby building then drop through the opening in the roof. Open the left locker inside the room below to receive this treasure. [ ] LOCATION: Bridge - Chapter 6-2 DETAILS: In the first room of the ship that is entered, right near the hallway with the first Uroboros tentacle hanging from the ceiling, find the two closed lockers on the north wall then open the left locker to find this treasure inside. [ ] LOCATION: Bridge - Chapter 6-2 DETAILS: After moving up the stairs in the ship, open the door on the left wall down the north corridor then find the row of lockers inside. This is inside of the middle locker. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- CHALICE (SILVER) VALUE: 2,000 gold DESCRIPTION: A chalice made of pure silver used during celebrations of the winter solstice. [ ] LOCATION: Marshlands - Chapter 3-1 DETAILS: Inside the chest in the building on the chicken island in the middle of the map. [ ] LOCATION: Marshlands - Chapter 3-1 DETAILS: Drive out to the far northwest portion of the map then get off at the wooden platform in that area. Move along the platforms then climb the ladder. Open the chest at the top to obtain this treasure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- DEAD BRIDE'S NECKLACE VALUE: 2,000 gold DESCRIPTION: A necklace of pure gold with a large medallion hanging from it. [ ] LOCATION: Missile Area 1st Floor - Chapter 5-2 DETAILS: Two of these can be found on the south (left and middle) side of the conveyor belt near the fallen test subjects. If your character reaches the end of the conveyor belt and you haven't grabbed two of them yet then rush back to the east and wait for more test subjects to move out from the doors ahead then step by the test subjects on the left side and try again. [ ] LOCATION: Ship Hold - Chapter 6-1 DETAILS: Each of the three rocket launcher Majini in the room after fighting the Gatling Gun Majini will drop this treasure once defeated. [ ] LOCATION: Bridge - Chapter 6-3 DETAILS: Both of the rocket launcher Majini in the second bulkhead room will drop this treasure once defeated. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- DIAMOND (BRILLIANT) VALUE: 4,000 gold DESCRIPTION: A colorless, brilliant-cut gem. [ ] LOCATION: Mining Area - Chapter 2-2 DETAILS: Once both characters exit the building after picking off the Majini on the mountain with the use of a sniper rifle, move around the left side of the trailer ahead then climb the ladder along the raised area then open the chest off to the left to collect this. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- DIAMOND (MARQUISE) VALUE: 5,000 gold DESCRIPTION: A colorless, marquise-cut gem. [ ] LOCATION: Volcano - Chapter 6-3 DETAILS: Before activating the cutscene at the beginning of the battle, aim for the lightly colored rock wall on the north wall past the current ledge then shoot it with a shotgun to make the wall crumble (shoot the top portion). A boulder from the wall will land in the lava below the current ledge. Sometimes it takes more than one shot to make it fall. If you have problems finding the breakable portion of the rock wall then aim toward it and watch for the laser pointer to form a circle at the end to know when you are aiming for the breakable portion of the rock wall. When the ledge breaks and the Chris player falls below, when control is given back to Chris, turn to the left (northeast) and hop onto the boulder in the lava (this is the one that fell off the wall) then leap to the rock platform on the other side. Run to the far end of that rock platform and collect this treasure. If the Chris player accidentally jumps over the gap in the lava directly in front of Chris when he starts then that player CANNOT get back across to get this treasure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- DIAMOND (OVAL) VALUE: 4,000 DESCRIPTION: A colorless, oval-cut gem. [ ] LOCATION: The Mines - Chapter 2-2 DETAILS: When both characters reach the rock formation near the end of the dark cave, turn left and follow the slightly hidden path then open the chest near the wooden crate at the end. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- DIAMOND (PEAR) VALUE: 2,000 gold DESCRIPTION: A small, colorless gem. [ ] LOCATION: The Port - Chapter 2-1 DETAILS: After exiting the sewer via the ladder, step around the right side of the nearby building and you'll see a Majini quickly move around the side of the boat up ahead. Quickly arm the S75 rifle and shoot him to make him drop this. You have to be quick. One shot anywhere on the body at default damage level will work on normal mode. On a second playthrough, a player can use a flash round to stun the Majini that runs behind the boat then shoot him. In co-op mode, one player can stun him then the other player can quickly run over to his side and continue to stun him with flash rounds. Perform a tag team melee on him to make fun of him trying to run from your characters. In other words, show off that you have read Berserker's RE5 guide where we make fun of cowards with our uber skills! Here's a video of the way that xUmbrellaCo and I get our Diamond (Pear) each playthrough: http://www.youtube.com/watch?v=oXaBdKmgVV8 [ ] LOCATION: Mining Area - Chapter 2-2 DETAILS: Once both characters exit the building after picking off the Majini on the mountain with the use of a sniper rifle, when you reach the first tall ladder, look up on the side of the mountain and shoot this sparkling treasure on the mountain wall to the right of the top portion of the ladder. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- DIAMOND (SQUARE) VALUE: 2,000 gold DESCRIPTION: A colorless, square-cut gem. [ ] LOCATION: Mining Area - Chapter 2-2 DETAILS: This diamond is stuck on the wall to the left of the short ladder that Sheva can be hoisted up to. Look on the mountain wall then shoot it to make it fall. I highly advise shooting this treasure from the ledge that the characters fall to after dropping from the high ledge before the cutscene since the Sheva player will not really have time to aim for it with the dynamite Majini in the area after the cutscene. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- DIAMOND (TRILLIANT) VALUE: 4,000 gold DESCRIPTION: A colorless, brilliant-cut gem. [ ] LOCATION: Worship Area - Chapter 4-2 DETAILS: After using the three emblems to open the door, run to the far north and approach the exit doors then look up above the doors to see this stuck on the wall above the doors. Shoot it down then collect it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- EMERALD (BRILLIANT) VALUE: 2,500 gold DESCRIPTION: A dark-green, brilliant-cut gem. [ ] LOCATION: Monarch Room Entrance - Chapter 5-3 DETAILS: In the middle room, move up the right set of stairs then follow the right path all the way to the south to find two vases. Facing them, this treasure is inside the left vase. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- EMERALD (MARQUISE) VALUE: 3,000 gold DESCRIPTION: A dark-green, marquise-cut gem. [ ] LOCATION: Oil Field - Drilling Facilities - Chapter 3-3 DETAILS: Step inside the office room along the very top walkway once the boat stops for the second time and open the drawer to obtain this treasure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- EMERALD (OVAL) VALUE: 2,000 gold DESCRIPTION: A dark-green, oval-cut gem. [ ] LOCATION: Monarch Room Entrance - Chapter 5-3 DETAILS: During the battle with Jill and Wesker, move up the stairs to the second floor and enter the northwest room. Both characters must use the partner assist button to open the stone coffin in the south portion of the northwest room. This will be inside along with another treasure and the L. Hawk Magnum. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- EMERALD (PEAR) VALUE: 1,000 gold DESCRIPTION: A small, dark-green gem. [ ] LOCATION: Train Station - Chapter 2-2 DETAILS: Inside the chest beyond the gate that requires the Guard's Key. [ ] LOCATION: Marshlands - Chapter 3-1 DETAILS: In the far northeast portion of the map, break the goat skull above the shield and spear display to have this drop on the wooden pedestal below it. [ ] LOCATION: Caves - Chapter 4-1 DETAILS: While moving into the tunnel past the middle bridge, break the torch in the metal piece off to the right and this will fall from it. [ ] LOCATION: Ancient Village - Chapter 4-1 DETAILS: Break the torch through the north doorway after opening the first coffin. The torch is lying on a fallen pillar. [ ] LOCATION: Worship Area - Chapter 4-2 DETAILS: Break the torch along the floor while walking to the end of the wooden walkway in the far north along the east path. [ ] LOCATION: Pyramid - Chapter 4-2 DETAILS: After focusing the light beam on the skull statue in the third mirror puzzle room, both the west and east rooms will unlock. Step into the east room and break the goat skull on the back wall to the left of the stairs. [ ] LOCATION: Underground Garden - Chapter 5-1 DETAILS: Look up on the high north wall above the bridge to see this shimmering up above. You'll need to stand at the top of the north set of stairs above the north bridge and look directly up toward the wall where sunlight shines in order to see it. It's much further away than the other treasure on the high rock wall in the garden area. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- EMERALD (SQUARE) VALUE: 1,000 gold DESCRIPTION: A dark-green, square-cut gem. [ ] LOCATION: The Port - Chapter 2-1 DETAILS: Find the ladder on the south side of the building next to the building with the padlocked door then climb the ladder. Run across the rooftop then walk to the far north corner to find this laying on the rooftop. It's not exactly in the corner but very near it. [ ] LOCATION: Labyrinth - Chapter 4-1 DETAILS: While in the northwest section of the first floor with the blue statue, the character that moves around the west side should look up once that character reaches the mid portion, in between the statue and the west entrance, and this will be attached to the side of the broken overhead walkway above. Look for a green circular object that glimmers along the side of the damaged overhead walkway. [ ] LOCATION: Labyrinth - Chapter 4-1 DETAILS: Once the green statue slides into the wall after both chains along its side have been pulled, this will be on the floor where it was previously at. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- EMERALD (TRILLIANT) VALUE: 2,000 gold DESCRIPTION: A dark-green, trilliant-cut gem. [ ] LOCATION: Ancient Village - Chapter 4-1 DETAILS: After the characters fall through the trapdoor and fight off all the Majini and Bui kichwa below, run all the way down the west hallway and collect this from the chest at the end. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- GOLD RING VALUE: 5,000 gold DESCRIPTION: A gold ring with precious stone. It could fetch a good price. [ ] LOCATION: Public Assembly - Chapter 1-1 DETAILS: Defeat the Executioner Majini before the timer of the Pubic Assembly raid ends. [ ] LOCATION: Furnace Facility - Chapter 1-2 DETAILS: Defeat the Uroboros without leading it into the incinerator for the final hit. The final hit must be a gunshot. [ ] LOCATION: Oil Field - Control Room - Chapter 3-2 DETAILS: Dropped by the Chainsaw Majini. [ ] LOCATION: Oil Field - Dock - Chapter 3-2 DETAILS: Defeat the Big Man Majini among the third wave of enemies and he will drop this treasure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- HEART OF AFRICA VALUE: 10,000 gold DESCRIPTION: A colorless, heart-cut gem. [ ] LOCATION: Monarch Room Entrance - Chapter 5-3 DETAILS: If a character causes Wesker to leave early by damaging him too much during the Jill and Wesker fight then this treasure will be lying in between the stairs in the middle room during the battle with Jill alone. The easiest way to make Wesker leave early is to sneak up on him and fire a rocket from a rocket launcher then shoot the rocket when he grabs it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- IDOL (GOLD) VALUE: 3,000 gold DESCRIPTION: An ancient idol charged with controlling the movements of the sun. [ ] LOCATION: Labyrinth - Chapter 4-1 DETAILS: Before pulling the chains on the green statue on the west side, turn to the left then hop across the gap further along the left side then open the chest on the other end to collect this treasure from inside. [ ] LOCATION: Pyramid - Chapter 4-2 DETAILS: After focusing the light beam on the skull statue in the third mirror puzzle room, both the west and east rooms will unlock. Step into the east room and collect this from the pedestal at the top of the stairs. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- IDOL (SILVER) VALUE: 2,000 gold DESCRIPTION: An ancient idol charged with controlling the phases of the moon. [ ] LOCATION: Marshlands - Chapter 3-1 DETAILS: In the far northeast portion of the map, boost Sheva up to the left high platform at the end of the area then she will collect this treasure from the chest above. [ ] LOCATION: Marshlands - Chapter 3-1 DETAILS: After docking at the southwest portion of the map, this will be inside of a chest in front of the first building. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- IVORY RELIEF VALUE: 2,000 gold DESCRIPTION: A beautiful woman's portrait has been carved into the ivory. The handiwork is impeccable. [ ] LOCATION: Urban District - Chapter 1-2 DETAILS: Allyson (blonde woman) will drop this treasure after she is defeated. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- JEWEL BANGLE VALUE: 1,000 gold DESCRIPTION: An elegant bracelet adorned with many precious stones. [ ] LOCATION: The Bridge - Chapter 2-1 DETAILS: Defeat the Big man Majini and he will drop this. Most Big man Majini will drop this treasure. [ ] LOCATION: The Port - Chapter 2-1 DETAILS: Defeat the Big Man Majini after collecting the Port Key and he will drop this. [ ] LOCATION: The Port - Chapter 2-1 DETAILS: Defeat the Big Man Majini shortly after moving along the docks from the ship after using the Port Key to unlock the gate. [ ] LOCATION: Oil Field - Control Facility - Chapter 3-2 DETAILS: Dropped by one of the two Big Man Majini that attack along with the final wave of Majini on the first floor as Josh tries to activate the elevator. [ ] LOCATION: Oil Field - Control Facility - Chapter 3-2 DETAILS: Dropped by one of the two Big Man Majini that attack along with the final wave of Majini on the first floor as Josh tries to activate the elevator. [ ] LOCATION: Missile Area 2nd Floor - Chapter 5-3 DETAILS: The Big Man Majini that moves across to the other side of the walkway while on a lift will drop this treasure. Don't defeat him while he is on the lift or he might not drop it. This happened to me once. Allow him to step off. The Jewel Bangle may appear on the opposite side of the area if he is defeated while on the lift. [ ] LOCATION: Ship Deck - Chapter 6-1 DETAILS: The Big Man Majini that attacks along with the Majini and the two Adjules will drop this treasure once defeated. [ ] LOCATION: Ship Deck - Chapter 6-1 DETAILS: After moving to the east along the metal containers after picking up the first 3,000 gold from the nearby safe, two Big Man Majini will attack. After they are defeated, each of them will leave behind a Jewel Bangle. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- JEWEL BEETLE VALUE: 2,000 gold DESCRIPTION: A beautiful insect whose color changes depending on the angle you view it. [ ] LOCATION: Train Station - Chapter 2-2 DETAILS: Walk around the side of the third train cart in the east and you'll find this attached to the wooden fence to the right of the wooden blockade on the other side. [ ] LOCATION: Train Station - Chapter 2-2 DETAILS: While climbing the stack of wooden pieces to get on top of the middle train cart, turn to the right and grab this off the west side of the north metal piece stack. [ ] LOCATION: Village - Chapter 3-1 DETAILS: Reach the locked set of double doors beside the handle to the east of the north bridge. This treasure is stuck to the wall to the right of the locked set of doors. [ ] LOCATION: Execution Grounds - Chapter 3-2 DETAILS: This is lying on the north barrel that lies in a shallow pool of oil below the pipe with flames shooting out of it in the middle of the camp with Tricell tents. [ ] LOCATION: Oil Field - Refinery - Chapter 3-2 DETAILS: Once the characters move up the first set of stairs to the left at the beginning of the area and climb the ladder at the top they will be on the platform (tower) in the center of the area, move around the opposite side of the structure with the red valve handle on it and this treasure will be attached to one of the metal bars on the back of the structure. [ ] LOCATION: Underground Garden - Chapter 5-1 DETAILS: Lying on a stone block along a row of blocks near the water and to the right of the front portion of the water purifiers at the northwest end of the west path. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- LION HEART VALUE: 2,500 DESCRIPTION: A red, heart-cut gem. [ ] LOCATION: Progenitor Virus House - Chapter 5-1 DETAILS: One of the Licker Betas in the first set of Licker Betas will drop this treasure. [ ] LOCATION: Progenitor Virus House - Chapter 5-1 DETAILS: Three of the Licker Betas will drop this treasure. Stay behind and fight all sixteen of them outside the elevator. Proximity Mines and hand grenades are highly recommended. [ ] LOCATION: Experimental Facility Passage - Chapter 5-2 DETAILS: Two of the Licker Betas in the passage that leads east will drop this treasure if the characters choose to fight the Lickers. [ ] LOCATION: Experimental Facility Passage - Chapter 5-2 DETAILS: Three of the Licker Betas in the passage that leads west will drop this treasure if the characters choose to fight the Lickers. [ ] LOCATION: Monarch Room Entrance - Chapter 5-3 DETAILS: The second Licker Beta in the first pair of Licker Betas along the high walkway will drop this once defeated. [ ] LOCATION: Monarch Room Entrance - Chapter 5-3 DETAILS: One of the many Lickers in the second wave of Licker Betas will drop this treasure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- POWER STONE VALUE: 5,000 gold DESCRIPTION: A pale-yellow, heart-cut gem. [ ] LOCATION: Missile Area 1st Floor - Chapter 5-2 DETAILS: The Reaper that is fought on the way back from pulling the two levers will drop this once defeated. [ ] LOCATION: Missile Area 2nd Floor - Chapter 5-3 DETAILS: All three of three possible Reapers that can appear on the walkway near the beginning of the Missile Area 2nd Floor will drop these if they fall from the Reaper eggs. [ ] LOCATION: Bridge - Chapter 6-3 DETAILS: Defeat one of the two Reapers that attack in the second bulkhead area of the Engine Room. They will burst forth from their eggs after the characters flip the levers to open the third bulkhead door. [ ] LOCATION: Bridge - Chapter 6-3 DETAILS: Defeat one of the two Reapers that attack in the second bulkhead area of the Engine Room. They will burst forth from their eggs after the characters flip the levers to open the second bulkhead door. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- ROYAL NECKLACE VALUE: 5,000 gold DESCRIPTION: A rather expensive necklace encrusted with jewels. It truly is a piece for royalty. [ ] LOCATION: Missile Area 2nd Floor - Chapter 5-3 DETAILS: This is lying on the desk with a computer inside the office room in the far south. You'll fight a few Majini with rocket launchers before and while entering this room. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- RUBY (BRILLIANT) VALUE: 2,500 gold DESCRIPTION: A red, brilliant-cut gem. [ ] LOCATION: Monarch Room Entrance - Chapter 5-3 DETAILS: After moving down the starting corridor, the characters will enter a cave tunnel with overhead lights above. Right before stepping under the first lit up overhead light, look up toward the ceiling to see this stuck in the ceiling. Shoot it down then collect it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- RUBY (MARQUISE) VALUE: 3,000 gold DESCRIPTION: A red, marquise-cut gem. [ ] LOCATION: The Port - Chapter 2-1 DETAILS: Approach the stand in the middle of the market-place area in front of the locked door and toss a grenade against the chest in the middle of the stands. The grenade will go off and break the two side stands and allow access to the chest. Open the chest for this treasure! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- RUBY (OVAL) VALUE: 2,000 gold DESCRIPTION: A red, oval-cut gem. [ ] LOCATION: Labyrinth - Chapter 4-1 DETAILS: Once the red statue slides into the wall after both chains along its side have been pulled, this will be on the floor where it was previously at. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- RUBY (PEAR) VALUE: 1,000 gold DESCRIPTION: A small, red gem. [ ] LOCATION: The Mines - Chapter 2-2 DETAILS: Move down the cave tunnel from the start of the dark tunnel portion of the Mines and find the group of three sandbags as the tunnel curves to the left. Keep moving ahead and find a group of two sandbags that will be off to the left as the cave tunnel turns to the right. BEFORE stepping past the two sandbags, step away from them a bit and then aim upward toward the cave ceiling behind it so that your character is aiming at the cave ceiling in between two planks. Watch for your character's laser sighting to change to a circular dot while aiming at the cave ceiling then shoot the invisible object and it will fall. Pick it up to claim your reward. This treasure does not glimmer and it is invisible while attached to the ceiling. Check out this youtube video by Big Kahoona 22 for a very precise path and location for the Ruby (Pear): http://www.youtube.com/watch?v=yKo789EAK-E [ ] LOCATION: The Mines - Chapter 2-2 DETAILS: Shortly after moving out of the standing water, and right as the Majini with the mining pick appears ahead, aim upwards and shoot this off the wooden plank attached to the ceiling. [ ] LOCATION: The Mines - Chapter 2-2 DETAILS: While standing near the middle of the bridge in the dark cave, look toward the opposite side then look up to find this treasure attached to the wall above the next tunnel. Shoot it down then collect it. [ ] LOCATION: Marshlands - Chapter 3-1 DETAILS: Break the goat skull hanging on the wooden pole beside the shield on the left side of the area with the Beast Slate and this treasure will fall to the ground. [ ] LOCATION: Marshlands - Chapter 3-1 DETAILS: In the lake with the crocodiles, run to the far east fenced area and lure the crocodile out from the entrance then quickly grab this from the right side of the wooden fence while stepping inside. You should be able to see it glimmer. Keep in mind that a character can also toss a hand grenade at the crocodile while it is in the water to kill it off. [ ] LOCATION: Marshlands - Chapter 3-1 DETAILS: In the far northeast portion of the map, break the goat skull that hangs on the top of the left pole in front of the entrance to the first building. [ ] LOCATION: Execution Grounds - Chapter 3-2 DETAILS: After climbing up the first raised area in the cave tunnel past the wooden bridge in the east, equip the knife and break the overhead torch to make this fall from it. [ ] LOCATION: Caves - Chapter 4-1 DETAILS: Break the goat skull on the right portion of the cave floor in front of the exit door at the end of the cave tunnel. [ ] LOCATION: Ancient Village - Chapter 4-1 DETAILS: In the room beside the southwest room on the second floor on the opposite side of the bridge, examine the mummified corpse inside then pry this from his dead fingers afterwards. [ ] LOCATION: Labyrinth - Chapter 4-1 DETAILS: Once the bottom purple statue slides into the wall after the chains on both purple statues have been pulled, this will be on the floor where the bottom purple statue was previously at. [ ] LOCATION: Worship Area - Chapter 4-2 DETAILS: Along the north walkway near the middle, look up at the bottom portion of the overhead bridge while passing underneath it then shoot this down from the ceiling. It's best to deactivate both light pillar lasers before attempting to find this. [ ] LOCATION: Pyramid - Chapter 4-2 DETAILS: This is lying on the left side of the east platform in the second mirror puzzle room. [ ] LOCATION: Pyramid - Chapter 4-2 DETAILS: After focusing the light beam on the skull statue in the third mirror puzzle room, both the west and east rooms will unlock. Step into the east room and break the goat skull on the back wall to the right of the stairs. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- RUBY (SQUARE) VALUE: 1,000 gold DESCRIPTION: A red, square-cut gem. [ ] LOCATION: Train Station - Chapter 2-2 DETAILS: Inside the chest beyond the gate that requires the Guard's Key. [ ] LOCATION: The Mines - Chapter 2-2 DETAILS: Once the characters reach the big open cave area after the dark cave, climb to the second floor then stand on the wooden walkway on the left side of the second floor and aim up toward the wheel above the middle platform then shoot this down from the center of the right circular metal piece in the center of the side of the wheel. [ ] LOCATION: The Mines - Chapter 2-2 DETAILS: After moving to the third floor in the big open cave area after the dark cave, enter the tunnel on the right side then fight off the Majini with dynamite that falls from the overhead alcove. Aim upward towards the wall directly ahead after finishing him then look up to see this on the wall above the tunnel ahead. Shoot it down then collect it. [ ] LOCATION: Execution Grounds - Chapter 3-2 DETAILS: After the characters move through the camp with the Tricell tents, they will arrive at the double door entrance that leads to the oil field refinery. Stand in front of the burning set of tires then look on the mountain wall to the southwest. This red gem will be shining along the mountain wall, so shoot it down then collect it. [ ] LOCATION: Underground Garden - Chapter 5-1 DETAILS: When the characters start out in the garden, turn around and look up above the south tunnel that they entered this area from during the last chapter. Aim up toward the cave wall high above the tunnel then shoot this red ruby down from the rock wall above. Stop and watch for it to shimmer. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- RUBY (TRILLIANT) VALUE: 2,000 gold DESCRIPTION: A red, trilliant-cut gem. [ ] LOCATION: Ancient Village - Chapter 4-1 DETAILS: After the characters fall through the trapdoor and fight off all the Majini and Bui kichwa below, run all the way down the south hallway and collect this from the chest at the end. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- SAPPHIRE (BRILLIANT) VALUE: 2,500 gold DESCRIPTION: A deep-blue, brilliant-cut gem. [ ] LOCATION: Monarch Room Entrance - Chapter 5-3 DETAILS: During the battle with Jill and Wesker, move up the stairs to the second floor and enter the northwest room. Both characters must use the partner assist button to open the stone coffin in the south portion of the northwest room. This will be inside along with another treasure and the L. Hawk Magnum. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- SAPPHIRE (MARQUISE) VALUE: 3,000 gold DESCRIPTION: A deep-blue, marquise-cut gem. [ ] LOCATION: Uroboros Research Facility - Chapter 5-3 DETAILS: Inside of a safe to the left of the door as the characters enter the south room after moving up the ladder past the area where the characters fought the Uroboros in the last chapter. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- SAPPHIRE (OVAL) VALUE: 2,000 gold DESCRIPTION: A deep-blue, oval-cut gem. [ ] LOCATION: Monarch Room Entrance - Chapter 5-3 DETAILS: On the second floor, northwest room, break the pot lying next to the mummified body on the wall stand to find this treasure. This is only obtainable during the Wesker and Jill portion of the battle. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- SAPPHIRE (PEAR) VALUE: 1,000 gold DESCRIPTION: A small, deep-blue gem. [ ] LOCATION: The Port - Chapter 2-1 DETAILS: This is lying in the standing water on the south side of the waterway to the left as the characters exit the tunnel while starting this chapter. [ ] LOCATION: Oil Field - Drilling Facilities - Chapter 3-3 DETAILS: This is on the left side of the wooden walkway that can be gotten to by leaping off the north east side of the area after moving down the second ramp. This will be near the end of the walkway, to the right. [ ] LOCATION: Caves - Chapter 4-1 DETAILS: After collecting the Topaz (Trilliant) from the chest, turn around and step to the edge of the dropoff then look up toward the ceiling to see this stuck on the ceiling. Shoot it down then collect it after dropping down from the ledge. [ ] LOCATION: Caves - Chapter 4-1 DETAILS: Break the goat skull on the left portion of the cave floor in front of the exit door at the end of the cave tunnel. [ ] LOCATION: Ancient Village - Chapter 4-1 DETAILS: When both characters meet up after fighting off the Majini after the bridge is broken, these items will be inside of a coffin in the southwest room on the second floor along the opposite side of the bridge. [ ] LOCATION: Ancient Village - Chapter 4-1 DETAILS: In the room beside the southwest room on the second floor on the opposite side of the bridge, break the torch on the floor next to the mummified corpse then collect this from it. [ ] LOCATION: Labyrinth - Chapter 4-1 DETAILS: Once the top purple statue slides into the wall after the chains on both purple statues have been pulled, this will be on the floor where the top purple statue was previously at. [ ] LOCATION: Worship Area - Chapter 4-2 DETAILS: In the east area where the Earth Emblem is obtained, move to the top of the top floor staircase then look along the damaged wall to the south. Find a brick on the wall with this treasure attached to it then shoot it to make it fall. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- SAPPHIRE (SQUARE) VALUE: 1,000 gold DESCRIPTION: A deep-blue, square-cut gem. [ ] LOCATION: Train Station - Chapter 2-2 DETAILS: Inside the chest beyond the gate that requires the Guard's Key. [ ] LOCATION: Execution Grounds - Chapter 3-2 DETAILS: After climbing up the second raised area in the cave tunnel past the wooden bridge in the east, equip the knife and break the overhead torch to make this fall from it. [ ] LOCATION: Caves - Chapter 4-1 DETAILS: In the middle of the tunnel past the bridge, break the torch on the cave floor to the left. [ ] LOCATION: Ancient Village - Chapter 4-1 DETAILS: When both characters meet up after fighting off the Majini after the bridge is broken, these items will be inside of a coffin in the southwest room on the second floor along the opposite side of the bridge. [ ] LOCATION: Labyrinth - Chapter 4-1 DETAILS: Once the blue statue slides into the wall after both chains along its side have been pulled, this will be on the floor where it was previously at. [ ] LOCATION: Worship Area - Chapter 4-2 DETAILS: While moving to the south along the bottom east walkway, this will be in the third alcove on the west wall. Break the torch on the floor to obtain it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- SAPPHIRE (TRILLIANT) VALUE: 2,000 gold DESCRIPTION: A deep-blue, trilliant-cut gem. [ ] LOCATION: Ancient Village - Chapter 4-1 DETAILS: After the characters fall through the trapdoor and fight off all the Majini and Bui kichwa below, run all the way down the east hallway and collect this from the chest at the end. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- SOUL GEM VALUE: 10,000 gold DESCRIPTION: A dark-green, heart-cut gem. [ ] LOCATION: Labyrinth - Chapter 4-1 DETAILS: Defeat the Popokarimu in the Labyrinth. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- TOPAZ (BRILLIANT) VALUE: 2,500 gold DESCRIPTION: A pale-yellow, brilliant-cut gem. [ ] LOCATION: Monarch Room Entrance - Chapter 5-3 DETAILS: Once the bridge has been lowered, move across it then stop before entering the corridor with the Tricell logo door at the end. Look up to see this shining on the wall above the corridor. Shoot it down then collect it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- TOPAZ (MARQUISE) VALUE: 3,000 gold DESCRIPTION: A pale-yellow, marquise-cut gem. [ ] LOCATION: Back Alley - Chapter 1-1 DETAILS: Defeat a good majority of the Majini in the back alley area when they attack and one of the final few will drop this treasure. There will be a Majini equipped with dynamite that will appear near the end of Majini wave and he will drop this treasure once defeated. It's best to attempt this on a second playthrough and bring about 10 hand grenades, especially if you're playing in single player mode. Chris could also simply bring along his gatling gun weapon if has been unlocked. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- TOPAZ (OVAL) VALUE: 2,000 gold DESCRIPTION: A pale-yellow, oval-cut gem. [ ] LOCATION: Ship Deck - Chapter 6-1 DETAILS: From where the characters start, turn to the south and back up toward the ladder then keep looking to the south to see a Majini armed with a stun rod on a walkway behind a vent close to the platform that the characters are on. Shoot him and he will drop the topaz treasure. He can also be shot when the characters climb on top of the metal container to push the blue crate in front of the locked gate. The treasure is along the north side of the walkway behind the area with the locked gate. When a character opens the gate by using the keycard, on that character's way to raise the cage, this will be off to the right once the character moves up the stairs. In order to collect this treasure, the characters MUST NOT kill the Majini that activates the cage trap on the crane tower or the way to this treasure cannot be accessed. The characters must also shoot this Majini BEFORE the cage drops. The character that has to raise the cage will meet this Majini after moving up the stairs past the locked gate. If he is shot at that time, he will not drop this treasure. [ ] LOCATION: Ship Deck - Chapter 6-1 EXTRA NOTE: **This description is for two Topaz (Ovals)** DETAILS: From the starting point of the Ship Deck chapter, move forward and fight the Majini like normal then climb all the way up both ladders on the high platform. Arm a rifle (preferably with a level 2 scope magnification) then look off to the south. Find the crane that extends across the middle portion of the area up high then shoot each of the two Majini on top of the crane. They will each drop a Topaz (Oval), which can be obtained later in the area. Once the characters reach the ladder on the side of the metal container beyond the area where the cage drops (or doesn't drop if you shot the crane operator early), climb the ladder on the metal container to the east and you'll see a glowing treasure off to the left. That will be the first Topaz (Oval). Continue on around the east corner where the characters have to raise both lifts and the second Topaz (Oval) will be on the floor in front of the two lifts. The two Majini on the crane MUST be shot before the cage falls. If the characters try to go back to shoot them later, after the cage drops, then they will not be on top of the crane. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- TOPAZ (PEAR) VALUE: 1,000 gold DESCRIPTION: A small, pale-yellow gem. [ ] LOCATION: The Port - Chapter 2-1 DETAILS: This is lying out in the far northwest portion of the ocean. Simply run out to the far northwest portion of the water, near the boat then pick this up. [ ] LOCATION: Train Station - Chapter 2-2 DETAILS: Inside the chest beyond the gate that requires the Guard's Key. [ ] LOCATION: Caves - Chapter 4-1 DETAILS: Break the standing torch to the left of the exit door at the end of the cave tunnel. [ ] LOCATION: Ancient Village - Chapter 4-1 DETAILS: While moving up the east set of stairs after the bridge is broken, break the torch in the middle section of those stairs and pick this up from it. [ ] LOCATION: Worship Area - Chapter 4-2 DETAILS: At the beginning of the chapter, move up the first set of stairs then perform a quick turn and look up on the high wall above the entrance door to the Worship area then shoot this down from that wall. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- TOPAZ (SQUARE) VALUE: 1,000 gold DESCRIPTION: A pale-yellow, square-cut gem. [ ] LOCATION: Ancient Village - Chapter 4-1 DETAILS: Above the first open doorway, which is off to the right after dropping from the overhead walkway that over-looks the village. [ ] LOCATION: Labyrinth - Chapter 4-1 DETAILS: After entering the labyrinth (going down the stairs past the entrance door), turn to the right and hop across the gap to reach the walkway with wooden stairs to the north. Follow the staircase to the middle then stop. Look up on the ceiling near the top of the stairs then shoot this treasure down from the ceiling portion near the hole in the ceiling. [ ] LOCATION: Labyrinth - Chapter 4-1 DETAILS: Once the yellow statue slides into the wall after both chains along its side have been pulled, this will be on the floor where it was previously at. [ ] LOCATION: Worship Area - Chapter 4-2 DETAILS: Move along the west path toward the north laser then quickly move onto the stairs and take cover behind the section of wall before stepping onto the next walkway. Break the torch in the second alcove against the left wall and this treasure will be inside. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- TOPAZ (TRILLIANT) VALUE: 2,000 gold DESCRIPTION: A pale-yellow, trilliant-cut gem. [ ] LOCATION: Caves - Chapter 4-1 DETAILS: Step past the wooden ladder in the area where the Bui kichwa are first met then find the vase in the alcove in the northeast. Turn to the left and face the wall with the water moving down it for a "Climb" command. Climb to the alcove above then collect this treasure from the chest. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- Venom Fang VALUE: 2,000 gold DESCRIPTION: A gold bracelet fashioned to look like a deadly snake. [ ] LOCATION: Oil Field - Refinery - Chapter 3-2 DETAILS: Dropped by the first Chainsaw Majini after defeating him. [ ] LOCATION: Oil Field - Refinery - Chapter 3-2 DETAILS: Dropped by the second Chainsaw Majini after defeating him. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - _____ __ _ _ [LI03] /__ \_ __ ___ __ _ ___ _ _ _ __ ___ / /(_)___| |_ / /\/ '__/ _ \/ _` / __| | | | '__/ _ \ / / | / __| __| / / | | | __/ (_| \__ \ |_| | | | __/ / /__| \__ \ |_ \/ |_| \___|\__,_|___/\__,_|_| \___| \____/_|___/\__| TREASURE CHECKLIST (BY CHAPTER) ------------------------------------------------------------------------------- The following is a checklist of all available treasures in the main game listed by the chapters in which each of them can be found. Gold pickups are listed here as well. This list should be perfect for the gamer that is simply looking for every chapter treasure for the gold amounts that they carry instead of trying to obtain them all. =============================================================================== CHAPTER 1-1 TREASURES =============================================================================== - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Back Alley - Chapter 1-1 TREASURE: Topaz (Marquise) [3,000 gold] DETAILS: Defeat a good majority of the Majini in the back alley area when they attack and one of the final few will drop this treasure. There will be a Majini equipped with dynamite that will appear near the end of Majini wave and he will drop this treasure once defeated. It's best to attempt this on a second playthrough and bring about 10 hand grenades, especially if you're playing in single player mode. Chris could also simply bring along his gatling gun weapon if has been unlocked. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Public Assembly - Chapter 1-1 TREASURE: Gold Ring [5,000 gold] DETAILS: Defeat the Executioner Majini before the timer of the Pubic Assembly raid ends. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =============================================================================== CHAPTER 1-2 TREASURES =============================================================================== - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Urban District - Chapter 1-2 TREASURE: Antique Clock [2,000 gold] DETAILS: After climbing the stairs in the building with the two locked doors, fight off the two Majini that attack near the west walkway then step out onto it and turn left to find a chest containing this treasure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Urban District - Chapter 1-2 TREASURE: Ivory Relief [2,000 gold] DETAILS: Allyson (blonde woman) will drop this treasure after she is defeated. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Furnace Facility - Chapter 1-2 TREASURE: Gold Ring [5,000 gold] DETAILS: Defeat the Uroboros without leading it into the incinerator for the final hit. The final hit must be a gunshot. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =============================================================================== CHAPTER 2-1 TREASURES =============================================================================== - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: The Bridge - Chapter 2-1 TREASURE: Jewel Bangle [1,000 gold] DETAILS: Defeat the Big man Majini and he will drop this. Most Big man Majini will drop this treasure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: The Port - Chapter 2-1 TREASURE: Sapphire (Pear) [1,000 gold] DETAILS: This is lying in the standing water on the south side of the waterway to the left as the characters exit the tunnel while starting this chapter. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: The Port - Chapter 2-1 TREASURE: Diamond (Pear) [2,000 gold] DETAILS: After exiting the sewer via the ladder, step around the right side of the nearby building and you'll see a Majini quickly move around the side of the boat up ahead. Quickly arm the S75 rifle and shoot him to make him drop this. You have to be quick. One shot anywhere on the body at default damage level will work on normal mode. On a second playthrough, a player can use a flash round to stun the Majini that runs behind the boat then shoot him. In co-op mode, one player can stun him then the other player can quickly run over to his side and continue to stun him with flash rounds. Perform a tag team melee on him to make fun of him trying to run from your characters. In other words, show off that you have read Berserker's RE5 guide where we make fun of cowards with our uber skills! Here's a video of the way that xUmbrellaCo and I get our Diamond (Pear) each playthrough: http://www.youtube.com/watch?v=oXaBdKmgVV8 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: The Port - Chapter 2-1 TREASURE: Topaz (Pear) [1,000 gold] DETAILS: This is lying out in the far northwest portion of the ocean. Simply run out to the far northwest portion of the water, near the boat then pick this up. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: The Port - Chapter 2-1 TREASURE: Ruby (Marquise) [3,000 gold] DETAILS: Approach the stand in the middle of the marketplace area in front of the locked door and toss a hand grenade against the chest in the middle of the stands. The grenade will go off and break the two side stands and allow access to the chest. Open the chest for this treasure! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: The Port - Chapter 2-1 TREASURE: Emerald (Square) [1,000 gold] DETAILS: Find the ladder on the south side of the building next to the building with the padlocked door then climb the ladder. Run across the rooftop then walk to the far north corner to find this laying on the rooftop. It's not exactly in the corner but very near it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: The Port - Chapter 2-1 TREASURE: Jewel Bangle [1,000 gold] DETAILS: Defeat the Big Man Majini after collecting the Port Key and he will drop this. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: The Port - Chapter 2-1 TREASURE: Jewel Bangle [1,000 gold] DETAILS: Defeat the Big Man Majini shortly after moving along the docks from the ship after using the Port Key to unlock the gate. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Train Station - Chapter 2-2 TREASURE: Ruby (Square), Sapphire (Square), Emerald (Pear), Topaz (Pear), 3000 Gold [all treasures = 1,000 gold each] DETAILS: Inside the chest beyond the gate that requires the Guard's Key. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =============================================================================== CHAPTER 2-2 TREASURES =============================================================================== - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Train Station - Chapter 2-2 TREASURE: Jewel Beetle [2,000 gold] DETAILS: Walk around the side of the third train cart in the east and you'll find this attached to the wooden fence to the right of the wooden blockade on the other side. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Train Station - Chapter 2-2 TREASURE: Jewel Beetle [2,000 gold] DETAILS: While climbing the stack of wooden pieces to get on top of the middle train cart, turn to the right and grab this off the west side of the north metal piece stack. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: The Mines - Chapter 2-2 TREASURE: Ruby (Pear) [1,000 gold] DETAILS: Move down the cave tunnel from the start of the dark tunnel portion of the Mines and find the group of three sandbags as the tunnel curves to the left. Keep moving ahead and find a group of two sandbags that will be off to the left as the cave tunnel turns to the right. BEFORE stepping past the two sandbags, step away from them a bit and then aim upward toward the cave ceiling behind it so that your character is aiming at the cave ceiling in between two planks. Watch for your character's laser sighting to change to a circular dot while aiming at the cave ceiling then shoot the invisible object and it will fall. Pick it up to claim your reward. This treasure does not glimmer and it is invisible while attached to the ceiling. Check out this youtube video by Big Kahoona 22 for a very precise path and location for the Ruby (Pear): http://www.youtube.com/watch?v=yKo789EAK-E - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: The Mines - Chapter 2-2 TREASURE: Ruby (Pear) [1,000 gold] DETAILS: Shortly after moving out of the standing water, and right as the Majini with the mining pick appears ahead, aim upwards and shoot this off the wooden plank attached to the ceiling. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: The Mines - Chapter 2-2 TREASURE: Ruby (Pear) [1,000 gold] DETAILS: While standing near the middle of the bridge in the dark cave, look toward the opposite side then look up to find this treasure attached to the wall above the next tunnel. Shoot it down then collect it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: The Mines - Chapter 2-2 TREASURE: Diamond (Oval) [4,000 gold] DETAILS: When both characters reach the rock formation near the end of the dark cave, turn left and follow the slightly hidden path then open the chest near the wooden crate at the end. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: The Mines - Chapter 2-2 TREASURE: Ruby (Square) [1,000 gold] DETAILS: Once the characters reach the big open cave area after the dark cave, climb to the second floor then stand on the wooden walkway on the left side of the second floor and aim up toward the wheel above the middle platform then shoot this down from the center of the right circular metal piece in the center of the side of the wheel. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: The Mines - Chapter 2-2 TREASURE: Ruby (Square) [1,000 gold] DETAILS: After moving to the third floor in the big open cave area after the dark cave, enter the tunnel on the right side then fight off the Majini with dynamite that falls from the overhead alcove. Aim upward towards the wall directly ahead after finishing him then look up to see this on the wall above the tunnel ahead. Shoot it down then collect it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Mining Area - Chapter 2-2 TREASURE: Diamond (Brilliant) [4,000 gold] DETAILS: Once both characters exit the building after picking off the Majini on the mountain with the use of a sniper rifle, move around the left side of the trailer ahead then climb the ladder along the raised area then open the chest off to the left to collect this. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Mining Area - Chapter 2-2 TREASURE: Diamond (Pear) [2,000 gold] DETAILS: Once both characters exit the building after picking off the Majini on the mountain with the use of a sniper rifle, when you reach the first tall ladder, look up on the side of the mountain and shoot this sparkling treasure on the mountain wall to the right of the top portion of the ladder. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Mining Area - Chapter 2-2 TREASURE: Diamond (Square) [2,000 gold] DETAILS: This diamond is stuck on the wall to the left of the short ladder that Sheva can be hoisted up to. Look on the mountain wall then shoot it to make it fall. I highly advise shooting this treasure from the ledge that the characters fall to after dropping from the high ledge before the cutscene since the Sheva player will not really have time to aim for it with the dynamite Majini in the area after the cutscene. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =============================================================================== CHAPTER 2-3 TREASURES =============================================================================== NONE =============================================================================== CHAPTER 3-1 TREASURES =============================================================================== - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Marshlands - Chapter 3-1 TREASURE: Ruby (Pear) [1,000 gold] DETAILS: Break the goat skull hanging on the wooden pole beside the shield on the left side of the area with the Beast Slate and this treasure will fall to the ground. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Marshlands - Chapter 3-1 TREASURE: Beetle (Brown) [1,000 gold] DETAILS: Find the two purple flowers on the right side of the area with the Beast Slate and collect this from the fence above the flowers. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Marshlands - Chapter 3-1 TREASURE: Beetle (Brown) [1,000 gold] DETAILS: Find the two purple flowers on the left side of the chicken island in the middle of the map then collect this from the side of the thick wooden pole above them. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Marshlands - Chapter 3-1 TREASURE: Chalice (Silver) [2,000 gold] DETAILS: Inside the chest in the building on the chicken island in the middle of the map. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Marshlands - Chapter 3-1 TREASURE: Beetle (Brown) [1,000 gold] DETAILS: This is in the water on the left side of the sunken boat that you get off on in the northwest portion of the map. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Marshlands - Chapter 3-1 TREASURE: Beetle (Brown) [1,000 gold] DETAILS: Drive out to the far northwest portion of the map then get off at the wooden platform in that area. Move along the platforms then fall into the middle section of water. This is to the left of the left red ladder that is attached to the side of the wooden platform above the water. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Marshlands - Chapter 3-1 TREASURE: Chalice (Silver) [2,000 gold] DETAILS: Drive out to the far northwest portion of the map then get off at the wooden platform in that area. Move along the platforms then climb the ladder. Open the chest at the top to obtain this treasure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Marshlands - Chapter 3-1 TREASURE: Beetle (Brown) [1,000 gold] DETAILS: In the lake with the crocodiles, run to the left (north end) to find this on the north side of the tree in the water. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Marshlands - Chapter 3-1 TREASURE: Ruby (Pear) [1,000 gold] DETAILS: In the lake with the crocodiles, run to the far east fenced area and lure the crocodile out from the entrance then quickly grab this from the right side of the wooden fence while stepping inside. You should be able to see it glimmer. Keep in mind that a character can also toss a hand grenade at the crocodile while it is in the water to kill it off. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Marshlands - Chapter 3-1 TREASURE: Emerald (Pear) [1,000 gold] DETAILS: In the far northeast portion of the map, break the goat skull above the shield and spear display to have this drop on the wooden pedestal below it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Marshlands - Chapter 3-1 TREASURE: Ruby (Pear) [1,000 gold] DETAILS: In the far northeast portion of the map, break the goat skull that hangs on the top of the left pole in front of the entrance to the first building. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Marshlands - Chapter 3-1 TREASURE: Idol (Silver) [2,000 gold] DETAILS: In the far northeast portion of the map, boost Sheva up to the left high platform at the end of the area then she will collect this treasure from the chest above. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Marshlands - Chapter 3-1 TREASURE: Beetle (Brown) [1,000 gold] DETAILS: After obtaining the Shaman Slate in the northeast portion of the map, look to the south and find the tall tree with a few dark flowers on its branches that sticks out of the water near a row of spiked poles. Drive toward the tree and you'll see this treasure shining on the north portion of the tree. In order to retrieve it, drive toward it and allow your partner to grab it while that character stands on the front of the boat. In single player, the AI will automatically grab it while next to it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Marshlands - Chapter 3-1 TREASURE: Beetle (Brown) [1,000 gold] DETAILS: After moving down the river in the southwest, you'll come to a building area surrounded by a fence. Head to the north around the fence and make a left. This treasure will be on the small tree surrounded by purple flowers off to the right. Drive your partner over to it to pick it up. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Marshlands - Chapter 3-1 TREASURE: Idol (Silver) [2,000 gold] DETAILS: After docking at the southwest portion of the map, this will be inside of a chest in front of the first building. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Village - Chapter 3-1 TREASURE: Blue Enigma [3,000 gold] DETAILS: Defeat both Giant Majini in the village to receive this as an item drop from each of them (two total). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Village - Chapter 3-1 TREASURE: Jewel Beetle [2,000 gold] DETAILS: Reach the locked set of double doors beside the handle to the east of the north bridge. This treasure is stuck to the wall to the right of the locked set of doors. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Village - Chapter 3-1 TREASURE: Ceremonial Mask [4,000 gold] DETAILS: Move down the path to the west once your characters reach the second floor of the building on the other side of the bridge in the village and this will be at the end of the cave tunnel inside of a chest. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =============================================================================== CHAPTER 3-2 TREASURES =============================================================================== - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Execution Grounds - Chapter 3-2 TREASURE: Ruby (Pear) [1,000 gold] DETAILS: After climbing up the first raised area in the cave tunnel past the wooden bridge in the east, equip the knife and break the overhead torch to make this fall from it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Execution Grounds - Chapter 3-2 TREASURE: Sapphire (Square) [1,000 gold] DETAILS: After climbing up the second raised area in the cave tunnel past the wooden bridge in the east, equip the knife and break the overhead torch to make this fall from it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Execution Grounds - Chapter 3-2 TREASURE: Jewel Beetle [2,000 gold] DETAILS: This is lying on the north barrel that lies in a shallow pool of oil below the pipe with flames shooting out of it in the middle of the camp with Tricell tents. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Execution Grounds - Chapter 3-2 TREASURE: Ruby (Square) [1,000 gold] DETAILS: After the characters move through the camp with the Tricell tents, they will arrive at the double door entrance that leads to the oil field refinery. Stand in front of the burning set of tires then look on the mountain wall to the southwest. This red gem will be shining along the mountain wall, so shoot it down then collect it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Oil Field - Refinery - Chapter 3-2 TREASURE: Jewel Beetle [2,000 gold] DETAILS: Once the characters move up the first set of stairs to the left at the beginning of the area and climb the ladder at the top they will be on the platform (tower) in the center of the area, move around the opposite side of the structure with the red valve handle on it and this treasure will be attached to one of the metal bars on the back of the structure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Oil Field - Refinery - Chapter 3-2 TREASURE: Venom Fang [3,000 gold] DETAILS: Dropped by the first Chainsaw Majini after defeating him. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Oil Field - Refinery - Chapter 3-2 TREASURE: Venom Fang [3,000 gold] DETAILS: Dropped by the second Chainsaw Majini after defeating him. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Oil Field - Control Facility - Chapter 3-2 TREASURE: Jewel Bangle (x2) [1,000 gold] DETAILS: Dropped by the two Big Man Majini that attack along with the final wave of Majini on the first floor as Josh tries to activate the elevator. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Oil Field - Control Room - Chapter 3-2 TREASURE: Gold Ring [5,000 gold] DETAILS: Dropped by the Chainsaw Majini. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Oil Field - Dock - Chapter 3-2 TREASURE: 3,000 gold DETAILS: After the cutscene with Irving while out on the docks, turn to the west and move down steps and you'll find this in a metal case at the end of the walkway near the water. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Oil Field - Dock - Chapter 3-2 TREASURE: Gold Ring [5,000 gold] DETAILS: Defeat the Big Man Majini among the third wave of enemies and he will drop this treasure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =============================================================================== CHAPTER 3-3 TREASURES =============================================================================== - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Oil Field - Drilling Facilities - Chapter 3-3 TREASURE: Sapphire (Pear) [1,000 gold] DETAILS: This is on the left side of the wooden walkway that can be gotten to by leaping off the north east side of the area after moving down the second ramp. This will be near the end of the walkway, to the right. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Oil Field - Drilling Facilities - Chapter 3-3 TREASURE: Emerald (Marquise) [3,000 gold] DETAILS: Step inside the office room along the very top walkway once the boat stops for the second time and open the drawer to obtain this treasure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =============================================================================== CHAPTER 4-1 TREASURES =============================================================================== - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Caves - Chapter 4-1 TREASURE: Topaz (Trilliant) [2,000 gold] DETAILS: Step past the wooden ladder in the area where the Bui kichwa are first met then find the vase in the alcove in the northeast. Turn to the left and face the wall with the water moving down it for a "Climb" command. Climb to the alcove above then collect this treasure from the chest. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Caves - Chapter 4-1 TREASURE: Sapphire (Pear) [1,000 gold] DETAILS: After collecting the Topaz (Trilliant) from the chest, turn around and step to the edge of the dropoff then look up toward the ceiling to see this stuck on the ceiling. Shoot it down then collect it after dropping down from the ledge. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Caves - Chapter 4-1 TREASURE: Emerald (Pear) [1,000 gold] DETAILS: While moving into the tunnel past the middle bridge, break the torch in the metal piece off to the right and this will fall from it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Caves - Chapter 4-1 TREASURE: Sapphire (Square) [1,000 gold] DETAILS: In the middle of the tunnel past the bridge, break the torch on the cave floor to the left. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Caves - Chapter 4-1 TREASURE: Ruby (Pear) [1,000 gold] DETAILS: Break the goat skull on the right portion of the cave floor in front of the exit door at the end of the cave tunnel. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Caves - Chapter 4-1 TREASURE: Sapphire (Pear) [1,000 gold] DETAILS: Break the goat skull on the left portion of the cave floor in front of the exit door at the end of the cave tunnel. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Caves - Chapter 4-1 TREASURE: Topaz (Pear) [1,000 gold] DETAILS: Break the standing torch to the left of the exit door at the end of the cave tunnel. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Ancient Village - Chapter 4-1 TREASURE: Topaz (Square) [1,000 gold] DETAILS: Above the first open doorway, which is off to the right after dropping from the overhead walkway that overlooks the village. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Ancient Village - Chapter 4-1 TREASURE: 100 Gold, 100 Gold, 150 Gold, 200 Gold, 150 Gold, 100 Gold, 100 Gold DETAILS: After dropping from the stairs, these pickups will be inside of a coffin around the west corner. Both characters need to use the partner assist command to open the coffin. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Ancient Village - Chapter 4-1 TREASURE: Emerald (Pear) [1,000 gold] DETAILS: Break the torch through the north doorway after opening the first coffin. The torch is lying on a fallen pillar. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Ancient Village - Chapter 4-1 TREASURE: Topaz (Pear) [1,000 gold] DETAILS: While moving up the east set of stairs after the bridge is broken, break the torch in the middle section of those stairs and pick this up from it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Ancient Village - Chapter 4-1 TREASURE: Sapphire (Square) [1,000 gold], Sapphire (Pear) [1,000 gold], 100 gold, 150 gold, 100 gold, 150 gold, 100 gold, 100 gold DETAILS: When both characters meet up after fighting off the Majini after the bridge is broken, these items will be inside of a coffin in the southwest room on the second floor along the opposite side of the bridge. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Ancient Village - Chapter 4-1 TREASURE: Sapphire (Pear) [1,000 gold] DETAILS: In the room beside the southwest room on the second floor on the opposite side of the bridge, break the torch on the floor next to the mummified corpse then collect this from it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Ancient Village - Chapter 4-1 TREASURE: Ruby (Pear) [1,000 gold] DETAILS: In the room beside the southwest room on the second floor on the opposite side of the bridge, examine the mummified corpse inside then pry this from his dead fingers afterwards. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Ancient Village - Chapter 4-1 TREASURE: Emerald (Trilliant) [2,000 gold] DETAILS: After the characters fall through the trapdoor and fight off all the Majini and Bui kichwa below, run all the way down the west hallway and collect this from the chest at the end. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Ancient Village - Chapter 4-1 TREASURE: Ruby (Trilliant) [2,000 gold] DETAILS: After the characters fall through the trapdoor and fight off all the Majini and Bui kichwa below, run all the way down the south hallway and collect this from the chest at the end. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Ancient Village - Chapter 4-1 TREASURE: Sapphire (Trilliant) [2,000 gold] DETAILS: After the characters fall through the trapdoor and fight off all the Majini and Bui kichwa below, run all the way down the east hallway and collect this from the chest at the end. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Labyrinth - Chapter 4-1 TREASURE: Topaz (Square) [1,000 gold] DETAILS: After entering the labyrinth (going down the stairs past the entrance door), turn to the right and hop across the gap to reach the walkway with wooden stairs to the north. Follow the staircase to the middle then stop. Look up on the ceiling near the top of the stairs then shoot this treasure down from the ceiling portion near the hole in the ceiling. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Labyrinth - Chapter 4-1 TREASURE: Emerald (Square) [1,000 gold] DETAILS: While in the northwest section of the first floor with the blue statue, the character that moves around the west side should look up once that character reaches the mid portion, in between the statue and the west entrance, and this will be attached to the side of the broken overhead walkway above. Look for a green circular object that glimmers along the side of the damaged overhead walkway. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Labyrinth - Chapter 4-1 TREASURE: Sapphire (Square) [1,000 gold] DETAILS: Once the blue statue slides into the wall after both chains along its side have been pulled, this will be on the floor where it was previously at. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Labyrinth - Chapter 4-1 TREASURE: Idol (Gold) [3,000 gold] DETAILS: Before pulling the chains on the green statue on the west side, turn to the left then hop across the gap further along the left side then open the chest on the other end to collect this treasure from inside. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Labyrinth - Chapter 4-1 TREASURE: Emerald (Square) [1,000 gold] DETAILS: Once the green statue slides into the wall after both chains along its side have been pulled, this will be on the floor where it was previously at. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Labyrinth - Chapter 4-1 TREASURE: Topaz (Square) [1,000 gold] DETAILS: Once the yellow statue slides into the wall after both chains along its side have been pulled, this will be on the floor where it was previously at. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Labyrinth - Chapter 4-1 TREASURE: Ruby (Pear) [1,000 gold] DETAILS: Once the bottom purple statue slides into the wall after the chains on both purple statues have been pulled, this will be on the floor where the bottom purple statue was previously at. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Labyrinth - Chapter 4-1 TREASURE: Sapphire (Pear) [1,000 gold] DETAILS: Once the top purple statue slides into the wall after the chains on both purple statues have been pulled, this will be on the floor where the top purple statue was previously at. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Labyrinth - Chapter 4-1 TREASURE: Ruby (Oval) [2,000 gold] DETAILS: Once the red statue slides into the wall after both chains along its side have been pulled, this will be on the floor where it was previously at. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Labyrinth - Chapter 4-1 TREASURE: Soul Gem [10,000 gold] DETAILS: Defeat the Popokarimu in the Labyrinth. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =============================================================================== CHAPTER 4-2 TREASURES =============================================================================== - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Worship Area - Chapter 4-2 TREASURE: Topaz (Pear) [1,000 gold] DETAILS: At the beginning of the chapter, move up the first set of stairs then perform a quick turn and look up on the high wall above the entrance door to the Worship Area then shoot this down from that wall. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Worship Area - Chapter 4-2 TREASURE: Blue Enigma [3,000 gold] DETAILS: After obtaining the Sea Emblem, defeat the Giant Majini and he will drop this. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Worship Area - Chapter 4-2 TREASURE: Topaz (Square) [1,000 gold] DETAILS: Move along the west path toward the north laser then quickly move onto the stairs and take cover behind the section of wall before stepping onto the next walkway. Break the torch in the second alcove against the left wall and this treasure will be inside. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Worship Area - Chapter 4-2 TREASURE: Blue Enigma [3,000 gold] DETAILS: Defeat the Giant Majini in the northwest area when both characters go to retrieve the Sky Emblem. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Worship Area - Chapter 4-2 TREASURE: Emerald (Pear) [1,000 gold] DETAILS: Break the torch along the floor while walking to the end of the wooden walkway in the far north along the east path. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Worship Area - Chapter 4-2 TREASURE: Ruby (Pear) [1,000 gold] DETAILS: Along the north walkway near the middle, look up at the bottom portion of the overhead bridge while passing underneath it then shoot this down from the ceiling. It's best to deactivate both light pillar lasers before attempting to find this. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Worship Area - Chapter 4-2 TREASURE: Sapphire (Pear) [1,000 gold] DETAILS: In the east area where the Earth Emblem is obtained, move to the top of the top floor staircase then look along the damaged wall to the south. Find a brick on the wall with this treasure attached to it then shoot it to make it fall. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Worship Area - Chapter 4-2 TREASURE: Sapphire (Square) [1,000 gold] DETAILS: While moving to the south along the bottom east walkway, this will be in the third alcove on the west wall. Break the torch on the floor to obtain it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Worship Area - Chapter 4-2 TREASURE: Diamond (Trilliant) [4,000 gold] DETAILS: After using the three emblems to open the door, run to the far north and approach the exit doors then look up above the doors to see this stuck on the wall above the doors. Shoot it down then collect it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Pyramid - Chapter 4-2 TREASURE: Ruby (Pear) [1,000 gold] DETAILS: This is lying on the left side of the east platform in the second mirror puzzle room. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Pyramid - Chapter 4-2 TREASURE: Beetle (Gold) [3,000 gold] DETAILS: After focusing the light beam on the skull statue in the third mirror puzzle room, both the west and east rooms will unlock. Step into the west room and this will be lying on the pedestal in front of the burning corpse. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Pyramid - Chapter 4-2 TREASURE: Idol (Gold) [3,000 gold] DETAILS: After focusing the light beam on the skull statue in the third mirror puzzle room, both the west and east rooms will unlock. Step into the east room and collect this from the pedestal at the top of the stairs. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Pyramid - Chapter 4-2 TREASURE: Ruby (Pear) [1,000 gold] DETAILS: After focusing the light beam on the skull statue in the third mirror puzzle room, both the west and east rooms will unlock. Step into the east room and break the goat skull on the back wall to the right of the stairs. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Pyramid - Chapter 4-2 TREASURE: Emerald (Pear) [1,000 gold] DETAILS: After focusing the light beam on the skull statue in the third mirror puzzle room, both the west and east rooms will unlock. Step into the east room and break the goat skull on the back wall to the left of the stairs. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =============================================================================== CHAPTER 5-1 TREASURES =============================================================================== - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Underground Garden - Chapter 5-1 TREASURE: Ruby (Square) [1,000 gold] DETAILS: When the characters start out in the garden, turn around and look up above the south tunnel that they entered this area from during the last chapter. Aim up toward the cave wall high above the tunnel then shoot this red ruby down from the rock wall above. Stop and watch for it to shimmer. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Underground Garden - Chapter 5-1 TREASURE: Jewel Beetle [2,000 gold] DETAILS: Lying on a stone block along a row of blocks near the water and to the right of the front portion of the water purifiers at the northwest end of the west path. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Underground Garden - Chapter 5-1 TREASURE: Emerald (Pear) [1,000 gold] DETAILS: Look up on the high north wall above the bridge to see this shimmering up above. You'll need to stand at the top of the north set of stairs above the north bridge and look directly up toward the wall where sunlight shines in order to see it. It's much further away than the other treasure on the high rock wall in the garden area. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Progenitor Virus House - Chapter 5-1 TREASURE: Lion heart [2,500 gold] DETAILS: One of the Licker Betas in the first set of Licker Betas will drop this treasure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Progenitor Virus House - Chapter 5-1 TREASURE: 3,000 gold DETAILS: Open the safe off to the right after entering the monitor room down the hall from the area with the first two Licker Betas. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Progenitor Virus House - Chapter 5-1 TREASURE: Lion heart (x3) [2,500 gold] DETAILS: Three of the Licker Betas will drop this treasure. Stay behind and fight all sixteen of them outside the elevator. Proximity Mines and hand grenades are highly recommended. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =============================================================================== CHAPTER 5-2 TREASURES =============================================================================== - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Experimental Facility Passage - Chapter 5-2 TREASURE: Lion heart (x2) [2,500 gold] DETAILS: Two of the Licker Betas in the passage that leads east will drop this treasure if the characters choose to fight the Lickers. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Experimental Facility Passage - Chapter 5-2 TREASURE: Lion heart (x3) [2,500 gold] DETAILS: Three of the Licker Betas in the passage that leads west will drop this treasure if the characters choose to fight the Lickers. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Missile Area 1st Floor - Chapter 5-2 TREASURE: Power stone [5,000 gold] DETAILS: The Reaper that is fought on the way back from pulling the two levers will drop this once defeated. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Missile Area 1st Floor - Chapter 5-2 TREASURE: Dead bride's necklace (x2) [2,000 gold] DETAILS: Two of these can be found on the south (left and middle) side of the conveyor belt near the fallen test subjects. If your character reaches the end of the conveyor belt and you haven't grabbed two of them yet then rush back to the east and wait for more test subjects to move out from the doors ahead then step by the test subjects on the left side and try again. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =============================================================================== CHAPTER 5-3 TREASURES =============================================================================== NOTE: Keep in mind that the Reapers that appear in the Missile Area will appear randomly, so the characters won't always fight each one on every playthrough. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Uroboros Research Facility - Chapter 5-3 TREASURE: Sapphire (Marquise) [3,000 gold] DETAILS: Inside of a safe to the left of the door as the characters enter the south room after moving up the ladder past the area where the characters fought the Uroboros in the last chapter. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Missile Area 2nd Floor - Chapter 5-3 TREASURE: Power Stone [5,000 gold] DETAILS: The first possible Reaper that attacks from above the cover point along the walkway next to the corridor walkway will drop this once defeated. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Missile Area 2nd Floor - Chapter 5-3 TREASURE: Power Stone [5,000 gold] DETAILS: The second possible Reaper that attacks in the corridor area of the walkway will drop this treasure once defeated. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Missile Area 2nd Floor - Chapter 5-3 TREASURE: Power Stone [5,000 gold] DETAILS: The third possible Reaper that attacks before entering the east room after moving down the corridor area along the walkway will drop this treasure once defeated. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Missile Area 2nd Floor - Chapter 5-3 TREASURE: Jewel Bangle [1,000 gold] DETAILS: The Big Man Majini that moves across to the other side of the walkway while on a lift will drop this treasure. Don't defeat him while he is on the lift or he might not drop it. This happened to me once. Allow him to step off. The Jewel Bangle will most likely appear on the opposite side of the area if he is defeated while on the lift. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Missile Area 2nd Floor - Chapter 5-3 TREASURE: Royal Necklace [5,000 gold] DETAILS: This is lying on the desk with a computer inside the office room in the far south. You'll fight a few Majini with rocket launchers before and while entering this room. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Monarch Room Entrance - Chapter 5-3 TREASURE: Ruby (Brilliant) [2,500 gold] DETAILS: After moving down the starting corridor, the characters will enter a cave tunnel with overhead lights above. Right before stepping under the first lit up overhead light, look up toward the ceiling to see this stuck in the ceiling. Shoot it down then collect it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Monarch Room Entrance - Chapter 5-3 TREASURE: Lion heart [2,500 gold] DETAILS: The second Licker Beta in the first pair of Licker Betas along the high walkway will drop this once defeated. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Monarch Room Entrance - Chapter 5-3 TREASURE: Lion heart [2,500 gold] DETAILS: One of the many Lickers in the second wave of Licker Betas will drop this treasure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Monarch Room Entrance - Chapter 5-3 TREASURE: Chalice (Gold) [3,000 gold] DETAILS: After pushing the blue metal crate across the high catwalk step onto the rooftop of the nearby building then drop through the opening in the roof. Open the left locker inside the room below to receive this treasure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Monarch Room Entrance - Chapter 5-3 TREASURE: Topaz (Brilliant) [2,500 gold] DETAILS: Once the bridge has been lowered, move across it then stop before entering the corridor with the Tricell logo door at the end. Look up to see this shining on the wall above the corridor. Shoot it down then collect it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Monarch Room Entrance - Chapter 5-3 TREASURE: Emerald (Brilliant) [2,500 gold] DETAILS: In the middle room, move up the right set of stairs then follow the right path all the way to the south to find two vases. Facing them, this treasure is inside the left vase. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Monarch Room Entrance - Chapter 5-3 TREASURE: Sapphire (Oval) [2,000 gold] DETAILS: On the second floor, northwest room, break the pot lying next to the mummified body on the wall stand to find this treasure. This is only obtainable during the Wesker and Jill portion of the battle. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Monarch Room Entrance - Chapter 5-3 TREASURE: Sapphire (Brilliant) [3,000 gold] DETAILS: During the battle with Jill and Wesker, move up the stairs to the second floor and enter the northwest room. Both characters must use the partner assist button to open the stone coffin in the south portion of the northwest room. This will be inside along with another treasure and the L. Hawk Magnum. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Monarch Room Entrance - Chapter 5-3 TREASURE: Emerald (Oval) [2,000 gold] DETAILS: During the battle with Jill and Wesker, move up the stairs to the second floor and enter the northwest room. Both characters must use the partner assist button to open the stone coffin in the south portion of the northwest room. This will be inside along with another treasure and the L. Hawk Magnum. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Monarch Room Entrance - Chapter 5-3 TREASURE: Heart of Africa [10,000 gold] DETAILS: If a character causes Wesker to leave early by damaging him too much during the Jill and Wesker fight then this treasure will be lying in between the stairs in the middle room during the battle with Jill alone. The easiest way to make Wesker leave early is to sneak up on him and fire a rocket from a rocket launcher then shoot the rocket when he grabs it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =============================================================================== CHAPTER 6-1 TREASURES =============================================================================== - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Ship Deck - Chapter 6-1 TREASURE: Topaz (Oval) [2,000 gold] DETAILS: From where the characters start, turn to the south and back up toward the ladder then keep looking to the south to see a Majini armed with a stun rod on a walkway behind a vent close to the platform that the characters are on. Shoot him and he will drop the topaz treasure. He can also be shot when the characters climb on top of the metal container to push the blue crate in front of the locked gate. The treasure is along the north side of the walkway behind the area with the locked gate. When a character opens the gate by using the keycard, on that character's way to raise the cage, this will be off to the right once the character moves up the stairs. In order to collect this treasure, the characters MUST NOT kill the Majini that activates the cage trap on the crane tower or the way to this treasure cannot be accessed. The characters must also shoot this Majini BEFORE the cage drops. The character that has to raise the cage will meet this Majini after moving up the stairs past the locked gate. If he is shot at that time, he will not drop this treasure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Ship Deck - Chapter 6-1 TREASURE: Topaz (Oval) x2 [2,000 gold] DETAILS: From the starting point of the Ship Deck chapter, move forward and fight the Majini like normal then climb all the way up both ladders on the high platform. Arm a rifle (preferably with a level 2 scope magnification) then look off to the south. Find the crane that extends across the middle portion of the area up high then shoot each of the two Majini on top of the crane. They will each drop a Topaz (Oval), which can be obtained later in the area. Once the characters reach the ladder on the side of the metal container beyond the area where the cage drops (or doesn't drop if you shot the crane operator early), climb the ladder on the metal container to the east and you'll see a glowing treasure off to the left. That will be the first Topaz (Oval). Continue on around the east corner where the characters have to raise both lifts and the second Topaz (Oval) will be on the floor in front of the two lifts. The two Majini on the crane MUST be shot before the cage falls. If the characters try to go back to shoot them later, after the cage drops, then they will not be on top of the crane. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Ship Deck - Chapter 6-1 TREASURE: Jewel Bangle [1,000 gold] DETAILS: The Big Man Majini that attacks along with the Majini and the two Adjules will drop this treasure once defeated. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Ship Deck - Chapter 6-1 TREASURE: 3,000 gold DETAILS: After climbing the ladder along the side of the metal container, past the area where the cage drops, move over the metal cage walkway to the north and hop to each metal container further ahead to the right. A safe is on the other side and it will contain this gold pickup. NOTE: In order to collect this pickup of gold, the cage trap portion of this area must be activated since the crane moves the cage and drops it in between the containers, which forms a bridge to the safe containing this. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Ship Deck - Chapter 6-1 TREASURE: Jewel Bangle (x2) [1,000 gold] DETAILS: After moving to the east along the metal containers after picking up the first 3,000 gold from the nearby safe, two Big Man Majini will attack. After they are defeated, each of them will leave behind a Jewel Bangle. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Ship Deck - Chapter 6-1 TREASURE: 3,000 gold DETAILS: Once the lift on the east side has been raised and the partner has gotten off that lift, fall to the north end of the area ahead and press the button to raise the lift. An Adjule will attack from the other side. Blast him with a shotgun then move to the opposite side and pick up this gold from the safe off to the left at the other end. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Ship Hold - Chapter 6-1 TREASURE: Dead bride's necklace (x3) [2,000 gold] DETAILS: Each of the three rocket launcher Majini in the room after fighting the Gatling Gun Majini will drop this treasure once defeated. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =============================================================================== CHAPTER 6-2 TREASURES =============================================================================== - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Bridge - Chapter 6-2 TREASURE: Chalice (Gold) [3,000 gold] DETAILS: In the first room of the ship that is entered, right near the hallway with the first Uroboros tentacle hanging from the ceiling, find the two closed lockers on the north wall then open the left locker to find this treasure inside. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Bridge - Chapter 6-2 TREASURE: Chalice (Gold) [3,000 gold] DETAILS: After moving up the stairs in the ship, open the door on the left wall down the north corridor then find the row of lockers inside. This is inside of the middle locker. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =============================================================================== CHAPTER 6-3 TREASURES =============================================================================== - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Bridge - Chapter 6-3 TREASURE: Dead Bride's Necklace (x2) [2,000 gold] DETAILS: Both of the rocket launcher Majini in the second bulkhead room will drop this treasure once defeated. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Bridge - Chapter 6-3 TREASURE: Power Stone (x2) [5,000 gold] DETAILS: Defeat both Reapers that attack in the second bulkhead area of the Engine Room. They will burst forth from their eggs after the characters flip the levers to open the second bulkhead door. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] LOCATION: Volcano - Chapter 6-3 TREASURE: Diamond (Marquise) [5,000 gold] DETAILS: Before activating the cutscene at the beginning of the battle, aim for the lightly colored rock wall on the north wall past the current ledge then shoot it with a shotgun to make the wall crumble (shoot the top portion). A boulder from the wall will land in the lava below the current ledge. Sometimes it takes more than one shot to make it fall. If you have problems finding the breakable portion of the rock wall then aim toward it and watch for the laser pointer to form a circle at the end to know when you are aiming for the breakable portion of the rock wall. This can be shot while Wesker chases Chris and Sheva toward the end of the ledge at the beginning. The breakable rock wall will be directly ahead on the other side. When the ledge breaks and the Chris player falls below, when control is given back to Chris, turn to the left (northeast) and hop onto the boulder in the lava (this is the one that fell off the wall) then leap to the rock platform on the other side. Run to the far end of that rock platform and collect this treasure. If the Chris player accidentally jumps over the gap in the lava directly in front of Chris when he starts then that player CANNOT get back across to get this treasure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - _ _ _ __ __ [LI04] /\ /(_) __| | __| | ___ _ __ / / /\ \ \___ __ _ _ __ ___ _ __ / /_/ / |/ _` |/ _` |/ _ \ '_ \ \ \/ \/ / _ \/ _` | '_ \ / _ \| '_ \ / __ /| | (_| | (_| | __/ | | | \ /\ / __/ (_| | |_) | (_) | | | | \/ /_/ |_|\__,_|\__,_|\___|_| |_| \/ \/ \___|\__,_| .__/ \___/|_| |_| |_| __ _ _ / /(_)___| |_ / / | / __| __| / /__| \__ \ |_ \____/_|___/\__| HIDDEN WEAPON CHECKLIST ------------------------------------------------------------------------------- Not all weapons have to be bought through the Buy" menu. Some of them can be found in metal cases throughout the game. Sometimes they are in rather offbeat areas and sometimes they are directly in front of the character as they pass by an area. The following is a full checklist of all weapons that can be found in the game. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] -- M92F (HG) Location: Back Alley - Chapter 1-1 Details: The character's will be placed right in front of the metal case containing this weapon after the first cutscene with the contact (Reynard) in the Butcher's Shop. There is one for each character. On the first playthrough, the characters must pick up one each since it is there only weapon to equip and they must both equip something to trigger the next cutscene. On a second playthrough, if the characters already have a gun available then the M92F does not have to be picked up. The characters can ONLY grab their handguns before the cutscene plays that is triggered by equipping a gun, so if a player wants to grab a handgun it must be picked up before that cutscene; otherwise, the metal case will be gone from the counter after the cutscene. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] -- VZ61 (MG) Location: Public Assembly - Chapter 1-1 Details: Open the metal case on the stand under the red and white umbrella to the right of the locked north door during the Public Assembly timed portion. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] -- Ithaca M37 (SG) Location: Urban District - Chapter 1-2 Details: Have Sheva collect the old building key by moving along the rooftops after using the partner assist action near the second broken ladder then, after the cutscene with Allyson, unlock the blue door to the nearby building then collect this weapon from the plaque inside. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] -- H&K MP5 (MG) Location: Storage Facility - Chapter 2-1 Details: Open the metal case in front of the south jeep to find this weapon inside. This is located inside the warehouse that the character start inside at the beginning of Chapter 2-1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] -- S75 (RIF) Location: The Port - Chapter 2-1 Details: Open the metal case inside the building to the northeast while on the street where Kirk provides cover fire. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] -- Dragunov SVD (RIF) Location: Mining Area - Chapter 2-2 Details: After the first cutscene in this area, open the left locker in the set of lockers on the south side of the room to find this inside. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] -- Rocket Launcher (RL) Location: Marshlands - Chapter 3-1 Details: Dock the boat at the sunken ship in the northwest portion of the map and this will be inside the metal care on the far right end of the boat. Keep in mind that you HAVE to move up to the small wooden ramp in order to get the "Open" command. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] -- S&W M29 (MAG) Location: Village - Chapter 3-1 Details: This is lying beside a dead BSAA soldier body below a high walkway down the right path after first entering the village. Stepping toward it without previously fighting the Giant Majini in the village will result in a trap being set where both characters will have to fight off four Majini with explosive arrows on the walkway above. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] -- M3 (SG) Location: Oil Field - Drilling Facilities - Chapter 3-3 Details: After stepping off the boat for the second time, you'll need to drop from the side of the walkway without railing to the east after moving up the first ramp. The wooden walkway that you drop to will take you to a shack off to the right. This is inside the metal case on the table next to that shack. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] -- Grenade Launcher Location: Labyrinth - Chapter 4-1 Details: After moving down the stairs and stepping to the center of the labyrinth, this is down the path to the west. Turn left once you reach the west wall then open the metal case on the block and this will be inside. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] -- AK-74 (MG) Location: Progenitor Virus House - Chapter 5-1 Details: Open the metal case inside the Monitor room down the hall from the area where the first two Licker Betas are encountered. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] -- SIG 556 (MG) Location: Missile Area 1st Floor - Chapter 5-2 Details: After moving across the conveyor belt with explosive canisters and going down the stairs along the side of the platform at the end, open the metal case on the table near the railing off to the right. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] -- H&K PSG-1 (RIF) Location: Missile Area 2nd Floor - Chapter 5-3 Details: After the second (or however many you encounter) Reaper encounter near the walkway corridor, open the east door and this will be inside the metal case on a metal crate to the right. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] -- L. Hawk (MAG) Location: Monarch Room - Chapter 5-3 Details: During the battle with Jill and Wesker, move up the stairs to the second floor and enter the northwest room. Both characters must use the partner assist button to open the stone coffin in the south portion of the northwest room. This will be inside along with two treasures. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] -- Jail Breaker (SG) Location: Ship Hold - Chapter 6-1 Details: On the bottom floor of the staircase in the room where the characters chat about Wesker. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ___ _ _ __ _ _ [LI05] / __(_) | ___ / /(_)___| |_ / _\ | | |/ _ \ / / | / __| __| / / | | | __/ / /__| \__ \ |_ \/ |_|_|\___| \____/_|___/\__| FILE CHECKLIST ------------------------------------------------------------------------------- Files can be viewed from the "Library" menu once they are unlocked. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] No. 01 - History of RESIDENT EVIL Requirement: Unlocked by default. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] No. 02 - BSAA Requirement: Unlocked after completing Chapter 1-2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] No. 03 - Majini Requirement: Unlocked after completing Chapter 2-3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] No. 04 - Chris Redfield Requirement: Unlocked after completing Chapter 3-1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] No. 05 - Sheva Alomar Requirement: Unlocked after completing Chapter 3-2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] No. 06 - Ricardo Irving Requirement: Unlocked after completing Chapter 3-3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] No. 07 - Ndipaya Tribe Requirement: Unlocked after completing Chapter 4-2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] No. 08 - U-8 Requirement: Unlocked after completing Chapter 5-1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] No. 09 - Tricell Requirement: Unlocked after completing Chapter 5-2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] No. 10 - Jill Valentine Requirement: Unlocked after completing Chapter 5-3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] No. 11 - Excella Gionne Requirement: Unlocked after completing Chapter 6-2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] No. 12 - Albert Wesker Requirement: Unlocked after completing Chapter 6-3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ___ _ __ _ _ [LI06] / __(_) __ _ _ _ _ __ ___ / /(_)___| |_ / _\ | |/ _` | | | | '__/ _ \ / / | / __| __| / / | | (_| | |_| | | | __/ / /__| \__ \ |_ \/ |_|\__, |\__,_|_| \___| \____/_|___/\__| |___/ FIGURE CHECKLIST ------------------------------------------------------------------------------- All figures are purchased through the Bonus Features menu. Collecting them all with net the player the "They're ACTION Figures!" trophy/achievement. They are unlocked by performing certain task in the main game of Resident Evil 5. All of them can be viewed by displaying selecting each individual figure from the "Figures" submenu under the "Library" menu. Here are the controls for viewing one: - PS3 - Xbox 360 Left analog = Rotate Left thumbstick = Rotate Right analog = Zoom Right thumbstick = Zoom Directional pad = Move to sides Directional Pad = Move to sides /\ = Voice Y = Voice [] = Reset default position [] = Reset O = Back O = Back Below is a list of all figures along with the requirement(s) for each and exchange points needed to unlock each one. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 01 - Chris (BSAA) Amount: 0 points Requirement: Default unlockable. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 02 - Sheva (BSAA) Amount: 0 points Requirement: Default unlockable. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 03 - Josh Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 04 - Jill (Brainwashed) Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 5. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 05 - Wesker Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 5. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 06 - Excella Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 5. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 07 - Irving Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 08 - Spencer Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 6. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 09 - DeChant Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 10 - Dave Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 11 - Kirk Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 12 - Reynard Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 13 - Majini (Town A) figurine Amount: 500 points Requirement: Complete Chapter 1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 14 - Majini (Town B) Amount: 500 points Requirement: Complete Chapter 2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 15 - Majini (Town C) Amount: 500 points Requirement: Complete Chapter 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 16 - Majini (Town D) figurine Amount: 500 Pts Requirement: Complete Chapter 1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 17 - Majini (Cephalo) Amount: 500 points Requirement: BSAA emblems. Complete Chapter 2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 18 - Majini (Agitator) Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 19 - Majini (Wetlands A) Amount: 500 points Requirement: Complete Chapter 3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 20 - Majini (Wetlands B) Amount: 500 points Requirement: Complete Chapter 4. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 21 - Majini (Wetlands C) Amount: 500 points Requirement: Complete Chapter 3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 22 - Giant Majini Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 4. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 23 - Majini (Base A) Amount: 500 points Requirement: Complete Chapter 5. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 24 - Majini (Base B) Amount: 500 points Requirement: Complete Chapter 5. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 25 - Majini (Duvalia) Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 6. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 26 - Reaper Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 6. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 27 - Big man Majini Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 28 - Executioner Majini Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 29 - Chainsaw Majini Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 30 - Gatling gun Majini Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 6. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 31 - Motorcycle Majini Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 32 - Uroboros Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 5. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 33 - Licker Beta Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 5. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 34 - Kipepeo Amount: 500 points Requirement: Complete Chapter 4. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 35 - Bui kichwa Amount: 500 points Requirement: Complete Chapter 4. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 36 - Adjule Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 4. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 37 - Crocodile Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 38 - Uroboros Adheri Amount: 500 points Requirement: 30 BSAA emblems. Complete Chapter 6. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 39 - U-8 Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 5. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 40 - Popokarimu Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 41 - Ndesu Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 42 - Irving (Transformed) Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 43 - Chris (Rare) Amount: 500 points Requirement: 25 BSAA emblems. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 44 - Sheva (Rare) Amount: 500 points Requirement: 30 BSAA emblems. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 45 - Jill (Rare) Amount: 500 points Requirement: Achieve Rank A or higher in all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 46 - Wesker (Rare) Amount: 500 points Requirement: Achieve Rank S or higher in all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - _____ _ __ [LI07] /__ \_ __ ___ _ __ | |__ _ _ / / / /\/ '__/ _ \| '_ \| '_ \| | | | / / / / | | | (_) | |_) | | | | |_| | / / \/ |_| \___/| .__/|_| |_|\__, | /_/ |_| |___/ _ _ _ _ __ _ _ /_\ ___| |__ (_) _____ _____ _ __ ___ ___ _ __ | |_ / /(_)___| |_ //_\\ / __| '_ \| |/ _ \ \ / / _ \ '_ ` _ \ / _ \ '_ \| __| / / | / __| __| / _ \ (__| | | | | __/\ V / __/ | | | | | __/ | | | |_ / /__| \__ \ |_ \_/ \_/\___|_| |_|_|\___| \_/ \___|_| |_| |_|\___|_| |_|\__| \____/_|___/\__| TROPHY/ACHIEVEMENT CHECKLIST ------------------------------------------------------------------------------- A trophy/achievement is added to your gamer ID on PSN and added to your gamertag on Xbox 360. Both of them are displayed with an icon prompt once they are obtained and they will be then be unlocked under your trophy collection of achievement list. The following is a list of trophies/achievements for Resident Evil 5 along with a brief description and a method to obtain some of the harder accomplishments. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] -- RESIDENT EVIL 5 Platinum Trophy (PS3 only) Trophy type: Platinum Gamerscore Amount: N/A Description: Congratulations! You've overcome all of your fears in RESIDENT EVIL 5! Extra Details: Obtain all other trophies to receive this one. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Completed Chapter 1-1 Trophy type: Bronze Gamerscore Amount: 15 Description: Complete Chapter 1-1 on any difficulty setting. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Completed Chapter 1-2 Trophy type: Bronze Gamerscore Amount: 15 Description: Complete Chapter 1-2 on any difficulty setting. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Completed Chapter 2-1 Trophy type: Bronze Gamerscore Amount: 15 Description: Complete Chapter 2-1 on any difficulty setting. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Completed Chapter 2-2 Trophy type: Bronze Gamerscore Amount: 15 Description: Complete Chapter 2-2 on any difficulty setting. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Completed Chapter 2-3 Trophy type: Bronze Gamerscore Amount: 15 Description: Complete Chapter 2-3 on any difficulty setting. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Completed Chapter 3-1 Trophy type: Bronze Gamerscore Amount: 15 Description: Complete Chapter 3-1 on any difficulty setting. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Completed Chapter 3-2 Trophy type: Bronze Gamerscore Amount: 15 Description: Complete Chapter 3-2 on any difficulty setting. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Completed Chapter 3-3 Trophy type: Bronze Gamerscore Amount: 15 Description: Complete Chapter 3-3 on any difficulty setting. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Completed Chapter 4-1 Trophy type: Bronze Gamerscore Amount: 15 Description: Complete Chapter 4-1 on any difficulty setting. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Completed Chapter 4-2 Trophy type: Bronze Gamerscore Amount: 15 Description: Complete Chapter 4-2 on any difficulty setting. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Completed Chapter 5-1 Trophy type: Bronze Gamerscore Amount: 15 Description: Complete Chapter 5-1 on any difficulty setting. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Completed Chapter 5-2 Trophy type: Bronze Gamerscore Amount: 15 Description: Complete Chapter 5-2 on any difficulty setting. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Completed Chapter 5-3 Trophy type: Bronze Gamerscore Amount: 15 Description: Complete Chapter 5-3 on any difficulty setting. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Completed Chapter 6-1 Trophy type: Bronze Gamerscore Amount: 15 Description: Complete Chapter 6-1 on any difficulty setting. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Completed Chapter 6-2 Trophy type: Bronze Gamerscore Amount: 15 Description: Complete Chapter 6-2 on any difficulty setting. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Completed Chapter 6-3 Trophy type: Bronze Gamerscore Amount: 15 Description: Complete Chapter 6-3 on any difficulty setting. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Recruit Trophy type: Bronze Gamerscore Amount: 15 Description: Complete all chapters on Amateur. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Soldier Trophy type: Bronze Gamerscore Amount: 15 Description: Complete all chapters on Normal. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Veteran Trophy type: Silver Gamerscore Amount: 30 Description: Complete all chapters on Veteran. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> War Hero Trophy type: Gold Gamerscore Amount: 70 Description: Complete all chapters on Professional. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Egg Hunt Trophy type: Bronze Gamerscore Amount: 15 Description: Find all 4 types of eggs. Extra Details: The four types of eggs are: 1) White 2) Brown 3) Gold 4) Rotten Go to the chicken island in the center of the map in the Marshlands of chapter 3-1 and you'll likely find the first three types of eggs if you keep reloading your checkpoint or just wait around at island for the chickens to lay eggs. The rotten egg is received as an enemy item drop and is more likely to appear in the later chapters around 6-1. In chapter 5-2 in the Progenitor House Facility, you can bring proximity mines with your characters and constantly defeat the Licker Betas that chase the character down the hallway in front of the elevator. With my playthroughs these Licker Betas have a tendency to drop a rotten egg eventually if you keep reloading the prior checkpoint and trying. If a player is invited to a game and the other player hands over any eggs that the player needs to gain this trophy/achievement by "Giving" them to the player on the inventory screen, then the player can simply remove the eggs from the character inventory and place the eggs in the main inventory to instantly gain the trophy/achievement. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> All Dressed Up Trophy type: Silver Gamerscore Amount: 30 Description: Purchases all available alternative costumes in Bonus Features. Extra Details: Each character has three outfits, two of which are unlocked by default. Here's the list of all six: Chris (BSAA) Sheva (BSAA) Chris (Safari) Sheva (Clubbin') Chris (S.T.A.R.S.) Sheva (Tribal) Beat all chapters one time on any difficulty to receive Chris (Safari) and Sheva (Clubbin'). Chris (S.T.A.R.S.) requires all chapters to be completed on any difficulty and 25 BSAA medals to be found. Sheva (Tribal0 requires all chapters to be completed on any difficulty and all 30 BSAA medals to be found. Go into the Bonus Features menu and buy all four for the listed amount of exchange points then this trophy/achievement will appear directly afterwards. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Stockpile Trophy type: Silver Gamerscore Amount: 30 Description: Obtain all available weapons. Extra Details: ALL weapons must be in your main inventory at one time in order to get this trophy/achievement. If you sell off one before having all of them together, then you'll need to buy it back or collect it again if possible. The trophy/achievement will not appear until the main inventory is entered. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Take it to the Max Trophy type: Silver Gamerscore Amount: 30 Description: Completely upgrade all weapons. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> They Belong in a Museum Trophy type: Silver Gamerscore Amount: 30 Description: Obtain all treasure in the game. Extra Details: See the treasure checklists in the Lists section. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Badge of Honor Trophy type: Silver Gamerscore Amount: 30 Description: Find all the BSAA emblems. Extra Details: See the BSAA emblem checklist in the Lists section. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> They're ACTION Figures! Trophy type: Silver Gamerscore Amount: 30 Description: Collect all figurines. Extra Details: See the Figures checklist in the Lists section. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> A Friend in Need Trophy type: Bronze Gamerscore Amount: 15 Description: Save partner 10 times when HELP is displayed. Extra Details: "Help" is displayed whenever a partner is grabbed by an enemy. Whenever an enemy grabs your partner, press the assist button near that character when the melee command appears to free the character. Do this 10 times to get the trophy/achievement. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Lifeguard Trophy type: Bronze Gamerscore Amount: 15 Description: Save partner 10 times when DYING is displayed. Extra Details: When a partner enters Dying status (red health) from sustaining too much damage, approach that character then press the assist button to bring that character back to caution status with an adrenaline boost shot or heal that character with a healing item. Do this 10 times to bag the trophy/achievement. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Exploding Heads Trophy type: Bronze Gamerscore Amount: 15 Description: Pull off 20 headshots. Extra Details: Any type of headshot where a Majini's head explodes will count toward this trophy/achievement. It's best to use a rifle and aim for the head of any Majini to get this one easy. Really a person can get this in any chapter that has Majini present. Try going to the Shooting Gallery at the end of chapter 1-1... I mean Public Assembly. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> A Cut Above Trophy type: Bronze Gamerscore Amount: 15 Description: Defeat 5 enemies with the Knife. Extra Details: Equip the knife with the knife button then slash any 5 enemies until your character kills them. The final hit must be with the knife in order for this kill to count as a knife kill, so you could actually shoot a Majini in the head then knock it down a melee attack and knife slash it while it is on the ground to get a knife kill. Any enemy will count toward the five enemies so long as that enemy is killed with a knife; a player can even gain it from slashing a snake! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Cattle Prod Trophy type: Bronze Gamerscore Amount: 15 Description: Defeat 30 enemies with the Stun rod. Extra Details: The Stun Rod is first available for purchase after chapter 3-1. Kill off any 30 enemies with it to gain this trophy/achievement. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Crowd Control Trophy type: Bronze Gamerscore Amount: 15 Description: Defeat 30 enemies with the Gatling gun. Extra Details: Upgrade the VZ61 machine gun all the way and the gatling gun will be available in the store. Only Chris can equip this weapon. Pick any chapter then kill off 30 enemies with the gatling gun to bag this trophy/achievement. I recommend choosing Chapter 1-1 so Chris can fight off the Majini mob after jumping out the window shortly following the first Majini encounter. The trophy/achievement will be gained while killing them off. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Bull's-eye Trophy type: Bronze Gamerscore Amount: 15 Description: Defeat 30 enemies with the Longbow Extra Details: Sheva (Tribal) which in The Mercenaries already has the Longbow weapon from the start, so simply pick her and enter a stage then kill 30 enemies with her. She can be unlocked by gaining an A-rank or greater in the Missile Area. Otherwise, you'll have to upgrade the S75 rifle to max and buy the Longbow in the store. Only Sheva can equip this weapon. Kill off 30 enemies in any chapter with the Longbow to get this. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Get Physical Trophy type: Bronze Gamerscore Amount: 15 Description: Defeat 20 enemies with physical attacks. Extra Details: All physical (melee) attacks are performed by shooting a normal Majini in the head, arms or legs. Simply shoot a Majini in one of those areas then run up to it for a melee button prompt command with the action button. Hit it with the command and kill off 20 Majini to get this trophy/achievement. Your character can perform a ground melee while standing next to a fallen Majini, so try to kill off the Majini with the ground melee if the standing melee doesn't kill them off. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> The Works Trophy type: Bronze Gamerscore Amount: 15 Description: Chain the maximum number of combos together. Extra Details: I could write a whole freaking term paper dealing with how to set up a tag team melee in Resident Evil 5. I'm sure I just made a few friends chuckle with that thought. Anyway, what you want for this trophy/achievement is a tag team melee. Tag team melees usually triggered from an arm stun. Simply perform an arm stun on a Majini by shooting it in the arm with a handgun or a single tap from a machine gun then run up and hit it with a melee attack. The partner must get on the other side of the Majini and knock it back toward your character with a melee prompt command that will appear for them. Once the Majini staggers back toward your character, you'll get a new tag team command depending on the side of the Majini that your character is facing. Your character can step in front of the Majini or behind it to change the command when it staggers back toward the character that is about to perform the tag team melee. The Majini must survive all of the bouncing melee attacks. Here is the list of them: Chris = Haymaker (front) Back Hand (back) Sheva = Skull Crusher (front), Spinning Back Kick (back) Simple enough, huh? But what if you want to perform these harsh displays of aggression in single player? Well, I've found several ways and I'd like to mention that I do these all the time. It's best to try for these on Veteran difficulty so the Majini will have more health to survive the full sequence. Method 1) Set the "Attack Reaction" to "On" before starting a chapter with a Big Man Majini in it then bring a flash grenade with your main character. When the Big Man Majini appears, toss a flash grenade to set it up for a tag team melee then run toward it and hit it with melee attack. Your AI partner will run up and hit it again with a melee attack as it slides away, so quickly follow the Big Man Majini at that time and you'll get the special tag team melee command while close to the Big Man Majini after your AI partner hits it with a melee. Perform the tag team melee to get the trophy. Method 2) Shoot a Majini in the arm while your AI partner is nearby then, once the Majini is in arm stun stance, issue the "Go" command to quickly make your AI partner run behind the Majini. Hit the Majini with a melee attack and your partner will bounce it back toward your main character. Your main character will get the tag team melee command when the Majini bounces back toward your character. Method 3) Make sure that the AI partner is tied up with firing at another Majini then perform a quick arm stun and knock the Majini toward your AI partner and that character will instantly knock it back toward your main character for the special command. In the walkthrough section, I showcased a few key points where one can easily obtain these using the first method. The most notable for me is during the fight with Allyson since she starts out at such a perfect distance. Performing this with a human partner is much easier, but the AI can be tricked into helping a single player perform these pretty easily with practice. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Lead Aspirin Trophy type: Silver Gamerscore Amount: 30 Description: Defeat a Majini with a headshot while it's jumping. Extra Details: This is very easy to get in The Mercenaries mode or in chapter 1-1 Public Assembly. Pick Chris (BSAA) in Mercenaries mode or have the Ithaca shotgun with your character in chapter 1-1 Public Assembly. Jump over to the top of the shack or the top of the bus from the roof of the middle building then face an area where Majini jump. Aim upwards with the Ithaca shotgun then aim at the top portion of their body as they leap onto either obstacle. Simply fire at them as they jump and wait for a critical headshot with the Ithaca shotgun. In the main game, it will help out to upgrade the critical special through the main inventory menu before the chapter. This shouldn't take that long since a critical headshot with the Ithaca shotgun isn't that hard to get. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Fireworks Trophy type: Bronze Gamerscore Amount: 15 Description: Shoot an enemy Molotov cocktail, dynamite stick, or hand grenade. Extra Details: In chapter 2-1 there is an enemy with a Molotov Cocktail next to the building that Chris can toss Sheva up to in Shanty Town. In Chapter 2- 2's Mining Area, there are tons of Majiin with dynamite sticks. Simply shoot the explosive that is in their hand and they will explode or burn and you'll get the trophy/achievement. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Be the Knife Trophy type: Silver Gamerscore Amount: 60 Description: Deflect a bow gun arrow with your knife. Extra Details: There are several places to get this one. The main thing you have to keep in mind is to pick Chris since you'll have greater reach with his machete making an arrow easier to defect and if you're playing single player, request all of Sheva's guns so she won't interfere. Kill off all Majini in the area except for one with a bow gun. Stand at a distance from the bow gun Majini then hit the bow gun arrow out of the air with the knife when it travels toward Chris. The timing is not hard but it will take a few tries most likely. It's best to get at least mid distance or maybe further away from the Majini. I like to try for this one in the Port area. Toward the end once Kirk starts to fire at the Majini below there are a few instances where Majini with bow guns will fire at your characters from a distance, so this one can easily be obtained there. One good place is on the rooftop of the building with a ladder beside at the Port. The Majini on the rooftop across from that one (where a BSAA emblem is located) will constantly fire at the characters, so just get a little ways away from him then deflect it with Chris' knife. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Meat Shower Trophy type: Bronze Gamerscore Amount: 15 Description: Defeat 3 Majini with one grenade or proximity bomb. Extra Details: It's best to use a hand grenade to perform this one. In Chapter 1-1 Public Assembly, wait for Majini to gather then toss a hand grenade at them. You'll get two hand grenades before moving through the gate, so you'll have two chances for sure. There are a few other hand grenades hidden around the town as well besides the one in the melon stack inside the first building. One of the others is in the east house on a shelf and the other is in a stack of melons on the northwest side of town. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Go into the Light Trophy type: Bronze Gamerscore Amount: 15 Description: Defeat 2 enemies with one flash grenade. Extra Details: Bring a flash grenade to chapter 4-1's Cave and toss it at a group of Bui kichwa at the beginning of the cave area. Not only is the flash grenade incredibly useful for the next to final group, but it will also bag you a trophy/achievement. One can also easily perform this task in The Mercenaries also. Jill (BSAA) starts out with flash grenades so simply choose her. If not, then just find a flash grenade. It's best to try this on The Village stage since you'll have Cephalo, Kipepeos and Bui kichwa available there. Kill off enemies until two Cephalos, Kipepeos spawn or a Bui kichwa is in the area with either enemy then toss a flash grenade to defeat two at the same time. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Ride the Lightning Trophy type: Bronze Gamerscore Amount: 15 Description: Defeat a Majini using the electric current from a transformer. Extra Details: This one can be gained rather easily on any chapter where a transformer can be found. There are two in the chapter 1-1 Public Assembly area (down the path to the left after the gate is broken and down the middle path after the gate is broken) and one in the chapter 2-1 Shanty Town area at the bottom of the stairs near the Chainsaw Majini fight. Transformers are usually attached to the top of a wooden pole, so look up and find them then shoot them down. Once a transformer falls it will send out an electric current and that is what you want to catch the Majini with to kill it. If the transformer deactivates after falling then shoot it again to make another electric current ignite from it. Really, I feel it is best to use the transformer to the left of the stairs in Shanty Town before the Chainsaw Majini fight in chapter 2-1 Public Assembly to gain this one if you try to gain it in story mode. Allow Majini to pile up underneath the transformer then shoot the transformer to knock it down to make an electric current hit them. Try not to activate the cutscene for Chainsaw Majini fight and you'll only have to deal with normal Majini. If you don't get the trophy/achievement from the first electric current, then wait around until the transformer deactivates and shoot it again. A character can weaken the Majini so that an electric current will kill one. The Majini must be killed by the electricity of the transformer in order to gain this trophy/achievement. A way to gain this with great ease in The Mercenaries is to pick either BSAA Chris or BSAA Sheva and choose the Public Assembly stage. Lure a Majini toward one of the transformers in the stage then shoot it in the body three times with either characters handgun (they both take 250 damage). Shoot the transformer while the weakened Majini is near the transformer to kill off the Majini. The actual damage per gunshot might vary a bit between Majini, so it might take more than electric current to finish it off however. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Stop, Drop, & Roll Trophy type: Bronze Gamerscore Amount: 15 Description: Defeat 3 Majini at once by setting oil canisters on fire. Extra Details: At the chapter 1-1 Public Assembly, once the Executioner breaks the gate, run past the gate and move down the middle path. There will be some oil canisters off to the left while moving by. Turn around and wait for Majini to gather then shoot the oil canisters. If the trophy/achievement doesn't appear instantly, then run further to the north and allow the Majini to continue to step through the flames and you'll most likely get this achievement a few moments afterwards. There is another set of oil canisters in the far north by the locked gate, but it's much harder to get Majini lined up there. If you don't get it in the Public Assembly, I'd recommend restarting at the checkpoint since the Public Assembly first set of oil canisters is really your best bet in gaining this trophy/achievement. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Baptism by Fire Trophy type: Bronze Gamerscore Amount: 15 Description: Defeat 3 Majini at once with a drum or gas tank explosion. Extra Details: One can easily obtain this in the Public Assembly Portion of chapter 1-1. Right after the Executioner Majini breaks the gate, run by him and move down the right path. There is an explosive barrel in the far right corner, so just allow Majini to pile up near it then shoot it. This can also be gained in a bunch of other different places. Chapter 2-1's Bridge area should be an ever easier place to gain this one. After the truck crashes, Majini simply stand next to the explosive barrels at the end of the bridge, so just shoot one and you'll likely take down multiple Majini. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Masters of Removing Trophy type: Bronze Gamerscore Amount: 15 Description: Work together to save someone special Extra Details: This must be done during the solo Jill boss fight portion of the Monarch Room battle in chapter 5-3. The device on Jill's chest must be removed through a button command while Jill is standing in order to receive this trophy/achievement. Again, the final attack must show the character removing the device from her chest while Jill is standing NOT on the floor. A partner must restrain Jill from behind and the other character must remove the device through the button prompt assist "Tear Off" command. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Bad Blood (Secret) Trophy type: Bronze Gamerscore Amount: 15 Description: During the fight with Wesker, damage him a set number of times. Extra Details: This can only be done on the chapter 5-3 boss fight in the Monarch Room only during the Wesker and Jill portion of the fight. A player must drive Wesker off by damaging him before the seven minute time limit is up. Wesker can only be hit after hiding from him, so you'll need to hide then hit him with a powerful weapon then run up and perform the full partner specific melee combo to him as described in the walkthrough. An extremely easy way to get this, is to bring a rocket launcher into the battle with your character. Simply hide from him and allow him to turn his back then fire a rocket at him from behind. He will turn and catch the rocket. Fire at the rocket with any weapons and it will explode and damage Wesker enough to where he will leave the battle early. Wesker will crouch down and then suddenly dash toward the middle room when he leaves. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Drive By Trophy type: Silver Gamerscore Amount: 30 Description: Stop an armored truck by taking out the driver. Extra Details: This can only be gained on chapter 2-3 Savannah. Simply aim for the door of any armored truck that passes by the jeep and shoot off the door with your mounted gun then shoot and kill the driver inside the truck. The truck will crash after the drive has been killed and this trophy/achievement will be earned. This can be done with either character. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Egg on Your Face Trophy type: Bronze Gamerscore Amount: 15 Description: Defeat a Majini with a rotten egg. Extra Details: I highly recommend performing this in The Mercenaries mode once it is unlocked. This can be gained on any Mercenaries stage since Rotten Egg drops are so frequent. The Majority of health (green) type enemy drops will consists of rotten eggs. Simply pick up a rotten egg from an enemy drop, equip the rotten egg then toss it at a Majini like a grenade. The moment it hits one, it will likely kill it since it takes 2,000 damage per hit. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Heart Stopper Trophy type: Bronze Gamerscore Amount: 15 Description: Defeat a certain enemy by stabbing it in the heart. Extra Details: This trophy/achievement can only be gained on a Licker Beta enemy. The Licker Betas first appear toward the end of chapter 5-1 Progenitor Virus House. Arm a shotgun then aim downward and shoot a Licker from the front portion. When it falls over on its back AND kicks while screaming, run up to it with either character to receive a special "Stab" command. Perform the stab melee attack to gain this trophy/achievement. One extremely easy way to get this achievement on normal mode is to arm your character with a grenade launcher loaded with acid rounds then fire an acid round at a Licker Beta. It will automatically fall over and kick its legs after the first shot. Simply run up to it and stab it to gain the trophy/achievement. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Who Do You Trust? Trophy type: Silver Gamerscore Amount: 30 Description: Build up a certain level of trust with your partner. Extra Details: In order to get this one, a partner must heal your character or save your character from an enemy grapple, then you must press the assist button (O or B) for a partner response. The response will differ based on the currently controlled character. Chris will say, "Much appreciated", "Thanks for the help" and "Thanks". Sheva will say "I you one", "Thanks partner" and "Thanks". This can be done in any mode, single player or co-op play (online or offline). All you really have to do in single player is allow a Majini to grab your character over and over in single player and tap the assist button to have your AI partner knock it off then press the assist button again to respond, or get badly damaged and allow your partner to heal your character when the partner has a herb or first aid spray. It take quite a few of these responses to get the trophy/achievement. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Army of One Trophy type: Bronze Gamerscore Amount: Description: Win 30 matches in Slayers. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Eye of the Tiger Trophy type: Bronze Gamerscore Amount: Description: Win 30 matches in Survivors. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> The Team That Slays Together... Trophy type: Silver Gamerscore Amount: Description: Win 30 matches in Team Slayers. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> We Will Survive Trophy type: Silver Gamerscore Amount: Description: Win 30 matches in Team Survivors. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Keep the Good Times Rolling Trophy type: Bronze Gamerscore Amount: Description: Chain a 20-defeated combo in Slayers. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> It Takes Two to Tango Trophy type: Bronze Gamerscore Amount: Description: Chain a 40-defeated combo in Team Slayers. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> It's All About the Points Trophy type: Bronze Gamerscore Amount: Description: Score at least 40,000 points in Survivors. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> There's no "I" in Team Trophy type: Bronze Gamerscore Amount: Description: Score at least 80,000 points in Team Survivors. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Let's Get This Party Started! Trophy type: Bronze Gamerscore Amount: Description: Unlock all selectable characters in Versus. Extra Details: A player must buy the Versus mode from the Xbox LIVE marketplace or PS Store to unlock this trophy/achievement. Go to "Play Game" then "Bonus Features" and all 8 unlockable bonus characters will be listed as the last 8 unlockables on the bonus feature menu. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] --> Bringing the Pain Trophy type: Bronze Gamerscore Amount: Description: Defeat 100 players using physical attacks in Versus. Extra Details: A player must buy the Versus mode from the Xbox LIVE marketplace or PS Store to unlock this trophy/achievement. Once an enemy player enters dying status from having sustained too much damage, approach that player from close range to get a melee prompt command. Simply kill off 100 enemy players with this melee command. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - _ _ _ _ __ _ _ [LI08] /\ /\ _ __ | | ___ ___| | ____ _| |__ | | ___ ___ / /(_)___| |_ / / \ \ '_ \| |/ _ \ / __| |/ / _` | '_ \| |/ _ \/ __| / / | / __| __| \ \_/ / | | | | (_) | (__| < (_| | |_) | | __/\__ \ / /__| \__ \ |_ \___/|_| |_|_|\___/ \___|_|\_\__,_|_.__/|_|\___||___/ \____/_|___/\__| MAIN GAME UNLOCKABLES LIST ------------------------------------------------------------------------------- Below is a list of unlockables for that may be accessed by performing various task in the main game of Resident Evil 5. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Play as Sheva in Single Player Requirement: Complete Chapters 1-6 on any difficulty. Details: Sheva can be chosen on the Character Select screen before beginning a chapter. The main player will control Sheva while the AI controls Chris. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Chris' Safari Outfit Requirement: Complete Chapter 1-6 on any difficulty. Details: Chris' Safaris outfit can be selected from the "Costume Select" submenu under Special Settings. NOTE: Chris will not wear this outfit until after both characters equip a weapon in front of Reynard in the Butcher's Shop. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Sheva's Clubbin' Outfit Requirement: Complete Chapter 1-6 on any difficulty. Details: Sheva's Clubbin' outfit can be selected from the "Costume Select" submenu under Special Settings. NOTE: Sheva will not wear this outfit until after both characters equip a weapon in front of Reynard in the Butcher's Shop. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Chris' S.T.A.R.S. Outfit Requirement: Find 25 BSAA medals and complete Chapter 1-6 on any difficulty. Details: Chris' S.T.A.R.S. outfit can be selected from the "Costume Select" submenu under Special Settings. NOTE: Chris will not wear this outfit until after both characters equip a weapon in front of Reynard in the Butcher's Shop. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Sheva's Tribal Outfit Requirement: Find 30 BSAA medals and complete Chapter 1-6 on any difficulty. Details: Sheva's Tribal outfit can be selected from the "Costume Select" submenu under Special Settings. NOTE: Sheva will not wear this outfit until after both characters equip a weapon in front of Reynard in the Butcher's Shop. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Classic Horror Filter Requirement: Complete Chapter 1-6 on Amateur difficulty or higher. Details: The Classic Horror filter will be selectable under the "Filter Select" submenu under Special Settings. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Retro Filter Requirement: Complete Chapter 1-6 on Normal difficulty or higher. Details: The Retro filter will be selectable under the "Filter Select" submenu under Special Settings. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Noise Filter Requirement: Complete Chapter 1-6 on Veteran difficulty or higher. Details: The Noise filter will be selectable under the "Filter Select" submenu under Special Settings. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Professional Difficulty Requirement: Complete Chapters 1-6 on Veteran difficulty. Details: Professional mode can be chosen when starting a new game and any chapter on the chapter select can be played on Professional difficulty. NOTE: A player can be invited to a Professional level chapter and that will permanently unlock Professional difficulty on that player's save file without the need to beat Veteran difficult. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> The Mercenaries Mode Requirement: Complete Chapter 1-6 on any difficulty. Details: Allows access to The Mercenaries challenge mode. NOTE: A player can be invited to a game of The Mercenaries and actually play the game with a friend before unlocking it. The game saves what the player has unlocked. A player must still beat chapters 1-6 on any difficulty to actually play The Mercenaries outside of invites however. The Mercenaries will be displayed on the main menu for a person that has been invited but has not finished all chapter, but the "START" option will be highlighted in red instead of white and cannot be chosen until all chapters are finished. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Infinite Ammo With All Weapons Requirement: Complete Chapters 1-6 on any difficulty and fully upgrade each weapon through the main inventory screen. See numbers 54 - 71 of the Bonus Features List below for a full list of all weapons that have an infinite ammo option. Details: Allows access to the "Infinite Ammo" submenu under the Special Setting menu. NOTE: ALL chapters must be completed on at least one difficulty level in order to unlock infinite ammo with a fully upgraded weapon. In other words, a player can't simply skip to the final chapter and beat it then expect to have infinite ammo. Every chapter must be completed on one difficulty level. A player must choose "Yes" at the top of the infinite ammo list under the Special Settings menu in order to activate infinite ammo in the main game. If a player joins a session where the host has turned infinite ammo "off" then neither player will be able to use infinite ammo in that session. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Infinite Rocket Launcher Requirement: Complete Chapters 1-6 in under 5 hours on any difficulty. Details: Allows access to the Rocker Launcher with infinite ammo in the "Infinite Ammo" submenu under the Special Settings menu. NOTE: All chapters do not have to beaten in sequence from beginning to end in order to unlock this weapon. All a player has to do is the reach a minimum time that adds up to no longer than 5 hours on the "Total" time displayed on the chapter menu for any difficulty. So, if a player took too long in chapter 5-2 then that player could redo that one chapter and possibly receive the infinite rocket launcher at the end of that chapter if that particular chapter time makes it to where the total time for that difficulty is less than five hours. NOTE 2: The Rocket Launcher will be listed as the final weapon on the right row under the S&W M500 (MAG) in the Infinite Ammo submenu under the Special Settings menu. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - _ _ _ _ __ _ _ [LI09] /\ /\ _ __ | | ___ ___| | ____ _| |__ | | ___ ___ / /(_)___| |_ / / \ \ '_ \| |/ _ \ / __| |/ / _` | '_ \| |/ _ \/ __| / / | / __| __| \ \_/ / | | | | (_) | (__| < (_| | |_) | | __/\__ \ / /__| \__ \ |_ \___/|_| |_|_|\___/ \___|_|\_\__,_|_.__/|_|\___||___/ \____/_|___/\__| MERCENARIES UNLOCKABLES LIST - STAGES ------------------------------------------------------------------------------- There are a total of eight stages in The Mercenaries challenge mode. Only Public Assembly is unlocked by default. The rest require a player to finish each stage starting with Public Assembly with at least a B-rank in order to unlock the next stage. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> The Mines Requirement: Finish "Public Assembly" stage with at least a B-rank. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> The Village Requirement: Finish "The Mines" stage with at least a B-rank. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Ancient Village Requirement: Finish "The Village" stage with at least a B-rank. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Experimental Facility Requirement: Finish "Ancient Village" stage with at least a B-rank. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Missile Area Requirement: Finish "Experimental Facility" stage with at least a B-rank. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Ship Deck Requirement: Finish "Missile Area" stage with any rank at least a B-rank - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Prison Requirement: Finish "Ship Deck" stage with at least a B-rank rank. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - _ _ _ _ __ _ _ [LI10] /\ /\ _ __ | | ___ ___| | ____ _| |__ | | ___ ___ / /(_)___| |_ / / \ \ '_ \| |/ _ \ / __| |/ / _` | '_ \| |/ _ \/ __| / / | / __| __| \ \_/ / | | | | (_) | (__| < (_| | |_) | | __/\__ \ / /__| \__ \ |_ \___/|_| |_|_|\___/ \___|_|\_\__,_|_.__/|_|\___||___/ \____/_|___/\__| MERCENARIES UNLOCKABLES LIST - CHARACTERS ------------------------------------------------------------------------------- Both Chris (BSAA) and Sheva (BSAA) are unlocked in The Mercenaries by default. A total of eight players may be unlocked by finishing all of the stages in Public Assembly with an A-rank. Please note that an A-rank in duo mode requires a higher amount of points than an A-rank in single mode. To achieve an A-rank you must obtain the following amount of points in a single game of The Mercenaries: A-rank in Single = 40,000 points A-rank in Duo = 80,000 points - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Jill (BSAA) Requirement: Finish "Public Assembly" with an A-rank or higher. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Wesker (Midnight) Requirement: Finish "The Mines" with an A-rank or higher. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Chris (Safari) Requirement: Finish "The Village" with A-rank or higher. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Sheva (Clubbin') Requirement: Finish the "Ancient Ruins" with an A-rank or higher. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Chris (S.T.A.R.S.) Requirement: Finish the "Experimental Facility" with an A-rank or higher. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Sheva (Tribal) Requirement: Finish the "Missile Area" with an A-rank or higher. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Jill (Battle Suit) Requirement: Finish the "Ship Deck" with an A-rank or higher. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Wesker (S.T.A.R.S.) Requirement: Finish the "Prison" with an A-rank or higher. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - __ _ __ _ _ [LI11] / _\ |_ ___ _ __ ___ / /(_)___| |_ \ \| __/ _ \| '__/ _ \ / / | / __| __| _\ \ || (_) | | | __/ / /__| \__ \ |_ \__/\__\___/|_| \___| \____/_|___/\__| STORE LIST ------------------------------------------------------------------------------- The store is accessible by under the main inventory menu in between chapters - select "Buy" to enter the store. Below is a list of all available guns and equipment that can be purchased at the store along with the availability of each. All sale prices are based on the default customization of each weapon. NOTE: If you find that any of the availability listings are incorrect then please email me with the correct listing. It's very hard to keep up with the precise times for each one. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - M92F (HG) Buy Price: 2,000 gold Sell Price: 200 gold Availability: In store after collecting the M92F (HG) in Chapter 1-1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - H&K P8 (HG) Buy Price: 4,000 gold Sell Price: 400 gold Availability: In store after Chapter 2-3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SIG P226 (HG) Buy Price: 4,000 gold Sell Price: 400 gold Availability: In store after Chapter 4-2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - M93R (HG) Buy Price: 30,000 gold Sell Price: 3,000 gold Availability: In store after fully upgrading the M92F (HG) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Ithaca M37 (SG) Buy Price: 2,000 gold Sell Price: 200 gold Availability: In store after Chapter 1-2 or after collecting the Ithaca M37 (SG) in Chapter 1-2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - M3 (SG) Buy Price: 4,000 gold Sell Price: 400 gold Availability: In store after Chapter 3-3 or after collecting the M3 (SG) in Chapter 3-3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Jail Breaker (SG) Buy Price: 4,000 gold Sell Price: 400 gold Availability: In store after Chapter 6-3 or after collecting the Jail Breaker (SG) in Chapter 6-1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Hydra (SG) Buy Price: 30,000 gold Sell Price: 3,000 gold Availability: In store after fully upgrading the Ithaca M37 (SG). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - VZ61 (MG) Buy Price: 2,000 gold Sell Price: 200 gold Availability: In store after Chapter 1-2 or after collecting the VZ61 (MG) in Chapter 1-1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - H&K MP5 (MG) Buy Price: 2,000 gold Sell Price: 200 gold Availability: In store after Chapter 2-3 or after collecting the H&K MP5 (MG) in Chapter 2-1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - AK-74 (MG) Buy Price: 4,000 gold Sell Price: 400 gold Availability: In store after Chapter 5-3 or after collecting the AK-74 in Chapter 5-1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SIG 556 (MG) Buy Price: 4,000 gold Sell Price: 400 gold Availability: In store after Chapter 5-3 or after collecting the SIG 556 (MG) in Chapter 5-2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - S75 (RIF) Buy Price: 2,000 gold Sell Price: 200 Availability: In store after Chapter 2-3 or after collecting the S75 (RIF) in Chapter 2-1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Dragunov SVD (RIF) Buy Price: 4,000 gold Sell Price: 400 gold Availability: In store after Chapter 2-3 or after collecting the Dragunov SVD (RIF) in Chapter 2-2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - H&K PSG-1 (RIF) Buy Price: 4,000 gold Sell Price: 400 gold Availability: In store after Chapter 5-3 or after collecting the H&K PSG-1 in Chapter 5-3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - S&W M29 (MAG) Buy Price: 4,000 gold Sell Price: 400 gold Availability: In store after Chapter 3-3 or after collecting the S&W M29 (MAG) in Chapter 3-1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - L. Hawk (MAG) Buy Price: 5,000 gold Sell Price: 500 gold Availability: In store after Chapter 5-3 or after collecting the L. Hawk (MAG) in Chapter 5-3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - S&W M500 (MAG) Buy Price: 30,000 gold Sell Price: 3,000 gold Availability: In store after fully upgrading the S&W M29 (MAG). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Grenade launcher Buy Price: 10,000 gold Sell Price: 1,000 gold Availability: In store after Chapter 4-1 or after collecting the Grenade Launcher in Chapter 4-1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Rocket launcher Buy Price: 10,000 gold Sell Price: 1,000 gold Availability: In store after Chapter 4-1 or after collecting the Rocket Launcher in Chapter 3-1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Stun rod Buy Price: 3,000 gold Sell Price: 300 gold Availability: In store after Chapter 2-3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Gatling Gun Buy Price: 50,000 gold Sell Price: 5,000 gold Availability: In store after fully upgrading VZ61 and completing all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Longbow Buy Price: 50,000 gold Sell Price: 5,000 gold Availability: In store after fully upgrading S75 and completing all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Proximity bomb Buy Price: 1,500 gold Sell Price: 150 gold Availability: In store after Chapter 2-3 or after collecting a Proximity Bomb in Chapter 2-2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Explosive rounds Buy Price: 400 gold (each, must buy 12) Sell Price: 40 gold Availability: In store after Chapter 4-1 or after collect the Grenade Launcher in Chapter 4-1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Acid rounds Buy Price: 200 gold (each, must buy 12) Sell Price: 20 gold Availability: In store after Chapter 4-1 or after collect the Grenade Launcher in Chapter 4-1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Nitrogen rounds Buy Price: 400 gold (each, must buy 12) Sell Price: 40 Availability: In store after Chapter 6-3 or after collecting Nitrogen Rounds in Chapter 6-3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Flame rounds Buy Price: 200 gold (each, must buy 12) Sell Price: 20 gold Availability: In store after Chapter 6-3 or after colleting Flame Rounds in Chapter 5-2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Flash rounds Buy Price: 50 gold (each, must buy 12) Sell Price: 5 gold Availability: In store after Chapter 4-1 or after collecting the Grenade Launcher in Chapter 4-1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Electric rounds Buy Price: 100 gold (each, must buy 12) Sell Price: 10 gold Availability: In store after Chapter 6-3 or after collecting the Electric Rounds in Chapter 5-3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - First aid spray Buy Price: 1,000 gold Sell Price: 100 gold Availability: In store from beginning. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Melee vest Buy Price: 10,000 gold Sell Price: 1,000 gold Availability: In store after Chapter 1-2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Bulletproof vest Buy Price: 10,000 gold Sell Price: 1,000 gold Availability: In store after Chapter 4-2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ___ ___ _ [LI12] / __\ ___ _ __ _ _ ___ / __\__ __ _| |_ _ _ _ __ ___ ___ /__\/// _ \| '_ \| | | / __| / _\/ _ \/ _` | __| | | | '__/ _ \/ __| / \/ \ (_) | | | | |_| \__ \ / / | __/ (_| | |_| |_| | | | __/\__ \ \_____/\___/|_| |_|\__,_|___/ \/ \___|\__,_|\__|\__,_|_| \___||___/ __ _ _ / /(_)___| |_ / / | / __| __| / /__| \__ \ |_ \____/_|___/\__| BONUS FEATURES LIST ------------------------------------------------------------------------------- Resident Evil 5's Bonus Features are all listed under the "Bonus Features" submenu under the "Play Game" menu. Use Exchange points to buy each feature once it is obtained through the required tasks listed. Exchange points can be gained in two ways: a) Total chapter rank at the end of each chapter in the main game. b) Total stage rank at the end of each stage in The Mercenaries. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 01 - Chris Outfit (Safari) Amount: 0 points Requirement: Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 02 - Sheva Outfit (Clubbin') Amount: 0 points Requirement: Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 03 - Chris Outfit (S.T.A.R.S.) Amount: 0 points Requirement: 25 BSAA emblems. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 04 - Sheva Outfit (Tribal) Amount: 0 points Requirement: 30 BSAA emblems. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 05 - Filter (Classic Horror) Amount: 0 points Requirement: Complete all chapters on Amateur mode or higher. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 06 - Filter (Retro) Amount: 0 points Requirement: Complete all chapters on Normal or higher. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 07 - Filter (Noise) Amount: 0 points Requirement: Complete all chapters on Veteran or higher. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 08 - Chris (BSAA) 0 Pts. Amount: N/A Requirement: Default unlockable. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 09 - Sheva (BSAA) 0 Pts. Amount: N/A Requirement: Default unlockable. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 10 - Josh Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 11 - Jill (Brainwashed) Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 5. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 12 - Wesker Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 5. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 13 - Excella Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 5. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 14 - Irving Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 15 - Spencer Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 6. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 16 - DeChant Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 17 - Dave Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 18 - Kirk Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 19 - Reynard Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 20 - Majini (Town A) figurine Amount: 500 points Requirement: Complete Chapter 1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 21 - Majini (Town B) Amount: 500 points Requirement: Complete Chapter 2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 22 - Majini (Town C) Amount: 500 points Requirement: Complete Chapter 2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 23 - Majini (Town D) figurine Amount: 500 Pts Requirement: Complete Chapter 1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 24 - Majini (Cephalo) Amount: 500 points Requirement: BSAA emblems. Complete Chapter 2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 25 - Majini (Agitator) Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 26 - Majini (Wetlands A) Amount: 500 points Requirement: Complete Chapter 3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 27 - Majini (Wetlands B) Amount: 500 points Requirement: Complete Chapter 4. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 28 - Majini (Wetlands C) Amount: 500 points Requirement: Complete Chapter 3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 29 - Giant Majini Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 4. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 30 - Majini (Base A) Amount: 500 points Requirement: Complete Chapter 5. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 31 - Majini (Base B) Amount: 500 points Requirement: Complete Chapter 5. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 32 - Majini (Duvalia) Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 6. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 33 - Reaper Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 6. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 34 - Big man Majini Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 35 - Executioner Majini Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 1. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 36 - Chainsaw Majini Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 37 - Gatling gun Majini Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 6. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 38 - Motorcycle Majini Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 39 - Uroboros Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 5. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 40 - Licker Beta Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 5. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 41 - Kipepeo Amount: 500 points Requirement: Complete Chapter 4. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 42 - Bui kichwa Amount: 500 points Requirement: Complete Chapter 4. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 43 - Adjule Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 4. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 44 - Crocodile Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 45 - Uroboros Adheri Amount: 500 points Requirement: 30 BSAA emblems. Complete Chapter 6. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 46 - U-8 Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 5. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 47 - Popokarimu Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 48 - Ndesu Amount: 500 points Requirement: 10 BSAA emblems. Complete Chapter 2. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 49 - Irving (Transformed) Amount: 500 points Requirement: 5 BSAA emblems. Complete Chapter 3. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 50 - Chris (Rare) Amount: 500 points Requirement: 25 BSAA emblems. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 51 - Sheva (Rare) Amount: 500 points Requirement: 30 BSAA emblems. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 52 - Jill (Rare) Amount: 500 points Requirement: Achieve Rank A or higher in all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 53 - Wesker (Rare) Amount: 500 points Requirement: Achieve Rank S or higher in all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 54 - M92F infinite ammo Amount: 6,000 points Requirement: Completely upgrade M92F handgun. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 55 - H&K P8 infinite ammo Amount: 10,000 points Requirement: Completely upgrade H&K P8 handgun. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 56 - SIG P226 infinite ammo Amount: 10,000 points Requirement: Completely upgrade SIG P226 handgun. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 57 - M93R infinite ammo Amount: 20,0000 Requirement: Completely upgrade M93R handgun. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 58 - Ithaca M37 infinity ammo Amount: 8,000 points Requirement: Completely upgrade Ithaca M37 shotgun. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 59 - M3 infinite ammo Amount: 12,000 points Requirement: Completely upgrade M3 shotgun. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 60 - Jail Breaker infinite ammo Amount: 12,000 points Requirement: Completely upgrade Jail Breaker shotgun. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 61 - Hydra infinite ammo Amount: 20,000 points Requirement: Completely upgrade Hydra shotgun. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 62 - VZ61 infinite ammo Amount: 6,000 points Requirement: Completely upgrade VZ61 machine gun. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 63 - AK-74 infinite ammo Amount: 15,000 points Requirement: Completely upgrade AK-74 machine gun. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 64 - H&K MP5 infinite ammo Amount: 10,000 points Requirement: Completely upgrade H&K MP5 machine gun. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 65 - SIG 556 infinite ammo Amount: 15,000 points Requirement: Completely upgrade SIG 556 machine gun. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 66 - S75 infinite ammo Amount: 15,000 points Requirement: Completely upgrade S75 rifle. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 67 - Dragunov SVD infinite ammo Amount: 15,000 points Requirement: Completely upgrade Dragunov SVD rifle. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 68 - H&K PSG-1 infinite ammo Amount: 15,000 points Requirement: Completely upgrade H&K PSG-1 rifle. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 69 - S&W M29 infinite ammo Amount: 15,000 points Requirement: Completely upgrade S&W M29 Magnum. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 70 - L. Hawk infinite ammo Amount: 15,000 points Requirement: Completely upgrade Lightning Hawk Magnum. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 71 - S&W M500 infinite ammo Amount: 20,000 points Requirement: Completely upgrade S&W M500. Complete all chapters. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 72 - Versus character A - Chris (Safari) Amount: 8,000 points Requirement: Download Versus downloadable content - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 73 - Versus character B - Chris (S.T.A.R.S.) Amount: 13,000 points Requirement: Download Versus downloadable content - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 74 - Versus character C - Sheva (Clubbin') Amount: 6,000 points Requirement: Download Versus downloadable content - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 75 - Versus character D - Sheva (Tribal) Amount: 15,000 points Requirement: Download Versus downloadable content - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 76 - Versus character E - Jill (BSAA) Amount: 5,000 points Requirement: Download Versus downloadable content - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 77 - Versus character F - Jill (Battle Suit) Amount: 7,000 points Requirement: Download Versus downloadable content - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 78 - Versus character G - Wesker (Midnight) Amount: 30,000 points Requirement: Download Versus downloadable content - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 79 - Versus character H - Wesker (S.T.A.R.S.) Amount: 50,000 points Requirement: Download Versus downloadable content - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ___ _ _ __ _ _ [LI13] / __\ |__ __ _ _ __ | |_ ___ _ __ /__\ __ _ _ __ | | _(_)_ __ __ _ / / | '_ \ / _` | '_ \| __/ _ \ '__| / \/// _` | '_ \| |/ / | '_ \ / _` | / /___| | | | (_| | |_) | || __/ | / _ \ (_| | | | | <| | | | | (_| | \____/|_| |_|\__,_| .__/ \__\___|_| \/ \_/\__,_|_| |_|_|\_\_|_| |_|\__, | |_| |___/ __ _ _ / /(_)___| |_ / / | / __| __| / /__| \__ \ |_ \____/_|___/\__| CHAPTER RANKING LIST ------------------------------------------------------------------------------- A player is graded at the end of each chapter based on four determining factors: 1) Accuracy - The overall accuracy based on enemy hits. Basically, if the enemy is hit while it is alive and breathing then that shot will improve accuracy. Any shot that misses will decrease accuracy. Maintain a good accuracy to receive a high rank. 2) Enemies Routed - The number of enemies that are killed in a chapter. This includes all normal enemies such as Majini and animals such as crows, snakes, rats, poor little caged goats, etc. Kill more to receive a high rank. 3) Deaths - The full number of deaths that the player suffered in a stage. This means that the player got knocked out of dying status and had to continue the stage. Limit your deaths to receive a high rank. 4) Clear Time - The total amount of time that it took to complete a stage. Pausing the game will stop the timer in single player. Race through a stage quickly to receive a high rank. A player does not have to achieve all S-ranks in order to receive an overall "S" at the end of a chapter. All the ranking grades can add up to an "S" score and that player will receive the S-rank. For instance a player could receive an S-S-A-S score and still receive an overall S-rank for that specific chapter. With these aspects in mind, the following tables list the requirements that are needed for each rank in each chapter. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Chapter 1-1 .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 20+ | 15 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <12'00" | 17'00" | 22'00" | 22'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Chapter 1-2 .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 15+ | 10 | 7 | <6 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <13'00" | 18'00" | 23'00" | 23'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Chapter 2-1 .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 60+ | 45 | 30 | <29 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <23'00" | 28'00" | 33'00" | 33'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Chapter 2-2 .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 50+ | 35 | 20 | <19 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <22'00" | 27'00" | 32'00" | 32'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Chapter 2-3 .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 40+ | 30 | 20 | <19 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <09'00" | 12'00" | 15'00" | 15'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Chapter 3-1 .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 30+ | 20 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <18'00" | 22'00" | 26'00" | 26'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Chapter 3-2 .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 50+ | 35 | 20 | <19 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <19'00" | 23'00" | 27'00" | 27'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Chapter 3-3 .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 30+ | 20 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <19'00" | 23'00" | 27'00" | 22'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Chapter 4-1 .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 50+ | 35 | 20 | <19 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <21'00" | 28'00" | 33'00" | 33'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Chapter 4-2 .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 35+ | 20 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <16'00" | 20'00" | 24'00" | 24'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Chapter 5-1 .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 7+ | 5 | 4 | <3 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <12'00" | 16'00" | 20'00" | 20'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Chapter 5-2 .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 40+ | 25 | 15 | <14 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <22'00" | 26'00" | 30'00" | 30'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Chapter 5-3 .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 30+ | 20 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <38'00" | 42'00" | 48'00" | 48'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Chapter 6-1 .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 40+ | 25 | 14 | <14 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <26'00" | 31'00" | 36'00" | 36'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Chapter 6-2 .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 35+ | 20 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <22'00" | 28'00" | 33'00" | 33'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Chapter 6-3 .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 25+ | 15 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <22'00" | 26'00" | 30'00" | 30'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [PM00] =============================================================================== ____ __ __ _ | _ \ _ __ ___ | \/ | ___ __| | ___ | |_) || '__|/ _ \ | |\/| | / _ \ / _` | / _ \ | __/ | | | (_) | | | | || (_) || (_| || __/ |_| |_| \___/ |_| |_| \___/ \__,_| \___| __ __ _ _ _ _ _ \ \ / /__ _ | || | __| |_ | |__ _ __ ___ _ _ __ _ | |__ \ \ /\ / // _` || || |/ /| __|| '_ \ | '__|/ _ \ | | | | / _` || '_ \ \ V V /| (_| || || < | |_ | | | || | | (_) || |_| || (_| || | | | \_/\_/ \__,_||_||_|\_\ \__||_| |_||_| \___/ \__,_| \__, ||_| |_| |___/ P R O F E S S I O N A L M O D E G U I D E =============================================================================== The following section provides players with tips for each chapter in Professional mode. The player is expected to know the basic way to complete each chapter by this point. This section is mainly here to help out with normal enemy battles and boss battle for Professional difficulty. Only tips and definite item pickups are given. Treasures and breakable objects are not listed. See the walkthrough section for those. I also list an Anti-rocket launcher method along with a rocket launcher method for each boss. I prefer to limit my use of the rocket launcher on Professional mode on Resident Evil 5 just as I did with Resident Evil 4. With speed runs... that's different. --> Fresh Professional Mode Guide If you want some tips on how to get through Professional Mode using the default inventory and weapons as if starting a new game then check out Frinkie's (ngc628) Fresh Professional Mode Guide on GameFAQs: http://www.gamefaqs.com/console/ps3/file/929198/57302 =============================== How to unlock Professional Mode =============================== Professional Mode is unlocked after beating all chapter on Veteran difficulty. A player can also unlock Professional mode by joining or being invited to a Professional mode chapter in co-op play. If the player finishes that chapter, then Professional mode will be unlocked on the joining player's main save file. ============================================= What is Gained From Beating Professional Mode ============================================= The following trophy/achievement is the only unlockable that can be obtained from finishing Professional mode: --> War Hero Trophy type: Gold Gamerscore Amount: 70 Description: Complete all chapters on Professional. ====================== The Basics of Pro mode ====================== The following is a list of differences that a player will find in Professional mode when compared to Amateur, Normal and Veteran mode: (*) Fixed ammo (or explosive) pickups are no longer available throughout the chapter areas. (*) Tomato and melon breakable objects contain no items. (*) All fixed healing items still remain in place and they are listed in walkthrough below. (*) All gold pickups are worth double the amount. Even 3,000 gold pickups are now worth 6,000. (*) Just about every enemy hit will send a character into dying status. (*) Dying status last a sum total of 3 seconds. (*) Enemies are now INCREDIBLY aggressive. (*) Enemies now target the player instead of the AI partner far more than in other modes. (*) Enemies now rise faster once knocked down. ====================== Professional Mode Tips ====================== - HAVE A BUNCH OF AMMO IN YOUR MAIN INVENTORY Be sure to have a big supply of ammo for each gun. You'll need a bunch of rifle ammo for the later chapters. The rifle is also one of the better weapons to give to the AI partner as the chapters progress. - ENEMIES TARGET THE PLAYER On Pro mode, a player doesn't really have to worry about the AI partner that much. The enemies are out to target the player more than the partner this time. The AI partner will mainly get hit from Majini that accidentally hit that character when trying to hit the player. - INVINCIBILITY ANIMATIONS Use invincibility frames to your advantage. Pick up a useless item on purpose to avoid getting hit. This is a VERY important factor in Pro mode, especially in the Public Assembly. - RELOAD THROUGH THE INVENTORY MENU If you choose to play without infinite ammo, then reload through the inventory menu often. Open the inventory menu and combine the ammo with the gun. Try to reload during a melee attack or any other animation such as climbing or ladder or even a shotgun blast if you're quick enough. - RESUSCITATION > ITEM HEALING DURING DYING STATUS A Resuscitation is much quicker than an item heal when a character is in dying status. Healing with an item is very risky in Pro mode if the characters are not side by side once one player gets hit. - THE AI PARTNER SHOULD NOT STOCK HEALING ITEMS Since the enemies will mainly target the player, the main player should store all the healing items so that the AI partner will quickly resuscitate when the player is hit instead of using a healing item. Heal afterward! If the AI partner picks up an herb, request it from that character. Immediate Resuscitation IS that important in Pro mode. - HEALING WITH EGGS Instead of brining along healing items such as green herbs or first aid sprays, a player can bring along several eggs. Eggs don't take up as much space if only one type is brought along since one type is grouped into a single inventory slot and the egg will not be used during a resusciation like an herb and a first aid spray will be. - MAKE USE OF COVER MODE Keep the AI partner in Cover mode ("Come on), so that character will stick by the main player. - THE BULLETPROOF VEST CAN HELP FOR BULLETS AND ARROWS Arrows will only take half life when a character is hit with an arrow while wearing a bullet proof vest as opposed to instant dying status. Bullets from machine guns will not always take a character down to near dying status per bullet when the bullet proof vest is worn on stages with Base Majini with machine guns. - THE MELEE VEST CAN HELP FOR SOME MELEE ATTACKS Not all melee attacks will be fatal while the melee vest is worn by a character. The attacks will sometimes take off around 75% of a character's health instead of the full 100%. This will differ among attacks however. Some melee attacks will still send a player into immediate dying status regardless of whether the melee vest is worn or not. Really, the Bulletproof vest is more useful, but the melee vest can help just a bit. - TOMATOES AND MELONS HOLD NO ITEMS Don't bother breaking stacks of tomatoes or melons since they never hold items in Pro mode. - FLASH ROUNDS ARE YOUR FRIEND A grenade launcher with flash rounds is a good way to stun any Majini that have a crossbow or any Majini that will try to run from your characters. Flash rounds also cause Majini with cocktails to drop their cocktails while stunned and burn themselves and any other Majini near them. - USE FLASH EXPLOSIONS ON PARASITIC ENEMIES Either flash rounds or flash grenades should be used to instantly kill parasitic enemies such as Cephalos or Duvalias. They can also be used against Bui kichwa, Adjules that showcase their plagas insides, and Kipepeos. - CANCEL A PARASITIC ENEMY APPEARANCE WHEN POSSIBLE An instant kill melee from behind or a tag team melee will instantly cancel any scripted Cephalo or Duvalia transformation. - NITROGEN ROUNDS + MACHINE GUN = DEAD LICKERS Carry nitrogen rounds and a machine gun into a chapter where Lickers are present. Fire a nitrogen round directly into the middle of a group of Lickers then spray their frozen bodies with machine gun fire to instantly shatter them. - NITROGEN ROUNDS CAN FREEZE ARMORED MAJINI, EVEN THOSE WITH A METAL SHIELD If a heavily armored Majini is in an area, a player can use a magnum to shoot through the Majini's armor or the player can fire a nitrogen round then shatter the Majini. One thing that a magnum cannot do is shoot through a metal shield however, but a nitrogen round can freeze a Majini regardless of whether it holds a metal shield or not. The Majini will actually drop the metal shield once frozen. ================================ Weapon Uses in Professional Mode ================================ M92F handgun ------------ When fully powered, this weapon's critical rate will cause it to instantly pop a Majini's head through a critical shot for the majority of headshots. Aim at a Majini's head and fire and you'll most likely get a critical headshot. The critical headshot can ruin melee attempts when up against a crowd (using the melee for invincibility) so it's not always good to aim for the head however. The M92F also carries an extreme capacity of 100 bullets, so really a player doesn't need to bring any extra handgun bullets or worry much about reloading while using this handgun. P9 handgun ---------- This weapon is the only handgun with a piercing propertly, which is extremely useful against Wetland Majini that carry shields. It can also be used to shoot through multiple enemies that stand in a crowd. SIG P226 handgun ---------------- The P226 handgun is the most powerful handgun overall, but it has not special properties that make it useful outside of damage. If you're just going for sheer damage a target then this if your best bet when it comes to a handgun. Ithaca shotgun -------------- The Ithaca shotgun has the highest capacity and critical rate out of any of the shotguns once it is fully upgraded. It's critical rate can give the user more of a chance at head pops when aimed at a Majini's head when compared to other shotguns. It might even blow off multiple heads when aimed at a crowd. M37 shotgun ----------- The M37 shotgun is the most powerful shotgun when fully upgraded, but it lacks any special properties. It can still achieve critical headshots though not as much as the Ithaca shotgun. This can be a good weapon to damage bosses with, but the Hydra is still more damaging altogether. Jail Breaker shotgun -------------------- The Jail Breaker is the least damaging of all the shotgun, but it's tight spread allows it to push back crowds or distant enemies rather easily. You don't really want to attack that much with this weapon, you mainly just want to blast the enemy out of your way then run by it. Hydra shotgun ------------- It is said to only have a firepower of 500, but this shotgun can easily be one of the most powerful weapons to have when up against a boss or any type of enemy. It's tight spread makes it damage for more than 500 when it is aimed at a single target from close range. The only real flaw is that a player must get in close range for maximum damage and the reload time can be very lengthy, so inventory reloading it needed while using this weapon. VZ61 machine gun ---------------- The VZ61 can ground enemies rather easily when aimed at their legs and it is one of the more accurate machine guns. It has the highest critical rate out of any of the machine guns, so a player can aim for the heads of a crowd of enemies and most likely get a few critical shots while firing. The VZ61 can also carry the most bullets at a time without the need to reload that often. H&K MP5 machine gun ------------------- This is an all around good machine gun to have with your character. It's basically just as accurate as the VZ61 and it is the only machine gun that can pierce through Wetland Majini shields or multiple enemies. SIG 556 machine gun ------------------- The SIG 556 has more recoil than the other two machine guns listed above, but it has an overall good damage rate, which is higher than the VZ61 and MP5. AK-47 machine gun ----------------- The AK is the most damaging machine gun but it's recoil causes it to be the mosts inaccurate in the machine gun category. If you're going for sheer damage then this machine gun will be your best bet. The AK can be good for boss enemies when a player wants to spam gunfire to a single portion. It also carries the least amount of ammo at a time and has a lengthy reload time. S75 rifle --------- The S75 rifle is the most damaging rifle and it can carry a total of 50 bullets when fully maxed out. This is a good sniping rifle to have with your character in stages where a rifle is needed when a player doesn't want to worry about bringing extra ammo. The bullet ejection per shot can leave a character open to attack however unlike the other rifles. Dragunov rifle -------------- The Dragunov rifle's autofire allows a player to spam gunfire on a single target which can make it useful for boss fights. The rifle is slightly less accurate when compared to the S75 and PSG-1 thanks to the constant movement while aiming through it's scope. PSG-1 rifle ----------- The PSG-1 rifle is autofire rifle like the Dragunov, but it it is slightly more accurate. Once full upgraded, it's zoom will allow a player to hit targets from an extreme distance which can make it really useful for chapters where enemies lie in wait up ahead. The only real flaw is that it can't carry as much ammo as the Dragunov. S&W M29 magnum -------------- This magnum takes a some dencent damage for a magnum, but most importantly it can fire multiple shots at a quick rate. Since it can fire faster, this quality actually makes it really more useful than the M500 magnum since the M500 magnum has such a heavy recoil per shot fired - this thought is mainly up to the player to decide though. This is an extremely good weapon to use against bosses or any Majini with armor. All magnums have piercing, so the shot will always go right through heavy armor but not iron shields. L. Hawk magnum -------------- The L. Hawk has a lower damage rate when compared to the M29 magnum and it (arguably) has a slightly lower rate of fire per shot. The reload is very quick, much like reloading a handgun. This magnum has the highest piercing, but the piercing only helpt it out for going through more enemies at once since it still cannot penetrate iron shields. S&W M500 magnum --------------- This magnum can be a really good boss killer, but the heavy recoil per shot can make the M29 magnum a more favorable choice with its higher rate of fire. Spamming a target with multiple shots from the M29 magnum will likely kill it faster than the M500 magnum, but the M500 magnum delivers such an incredibly heavy blow with a single shot. It's arguable which one is better and it's really best for the player to decide. Grenade Launcher ---------------- -- Explosive Rounds Explosive rounds can be good for knocking down an entire crowd of Majini for extreme damage. One explosive round may not always kill off every Majini in a crowd, but it certainly scatter them and damages them well in the process. -- Acid Rounds Acid rounds are really best used against Majini groups in Professional. It will cause a group to waver and fall from the acid damage. You don't want to use these on Licker in Professional mode since Lickers are now powerful enough to withstand their usual weakness in acid rounds while in Professional mode. Acid rounds are also highly effective against Reaper enemies. Two shots to a Reaper will make it show it's chest weak point to where a player can easily finish it off with a high powered shot directly to the weak point. -- Flame Rounds Flame Rounds can be used to instantly ground a group of Majini much like an incdeniary grenade. This can easily set them up for Chris' stomp. They fall with their heads facing the player, so a Chris player can get a few head crush stomps after the Majini are grounded. -- Flash Rounds Flash rounds are extremely useful for Professional mode. They can instantly kill off a parasitic enemy and they can be used to simply blind a Majini before it has the chance to attack. Flash rounds can be really useful against enemies with projectile weapons to keep them from firing for a short while as your character runs up to them. These are also highly effective against Reaper enemies. Two shots to a Reaper will make it show it's chest weak point to where a player can easily finish it off with a high powered shot directly to the weak point. -- Electric Rounds Electric rounds are a good substitue for flash rounds. They can severly weaken a parasitic enemy with one shot and finish it off most of the time with 2-3 shots. These are also effective against Reapers. Shoot a Reaper once with an electir round then aim for its should weak point when it kneels over and shoot it directly in that shoulder weak point to make it reveal its chest weak point. Unlike a flash round or acide, the second shot MUST hit its shoulder weak point directly to have effect. -- Nitrogen Rounds Nitrogen rounds are highly useful against Lickers. Simply shoot one toward a Licker crowd then use a machine gun to shatter their frozen bodies. This grenade type is also very useful against heavily armored Majini and especially Majini with iron shields. The shot will freeze any Majini type and allow the player to shatter the frozen Majini with a melee attack command or a gunshot regardless of what type of armor or object that it holds. Rocket Launcher --------------- Do I even need to go into detail here? Most of the time a player can aim at an enemy and shoot and the target will instantly die. Most bosses will fall to the weapon within one hit. Sometimes a bosses weak point must be exposed and sometimes a rocket launcher cannot be used against a boss. There are a few bosses that require multiple rockets as well. ******************************************************************************* Pro Mode - Chapter 1-1 [PM11] ******************************************************************************* Recommended Weapons Main Character: _ Hydra shotgun _ M93R handgun _ H&K MP5 machine gun _ First Aid Sprays AI Partner: _ H&K PSG-1 rifle _ Jail Breaker shotgun =================== Civilian Checkpoint =================== - Simply walk through the area and reach Reynard at the Corner Pyamy Butchery in the far northwest. If you really need guidance with this part, then... I don't know... there is no hope left for you, my friend. None, I'm afraid. Poor performance indeed, dear reader. =================== Back Alley (Area 1) =================== - Leave the handguns when the metal case is in front of the characters and simply equip one of the weapons from your current inventory. Both characters must equip a weapon to trigger the cutscene in order to advance ahead. - All breakable objects in the area will either contain double the gold that they usually carry or some random item. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - In the room with the animal carcass lying on the table, break the wooden crate lying on the shelf in the back of the room. [ ] Green Herb - Lying on the shelf to the right before exiting the room with the animal carcass via the exit door around the corner. ------------------------------------------------------------------------------- =================== Back Alley (Area 2) =================== - Quickly take out the knife after the cutscene with the first Majini then slash him as he tries to rush your main character. Finish him off with a ground stomp or any other weapon. - In the alley where several Majini, perform a quick turn then run all the way toward the open door past the chicken pen. - If you choose to fight the Majini in the alley, then jump behind the railing of the chicken pen near the open door and the Majini will have to climb over the railing, which will limit their highly aggressive behavior. Hydra shots mixed with an occasional grenade toss work rather well when they group together. M93R shots as they move down the alley south work good for long range gunfire. If you look to the left while in the chicken pen then the Majini can be blasted as they appear. It might pay you to toss a flash grenade into the chicken pen before stepping inside since the chickens will attack. They won't send a player into dying status but their attacks are annoying while trying to aim. The AI partner will stand near the door. Even if a player issues the "Come on" command, she will return to the door eventually. --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - Lying on the shelf off to the left as a character moves down the stairs of the nearby building after exiting the alley with the Majini horde. [ ] Green Herb - After exiting the tunnel by climbing the ladder, this will be on the table near the door. ------------------------------------------------------------------------------- =============== Public Assembly =============== --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the table off to the right before entering the building down the path. ------------------------------------------------------------------------------- - A player can stand near the doorway and shoot the breakable objects inside the room ahead before triggering the cutscene. --> PUBLIC ASSEMBLY TIMED PORTION .----------------------------------- TIP -------------------------------------. | If at any time you have problems with this Public Assembly portion, bring | | along a grenade launcher with flash rounds and that will help greatly. | | Shoot a flash round into a group of Majini to blind them and stop all of | | their potential attacks right then and there. This is a perfect technique | | for when you're surrounded. | '-----------------------------------------------------------------------------' If you choose to stay in the building: A player can equip the Hydra shotgun then stand near window and blast the Majini back over the fence as they climb it. If you choose to stay inside then block the entry ways and blast the Majini while standing near the window. The bookcases can be pushed only halfway so that players can shoot the Majini through the open spaces along the sides of the bookcases. Be sure to use handgun or file for precise aiming so that the bookcases are not destroy as fast. Once the Majini start to break through the barricades, get behind the fenced portion of the inside of the building. This way the Majini will hop over it to get to your character. Try to keep the AI behind this portion. Remember that some Majini will drop off the hill in the back (west) portion of the house from where you entered, so be sure to turn toward that side and defeat them quickly. This really works better in co-op play. If the above method doesn't work out for your characters, toss a hand grenade toward the cracked wall of the room then move through the opening when it breaks so that the characters can make a quick escape while the Majini are dying or staggering from the grenade blast. If you choose to go outside the building: Don't worry about blocking anything. Run toward the window that faces the gate outside and equip a hand grenade then toss it out the building as the first wave of Majini start to climb over it. The explosion will bust open the cracked portion of the wall which will give the characters an easy way out of the building. In single player, stand near the west portion of the of the wall outside of the building. Stand with your back to the wall and take out the Hydra shotgun then shoot any Majini that get close to the characters. This can also work well for co-op mode as well. In co-op mode, players can also take advantage of knowing where the enemies spawn as shown below: SP .-------------. I | SP Gate --> I _____| I | I | Building | | | | .------------------------. | | | SP = Enemy Spawn Point | |_______| '------------------------' Each player can stand near one of the enemy spawn points (fences) from the beginning then blast the Majini back over the fences as they climb the two fences labeled above. The only thing that can go wrong here is that a Majini climbs over the gate and attacks a player from behind, so both players will have to watch the gate every now and then while doing so. --> AFTER CHRIS CONTACTS KIRKS After the Majini break through the roof of the building they will enter the area from the roof of the building and the portion of the area behind the building to the east (the hill that the characters hopped down), so a player needs to stand in the west portion of the walled area behind the gate. Wait for the Executioner to break the gate. A player can actually stand right by the gate and not get hit with his axe swing. The axe swing will defeat any Majini that are in the way. Right when he breaks the gate, run to the north then make an immediate left and hop behind the small wooden fence to the west. Turn to the left again and climb the ladder. Players can climb the other ladder and step onto the top roof. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the counter in the west building beside the broken down bus. [ ] Green Herb - In a corner on the rooftop of the shack by the broken down bus. You'll need to climb the ladder on the south side of the middle west building then hop over to this. [ ] Green Herb - On a table on the second floor of the starting building. Climb the ladder on the west side just after moving past the broken gate. ------------------------------------------------------------------------------- The roof will keep the characters safe from the majority of the Majini waves. They will either climb the ladder that the characters climbed to get up here or they will climb the rooftop portion and sign on the north side of the building. Stand on the west side of the building and keep a gun aimed ahead then fire at any Majini that try to move up the ladder or climb the sign. Maintain this position until the timer on the Public Assembly expires. --> THE EXECUTIONER BOSS ** ROCKET LAUNCHER METHOD: To kill him extremely quickly without any hassle, the rocket launcher can be used, but BE FOREWARNED that he is COMPLETELY invincible until after the broken gate is on the ground. Basically if you shoot him with the rocket launcher while he is still behind the gate or the second that he breaks it then he will only crouch over and your character will have just wasted the rocket! ** ANTI-ROCKET LAUNCHER METHOD: Arm the Hydra shotgun or the S&W M500 magnum and run through the town then only turn and fight him when a good majority of the area around your character can be seen. You DO NOT want Majini to surround your character. I find it best to lead him on top of the Executioner platform so he can be blasted while he moves up the ramps. The surrounding Majini must climb the platforms to reach the characters as well. Fighting him out the open isn't really that bad however since a fully-powered Hydra can take him down within just a few shots and a fully-powered S&W M500 magnum can take him down even quicker. ******************************************************************************* Pro Mode - Chapter 1-2 [PM12] ******************************************************************************* Main Character: _ Hydra shotgun _ H&K MP5 machine gun _ H&K PSG-1 rifle _ Grenade Launcher w/Flash Rounds (in case Allyson gets out of hand) _ First Aid Sprays AI Partner: _ M93R handgun _ Jail Breaker shotgun =============== Public Assembly =============== - The only items that are here are in the barrels in the north shack and the one behind the fence in the waterway. ============== Urban District ============== --> THE URBAN AREA - The female Majini in the alleyway will only attack once approached or once a laser pointer hits her. Be cautious about moving too quickly into the alleyway ahead since Majini will attack from off to the left. The Majini behind the right fence can be avoided by simply staying away from him. - It's really up to the player to grab the Old Building Key or not. The Ithaca shotgun is not really needed but there is a breakable crate in the building with it. Three Majini will attack from the south after Sheva retrieves the key. --------------------------------------------------------------------- ITEM LIST [ ] First Aid Spray - On top of a metal freezer on the second floor of the building with the chest containing the Antique Clock. The unlocked door to the building is found shortly after the Majini in the stand breaks down the boxes (below the stairs). ------------------------------------------------------------------------------- - When the battle with Allyson begins, shoot her in a leg with a handgun or machine gun then run behind her and perform an instant kill melee attack so she won't spawn a Cephalo. A player can also perform a tag team melee to her to stop her from becoming one as well. She is more aggressive at the start of the battle, so she might grab your character. Don't allow the partner to knock her off (don't press the assist button) and toss her off normally by struggling then quickly shoot her in a leg then run behind her and kill her with an instant kill melee; this is your best chance to get her to stand still. - More Majini will enter the room after or during the Allyson battle, so be sure to watch the side doors carefully and knock them back with the Hydra shotgun. One Majini stands on the roof outside the building to the south and he will only attack if a character steps out onto the walkway through the south door or exits the building through the east side. A player can easily look through the barred window on the south side and get a headshot on him with a rifle. - When the battle music starts after walking down the stairs to the building, run back up the stairs then arm a rifle and face south and then shoot the Majini that appear in the group one by one from your safe spot above the stairs. This way, they can't get in the back of the characters. ================== Abandoned Building ================== - This area has no enemies. Well, unless you count the crows that fly overhead. ================ Furnace Facility ================ --> UROBOROS BOSS ** ANTI-ROCKET LAUNCHER METHOD: Keep in mind that any gun blasts that make contact with an arm while the Uroboros is in the outside hallway will damage it. The damage will not be shown by having an arm fall off but it all adds up to the impending fight in the furnace room. Run all the way back to the furnace room and knock over the barrel on the north side immediately before the cutscene even plays when it enters the room. The moment after the cutscene plays, run over to the controls for the furnace and command the AI partner to control them. Lead Uroboros into the furnace then quickly shoot it and run outside then flip the switch to burn it for major damage. If you have a fully powered Hydra shotgun, pick one side of the furnace then run against the door so that your character enters as soon as the doors open then run up and blast it while it is stunned from the furnace flames. Keep blasting it in the arms as it reforms and it should fall before it attacks. Pick up the gold ring after it falls. If you don't have the Hydra shotgun at full power, knock over the other canister while it burns in the furnace to save yourself the time of having to do it while it is out in the open. Now, you need to decide whether you want to kill it normally or burn it again in the furnace. If it burns in the furnace again, it will die. Either way, push over the other explosive canister (if it isn't already over) and allow it to pick it up. Either lead it back into the furnace or shoot it while on the outside to set off the explosion then run up and blast it while tries to recover. It's really risky to have the AI help out in closing the furnace door since Uroboros has a tendency to target the AI partner while it stands in place, so do it yourself. NOTE: If the Uroboros ever reforms early while the furnace is closing, stand by one of the closing doors and shoot it in the arms in an attempt to make it fall again. Try you best to keep it in the furnace while the furnace closes. Most of the time, it cannot pass up under the furnace doors as they close, but a character can still shoot it while it is on the other side for extra damage if nothing else. ** ROCKET LAUNCHER METHOD: Fire a rocket at the Uroboros while it is in the hall. Simply aim at it then shoot it to kill it. ******************************************************************************* Pro Mode - Chapter 2-1 [PM21] ******************************************************************************* Recommended Weapons Main Character: _ Hydra shotgun _ H&K MP5 machine gun _ H&K PSG-1 rifle _ Grenade Launcher w/Flash Rounds _ Bullet Proof Vest _ First Aid Sprays AI Partner: _ M93R handgun _ Jail Breaker shotgun _ 5 Hand Grenades (so you can request them from the partner later) _ Bullet Proof Vest ================ Storage Facility ================ There are no enemies here to worry about. Collect all the items from the barrels and move on. Don't forget to grab the extra gold in the top right chest. ========== The Bridge ========== --> METAL CONTAINER AREA - When the characters arrive at the first C4 tripwire, aim directly up toward the top metal container to the left and quickly shoot the Majini with the crossbow and he will likely fall and land on the C4 tripwire. Use a handgun or the MP5. - While rounding the corner after the first C4 tripwire, defeat the first Majini without disturbing the one with the crossbow in the back. The Majini with the crossbow will run toward the ladder of the crate in the back when a character gets near him or when he is aimed at with the laser point. Arm the grenade launcher with flash rounds then shoot a flash round toward the metal container near him. Run toward him and hit him with a melee or simply shoot him then shoot the other Majini to the right. A handgun or machine gun will work fine. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Lying in an open metal container across from the ladder that the first crossbow Majini tries to run toward. [ ] First Aid Spray - Walk around the side of the metal container before passing by the second C4 tripwire then break the barrel inside to find this item. ------------------------------------------------------------------------------- - When the first Adjule appears past the second C4 tripwire, toss a hand grenade at him before he reveals his plagas to finish him off or fire a flash round at him after he reveals his plagas. A hand grenade can be tossed toward the other Adjules but be sure to take note of the Majini with the crossbow on top of the crate to the east. It might pay you to step back behind the south crate while fighting the Adjules to avoid his crossbow bolts. Use the Hydra shotgun to easily dispose of the Adjules if a hand grenade is not used, but be sure to shoot them before they reach the characters since they are quite quick. Step out from behind the crate and shoot the crossbow Majini afterwards. - After dropping from the open metal container, allow the enemies from the open area ahead to all step behind the narrow space between the containers. This will limit the amount of enemies that the player has to fight at one time. Step forward if they stop coming to lure more toward your position. There are three Adjules total and one Big Man Majini then a few normal Majini. In order to safely fight the crossbow Majini and Majini with cocktails, step out then shoot a flash grenade toward them then quickly defeat one of them with gunshots from a machine gun or hand gun then step behind a metal container further ahead. Quickly step out and shoot the remainder of them before they can fire. Sometimes the crossbow Majini that isn't on a metal container will automatically come toward the characters while they are behind the first few metal containers. --> THE BRIDGE AREA --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - Break the right crate lying on the bags in front of the dumpsters before hopping across the gap in the bridge. ------------------------------------------------------------------------------- - It might pay you to issue the "Come on" command a few times just before hitting the explosive barrel to stop the truck since the AI partner sometimes like to shoot the explosive barrels in the distance on Pro mode. Shoot the explosive barrels on the other side of the bridge to take down the majority of the Majini after stopping the truck on the bridge. Use the PSG-1 rifle to take down the remainder of Majini in the distance. Always shoot the crossbow Majini first. - Before stepping into the sewer tunnel, have a hand grenade ready then toss it right when the first Adjule appears to take down all three at one time. This can be done for the second group at the end of the tunnel but there are only two of them, so the Hydra shotgun will work fine in this case. ======== The Port ======== - In the waterway where the Kipepeos spawn, it's really best to shoot the Kipepeos with the MP5 or a handgun as they bust out of the Majini bodies. A flash round will kill them all at once, but its hard to get all of them in the area at one time without getting hit. The lock can be shot from far away to make the back Majini get up early but some of the Kipepeo will not appear until the characters get close to the Majini bodies. It's possible to shoot off the lock and run but this is really more trouble than it is worth most of the time. --> THE MARKETPLACE --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Near the boat rack beside the building as the characters step off the stairs that they take up shortly after exiting the sewer tunnel. [ ] Green Herb - Inside the nearby building that is next to the green herb pickup above. [ ] Red Herb - Lying on the wooden table to the right of the door with the padlock in the marketplace. ------------------------------------------------------------------------------- - Don't break the lock on the door at the marketplace! Run in the back of the building then jump through the window. Shoot down the port key and grab it then stand at the window and shoot the Majini as they try to move through the window. The AI partner has a bad temptation to hop through the window if your character tries to slash at the Majini, so shoot them from a distance instead and issue the "Come on" command to call the partner back if that character hops through the window or attempts it. A Majini with a crossbow might hang around the front portion of the building after the others have been defeated, so be cautious when stepping back around the building. He sometimes stays on the awning of the stand along the north portion of the area. - After stepping off the north end of the boat, onto the dock, arm the PSG-1 rifle then look toward the east. Shoot the Majini as they move toward the dock. Make the three bow gun Majini (one is on the back building walkway) the main priority then shoot the Big Man Majini as he runs toward the port. The rest of them can be taken down with any other weapon. A Majini with cocktails is on the first building to the right but he will not step into view until the characters climb up to the area above the dock. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Climb the wooden ladder of the first building to the right after moving past the docks and this will be lying beside a tire on the northeast side. [ ] Green Herb - On a table, below the high walkway of the building to the left after hopping over the barricade. ------------------------------------------------------------------------------- - When the group of Majini run out of the building toward the end of the port area, simply rush at them and blast them with the Hydra shotgun. This will take care of the bow gun Majini among them while the shots tear through the crowd as well. =========== Shanty Town =========== - Run to the north and knife slash the Majini from the safety of the other side of the window. If the AI partner hops through the window then begin to shoot them. You can also simply jump through the window before the Majini inside breaks it to knock him down then perform a ground melee on him, but the other two will be right up in your face afterwards. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Across from the back door of the Slaughterhouse. ------------------------------------------------------------------------------- - The two Kipepeos can be taken down with a flash round or flash grenade, but they start rather far away, so just use the MP5 or a handgun to finish them off as they fly toward the characters. The rifle can be used as well since they are at a distance. - DON'T use the partner action command to boost Sheva to the roof. Both characters should stay together! Move around the side and quickly shoot the Majini with the cocktails when he appears on the ledge above then blast the Kipepeo that spawns from him with the MP5 or a handgun. The characters will have to move around the side of the dirt hill to make the other Majini bust through the door above. Step back behind the dirt hill to avoid the bolts from the crossbow Majini and use the Hydra shotgun on the group of Majini that rush down the stairs. Finish off all other Majini then quickly step below the stairs and shoot the Majini with the crossbow. --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - On the counter near the portion of the building that is near the stairs on the first floor. This is in the area where a Majini hides below the staircase and another Majini is found on the staircase further ahead. ------------------------------------------------------------------------------- - After defeating the Majini on the stairs, move up the stairs but quickly move back down once the two Majini at the top appear. Let them come toward the characters then shoot them from below the stairs. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the third floor of the building, right before getting to the area where the partner assist action can be used to toss Sheva over to the BG Production building. This is around the side railing of the stairs across from some shelves. ------------------------------------------------------------------------------- - There are two ways to get past the locked door on the first floor of the second building that the character arrive at. 1) Fire an electric round at the extreme bottom portion of the locked door. Aim toward the door so that the grenade launcher laser is pointed toward the center of the very bottom portion of the double doors then fire the electric round. The electric round will break the padlock on the other side of the door. Simply kick through the door after firing the electric round to avoid the sniper part and the upper floor Majini. Sometimes this takes a few tries. Listen for some battle music for confirmation that the lock was broken. 2) Perform the grenade exploit, by bouncing a hand grenade off the BG Production building next door: Stand on the second floor of the outside walkway then move over to the side with the yellow "Animal Health" sign. Adjust your aim to hit the sign while the hand grenade is equipped and the hand grenade will bounce off the sign and land in front of the locked door below; the explosion will destroy the padlock on the door below. - If you choose to go through the sniper portion then make sure that Chris has the PSG-1 rifle. When the Majini appear on the other side prepare to shoot the red barrel as they aggressively race toward Sheva's side. Most of the time, she will stand away from the red barrel. The Majini at this part seem to focus on trying to reach the player. The ones with the crossbows will literally shoot at Chris from the area below the building, so be sure to survey the area while playing with Chris and shoot them when they appear below. - Shoot the explosive barrels to take down a good chunk of the Majini outside the building. Don't save them for the Chainsaw Majini! We have something much more devilish planned for him. --------------------------------------------------------------------- ITEM LIST Green Herb - Lying below the transformer at the bottom of the stairs before the Chainsaw Majini fight ------------------------------------------------------------------------------- --> CHAINSAW MAJINI BOSS ** ANTI-ROCKET LAUNCHE METHOD: Target his head with the Hydra shotgun and shoot to stun him then run directly behind him at the beginning of the battle, so that the characters are at the top of the stairs. Blast him from behind and try to kill him before he recovers. If he doesn't fall then blast him in the head again. Once he "dies", shoot the Majini below the stairs. Whenever a character picks up the Guard's Key, the Chainsaw Majini will rise and go berserk once fully risen. But my reader has the cure for this sudden change in attitude. Aim at any portion of the Chainsaw Majini's body while he gets up and shoot him while he rises. The moment the boss music stops, you have killed him. It only takes two Hydra shots with a fully powered Hydra. Be sure to taunt him for me while he rises in vain after the boss music stops. ** ROCKET LAUNCHER METHOD: Shoot him with the rocket launcher when he first appears then shoot him with another rocket launcher when he goes into berserk status, or simply run from him. ========== Train Yard ========== The only enemies here are a few crows in the sky. Don't forget about the upcoming button prompt commands during the cutscene in the area past the gate. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Off to the left after kicking through the door in the building while in the Train Yard area. ------------------------------------------------------------------------------- The following list the commands for the cutscene that trigger after moving beyond the gate: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -> COMMAND INPUT 1 (Chris) Sequence: A Majini suddenly leaps into the air from behind a tree while on a bike and flies toward the characters with a chain ready to hit them but Chris turns to push Sheva out of the way. Type: Single Button Command: Dodge -> COMMAND INPUT 2 (Sheva) Sequence: As the Majini on the motorcycle drags Chris away while he is caught on the chain, Sheva aims her guns carefully and fires at the chain to break it and free Chris. Type: Single Button Command: Fire -> COMMAND INPUT 1 (Both) Sequence: Two Majini on motorcycles drive straight toward the characters but as the characters prepare to dodge. Type: Two buttons Command: Dodge - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************************************************************* Pro Mode - Chapter 2-2 [PM22] ******************************************************************************* Recommended Weapons Main Character: _ Hydra shotgun _ H&K MP5 machine gun _ H&K PSG-1 rifle _ Grenade Launcher w/Flash Rounds _ Bullet Proof Vest _ First Aid Sprays AI Partner: _ M93R handgun _ Jail Breaker shotgun _ 5 Hand Grenades or Explosive Rounds (so you can request them from the partner later) _ Bullet Proof Vest ============= Train Station ============= --> THE TRAIN AREA --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On top of the white cabinet on the northwest side of the first room. ------------------------------------------------------------------------------- - Allow the first few Adjules to step under the fist C4 tripwire then shoot the C4 to kill at least two of them. One of them will most likely survive. Run all the way back to the north in order to step away from the train carts then take out the Hydra shotgun and wait for the other Adjule to race toward your characters then blast him. It's best to get away from the train carts since the Adjules like to move underneath them while they run which basically keeps them out of view until right before they attack. - Move around the side of the second train cart then quickly run back the way the characters came from when the battle music for the second wave of Adjules starts. Stand in the north and face the south then aim the Hydra shotgun ahead and blast the Adjules as they race toward your character. - When the characters move further around the side of the second cart, you'll hear Majini up above. Turn around at that time and face the way the characters just came from (to the south) and two Adjules will leap over the wooden planks to the south. Have the Hydra shotgun ready and blast them. Run directly toward the south end after defeating them then turn around and prepare to fight the next two Adjules as they run at the characters from the north. - Three Majini with crossbows are on the train carts above. Wait for them to step into view or both characters can walk toward the north and watch for them up above then quickly take out the rifle and shoot them from a distance whenever the slightest bit of their bodies appear in view; the characters can take cover behind the train carts. These crossbow Majini are much more aggressive than usual and will actually shoot the characters while they are in between the train carts, so be cautious after the third wave of Adjules. Don't even try to stand out in the open and pick them off from a distance or they will shoot the characters quickly. - Shoot both C4 tripwires before falling down to the rail cart in the east. Stand in the middle of the ramp area and look into the tunnel below with the PSG-1 rifle and you'll be able to see the explosive portion of the second C4 tripwire on the right wall below in order to shoot it from a distance. ========= The Mines ========= --> THE DARK CAVE - Knowing which enemies will become Cephalos is the best tips I can give you for getting through the dark cave section with ease. Perform an instant kill melee on the following Majini to keep them from becoming Cephalos: 1) The first Majini that appears in the water down the tunnel (very first Majini). 2) At the T-intersection, the Majini that is in the water off to the left. 3) Of the three Majini that attack on the other side of the bridge, the one with the mining pick will become a guaranteed Cephalo. Shoot each of the Majini listed above in the legs then run behind them and perform an instant kill melee. If they do become a Cephalo then quickly take out the grenade launcher with flash rounds or a flash grenade and finish off the Cephalo quickly with a burst of light. Some of the other Majini might randomly spawn a Cephalo, but the ones listed above will for sure turn into one. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - At the beginning of the tunnel lying beside a wooden crate and the lantern. [ ] Red Herb - When the path splits for the first time in the tunnel, this will be down the right path. ------------------------------------------------------------------------------- - Watch for snakes inside of the item boxes after moving across the bridge since the snakes take some heavy damage with their bites. -------------------------------------------------------------------- SNAKE LIST - Inside the right wooden crate that is next to another wooden crate and a wooden barrel off to the right shortly after getting off the bridge. - Inside the wooden crate down the hidden path to the left shortly before exiting the dark portion of the mines. It's near the diamond treasure chest. ------------------------------------------------------------------------------- --> THE LIT UP CAVE Arm the Hydra shotgun then rotate the crank. The second that the AI partner passes up under the gate, release the handle then face the dark cave entrance and prepare to shoot the three Majini that will attack. The final one sometimes likes to stay concealed in the dark; keep in mind that he will toss his weapon. The fight in the lit up open mine area can get out of hand very easily. The Majini are so very aggressive in this area and the Majini with crossbows have some really good aim from their positions on the wooden platforms up above. Make sure to have the AI partner in cover mode. Skip the cutscene as the Majini notice the characters then quickly run directly ahead and climb the first ladder. Do not even attempt to fight. Turn right and run to the next ladder then climb it. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the third level of the tunnel along the right side in front of the top portion of the ladder that the characters will have to climb. It's beside a wooden barrel. ------------------------------------------------------------------------------- Arm the Hydra shotgun and blast any Majini that gets in your way. A crossbow Majini will be off to the left. Run at an angle while approaching him to avoid his bolt that he might fire then blast him out of the way and run into the first tunnel to the right. The characters can defeat the majority of the Majini in the tunnel or simply keep running. Arm the Hydra shotgun and prepare for them as they aggressively enter the tunnel. They might come from both ends but the majority of them will enter from the side that the characters entered from. At the far end of the tunnel, hide behind the wooden wall to the right and wait for the Majini with the crossbow to shoot at least once then step out and shoot a flash round or toss a flash grenade directly toward the three grouped Majini then quickly fight them off and get on the elevator then take it out of the mines. The Majini with the dynamite will blow up after being blinded and only one Majini with a crossbow should be left after the flash explosion. WARNING: If you choose to run without killing the Majini then the Majini from the open mine area are most likely going to be right behind the characters when the characters get on the elevator so quickly shoot a flash round at the group after entering the elevator. =========== Mining Area =========== --> OUTSIDE THE MINE --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Off to the right near the stack of steel pipes before moving up the stairs to activate the cutscene. [ ] Green Herb - Next to the railing at the top of the stairway in the office building. ------------------------------------------------------------------------------- After the cutscene, run toward the window on the west side of the building then equip a rifle and take cover below the window. Quickly rise up and shoot the two Majini with crossbows; one is standing in the back of the truck below and the other is on the mountainside to the left. The one on the mountainside will not be positioned for shooting right at the beginning of this portion, so take advantage of this and shoot the one in the back of the truck first. Right after shooting both crossbow Majini, look toward the truck with the stationary gatling gun turret and shoot the Majini that approaches the truck. Get up out of cover after shooting the Majini that moves toward the gatling gun turret. A Majini should be coming up the stairs about that time, so take out the Hydra shotgun and plant a full face of buckshot to that head of his. Return to the window immediately after shooting the lone Majini that tries to sneak up on the characters and shoot the Majini that tries to get behind the gatling gun turret in the truck below. Another will try to get behind the turret after him. One more Majini will move up the stairs from behind shortly, so be ready to turn around and shoot him. A few more might move up the stairs also. Once the Majini stop attacking, step toward the window and shoot any stragglers with the rifle. Survey the entire mountain range and find the Majini with the crossbow and Majini with dynamite far in the distance then shoot each of them to rid yourself of those nuisances. It might be easier to look on the mountainside after the characters exit the building for a better view. --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - Along the left (south) path outside the building where the chest containing the Diamond (Brilliant) is located. ------------------------------------------------------------------------------- Beware the Majini in the outhouse before climbing the first ladder! --> UP THE MOUNTAINSIDE Sheva should not be hoisted up to the ladder. Both characters should stay together and move up the mountain. Arm the Hydra shotgun and blast any Majini with dynamite along the way. It is very important to stay moving since Majini with dynamite will be tossing it from the path above. It's best to shoot every Majini along the way and at least knock the Majini down to keep the AI partner from getting hit while following your main character. A few of the Majini will be equipped with crossbows. Don't ever stop moving for long. Race toward the dumpster at the top. The characters can actually push the dumpster over the side of the ledge while Majini continue to spawn from the south. Right after the dumpster is pushed, run to the north and drop off the ledge near the wooden railing to trigger the cutscene for the Popokarimu fight. If the characters stay and fight the Majini, then fire explosive rounds or toss hand grenades down at the Majini that jump from the mountainside in the middle of the curved path to the south that the characters just got off of. NOTE: It is possible to move up hill and trigger the Majini then move back down the hill and shoot them as they run toward your character. Listen for the battle music to end to know when all of them have been defeated. Use a rifle to shoot them as they move down the hill. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the table to the left shortly before dropping down the side of the ledge to activate the Popokarimu boss fight. ------------------------------------------------------------------------------- --> POPOKARIMU BOSS Recommended Weapons: Main Character: - Hydra shotgun - Grenade Launcher w/any round but electric rounds AI Partner: - any shotgun ** ANTO-ROCKET LAUNCHER METHOD: Popokarimu can be knocked out of the air and stunned right at the beginning of this battle by tossing a flash grenade at the ground or by shooting him with any type of round from the grenade launcher except for electric rounds. Simply aim up at him as he descends then shoot him with any type of round other than an electric round to make him fall to the ground and roll over on his side. Any time that Popokarimu flies during the battle, he can be knocked down with the grenade launcher for an instant stun. If he lands on the ground before your character can shoot him, it will take three of any type of grenade round except electric to knock him over at that time. Proximity Bombs can also be used to stun him while he is on the ground much like in the lower difficulty modes but players will have to bring their own proximity bombs because there are none in the area, even in the barrels. Once Popokarimu falls, run up to his weak spot on the back of his tail and blast him with the Hydra shotgun or a powerful magnum to easily kill him. ** ROCKET LAUNCHER METHOD: A direct rocket launcher blast while Popokarimu is in the air will only make him fall to the ground and roll over to expose the back of his tail. It will merely stun him. Shooting him in the front portion with a rocket while he is in the ground will do nothing. In order to take down Popokarimu with the rocket launcher, a character must stun Popokarimu first with the grenade launcher, flash grenade, or a proximity bomb then shoot him in the fleshy part of the back of his tail with the rocket. ******************************************************************************* Pro Mode - Chapter 2-3 [PM23] ******************************************************************************* Recommended Weapons: N/A ======= Savanna ======= This portion is really no different on Pro than any other mode. Instead of telling you to refer to the walkthrough portion of my guide, I have decided to copy and past everything here for you. Keep in mind that the AI of each character will do what I say to do below. For instance, AI Sheva will turn and shoot at the trucks. While playing as Chris, pay attention to what she does and defend the other side if Majini appear on both sides. Sheva has a slightly limited view compared to Chris, a slower overall turning speed, and her gun has a slow startup but her gatling gun is more powerful than Chris' machine gun. To avoid the long chamber revolving animation with the gatling gun, tap the fire button when no enemies are present to keep it revolving. Chris has a greater view thanks to his higher placement on the jeep, a faster overall turning speed, and an instant fire from his gun, but his gun is not as powerful as the gatling gun. Keep in mind that both player's guns can overheat if they are continuously fired, so always take breaks. The gun will build up heat as presented on the circular gauge around the weapon icon; when the gauge begins to fill with red then it is overheating. When a gun fully overheats, your character will not be able to fire it for a few seconds. With Sheva's gatling gun having a slow startup, a player will want to let go of the button and then tap it sparingly to avoid having to go through the full startup animation each time the gun is about to overheat. As long as the chamber is not firing then it will cool down; it doesn't matter if it is spinning. --> ENEMY GROUP 1 The first group of enemies consist of several Motorcycle Majini. There's really not too much of a strategy for this group other than shoot them all. If they ever throw a weapon toward the jeep then shoot the weapon out of the air to avoid taking damage. After the first group is finished, a button tapping command will appear as the driver makes a sudden sharp turn, so be sure to tap the on-screen button to avoid taking damage. Both players must tap the button. --> ENEMY GROUP 2 From this point onward, both players should work together to take down separate teams of enemies. Chris players should focus on Motorcycle Majini thanks to his greater view of the area below and Sheva players should focus on the trucks that appear since her weapon is more powerful. NOTE: In a single player game, the AI partner will usually follow the strategies listed above. .---------------------------------- WARNING ----------------------------------. | Once a truck begins to flame, don't continue to fire at it while it is | | close to the jeep. Having it explode while next to the jeep will damage | | the jeep. Wait until it moves away then finish it off with gunfire. | '-----------------------------------------------------------------------------' - Wave 1 Captain Stone (Josh) will contact both Chris and Sheva over the radio as a truck drives up from the right side of the back of the jeep. Sheva should focus on the truck to the right while Chris turns his attention toward the Motorcycle Majini that appear on the left side. Chris can shoot them faster and he has a wider view of them as they appear from the side. - Wave 2 Sheva should focus on shooting the Majini in the back of the truck then she should shoot at the front half of the truck when it comes into view. After the truck is at least flaming, both players should turn to the immediate left and finish off any Motorcycle Majini that appear. They will start to appear from the left side as they slow down and drive next to the jeep so concentrate fire on them as the jeep begins to move by them. Another scene will showcase yet another sharp turn where both players will have to tap a button to sustain they're grip on the vehicle. -- CHECKPOINT --> ENEMY GROUP 3 - Wave 1 A truck will drive up from the left side, so Sheva should focus her aim to the left and begin to fire at the truck. Chris should keep his eye on the right side since some Motorcycle Majini will begin to appear as the jeep catches up to them. -Wave 2 Motorcycle Majini armed with cocktails will drive into view from the right side. Both Chris and Sheva should focus on these Majini since they are the only threat for the moment and are quite numerous. Try to shoot them all before they toss a cocktail at the jeep. -Wave 3 Majini will slow down then come into view on both sides of the jeep after the second wave is finished. One player can take the left and one can take the right for this wave, but really planning it out as such is really not needed since they drive together in the middle of the road very shortly after appearing. Another sharp turn cutscene will play so be prepared to press the two buttons that appear on the screen. The players have to press either two shoulder buttons or two face buttons for this button prompt command. --> ENEMY GROUP 4 - Wave 1 A truck will appear from the left and another truck will appear from the right almost simultaneously, so each player should pick a truck to focus on. Try to take down the trucks as quickly as possible by shooting the front portion or possibly the driver inside of the truck (shoot off the door). Immediately after finishing off a truck, both players should turn their attention toward the middle road as Motorcycle Majini begin to drive into view. A few straggling Majini may appear from the back of the road. Blast them all to end this wave. -- CHECKPOINT - Wave 2 The truck will stop and then suddenly turn as the viewpoint of a roadblock with a truck and several Majini are showcased to both players. Chris players should focus fire on the Majini while a Sheva player shoots the red barrels surrounding the truck in the back. There are three sets of red barrels altogether. -- CHECKPOINT --> ENEMY GROUP 5 - Wave 1 The jeep will drive over a bridge. Once the bridge is passed both players should focus their aim to the right. A truck will drive up from the right side and try to ram the jeep off the side of the cliff to the left. Both players should focus on taking down the Majini in the back and then focus on shooting the front end of the truck. Once the truck is destroyed a cutscene will play eventually. - Wave 2 Motorcycle Majini will drive up from the right side, so both players should focus fire to the right. The scene will eventually end during the middle of the action as a cutscene activates. ================ The Port (Night) ================ --> Ndesu boss It is so very crucial to know Ndesu's attacks for this battle. That aspect is so important that I'll copy and paste his attacks from the walkthrough right here for my readers. Close attacks: 1) Foot Stomp - Ndesu raises his right foot into the air and tries to stomp the truck. Avoidance: Shoot his head to cancel the attack. 2) Right Hook - Ndesu raises his right arm to the side and tries to punch both characters. Avoidance: Press the on-screen button inputs (press both the action and run button on all difficulties except for Professional for a guaranteed dodge). 3) Overhead Punch - Ndesu leans back and raises both arms then tries to smash the jeep This takes some extreme damage. Avoidance: Aim upward then fire at his head right as he prepares to smash the vehicle. A few precise shots to his head will stagger him and cancel the attack. It's best to aim up and to the right of his head, this way, the shots will hit his head right before he smashes the vehicle. Distant Attacks: 4) Rock Toss - A cutscene will showcase Ndesu tearing up some of the ground as he lifts a big boulder. He will lift it above his head then toss it toward the characters. The boulder will roll toward the jeep. Avoidance: Fire at the boulder while he holds it over his head then follow it with fire as it rolls along the ground to break it just before it reaches the jeep. The characters can also shoot a nearby red barrel to make him drop the boulder, but I recommend saving the barrel for when he grabs a wooden pole. 5) Ground Pound - Ndesu lifts both arms into the air and pounds the ground, creating a slight earthquake. Avoidance: Press the on-screen button inputs (press both the action and run button on all difficulties except for Professional for a guaranteed dodge). 6) Ram - Ndesu leans his top half downward and charges a ram then he runs toward the jeep head first. Avoidance: Shoot him directly in his head to cancel this ram. 7) Pole Grab - Ndesu grabs a nearby wooden telephone pole from out of the ground then walks toward the jeep with it. This is not an attack but it leads into other close range attacks and the pole grab can be canceled. Avoidance: If a red barrel is near Ndesu, fire at it and he will drop the pole instantly when the blast hits him. Pole Attacks: 8) Pole Swing - Ndesu holds the pole to his right side then swings it toward the characters. Avoidance: Press the on-screen button inputs (press both the action and run button on all difficulties except for Professional for a guaranteed dodge). 9) Pole Smash - Ndesu lift both arms into the air while holding the pole then tries to smash the jeep with the pole. Avoidance: Aim upward as he prepares to smash the vehicle then fire at his head to cancel the attack; just like with the overhead punch, precision fire toward his head will cancel the attack. It's best to aim up and slightly to the right of his head, this way, the shots will hit his head right before he smashes the vehicle. You should already know the basics of this battle by now. Aim and fire at Ndesu's head to drive him away from the vehicle then shoot his Plaga as they move out of his body. Once the Plaga are destroyed, fire at the big Plagas to damage him. Here's the most important factors to beating him on Professional mode: A) The AI is not always going to cover for the player in Pro mode if Ndesu is not hit in the head before he performs an attack that cannot be dodged, so the player should always make sure to aim for his head and fire to cancel the attacks that have no dodge command. Basically, always fire at his head to cancel every attack of his. B) Whenever Ndesu perform an attack that can be dodged, the player must press the precise button as displayed on the screen. If ANY other button is pressed, the attack will hit the vehicle. Simply pressing the fire button while the dodge command is up on the screen will cause the player to get hit. It is SO VERY IMPORTANT that you realize that tapping another button will cause the dodge to fail. If you're holding down the fire button while the command is on screen then that will not affect the command, so feel free to continue to hold the dodge button and press the correct button while still holding the fire button. Don't ever fire at him when he leans to the side to attack. C) A Chris player should shoot the Majini with the crossbows on the back right when they appear and shoot the Majini with the cocktails on the high walkway to the left when he appears. The Majini will constantly reappear. Keep in mind that the bolts from the crossbows and the cocktails can be shot out of the air. The explosive barrel next to the Majini with the crossbows can be shot to finish them off one time. D) Make use of the explosive barrels around the area. The two along the sides can be shot when Ndesu grabs a pole in order to make him drop the pole. One explosive barrel is lying right next to Ndesu when he picks up a boulder; this explosive barrel can be shot one time to make him drop the boulder. As already mentioned, there is an explosive barrel next to the area where the pair of Majini with crossbows will appear; shoot that barrel to finish both of them off instantly one time. E) Once Ndesu showcases his big Plagas, fire at it and do not worry about the surrounding Majini. If both characters fire at him continuously when he exposes his big Plagas two times then he will be defeated the second time. If both character do not focus desperately on shooting him then he will recover after the second time and have to be stunned again for a third time! The most important step out of all the ones listed above is to NOT press ANY other button when the dodge command appears. The commands actually give the player enough time to respond, even on Pro mode. ******************************************************************************* Pro Mode - Chapter 3-1 [PM31] ******************************************************************************* Recommended Weapons Main Character: _ Hydra shotgun _ H&K MP5 machine gun (for Wetland Majini with shields _ Any magnum (the Hydra could really take the place of this weapon) _ H&K PSG-1 rifle _ Grenade Launcher w/Flash Rounds (mainly for the Duvalia) _ First Aid Sprays AI Partner: _ H&K P8 handgun (for Majini with shields) _ Jail Breaker shotgun ========== Marshlands ========== - If the characters venture out to the chicken island, be forewarned that the chicken's attacks take quite a chunk of damage when they hit. It's much like getting hit with a Majini attack in Veteran. Use a flash round to kill off the chickens to avoid getting hit by them. It's really good to drive out to the chicken island to pick up some extra eggs. Don't be afraid to give eggs to your AI partner since they won't interrupt a Resuscitation. --> OBTAINING THE RAPTOR SLATE - The Crocodiles in the lake seem to appear quicker than usual. Run around the left side of the lake like usual, but be sure to move quickly. - Use either the Hydra shotgun or a hand grenade to kill the crocodile that guards the entrance to the area in the back of the lake. You don't want to risk having to go through all the trouble of collecting the Raptor slate over again because you accidentally got eaten by a croc on the way back, do you? - To make the first Wetland Majini fight much easier, hop through the first window of the building that the characters come across then quickly hop back through the window when the Wetland Majini make a sound. Shoot them from the other side of the window and turn and shoot them if they move along the side of the building to the right. They're so aggressive that most of them will bunch up around the window. --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - Lying on the shelf near the first window in the first building in the area where the characters collect the Raptor slate. [ ] White Egg - Lying on the same shelf as the red herb mentioned above. ------------------------------------------------------------------------------- --> OBTAINING THE SHAMAN SLATE - After obtaining the Shaman Slate, stand behind the wooden railing as the Wetland Majini enter the area. This will make it to where they will want to hop over the railing. Shoot them back over the side of the railing with the Hydra shotgun. There is another railing off to the right once the characters turn to fight the Majini, but the Majini are so aggressive at this point that moving over there can get the characters hit in the process. - Kill off the first wave of Majini really quickly with the Hydra shotgun then run toward the entryway to the current area and take out the PSG-1 rifle then aim and shoot at the Majini as they move toward the entryway from the south. All of them can be killed at a distance with the rifle. Even the one that changes into a Duvalia can be killed with the rifle - shoot his legs then shoot his mouth as he leans over or simply toss a flash grenade toward him from a distance. - Drive around the east side of the marsh while leaving in the boat since Majini with bombs will be on the high platforms along the north portion of the water. --> OBTAINING THE WARRIOR SLATE --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Lying out in the water beside some tall grass and a fence outside of the building area that contains the warrior slate. Facing the building area from the west side that the characters enter from, this is in an alcove to the left while moving toward the wall that surrounds the building area. Drive toward it and allow the AI partner to pick it up. ------------------------------------------------------------------------------- - Right when the Wetland Majini appear near the back building in the area with the warrior slate, shoot the first two (or one) that appear(s) with the Hydra shotgun. Run all the way back to the boat and turn around to face them. The characters will have a good view of the entire area and the Majini will have to move down the ramp to the west in order to reach the characters. Take out the PSG-1 rifle and shoot them as they move down the ramp. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Lying on a shelf across from the chest that contains the Idol (Silver) in the area with the warrior slate. ------------------------------------------------------------------------------- - Before leaving the building area, make sure that the AI partner has either a PSG-1 rifle. Make sure that the partner has the weapon equipped also. Issue the "Go" command to make the AI equip the most powerful weapon or take all other weapons away from that character. Drive toward the east exit and allow the partner to shoot at the Majini with explosive arrows on the high platforms. Slow down so the partner can shoot but don't stand still for long. One hit from an explosive arrows will kill the characters. - Back up a bit then use the turbo option (hold R1 + X) to dash down the east water path. Run right over the Majini in the water and DO NOT STOP A BIT. Stopping will result in death most likely since they all shoot very quickly. As long as the boat is moving at full speed they will not hit your characters. ======= Village ======= - Stand in the water, right next to the BSAA emblem location at the beginning of the water-filled ditch and equip the rifle then aim toward the Wetland Majini on the high lookout tower in the east and shoot him. - Don't collect the magnum unless you use the trick method for not setting off the trap. Climb the ladder then drop into the area with the magnum to avoid setting it off. Make sure the AI partner does NOT cross the spike holes while ENTERING the area with the magnum. So long as the characters EXIT over the spike holes then the trap will not go off, but if either of them moves over the spike holes while entering the area with the magnum, that character will get trapped. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Lying on a long table behind the southwest hut. [ ] Red Herb - Lying on a long table behind the southwest hut. [ ] Red Herb - Lying on the long table on the first floor of the west building. ------------------------------------------------------------------------------- - Some of the Majini that attack in the village will hop out from the path to the northeast. Two Wetland Majini and a Giant Majini will move out of that path if the characters approach it. Run toward this path with the Hydra shotgun armed then blast the two Majini and the Giant Majini as they appear. Blast and melee the Giant Majini all the way to the ladder or shoot him with a magnum (S&W M500) to bring him down quicker then climb the ladder. Stand a little ways away from the dropoff with the ladder and blast the Wetland Majini with the Hydra shotgun as they attempt to hop up the side. Even the Giant Majini can be knocked back down if he is hit out of the air. The main problem here is the two Wetland Majini with explosive arrows that will attack along with the others. Stand away from the side of the hill just a bit so that the wall below covers the characters from their arrows. Be on the lookout for any stragglers that might appear afterwards. - Watch for the snakes in the two pots on the altar on the other inside the building on the other side of the bridge. Prepare to slash the pot followed by the snake if your characters breaks one. -------------------------------------------------------------------- SNAKE LIST - On the other side of the bridge, this snake is inside the small pot on the altar inside the building (left pot). - On the other side of the bridge, this snake is inside the small pot on the altar inside the building (right pot). ------------------------------------------------------------------------------- --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Lying on the long table on the second floor of the building in the north that is on the other side of the bridge. ------------------------------------------------------------------------------- ******************************************************************************* Pro Mode - Chapter 3-2 [PM32] ******************************************************************************* Main Character: _ Hydra shotgun (Wetland Majini) _ H&K MP5 machine gun (Wetland Majini/Wetland Majini with shields) _ S&W M29 magnum (for Big Man Majini; Hydra could really take the place of this) _ H&K PSG-1 rifle (distant Wetland Majini) _ Grenade Launcher w/Flash Rounds (stunning Wetland Majini) _ First Aid Sprays AI Partner: _ H&K P8 handgun (for Wetland Majini with shields) _ Jail Breaker shotgun _ 5 Proximity Bombs (request them from the partner later) _ 5 Hand Grenades (possibly request them from the partner) ================ Execution Ground ================ - Take out the PSG-1 rifle when the Majini notice the characters and find the three Majini with explosive arrows listed below: a) One moves out of the tunnel in the east. b) One stands above the ladder on the southwest middle portion. c) One is on the lookout tower to the northeast. The one on the lookout tower in the northeast is the least threatening one so take him down last. Arm the Hydra shotgun and stand across from the dropoff on the north side of the wooden walkway that the characters are on. DO NOT DROP! Issue continuous "Come on" commands if the AI partner tries to drop. Blast the Wetland Majini with the rifle as they move toward the walkway from below and arm the Hydra shotgun then knock them back down the side of the dropoff when they try to jump on top of the wooden walkway. Be on the lookout for stragglers after falling down the side of the walkway. - Don't break the vases on the northeast side until after defeating the rest of the Majini since walking toward them will only make other Majini move out of the tunnel until the bridge is raised. - When the characters hop over the gap in the walkways and step toward the top of the ladder, the second wave of Majini will appear. Have the Hydra shotgun equipped ahead of time then turn back around and hop back over the gap. Blast the two Majini that try to attack the characters on the other side. There is a Majini with explosive arrows on the far south walkway, so line up with the ramp to keep him from shooting the characters (the ramp will shield them). Fight off the Majini that hop across the gap then move up the ramp and arm the PSG-1 rifle and then shoot the Majini with explosive arrows along the south ramp. - Keep in mind that the raft portion with the crocodiles will cycle between L1+R1/LT+RT and []+X/X+A commands randomly. - Beware the snakes in the tall grass in the camp area. Shoot them while they lie coiled up in the tall grass. -------------------------------------------------------------------- SNAKE LIST - In the back of the first patch of tall grass to the right. - In the patch of tall grass to the north of the oil pool. --------------------------------------------------------------------- ITEM LIST [ ] First Aid Spray - Lying on the small table inside the second Tricell tent. ------------------------------------------------------------------------------- ==================== Oil Field - Refinery ==================== - Quickly take out the PSG-1 rifle and kill all crossbow Majini: a) On the middle tower b) At the top of the stairs in the southeast. - Fall down below and toss a hand grenade as the Majini pile up. Wait until slightly after the first Majini notices the characters so the two from the right get caught in the blast. The hand grenade will rid the characters of the crossbow Majini and dynamite Majini around the corner to the right if timed well. One crossbow Majini will appear on the south platform, so inch up the nearby stairs while facing the south then shoot him with the PSG-1 rifle when he appears in view. - Make the AI partner turn the valve handle on the center tower then take out the grenade launcher with flash rounds and stand facing the north side. When the Majini appear, shoot a flash round down at them then quickly take out the PSG-1 rifle and shoot the Majini below with the dynamite then shoot the Majini with the crossbow on the high platform to the left (while facing north). The other Majini will quickly try to climb the middle tower, so use the Hydra shotgun to finish them off. - Ride to the south platform with the zip line. Right when the character falls on the valve handle platform, the Chainsaw Majini will attack. Arm the Hydra shotgun then shoot him in the head when he jumps on top of the platform in order to stun him. Either run up on him and hit him with continuous Hydra shots or hit him with the stun rod while close. When he falls, he will get back up shortly and go into berserk mode, so stand over him with the Hydra or stun rod equip and start hitting him the moment that he starts to move and he should die when he rises. This same technique can be used against the second chainsaw Majini as well. - When the characters move up the stairs in the east, take out the Hydra shotgun and run toward top of the stairs then blast the Majini as they appear from off to the left. Tossing a hand grenade slightly before they appear can cause them to run into it. One of them carries dynamite. A flash round from the grenade launcher can work well to stun the first few when they step out. ============================ Oil Field - Control Facility ============================ - Use a flash round or flash grenade at any time during this part to blind all surrounding enemies in the room when they group up. - The first wave of enemies will arrive very quickly by hopping over the east gate while another moves through the south window. Take out the Hydra shotgun and stay away from east side then blast them as they appear. - Run toward the north window and break it with the knife. Right when the Majini wave appears from behind the window, toss a hand grenade into the room or stand near the window and blast them back with the Hydra shotgun. The Majini will continue to hop over the fence to the side but many of them will continue to move through the window on the north side of the area. Two Big Man Majini will hop through the north window toward the end of the battle. Blast them with the Hydra shotgun or a powerful magnum. The characters can get on the elevator immediately once Josh activates it and easily avoid the rest of the enemies. - Look toward the east after getting off the elevator and blast any crossbow Majini that are on the walkway up above. They like to drop down the side of the walkway, which will allow the characters to shoot them as they fall. Take out the PSG-1 rifle and shoot any that try to fire at the characters from the walkway. It's best to move around a bit to avoid the bolts from the crossbows and to see which ones will stay on the walkway. The AI characters should finish off any that fall off the walkway. - Climb up to the walkway where the Majini were at then step toward the ladder on the east side but DO NOT drop. Stepping toward the ladder will make the next wave of crossbow Majini appear. One will drop from the window on your side and two more will drop from the windows on the south side. Take out the PSG-1 rifle then aim toward the south side and shoot the Majini with crossbows as they drop. There are two of them total on the south side. The AI characters should take care of the one that drops on your side. - The second that Josh is lead toward the controls for the door, turn back around and climb the ladder, drop from the next ladder and climb the next ladder then take out the Hydra shotgun and wait for the Majini to move out of the elevator. Once they come, stand at the top of the ladder that they try to move up then blast them back down. Finish off as many as you can while stunning and blasting the Chainsaw Majini in the process when he jumps onto the platform. The chainsaw Majini will get up and go into berserk mode so stand over him with the Hydra shotgun aimed straight at him then blast him when he starts to move. - Once Josh opens the door, forget about the final wave of Majini and exit through the door. ================= Oil Fields - Dock ================= Place Proximity Bombs in the following places: a) Outside the door of the small north building near the docks (NOT directly in front of the door). b) Outside the door of the small building on the other side of the gate (NOT directly in front of the door). c) A little bit away from and to the south of the gate door. While Sheva stands at the dock, place this one a little bit away from the gate door to her left. d) At the very bottom of the south set of stairs that lead toward the area where the cutscene activates. e) On the walkway right before the cutscene activates. Place it near the left railing while moving ahead. Don't worry about the Majini with dynamite on the south building and the two on the gas tanks to the southeast. Just run and avoid their dynamite. If you place proximity bombs in the places labeled above then the explosions will go off right when the Majini waves appear in the areas ahead. You'll have to stop and fight the Big Man Majini if you want to defeat him. Shoot him with a magnum to quickly get rid of him. The first set of Majini may not all fall from the proximity bombs, but their number will be limited greatly. The same goes for the Majini that exit the building in the small building to the north right before the docks. The Majini that run toward the gate and Adjules that appear along with the Big Man will all be destroyed with the bombs. Use the Hydra shotgun to finish off any stragglers for any enemy wave. WARNING 1: The proximity bomb method above will only work the first time through this area. If you try to reload the checkpoint then the proximity bombs will be gone. You'll have to quit and try again from the beginning of this area if your character dies to place more proximity bombs. WARNING 2: Make sure that Josh is below the staircase by the building where the Adjules race out of and be sure to run along behind him so the enemy wave does not appear as he races by the final proximity bomb. The bomb can go off and kill him if the timing for your character's arrival next to the building is too slow. Hand grenades can be tossed at each wave as they appear and a grenade launcher with explosive rounds can knock down each wave. Hand grenades are much more damaging than an explosive round however. The Majini are so aggressive at these parts, the hand grenade method described in the walkthrough might not work as well this time, but the proximity bomb method sure will! Keep in mind that you have to place the Proximity Bombs away from the door since the enemies have a certain frame of invincibility when first moving through a door. Be sure to shoot the two C4 tripwires on the north set of stairs beside the building that the Adjules and Big Man Majini exit from. In the race to the boat, it's very easy to fall victim to these traps on accident. ******************************************************************************* Pro Mode - Chapter 3-3 [PM33] ******************************************************************************* Main Character: _ Hydra shotgun (for close Town Majini) _ H&K MP5 machine gun (for Town Majini) _ S&W M29 magnum (for Irving boss) _ H&K PSG-1 rifle (distant Town Majini and Irving boss) _ Grenade Launcher w/Flash Rounds (for stunning Town Majini and killing Kipepeos) _ Bullet Proof Vest _ First Aid Sprays AI Partner: _ Bullet Proof Vest _ Either rifle besides S75 (don't give the partner another weapon; stock the partner full of plenty of ammo) =============================== Oil Field - Drilling Facilities =============================== --> FIRST GATE SWITCH - Immediately when this chapter begins, shoot a flash round into the water directly behind the boat. Equip, aim, and fire right when the chapter begins. This will blind both Majini in the boat on the right side and cause the one with the cocktail to drop his cocktail and burn both himself and the Majini with the crossbow that is with him. Directly after shooting the flash round, sidestep while on the boat and allow your AI partner to shoot the Majini in the other boat. They are aiming for your main character with some mighty good aim, so you better dodge and let your partner do the shooting. Be ready to resuscitate at a moments notice here. It's hard to avoid getting hit at this part. If you have a Bullet Proof Vest equipped to each character then that will help to make the arrows only take half of a characters life as opposed to instant dying status. - Shoot flash rounds into the water to quickly defeat the Kipepeos once the boat docks; wait for them to get near the boat. Stay on the boat and shoot the Majini to the until they stop appearing. Two Majini with cocktails are on the back right and left top portion of the walkway, so shoot the explosive barrels next to them in order to defeat them quickly. - Right after pulling the switch to open the gate, move into the nearby alcove. Shoot the Majini that runs toward the characters then step out and fire a flash round into the water to quickly defeat the Kipepeos. Aim up toward the explosive barrels on the high walkway to the east and fire at them with a rifle to take down the Majini with dynamite up above. - Before getting back on the boat, stand near it and face to the west with the rifle equipped. Shoot any Majini that can be seen up ahead. Basically shoot all explosive barrels and you'll get the majority of them. - Focus on dodging the first two pipes while the AI partner shoots the Majini up ahead while moving along the river. - Toward the end of the boat ride, as the boat drives toward the second dock, aim far ahead with the PSG-1 rifle and take down crossbow Majini as they appear in view on the scope. If you don't take them down quickly then they will most likely shoot a character. One of the Majini off to the right is near an explosive canister so simply aim at the canister. If they hit a character, a quick Resuscitation will provide enough invincibility to keep both characters safe through the majority of the rest of the way to the dock until the boat stops. A slight bit of luck comes into play here along with quick aiming. Both the dynamite carriers and the bow gun Majini are just as deadly, but the crossbow Majini will hit your characters from a greater distance. --> SECOND GATE SWITCH --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Lying along the left corner of the dock as the character get off the boat. ------------------------------------------------------------------------------- - When the boat stops at the dock get out and get behind the wooden wall off to the left. Try shoot a few of the crossbow Majini as they move out onto the top walkway. Take cover as the Majini behind the gatling gun turrets begin to fire. Step out and aim quickly then shoot them in the head. Only step out and shoot ONE time. Do not shoot anymore than one time before taking cover again, or your character will most likely get hit. Make sure the AI partner is behind the wooden wall with your character. The crossbow Majini will shoot two times during the entire barrage of bullets from a gatling gun, so after each crossbow Majini has shot twice then the barrage of bullets from the gatling guns are about to stop. Take that slight break in gunfire to aim for a Majini and kill it. It's not really that hard once your characters get into position and you realize when to shoot. Watch for the Majini with melee weapons that will eventually drop off the side walkway in the back and move toward the characters from the sides. The Majini that come from the left side are the most dangerous since the characters will still be behind the wall and won't see them until the Majini are right next to them most likely. Give them a face full of Hydra when they step into view. --------------------------------------------------------------------- ITEM LIST [ ] First Aid Spray - Inside the building in the far east. Drop off the metal walkway directly across the wooden wall then follow it until the characters come to a building. This item is on the table inside the building. [ ] Red Herb - On the other side of the dock. After hopping across the gap in the bridge, this will be to the left in a corner beside a wooden barrel. [ ] Green Herb - On the high walkway along the south side of the middle office building. ------------------------------------------------------------------------------- - Once the gate is opened, move back up either one of the ladders and run toward a gatling gun turret then use it to defeat all the Kipepeos that fly toward the characters. A single Majini with a crossbow will fire from below while your character is behind the gatling gun turret, so aim down and shoot him when he appears. =========== Patrol Boat =========== --> IRVING BOSS Recommended Weapons Main Character: _ Hydra shotgun (for hitting his tentacles) _ S&W M29 magnum (for damaging Irving's true body) _ H&K PSG-1 rifle (for hitting the creature's head weak point) _ First Aid Sprays AI Partner: _ Some sort of rifle other than the S75 with plenty of ammo, possibly the PSG-1 _ Longbow (this can be substituted for the rifle) ** ANTI-ROCKET LAUNCHER METHOD I'll provide you with two methods for phase 1 of the battle (hitting his top head portion) since this boss can be quite hard on Professional mode. Try to mix and match various portions of each method if needed. This battle right here can get frustrating very quickly. If Irving manages to hit a character then that character will get knocked back and the other will have a hard time trying to resuscitate the one that got hit. - Method 1 (Phase 1) [slower method; requires less movement] Take control of the gatling gun turret yourself and give the AI partner the PSG-1 rifle with tons of ammo then place it in attack mode ("Go" command). With an AI Sheva, you could give her the Longbow. Focus on Irving's head weak spot with the gatling gun turret then quickly shoot the closest tentacles to your position whenever they emerge from the water. Whenever the tentacles move back underneath the water, continue to damage his weak spot. Once he opens his mouth after enough damage has been made, quickly run away from the current side of the boat. Stop whatever your character is doing and run to the opposite side. The dodge command is not worth the trouble and a failed attempt will most likely result in death. The positioning of the character during the attack will sometimes throw off the timing of the dodge command to where the button will only appear a second before the actual attack, so it is best to just move away from the attack altogether! You can actually rush in and get in some hits on his head weak spot after his mouth closes. The weak spot will be on the left side. When he moves behind the boat, fire at him until he opens his mouth then move away from the back of the boat (toward the front) when he submerges to avoid his attack. When his tentacles emerge all around the boat, take out the Hydra shotgun and shoot at them while they are in view and stay away from the sides as the tentacles reach out to grab. If one of the tentacles grabs a character, quickly shoot the tentacle with the Hydra shotgun. If your character gets grabbed, the AI partner will save your character. When the tentacles start to slam the surface of the boat, quickly move to the sides or use the dodge command to move out of the way. If a tentacle slams down on your character, that character will enter dying status and the AI partner will most likely not resuscitate the character because the recovery animation is too long. - Method 2 (Phase 1) [faster method; requires more movement and partner commands] When Irving first appears, command your AI partner to control the gatling gun turret. Take out the PSG-1 rifle and aim for the weak point on the creature's head then blast it. Don't zoom in if you scope is upgraded since the zoom will be too great. As Irving submerges to attack with his tentacles, run over to the rocket launcher turret and use it to blast the center portion of the tentacles while your AI partner blasts them with the gatling gun turret. When Irving appears again, blast the creature's head with the PSG-1 rifle again. When he opens his mouth and prepares to move toward the boat, issue the "Come on" command to get your AI partner to follow your main character then run to the opposite side of the boat so both characters can get away from the attack. The AI partner will sometimes dodge while stationed at the turret, but don't count on this. Move along the creature's left side after its mouth closes and quickly shoot it in the weak portion of its head with the PSG-1 rifle to damage it a bit. When Irving moves to the back of the boat, make the AI partner control a machine gun turret and blast Irving with the PSG-1 rifle in his weak point while the AI partner blast him with the gatling gun. When Irving opens his mouth and is about to race toward the boat, issue the "Come on" command to call your AI partner away from the turret then run to the opposite side of the boat to dodge the attack. When creature moves beside the boat again, go through the steps of making your AI partner use the gatling gun turret once again while your character shoots at him with the PSG-1. - When Irving latches onto the back of the boat: When Irving latches onto the back of the boat, have your AI partner use either gatling gun turret and take out the S&W M29 magnum and fire at Irving's body inside the open mouth. When he moves under the water, issue the "Come on" command to have your partner follow your character and run to the opposite side. Run back to the south side after avoiding the attack then have your AI partner use the gatling gun turret once again. The tentacles will emerge this time, but focus all gunfire on Irving. Shoot him with the S&W M29 magnum right as the creature begins to emerge from the water and the AI partner will join in with gatling gun fire aimed directly at Irving's body. Literally keep firing and spamming him with magnum shots and, if he is hit enough, he will move back up under the water before the tentacles have a chance to attack. Issue the "Come on" command then run away from the south side of the boat once again. Run back after avoiding the attack and repeat the same steps by commanding the AI partner to use the turret then take out the S&W M29 magnum and fire at Irving's body while it is exposed. You really have to spam shots with the magnum while using this method. He must be hit a bunch and you might have to waste bullets, so bring plenty of magnum ammo with your character. ** ROCKET LAUNCHER METHOD: Fire a rocket directly at Irving's creature body while he is swimming next to the boat to automatically make him dive under the water and end the first phase of the battle. It's best to aim toward his weak point then fire and allow the rocket to travel to the right a bit and hit him in the body. When the creature latches onto the back of the boat and exposes Irving's true body, shoot his body with the rocket launcher. The hit has to be precise or else it will only explode nearby him. It's best to aim a bit to the left when he first appears for the second time since his body will move to the left when it is first exposed. ******************************************************************************* Pro Mode - Chapter 4-1 [PM41] ******************************************************************************* Main Character: _ Hydra shotgun (for close Wetland Majini) _ H&K MP5 machine gun (for Wetland Majini with shields) _ H&K PSG-1 rifle (for distant Wetland Majini) _ Grenade Launcher w/Flash Rounds (for stunning Wetland Majini and killing Bui kichwa) _ First Aid Sprays AI Partner: _ H&K P8 handgun (for Wetland Majini with shields and basic Wetland Majini) _ Either rifle besides S75 ===== Caves ===== - The Kipepeos are not any more dangerous than they were in other modes, but your characters are going to use quite a bit of machine gun and handgun ammo to take each group of them down, so it's really best to use a flash round to get rid of groups of four or more. Be sure to use a flash round on the first Kipepeo group on the other side of the rock bridge since they are the most numerous. =============== Ancient Village =============== --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Once the bridge breaks, the character that falls below will find this on a fallen pillar in the area where the Wetland Majini attack. ------------------------------------------------------------------------------- - Activate the Wetland Majini wave by stepping to the north after the bridge breaks. Quickly move back to the south after the Majini attack then use the machine gun from a distance to finish them off quickly. Arm the PSG-1 rifle then look toward the bottom of the bridge to the east and find the Majini with the shield and the Majini with explosive arrows. Shoot them both then move under the bridge. - When your character moves up under the bridge, Majini will step down the stairs ahead. Be aware that one Majini will move up from the opening in the wall behind your character, so quickly turn to deal with the single Majini then turn back around shoot the Majini that are on top of the stairs. Arm the MP5 to easily deal with the Majini with shields that are in the top room before joining up with the AI partner. --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - Break the vase at the top of the stairs after moving up under the bridge and this will be inside. [ ] Green Herb - Inside the small coffin in the room with the mummified corpse beside the room where the Majini with shields lie in ambush. ------------------------------------------------------------------------------- - After dropping into the pit below the trapdoor, pick one hall, except for the north hall, and run to the very end of it then turn around and face the middle area. Arm the MP5 and blast any Majini that move toward your character. Keep in mind that all halls have a hole in the ceiling at the end that Wetland Majini will drop out of, so be ready to deal with one that will fall right next to your character. Use flash rounds on Bui kichwa anytime that they appear in groups. Take out the Hydra shotgun when the Torch Majini moves through the north doorway then lay down fire upon him when he moves close to the characters. The MP5 does not work that well on the Torch Majini. - Once the characters move through the north door of the trapdoor room, arm the rifle and shoot both of the Majini with explosive arrows below. Use the Hydra shotgun or MP5 to deal with the rest. Use the MP5 to deal with the Wetland Majini with shields. - Rotate the crank then quickly move past the giant flaming fireballs and get to the pressure pad. It's best to start out running as early as possible so the fireballs are not as spread out while attempting to get to the pressure pad. ========= Labyrinth ========= - Be sure to keep in mind the button taps during the cutscene that player shortly after moving around the first corner in the Labyrinth area. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -> COMMAND INPUT 1 (Both) Sequence: Chris and Sheva quickly dash down the corridor as the pillars fall. Type: Rapid button tap Command: Run -> COMMAND INPUT 2 (Both) Sequence: Chris and Sheva leap over the pit that opens in the floor. Type: Single Button Command: Jump -> COMMAND INPUT 3 (Both) Sequence: Chris and Sheva quickly dash down the corridor as the pillars fall. Type: Rapid button tap Command: Run -> COMMAND INPUT 4 (Both) Sequence: Chris and Sheva leap over the pit that opens in the floor. Type: Single Button Command: Jump -> COMMAND INPUT 5 (Both) Sequence: Chris and Sheva quickly dash down the corridor as the pillars fall. Type: Rapid button tap (Much more extended than the rest of the taps) Command: Run -> COMMAND INPUT 6 (Both) Sequence: Chris and Sheva leap over the pit that opens in the floor. Type: Single Button Command: Jump -> COMMAND INPUT 7 (Main player [single play] or random player [co-op]) Sequence: While both characters are standing on the other side of the final pit, the ledge along the side falls out from underneath a character and that character has to grab onto the side. Type: Two Button Press Command: Grab - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Consider picking up the grenade launcher weapon in the metal case near the blue statue since it will make a good weapon for the AI partner in this area. --------------------------------------------------------------------- ITEM LIST [ ] First Aid Spray - Break the vase in the tall grass off to the left when entering the area with the blue statue in the northwest portion of the labyrinth. This is in the area where the characters have to move around the north side to get to the right side of the blue statue. ------------------------------------------------------------------------------- - Once the characters pull the chains on the green statue head to the east, the cutscene for the first Wetland Majini encounter in the Labyrinth will play. Quickly get behind the nearby wall and look through the window portion of the wall. Take out the PSG-1 rifle then shoot the two Majini with explosive arrows; one is on the stairs and one is on the high walkway. The Torch Majini will step around the right corner soon, so prepare to shoot him with the Hydra shotgun from up close. Soon a group of Wetland Majini will step around the corner to the right, so use a flash round to blind them when they first appear then shoot them with the Hydra shotgun. Shooting them with the Hydra shotgun without a flash round works just as well most of the time. The Torch Majini might arrive with this group instead of by himself. It might pay you to issue the "Go" command and have your AI partner shoot at them with the grenade launcher if the character has one. A Majini with a shield will step into view once the characters move around the corner so take out the MP5 and blast him and other Majini that run toward the characters. Arm the rifle and look off to the left while approaching the area around the corner then shoot the Majini with explosive arrows that will move along the back walkway. - Make the AI partner waits beside the top floor purple statue then take the stairs down to the bottom floor purple statue. Right when your characters enters the area below, and the Majini appear from up above, issue the "Come on" command so that the AI partner will join up with your character. Rush back to the staircase and meet up with the partner. Move to the top walkway and defeat any Majini up above. Some Majini will move up the stairs and a few Bui kichwa will show up from time to time. Take out the rifle and blast the Majini from a distance as they appear. Move back down the stairs and blast the Majini as they appear in the corridor below. Some of them will jump off the ledge to the right at the beginning of the corridor. This method will keep your characters from getting surrounded by the Majini and Bui kichwa. --> POPOKARIMU BOSS ** ANTI-ROCKET LAUNCHE METHOD Either fight the Popokarimu boss or run from it. If the characters run then just simply run by it when it first appears then move up the stairs until the characters reach the top. Don't forget about the rapid button tap dodge command during the cutscene once the characters reach the top. A flash round can stun Popokarimu at the beginning of the battle so that your characters can easily move by him. If you choose to fight, then blast him with any type of grenade round except for electric rounds three times and he will fall over. Each grenade round will stagger him so that he won't have a chance to attack. Step around to the back of his tail while he is stunned then arm the Hydra shotgun and blast him in the back of his tail. If both characters have a grenade launcher at the beginning of this battle then issue the "Go" command and spam Popokarimu with grenade rounds to make him fall very quickly. Proximity bombs can still be used to stun him but they're really too much trouble to fool with in the closed in area he is fought in. ** ROCKET LAUNCHER METHOD: Stun him by shooting three grenade rounds (other than electric rounds) then move to the back of his tail and fire a rocket at the weak portion of his tail to kill him. ******************************************************************************* Pro Mode - Chapter 4-2 [PM42] ******************************************************************************* Main Character: _ Hydra shotgun (for close Wetland Majini) _ H&K MP5 machine gun (for Wetland Majini with shields) _ H&K PSG-1 rifle (for distant Wetland Majini) _ S&W M500 magnum (for Giant Majini) _ Grenade Launcher w/Flash Rounds (for stunning Wetland Majini and killing Bui kichwa) _ First Aid Sprays AI Partner: _ H&K P8 handgun (for Wetland Majini with shields and basic Wetland Majini) _ Jail Breaker shotgun (for close Wetland Majini) _ Proximity bombs (request them from partner later) ============ Worship Area ============ --> OBTAINING THE SEA EMBLEM (west) - Activate the cutscene to make the lasers fire. Step over to the small opening in the wall to the left of the door where the emblem slots can be placed. Look through the small opening with the PSG-1 rifle then find the small opening in the wall near the west laser. There is a big torch behind the opening. Keep watching the small opening and you'll see a Majini's head move by the left side as it bobs back and forth. Time a precise shot and shoot the Majini in the head to deactivate the northwest sun laser. This can be rather hard to do but it's worth it! Another way to accomplish this task for the northwest light pillar is to arm a rocket launcher and look toward the light pillar. Find the side of the wall in front of the pillar that has a small opening on it. Fire the rocket so that it hits the lit-up portion of the wall behind the torch near that opening and the explosion will hit the Majini behind the wall. A grenade launcher with explosive rounds can be used to hit the Majini behind the northwest pillar as well. - The northeast pillar can be deactivated with a rocket launcher. Aim toward the pillar then find the torch on the east side then aim at the lit up wall behind the torch and fire the rocket to hit the Majini that is controlling the light pillar and deactivate that light pillar. This can only be done with a rocket launcher until a character moves up the wooden walkway close to the pillar. - If the sun laser on the northwest side was deactivated by shooting the Majini behind it, stand right outside of the left doorway that leads to the area with the bridge in the west and take out the PSG-1 rifle then look up on the high walkway in the back of the area to spot three Wetland Majini with explosive arrows. Shoot all three of them and then prepare to shoot the Majini that move down the stairs and try to cross the bridge. Shoot them all from the safety of the doorway and use the rifle to kill them quickly. Move inside and take down any stragglers that run down the stairs. - Place a proximity bomb below the north side of the walkway past the bridge. Look up and find the ledge with the torch on the back wall and place the proximity bomb a little bit away from the wall. This will kill the Torch Majini that drops from this ledge when the Majini wave appears. Another proximity bomb can be placed below the stairs to kill off a few more Majini that will appear later. - Once the Majini appear when the characters step on top of the platform to collect the sea emblem, move over to the stairs of the platform and arm the Hydra shotgun then fire at them as they move toward the stairs. Take out the magnum and shoot the Giant Majini in any skinned area. As long as he is shot with the magnum in any skinned portion, it will cancel his attacks. --> OBTAINING THE SKY EMBLEM (northwest) - Near the north path, take cover behind the left corner of the wall at the top of the stairs. Allow the laser to kill the Majini that move down the northwest walkway. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - At the top of the stairs in the northwest, this is right beside the left cover point before stepping out onto the north walkway. [ ] Green Herb - On the middle of the set of stairs that Sheva is tossed to. The AI will usually not pick this up. ------------------------------------------------------------------------------- - Before tossing Sheva over with the Assist Jump action command, give AI Sheva a Hydra shotgun or a magnum. Stand on the other side of the ledge and fire flash rounds toward her side in order to stun the Majini and keep them off of her. Shoot the flash rounds toward the wall above her to blind the Majini near her. A Giant Majini will drop along with Sheva once she grabs the sky emblem so take out the magnum and shoot him. --> OBTAINING THE EARTH EMBLEM (east) - Time some runs all the way to the east, stepping in and out of openings to avoid the laser, then step around the wooden walkway on the far east portion and shoot the Majini that is behind the sun laser in the northeast. This walkway has a torch on it that has an Emerald (Pear) inside. - Run along the second floor of the east walkway then move toward the stairs that lead to the earth emblem from the second floor. Arm the MP5 machine gun or the PSG-1 rifle and shoot at the Majini that move up the stairs. One of them has explosive arrows but he will move around the left corner of the stairs below, so the characters will be slightly concealed from his explosive arrows while standing at the top of the stairs. Shoot him quickly when he steps into view however. You'll likely hear a Majini yell while moving down the stairs, so quickly move back up the stairs and fight off the remainder of the Majini. - Move down the stairs until yet another yell can be heard then move right back up the stairs as the Majini drop from the south wall. Many of them carry shields so shoot them with the MP5. You need to be looking out for the Majini with explosive arrows that will stand on the south wall (to the right of the top of the stairs). The characters can step around the outside wall of the second floor to the left in order to take cover from his explosive arrows. Lead the Majini out to the second floor walkway and blast them from there if the explosive arrow Majini is not taken down shortly after he appears on the ledge above. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - To the left of the earth emblem. ------------------------------------------------------------------------------- ======= Pyramid ======= Since this area is basically made up of puzzles, rather than refer you back to the walkthrough portion, I have posted the solutions here for my readers. All of these diagrams are from the viewpoint of standing across from the platform that the AI partner will get on in each room. --> MIRROR PUZZLE 1 .-----------------------. | * = light pillar | | 1-5 = stone mirrors | | o = elevator mirror | '-----------------------' o 4 ------------------------------------------------------------ 3 | | | * | | | | | 1 ---------------------------- 2 | | - Rotate Mirror 4 to the left one time. o | 4 ------------------------------------------------------------ 3 | * | | | 1 ---------------------------- 2 - SUMMARY FOR THE FIRST PUZZLE ROOM: .------------------------------------------. | 1) Rotate Mirror 4 to the left one time. | '------------------------------------------' --> MIRROR PUZZLE 2 .-----------------------. | * = light pillar | | 1-5 = stone mirrors | | o = elevator mirror | '-----------------------' 5 4 || 3 2 * --------------|| 1 o - Knock down the pillar in between the light pillar and Mirror 1. Stand on the east side while knocking it down to continue to the next step faster. Obviously, you don't want to stand on the end where the beam will hit your character so stand to the side of the pillar away from the beam. 5 4 || 3 2 ---------------------------------- | * ----------------------------- 1 o - Turn Mirror 2 to the right one time. --5 4 | | | || | | 3 ----------------------------- 2 | * ----------------------------- 1 o - Turn Mirror 5 to the left one time. 5 ------------------------------------------------------------ 4 | | | | | || | | 3 ----------------------------- 2 | * ----------------------------- 1 o - Knock down the pillar in between Mirror 4 and the elevator mirror. 5 ------------------------------------------------------------ 4 | | | | | | | | | | 3 ----------------------------- 2 | | | * ----------------------------- 1 o - SUMMARY FOR THE SECOND PUZZLE ROOM: .-----------------------------------------------------------------------. | 1) Knock down the pillar in between the light pillar and Mirror 1. | | 2) Turn Mirror 2 to the right one time. | | 3) Turn Mirror 5 to the left one time. | | 4) Knock down the pillar in between Mirror 4 and the elevator mirror. | '-----------------------------------------------------------------------' --> MIRROR PUZZLE 3 - If the chest in the middle of the room is opened, shoot a flash round at the ground as the Bui kichwa surround the character. - Two Bui kichwa will attack in the room with the impaled corpse inside the north room, but there is really no reason to go in there other than to shoot the BSAA emblem. Use a flash round or simply shoot them with a handgun or machine gun. .-----------------------. | * = light pillar | | 1-5 = stone mirrors | | o = elevator mirror | '-----------------------' | | 5 ------------------------------------------------------------ 4 | | Skull Chest 3 | o | | 2 1 * To avoid having to travel a great distance around the room, turn the following: - Turn Mirror 1 to the right one time. - Turn Mirror 2 to the right one time. - Turn Mirror 5 to the right one time. 5 ------------------------------------------------------------ 4 | | | | Skull ---------------- Chest ------------------- 3 | o | | | | | | 2 ---------------------------------------------- 1 * - Since snakes are so damaging, here is a vase/pot list along with the list of snakes to look out for in the south room with the Idol (Gold) treasure. Below is a diagram and list of the left side and right side of breakable objects: (* take special note of pot 4 which container multiple snakes) Idol (Gold) V4 P3 _______ V5 V6 V2 V3 |_______| P4 V7 P2 V1 |_______| V8 V9 P1 |_______| P5 -------------------------------------------------------------------- SNAKE LIST Vase (V1) - Inside the east room after the beam is reflected onto the skull. --> Enemy: Snake Pot (P2) - Inside the east room after the beam is reflected onto the skull. --> Enemy: Snake Pot (P4) - Inside the east room after the beam is reflected onto the skull. --> Enemy: 3 Snakes ------------------------------------------------------------------------------- Walk back out into the middle room with mirrors. Now, the mirrors must be rotated so that the light beam hits the stone mirror on elevator down the north hallway. Here is the setup the way it stands now. Remember that this is from the viewpoint of the west side while facing the east platform with stairs. 5 ------------------------------------------------------------ 4 | | | | Skull ---------------- Chest ------------------- 3 | o | | | | | | 2 ---------------------------------------------- 1 * - Turn Mirror 1 to the left one time. 5 ------------------------------------------------------------ 4 | | | | Skull Chest 3 | o | | | | 2 ---------------------------------------------- 1 * | | - Turn Mirror 3 to the left one time. - Turn Mirror 1 to the right one time. 5 ------------------------------------------------------------ 4 | | | | Skull Chest 3 ----------- | -------- o | | | | | | 2 ---------------------------------------------- 1 * Turning Mirror 1 away and then turning it back will make it so that your character is outside the beam while Mirror 3 shines toward the elevator mirror once the beam is reflected. - SUMMARY FOR THIRD PUZZLE ROOM: .----------------------------------------------------------------. | 1) Turn Mirror 1 to the right one time. | | 2) Turn Mirror 2 to the right one time. | | 3) Turn Mirror 5 to the right one time. (opens treasure rooms) | | 4) Turn Mirror 1 to the left one time. | | 5) Turn Mirror 3 to the left one time. | | 6) Turn Mirror 1 to the right one time. | '----------------------------------------------------------------' ================== Underground Garden ================== - No items. Nothing. Walk ahead for a cutscene. ******************************************************************************* Pro Mode - Chapter 5-1 [PM51] ******************************************************************************* Recommended Weapons Main Character: _ Hydra shotgun (for close, single Licker Betas) _ H&K MP5 machine gun (for quickly shattering frozen Licker Betas) _ Grenade Launcher w/Nitrogen Rounds (for freezing Licker Beta groups) _ 5 Proximity Bombs (for setting traps for Licker Betas) _ 5 Hand Grenades (for tossing at groups of Licker Betas) _ First Aid Sprays AI Partner: _ M93R handgun _ Jail Breaker shotgun ================== Underground Garden ================== - Perform the usual item collecting then open the door on the other side of the bridge. ====================== Progenitor Virus House ====================== The majority of this chapter segment merely serves as build-up for the introduction of the Licker Betas, so players can easily zoom through the beginning portion of this area. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On a crate covered with white cloth off to the right before reaching the door at the end of the first corridor. [ ] Green Herb - In the far northwest corner of the room with caged animals. ------------------------------------------------------------------------------- --> FIRST FEW LICKER BETAS - When the two Lickers attack on the southwest side of the room with caged animals, blast each of them with a nitrogen round then use a shot from the MP5 to finish them off if the AI partner doesn't do it for your character. Don't wait for them to group, shoot them individually. Lickers are extremely aggressive on Pro and can take down a character very quickly. --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - Under the long counter in the control room that is down the corridor and through the first door to the right shortly after the first Licker Beta encounter. ------------------------------------------------------------------------------- --> GROUPED LICKER BETAS - Quietly move through the corridor with the glass panels and gently open the door at the end of the hall. Place a proximity bomb in the middle portion of the corridor with the locked door at the end. Kick down the door then run ahead and place another proximity bomb in the middle of the corner up ahead (near the right side of the corner, since they'll move around the right edge). Move on down the corridor then press the button for the elevator. Arm a hand grenade and stand back then watch from the end of the corridor. When the explosion from the proximity bomb kills off a few, wait for them to bunch up then toss a hand grenade. A direct hit will still kill off a group of Licker Betas. Once the hand grenades are gone, shoot a nitrogen round at the remainder then shatter them with the MP5 machine gun. Remember that the characters can instantly use the elevator to leave the area once it opens. There is no need to stay and fight. ===================== Experimental Facility ===================== Now, where the hell did all my ammo on the ammo rack go? Curse you, Takeuchi! --> U-8 BOSS Main Character: _ PSG-1 rifle (for hitting U-8 in his leg weak spots) _ VZ61 machine gun (for quickly defeating the insects U-8 releases) _ 5 Hand Grenades (for the highly damaging "Toss in" command on U-8 when he is stunned) _ First Aid Sprays AI Partner: _ Any rifle except for S75 (for precise shots on leg weak spots) --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Along the center portion of the northwest side of the platform. [ ] Green Herb - Along the center portion of the east side of the platform. ------------------------------------------------------------------------------- WARNING: Be sure to press the button command to dodge U-8's pincher attack toward the end of the cutscene that introduces him. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -> COMMAND INPUT Sequence: U-8 swings at Chris and Sheva with its right pincher arm. Type: Two buttons Command: Dodge - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ** ANTI-ROCKET LAUNCHER METHOD: When the battle begins, be sure to move away from the area directly in front of U-8. Staying away from his center portion is the main key to avoiding the majority of his attacks. ALWAYS run toward the opposite side that U-8 is moving to. If he is moving toward the right side then run to the left. Dash right in front of him while he moves along the platform while heading the opposite direction and he is usually not going to take a swing at the characters since he will be too busy moving in the current direction. When he stops on the platform, stand at a distance and equip the PSG-1 then blast at the center red portion of either of his side legs that hang along the wall. When he falls onto the platform, rush over to his mouth and use the "Toss in" command to toss a hand grenade into his mouth. Remember that your character has to have a hand grenade in the current inventory to do this. Keep up the same pattern of running, blasting with the PSG-1 and tossing grenades into his mouth and he will fall shortly. When he releases insects into the area, fire the VZ61 at the insects whenever they group around your characters. The insects still drop plenty of ammo like in other modes. Their hits take about as much off as a Majini attack in normal mode, so their attacks will not put a character in instant dying status. NOTE: If you're not good with precise aiming with a rifle, then try equipping the AK-74 during the battle and blasting his leg weak spots with its damaging rapid fire. It can be just as deadly. ** ROCKET LAUNCHER METHOD: Take out the rocket launcher right when this fight starts then shoot U-8 directly in the mouth with a rocket to damage him. Make U-8 fall and expose his mouth by shooting at the middle red portion of one of his legs with any weapon then fire another rocket directly at his open mouth to kill him. ******************************************************************************* Pro Mode - Chapter 5-2 [PM52] ******************************************************************************* Recommended Weapons Main Character: _ Hydra shotgun (for close Base Majini) _ H&K MP5 machine gun (for quick fire on Base Majini) _ PSG-1 rifle (for distant Base Majini) _ Grenade Launcher w/flash rounds (for blinding Base Majini and stunning the Reaper) _ Nitrogen rounds for the grenade launcher (for freezing Licker Betas and Base Majini w/metal shields) _ S&W M500 magnum (for the Reaper's chest weak point) _ Bullet Proof Vest _ First Aid Sprays AI Partner: _ Any rifle _ Jail Breaker shotgun _ Bullet Proof Vest NOTE: No matter which rifle is chosen, the AI partner can help out quite a bit with a rifle in this chapter. The Base Majini with machine guns will mainly be aiming for the player, so the AI can get in some hits while the player unknowingly draws their attention at times. The S75 really isn't a bad choice because its shell ejection will keep the AI from spamming shots and the rifle is the most powerful of the rifles when fully upgraded. ===================== Experimental Facility ===================== Simply exit the area by opening the door down the catwalk to the north. ============= Power Station ============= Base Majini machine gun fire takes down a character's health at an EXTREMELY quick rate, which will result in dying status with a few bullets, so you need to ALWAYS take cover when possible and move out to shoot them only when they stop firing. Flash rounds from the grenade launcher work extremely well in blinding them for a few seconds so your character can get a precise shot. A rifle and a grenade launcher equipped with flash rounds is a really good weapon combination to have for the next few chapters where Base Majini with machine guns are present. --> FIRST BASE MAJINI ROOM - For the first few Base Majini, shoot a flash round toward the wall to the side of the doorway up ahead then quickly get a headshot on one of them and then take cover and defeat the rest. Take cover to the side of the door ahead after the first wave is defeated then quickly shoot the Majini with the stun rod as he exits through the back door and approaches the doorway in the center of the area. Take cover then carefully shoot the other Base Majini in between his machine gun fire. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On a covered crate through the doorway in the room with the first group of Base Majini. ------------------------------------------------------------------------------- --> SECOND BASE MAJINI ROOM - If needed, use a flash round in the next area to stun the close Base Majini then get a headshot on him with the rifle. The other Base Majini in the back isn't as aggressive as the one in front, so carefully get a headshot on him before moving further into the room. One more Base Majini with a machine gun is behind a crate on the left side up ahead. - As the Base Majini wave moves out of the back left doorway, quickly run back to the entrance of the room then get behind the metal wall. Stand right beside the corner across from the door so that the metal wall is to the left of the characters then simply aim the Hydra shotgun and shoot any Base Majini that move around the corner. They will ALL move around the corner eventually, even the Base Majini with the machine guns. --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - Lying next to some tall crates in the corridor behind the doorway in the back left portion of the room with the second Base Majini group. ------------------------------------------------------------------------------- - When collecting the red herb, look out for the Majini with the stun rod that will hop down the broken set of stairs in the corridor. --> THIRD BASE MAJINI ROOM - Lure the Base Majini with the stun rod into the beginning corridor then shoot him in the leg with a handgun or machine gun and run behind him then perform an instant kill melee to keep him from becoming a Cephalo. - Take cover near the doorway then wait for a break in the Base Majini's gunfire then quickly go for a headshot. The Base Majini on the top level will usually reload often, so simply shoot them in the head while they reload. - The Majini near the metal crates at the top are so aggressive on Pro mode that they will start to fire before your characters can even move up the stairs. Move up either staircase very slowly then aim at a Base Majini on each side near the crate and shoot them with the rifle. You'll have to move up both stairs to do this. Don't move to the top! - Move up either set of stairs then arm the machine gun and move behind (don't use the cover command) one of the side walls at the top to avoid any machine gun fire from the Base Majini with machine guns in the very back of the room. Look toward the opposite side (left or right, not directly ahead) and fire at the red explosive canister as the Majini with stun rods race around the walkway on the other side. Run over to the opposite side wall then look toward the opposite side and shoot the red canister as the Majini with stun rods try to move out from that side as well. Wait for a break in gunfire from the Base Majini on the west side of the room then run toward the set of crates and take cover then shoot the explosive canisters behind them to finish all of them off with a few shots. ============================= Experimental Facility Passage ============================= --> LICKER ROOM --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Directly across from the starting door in the area with the Licker Betas. ------------------------------------------------------------------------------- - A player can run by all the Licker Betas in the corridors up ahead but this can be just as hard as fighting them. If you run by them run to the side of each Licker when approaching one to avoid its attack. A Licker Beta will almost always be preparing some sort of attack while a character steps by it. - To kill the Licker Betas, move down the corridor and shoot each of them with a nitrogen round then fire at them with the MP5 while they are frozen if they don't break into pieces before then. Some of them will group up to where a nitrogen round will freeze the entire group. Don't ever try to lure them together since their attacks are too fast to allow them to linger in front of your characters for too long. If they are in a group then take advantage of that and aim in between them to freeze multiple Licker Betas. Very distant Licker Betas can be easily shot and killed with the rifle; make sure that the tongue impale will not hit your character though. ====================== Missile Area 1st Floor ====================== Look off the walkway and keep in mind the high walkway with the red canister in the south. --> CONVEYOR BELT AREA 1 - MAJOR TIP FOR THIS AREA: While standing near the ladder, face to the east then take out a hand grenade and toss it down at the Majini with the metal mask right below the ladder. Toss it so that it hits him and makes him explode in the direct hit range. QUICKLY, while the hand grenade bounces, take out the rifle and aim at the Majini on the bottom floor along the far east side then shoot him in the head before he fully finishes yelling. This will cancel the battle where the Base Majini attack below. Remember that you can restart and try again from the top walkway. (Just in case you activate them use the tips below.) - Fall off the ladder then use the shotgun and rifle to shoot the Majini on your current side. Look up on the high walkway to the west and shoot the red explosive canister next to the Majini that tosses flash grenades. --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - On a metal crate to the right after falling off the dropoff. ------------------------------------------------------------------------------- - Hide behind the walls and take shots with the rifle whenever there is a break in gunfire. If the Majini become too aggressive with their machine gun fire, take out the grenade launcher with flash rounds and fire a flash round toward the other side to stun them then shoot them with the rifle. Two can play at this stunning game. - Look to the east after moving ahead and find the Majini with grenades strapped to his chest on the high walkway on the other side then shoot his grenade strap with the rifle before he tosses pipe bombs toward your current side. - Move over toward the stack of tall crates along the east portion of the opposite side then look up on the stairway to the north and shoot the Majini that tosses pipe bombs from the front of the exit door up above to keep from having to face off with him later. --> CONVEYOR BELT AREA 2 --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - After kicking down the door, step through the doorway and this will be on a crate around the left corner. ------------------------------------------------------------------------------- The most effective way to get through the second conveyor belt area with ease is to arm a rifle and shoot the Majini up ahead the moment that they step into view. Move SLOWLY along the conveyor belt and this part will be easy. MAJOR TIP: Stand in the middle of the conveyor belt so that the characters are standing on the metal ends of the two conveyor belts. This way, the characters will not constantly move backwards while attempting to make precise shots. This can make a BIG difference in the difficulty of this portion. - Before getting off the walkway, arm the rifle and shoot the Majini on the first overhead walkway and the Majini on the second overhead walkway in the back. TIP: The Majini with metal shields in this area can be instantly frozen by shooting a nitrogen round at them. This is really not needed if the explosive canisters are shot but it might come in handy for the final Majini with a metal shield that moves up the set of stairs once the character reach the very end of the conveyor belt. - Before moving too far down the conveyor belt, look toward the furthest walkway on the opposite end and shoot the explosive canister next to the Majini with pipe bombs to kill him off quick. Move toward the middle portion, then, when you see the slightest movement of enemies up ahead (Majini with metal shields), aim toward them and shoot the explosive canisters along the sides of them to kill off the Majini with metal shields. - Look on the high walkway in the back before too long while moving ahead and shoot the next Majini with pipe bombs then prepare to shoot the explosive canisters on the conveyor belt ahead to defeat two more Majini with metal shields that step onto the conveyor belt. - Toward the end, watch as the two Majini with pipe bombs race out onto the high walkway at the other end. QUICKLY shoot both of them with the rifle twice to kill each of them off. Try to shoot them before they can toss a pipe bomb. More Majini with metal shields will arrive shortly after the Majini with pipe bombs, so prepare to shoot an explosive canister near them. - The two final Majini with pipe bombs on the high walkway are the only real hard part about this conveyor belt portion since their pipe bombs can travel very far along the conveyor belt. When the battle music stops that doesn't mean that everything is over with yet. Two more Majini with metal shields will move up the stairs of the platform near the lever at the end, so stay on the conveyor belt and allow them to step on then shoot an explosive canister near them. Up close Hydra shots will stop them from attacking if you happen to get off early, but you better keep shooting and find an opening somewhere. --> AREA NEAR REAPER EGGS --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - On the long table with crates behind the area with the two levers that the characters pull to activate the power to the lever back at the conveyor belt with the test subjects on it. ------------------------------------------------------------------------------- - Arm the grenade launcher and shoot the Reaper with two flash rounds when it falls then shoot its chest weak point with one shot from a fully-powered S&W M500 magnum. Come on, Come on! ========================== Uroboros Research Facility ========================== --> UROBOROS MKONO BOSS Recommended Weapons Main Character: _ Grenade Launcher with flame rounds (for stunning Uroboros and damaging its tentacle weak points) _ First Aid Sprays AI Partner: _ S75 rifle (this mainly keeps the AI from spamming ammo and it will help out a bunch in damaging Uroboros as well) ** ANTI-ROCKET LAUNCHER METHOD: Bring three sets of flame rounds with your main character. On Pro mode, this battle is all about spamming Uroboros with flame rounds. A character does not even need to worry about using the flamethrower and going through the usual method of taking off his arms to limit his attacks if flame rounds are used. Simply stun him with a flame round then get right up on him while he is stunned and shoot his tentacle weak points with flame rounds. One flame round will damage his weak points extremely bad and about three shots can destroy each one. The only bad part about using flame rounds is that a flame round will not stun him long, so you're going to have to hit him with a flame round to stun him, shoot a tentacle weak point about two times with precise aiming, hit him with a flame round again, shoot him in a tentacle weak point and so on. When you go to stun him, wait until he is about to attack to make sure that he is fully recovered before shooting another flame round. The aiming is sometimes hard to manage with a grenade launcher when trying to hit a tentacle weak point with a flame round, but it is very much worth the effort since a flame round will destroy each weak point very quickly. What can be a difficult boss fight is nothing but a mere pebble in your path when flame rounds are used on Uroboros Mkono. Uroboros's physical attacks will all send a character into dying status. If he sends his arm along the ground toward your character then be sure to use the button prompt dodge command to avoid it or that attack will instantly kill the targeted character. It will send that character into dying status and that character will die before even recovering from the fall. ** ROCKET LAUNCHER METHOD: Shoot Uroboros with the rocket launcher when he first appears on the screen. --------------------------------------------------------------------- ITEM LIST [ ] First Aid Spray - On the floor to the right of the chair in the west portion of the room. [ ] First Aid Spay - Inside a glass case on the middle shelf on the northeast side of the room. The glass MUST be broken first in order to collect this item. [ ] Green Herb - Inside an open glass case on the bottom portion of the northeast side of the room. ------------------------------------------------------------------------------- ******************************************************************************* Pro Mode - Chapter 5-3 [PM53] ******************************************************************************* Recommended Weapons Main Character: _ Hydra shotgun (for close Base Majini) _ H&K MP5 machine gun (for quick fire on Base Majini) _ PSG-1 rifle (for distant Base Majini) _ Grenade Launcher w/flash rounds (for blinding Base Majini and stunning Reapers) _ Nitrogen rounds for the grenade launcher (for freezing Licker Betas) _ S&W M500 magnum (for the Reaper's chest weak point) _ Bullet Proof Vest _ First Aid Sprays AI Partner: _ Any rifle _ Jail Breaker shotgun _ Proximity Bombs (request from partner later) _ Bullet Proof Vest ========================== Uroboros Research Facility ========================== No enemies or threats here, so collect the items in the control room, shoot the BSAA emblem for kicks and exit out to the Missile Area. ====================== Missile Area 2nd Floor ====================== - Shoot the Majini with machine guns as they first appear while your characters are on the north side of the catwalk. Your characters won't even need to take cover if you aim toward them the moment they appear then shoot them. Shoot them before breaking the tall crates off to the right when first stepping onto the catwalk to kill them early. - Try to shoot many of the Majini that race out of the room on the south catwalk quickly. Get behind the wall and shoot the stun rod Majini as they appear on the side of the west gap. Don't even let them hop over to your side before killing them with the rifle. - For the Reapers, shoot them with two flash rounds to make them expose their chest weak points then simply aim and shoot the weak point with the S&W M500 magnum to finish them off with one shot if it is fully powered. Even on Professional mode, the Reapers appearances in this area are based on chance. --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - On the shelf in the room with the PSG-1 rifle in the metal case. ------------------------------------------------------------------------------- - Use the rifle to shoot the Big Man Majini and the Majini with pipe bombs on the lift as it approaches. Make sure that your main character moves across the lift instead of the AI partner. - While moving across the lift, immediately take out the rifle and shoot the Majini with the machine gun that appears on the west walkway. There is no cover here, so shoot him fast! Instead of aiming for the legs of the Majini with metal shields on the other side, shoot them both with nitrogen rounds then finish them off with a melee. They will both turn into Cephalos if they are finished off normally. - Hide behind the cover wall on the other side of the lift and shoot the rocket launcher Majini like normal. This part really isn't that much harder than any other mode considering a rocket launcher hit has always caused an instant dying status anyway. Use flash rounds to defeat the rocket launcher Majini that turn into Cephalos. - Stand near the lift then look through the windows of the office with the rifle and shoot the Majini with the rocket launcher inside to keep from having to shoot him later; aim for his shoulders since he will have metal mask on. When approaching the office, make the AI partner open the door to the office by shouting the "Go" command then quickly fire a nitrogen round at the three Majini inside the office to freeze them all. Shatter them with weapon fire then continue on. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Inside the office room, on the left side of the controls while facing them. ------------------------------------------------------------------------------- =============== Moving Platform =============== Be sure to stay moving the entire while the platform rises for this segment. There is little cover and the character cannot afford to get hit by the machine gun fire that much at all. When aiming at a Majini with the rifle, go for a quick shot then move again. Don't stand still for long. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - In the corner directly ahead while starting in the corridor that leads to the moving platform. ------------------------------------------------------------------------------- - Right after pulling the lever to start the platform's ascent, rush behind the center portion of the platform to take cover from the gunfire of the Majini that rush out from the west catwalk that the characters just got off of. - Quickly shoot the Majini on the east walkway when he rushes out to grab the lever. The lift is constantly rotating but the characters can still get hit with machine gun fire rather easily, so shoot him quickly then step behind the middle portion of the platform or run to the side. - A Majini on a north platform will begin to fire down at the characters shortly, so move behind the south end of the platform to avoid his gunfire. - When the lift stops for the second time, quickly run to the southwest side and shoot the Majini that holds the lever. - Stand on the north side of the center portion of the platform as it ascends to the very top so that your characters are on the opposite side of the stairs as the platform moves up to them. Allow the Majini with machine guns to move along the stairs then take out the rifle and step out to the side then blast them one by one. Shoot them all quickly since the middle portion of the platform does not provide full cover and they are slightly more persistent in trying to shoot your characters this time. If this part gives you problems then try finding the stairway up above as the lift rises and you'll see the Majini through the catwalk as they rush toward the stairs. They are all grouped. Fire a nitrogen round at them to hit the whole crowd. It's possible to freeze them then shoot them with an explosive round very quickly to shatter them. If you don't have an explosive round then shoot them with the Hydra shotgun while aiming up at their frozen bodies to shatter them. Both methods work rather well. ===================== Monarch Room Entrance ===================== Recommended Weapons Main Character: _ Grenade Launcher with nitrogen rounds (for freezing Licker Betas) _ H&K MP5 machine gun (for shattering frozen Licker Betas) _ Proximity Bombs (for placing along catwalk bridge) _ 5 Hand Grenades (for big groups of Licker Betas) _ First Aid Sprays AI Partner: _ S75 rifle (this mainly keeps the AI from spamming ammo and it will help out a bunch in damaging the Lickers as well) - Shoot the first two Licker Betas along the catwalk with a nitrogen round then shatter each of their frozen bodies with the MP5 machine gun. Along the way to the other side of the high walkway, you'll need to shoot another Licker Beta with a nitrogen round as it climbs up the right side of the walkway. - Place a proximity bomb directly after shooting the Licker that is on the walkway near the bridge (back up a bit and place it). Place another proximity bomb a little ways past the center of the north walkway and place another along the catwalk bridge with the crate at the end. Place another on the catwalk bridge right before pushing the crate. Run to the end and begin to push the crate. Count the proximity bombs as they go off then turn and face the Licker Beta group behind your character and fire a nitrogen round at them then finish off the frozen Lickers with the MP5. A player could also toss a few hand grenades at them from time to time instead of using up the nitrogen rounds. .-------------------------------- CO-OP TIP ----------------------------------. | During a Co-op game, the player that stays on the bottom floor can equip a | | grenade launcher with nitrogen rounds then fire at the Lickers as they move | | up the wall to the high walkway. Freeze them while they climb then take | | take out a machine gun and shatter them with gunfire. The partner can also | | fire nitrogen rounds up onto the catwalk and shatter the Lickers with a | | machine gun by shooting through the grated floor. | '-----------------------------------------------------------------------------' --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On the rooftop of the building. This is to the right when dropping from the catwalk bridge after pushing the crate. [ ] First Aid Spray - Inside the middle locker after dropping into the building. ------------------------------------------------------------------------------- --> JILL AND WESKER BOSS [JWPRO] Recommended Weapons Main Character: _ Grenade Launcher with flash rounds (for stopping Wesker's attacks) _ Flash Grenades (for possibly stopping Jill's attacks) _ S&W M500 or S&W M29 magnum (for shooting Wesker) _ First Aid Sprays AI Partner: _ Nothing This battle requires a lot of strategizing and thought while being played on Pro mode. Jill is the main problem with this portion of the battle. Her machine guns will instantly kill a character most of the time if she aims and fires at the character. Don't equip the AI partner with any sort of weapon or else that character will be more inclined to go after Jill during this battle. You do NOT want that to happen. This battle also requires luck to some degree because Jill can sometimes interrupt your plans. Be ready to pause the game hit and select restart if the AI partner or your character is ever knocked into dying status. Once again, this description is ALL based on single player. The fight would be much easier with a human partner, but single player is the core concept of this Pro mode walkthrough. If you want to get through the battle easily then scroll on down to the rocket launcher method. - Getting past the door Have a grenade launcher with flash rounds equipped as you current weapon or equip it very quickly at the beginning of this battle; it's really good to have the grenade launcher with flash rounds equipped after the cutscene where Wesker kicks your character through the door. Naturally, you'll want to run toward the door to the right and examine it so that the cutscene where Wesker will kick your main character through the door will play to end the middle room battle, but on Pro mode, Jill can end your little cutscene exploit while you attempt it. Right when the battle begins, run toward Jill's left side then circle to her backside and allow her to turn. When she turns (or begins to turn), run toward the door. You're basically running around her clockwise. This will make it to where she will not fire her machine gun while your character heads toward the door. The door cannot be examined while Wesker talks, so you'll always have those few seconds open to attack. There is no way to cancel his words. He will even talk while dodging an attack. Check the door when you can to cancel the battle in the middle room. Try to make sure that your AI partner is not directly behind your main character. - On the other side of the door Wesker will be in the doorway and your main character will be in the corner on the other side of the door as the battle resumes. If you're AI partner was not directly behind your main character when the cutscene was triggered then you AI partner should be far enough away from Wesker to avoid his attack if he attacks the partner. If your AI partner was right behind your character when the cutscen was triggered then that character will be right next to the open door while standing near Wesker. Wesker will perform one of the following actions while standing next to the partner: a) Walk away from the partner and head toward your main character b) Fire his handgun at your main character c) Dash toward your character d) Jump and kick your AI partner immediately Wesker's attacks are nearly immediate after the cutscene, so, if your partner was right next to him when the last cutscene ended then you'll have to have a grenade launcher with flash rounds equipped DIRECTLY AFTER THE CUTSCENE and fire a flash round as soon as the battle resumes. Your character will aim at the wall and fire. A flash round is fast enough to keep him from hitting the AI partner. If this technique is not used, then Wesker might hit your AI partner and send that character into dying status. Wesker will block the door and your character won't be able to reach the AI partner if Wesker kicks the partner. Using the fast equip to equip the grenade launcher as the battle resumes will make the flash round shot too slow to interrupt Wesker and a flash grenade takes too long as well. Once the flash round is shot, Wesker will instantly stop whatever he is doing then immediately dash toward your character, so quickly run up the stairs and the AI partner will your main character. If the AI partner was far enough way and a flash round was not fired then that character will follow the main character up the stairs then also. The battle will go on as normal now ** ANTI-ROCKET LAUNCHER METHOD - Stay out of Jill's way The absolute most important part of the rest of this battle is to stay away from Jill. If she is even on the screen and your character is not taking cover then you run a high risk of getting hit with her machine guns. The bulletproof vest will help out a bit in absorbing some of the damage from the machine guns but Jill is still very dangerous to be on the screen with. In single player, restraining her yourself will do nothing since the AI partner will not join in and throw her. One thing you DO NOT want the AI partner to do is to go after Jill. Having the AI partner run about its usual course of trying to restrain and knock out Jill is extremely risky and basically a death sentence for that character since Jill will almost always eventually fire her machine guns at that character. Make sure that the partner is right behind your character or on the other side away from Jill! - Hitting Wesker the first time NOTE: Remember that if your character misses any of the shots below then, if you're quick enough, your character can wait until Wesker moves right toward the character (directly in front of him an starting up the animation for an attack) then quickly shoot Wesker right as he performs an attack (his kick) and stun him with that shot. Shoot him again to set him up for a melee combo. Run up the stairs and stop at the top of the second staircase. Take out the magnum and aim down toward the corner. ________ | | |___||___| |___||___| |___||___| |___| | <-- stand here | | Wait for Wesker to move by the corner and blast him twice. He should have lost sight of your character and should be open to attack. After firing at Wesker, run up to him and perform a melee combo. CHRIS MELEE COMBO Commands = Left Hook - Right Hook - Body Blow - Heavy Blow - Finishing Combo .-----------------------------------------------------------------------------. | BUTTONS | Action | Action | Assist | Run | Action + Run | | PS3 | [] | [] | O | X | [] + X | | X360 | X | X | B | A | X + A | '-----------------------------------------------------------------------------' * The "Left Hook" command starts the combination and the rest of the commands are timed presses. SHEVA MELEE COMBO Commands = Reverse - High Kick - Front - Knee - Double Heel Kick Kick Strike Hop .-----------------------------------------------------------------------------. | BUTTONS | Action | Action | Assist | Run | Action + Run | | PS3 | [] | [] | O | X | [] + X | | X360 | X | X | B | A | X + A | '-----------------------------------------------------------------------------' * The "Reverse Kick" command starts the combination and the rest of the commands are timed presses. Directly after the melee combo, turn and run down the hall to the north. Run behind the first turn to the left then stand near the wall and wait for Wesker to move around the corner. | | | |________ | | |________<-- stand here | | | | | | | | Shoot Wesker as he rounds the corner then run up and perform a melee attack to him. He might stay in the hall for a bit while attempting to find your character. DO NOT enter the east hall again though because Jill should be in that hall right about now. The melee combo that your character performs to Wesker will keep that character invincible from Jill's machine gun fire. If Jill tries to round the corner then keep aiming and she will back flip every time since your character will be aiming at her. Wesker might fall and retreat right here, but if he does not run off then run further down the hall to the west. You're going to have run toward the next turn to the left outside of the northwest room and wait for Wesker there. _____________________________ | | ___________ |________ | | stand | | | _______<-- here |__________ | | | | |_______ | | | | | |___________ This is really one of your final chances to take down Wesker because Jill will have more open area to move around and the AI partner will choose to go after Jill shortly after the AI partner enters the northwest room. Wesker will move by the corner marked above rather quickly since he will not have a corner to turn, so don't aim the magnum directly toward the corner area. Aim it a little to the left since Wesker will move rather fast. He should fall within the first shot from either the M500 or M29 magnum if your character has already shot him four times and performed a melee twice on him. ** ROCKET LAUNCHER METHOD In order to use the rocket launcher on Wesker, you'll have to perform all the steps listed above in relation to getting through the door. After you're through the door, run north along the east hall until your characters reaches the first turn to the left. Move down that hall then equip the rocket launcher and stand then aim at the corner that Wesker will move around while following your character. Wesker will lose sight of your character halfway down the east hall, so blast him with the rocket launcher when he moves around the corner then shoot the rocket with a gun while he holds it. Once again, you'll have to shoot the rocket with a weapon just like in the chapter 6-3 boss fight with Wesker. It's possible to shoot him from the top of the staircase as labeled in the Anti- rocket launcher method, but that shot can be risky, since he sometimes doesn't lose sight of your character while moving up the stairs. --------------------------------------------------------------------- ITEM LIST - MIDDLE ROOM [ ] Green Herb - To the right of the west staircase. [ ] Green Herb - To the left of the west staircase. - SECOND FLOOR [ ] Red Herb - West side of hall, near middle, in a corner. [ ] Red Herb - On west balcony, southwest end. ------------------------------------------------------------------------------- --> JILL BOSS Recommended Weapons Main Character: _ Grenade Launcher with flash rounds (for a quick stun on Jill) _ Flash Grenades (for a quick stun on Jill [flash rounds are more instant]) _ Any handgun (for shooting the device on Jill's chest) _ First Aid Sprays AI Partner: _ Any handgun (for shooting the device on Jill's chest) ** ANTI-ROCKET LAUNCHER METHOD: So long as your main character brings along a grenade launcher with flash rounds or some flash grenades (flash rounds are better), the battle with Jill alone is a piece of cake. The Entreat command with Chris is basically useless at this point. At the beginning of the battle, immediately move down either set of stairs. Wait for Jill to flip to the middle of the room then aim down toward the floor in front of her then fire a flash round. The flash round will stun her and allow the AI partner to grab her from behind. Approach the restrained Jill and fire at her chest device with a handgun. Any single fire handgun will do. All weapons take the same amount of damage from the device. Either perform 7 shots with handgun or 7 shots with magnum then tear off her device from a ground tear action command. Which will you choose? Right after shooting the device each time, approach Jill from the front to get the "Throw" command while in front of her. Toss her to the ground. She won't allow a player to do it the first few times, but every other time except for the first few times that she is tossed the floor, a player can get a "Tear Off" command while standing over her, so a player can activate that command while standing next to her grounded body after a few knockdowns to the floor. DO NOT attempt the "Tear Off" command. Jill will escape the hold and counter with a punch to which your character will have to dodge with a button prompt command. The command will cycle randomly between the action and run button so be prepared to press either. Because of the random button command cycling, you really need to skip the "Tear Off" command altogether and just go for gun shots while she is retrained instead. If Jill hits a character, then that character is dead right then and there. The recovery animation last too long for a resuscitation on Pro mode, so a partner can't do a thing once a character is hit by Jill's counter punch. It's not like your chances for device shots are that limited anyway since she can be easily restunned with flash rounds. Knife slash or shoot Jill with a low powered machine gun to make her get up quicker. The battle is really simple if flash rounds or flash grenades are used. Simply shoot or toss a flash explosive near her then allow the AI partner to grab her. If the AI partner does not restrain her, then try to get behind Jill yourself and restrain her so that the AI partner will shoot Jill's device. Restun her with a flash round after she gets up from being stunned then repeat the process of retraining her then shooting her device. While standing in front of Jill as she gets up, you can sometimes make it to where Jill stands up with the AI partner behind her and the AI partner will automatically restrain her, saving you the trouble of using a flash round! Always shoot the device when you're able to since that will take more damage from it. The only time a player will want to perform a "Tear Off" command is when Jill is grounded after a throw since her device can't be hit with gunfire at that time. If Jill ever manages to run to the second floor, simply step under the floor and wait for her to move back down. Cancel all of her machine gun attacks with a flash round or flash grenade. Without the use of flash explosives, the AI partner will continue to follow Jill and Jill will eventually hit the AI partner. This battle is extremely hard while only using the Entreat command and attempting to grab Jill randomly. ** ROCKET LAUNCHER METHOD: The rocket launcher seems to take off just as much damage as any other weapon when shot at the device. You'll need to use the anti-rocket launcher method this time or bring about 7 rocket launchers with your character. Perhaps I would recommend the infinite rocket launcher in this case. Go ahead, you may use it. Now hold Jill carefully Sheva and let Chris blast that mean ole' device with a rocket. Those target practice sessions with Forrest Speyer will finally pay off! -- Extra Strategies for Jill fight: Method 1: While fighting Jill, arm the grenade launcher with flash rounds and shoot a flash round near her to stun her in place from the beginning. Have the AI partner equipped with a handgun then get behind Jill while she is stunned then restrain Jill yourself so the AI partner can shoot. Face Jill's legs as she gets up and she should rise with her back to your character, so spam the action button to restrain her. Try to restrain her then the AI partner will help out by shooting her chest device. Allow Jill to lie on the ground and don't perform a ground tear. All the rest of the restrains should be performed in the same way but your character will have to face her head after the second shot in order for her back to be facing your character once she gets up. Simply face her head and tap the action button as she gets up to restrain her so the AI partner will shoot her chest device. Entreat her if you must, but restrains should work fine as long as your main character faces her head portion. Keep this pattern up until her chest device has been shot 6 times then perform a ground tear to tear it off and end the battle. Ground tears prior to six shots will only screw up the process of entreating and restraining her. It doesn't really make it any quicker by performing a ground tear and you'll have to chase after Jill more after dodging her counter attack since your character will roll away from her during the dodge. Knife slash Jill or shoot her once with a low powered machine gun to make her get up faster. NOTE: In order to avoid using flash rounds at all, move down the left staircase right as the battle starts and tap the action button to quickly entreat Jill while playing as Chris and she will stagger as she runs directly ahead to where she can be easily restrained. This command will only appear for a slight second if you're extremely fast in moving down the left set of stairs. The key part to getting through this battle quickly is to know which way she will turn after each knockdown so your character can quickly restrain her. Face her legs after shooting the device and throwing her down once then face her head after shooting the device for the second time and tossing her down. Always face her head for any throw after two shots. Don't let the AI partner attempt to retrain her since the AI partner will only end up annoying the hell out of the player with random throws from her front side instead of restrains from behind. Method 2: A player can actually still use the Entreat command while fighting Jill on Pro, but you'll need to make sure that Jill is trying to attack your character. Her attacks can be easily sidestepped while using Type B or D controls. Simply step around her attacks then Entreat her while dodging. The problem here is that she will sometimes go after the AI partner however. Method 3: http://www.youtube.com/watch?v=ik_xWOejbOs The player in the next video we have here is quickly restraining Jill at the beginning of the battle and allowing the AI partner to shoot the device then throw here. The AI partner is armed with a handgun. The player is moving forward just a bit after the AI partner throws Jill so that the AI partner moves behind Jill. The player uses a flash round to stun Jill so that the AI partner will grab her. Directly after each shot to the device the player shoots another flash round at Jill to both stun her and keep the AI partner in place. The AI partner responds with an automatic restraint after the blinding flash each time since the AI partner doesn't have time to move. This method works with both characters. The device only takes 6 shots, so it can be torn off after the sixth shot after the AI partner tosses Jill to the floor. This method actually works extremely well and is easy to do and it will definitely help for a better overall time with the Jill battle. Method 4: http://www.youtube.com/watch?v=k4DPhPyL4Bo As you can see, the player in the video above is running down the left set of stairs right as the battle with Jill begins. If you watch closely, a quick "Entreat" command appears since he is meeting Jill right when he reaches the bottom of the stairs. The player is quickly Entreating Jill before she runs by. The Entreat stuns Jill right when she stops. The player shoots the device while Jill is stunned then quickly shoots her in the chest to stagger her. The player quickly shoots the device and then the chest multiple times, one right after the other, to damage the device then stagger her with another shot. The VZ61 machine gun that is used does little damage for each body shot so it won't kill Jill. The staggering shots are also keeping the AI partner from grabbing Jill. Notice how the AI partner only grabs Jill once the shots have ceased. This method can be very hard and the beginning Entreat is luck based since Jill will sometimes not run directly ahead as the battle starts. ******************************************************************************* Pro Mode - Chapter 6-1 [PM61] ******************************************************************************* Recommended Weapons Main Character: _ Hydra shotgun (for close Base Majini) _ H&K MP5 machine gun (for quick fire on Base Majini) _ PSG-1 rifle (for distant Base Majini) _ Grenade Launcher w/flash rounds (for blinding Base Majini and killing plagas Adjules) _ S&W M500 magnum (for Gatling Gun Majini [Hydra can suffice]) _ First Aid Sprays AI Partner: _ Any rifle _ Jail Breaker shotgun _ Proximity Bombs (request from partner later) ========= Ship Deck ========= - Take out the PSG-1 rifle then look up on the tower to the northeast and shoot the Majini armed with pipe bombs on the second platform from the top. One of the stun rod Majini can be seen on the top platform as well, so shoot him too. Stand at the south end of the walkway below the ladder that the characters drop from and use the rifle to shoot the Majini with stun rods before they get close to your characters. - Climb the ladders to reach the very top of the tower then take out the PSG-1 rifle and look on top of the crane tower to the southwest then shoot the Majini across from the lever to cancel the cage drop later in the level, which will make this level so much easier! --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Use the ladder behind the tower to climb up to the north walkway on the ship then collect this from near the side railing to the left. ------------------------------------------------------------------------------- - Move up the staircase on the north side with your character's back turned (walk backwards up the stairs) then quickly blast the Adjules with the Hydra shotgun whenever they jump out of the metal container. Return to the bottom of the stairs then turn and shoot the other Majini that move down the stairs. Be sure to use the Hydra shotgun to shoot the Majini that move down the stairs since they will be rather close. One of them will change into a Cephalo, so take out the grenade launcher with flash rounds and shoot it. - Don't move down the second set of stairs but instead take out the rifle and look to the left below the stairs to spot the Big Man Majini lying in wait. Shoot him from the top of the stairs and kill him before moving down the stairs. - One of the Adjules up ahead will arrive with his plagas exposed so shoot a flash round toward both of them then take out the Hydra shotgun and finish off the other Adjule and the Majini. When the single Majini appears further ahead, shoot him in the leg with a handgun or machine gun then rush behind and perform an instant kill melee attack to keep him from changing into a Duvalia. A character could simply shoot a flash round toward him if he changes. --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - Lying in a space below a crate shortly after turning to the left after the Big Man Majini encounter. [ ] First Aid Spray - Lying near two breakable tall crates in the area where the cage trap would normally drop. [ ] Green Herb - Lying near some sandbags off to the left after climbing the ladder near the first aid spray pickup. ------------------------------------------------------------------------------- - Use the Hydra shotgun to easily deal with the two Big Man Majini near the lifts. Be sure to rush toward the area where your AI partner gets off of the lift. It doesn't really matter which route your character takes, but quickly meet up with the AI partner in case the Adjules hit that character. - If you want to grab the gold in the safe to the north, have the grenade launcher with flash rounds ready before pressing the button to the lift in the north then shoot the plagas Adjule from the other side after the lift moves up to easily defeat him. ========= Ship Hold ========= --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - In the first room, this is on a shelf to the left before moving down the stairs. [ ] Green Herb - On a shelf on the west side of the room where the characters meet Excella. This is off to the left near the exit door. ------------------------------------------------------------------------------- --> ROOM WITH MAJINI LOOKOUTS Be sure to request all weapons from the AI partner before entering this room. Stand on the walkway and shoot the following Majini lookouts in the order displayed below so your characters can avoid all the Majini that would normally attack in the room below: a) The Majini on the walkway directly across from the door. b) The Majini on the high walkway across from the walkway (look up and to the south). c) The Majini behind the crates below (left). d) The Majini behind the crates below (right). e) The Majini around the side of the walkway to the east. He's behind the cover wall. MAKE SURE to take cover behind the wall near him and then pop out and shoot him in the head. Otherwise, he might notice your characters if a character simply steps out from behind the wall. f) The Majini that climbs up the ladder from below while the characters are on the east walkway. Shoot all of the above Majini and the alarm will not go off and your characters can easily make it through the room below. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Next to a crate on the first floor on the south side. It's near some oil canisters. ------------------------------------------------------------------------------- - Arm the Hydra shotgun and shoot all the Majini with machine guns in the tunnel that leads to the other side of the ship hold. Shoot them quickly when they first notice your characters to avoid having them fire their machine guns if they carry one. Perform an instant kill melee on the Majini that drops from the ladder at the end of the tunnel to keep him from becoming a Duvalia or simply kill him normally and shoot a flash round. --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - In between the crates off to the right after climbing the ladder that leads out of the tunnel. [ ] Green Herb - On the second floor walkway to the north in the area where the characters battle the Gatling Gun Majini. [ ] Green Herb - On the bottom floor in the area where the characters fight the Gatling Gun Majini. This is on a crate along the north side of the room. ------------------------------------------------------------------------------- --> GATLING GUN MAJINI BOSS ** ANTI ROCKET LAUNCHER METHOD: Hide behind a cover point on the center set of crates and wait for the Gatling Gun Majini to move down the stairs. If he shoots toward the AI partner, rush at him with your character. Hit him with a Hydra shotgun blast from up close then run up and melee him as he slides back. Shoot him again with the Hydra from close range then run up a melee. Keep pushing him back with constant shotgun blasts and melees and he will fall very quickly. The characters can also drop back into the tunnel and plant proximity bombs along the tunnel then shoot him with the magnum whenever he is stunned from an explosion. With how narrow the tunnel is, he has to walk over each proximity bomb, so simply lay them out and hide behind a wall then jump out and fire the magnum at him while he is stunned. ** ROCKET LAUNCHER METHOD: Point the rocket launcher at him when the battle begins and fire. Yawn. --> ROCKET LAUNCHER MAJINI AREA This area is not any different than playing it on any other mode since the rocket hits are always instant dying status anyway. Hide behind the crates and shoot the Majini with rocket launchers when there is a break in their rocket launcher fire. Two of them are on the walkway across from the characters (left and right sides) and one of them is on the floor in between the two walkways. Try to shoot one of the rocket launcher Majini on the walkway from the beginning in order to stagger him and this will keep two rockets from destroying the first two crates. Kill the wounded rocket launcher Majini off after taking cover from the first rocket. Shoot the one below with a headshot and then finally shoot the other one on the walkway. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - On a covered crate off to the right at the starting of the room with the rocket launcher Majini. ------------------------------------------------------------------------------- ******************************************************************************* Pro Mode - Chapter 6-2 [PM62] ******************************************************************************* Recommended Weapons Main Character: _ Hydra shotgun (for close Base Majini) _ H&K MP5 machine gun (for quick fire on Base Majini) _ First Aid Sprays AI Partner: _ Any rifle _ Jail Breaker shotgun ========= Main Deck ========= The button taps during the cutscene are the only threats to survival here. The following list the commands for the second cutscene: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -> COMMAND INPUT 1 Sequence: The Uroboros tentacle quickly moves toward the characters as they move up the stairs to the walkway above and it tries to smash them against the wall as they attempt to jump to the right. Type: Single button pres/Slightly rapid button press Command: Dodge -> COMMAND INPUT 2 Sequence: The tentacle continues to follow the characters as they run along the walkway then it tries to slap them as the characters attempt to jump and roll. Type: Single button press/Slightly rapid button press Command: Dodge -> COMMAND INPUT 3 Sequence: The characters recover from the roll and the tentacle rakes across the top portion of the walkway but the characters jump and roll out of the way again. Type: Single button press/Slightly rapid button press Command: Dodge -> COMMAND INPUT 4 Sequence: The characters look up to see a tentacle and quickly jump out of the way of the tentacle as it tries to smash them almost directly after they roll from the last tentacle strike. Type: Single button press/Slightly rapid button press Command: Dodge -> COMMAND INPUT 5 Sequence: The characters rush to the end of the walkway and one of them climbs a crate then that character turns to pull the other one up as a tentacle heads for them to smash them against the crate. Type: Two button press Command: Climb over -> COMMAND INPUT 6 Sequence: The characters run past the crate as the tentacle continues to follow. The tentacle races up the stairs after them and tries to smash them against the middle portion of the stairs from overhead as they attempt to jump away from it. Type: Rapid button press (much more extended than the last few) Command: Run - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ====== Bridge ====== Be sure to watch for all the overhead tentacles along the way: - Before reaching the first green herb - While approaching the dead Majini body in the hall outside the room with the Chalice (Gold) treasure - Right before reaching the stairs outside the room with the dead Majini body inside They all still require an action button press in order to dodge them, even on Pro mode. They won't send a character into dying status with the first hit but they take quite a bit of damage. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - In the corner of the first hall before turning left to enter the room down the hall. A tentacle will try to grab the characters before reaching this. [ ] Green Herb - On a table in the room with the second Chalice (Gold) treasure. This is in the room to the left after moving up the stairs. ------------------------------------------------------------------------------- - Once the characters move up the stairs, arm a machine gun then aim down and shoot the first Majini that lies in the hall ahead to make him get up. Kill him off then shoot at the Majini to the right down the hall to the left and he will get up along with a few others. Blast them all with your weapon of choice then get ready to kill off a fully armored Majini. Use a flash round to stun him if he dashes or blast the armored Majini with Hydra shotgun to push him back. He will change into a Duvalia if he isn't killed with an instant kill melee from behind. You'll have to aim down at his feet in order to get a leg stun on him. Shoot a flash round at the Duvalia if the Majini changes into one. --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - Behind the top floor control panel in the control room where the Uroboros can viewed through the window. Move up either set of stairs to reach it. ------------------------------------------------------------------------------- --> UROBOROS AHERI BOSS Recommended Weapons Main Character: _ Grenade Launcher with flame rounds (for killing Uroboros blobs and damaging the core of the Uroboros) _ Flame Rounds (load your inventory with tons of flame round ammo) AI Partner: _ S75 rifle (for shooting the tentacles to weaken them) _ First Aid Sprays ** ANTI ROCKET LAUNCHER METHOD: - Making the most of the inventory Have the AI partner's inventory filled with nothing but the S75 rifle, rifle ammo and have all the rest as healing items. Your character should have the grenade launcher and tons of flame rounds. The AI partner should do the healing this time since you're main character is going to be very busy! Throughout this battle, pick a back corner on the bottom floor and DO NOT move from that corner. You want both characters to stay together. The AI partner will heal your character very well since the AI character will stay in the corner with your character providing an almost instant Resuscitation or heal when needed. Flame Rounds are absolutely essential to have in this battle because of the Uroboros blobs. The Uroboros blobs and the command dodging are some of the hardest factors to overcome in this battle on Pro mode but if you have the right equipment setup a shown above then the battle isn't that bad at all, but you still have to be very careful. With the S75 rifle, the AI partner will help out greatly for this battle since that character will be firing with a very damaging weapon if fully powered at that character won't be able to waste too much ammo because of the constant bullet ejection. Thanks to the S75's high capacity, only one extra slot of rifle ammo is really needed to help out for this battle. The AI partner has some real good pinpoint aiming for hitting the tentacles also! - Revealing the core for the fist time At the start of the battle, equip the grenade launcher. You can actually point toward the left side and shoot one of the glowing tentacles rather easily with a flame round to damage it badly. Run over to the LTD laser portion in the middle of the area and pick up the LTD with your main character. Run over to a corner and put your back to it. Find a darkened tentacle among the two tentacles then aim at it and fire. Directly after firing, drop the LTD and allow it to recharge then fire flame rounds at the Uroboros blobs that will land on the platform. One flame round can finish off a whole group. These enemies will appear after each tentacle is damaged badly or destroyed. They're attacks will not send a character into dying status right off, but each attack will take around 25% of a characters life and the Uroboros substance that covers a character will drain that characters health down to near dying status. Pick up the LTD after the majority of the Uroboros blobs have been finished and the LTD should be nearing full recharge. The AI partner should take care of any single blobs that are left most of the time. Quickly aim up at the other tentacle and lock onto it then fire. Immediately after shooting the final tentacle, while the core of the Uroboros is preparing to reveal itself, lay down the LTD laser and fire flame rounds at the surrounding Uroboros blobs. Once the majority of them have been killed off, aim toward the core of the Uroboros and fire two flame rounds at it to damage it badly then pick up the LTD and lock onto the core then fire the laser at it. This will severely damage the Uroboros core. Lay down the LTD once again and fire flame rounds at the Uroboros blobs that land on the platform. - Revealing the core for the second time While firing at the Uroboros blobs, after the core has been damage, the four tentacles of the Uroboros will rise into the air and prepare to smash the platform, so quickly fire a flame round up at one of the tentacles to cancel the attack. This shot will not produce any Uroboros blobs on the platform. When the four tentacles are on the screen, pick up the LTD laser while the AI partner shoots the with the S75 rifle then try to find a darkened tentacle and then lock onto it and fire. Try to always find the tentacle that the AI partner has been firing at and this will help out a bunch in aiming at it since it will be slower. You'll need to go through a pattern of firing the LTD laser, laying it down, firing flame rounds at the Uroboros blobs, picking up the LTD laser, firing again until all tentacles are gone. Remember that destroying or highly damaging a tentacle will always make Uroboros blobs rain down on the platform, so always be prepared to handle them with flame rounds. The portion of the battle where all four tentacles are on the screen at the same time is the most dangerous part of the battle since the tentacles will ram toward your character and try to smash the character. The Uroboros tentacles will glow brightly shortly before they ram. You'll get a button prompt dodge command to dodge the attack shortly before the ram. It is possible to quickly arm the grenade launcher and shoot a flame round at the glowing tentacle to cancel it's attack and it is also possible to quickly pick up an item before the attack so that the attack passes right through your character during the item pickup invincibility animation. By standing in a corner, your characters will be so close together that the AI partner will instantly heal your character out of dying status even with a healing item, so mistakes can be made here and you'll still be able to continue. When the core reveals itself again, sweep the platform of Uroboros blobs by firing flame rounds at them then fire two flame rounds at the core. Pick up the LTD laser and fire. The second laser shot should finish off the Uroboros. ** ROCKET LAUNCHER METHOD: The Uroboros must be shot in its core for a one hit kill with the rocket launcher so use the method described above until the core is revealed then shoot the core with the rocket launcher to finish off the Uroboros. ******************************************************************************* Pro Mode - Chapter 6-3 [PM63] ******************************************************************************* Recommended Weapons Main Character: _ Hydra shotgun (for close Base Majini) _ H&K MP5 machine gun (for quick fire on Base Majini) _ PSG-1 rifle (for distant Base Majini and distant Gatling Gun Majini) _ Grenade Launcher w/flash rounds (for blinding Base Majini and stunning Reapers) _ S&W M29 magnum (for the Reaper's chest weak point and distant heavy fire for Gatling Gun Majini) _ Bullet Proof Vest _ Melee Vest (the Chris player needs this for the final boss battle) _ First Aid Sprays AI Partner: _ S75 rifle _ Jail Breaker shotgun _ Proximity Bombs (request from partner later; see tip for Gatling Gun Majini) _ Bullet Proof Vest =========== Bridge Deck =========== Nothing really special here, so get to the Bridge ====== Bridge ====== Get to the Engine Room and let's stop this impending Biohazard! *snicker* =========== Engine Room =========== - Stand at the starting position and begin shooting the Majini around the area with the rifle. Shoot the Majini near the lever to the right up ahead and the Majini on the high walkway to the left up ahead. Shoot the two Majini around the missiles below (right and left side). The Majini down the walkway to the left will get killed by an explosion as the characters approach him --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - At the end of the walkway to the left as it stretches to the east. This is in a left corner at the end. ------------------------------------------------------------------------------- - Look down into the shallow water and shoot the Majini before hopping down into the water. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - Around the side of the metal pillar near the lever that opens the first bulkhead door. ------------------------------------------------------------------------------- --> OPENING THE FIRST BULKHEAD DOOR - Immediately after using the lever to open the first bulkhead door, turn to the west and move in between the metal pillar and the wall so that the Majini on the high south walkway cannot hit your characters with pipe bombs. Arm the Hydra shotgun then immediately start to blast the Majini that move around the side of the metal pillar (they drop from a high ledge up above). Carefully move around the side of the pillar then take out the Hydra shotgun and blast any Majini that move up the stairs toward your characters. The Majini with stun rods can move pretty quickly, so remain aiming. Watch out for any Majini that might drop from the overhead ledge near the pillar also. Take out the rifle to shoot any distant Majini but remain primarily focused on the Majini that will move up the stairs. - Rush behind the first north pillar in the middle of the room as the bulkhead doors begin to open since Majini with machine guns will soon start to fire from the other bulkhead room to the south. Take out the rifle and shoot them when there is a break in their gunfire. Shoot them as they try to jump over the gap and shoot the machine gun Majini in the very back of the next room; the Majini in the very back have less accurate aim, but don't always count on that. Make sure to survey the area before and while moving on. Straggler Majini with machine guns can catch a player off guard so very easily in this area. - Hop over the gap then look toward the staircase off to the left (in the back of the area) with your rifle then quickly shoot the Majini with the rocket launcher as he steps into his usual position. Scan the high walkway to the south then shoot the second rocket launcher Majini on that walkway. - Stand behind a cover point and shoot at any Majini that try to move over the railings in the center of the area. Finish them off before they can get to your characters. Majini with machine guns will begin to enter the area from the west walkway, so look on that walkway and shoot them as they try to jump toward the middle area. Two waves of them will appear. Be very cautious while moving to the south since there are sometimes straggler machine gun Majini that can easily finish off your fine run on Pro mode. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - In front of the second left pillar in the second bulkhead room. [ ] Green Herb - On the north end of the right walkway. Use the ladder to get up on this walkway. [ ] Green Herb - In a corner along the south side of the left area with standing water below the side of the middle walkway. [ ] Green Herb - At the north end of the right area with standing water below the side of the middle walkway. [ ] First Aid Spray - Step onto the high walkway in the south and this will be on a table inside the left (east) room. [ ] Red Herb - Step onto the high walkway in the south and this will be on a metal crate inside the right (west) room. ------------------------------------------------------------------------------- --> THE REAPERS ** ANTI-ROCKET LAUNCHER METHOD: Wait for both Reapers to gather on the middle walkway after pulling the levers - run around the walkway and dodge their attacks until they step together. While they are grouped, fire a flash round twice at both of them to make them expose their chest weak points. Shoot each of them in the their chest weak point with a shot from the S&W M29 magnum to finish both of them off with one shot each. ** ROCKET LAUNCHER METHOD: Fire a rocket at each of the Reapers as they appear. They don't arrive at the same times, so it's easy to fire a rocket at them both as they move toward the characters. --> THE GATLING GUN MAJINI ** ANTI-ROCKET LAUNCHER METHOD: Don't even think about heading for the stationary gatling gun to take on the Gatling Gun Majini or they will easily kill both characters along the way. Oh, surely you kid, Berserker, we can just use flash rounds to blind them and then get to the gatling gun, right? No, the yellow one wears sunglasses and is immune to flash explosives. Run all the way back to the far north and stand in the middle of the walkway against the north wall. Arm the PSG-1 rifle and have the AI arm the S75 rifle; take the shotgun or any other weapon away from the AI partner if needed. Right when the Gatling Gun Majini show themselves, start firing at them with the PSG-1 rifle and the AI partner will fire at them with the S75. Don't take cover at the moment, just stand out in the open and shoot. Try to shoot them in the head, but don't constantly go for headshots. You mainly want to spam them with gunfire. Headshots will instantly stun them and a few shots anywhere on there body will stun them eventually. Blast any Majini that try to move toward your characters while doing this. Switch to the S&W M29 magnum when the Gatling Gun Majini get close and shoot them with it. A few shots from the magnum will knock them out of their attacks and stun them. The Gatling Gun Majini in the yellow outfit is the weaker of the two, so concentrate the most on him to bring him down so you'll only have to deal with one, but spread fire between both of them to stun them as they move toward your characters. Eventually, your characters will most likely have to take cover behind a nearby pillar to avoid gunfire but there should only be one left by then and he shouldn't have much health left. TIP: To make the above battle ever easier, place a few proximity bombs along the path of the red Gatling Gun Majini. Place one right beside the first metal pillar to the west and one beside the second metal pillar to the west while moving back toward the north bulkhead door. This will stun him while he walks toward the characters and help out a lot in damaging him. For precise placement of the bombs, look at the floor next to the west pillars; the yellow line signifies the red Gatling Gun Majini's path to the north usually. Make sure to place them far enough apart to where one explosion doesn't set off the other proximity bomb. ** ROCKET LAUNCHER METHOD: Stand on the middle walkway right near the bars of the bulkhead door after defeating the two Reapers and face the room behind the bars. Find the portion of the floor in between the two lifts that the Gatling Gun Majini will rise from and aim toward that area. After the cutscene that introduces the two Gatling Gun Majini, aim toward the floor in between the two lifts that they rise from then quickly fire a rocket at the floor in between them so that the explosion of the rocket hits them both and this will kill both of them instantly. --------------------------------------------------------------------- ITEM LIST [ ] First Aid Spray - At the top of the right (west) high platform in the third bulkhead room. [ ] Green Herb - Move down the stairs on the right (west) side of the third bulkhead room and this will be in the back corner behind the stairs. ------------------------------------------------------------------------------- TIP: Before exiting the area, equip the grenade launcher with flash rounds to get a helpful edge on the next boss battle. --> WESKER BOSS Recommended Weapons Main Character: _ H&K MP5 machine gun (for hitting the rocket that Wesker grabs) _ S&W M29 magnum (for weakening Wesker once the rocket launcher is out of ammo) _ Grenade Launcher w/flash rounds (for canceling Wesker's attacks while he chases the AI partner; this basically draws his attention toward the main player) _ First Aid Sprays AI Partner: _ Any magnum ** ANTI-ROCKET LAUNCHER METHOD (well sorta'): Right when this battle begins, Wesker might try to shoot at your characters, so be ready to dodge his handgun fire. If your main character has the grenade launcher with flash rounds equipped right from the beginning of the battle, then quickly point at the floor and fire a flash round to cancel any attacks that Wesker might perform. Shut off all the lights in the area like normal; as usual, this will reduce Wesker's visibility while he attempts to find the characters. If Wesker is dashing toward your character while that character is near a lever, DO NOT issue a command to turn off the light since Wesker is likely to hit your character before or after the lever pull. Stand near a lever and get the AI partner to shut it off and that character will shut off the rest of the lights in the area. The AI partner needs to be kept busy so that the AI character will not try to engage in combat with Wesker at the moment. If Wesker follows your character then that is excellent since you can easily dodge his attacks by stepping away from him. If Wesker tries to go after the AI partner then shoot a flash round at him to make him run toward your main character. Run to the northwest and break the glass on the case then take the RPG-7 NVS. This battle hasn't really changed all that much except for one little tiny thing. One rocket. Whenever a character takes the RPG-7 NVS from the glass case along the northwest side of the area, the rocket that comes loaded in the RPG is the ONLY rocket that can be found in the area. The tall crate to the northeast and tall crate on the high northeast walkway that usually contained RPG rounds only have a random item and the glass case on the second floor does not have any rockets inside. Make that one rocket count! Shoot him with the rocket when he has lost sight of your characters then shoot the rocket with a weak weapon and rush in for the restrain. It will fail, but it's always fun to try in vain for the first time, right? This first restrain does not have to be activated in order to finally restrain and inject him the second time. Once the rocket has been used, the remainder of the battle must be spent weakening Wesker with a magnum and melee combos. Wait for him to lose sight of your characters then fire at him twice with any magnum to make him stagger. Run up and perform a melee combo on him while he staggers. CHRIS MELEE COMBO Commands = Left Hook - Right Hook - Body Blow - Heavy Blow - Finishing Combo .-----------------------------------------------------------------------------. | BUTTONS | Action | Action | Assist | Run | Action + Run | | PS3 | [] | [] | O | X | [] + X | | X360 | X | X | B | A | X + A | '-----------------------------------------------------------------------------' * The "Left Hook" command starts the combination and the rest of the commands are timed presses. SHEVA MELEE COMBO Commands = Reverse - High Kick - Front - Knee - Double Heel Kick Kick Strike Hop .-----------------------------------------------------------------------------. | BUTTONS | Action | Action | Assist | Run | Action + Run | | PS3 | [] | [] | O | X | [] + X | | X360 | X | X | B | A | X + A | '-----------------------------------------------------------------------------' * The "Reverse Kick" command starts the combination and the rest of the commands are timed presses. Constantly stun Wesker with two magnum shots then run up and perform a melee combo to him. Wesker is much more inclined to kick the levers in order to turn the lights back on Pro mode, so a character can easily fire at him while he tries. Try not to let him turn them back on or your characters will have to go through the trouble of turning it back off to darken the area. The main problem with taking on Wesker with a magnum is that the AI partner tends to stick around and attempt to take him on solo. This can be bad, but it can be used to your advantage if your character runs away from Wesker. While the AI partner is near him, shoot at Wesker to damage him then run up and perform a melee combo again. Eventually, he will fall and your character will be able to get a "Restrain" command from behind him once again. When the restrain command is activated for the second time, the AI partner will inject Wesker with the suppressant and the battle will end. ** ROCKET LAUNCHER METHOD: To save on purchasing two rocket launchers, use the RPG-7 NVS for the first rocket launcher hit then bring your own rocket launcher into the battle and fire the second rocket while Wesker holds the first rocket then run up and restrain him to have your AI partner inject him then end the battle. With the infinite rocket launcher, a player can simply spam rockets on Wesker. Fire a rocket then fire another rocket while he holds the first. A player will have to do this two times (four rockets) in order to weaken him enough to where the characters can inject him however. The following list the commands for the cutscene after the first Wesker fight: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -> COMMAND INPUT 1 Sequence: After Wesker says: "Uroboros will be released into the atmosphere ensuring complete global saturation", he will dash toward both characters and try to impale one of them with his arm. Type: Single button press (Possible two button press on Pro mode) Command: Dodge Player: Both (If a player fails, then that player's character gets impaled with Wesker's arm.) -> COMMAND INPUT 2 Sequence: When Wesker jumps to the wall and Chris aims his gun up toward Wesker as Wesker prepares to fire his own gun. Type: Single button press Command: Fire Player: Chris -> COMMAND INPUT 3 Sequence: When Wesker grabs Sheva by the throat and holds her by the neck. Type: Left analog shake Command: Break Free Player: Sheva -> COMMAND INPUT 4 Sequence: When Sheva turns to shoot Wesker shortly after Chris runs toward the lever in the back of the plane. Type: Single button press Command: Fire Player: Sheva Special Note: Command Input 4 is kind of worth failing at least once to view the unique death that takes place. Wesker will jump toward Chris and twist his neck from overhead before falling. -> COMMAND INPUT 5 Sequence: Shortly after the flashbacks of Jill and Chris at the Spencer Estate when Sheva prepares to let go of the metal railing as Wesker grapples her leg. Type: Two buttons Command: Help Player: Chris - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> MUTATED WESKER BOSS Recommended Weapons Main Character: _ Hydra shotgun (for easily hitting Wesker's back weak point during the final portion of the battle) _ PSG-1 rifle (for hitting Wesker while he chases after the AI partner in the first few portions of the battle) _ S&W M29 magnum w/plenty of ammo (for hitting Wesker's frontal weak point) _ First Aid Sprays AI Partner: _ Any rifle (for hitting Wesker while he chases your main character) _ Any magnum (for hitting Wesker's frontal weak point)* * The AI partner sometimes spams gunfire with this weapon a bit too much, so giving it to that character is up to the player. --------------------------------------------------------------------- ITEM LIST [ ] Red Herb - In between the two tall crates to the right after turning to toward the plane. ------------------------------------------------------------------------------- Nothing has really changed for the beginning portions of this battle. Run from him like normal until the characters are forced to split up. The main obstacle that either character really needs to focus on is dodging Wesker's Uroboros projectiles since they will send a character into immediate dying status on Pro mode. Make sure to hit the dodge button commands as they appear to dodge these. Remember that during the cutscene when Sheva pulls herself up, a Chris player will have to continue to dodge the Uroboros projectiles as Wesker fires them toward Chris. Each character should shoot Wesker like normal from a distance while he chases after the partner. Use a rifle and fire at him. Sheva players will need to focus on hitting his back weak point while he walks toward Chris. Chris players won't have to worry about hitting any particular area while Wesker chases after Sheva. --------------------------------------------------------------------- ITEM LIST [ ] Green Herb - To the left while moving up the path that leads to the center rock platform. [ ] Green Herb - At the very end of the path before Sheva jumps across the boulder that Chris pushes into the lava. Only Sheva players can obtain this. ------------------------------------------------------------------------------- The following is the list of command inputs for the Chris and Sheva players during the first part of this fight: - - - - - - - - - - - - - - - - - - - CHRIS - - - - - - - - - - - - - - - - - - -> COMMAND INPUT 1 Sequence: Chris pushes the boulder. Type: Rapid button press Command: Push -> COMMAND INPUT 2 Sequence: Chris begins to lift up on the boulder. Type: Left analog rotation Command: Push -> COMMAND INPUT 3 Sequence: Chris begins to punch the boulder. Type: Hook Command: Rapid button press (random and constantly changing) -> COMMAND INPUT 4 Sequence: Chris pushes the boulder into the lava lake. Type: Ram Command: Two button press - - - - - - - - - - - - - - - - - - - SHEVA - - - - - - - - - - - - - - - - - - -> COMMAND INPUT Sequence: Sheva holds onto the side of the ledge and struggles in maintaining her grip. Type: Climb Up Command: Button Mash - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ** ANTI-ROCKET LAUNCHER METHOD: Once both characters meet, constantly try to move behind Wesker. If he grabs your character, press the assist button to make the AI partner knock him off. If he grabs the AI partner, free that character yourself with a partner assist melee command (assist button near the character). Aim at Wesker's back weak point whenever he performs a right arm attack and blast the back weak point with the Hydra shotgun to stun him. Once his back weak point is shot, use the "Come on" command to call the AI partner away from Wesker then allow Wesker to perform his Uroboros spiral attack. If the Chris player has a melee vest equipped then that player can survive Sheva's slashes on Pro mode, but a Chris player that is not equipped with a melee vest will most certainly die by Sheva's hand since her stabs will easily kill the Chris player. A Chris player with a melee vest can approach Wesker's backside after his Uroboros spiral attack to get a "Restrain" command. A Chris player needs to be sure to tap the run button as quickly as possible while Sheva slashes Wesker. Start pressing the button before the rapid button prompt command appears. Sheva should only take about half of Chris' life if the melee vest is equipped to the Chris player. In order to take Wesker down without using the restrain command, a player must shoot him in his frontal weak point with a magnum. Use the S&W M29 to aim at the orange weak point in the center portion of his chest and fire at the weak point to damage him. If Wesker does not turn toward your characters or if he attacks, simply shoot him anywhere on his body with the magnum to make him face your character and expose his frontal weak point. He will eventually hide the weak point again and you'll need to get behind him and shoot his back weak point with the Hydra shotgun. Always use the Hydra shotgun or a Jail Breaker shotgun to hit his back weak point since you really won't have time to aim and its close spread will surely hit the weak point if the shot is fired at his back while the weak point is exposed. There are times where the weak point will not be exposed. It is only exposed when Wesker performs a right arm attack, but it's best to constantly try to move to the back of Wesker and see if his back weak point is exposed since getting behind him will usually allow the character to avoid his attacks in the process. It is not hard to take down Wesker without the hold and cut commands but it will take a bit more work than usual. He can be killed when he is stunned for the second time if your characters spam his frontal weak point with magnum fire both times. ** ROCKET LAUNCHER METHOD: Bring a Hydra shotgun with your character and then get behind Wesker and fire at his back weak point with a shotgun blast. Remember that he will only showcase the back weak point during a right arm attack. When he exposes his frontal weak point, aim at it then fire a rocket directly at it. If he tries to attack or turn to the side, quickly take out a powerful weapon then shoot him to make him face forward then shoot him with the rocket launcher. - Faster method with rocket launcher While playing as Chris, anytime before or up until Wesker chases the characters to the end of the rock ledge, aim up at the weak rock ledge that a character must shoot to obtain the Diamond (Marquise) treasure then shoot it with the rocket launcher (or the far right top portion with a shotgun) to make it crumble before Chris has to drop from the ledge. With Chris, immediately after falling, turn to the north (left) then hop over to the ledge with the Diamond (Marquise) treasure. DON'T move over to the treasure however, turn around to face Wesker instead. Wait for him to jump onto middle rock that leads to the ledge where your character is and wait for him to raise his right arm. Quickly leap back to the rock that he is on then leap back to the starting ledge where Chris dropped. Quick turn and aim at Wesker then fire a rocket at his back weak point to finish the battle. The following list the command for the final cutscene: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -> COMMAND INPUT Sequence: While the ending cutscene plays, right when Chris and Sheva aim with their rocket launchers. Type: Two button press Command: Fire - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =============================================================================== Professional Mode S-rank Playthrough by Sairento27/Silent_Zone7 =============================================================================== The following videos showcase an S-rank playthrough of Professional mode by Sairento27 on youtube. The playthrough is recorded with unskipped cutscenes and all treasures and BSAA emblems are collected. View the playlist of all videos here: http://www.youtube.com/user/SairentoZ7#play/user/587552F0FC22126A And check out Sairento27's youtube page here: http://www.youtube.com/user/SairentoZ7 ------------------------------- Professional Mode S-rank Videos ------------------------------- Part 01 - Civilian Checkpoint - http://www.youtube.com/watch?v=mGlOJv4iUqA Part 02 - Public Assembly - http://www.youtube.com/watch?v=acWFMh72XoA Part 03 - Urban District - http://www.youtube.com/watch?v=F2yte7Qw0P0 Part 04 - Abandoned Building - http://www.youtube.com/watch?v=cHrd1WpnKUk Part 05 - Uroboros Boss - http://www.youtube.com/watch?v=phmhB32WNpQ Part 06 - Storage Facility - http://www.youtube.com/watch?v=nh9TCjT-JcM Part 07 - The Port - http://www.youtube.com/watch?v=BUdJL_WN4pM Part 08 - Shanty Town - http://www.youtube.com/watch?v=AkwgrsZ06F8 Part 09 - Train Station - http://www.youtube.com/watch?v=WEMP59FDXOU Part 10 - The Mines - http://www.youtube.com/watch?v=Hu9ysWXPALA Part 11 - Mining Area/Boss - http://www.youtube.com/watch?v=Y-I4UwMqDTk Part 12 - Savannah - http://www.youtube.com/watch?v=i1dh61BORiI Part 13 - Ndesu Boss - http://www.youtube.com/watch?v=CuvlynfZ5lI Part 14 - Marshlands - http://www.youtube.com/watch?v=1xEnwNi0F1I Part 15 - Shaman Plate - http://www.youtube.com/watch?v=bJogXmSepjY Part 16 - Village - http://www.youtube.com/watch?v=bwbGnbXyVlI Part 17 - Execution Grounds - http://www.youtube.com/watch?v=y1h_tx7vGfY Part 18 - Oil Field Refinery - http://www.youtube.com/watch?v=4tA0NoHlOKQ Part 19 - Oil Field CF - http://www.youtube.com/watch?v=efU3hj9djKo Part 20 - Oil Field DF - http://www.youtube.com/watch?v=KcDg346hAjM Part 21 - Patrol Boat Boss - http://www.youtube.com/watch?v=JavwcJQBKnI Part 22 - Caves - http://www.youtube.com/watch?v=DESAszkvbPI Part 23 - Ancient Village - http://www.youtube.com/watch?v=gPek_PeF_Og Part 24 - Labyrinth/Mini-boss - http://www.youtube.com/watch?v=q1JEPTJxPqI Part 25 - Worship Area - http://www.youtube.com/watch?v=UOyWmrdNAho Part 26 - Pyramid - http://www.youtube.com/watch?v=r7eEGZGBAKY Part 27 - Underground Garden - http://www.youtube.com/watch?v=QC7mXgan0cE Part 28 - U-8 Boss - http://www.youtube.com/watch?v=ZeHJ7VHDtRk Part 29 - Power Station - http://www.youtube.com/watch?v=1_5kY4H9PFA Part 30 - Missile Area (1st) - http://www.youtube.com/watch?v=5m7_Tcax9es Part 31 - Uroboros Mkono Boss - http://www.youtube.com/watch?v=q_iFAQ5a2Ls Part 32 - Missile Area (2nd) - http://www.youtube.com/watch?v=4JZkPFfPJzo Part 33 - Platform/Monarch R. - http://www.youtube.com/watch?v=1AYF9Kx5CV8 Part 34 - Monarch Room Boss - http://www.youtube.com/watch?v=NgtR_efyB2I Part 35 - Monarch Room Boss - http://www.youtube.com/watch?v=-ZPL-vzx48g Part 36 - Ship Deck - http://www.youtube.com/watch?v=BzW25JfyRe4 Part 37 - Ship Deck (Cont.) - http://www.youtube.com/watch?v=Vlg2wDnCd2k Part 38 - Ship Hold - http://www.youtube.com/watch?v=rUIAu0w2g-I Part 39 - Bridge/Uroboros A - http://www.youtube.com/watch?v=gz4dsaC6Urg Part 40 - Engine Room - http://www.youtube.com/watch?v=1pVVhCOehms Part 41 - Hangar Boss - http://www.youtube.com/watch?v=4WXAxaYxfp8 Part 42 - Final Boss - http://www.youtube.com/watch?v=QFnuE2jBdQs Part 43 - Ending and Credits - http://www.youtube.com/watch?v=ifrtFIiTJms [SR00] =============================================================================== ____ _ ____ _ _ / ___| _ __ __ _ _ __ | | __ / ___| _ _ (_) __| | ___ \___ \ ___ | '__|/ _` || '_ \ | |/ / | | _ | | | || | / _` | / _ \ ___) ||___|| | | (_| || | | || < | |_| || |_| || || (_| || __/ |____/ |_| \__,_||_| |_||_|\_\ \____| \__,_||_| \__,_| \___| S - R A N K I N G G U I D E =============================================================================== ======== OVERVIEW ======== A player will need to achieve an S-rank on at least one difficulty in order to unlock the Wesker (rare) figure to complete the figures list. This section will give a player tips on how to minimize time, maintain accuracy, kill more enemies and avoid death. Each chapter section in the guide breaks down each stage based on the tips that I give a reader for each category if there is a noticeable method for obtaining it easily. The categories are: Accuracy, Enemies Routed, Deaths and Time. =============== S-RANK CRITERIA =============== The following is a breakdown and description of all the categories that player is graded on at the end of each stage. -- ACCURACY Accuracy is determined by taking the shots that a player has fired divided by the total number of times that an enemy is actually hit. An enemy must be hit while it is still living. Shooting an enemy while it is dying or literally on the floor dead will not count as a hit and will count against accuracy. Any shot that does not hit an enemy will count as a shot missed. Explosive shots such as grenade rounds must hit some type of enemy in order to count as a hit. The hit does not have to be direct with a grenade round so long as the shot's area effect hits an enemy. Melee weapons do not count against accuracy even when a strike does not hit. -- ENEMIES ROUTED Enemies Routed stands for the number of enemies that have been defeated in a chapter. Majini, boss enemies and even animals count toward this category. A player can shoot crows, snakes, and rats among other type of animals found in the various environments in a chapter in order to boost kills. -- DEATHS This represents the number of times that a player's character died and the player chose to continue. Always choose to not continue then start over from the prior save at the last checkpoint. Each accepted continue will count against a player. -- CLEAR TIME Clear time is a player's total time taken to complete a stage. Time will not continue to count down when the game is paused. =========== S-RANK TIPS =========== INFINITE AMMO DOES NOT COUNT AGAINST RANK There is not penalty for using infinite ammo or a rocket launcher so a player can easily use these options while attempting an S-rank. RESTART OFTEN IF SOMETHING IS SCREWED UP Each checkpoint retains all the current stats the player has accomplished up to that checkpoint, so restarting over at a checkpoint will not retain anything that was done up until that point. Long story short, if your character enters dying status, you miss a shot or take too long then quickly restart from the previous checkpoint to have another try without retaining the flaws of your previous attempt; Restarting wipes your slate clean. This is most useful for gamers that want to S-rank Professional mode. RESTART IF YOU NEED TO GRAB OR PURCHASE A WEAPON OR ITEM Just like what is mentioned above, restarting will not count against you, so restart at the last checkpoint if you need to grab an item from the main inventory or purchase an item. PAUSING THE GAME DOES NOT EFFECT TIME Simply put, pausing the game at any point does not effect the time category for your chapter ranking. You could be at one full minute on the chapter segment timer then pause the game and read over my full Resident Evil 5 guide on GameFAQs from start to finish then come back in the next three days that it takes to read it thoroughly and still be at one minute on the timer clock. EQUIP ANY GRENADE TYPE TO RUN FASTER Instead of having a gun equipped all the time, equip any type of grenade while running through a stage in order to make your character move a bit quicker than usual. =============================================================================== Chapter 1-1 - S-rank tips =============================================================================== --> Chapter 1-1 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 20+ | 15 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <12'00" | 17'00" | 22'00" | 22'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than Recommended Weapons: M29 magnum Grenade Launcher w/explosive rounds Rocket Launcher == Back Alley == -- ENEMIES ROUTED: Toss a flash grenade or shoot a flash round at the crows that are on the dead dog carcass down the stairs near the beginning for some extra kills. -- TIME: Run by the first Majini that attacks. Simply move to the side as he dashes then exit the room. -- TIME: Avoid the mob of Majini in the alley. Quick turn and run to the door behind the characters. -- ENEMIES ROUTED: On your way to the door while being chased by the Majini in the back alley, a player can toss a flash grenade over the fence of the chicken pen to defeat the two chickens inside for two extra kills. The fence will be to the right just before reaching the door. -- ENEMIES ROUTED: A player can toss a flash grenade or shoot a flash round at the rates in the underground tunnel for some extra kills. -- TIME: It's best not to fight any enemies until the Public Assembly is reached since you can get all of your kills at the Public Assembly. You're confined in that area for a certain amount of time, so use that time to gain kills. == Public Assembly == -- TIME: Run against the gate as the Executioner breaks the gate and get out into the town area as quickly as possible. The gate swing from the Executioner CANNOT hit your characters. The longer a character stays behind the gate portion, the longer the stage will last. Getting past the gate is what will start the timer for the Public Assembly battle. -- TIME/ENEMIES ROUTED: Fire a rocket at the Executioner ONLY after he fully breaks the gate. He is immune to damage while behind the gate and a few frames after he breaks the gate. Run into the town immediately after he breaks the gate then turn and fire a rocket at him. He can so easily be taken down with the M29 magnum as well. Your call. -- ENEMIES ROUTED: Use a magnum to finish off the Majini at the Public Assembly. Be sure to aim carefully and don't shoot at a Majini that tries to dodge to the side. Any type of explosive will work well also. Make sure that you hit an enemy if a grenade launcher is used since failure to hit anything with its spread will decrease accuracy. =============================================================================== Chapter 1-2 - S-rank tips =============================================================================== --> Chapter 1-2 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 15+ | 10 | 7 | <6 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <13'00" | 18'00" | 23'00" | 23'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than Recommended Weapons: M29 magnum Rocket Launcher == Urban District == -- TIME: All Majini in the stage can be run by but a few of them need to be killed in order to gain the kill amount for the chapter. -- ENEMIES ROUTED: Shoot enough Majini along the way to satisfy the kill amount for this chapter. Count them as you shoot them then only shoot the required amount to save time. -- TIME: Don't grab the old building key. Don't even hoist Sheva up either of the ladders. Simply run by them. -- TIME: Don't enter the building along the way to gain the extra treasure inside. -- TIME: Walk toward the fence off to the left before entering the building with Allyson then aim upward and toss a hand grenade behind the locked gate behind the fence and the explosion will likely break the lock so a character can kick through it after fighting Allyson. Kick through the door later and the characters can fight a few of the Majini early as they move down the alleyway behind the gate. -- TIME: When Allyson appears, shoot her with the M29 magnum twice - once to kill her then once to kill the Cephalo that spawns from her. To hell with time-consuming flash explosives and instant kill melees gained from random leg stuns. -- ENEMIES ROUTED: Defeat most of the Majini that try to enter the room after defeating Allyson to secure the kill amount for this chapter. Kills can still be gained on the rats and crows at the Abandoned Building however. == Abandoned Building == -- ENEMIES ROUTED: Toss a flash grenade or shoot a flash round at the rates along the twisting hallways that lead to the stairs where the black slime drips from the ceiling to gain some extra kills. -- ENEMIES ROUTED: A player can aim toward the water tower where the BSAA emblem is in the Abandoned building and shoot a flash round toward it to kill off the crows that fly in the air for extra kills. == Furnace Facility == -- TIME: Right after the cutscene, while the characters are in the hall facing Uroboros, fire a rocket at the boss to instantly end the battle. =============================================================================== Chapter 2-1 - S-rank tips =============================================================================== --> Chapter 2-1 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 60+ | 45 | 30 | <29 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <23'00" | 28'00" | 33'00" | 33'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than Recommended Weapons: M29 magnum PSG-1 rifle Grenade Launcher w/explosive rounds and electric rounds Hand Grenades Flash Grenades/Flash Rounds Rocket Launcher == Storage Facility == -- ENEMIES ROUTED: Toss a flash grenade or shoot a flash round at the rats in the back of the room for some extra kills. -- TIME: Don't even collect anything. Run to the door then exit the area. == The Bridge == -- TIME: After moving past the first C4 tripwire, toss a flash grenade at the Majini with the crossbow behind the crates up ahead to keep him from running toward the ladder. Shoot all the Majini with a magnum while they are stunned. -- TIME: Toss a flash grenade or shoot a flash round at the plagas Adjule that appears then fire explosive rounds at the rest of the Adjules. -- TIME: Use a combination of explosive rounds and the magnum to defeat the Adjules, Majini and Big Man Majini. Toss a flash grenade into the open area to blind the Majini with crossbows and cocktails then quickly shoot them with the magnum or a rifle. -- TIME: After hopping over the gap in the bridge, fire a rocket from the rocket launcher directly at the truck instead of shooting the nearby red barrel. The truck will crash faster. Simply run to the left of it as it slides by to save time. -- TIME: Toss a hand grenade or shoot an explosive round at each wave of Adjules in the sewer tunnel. -- ENEMIES ROUTED: Toss a flash grenade or shoot a flash round at the rats near the exit door in the sewer tunnel for some extra kills. == Docks == -- TIME: In the waterway area where the Kipepeos first spawn, run by all the Kipepeos as they begin to spawn then shoot the lock on the door at with a magnum. Kick through the door then rush into the tunnel. Turn back around while they are all spawned then throw a flash grenade or shoot a flash round to defeat them all at once. -- ENEMIES ROUTED: Toss a flash grenade or shoot a flash round at the rats in the sewer tunnel for some extra kills. -- TIME: When approaching the door with the lock in the marketplace area, toss a hand grenade toward the door while running up to it to break the lock quicker so your main character can kick it open after the explosion without having to aim and shoot the lock. Don't enter the building from the window in the back since that will take longer. -- TIME: Use explosive rounds to easily defeat the grouped Majini when they move down the street in the area where Kirk appears in the helicopter. It's a good idea to use the rifle for some of the more distant Majini. == Shanty Town == -- TIME: At the beginning, kick through the blue door and run right by the building then move up the path ahead. Don't even worry about the Majini in the first building. -- TIME: Fire the rocket launcher or fire an explosive round at the Majini that move down the stairs from the second building. Try to destroy the wooden door at the top with the same blast to avoid having to kick through it along the way. -- TIME: When the characters reach the locked door that Sheva normally has to unlock from the other side, aim toward it with the grenade launcher then shoot the extreme bottom portion of the door with an electric round from the current side to break the padlock on the other side. The laser of the grenade launcher must point toward the very bottom of the door and it must be in the center. Kick through the door and skip the Majini on the top floor of the building. -- ENEMIES ROUTED: Be sure to fight the Majini outside the building for the extra kills. -- TIME: After the cutscene where the Chainsaw Majini appears, fire a rocket from the rocket launcher at him. Turn back around and shoot some of the Majini that jump over the cars below the stairs for some extra kills. Don't forget to grab the key from the Chainsaw Majini's body; it's easy to do while in a hurry. == Train Yard == -- ENEMIES ROUTED: A player can toss a flash grenade or shoot a flash round at the crows that are perched on the large metal crate near the building for extra kills. They can also be shot out of the air, but this will require more work obviously. -- DEATHS: Make sure not to fail any of the commands during the cutscene that plays after stepping beyond the gate. If you fail then choose not to continue and start over to keep deaths at 0. The following list the commands for the cutscene: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -> COMMAND INPUT 1 (Chris) Sequence: A Majini suddenly leaps into the air from behind a tree while on a bike and flies toward the characters with a chain ready to hit them but Chris turns to push Sheva out of the way. Type: Single Button Command: Dodge -> COMMAND INPUT 2 (Sheva) Sequence: As the Majini on the motorcycle drags Chris away while he is caught on the chain, Sheva aims her guns carefully and fires at the chain to break it and free Chris. Type: Single Button Command: Fire -> COMMAND INPUT 1 (Both) Sequence: Two Majini on motorcycles drive straight toward the characters but as the characters prepare to dodge. Type: Two buttons Command: Dodge - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =============================================================================== Chapter 2-2 - S-rank tips =============================================================================== --> Chapter 2-2 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 50+ | 35 | 20 | <19 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <22'00" | 27'00" | 32'00" | 32'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than Recommended Weapons: M29 magnum PSG-1 rifle Flash Grenades Rocket Launcher Mixed Red and Green Herb or First Aid Spray -- TIME: Arm a grenade launcher and use explosive rounds to quickly kill the Adjules. -- TIME: Have a mixed herb ready then fall onto the mine cart without shooting the C4. Take the damage from the first C4 hit then heal and run to the end then exit. -- TIME In the dark cave, equip the M29 magnum then shoot each Majini and the Cephalo that spawns from it very quickly; use two quick shots. Instant kill melees take too long. -- TIME: When the characters reach the lit-up cave portion of the mines, shoot a few Majini on the ground level then run directly toward the ladder. Climb up to the third floor via the right side then fight off a few Majini. Move through the middle tunnel then toss a flash grenade at the three Majini at the end. This will cause the one with dynamite to explode and kill the one by him along with himself, so just shoot the other then step onto the elevator. -- TIME: Use the PSG-1 rifle to shoot many of the Majini near the mountainside while in the building at the Mining Area. Wait until the Majini stop moving toward the gatling gun (should be three) then quickly exit the building. And continue toward the mountainside ahead. -- TIME: Don't boost Sheva up the side of the mountain. Stay together then race up the mountain while shooting Majini. Carry some healing items with your characters since the dynamite can take off quite a bit. Push the crate on the very top of the mountain a bit early after defeating the first group of surrounding Majini. A player does not have to defeat all the Majini on the mountainside in order to satisfy the kill amount for the stage is most of the Majini up until this point have been defeated. POPOKARIMU BOSS -- TIME: Toss a flash grenade at the ground when the Popokarimu boss battle begins to instantly knock him out of the air and stun him. Run directly over to the back of his tail then shoot the red fleshy portion with the rocket launcher to defeat him. =============================================================================== Chapter 2-3 - S-rank tips =============================================================================== --> Chapter 2-3 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 40+ | 30 | 20 | <19 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <09'00" | 12'00" | 15'00" | 15'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than -- ACCURACY: With the number of bullets that will need to be shot during the first portion of this stage, it's rather hard to maintain a good accuracy at that time. Aim for the Majini's motorcycles and shoot to make them explode instantly. During the Ndesu fight is basically when a player can make up for all the missed shots. Try to focus on hitting Ndesu as much as possible and be a bit hesitant in shooting too much when he is at a distance. For the most part, a player shouldn't have any problem in achieving around 70% accuracy for the chapter. -- TIME: Time is really only a factor in this chapter during the Ndesu fight. Try to focus on his plagas as much as possible and be sure to focus all firepower on his big plaga when it moves out of his back. -- ENEMIES ROUTED: You'll have no problem gaining the require kill amount. Make sure to attempt to defeat all Motorcycle Majini most of all. -- DEATHS: Death can be one of the biggest issues during the Ndesu fight, especially on higher difficulties. DON'T continue if you die. Simply choose "No" then start from the checkpoint of the Ndesu fight after loading your saved game again. To avoid having to load up a game, choose to restart if the jeep's health is incredibly low during the battle. =============================================================================== Chapter 3-1 - S-rank tips =============================================================================== --> Chapter 3-1 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 30+ | 20 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <18'00" | 22'00" | 26'00" | 26'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than Recommended Weapons: M29 Magnum Grenade Launcher w/explosive rounds Flash Grenades PSG-1 rifle (for partner mainly) --> ACCURACY -- ACCURACY: Toss a flash grenade at some of the groups of Wetland Majini in this stage to stun them all then quickly shoot them with the M29 magnum to easily defeat them with little hassle while they are blinded. -- TIME: When docking the boat at any area, drive at full speed directly toward the wooden dock and watch for the "Get Out" command then immediately press the action button to dock quickly in order to save time. -- TIME: Obviously, you don't want to collect any of the extra pickups such as the rocket launcher or venture out to the chicken island in the middle of the lake. -- TIME: Immediately pick up the Beast Slate from the first area then step back on the boat. Drive to the west portion to collect the Warrior Slate. -- TIME/ENEMIES ROUTED: Fight off the Wetland Majini on the way to obtaining the Warrior Slate in the northwest house. Shoot them on the way to the building then shoot them while exiting the building and make sure the battle music stops before leaving in order to confirm that all have been defeated. -- TIME: Make sure that the AI partner has a rifle before leaving on the boat so that character can easily shoot the Majini on the high platform while leaving the Warrior Slate area. -- TIME: Drive to the east then collect the Raptor Slate next. Finish off the crocodile that blocks the path in the far east by shooting him with a magnum. Fight off the Wetland Majini like normal, collect the Raptor Slate then exit the area and make your way to the Shaman Slate in the north. -- ENEMIES ROUTED: The chicken in the area with the Shaman Slate can be defeated for an extra kill and the chickens at the chicken island can all be defeated for extra kills. Toss a flash grenade at a chicken to kill it easily. -- TIME/ENEMIES ROUTED: Immediately boost Sheva up to the right tower in order to collect the Shaman Slate. Use a combination of the M29 magnum and the grenade launcher with explosive rounds to quickly defeat the Wetland Majini that attack. Use grenade rounds for grouped Wetland Majini and the magnum for single Wetland Majini. Toss a flash grenade at the Duvalia when it spawns from a Wetland Majini. -- ENEMIES ROUTED: You'll need to use a rifle to take out the Majini on the tower that overlooks the waterway, or simply run by him to save time. Either way, toss flash grenades at the crows along the first few tree branches while moving down the waterway then have a flash grenade ready to kill off the crows on the dead BSAA soldier body down the right path in the Village. -- TIME: Rush toward the area with the crank in the northeast section of the Village then round the corner and immediately shoot the Majini and the Giant Majini with the M29 magnum. Use the piercing fire to shoot through the Majini and hit the Giant Majini. Climb to the raised area and instruct the AI partner to use the crank. Stand near the hill and shoot the Majini as they jump on top of the raised area. Let them come to you for the most part. Only drop when they stop appearing as much then kill off the stragglers on the way to the bridge. -- ENEMIES ROUTED: The two snakes inside the pots on the floor of the north building on the other side of the bridge can be defeated for extra kills. =============================================================================== Chapter 3-2 - S-rank tips =============================================================================== --> Chapter 3-2 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 50+ | 35 | 20 | <19 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <19'00" | 23'00" | 27'00" | 27'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than Recommended Weapons: M29 magnum PSG-1 rifle Grenade Launcher w/explosive rounds Proximity Bombs Hand Grenades Flash Grenades -- ENEMIES ROUTED: There are a vast majority of enemies in this chapter, so a player can easily afford to leave the Control Facility and the Docks early if all other enemies are defeated in other areas. -- TIME: When the characters reach the railing the overlooks the Execution Ground, take out the PSG-1 rifle and shoot the Majini with explosive arrows on the north tower then shoot the other Majini with explosive arrows on the walkway to the south. Another Majini with explosive arrows will exit the tunnel to the east so be ready to shoot him as well. Shoot as many Wetland Majini with the rifle as you can then fall down the ladder. Arm the magnum and shoot the rest of the Majini that appear along the way to the gap that the characters have to leap across. Toss flash grenades to stun the Majini then shoot them if they ever start to dodge too much. Be ready for Kipepeo spawnings as well by aiming upward and shooting at them or tossing a flash grenade at that time. -- TIME: Order the AI partner to turn to the crank then have a flash grenade ready to toss at the Wetland Majini as they arrive. Shoot them with the magnum until they start to mount up then toss a flash grenade at them to stun them and shoot them with the M29 magnum. A grenade launcher with explosive rounds can be used at this point as well. -- TIME: The raft dodge command will always be L1+R1/LT+RT on normal but it will cycle between L1+R1/LT+RT and []+X/X+A on higher difficulties. Quickly climb off the raft once it nears the end. Don't wait for it to stop. -- ENEMIES ROUTED: Kill the snakes at the camp site for some extra enemy kills. At the camp site, arm flash grenades and toss one into the tall patch of grass to the right at the beginning then toss another into the tall patch of grass past the middle oil drum. The snakes are closest to the north end of each patch of grass. Make sure the cutscene plays before tossing the first flash grenade. == Refinery == -- TIME: Take out the rifle and shoot the Majini with crossbows on the left and right towers. Fall down the ladder then rush ahead and wait for the Majini to pile up then shoot them with an explosive round. One extra Majini appears on the south high platform so shoot him whenever your character move up to the next high area. A player can always use flash grenades to blind the Majini at the Refinery if they become too numerous then shoot them with the magnum while they are stunned. -- TIME: Rotate the north valve handle first by moving up the south set of stairs and using the zipline to ride over to it. Defeat the Chainsaw Majini (blue pants) with a rocket launcher. -- TIME: Order the partner to rotate the middle valve handle to turn off the flames that block the way to the northwest platform then quickly drop down the side and wait for the Majini to appear on the north side then quickly shoot them all with the magnum after the cutscene. Be sure to shoot the one with the crossbow on the high platform. Climb up to the high platform and use the zipline to ride across to the south valve handle. Rotate the south valve while the Chainsaw Majini with red pants moves toward the character. Run from him and don't fight him to save time. Move up the middle set of the stairs to the east. -- TIME: Have a grenade launcher with explosive rounds ready to shoot the group of Majini that move out of the corner at the end of the east walkway. The AI partner will likely be further behind your character if you chose to run from the Chainsaw Majini but wait by the exit door and the partner will catch up before the Chainsaw Majini gets to the door. == Control Facility == -- TIME: The first group of Majini at the Control Facility can all be easily defeated with a magnum. Stand by the north window (break it with the knife) and wait for the second wave. Once they appear, fire at them through the window opening. More Majini will climb the gate on the east side, so turn to deal with them and fire at any more than move through the north window, including the two Big Man Majini. -- TIME: Constantly move ahead on the second floor of the Control Facility and fire at the Majini with crossbows as your main character moves near them. Proximity Bombs can be placed along the second floor walkway to defeat some of the Majini that will appear in the final wave a bit earlier than usual. Hop down to the door at the end. -- TIME: Arm the rifle when the final wave of Majini appear and shoot them from a distance until Josh disables the lock on the door. It's best to go ahead and climb back up to the first high platform to get a better view. The final wave will appear shortly after Josh makes his way to the controls and says "Dammit, is everything locked down!?" The Chainsaw Majini will most likely make his way near the high walkway so take out the rocket launcher and blast him or shoot him with the magnum to quickly finish him off. == Docks == -- TIME: Place a Proximity Bomb in the following place at the Docks: a) A little bit away from the front portion of the iron gate next to where the AI partner stand near the railing to look at the boat up ahead. b) At the top or middle of the first set of stairs along the way to the boat. After the cutscene, arm some hand grenades and toss them at each wave of Majini along the way that don't get hit by proximity bombs. The grenade launcher with explosive rounds can work well too, but it takes slightly less damage leaving some Majini alive after the explosion at times. Take out the M29 magnum and shoot the Big Man Majini in the third wave of enemies (the one with Adjules). Don't worry about the Majini with dynamite on the high towers and gas tanks; simply run right by them. =============================================================================== Chapter 3-3 - S-rank tips =============================================================================== --> Chapter 3-3 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 30+ | 20 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <19'00" | 23'00" | 27'00" | 22'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than Recommended Weapons: M29 magnum PSG-1 rifle Flash Grenades/Flash Rounds == Drilling Facilities == -- ENEMIES ROUTED: Arm a flash grenade and toss it into the water at the beginning to make the Majini on the right boat drop his cocktail and burn his partner and himself. Take out the PSG-1 rifle and shoot the Majini in the other boat. If the cocktail Majini don't drop their cocktails then the flash grenade will at least blind them all to where you can easily shoot them. -- ACCURACY: Only shoot explosive barrels and canisters along the way to the first docking area since there is always a Majini standing near them. -- TIME: When the boat docks for the first time, get off and arm the rifle then shoot the Kipepeo and Majini that attack. A flash grenade doesn't seem to work that well here. Shoot the closest explosive canisters on the back side of the area to finish off the Majini with cocktails up above. -- TIME: After pulling the lever, quick turn and arm the rifle then shoot the approaching Kipepeo enemies and Majini along the high walkway that are armed with dynamite. Try to shoot an explosive canister near the dynamite Majini if possible. A flash grenade can be thrown to get rid of the Kipepeo enemies very quickly, but the rifle works just as well really. Run back to the boat and immediately get on the boat without shooting any Majini up ahead early. -- ACCURACY: For the second boat ride, focus mainly on shooting red barrels. Only shoot Majini if they are very close while the boat approaches to maintain accuracy. -- TIME: The characters will still need to hide behind the cover wall to avoid the gatling gun fire in the second docking area. Don't stand back and attempt to shoot every single Majini from the cover area. Shoot only the ones with crossbows and cocktails before approaching the back area to save time. -- TIME: Immediately run toward a lever in the back then make the AI partner grapple one lever then leap across the gap in the middle and pull the other one. Arm some flash grenades and run back to the boat. When Kipepeos appear, toss a flash grenade below them. Don't spend much time with them if the majority of other enemies in this stage have been killed. Toss a flash grenade at the first wave along the way to the boat then get on the boat and leave behind the rest. Some of them can be shot or finished with a flash grenade as the boat departs. == Patrol Boat == IRVING BOSS -- TIME: On the Patrol Boat, hit Irving with a rocket from the rocket launcher. Hit him anywhere on his creature body to make him immediately yell and move up under the water; it's best to aim for his weak spot on his head then fire the rocket and it will hit him in his body as he swims. When he reveals his true body, fire at rocket directly at his true body to finish off the boss. This second rocket shot is the hardest because the shot must be direct to finish him off, so restart if necessary. Right when he appears for the second time, his true body will always move to the left at the start so aim a little to the left and then shoot. =============================================================================== Chapter 4-1 - S-rank tips =============================================================================== --> Chapter 4-1 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 50+ | 35 | 20 | <19 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <21'00" | 28'00" | 33'00" | 33'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than Recommended Weapons M29 magnum PSG-1 rifle Grenade Launcher w/explosive rounds Flash Grenades (bring two sets) or Flash Rounds (make sure they kill or blind something for accuracy purposes) --> TIME -- TIME/ENEMIES ROUTED: Use flash grenades to take out any groups of Bui kichwa in this chapter. You'll mainly want to use flash grenades on the big grouped in the beginning cave. -- TIME: Approach the first wooden ladder while tossing flash grenades at the Bui kichwa at the beginning then climb the ladder. Don't even activate the Bui kichwa appearances further down the tunnel. If every other enemy is shot, then their kills will not be needed. == Ancient Village == -- ENEMIES ROUTED: Shoot the spiders along the walls of the Ancient Village area to get some extra kills. There are three along the way to the bridge that breaks. One is found directly after falling from the stairway, one is to the left of the casket that can be opened and one is behind an open casket before getting to the bridge. -- TIME: Use a mixture of flash grenades or flash rounds and magnum shots to defeat the Wetland Majini and the Bui kichwa after falling through the trapdoor. -- TIME: Drop down the high area outside of the trap area then arm the grenade launcher with explosive rounds and shoot the Wetland Majini that attack. The magnum can be used as well but they tend to group so the grenade launcher works rather well here. -- TIME: Turn the crank immediately after fighting off the enemies then run and avoid the fireballs and then get past the closing door. Run immediately to the door down the stairs after the cutscene then exit the Ancient Village area. == Labyrinth == -- DEATHS: Make sure not to fail any of the commands during the cutscene shortly after entering the Labyrinth area. If you fail then choose not to continue and start over to keep deaths at 0. The following list the commands for the cutscene: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -> COMMAND INPUT 1 (Both) Sequence: Chris and Sheva quickly dash down the corridor as the pillars fall. Type: Rapid button tap Command: Run -> COMMAND INPUT 2 (Both) Sequence: Chris and Sheva leap over the pit that opens in the floor. Type: Single Button Command: Jump -> COMMAND INPUT 3 (Both) Sequence: Chris and Sheva quickly dash down the corridor as the pillars fall. Type: Rapid button tap Command: Run -> COMMAND INPUT 4 (Both) Sequence: Chris and Sheva leap over the pit that opens in the floor. Type: Single Button Command: Jump -> COMMAND INPUT 5 (Both) Sequence: Chris and Sheva quickly dash down the corridor as the pillars fall. Type: Rapid button tap (Much more extended than the rest of the taps) Command: Run -> COMMAND INPUT 6 (Both) Sequence: Chris and Sheva leap over the pit that opens in the floor. Type: Single Button Command: Jump -> COMMAND INPUT 7 (Main player [single play] or random player [co-op]) Sequence: While both characters are standing on the other side of the final pit, the ledge along the side falls out from underneath a character and that character has to grab onto the side. Type: Two Button Press Command: Grab - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- ENEMIES ROUTED: Toss flash grenades in the Labyrinth area whenever bats can be heard overhead to get some extra kills as the flash explosion knocks them out of the air. It's best to do this in the area with the blue status. -- TIME: Run straight toward either side of the blue statue in the labyrinth and command the partner to pull one chain then quickly run to the next chain. Don't grab the treasure to save time! Exit via the east end instead of the south to continue ahead. -- TIME: Arm the rifle when fighting the first group of Majini in the Labyrinth then shoot the ones with the explosive arrows on the stairs and the high ledge first then shoot them remainder of them with explosive rounds from the grenade launcher as they move around the corner to to the right. A second wave will appear after the first initial wave. -- TIME: Command the AI partner to grapple the top floor purple statue then run below and toss a flash grenade as the first few Bui kichwa that emerge from the ground. Pull the chain while the enemies appear and stay in ready status so that the partner will run back to the chain instead of coming to join your main character. Fight off the Majini and Bui kichwa afterward and try to defeat most of them. It's very possible to leave some and still get the required number of enemy kills even if you skipped some of the Bui kichwa in the cave area at the beginning though if the majority of other enemies have been killed. POPOKARIMU BOSS -- TIME: When the Popokarimu boss appears after pulling the chains of the red statue, run right by him and run up the stairs. Run all way to the exit door. Be sure to press the precise button commands that appear on the screen in order to dodge his attack or suffer instant death. =============================================================================== Chapter 4-2 - S-rank tips =============================================================================== --> Chapter 4-2 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 35+ | 20 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <16'00" | 20'00" | 24'00" | 24'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than Recommended Weapons: M29 magnum PSG-1 rifle Rocket Launcher Grenade Launcher w/explosive rounds Proximity Bombs Flash Grenade/Flash Rounds == Worship Area == -- ENEMIES ROUTED: Right before moving up the second set of stairs at the beginning, toss a flash grenade at the ground below the overhead arch to kill the bats that hang overhead. -- TIME: Don't go back to the door and place the emblems on the door for this part. Only place them once all of them are collected. -- TIME: Arm a rocket launcher and look toward the northwest light pillar. Find the side of the wall in front of the pillar that has a small opening on it. Fire the rocket so that it hits the lit-up portion of the wall behind the torch near that opening and the explosion will hit the Majini behind the wall. A grenade launcher with explosive rounds can be used to hit the Majini behind the northwest pillar as well. -- TIME: The northeast pillar can be deactivated with a rocket launcher as well. Aim toward the pillar then find the torch on the east side then aim at the lit up wall behind the torch and fire the rocket to hit the Majini that is controlling the light pillar and deactivate that light pillar. This can only be done with a rocket launcher until a character moves up the wooden walkway close to the pillar. -- TIME: Arm a rifle before stepping into the west area with the sea emblem then shoot all of the Wetland Majini with explosive arrows on the top platform. Enter the area then arm the rifle again and shoot the Majini as they move down the stairs. -- TIME: A Proximity bomb can be placed below the damaged portion of the north wall (with the torch on the back portion of the cave wall above) in order to kill the torch Majini that hops down from it after collecting the sea emblem. Place the bomb on the path that leads toward the center walkway and not directly below the wall. -- TIME: Shoot both Giant Majini in the west and northwest area with the rocket launcher or a magnum. -- TIME: Give Sheva a magnum before boosting her over to the area with the sky emblem. Arm the rocket launcher and be ready to fire at the Giant Majini as he falls down the ledge in the north. -- TIME: When moving into the east area with the Earth emblem, enter from the second floor by moving across the path to the east of the area with the sky emblem. After killing off the Wetland Majini and obtaining the emblem, fall off the second floor walkway back up the stairs instead of moving through the tunnel to save time then rush to the middle door and place the emblems on the door. == Pyramid == -- ENEMIES ROUTED: At the beginning of the pyramid area, toss a flash grenade to defeat the snake and the spider that crawls along the floor. Find the second spider in the middle of the stairs then shoot it as well. -- ENEMIES ROUTED: In the third puzzle room a player can enter the north room and use a flash grenade to defeat the Bui kichwa enemies that appear. This is really not needed and takes up extra time though since there are only two. -- ENEMIES ROUTED: Open the chest in the third puzzle room and toss a flash grenade at the vast group of Bui kichwa enemies to gain quite a few kills for this chapter. Be sure to do this in order to for sure get the require amount of kills for this chapter. -- TIME: Puzzle solutions listed below. - FIRST PUZZLE ROOM SOLUTION The following is a diagram that shows the fastest way to solve the first puzzle room. The diagram shows the way that the beams will reflect when the puzzle is finished. Turn the mirrors in the direction displayed in the summary. o | 4 ------------------------------------------------------------ 3 | * | | | 1 ---------------------------- 2 SUMMARY FOR THE FIRST PUZZLE ROOM: .------------------------------------------. | 1) Rotate Mirror 4 to the left one time. | '------------------------------------------' - SECOND PUZZLE ROOM SOLUTION The following is a diagram that shows the fastest way to solve the second puzzle room. The diagram shows the way that the beams will reflect when the puzzle is finished. Turn the mirrors in the direction displayed in the summary. 5 ------------------------------------------------------------ 4 | | | | | | | | | | 3 ----------------------------- 2 | | | * ----------------------------- 1 o SUMMARY FOR THE SECOND PUZZLE ROOM: .-----------------------------------------------------------------------. | 1) Knock down the pillar in between the light pillar and Mirror 1. | | 2) Turn Mirror 2 to the right one time. | | 3) Turn Mirror 5 to the left one time. | | 4) Knock down the pillar in between Mirror 4 and the elevator mirror. | '-----------------------------------------------------------------------' - THIRD PUZZLE ROOM SOLUTION The following is a diagram that shows the fastest way to solve the third puzzle room. The diagram shows the way that the beams will reflect when the puzzle is finished. Turn the mirrors in the direction displayed in the summary. Keep in mind that this particular diagram show the fastest way to exit the room and not obtain the treasure so it is different from the one in my walkthrough for the main game of Resident Evil 5. 5 ------------------------------------------------------------ 4 | | | | Skull Chest 3 ----------- | -------- o | | | | | | 2 ---------------------------------------------- 1 * SUMMARY FOR THIRD PUZZLE ROOM: .----------------------------------------------------------------. | 1) Turn Mirror 2 to the right one time. | | 2) Turn Mirror 1 to the right one time. | | 3) Turn Mirror 3 to the left one time. | | 4) Turn Mirror 5 to the right one time. | '----------------------------------------------------------------' =============================================================================== Chapter 5-1 - S-rank tips =============================================================================== --> Chapter 5-1 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 7+ | 5 | 4 | <3 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <12'00" | 16'00" | 20'00" | 20'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than Recommended Weapons: M29 magnum Rocket Launcher Grenade Launcher w/nitrogen rounds Proximity Bombs Flash Grenade/Flash Rounds == Underground Garden == -- TIME: At the start of the Underground Garden area, simply run up the stairs that lead to the Progenitor flowers then run down the opposite set of the stairs and then open the door at the end of the path ahead. Don't stop to collect anything. == Progenitor Virus House == -- TIME: Don't make any stops along the way and kick through doors all up until the characters get to the room with the caged animals. -- ENEMIES ROUTED: Kill all the animals inside the cages in the holding area of the Progenitor Virus House by tossing flash grenades at them or shooting flash rounds nearby them. You'll be a heartless bastard for killing innocent caged animals, but you'll gain the majority of the required kill amount for this chapter in this very room by being so cruel. -- TIME: Fire a nitrogen round at each Licker then shoot it with any weapon to shatter it. -- TIME/ENEMIES ROUTED: In the holding area with Lickers run to the door and kick it open the kick the next door with the partner assist command. Who care if your character alert them since time of the essence. Place at least one or two proximity bombs in the hallway that leads to the elevator (place them far apart to avoid having them set each other off) then call the elevator by using the button next to it. The Proximity bombs will give your characters the required kill amount for sure if the two Lickers and caged animals were finished earlier, so just get inside the elevator once it open and leave. Use nitrogen rounds if the Lickers ever get too close to the elevator and fire with any weapon to shatter them. == Experimental Facility == U-8 BOSS -- DEATHS: Make sure not to fail the command during the introduction cutscene to the U-8 fight. If you fail then choose not to continue and start over to keep deaths at 0. The following list the command for the cutscene: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -> COMMAND INPUT Sequence: U-8 swings at Chris and Sheva with its right pincher arm. Type: Two buttons Command: Dodge - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- TIME: During the start of the U-8 battle, take out the rocket launcher and aim directly at U-8's mouth while he has it open at the beginning then shoot a rocket directly into his mouth to finish him on normal mode. On Professional mode, it will take two rockets to the mouth to finish him off. He's severely weakened after one rocket though, so a few magnum shots will finish him also. =============================================================================== Chapter 5-2 - S-rank tips =============================================================================== --> Chapter 5-2 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 40+ | 25 | 15 | <14 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <22'00" | 26'00" | 30'00" | 30'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than Recommended Weapons: M29 magnum PSG-1 rifle Grenade Launcher w/nitrogen rounds. Rocket Launcher Flash grenade/rounds Hand Grenades == Missile Area: First Floor == -- TIME: Don't spend too much time worrying about taking cover in the first area with Base Majini. Simply run down the stairs in the first area and toss a hand grenade at the first three. Take out the rifle and shoot any survivors. Move on ahead and aim the rifle at the door then shoot the Base Majini as they open the door to enter the room. -- TIME: In the second area, immediately take out the rifle and shoot the Base Majini behind the closest set of metal crates then take cover behind that set of crates. Pop up and shoot the rest of the Base Majini quickly. Don't worry about triggering the single Base Majini that moves down the broken staircase in the side room to the left. You'll get your kill amount without having to defeat him. -- TIME: In the third area with Base Majini, move down the hall with the magnum equipped then quickly shoot the closest Base Majini behind the metal crates outside the hall. Carefully aim at the Majini with the stun rod that moves down the stairs and shoot him twice - once to kill the Majini and the second time to kill the Cephalo that spawns from him. Take out the rifle and shoot the other two Base Majini when they pop up from behind the railing up ahead. -- TIME: Move up the right set of stairs with the rifle equipped then shoot the Base Majini that can be seen. Look toward the very back of the area while still on the stairs and find the explosive canister on the opposite side of the room. It can just barely be seen through the railings if you stand in the middle of the right set of stairs and look toward the back of the room with the rifle. Shoot that explosive canister to take out the entire crowd of Majini with machine guns and Majini with stun rods. Quickly shoot the other Majini with the machine gun up the stairs then exit the area. -- TIME In the area with the Lickers, a character MUST defeat them in order to satisfy the amount of kills for this chapter if the upcoming Base Majini conveyor belt battle is skipped. Use Nitrogen Rounds to freeze them then shatter them with any gun. On an actual timed run, you'll want to simply run by the Lickers and reach the door at the end. -- TIME: While on the high railing in the room with the conveyor belts, run to the far end with the ladder but DON'T drop just yet. There are two Majini below that will call others to your attention but they can be defeated quickly to where the battle below can be avoided. Take out a hand grenade and toss it down at the Majini with the metal mask right below the ladder. Toss it so that it hits him and makes him explode in the direct hit range. QUICKLY, while the hand grenade bounces, take out the rifle and aim at the Majini on the bottom floor along the far east side then shoot him in the head before he fully finishes yelling. This will cancel the battle where the Base Majini attack below. Remember that you can restart and try again from the top walkway if the Base Majin are alerted. -- TIME Run along the middle portions of all conveyor belts to move faster along them. -- TIME: Shoot the Majini on the high walkways before getting on the second conveyor belt. Stay along the middle portion of the conveyor belt to keep from moving backward the whole time. Shoot the explosive canisters as much as possible and be wary of the Majini on the high walkway, especially the two with pipe bombs at the end - shoot them as soon as possible. If any Majini with metal shields ever get too close to your characters then shoot them with nitrogen rounds to freeze the Majini then shatter them with gunfire. -- TIME: Shoot the Reaper with the rocket launcher right when he appears. Be careful about running too close to the area where he drops to avoid getting hit by the rocket blast radius. -- TIME: Right after pulling the lever to turn on the conveyor belt with test subjects on it, hop off the side then wait for the first set of metal crates to move by. Run as fast you can to the east along the conveyor belt then quickly run to the left just as your main character passes by the railing to the left to reach the end without having to go the long way around; your character will make it past the railing before the metal crates move down the conveyor belt. Climb up onto the platform then exit the area like normal. The AI partner can sometimes screw up this trick. UROBOROS MKONO BOSS -- TIME: Right at the beginning of the battle with Uroboros Mkono, take out the rocket launcher then fire a rocket directly at it to finish off the Uroboros with a single shot and end the chapter. =============================================================================== Chapter 5-3 - S-rank tips =============================================================================== --> Chapter 5-3 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 30+ | 20 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <38'00" | 42'00" | 48'00" | 48'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than Recommended Weapons: M29 magnum PSG-1 rifle Rocket Launcher Grenade Launcher w/nitrogen rounds Flash grenade/flash rounds M92F handgun (for AI partner) == Experimental Facility == -- TIME: Run through the open door in the room where Uroboros Mkono was fought in the last chapter and move toward the ladder to the left then climb the ladder and follow the hall to the right then exit the area. Don't collect any pickups to save time. == Missile Area: Second Floor == -- TIME: Take cover and shoot the Base Majini with machine guns in the Second Floor Missile Area like normal. -- TIME: Arm the rocket launcher and shoot any possible Reapers that fall from the eggs attached to the ceiling. -- TIME: Remember that a player has to enter the room to the left of the lift in order to pull a lever inside that will activate the lever to the lift. Make the AI partner control the lever then get on the lift. Arm the rifle and shoot the Majini with the machine gun on the far walkway off to the right while the lift moves across. Arm the grenade launcher with nitrogen rounds then shoot and freeze both Majini with metal shields on the opposite side and shatter them with gunfire to finish them without hassle and also cancel their Cephalo spawning. -- TIME: The Majini with rocket launchers and stun rods can be taken down by using a rifle as usual. Have a flash grenade or flash round ready for the Cephalo that two of them will spawn. -- TIME: When approaching the office, make the AI partner open the door to the office by shouting the "Go" command then quickly fire a nitrogen round at the three Majini inside the office to freeze them all. Shatter them with weapon fire then continue on. == Moving Platform == -- TIME/ACCURACY: While on the moving platform, only shoot the Majini with near the levers to save on both time and accuracy. The first Majini that holds a lever is on an east platform and the second Majini that holds a lever is on a west platform. -- TIME After both Majini are shot, once the platform rises to the top, a character can arm the rocket launcher and fire a rocket directly at the group of Majini that move along the catwalk up above while they head to the stairs. Shoot them through the grated floor of the catwalk. Other than the explosion from a rocket launcher a grenade launcher with explosive rounds will wound them a bit. Use a rifle like normal while taking cover behind the center portion of the platform to shoot them once the platform rises all the way otherwise. == Monarch Room: Entrance == -- TIME: Remember that a player has to activate the elevator by pulling a lever behind the building in the Monarch Room Entrance before anything else. Ride the elevator up to the catwalk then use freeze rounds to freeze the first two Lickers. Run along the high walkway then freeze and shatter the first Licker off to the right that climbs onto the walkway. Place proximity bombs along the walkway and then place a few along the catwalk. That leads to the crate. Begin to push the crate and listen as the explosions go off. Try to push it as far as you can then only turn to fight the Lickers when they get too close. Freeze them with nitrogen rounds then shatter them with gunshots. == Monarch Room == JILL AND WESKER BOSS -- TIME: When the battle with Jill and Wesker begins, immediately run to the door off to the right and examine it to trigger the cutscene where Wesker will kick your main character through the door. Run up both sets of stairs in the hallway behind the door then arm the rocket launcher and turn around while at the top of the second set of stairs. Wait for Wesker to move around the corner after he moves up the first staircase then fire a rocket at him then shoot it to make him leave. NOTE: If Wesker turns and moves back down the staircase and heads toward the middle of the Monarch Room then he will leap up to the balcony on the other side and come around the way. It's best to simply restart when he does this in order to save time. NOTE 2: Sometimes Wesker will not lose sight of the characters while rounding the stair corner, so the rocket will miss as he dodges. If he does this then it is best to restart instead of running down the corridor to the next corner. JILL BOSS -- TIME: Method 1: While fighting Jill, arm the grenade launcher with flash rounds and shoot a flash round near her to stun her in place from the beginning. Have the AI partner equipped with a handgun then get behind Jill while she is stunned then restrain Jill yourself so the AI partner can shoot. Face Jill's legs as she gets up and she should rise with her back to your character, so spam the action button to restrain her. Try to restrain her then the AI partner will help out by shooting her chest device. Allow Jill to lie on the ground and don't perform a ground tear. All the rest of the restrains should be performed in the same way but your character will have to face her head after the second shot in order for her back to be facing your character once she gets up. Simply face her head and tap the action button as she gets up to restrain her so the AI partner will shoot her chest device. Entreat her if you must, but restrains should work fine as long as your main character faces her head portion. Keep this pattern up until her chest device has been shot 6 times then perform a ground tear to tear it off and end the battle. Ground tears prior to six shots will only screw up the process of entreating and restraining her. It doesn't really make it any quicker by performing a ground tear and you'll have to chase after Jill more after dodging her counter attack since your character will roll away from her during the dodge. Knife slash Jill or shoot her once with a low powered machine gun to make her get up faster. NOTE: In order to avoid using flash rounds at all, move down the left staircase right as the battle starts and tap the action button to quickly entreat Jill while playing as Chris and she will stagger as she runs directly ahead to where she can be easily restrained. This command will only appear for a slight second if you're extremely fast in moving down the left set of stairs. The key part to getting through this battle quickly is to know which way she will turn after each knockdown so your character can quickly restrain her. Face her legs after shooting the device and throwing her down once then face her head after shooting the device for the second time and tossing her down. Always face her head for any throw after two shots. Don't let the AI partner attempt to retrain her since the AI partner will only end up annoying the hell out of the player with random throws from her front side instead of restrains from behind. Method 2: http://www.youtube.com/watch?v=ik_xWOejbOs The player in the next video we have here is quickly restraining Jill at the beginning of the battle and allowing the AI partner to shoot the device then throw here. The AI partner is armed with a handgun. The player is moving forward just a bit after the AI partner throws Jill so that the AI partner moves behind Jill. The player uses a flash round to stun Jill so that the AI partner will grab her. Directly after each shot to the device the player shoots another flash round at Jill to both stun her and keep the AI partner in place. The AI partner responds with an automatic restraint after the blinding flash each time since the AI partner doesn't have time to move. This method works with both characters. The device only takes 6 shots, so it can be torn off after the sixth shot after the AI partner tosses Jill to the floor. This method actually works extremely well and is easy to do and it will definitely help for a better overall time with the Jill battle. Method 3: http://www.youtube.com/watch?v=k4DPhPyL4Bo As you can see, the player in the video above is running down the left set of stairs right as the battle with Jill begins. If you watch closely, a quick "Entreat" command appears since he is meeting Jill right when he reaches the bottom of the stairs. The player is quickly Entreating Jill before she runs by. The Entreat stuns Jill right when she stops. The player shoots the device while Jill is stunned then quickly shoots her in the chest to stagger her. The player quickly shoots the device and then the chest multiple times, one right after the other, to damage the device then stagger her with another shot. The VZ61 machine gun that is used does little damage for each body shot so it won't kill Jill. The staggering shots are also keeping the AI partner from grabbing Jill. Notice how the AI partner only grabs Jill once the shots have ceased. This method can be very hard and the beginning Entreat is luck based since Jill will sometimes not run directly ahead as the battle starts. =============================================================================== Chapter 6-1 - S-rank tips =============================================================================== --> Chapter 6-1 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 40+ | 25 | 14 | <14 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <26'00" | 31'00" | 36'00" | 36'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than Recommended Weapons M29 magnum PSG-1 rifle Rocket Launcher Grenade Launcher w/explosive and nitrogen rounds. Flash Grenades/Flash Rounds == Ship Deck == -- TIME: From the start, turn to the south and shoot the Majini behind the vent structure. He is on a nearby walkway. Fight off the Majini up ahead as like normal and defeat them all for kills. Remember that the magnum's piercing will shoot right through their metal armor. -- TIME: Climb up to the very top of the nearby tower then shoot the Majini near the crane lever on the crane platform to the south to cancel the cage trap later on in the level. -- ENEMIES ROUTED: Shoot the two Majini that stand on the very top of the crane and shoot the Majini above the first ladder that leads to the crane platform. -- TIME: Walk backwards up the first set of stairs below the tower so that your character will be facing the Adjules as they pop out of the crate. Shoot them with explosive rounds from the grenade gun in order to hit them easily. One of the Majini along the stairs will form a Cephalo so prepare to shoot him twice with the magnum. Fire at the Majini and Big Man Majini with the M29 magnum. One of the Adjules will have his plagas revealed, so shoot it with a flash round or toss a flash grenade at it. When the Majini up ahead spawns a Duvalia, take out a flash grenade or flash round and use the flash explosive to easily kill the Duvalia. He can also be shot with a nitrogen round and shattered to instantly kill the Majini without the spawning. This is the final Majini right before dropping from a ladder. -- TIME/ENEMIES ROUTED: Use the grenade launcher with explosive rounds to easily finish off the Adjules that attack while on your way to the exit door in the far south. Be sure to kill all the Adjules in the area, even the one behind the lift that can be raised to obtain the 3,000 gold pickup. He is a plagas Adjule so kill him with a flash explosive. == SHIP HOLD == -- TIME: Be sure to request all weapons from the AI partner before entering the room with the Majini lookouts. Stand on the walkway and shoot the following Majini lookouts in the order displayed below so your characters can avoid all the Majini that would normally attack in the room below: a) The Majini on the walkway directly across from the door. b) The Majini on the high walkway across from the walkway (look up and to the south). c) The Majini behind the crates below (left). d) The Majini behind the crates below (right). e) The Majini around the side of the walkway to the east. He's behind the cover wall. MAKE SURE to take cover behind the wall near him and then pop out and shoot him in the head. Otherwise, he might notice your characters if a character simply steps out from behind the wall. f) The Majini that climbs up the ladder from below while the characters are on the east walkway. Shoot all of the above Majini and the alarm will not go off and your characters can easily make it through the room below without having to worry about the usual Majini that would normally attack if spotted. -- TIME: Shoot most of the Majini in the tunnel with the M29 magnum while your characters rushes down the tunnel. The Majini before the last will form a Cephalo so shoot him twice the magnum to kill the Majini then the Cephalo. The final Majini that drops from the ladder will form a Duvalia so quickly shoot him with a nitrogen round when he falls then shatter him with gunfire to cancel the Duvalia spawning. -- TIME: Arm the rocket launcher then shoot the Gatling Run Majini as he moves down the stairs. -- ENEMIES ROUTED: In the area with the rocket launcher Majini, a player can fall down to the lower floor BEFORE killing off all the Majini with rocket launchers to make Bui kichwa enemies move out of a crate to the right. This can help a player that is lacking kills for this chapter. Simply use a flash grenade or flash round to kill them all with one light explosion. If you skipped out on the cage dropping sequence then you MUST get the Bui kichwa kills in order to get the full kill amount needed for an S-rank in kills on this chapter. =============================================================================== Chapter 6-2 - S-rank tips =============================================================================== --> Chapter 6-2 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 35+ | 20 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <22'00" | 28'00" | 33'00" | 33'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than Recommended Weapons: M29 magnum PSG-1 rifle Rocket Launcher Grenade Launcher w/flame rounds and nitrogen rounds NOTE: Gaining the required amount of enemy kills for this chapter will increase your time taken quite a bit, so you're going to have to give up on a speed run if you want the require enemy kills for this chapter. Enemy kills will basically be gained through the Uroboros blobs during the Uroboros Aheri boss fight. == Main Deck == -- DEATHS: Make sure not to fail any of the commands during the second cutscene. If you fail then choose not to continue and start over to keep deaths at 0. The following list the commands for the second cutscene: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -> COMMAND INPUT 1 Sequence: The Uroboros tentacle quickly moves toward the characters as they move up the stairs to the walkway above and it tries to smash them against the wall as they attempt to jump to the right. Type: Single button pres/Slightly rapid button press Command: Dodge -> COMMAND INPUT 2 Sequence: The tentacle continues to follow the characters as they run along the walkway then it tries to slap them as the characters attempt to jump and roll. Type: Single button press/Slightly rapid button press Command: Dodge -> COMMAND INPUT 3 Sequence: The characters recover from the roll and the tentacle rakes across the top portion of the walkway but the characters jump and roll out of the way again. Type: Single button press/Slightly rapid button press Command: Dodge -> COMMAND INPUT 4 Sequence: The characters look up to see a tentacle and quickly jump out of the way of the tentacle as it tries to smash them almost directly after they roll from the last tentacle strike. Type: Single button press/Slightly rapid button press Command: Dodge -> COMMAND INPUT 5 Sequence: The characters rush to the end of the walkway and one of them climbs a crate then that character turns to pull the other one up as a tentacle heads for them to smash them against the crate. Type: Two button press Command: Climb over -> COMMAND INPUT 6 Sequence: The characters run past the crate as the tentacle continues to follow. The tentacle races up the stairs after them and tries to smash them against the middle portion of the stairs from overhead as they attempt to jump away from it. Type: Rapid button press (much more extended than the last few) Command: Run - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - == Bridge == -- TIME: To speed up the process of moving through the ship's corridors, fire a single flame round at most of the Uroboros tentacles that bar the halls to make them retract into the ceiling and allow quick passage through the halls without having to take the long way around. Be sure to dodge the tentacles that move through the ceiling by pressing the action button when the dodge prompt appears. On any difficulty the dodge command is always the action button. -- ENEMIES ROUTED: Shooting the third Uroboros tentacle is basically useless since a player needs to move down the opposite hallway with the Majini bodies to defeat the Majini there in order to gain a higher kill amount. Move down that hallway then allow the Majini to get up then quickly defeat them with the M29 magnum. Shoot the one that appears from down the hall to the right with a nitrogen round to keep him from changing into a Duvalia then shatter him. == Bridge Deck == UROBOROS AHERI BOSS -- ENEMIES ROUTED: During the fight with Uroboros Aheri, allow the AI partner to shoot the tentacles with the PSG-1 rifle while your character aims for them with the L.T.D. laser targeting device. After each laser shot, lay down the L.T.D. and fire flame rounds at the Uroboros blobs that land on the platform. Incendiary grenades work well also, but flame rounds seem to work better. The Uroboros blobs in this chapter MUST be defeated in order to gain the required kill amount for this chapter. A player must make Uroboros Aheri reveal its central core a total of four times on Normal mode in order to make it spawn enough Uroboros blobs to gain the required kill amount for this chapter. And this does take in the fact that your character finished the Majini in the hallway while inside the ship. It is best to NOT fire the L.T.D. laser at the Uroboros weak point so as not to end the battle early. -- ACCURACY: Accuracy will not be decreased while firing a flame round so long as the flame rounds (or the fire spread) actually hit an Uroboros blob. The AI partner can work against the player here however since the AI partner can easily shoot an Uroboros blob that your character fires at and the flame shot will count against your rank if the flame round does not hit anything. Aim carefully and cautiously. -- TIME: Once Uroboros Aheri's central core weak spot is revealed (for the third time), arm the rocket launcher and fire a rocket directly at the central core to finish the battle. =============================================================================== Chapter 6-3 - S-rank tips =============================================================================== --> Chapter 6-3 Ranking Table <-- .-----------------------------------------------------------. | RANKS | S | A | B | C | |===========================================================| | ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% | |-----------------------------------------------------------| | ENEMIES ROUTED | 25+ | 15 | 10 | <9 | |-----------------------------------------------------------| | DEATHS | 0 | 1 | 2 | 3+ | |-----------------------------------------------------------| | CLEAR TIME | <22'00" | 26'00" | 30'00" | 30'01"+| '-----------------------------------------------------------' < = less than or equal to + = greater than Recommended Weapons: M29 magnum PSG-1 rifle Rocket Launcher == Bridge Deck/Bridge == -- TIME: Rush through the first few areas before the characters finish their dialogue. == Engine Room == -- TIME: Use the PSG-1 to defeat the Base Majini in the first room. Shoot them from the railing of the first walkway. Run to the lever to open the first bulkhead door then pull it. While the door opens, take out the M29 magnum to shoot Majini on the way to the first door while it opens. Use the rifle to defeat any long range Base Majini. Begin to shoot the Majini with machine guns from behind the bars of the doorway while the door still opens. -- TIME: Rush into the second room then begin to fire at the Majini that move down the left walkway first of all. Take out the rocket launcher Majini on the left walkway and back center walkway most importantly. Once the Base Majini have been thinned out, the characters can move further into the room. The rest of the Base Majini waves will come from the walkway off to the right, so look that way to take down the rest of them. Be right by the levers as the Base Majini stop entering the area then pull the levers immediately afterward. -- TIME: Use the rocket launcher to defeat the two Reapers that attack after opening the second bulkhead door. -- TIME/ENEMIES ROUTED: Aim in between the center of the holes in the floor where the Gatling Gun Majini appear in the third room then shoot a rocket in between the Gatling Gun Majini to hit them both with one rocket right when they appear. Collect the keycards then immediately exit the room. Don't even worry about the extra Majini that appear along with the Gatling Gun Majini. If you've defeated all the other Majini in this area, then you you'll already have a little bit over the amount of enemy kills to skip them. -- TIME: Rush down the hall after the exiting the final bulkhead room then quickly open the door before the character finish their dialogue. == Hangar == WESKER BOSS -- TIME: Run to the southwest light and turn if off yourself without any help from the AI partner. Depending on what Wesker does at the beginning of this battle, he might lose sight of your characters while they stand at the southwest light. You might want to restart and hope for this. When he loses sight of your character, fire a rocket at him then quickly hit him with another rocket while he is holding the first. Run up to him and restrain him while he kneels then the AI partner will inject him to finish the battle. -- DEATHS: Make sure not to fail any of the commands during the cutscene following the Wesker fight. If you fail then choose not to continue and start over to keep deaths at 0. The following list the commands for the cutscene: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -> COMMAND INPUT 1 Sequence: After Wesker says: "Uroboros will be released into the atmosphere ensuring complete global saturation", he will dash toward both characters and try to impale one of them with his arm. Type: Single button press (Possible two button press on Pro mode) Command: Dodge Player: Both (If a player fails, then that player's character gets impaled with Wesker's arm.) -> COMMAND INPUT 2 Sequence: When Wesker jumps to the wall and Chris aims his gun up toward Wesker as Wesker prepares to fire his own gun. Type: Single button press Command: Fire Player: Chris -> COMMAND INPUT 3 Sequence: When Wesker grabs Sheva by the throat and holds her by the neck. Type: Left analog shake Command: Break Free Player: Sheva -> COMMAND INPUT 4 Sequence: When Sheva turns to shoot Wesker shortly after Chris runs toward the lever in the back of the plane. Type: Single button press Command: Fire Player: Sheva Special Note: Command Input 4 is kind of worth failing at least once to view the unique death that takes place. Wesker will jump toward Chris and twist his neck from overhead before falling. -> COMMAND INPUT 5 Sequence: Shortly after the flashbacks of Jill and Chris at the Spencer Estate when Sheva prepares to let go of the metal railing as Wesker grapples her leg. Type: Two buttons Command: Help Player: Chris - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - == Volcano == MUTATED WESKER BOSS NOTE: Don't give AI Sheva any type of weapon for this fight. Restart and take it away if necessary. -- TIME: It's much faster to finish this area quickly while playing as Chris. Anytime before or up until Wesker chases the characters to the end of the rock ledge, aim up at the weak rock ledge that a character must shoot to obtain the Diamond (Marquise) treasure then shoot it with the rocket launcher to make it crumble before Chris has to drop from the ledge. The rocket launcher explosion will hit it more easily than other weapon where one must be precise. With Chris, immediately after falling, turn to the north (left) then hop over to the ledge with the Diamond (Marquise) treasure. DON'T move over to the treasure however, turn around to face Wesker instead. Wait for him to jump onto middle rock that leads to the ledge where your character is and wait for him to raise his right arm. Quickly leap back to the rock that he is on then leap back to the starting ledge where Chris dropped. Quick turn and aim at Wesker then fire a rocket at his back weak point to finish the battle. Just in case, the following is the list of command inputs for the Chris and Sheva players during the first part of this fight: (Using the method above, a player should have to make it this far though) - - - - - - - - - - - - - - - - - - - CHRIS - - - - - - - - - - - - - - - - - - -> COMMAND INPUT 1 Sequence: Chris pushes the boulder. Type: Rapid button press Command: Push -> COMMAND INPUT 2 Sequence: Chris begins to lift up on the boulder. Type: Left analog rotation Command: Push -> COMMAND INPUT 3 Sequence: Chris begins to punch the boulder. Type: Hook Command: Rapid button press (random and constantly changing) -> COMMAND INPUT 4 Sequence: Chris pushes the boulder into the lava lake. Type: Ram Command: Two button press - - - - - - - - - - - - - - - - - - - SHEVA - - - - - - - - - - - - - - - - - - -> COMMAND INPUT Sequence: Sheva holds onto the side of the ledge and struggles in maintaining her grip. Type: Climb Up Command: Button Mash - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- DEATHS: Make sure not to fail the single command during the cutscene following the Mutated Wesker fight. If you fail then choose not to continue and start over to keep deaths at 0. The following list the command for the cutscene: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -> COMMAND INPUT Sequence: While the ending cutscene plays, right when Chris and Sheva aim with their rocket launchers. Type: Two button press Command: Fire - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Congrats. You should have just S-ranked all chapters now! [LN00] =============================================================================== _ ___ ____ _____ ___ _ _ | | / _ \ / ___||_ _| |_ _|| \ | | | | | | | |\___ \ | | | | | \| | | |___| |_| | ___) | | | | | | |\ | |_____|\___/ |____/ |_| |___||_| \_| _ _ ___ ____ _ _ _____ __ __ _ ____ _____ ____ | \ | ||_ _|/ ___|| | | ||_ _|| \/ | / \ | _ \ | ____|/ ___| | \| | | || | _ | |_| | | | | |\/| | / _ \ | |_) || _| \___ \ | |\ | | || |_| || _ | | | | | | | / ___ \ | _ < | |___ ___) | |_| \_||___|\____||_| |_| |_| |_| |_|/_/ \_\|_| \_\|_____||____/ L O S T I N N I G H T M A R E S E X T R A C O N T E N T =============================================================================== =============================================================================== I N T R O =============================================================================== MY LAST PARTNER WAS A WOMAN TOO... In the main story of Resident Evil 5, Chris Redfield has many flashbacks of his old partner Jill Valentine while he partners up with Sheva Alomar. A brief mention of the word "partner" causes Chris to suddenly think back about the tombstone with Jill's name etched across it. When asked about what happened to his original partner, Chris tells Sheva about the battle that him and Jill had against Wesker while they were sent to capture Ozwell E. Spencer years ago. JILL AND I WERE PURSUING A MAN NAMED ALBERT WESKER... The battle with Wesker was clearly a battle that neither of the former Alpha team members could win. Wesker's exposure to the T-virus back in the Arklay Lab Facility gave him a clear advantage over both of them. In a desperate attempt to save Chris, Jill dashed toward Wesker and crashed through a top floor window of the Spencer Estate with him then fell into the ocean below. Jill's body was never found and she was presumed dead after that incident... SHADOWS OF THE PAST... Lost in Nightmares tells the tale of Chris and Jill's journey through the Spencer Estate. It gives the player more backstory on exactly what Chris and Jill faced in that mansion. This guide covers the full game of Lost in Nightmares that can be bought on the Xbox LIVE marketplace for 400 points or bought from the PlayStation Store for $4.99 in North America. Lost in Nightmares will also be released on a disc along with Resident Evil 5: Gold Edition for PS3 in March. All Score star locations are labeled in the main walkthrough and a full list of them is available below the main walkthrough. Each score star has one or two pics along with it to help signify its location. =============================================================================== B A S I C S =============================================================================== NOTE: I am not going to go into full detail with the basics of Resident Evil 5 in this guide. You can check out my full Resident Evil 5 guide for a full basics section on the gameplay of Resident Evil 5. ________________________ PlayStation 3 Control Setup __________________________ To save on a few emails, L3 = push in on the left thumbstick, R3 = push in on the right thumbstick, L thumbstick = left thumbstick, R thumbstick = right thumbstick and D-pad = Directional pad. Type A Type B [] - Action/Fire Gun [] - Action /\ - Inventory /\ - Inventory O - Partner Action O - Partner Action X - Run/Reload X - Run/Reload R2 - Display Map R2 - Display Map L2 - Locate Partner L2 - Equip Knife R1 - Aim Gun R1 - Fire Gun/Locate Partner L1 - Equip Knife L1 - Aim Gun L3 - N/A L3 - N/A R3 - N/A R3 - N/A Start - Pause Menu Start - Pause Menu Select - Skip Cutscene Select - Skip Cutscene L thumbstick - Walk/Turn L thumbstick - Walk/Turn R thumbstick - Change Viewpoint R thumbstick - Change Viewpoint D-pad up - Fast Equip D-pad up - Fast Equip D-pad down - Fast Equip D-pad down - Fast Equip D-pad right - Fast Equip D-pad right - Fast Equip D-pad left - Fast Equip D-pad left - Fast Equip Type C Type D [] - Action/Fire Gun [] - Action /\ - Inventory /\ - Inventory O - Partner Action O - Partner Acton X - Run/Reload X - Run/Reload R2 - Display Map R2 - Display Map L2 - Locate Partner L2 - Equip Knife R1 - Aim Gun R1 - Fire Gun/Locate Partner L1 - Equip Knife L1 - Aim Gun L3 - Run L3 - Run R3 - N/A R3 - N/A Start - Pause Menu Start - Pause Menu Select - Skip Cutscene Select - Skip Cutscene L thumbstick - Walk/Strafe L thumbstick - Walk/Strafe R thumbstick - Adjust Camera/Turn R thumbstick - Adjust Camera/Turn D-pad up - Fast Equip D-pad up - Fast Equip D-pad down - Fast Equip D-pad down - Fast Equip D-pad right - Fast Equip D-pad right - Fast Equip D-pad left - Fast Equip D-pad left - Fast Equip * The R thumbstick for Type B and D controls is used for precision targeting while aiming with a weapon and the L thumbstick for Type A and C controls is used for precision targeting while aiming with a weapon. -- Type A and C Combination Commands Hold R1 then tap X = Reload L thumbstick up + X = Run L thumbstick back + X = Quick Turn Hold R1 + tap [] = Fire/Throw Hold L1 + tap X = Slash with Knife -- Type B and D Combination Commands Hold L1 then tap X = Reload L thumbstick up + X = Run L3 + move L thumbstick up = Run L thumbstick back + X = Quick Turn L thumbstick right or left = Strafe Hold L1 + tap R1 = Fire/Throw Hold L2 + tap R1 = Slash with Knife -- Type C and D Combination Commands (only exclusive commands are listed) L3 + move L thumbstick up = Run Hold X then right or left on L thumbstick = Turn Character Hold X then right or left on R thumbstick = Lock Turning ___________________________ Xbox 360 Control Setup ____________________________ To save on a few emails, LS = push in on the left thumbstick, RS = push in on the right thumbstick, L thumbstick = left thumbstick, R thumbstick = right thumbstick and D-pad = Directional pad. Type A Type B X - Action/Fire Gun X - Action Y - Inventory Y - Inventory B - Partner Action B - Partner Action A - Run/Reload A - Run/Reload RB - Display Map RB - Display Map LB - Locate Partner LB - Equip Knife RT - Aim Gun RT - Fire Gun/Locate Partner LT - Equip Knife LT - Aim Gun LS - N/A LS - N/A RS - N/A RS - N/A Start - Pause Menu Start - Pause Menu Back - Skip Cutscene Back - Skip Cutscene L thumbstick - Walk/Turn L thumbstick - Walk/Turn R thumbstick - Change Viewpoint R thumbstick - Change Viewpoint D-pad up - Fast Equip D-pad up - Fast Equip D-pad down - Fast Equip D-pad down - Fast Equip D-pad right - Fast Equip D-pad right - Fast Equip D-pad left - Fast Equip D-pad left - Fast Equip Type C Type D X - Action/Fire Gun X - Action Y - Inventory Y - Inventory B - Partner Action B - Partner Acton A - Run/Reload A - Run/Reload RB - Display Map RB - Display Map LB - Locate Partner LB - Equip Knife RT - Aim Gun RT - Fire Gun/Locate Partner LT - Equip Knife LT - Aim Gun LS - N/A LS - N/A RS - N/A RS - N/A Start - Pause Menu Start - Pause Menu Back - Skip Cutscene Back - Skip Cutscene L thumbstick - Walk/Strafe L thumbstick - Walk/Strafe R thumbstick - Adjust Camera/Turn R thumbstick - Adjust Camera/Turn D-pad up - Fast Equip D-pad up - Fast Equip D-pad down - Fast Equip D-pad down - Fast Equip D-pad right - Fast Equip D-pad right - Fast Equip D-pad left - Fast Equip D-pad left - Fast Equip * The R thumbstick for Type B and D controls is used for precision targeting while aiming with a weapon and the L thumbstick for Type A and C controls is used for precision targeting while aiming with a weapon. -- Type A and C Combination Commands Hold RT then tap A = Reload L thumbstick up + A = Run L thumbstick back + A = Quick Turn Hold RT + tap X = Fire/Throw Hold LT + tap A = Slash with Knife -- Type B and D Combination Commands Hold LT then tap A = Reload L thumbstick up + A = Run LS + move L thumbstick up = Run L thumbstick back + A = Quick Turn L thumbstick right or left = Strafe Hold LT + tap RT = Fire/Throw Hold LB + tap RT = Slash with Knife -- Type C and D Combination Commands (only exclusive commands are listed) LS + move L thumbstick up = Run Hold A then right or left on L thumbstick = Turn Character Hold A then right or left on R thumbstick = Lock Turning ----------- Checkpoints ----------- Lost in Nightmares cannot be saved. A player will activate checkpoints in certain areas. If a player dies, the characters will be taken back to the last checkpoint reached. ------- Weapons ------- All weapons found in Lost in Nightmares will be random per playthrough but most of them will appear in certain locations. Here is a list of the weapons that be obtained: MP5 machine gun (with 100 ammo) PSG-1 rifle (with 7 ammo) M3 shotgun (always/with 8 ammo) M29 magnum (with 6 ammo) Hand Grenade (always at least 2 in storage room) Incendiary Grenade (always at least 2 in storage room) Proximity Bomb (possible 3 in storage room) Flash Grenade (several of these are hidden in wooden crates in the maze) It's possible to find more ammo for each gun and possible to find more incendiary, flash, and hand grenades in breakable objects. ----------- Score Stars ----------- Score Stars may be collected throughout the Spencer Estate. Collecting them will increase a player's point amount at the end of the game for total ranking. They can be found in breakable objects and gained from defeating enemies or accomplishing certain tasks. A total of 18 score stars are also hidden in the mansion. These are listed in the walkthrough section and in a separate list below the walkthrough section. ------------------ Video Playthroughs ------------------ These are recorded playthrough of Lost in Nightmares: ----- Lost in Nightmares - Veteran Difficulty Players: Berserker Kev (Chris), Big Kahoona 22 (Jill) This collection of videos was recorded by me. It shows a fun playthrough with a friend that shows the locations of all score stars, includes all files (pause to view them if needed) and all cutscenes play in their entirety. The playthrough is not really taken seriously at all... trust me. xD Part 1 - http://www.youtube.com/watch?v=s9Bli84lxlo Part 2 - http://www.youtube.com/watch?v=Lm1JQcxKy3o Part 3 - http://www.youtube.com/watch?v=-DoNU7A9-Jk Part 4 - http://www.youtube.com/watch?v=Ai9jUySj98w Part 5 - http://www.youtube.com/watch?v=DZ5VJjjd-yA ----- Lost in Nightmares - Professional Difficulty Players: SeitengrateZero (Chris), ROGERROCKMORE (Jill) This collection of videos was recorded on Professional mode difficulty. All scores stars are found by the main player in the video and there are quite a few useful strategies in the videos for Professional mode. Part 1 - http://www.youtube.com/watch?v=txVPH5TAPwE Part 2 - http://www.youtube.com/watch?v=dtg4YeB0dhU Part 3 - http://www.youtube.com/watch?v=4BTpWScdok0 Part 4 - http://www.youtube.com/watch?v=aVfHWuVmPUE ----- =============================================================================== L O S T I N N I G H T M A R E S - W A L K T H R O U G H =============================================================================== [LIN11] Chapter 1-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - S P E N C E R E S T A T E - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - == MAIN HALL == Barry, where's Barry!? Chris and Jill will start in front of the double door entrance to the Spencer Estate with the main hall viewable in front of them. The door off to the right requires an emblem in order to open it and the door off to the left is locked from the inside. The two iron doors on each side of the second floor are locked at the moment. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - E X T R A RE1 Camera Angle - Examine the front doors to the Spencer Estate three times in a row to activate a fixed camera angle style much like RE1. Examine the door once again to disable the feature. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ----------------------------------------------------------------- INVESTIGATION [ ] Front Doors - The front double doors to the Spencer Estate. (Examine this three times to change the camera angle to a classic RE1 style camera angle) [ ] Blood - The blood in the middle of the mansion floor. [ ] Crank Groove - The opening where a crank can be used below the main staircase (extra dialogue will occur after examining this with Chris) [ ] Locked double doors - At the very top of the staircase. They're locked electronically and cannot be opened. ------------------------------------------------------------------------------- Move under the middle staircase by walking down the steps either to the right or left of it. Break the --VASES-- along the side of the steps for --HANDGUN AMMO-- and --SMALL SCORE STARS--. Score Stars are used to increase your overall score for ranking purposes at the end of the Lost in Nightmares scenario. There is a barred gate below the stairs that requires a crank handle. Pull the lever in front of the barred gate and this will release the locks on the iron doors on the second floor. Look for the score star on the overhead lantern as described below. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - E X T R A Extra Dialogue - With Chris, examine the groove where a crank handle should fit next to the barred gate below the stairs for some extra dialogue between Chris and Jill. They speak about Spencer's obsession with cranks. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - To the right of the main staircase on the first floor. --> Random Ammo or Small Score Star [ ] Vase - To the right of the main staircase on the first floor. --> Random Ammo or Small Score Star [ ] Vase - Down the first set of steps to the right of the main staircase on the first floor. --> Random Ammo or Small Score Star [ ] Vase - To the left of the main staircase on the first floor. --> Random Ammo or Small Score Star [ ] Vase - To the left of the main staircase on the first floor. --> Random Ammo or Small Score Star [ ] Vase - Down the first set of steps to the left of the main staircase on the first floor. --> Random Ammo or Small Score Star ------------------------------------------------------------------------------- = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = S C O R E S T A R -- Score Star 1 Location: Spencer Estate Points: 500 Move down either set of steps along the side of the main stairway and step in front of the barred gate. Turn around and look up to find this score star attached to the backside of the ceiling lantern below the main stairway. Pics: http://img15.imageshack.us/img15/4792/scorestar12.jpg http://img694.imageshack.us/img694/719/scorestar1.jpg = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Move back up the stairs on either side of the main staircase and begin to walk up the main staircase in the middle of the room. Ha, Capcom and they're cheap scares! How dare you scare us with ragdoll physics! Knife slash that body, my readers! Chris or Jill will contact their squad as the two climb the staircase. Collect the --HANDGUN AMMO-- from the body that is slumped against the wall near the locked door on the top floor. The ammo might be near the body in front of the locked door on the top floor as well. Open the iron door off to the left. Walk over to the gap in the walkway with the door on the other side and use the "Assist Jump" command to toss Jill over to the door on the other side of the second floor. Jill can survey the second floor the Dining Room beyond the door and possibly collect a ++RANDOM WEAPON++. All weapons that are picked up in Lost in Nightmares will change per playthrough, so a player never really knows what weapon he/she will get on each playthrough. Jill will eventually unlock the door on the east side of the first floor. If you're playing in co-op mode, the Jill player will find the weapon lying near the southwest end of the second floor of the Dining Room. The Jill player will need to fall down onto the dining table from the middle portion of the second floor with the broken railing then hop off the table and unlock the door. While Jill is gone, the Chris player should collect the --(POSSIBLE) HANDGUN AMMO-- on the middle portion of the second floor walkway that extends across the first floor and the --(POSSIBLE) HANDGUN AMMO or (POSSIBLE) GREEN HERB-- on the table below the picture of Spencer on the west side of the second floor. There are also two score stars that can be shot from the second floor. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = S C O R E S T A R -- Score Star 2 Location: Spencer Estate Points: 500 Move up the stairs and step onto the second floor of the Spencer Estate while still in the main hall then find the entrance doors to the mansion then look directly above them. This score star is lying in the middle wall alcove right above the entrance doors. The middle chandelier may block the view of it if you stand in the middle of the second floor. Pics: http://img64.imageshack.us/img64/4718/scorestar2.jpg http://img535.imageshack.us/img535/2531/scorestar21.jpg = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = S C O R E S T A R -- Score Star 3 Location: Spencer Estate Points: 500 While on the second floor of the main hall of the Spencer Estate, move toward the side without the gap in the walkway then look back toward the chandelier hanging on the middle of the ceiling. This score star is attached to the top portion of the backside of the chandelier. Pics: http://img193.imageshack.us/img193/628/scorestar3.jpg = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Go ahead and leave Jill in the Dining Room for now and open the door on the west side of the second floor then step into the corridor. == CORRIDOR == Run down the corridor. There is a score star on the table at the end of the corridor. Open the door at the end. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = S C O R E S T A R -- Score Star 4 Location: Spencer Estate Points: 500 Move down the hallway past the door on the side of the second floor with no gap. This score star is lying on top of the cabinet in front of the door at the end of the hall. The cabinet has some plates lying on top of it as well. Pics: http://img517.imageshack.us/img517/7447/scorestar41.jpg http://img704.imageshack.us/img704/7131/scorestar4.jpg = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = == BEDROOM == Walk over to the book on the table to the left of the bed and examine it. Hardcore RE fans will recognize the entry in the book as the Keeper's Diary from RE1. After examining the book, pick up **PASSWORD 3** from off the top of the book. These passcodes are needed to open a door later and there are three of them altogether. Walk over to the right side of the bed and take the ++RANDOM WEAPON++ or --(POSSIBLE) HANDGUN AMMO-- from off the table. Once again, the weapon will change per playthrough. Exit the room and run down the stairs and Jill should have already unlocked the double doors to the Dining Room off to the right as Chris steps off the staircase. == DINING ROOM == Walk over to the area to the left and examine the book on the table near the lamp for another text entry - PATRICK'S MEMOIRS 1 - then pick up **PASSWORD 1** from off the top of the book. Step into the portion of the room with the dining table and the fireplace. There are two score stars that can be found in this room. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = S C O R E S T A R -- Score Star 5 Location: Spencer Estate Points: 500 While in the Dining Room, look up on the southwest corner of the second floor to see this on the wall. It's on the second floor portion to the left of the clock. Pics: http://img13.imageshack.us/img13/8692/scorestar5.jpg = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = S C O R E S T A R -- Score Star 6 Location: Spencer Estate Points: 500 Look behind the chimes inside the grandfather clock in the Dining Room to find this score star hanging inside the clock. Pics: http://img175.imageshack.us/img175/5669/scorestar61.jpg http://img519.imageshack.us/img519/4896/scorestar6.jpg = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = ----------------------------------------------------------------- INVESTIGATION [ ] Fireplace - On the south side of the dining room. This is used later as part of a puzzle. ------------------------------------------------------------------------------- Open the door at the other end of the Dining Room. == STAIRWAY CORRIDOR == Make a right at the end of the corridor and enter the restroom behind the door below the staircase. == RESTROOM == Collect the --RED HERB-- on the table to the right then shoot the score star above the urinal. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = S C O R E S T A R -- Score Star 7 Location: Spencer Estate Points: 500 Past the Dining Room, enter the restroom below the staircase. This score star is hanging above the urinal in the restroom. Pics: http://img683.imageshack.us/img683/4781/scorestar71.jpg http://img693.imageshack.us/img693/7941/scorestar7.jpg = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = == STAIRWAY CORRIDOR == Move up the stairs then open the door at the top of the stairs. == PIANO ROOM == TIP: If this is not your first playthrough slash the door with the knife to break it in order to help out for the battle that will follow later. Examine the book on the table to the right to read PATRICK'S MEMOIRS 2. Grab the --GREEN HERB-- on the table off to the left and the --HANDGUN AMMO-- that lies on the floor near the table. ----------------------------------------------------------------- INVESTIGATION [ ] Different colored wall - Examine the wall portion that looks different from the rest of the wall to the left of the piano. ------------------------------------------------------------------------------- Notice how a section of the wall to the left of the piano looks a bit different from the other portion of the surrounding wall. Walk over to the piano. On single player, the Chris player needs to command Jill to play the piano. On co-op mode, the Jill player needs to use the piano and play the Moonlight Sonata theme to make the wall to the left lower. Jill will play the piano and a button (either [] or X/X or A) will appear on the screen every now and then while she plays. The button must be pressed shortly after it appears in order to keep Jill playing. The Chris player can allow the wall to fully lower and request random items from the Jill player to bug the hell out of that player or the Chris player can shoot the red button on the back wall behind the lowering wall to make it lower all the way instantly - your choice, Chris player. NOTE: On single player, while playing as Jill, the Chris AI will not shoot the red button on the back wall, so the main player will have to stand and play the Moonlight Sonata theme until AI Chris moves into the hidden passage. How thoughtful of AI Chris - a senior moment perhaps! Once the wall fully lowers, run to the other end and grab the **CENTAUR EMBLEM** from the indention in the wall. This can be placed in the door on the west side of the first floor of the main hall to open the door on that side. If this is your first playthrough, then run all the way back to the main hall and place the emblem in the door to unlock it. If this is not your first playthrough, then a Guardian of Insanity/Keeper will likely soon move up the stairs in the outside corridor right now with his giant anchor. Oh, and he intends to make a Chris sandwich and a Jill pancake because he's damn tired of that overused Barry term that player's associate with Jill nowadays. The Guardian is not always guaranteed to make an appearance. His appearance is random per playthrough, but you won't fight it or any other Guardian in the mansion area on your first time through Lost in Nightmares. =============================================================================== FIGHTING A GUARDIAN OF INSANITY A Guardian of Insanity's main weak point is its yellow eye on the back of the growth along its right arm. In order to hit the eye, a player must get in the back of the Guardian and blast it. Precise aiming needs to be used while attempting a shot in order to hit it properly. After blasting the eyeball, the Guardian will be stunned for a moment. Both players can use that time to hit the Guardian with a melee attack. If both characters hit the Guardian BE SURE to back away from it as it prepares to perform its two horizontal swings after the second melee - this will always be its recovery attack after two melee attacks. It's best to NOT hit the Guardian with a melee attack right away when it is stunned however. Use that time to blast its back eyeball at least one time with a powerful shot then hit it with a melee attack or continue to shoot the eye on its back. If your character has a magnum, then blasting it directly in the eye with the magnum will take down a Guardian very quickly - in about three shots on normal mode. Blasting the growth on the side of the Guardian's arm will make the arm spew acid, which can damage any character that is close to it. The Guardian has a grab attack and an overhead attack that will perform normally. It will try to hit a character from mid-distance with its overhead attack. Back away as it prepares the attack or quickly run behind it to avoid the attack. While in close range to the Guardian, it will try to grab a character. This grab MUST be cancelled by a partner assist melee. On single player tap the O/B button in order to get the partner to break the grab with a melee. Failure to cancel the grab will result in an impale that will cause instant death to the grabbed player. The instant death impale move will happen faster after a grab depending on the difficulty that game is set at. Spamming gunfire on any portion of a Guardian's body can defeat it eventually if you don't want to worry about its back eyeball. It's best to aim for its head. Shots to the head will stun the Guardian quicker than shots to other portions of its body. If you're playing in co-op play, two players can get on opposite ends of the Guardian and easily get a shot at its weak eyeball then melee attack it. Having to move away to dodge its retaliation swing makes melee attacking it time consuming but if one characters is always facing its backside, that characters can restun it with an eye shot while it perform its retaliation swings. Players can run from a Guardian. It's much like a Nemesis pursuer, in that, it will stalk a player until it loses sight of the player. A player is never forced to fight any of the Guardian's in the game. After defeating a Guardian, it will drop a --LARGE SCORE STAR-- that is worth 2,000 points for ranking purposes at the end of the chapter. Use powered weapons to fight him and try to shoot it in its eyeball weak point on its back. Don't worry much about conserving gunfire unless you're playing Professional mode. Even on Pro mode, a player should have enough ammo for most of the Guardians throughout the mansion if you take advantage of its eyeball weak point on its back. =============================================================================== The first Guardian may appear in many ways. He might be: 1) right outside the door already at the top of the stairs waiting on the characters. 2) moving up the stairs as the characters exit the piano room. 3) hiding behind the left corner down the hallway below the stairs. The Guardian will not always move up the stairs and come for the characters. Sometimes it will stand around the side of the corner at the end of the corridor at the bottom of the Stairway Corridor. The characters will need to approach it and make it step around the corner. It's really best to fight the Guardian in the piano room since you'll have a wide open area for the battle, but fighting him in the narrow corridors really isn't that hard either. He will likely grab a character no matter how you fight him since he takes a lot of firepower to knock down. == DARK CORRIDOR == After placing the centaur emblem on the door on the right side of the main hall, move down the dark corridor ahead. A bat might bust through one of the windows along the way - it can be shot and killed. Jill can use her lockpick to open the iron door at the intersection of the hall up ahead. The computer in the library through the door requires three passwords however and the characters only have two passwords at the moment. Move on down the right side of the main hall. Through the barred gate near the door at the end, a score star can be seen on the ceiling above. This score star can be seen easily once a character is able to get into the corridor after while. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = S C O R E S T A R -- Score Star 9 Location: Spencer Estate Points: 500 This is hanging on the ceiling of the corridor with the barred gate that the characters will pass by on the way to the storage room. This can be seen much better after a character pulls the lever inside of the corridor to stop the ceiling spikes. It's on the ceiling of the left corridor that the player will pass by before getting to the lever. Pics: http://img517.imageshack.us/img517/6643/scorestar10.jpg http://img21.imageshack.us/img21/4610/scorestar101.jpg http://img59.imageshack.us/img59/5145/scorestar102.jpg = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Open the door to the right and enter the storage room. == STORAGE ROOM == There might be three --(POSSIBLE) PROXIMITY BOMBS-- near the first set of steel cages off to the left. Look inside of the cage with the cloth draped over it to the right to find a score star. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = S C O R E S T A R -- Score Star 8 Location: Spencer Estate Points: 500 This score star is lying inside of a small cage with a white sheet draped over it in the storage room where the heat sensitive paper is found. It's lying next to a crate. Pics: http://img85.imageshack.us/img85/9130/scorestar81.jpg http://img519.imageshack.us/img519/8479/scorestar8.jpg = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Collect the --2 HAND GRENADES-- and the --2 INCENDIARY GRENADES-- from off the left table. The grenades will always be on the table on every playthrough! There is a locked door around the side of the crates up ahead. The door is locked from the other side by a padlock. Pick up the **RANDOM WEAPON** near the trunk up ahead then take the **HEAT-SENSITIVE PAPER** from off the trunk to the right in the very back of the storage room. Return all the way to the Dining Room by going back to the Main Hall and stepping through the double doors on the other side then examine the fireplace in the Dining Room to use the Head-sensitive Paper on it to reveal **PASSWORD 3**. Return to the Library that Jill unlocked earlier. == LIBRARY == Examine the middle portion of the left bookshelf to read SPENCER'S MEMOIRS 1. To the left of the desk with the computer on it, examine the bookshelf to read SPENCER'S MEMOIRS 2. SPENCER'S MEMOIRS 3 can be read by examining the bookshelves to the right of the computer desk and SPENCER'S MEMOIRS 4 can be read by examining the bookshelf behind the computer desk. Approach the computer inside the Library and examine it to use all three passwords on it after PATRICK'S MEMOIRS 3 is read. The wall to the right in the back of the Library will slide down to reveal a hidden room. Once a character enters the room, an iron gate will fall down and block the entrance doorway. Spikes will move out of the ceiling and the ceiling will begin to move downward. NOTE: If you keep tapping the []/X button after examining the computer while all three passwords are in your characters possession, it will cancel the text entry and immediately open the hidden passage. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = S C O R E S T A R -- Score Star 10 Location: Spencer Estate Points: 1000 After or shortly before a character steps into the room with the spiked ceiling trap, this will be hanging on top of the south wall above the wall safe. This can be shot before or while the spiked ceiling lowers. It MUST be shot before the spiked ceiling lowers too much - run and flip the switch without shooting it first and it can't be shot. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = The character that isn't trapped should race back to the storage room and approach the locked door in the storage room. The player that is trapped should look through the barred window to the left and shoot the padlock off of the locked door so that the other character can open the door in the storage room. Open the door then pull the lever near the barred window to turn off the trap. NOTE: In a single player game, the AI partner will always get trapped and the AI partner will shoot the lock off the door after your character returns to the storage room and examines the locked door inside. Break the --VASE-- inside the trap room and open the wall safe inside then take the **CRANK HANDLE** from inside the safe. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Vase - Lying in the corner near the barred window in the room with the spiked ceiling trap. --> Small Score Star or Random Ammo ------------------------------------------------------------------------------- If this is not your first playthrough, a Guardian will be roaming the Dark Corridor after the trap is shut off. It will eventually move into the storage room and attack the character that turned off the trap, so the player in the Library should rush back to help the other character. WARNING: In a single player, if the Guardian enters the storage room right after the trap is shut off, you need to AVOID getting grabbed since the AI partner will stay in the trap room and the partner will not be able to make it to your character in time to save the character from instant death after a grab. Maneuver around the crates near the door to avoid the Guardian if it enters the room on the way back. NOTE: If you choose to run from the Guardian, it will not be able to follow the characters into the main hall of the mansion. Lay down proximity bombs in the Guardian's path or toss the hand grenades or incendiary grenades at it to stun it then melee attack it. Don't be afraid to use powered weapons on it either. You'll find more ammo for powered weapons in breakable objects as the characters continue further ahead most likely. Return to the Main Hall of the Spencer Estate once the crank handle is found. CO-OP PLAY TIP: In a co-op game, after Jill unlocks the iron door with her lock pick, one of the characters can rush back to the Dining Room as the other moves toward the Head-sensitive Paper. Once the Head-sensitive Paper is collected, the character in the Dining Room can use the paper on the fireplace inside while the other character races toward the computer in the Library. Once the Heat-sensitive Paper is warmed up enough to where Password 2 is revealed, the character in the Library can examine the computer inside and unlock the door then quickly set off the trap inside while the other character races back to the storage room. Shoot the lock to help out the character in the storage room then use the lever to free the trapped character like normal. This can save a bunch of time overall. == MAIN HALL == Run below the main staircase and use the crank handle on the indention in front of the barred gate. One character needs to rotate the handle to raise the gate and allow the other character to move into the corridor below. The character that moves into the corridor should move down the stairs and rotate the crank handle on the other side to raise the gate and allow the other player into the corridor. In a single player game, the AI partner will automatically perform the task that is needed. Move down the steps then open the door at the end to enter the next area of the Spencer Estate. [LIN12] Chapter 1-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - P R I S O N - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - == CELL CORRIDOR == Walk down the stairs and move toward the wooden ledge up ahead. The next score star can actually be shot from the wooden ledge, but it's really best to drop below and shoot it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = S C O R E S T A R -- Score Star 11 Location: Prison Points: 500 After the characters drop off the edge of the wooden ledge right after using the crank and moving below the mansion, look to the left and look above the shelves to see this score star hanging on the wall above the shelves. Pics: http://img695.imageshack.us/img695/6927/scorestar111.jpg http://img716.imageshack.us/img716/5983/scorestar11.jpg = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Step through the left doorway. The characters will enter an area with holding cells. Move down the stairs off to the right along the walkway. The rats in the cell corridor area can be shot for some extra --SMALL SCORE STARS--. Step into the left cell and break the --WOODEN BARREL-- at the end for a random item. NOTE: Once again the rats in this cell corridor can be shot for extra Small Score Stars. They will always drop one after being shot. There are four rats altogether. If you're lucky enough to have a flash grenade, toss the flash grenade at a group of rats to kill them all. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Enter the cell to the left after moving down the first set of stairs and this will lying at the end. --> Small Score Star or Random Ammo ------------------------------------------------------------------------------- Step back into the corridor. There is score star in the fifth cell off to the right. Run to the end of the path ahead then enter the final cell to the right and break the --WOODEN BOX-- inside for a random item. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = S C O R E S T A R -- Score Star 12 Location: Prison Points: 500 After moving below the stairs to the cell area of the Prison, this will be on the floor of the fifth cell to the right. A dead test subject is inside of the cell and is lying on the floor with its hand over the score star. Pics: http://img22.imageshack.us/img22/4792/scorestar12.jpg = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Box - Lying on a shelf inside the very last cell to the right before moving down the stairs. --> Small Score Star or Random Ammo ------------------------------------------------------------------------------- ----------------------------------------------------------------- INVESTIGATION [ ] Fifth cell to the right - The cell doors of the fifth cell to the right can be examined. ------------------------------------------------------------------------------- Turn to the left and enter the next cell corridor. A Guardian of Insanity will walk by the railing on the second floor up above - he can be shot a bit. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - E X T R A The Guardian of Insanity that passes by on the walkway up above can actually be fought on Pro mode. He is an extra Guardian that drops an extra score star if he is defeated. Stunning him and getting to him before he passes by is the hardest part of defeating him however. http://www.youtube.com/watch?v=eo2zpq--t0M Big thanks to SIKSHADOW for the video! Basically, incendiary grenades need to be tossed up at him to stun him. One incendiary MUST hold him in place as a character runs up the staircase toward him to keep him on-screen. If the Guardian moves past the stairs at the top, it will disappear, which shows what a glitch this fight really is! Here is a video that I made up for this fight that showcases how he will disappear if he is allowed to pass by the stairs: http://www.youtube.com/watch?v=u-kEfMX2I0o - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Walk into the cell to the left then break the --WOODEN BARREL-- inside. Exit the cell from the opposite end and look for the score star on the wall of the second floor to the right. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = S C O R E S T A R -- Score Star 13 Location: Prison Points: 500 After rounding the left corner of the cell area, a Guardian of Insanity will walk by on a ledge up above. Walk ahead just a bit then turn and look up to see this hanging on the second floor wall above the cells. Pics: http://img35.imageshack.us/img35/9983/scorestar131.jpg http://img251.imageshack.us/img251/3223/scorestar13.jpg = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Lying on the floor at the other end of the first cell off to the left after the first left turn in the cell corridor. --> Small Score Star or Random Ammo ------------------------------------------------------------------------------- Turn to the left and continue toward the stairs at the end. Look inside of the cell at the end then look on the left wall inside to see a score star. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = S C O R E S T A R -- Score Star 14 Location: Prison Points: 500 Before moving up the first set of stairs in the cell area, look inside of the closed cell below the stairs. This score star will be hanging on the left wall inside of the cell. Pics: http://img69.imageshack.us/img69/8324/scorestar141.jpg http://img69.imageshack.us/img69/1504/scorestar14.jpg = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = == CELL CORRIDOR: SECOND FLOOR == A Guardian of Insanity might be at the top of the stairs. Either way, the creature is somewhere in the area no matter if this is your first playthrough or not. He can be in several different places. The Guardian may be: 1) right behind the left corner of the first set of steps. 2) right behind the left corner of the second set of steps. 3) wandering the cell area of the second floor. 4) on the first floor coming from the area the characters just exited from. I don't like to repeat strategies in my guide, but this will be your first time to fight a Guardian on your first time through the game, so listed below is how to deal with one once again. =============================================================================== FIGHTING A GUARDIAN OF INSANITY A Guardian of Insanity's main weak point is its yellow eye on the back of the growth along its right arm. In order to hit the eye, a player must get in the back of the Guardian and blast it. Precise aiming needs to be used while attempting a shot in order to hit it properly. After blasting the eyeball, the Guardian will be stunned for a moment. Both players can use that time to hit the Guardian with a melee attack. If both characters hit the Guardian BE SURE to back away from it as it prepares to perform its two horizontal swings after the second melee - this will always be its recovery attack after two melee attacks. It's best to NOT hit the Guardian with a melee attack right away when it is stunned however. Use that time to blast its back eyeball at least one time with a powerful shot then hit it with a melee attack or continue to shoot the eye on its back. If your character has a magnum, then blasting it directly in the eye with the magnum will take down a Guardian very quickly - in about three shots on normal mode. Blasting the growth on the side of the Guardian's arm will make the arm spew acid, which can damage any character that is close to it. The Guardian has a grab attack and an overhead attack that will perform normally. It will try to hit a character from mid-distance with its overhead attack. Back away as it prepares the attack or quickly run behind it to avoid the attack. While in close range to the Guardian, it will try to grab a character. This grab MUST be cancelled by a partner assist melee. On single player tap the O/B button in order to get the partner to break the grab with a melee. Failure to cancel the grab will result in an impale that will cause instant death to the grabbed player. The instant death impale move will happen faster after a grab depending on the difficulty that game is set at. Spamming gunfire on any portion of a Guardian's body can defeat it eventually if you don't want to worry about its back eyeball. It's best to aim for its head. Shots to the head will stun the Guardian quicker than shots to other portions of its body. If you're playing in co-op play, two players can get on opposite ends of the Guardian and easily get a shot at its weak eyeball then melee attack it. Having to move away to dodge its retaliation swing makes melee attacking it time consuming but if one characters is always facing its backside, that characters can restun it with an eye shot while it perform its retaliation swings. Players can run from a Guardian. It's much like a Nemesis pursuer, in that, it will stalk a player until it loses sight of the player. A player is never forced to fight any of the Guardian's in the game. After defeating a Guardian, it will drop a --LARGE SCORE STAR-- that is worth 2,000 points for ranking purposes at the end of the chapter. Use powered weapons to fight him and try to shoot it in its eyeball weak point on its back. Don't worry much about conserving gunfire unless you're playing Professional mode. Even on Pro mode, a player should have enough ammo for most of the Guardians throughout the mansion if you take advantage of its eyeball weak point on its back. =============================================================================== There is a --WOODEN BARREL-- in the cell on the left side of the room and there is a score star inside of the first cell to the right in the group of cells on the second floor. There is another --WOODEN BARREL-- at the end of the row of cells to the right as well. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = S C O R E S T A R -- Score Star 15 Location: Prison Points: 500 After moving up the stairs, your characters will likely fight a Guardian of Insanity. This score star is attached to the wall of the first cell to the right after stepping away from the stairs. Pics: http://img231.imageshack.us/img231/8591/scorestar151.jpg http://img13.imageshack.us/img13/2338/scorestar15.jpg = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Lying on the floor inside of the left cell on the second floor. A test subject lies near this barrel. Slash him with the knife or shoot him to prevent him from grabbing your character while breaking this. --> Small Score Star or Random Ammo [ ] Wooden Barrel - At the end of the row of cells to the right on the second floor, this barrel will be lying in a corner. --> Small Score Star or Random Ammo ------------------------------------------------------------------------------- ----------------------------------------------------------------- INVESTIGATION [ ] Test subject slumped against the wall - The test subject that is slumped against the wall inside the left cell on the second floor can be examined. ------------------------------------------------------------------------------- There are two Test Subjects (zombie-like enemies) that lie on the ground in this area that will grab a character if a player moves by one without stunning it first. A Test Subject can be stunned by shooting it with a weapon or by slashing it with a knife. If one grabs a character, the partner can knock it off with a partner assist melee or the grabbed player can use the left analog to fight off the Test Subject hold. Basically it's just like a Majini grab from the main game of RE5. Either way, the characters do not have to fight the Guardian here. If he is not fought, you need to gain some serious distance from him since more Guardians will appear along the path ahead and you don't want that many in your area at one time. The wooden ledge in the middle of the gap in the second floor can be used to escape the Guardian if it ever tries to corner a character on a particular side. It's really best to defeat this Guardian. Your main destination on this floor is down the stairs off to the right at the end of the second floor. Look on the shelf off to the left near the bottom of the stairs and collect the --HANDGUN AMMO-- from off the shelf. There is also a score star on the bottom shelf, across from the shelf with the handgun ammo pickup, and a --WOODEN BARREL-- lying near the wall down the right path further ahead. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = S C O R E S T A R -- Score Star 16 Location: Prison Points: 500 After moving down the stairs from the second floor cell area with the first Guardian of Insanity, this will be lying on the bottom shelf of a set of shelves near a dead test subject. Basically when you move down the stairs, take the left path and it will be on the lowest shelf. Pics: http://img213.imageshack.us/img213/4411/scorestar16.jpg = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - After moving down the stairs from the second floor of the Prison Corridor, this barrel will be lying near the wall down the right path at the bottom of the stairs. --> Small Score Star or Random Ammo ------------------------------------------------------------------------------- Be VERY careful about breaking the wooden barrel near the wall of the right path since a Guardian of Insanity is behind the wall and it will destroy the wall with an overhead swing eventually. This Guardian can be fought or run away from just like the last Guardian. It's really a good idea to defeat this Guardian to keep from having to deal with two of them at once in a moment. == SPIRAL STAIRCASE AREA == Once the characters move down the right tunnel ahead, another Guardian will appear. The Guardian will hop down from an overhead ledge. There is a broken ladder up ahead. The Chris player can stand near the ladder and boost the Jill player up to the --2 WOODEN BARRELS-- on the wooden platform above. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - In the area with the spiral staircase, where the third Guardian attacks, Jill can be boosted up to a platform with two wooden barrels on it. --> Small Score Star or Random Ammo [ ] Wooden Barrel - In the area with the spiral staircase, where the third Guardian attacks, Jill can be boosted up to a platform with two wooden barrels on it. --> Small Score Star or Random Ammo ------------------------------------------------------------------------------- From the top of the platform, the Jill player can leap over to the area at the top of the spiral staircase. The Chris player will have to move up the spiral staircase. A door is near the bottom of the staircase but it is locked and requires a key. There is a crank handle at the top portion of the spiral staircase and a chest inside an alcove that is blocked by a gate. One player will have to rotate the crank while the other player enters the alcove as the gate rises. NOTE: In single player, the AI partner can be ordered to rotate the crank by using the action command in front of the crank or the main player can rotate the crank and allow the AI partner to enter the alcove and open the chest. It's quicker to let the AI partner rotate the crank since the partner will not enter the alcove until the gate is fully lifted otherwise. The chest contains the **JAIL KEY**. The Jail Key will unlock the door at the bottom of the spiral staircase, so return to the bottom of the stairs and use the Jail Key on the door. Fall down the ledge along the path behind the door. NOTE: If the Guardian(s) was (were) following your characters in the Spiral Staircase area, they will likely follow the characters to the next area as well. ----- KNIFING THE GUARDIAN(S) IN THE SPIRAL STAIRCASE AREA http://www.youtube.com/watch?v=jjXm8y5XkG8 (thanks to Mosi Pig for the video) ----- == WATER AREA == A Guardian of Insanity is wandering around this area. The Guardian will usually appear from off the left as the characters enter the area. There is a --WOODEN BARREL-- past the gap in the bridge up ahead - the characters will have to hop over the gap to reach it. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Hop over the gap in the wooden bridge at the beginning of the water area and this barrel will be lying on the other side. --> Small Score Star or Random Ammo ------------------------------------------------------------------------------- No matter if the straight path with the wooden bridge is taken or the left path with the barred alcoves along the wall is taken, they will both lead the characters to a locked gate. An indention of a crest is to the right of the gate. The players must find two pieces of this crest. Open the chest in the middle of the left path and pick up the **SILVER CREST** from inside. Walk to the center portion of the water area and find the broken ladder. The Chris player can stand below the broken ladder and boost the Jill player up to the platform above. The Jill player can open the chest on the top platform and collect the **GOLD CREST** from inside. A Guardian of Insanity will appear on the platform beside Jill and it will fall down to the bottom area with the Chris player. NOTE: In single player, the Jill AI partner will stand on the platform and continue to shoot at the Guardian from above. If you want her to come down, issue the "Come on" command to make her drop and follow Chris. The second Guardian in this area can be easily escaped from since the characters are basically ready to leave once it appears. Shoot the score star in the sixth barred alcove along the second set of alcoves to the left while moving down the left path. It's basically right across from the stairs at the end of the left path. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = S C O R E S T A R -- Score Star 17 Location: Prison Points: 500 In the area with the water, move along the left path and collect the silver crest from the chest off to the left. Keep moving down that path and look along the barred alcoves along the left wall. This score star is inside the sixth barred alcove in the group of alcove past the chest - second alcove from the back. This alcove is right below a staircase. Pics: http://img716.imageshack.us/img716/2765/scorestar17.jpg = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Once both of the crests are obtained, place them both in the indention in the south portion of this area to unlock the gate. Approach the gate and use the partner command button to enter ready status and leave this area. [LIN13] Chapter 1-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - T H E M A Z E - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE: For this section, I have taken pictures (pics) of the spike traps throughout the maze, the test subjects that lie in the water, the chest that can be found throughout the maze as well as other pics. They are labeled below. Copy and past the url into your internet browser to see the pic. If you look at the mini-map in the upper right corner of each pic, this will give you a better understanding of the location. -- THE BASICS OF THE MAZE This area can be a bit confusing on your first time through. It's best to navigate the area and tell your location based on the colored sections along the mini-map in the upper right hand portion of the screen. Make sure to press the R2/RB button to display the map. The colored sections are spike traps that can be raised by finding one of four cranks that are hidden inside chests in the area. Each spike trap has a mechanism to place a crank handle nearby. The mechanisms are signified on the mini-map by a square with a hole in the middle and they are always near a spike trap. ----- Violet (Purple) trap - the mechanism for the crank handle is on the second floor. It can be reached by climbing the ledge that is above the violet trap. Pic: http://img641.imageshack.us/img641/2006/linvioletmechanismonupp.jpg http://img13.imageshack.us/img13/3929/linvioletspiketrap.jpg ----- ----- Blue trap - the mechanism for the crank handle is on the first floor right beside the blue spike trap. Pic: http://img14.imageshack.us/img14/3493/linbluemechanismandblue.jpg ----- ----- Red trap - the mechanism for the crank handle is on the first floor right beside the red spike trap. Pic: http://img704.imageshack.us/img704/5593/linredmechanismandredtr.jpg ----- ----- Green trap - the mechanism is separated from the green trap by a nearby wall. A character must take a separate path to the mechanism and the partner must move around the mechanism area to reach the green spike trap. Pic: http://img683.imageshack.us/img683/7276/lingreenmechanismneargr.jpg http://img63.imageshack.us/img63/3762/lingreenspiketrap.jpg ----- The middle area has a locked gate with an octagonal indention for four shards to be placed inside of it. The number of shards that must be placed in the indention depends on the difficulty that a player has chosen. Amateur = 1 shard Normal = 3 shards Veteran = 4 shards Professional = 4 shards In order to gain a shard piece, one of the four Guardians that roam the maze must be lead into a trap and crushed. A shard will be left behind on top of the spiked trap once the Guardian is crushed. The Guardians are displayed on the map as blue triangles. NOTE: On Professional mode, the Guardians will not appear on the map. The players must use their own viewpoints to see them throughout the maze. In single player mode, the main player can get the AI partner to stand in place near a crank mechanism once the correct crank handle has been obtained and the main player can lead a Guardian up under the trap then run out and order the partner to drop the spiked ceiling on the Guardian by pressing the O/B button to "Deploy the trap". In co-op mode, one player will need to use the crank to raise a spiked trap while the other player lures a Guardian under the spiked trap. It's a good idea to use the "Go" command when you want your partner to drop a spiked ceiling trap on a Guardian - hold O/B then Directional pad up. Many of the areas are sealed off from the beginning. They are sealed off by breakable walls that only the Guardians of Insanity in the Maze can break. The Guardians will only start to break down some of the walls after the first plate is placed on the middle area indention. -- STARTING OUT IN THE MAZE Chris and Jill will start in separate areas in the maze. Both of them have lost all of their weapons. Chris will start in the area with the green mechanism where the green crank can be placed to raise the green spiked trap. There is a --WOODEN CRATE-- containing a --FIRST AID SPRAY-- and a --WOODEN BARREL-- containing a --FLASH GRENADE-- to the right of him. Chris starting point: http://img693.imageshack.us/img693/5875/linchrisstartingpoint.jpg --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - To the right of Chris as he starts out in the maze. This is in the area near the mechanism where the crank must be placed for the green spike trap. To the north of the green spike trap. --> Flash Grenade [ ] Wooden Crate - To the right of Chris as he starts out in the maze. This is in the area near the mechanism where the crank must be placed for the green spike trap. To the north of the green spike trap. --> First Aid Spray [ ] Wooden Crate - Behind Jill as she starts out in the maze. This is in the area to the south of the purple spike trap. This is the crate on top of the barrel. --> Flash Grenade [ ] Wooden Crate - Behind Jill as she starts out in the maze. This is in the area to the south of the purple spike trap. --> First Aid Spray ------------------------------------------------------------------------------- Jill will start in the area to the south of the violet spiked trap. Like Chris, she will have a --WOODEN CRATE-- containing a --FIRST AID SPRAY-- and another --WOODEN CRATE-- containing a --FLASH GRENADE-- behind her. The Jill player will need to run to the north and head toward the blue spike trap. Climb on top of the trap and climb up to the ledge near it. The Chris player should meet up with the Jill player on the upper walkway. Jill starting point: http://img715.imageshack.us/img715/7420/linjillstartinpoint.jpg NOTE: The AI partner will NOT grab the items from the breakable objects where the partner starts in the maze. The AI partner will immediately meet up with the main player as you begin to move deeper into the maze, so you can go to the AI partner's starting position and collect the items if needed. Chris' starting point with the green mechanism is the only character starting point that needs to be returned to later. -- THE FIRST CRANK HANDLE As the Chris player rounds the corner, break the --WOODEN BARREL-- off to the right for a --MEDIUM SCORE STAR--. Move to the north. Find the red section of the map and head for the red spike trap area. Do not move to the west yet. A Guardian should be in the west area. Climb on top of the red spike trap platform then climb up to the high ledge to the left of the spike platform. Knife slash each of the three spiders along the high corridor to get a Small Score Star for defeating each one. NOTE: The three small spiders need to be knife slashed and the small score stars left behind need to be taken if you want a better score ranking at the end of the game. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Against the right wall after the Chris player rounds the right corner to the north of the green spike trap mechanism. --> Medium Score Star ------------------------------------------------------------------------------- Find the chest off to the right down the corridor then break the --WOODEN BARREL-- near it and open the chest to receive a ++RED CRANK++ or a ++BLUE CRANK++. The crank that will be in the chest is random, but it will always be either red or blue since only those two traps can be reached right now. Pic of chest near red spike trap: http://img15.imageshack.us/img15/294/linchestnearredspiketra.jpg --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Near the chest along the upper walkway that is to the west of the red spike trap. --> Small Score Star ------------------------------------------------------------------------------- Pick up the crank and find the spike trap on the map associated with that color. If you're playing with the AI partner then the partner should meet up with your character soon. If you're playing in co-op, then hopefully your partner is reading this guide along with you. If not... well, that person needs to. The blue trap is to the west and the red trap is to the east. Run to whichever trap you currently have the crank for then find the crank mechanism next to it and use the crank handle on it. In co-op mode, one player will have to rotate the crank to raise the spiked trap while the other runs off and finds the first Guardian then lures it under the spiked trap so the partner can release the trap. In single player, order the partner to "Ready the trap" by standing in front of it and pressing the button displayed then get the partner to "Deploy the trap" after leading a Guardian under it by using the O/B button. The characters will receive the ++SUN EATER SERPENT SHARD++ by using the red trap or the ++SERPENT TAIL SHARD++ by using the blue trap. Whichever one you receive, run to the middle area with the locked gate and place the shard in the indention to the left of the gate. This will give you a checkpoint and the Guardians around the area will begin to break the breakable walls around the maze... slowly. Pic of middle gate area: http://img525.imageshack.us/img525/6987/linmiddlegate.jpg NOTE: Be sure to keep in mind that placing a shard on the indention near the middle gate will grant the players a checkpoint. This can be very useful to know while collecting the cranks from the chest. If a player dies along the way while collecting the cranks without placing a shard in the indention for a checkpoint, the cranks before the death will have to be collected once again. Take this time to break the --WOODEN BARREL-- across from the locked gate and break the --WOODEN CRATE-- near the mechanism of the blue spike trap. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Across from the locked gate against the wall. --> Flash Grenade [ ] Wooden Crate - To the right of the mechanism for the blue spike trap. --> Flash Grenade ------------------------------------------------------------------------------- It's really up to the player with how to deal with the rest of maze now. I'll lead you to the areas with the chests (crank handles) and describe some areas for you. -- FINDING THE SECOND CRANK HANDLE Head back to the area surrounding the green spiked trap where Chris starts. The area where Chris started is the area with the mechanism for the green crank - remember that. The mechanism is in an area separated from the crank. Also there is a test subject in the water to the north and just to the left of the area leading away from the green mechanism. This little ass will grab a character when a player moves by him. He can't be seen until he jumps out of the water. He can be knife slashed to stun him or you can run by him quickly and move to the side to hopefully avoid being grabbed. Knowing their location is sometimes vital since they can grab a character while a Guardian is nearby and thereby cause instant dying status as the character is hit by the Guardian. There are other test subjects spread around the maze. Pic of test subject location near green spike trap: http://img94.imageshack.us/img94/3263/lintestsubjectneargreen.jpg NOTE: As mentioned above, knife slashing a test subject after it grabs a character or while it is underwater will permanently stun it. So, if it grabs your character, knife slash it afterwards and you won't run the risk of it grabbing your character again. The wall on the west side outside of the green mechanism area should now be broken. Enter the narrow corridor where the breakable wall used to be then break the --WOODEN CRATE-- on the block to the left and then move down the corridor to the right. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - On the east side of the green spike trap area, this will be on a block to the left along the way to the chest in that area. --> Small Score Star ------------------------------------------------------------------------------- Hop over the bars along the corridor then look off to the left and you'll see a chest to the left of a coffin. Open the chest to receive a ++RANDOMLY COLORED CRANK++. Pic of chest near green spike trap: http://img502.imageshack.us/img502/2658/linchestneargreenspiket.jpg There is a test subject in the water next to the other set of bars that will try to grab your character as you move toward him. He can be dodged by moving quickly by the area where he lurks and he can be shot to stun him while he is underwater. Keep this little bastard in mind when leading a Guardian through this area. Pic of test subject location near chest by green spike trap: http://img28.imageshack.us/img28/9148/lintestsubjectlocationn.jpg Go the opposite direction along the current corridor and break the --WOODEN BARREL-- to the left of the green spike trap. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - In a corner to the west of the green spike trap. --> Small Score Star ------------------------------------------------------------------------------- -- FINDING THE THIRD CRANK HANDLE Hop up on top of the green spike trap and climb up to the ledge along the south side. This high walkway will lead the characters to the next chest. Move along the walkway and enter the alcove to the left to find the chest. Open it to receive another ++RANDOMLY COLORED CRANK++. Pic of chest on upper walkway: http://img408.imageshack.us/img408/4194/linchestonupperwalkwayn.jpg There is also a --WOODEN BARREL-- to the right of the chest with a --FLASH GRENADE-- inside. A snake is slithering around this area and he can be knife slashed for a --RANDOM EGG--. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - Next to the chest on the upper walkway above the green spike trap. --> Flash Grenade ------------------------------------------------------------------------------- -- FINDING THE FOURTH CRANK HANDLE Follow the walkway to the west and hop across the gap in the walkway to the right toward the end. There is a --WOODEN CRATE-- and a --WOODEN BARREL-- off to the left. The crate has a snake hiding inside of it. Knife slash the crate then prepare to knife slash the snake inside if you choose to break it. There is no point in breaking it though since the snake doesn't leave behind an item or count as a kill toward ranking. The wooden barrel contains a --MEDIUM SCORE STAR--. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Crate - Lying near a wooden barrel on the second floor walkway above the violet spike trap. It's also near the violet mechanism on the second floor. --> SNAKE! [ ] Wooden Barrel - Lying near a wooden crate on the second floor walkway above the violet spike trap. It's also near the violet mechanism on the second floor. --> Medium Score Star ------------------------------------------------------------------------------- The violet spike trap is to the north. Hop over to the walkway to the right. The mechanism for the violet spiked trap is to the left once the characters hop across. A snake is slithering on the walkway near the violet mechanism and it will drop a --RANDOM EGG-- once it is knife slashed. Hop back across to the area with the wooden crate and barrel then hop down on top of the violet spike trap. Hop off the west side of the spike trap then break the --WOODEN BARREL-- along the way to the corridor in the west. Enter the nearby corridor. A test subject is in the water in the middle of the corridor so be prepared to run by him while moving to the left (turn quickly to avoid him). Pic of test subject location near blue spike trap chest: http://img690.imageshack.us/img690/1192/lintestsubjectnearblues.jpg To the left is the final chest with a ++RANDOMLY COLORED CRANK++ inside. Now, your characters should have all three cranks. Exit the tunnel corridor from the north side and you'll be back in the area with the blue spike trap. Pic of chest near blue spike trap: http://img717.imageshack.us/img717/2727/linchestnearbluespiketr.jpg --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Wooden Barrel - This will be lying alongside the tunnel to the west of the violet spike trap. --> Medium Score Star ------------------------------------------------------------------------------- Now, all you have to do is to go and use the cranks then lead the Guardians under the spike traps! The characters will receive the ++SUN EATER SERPENT SHARD++ from the red trap, the ++DUAL-HEAD SERPENT SHARD++ from the violent trap, the ++SERPENT TAIL SHARD++ from the blue trap and the ++TRI-HEAD SERPENT SHARD++ from the green trap. The player should already have one of these from the first trap - either sun eater or serpent tail. NOTE: On Veteran and Professional mode, some of the Guardians will hold up their anchor to stop the falling spike trap. When they do this, the character that lured the Guardian into the trap should run up to the Guardian and attack with a melee attack (Haymaker for Chris and Flip Kick for Jill) then run back out from underneath the trap. This final attack will cause the spike trap to fall on the Guardian shortly afterward. [LIN14] Chapter 1-4 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - T H E S T U D Y - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Round the right corner and move up both sets of stairs. There is one final score star on the left wall as the characters enter the top corridor. Look on the left wall after moving into the corridor to see it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = S C O R E S T A R -- Score Star 18 Location: Spencer Estate (Library) Points: 1000 After the maze portion and before the fight with Wesker, once the characters move up both sets of stairs, grab an M92F handgun from a dead body then return to the front of the hall near the staircase to see this score star hanging on the top portion of the back wall. With Jill, to save some time in retrieving it, a player can aim upward and knife slash it. Only Jill can hit the score star with a knife. Pics: http://img211.imageshack.us/img211/616/scorestar181.jpg http://img189.imageshack.us/img189/8899/scorestar18.jpg = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Follow the corridor to the right. The characters will eventually move past some dead bodies in the hall ahead. One character can pick up the first ++M92F HANDGUN++ from the dead body slumped against the wall around the corner and the partner can pick up the next ++M92F HANDGUN++ from the third dead body further ahead. There is also a --FIRST AID SPRAY-- on the floor near the third body. NOTE: You'll have to make the AI partner pick up an M92F handgun in single player. Having the partner pick it up can mess up your chances of damaging the boss during the upcoming battle. The boss constantly dodges shots and has to dodge a pattern of shots in order to perform a move that can be countered, and your partner will likely mess up that pattern of shots with his/her own shots to ruin the sequence. On the other hand, the partner can help out by spamming the boss with handgun shots when the boss perform a knee attack and possibly stun him. It's really best to go ahead and make the partner pick up the handgun. As the characters enter the corridor with the windows ahead, a cutscene will play. A boss battle will begin shortly after the cutscene. The actual battle that decides the fate of Chris' original partner... + + + + + + + + + B O S S B A T T L E + + + + + + + + + + WESKER ------ Weak Points: - Head Attacks: 1) Sweep - While a character is close to Wesker, Wesker may perform a sweep kick. 2) Roundhouse - While a character is close to Wesker, Wesker may perform a jumping roundhouse kick. 3) Turning Roundhouse - While a character is close to Wesker and his back is turned, Wesker may perform a hopping kick while turning. 4) Hook - While a character is close to Wesker, Wesker may perform a punch (hook). 5) Uppercut - While a character is close to Wesker, Wesker may quickly kneel down then perform an uppercut forward. 6) Mustang Kick - While a character is close to Wesker, Wesker may step forward and perform a kick. 7) Elbow - While a character is close to Wesker, Wesker may perform an elbow strike. 8) Knee and Cobra Strike combo - Wesker will hit the character with a knee followed by a Cobra Strike with his palm. This attack can be interrupted by the partner if a shot is fired. If the Cobra Strike hits the character, it will send the character flying toward the nearby wall behind the character then stun the character for a few seconds. Shake the left analog to make the character recover faster. 9) Samurai Edge Shot - Wesker will take out his handgun and fire his gun at a character. A button dodge command will appear so that the targeted character can flip away from the attack without taking damage. 10) Grab and Toss - While near Wesker, Wesker will reach out and grab a character. If the grab connects, Wesker will hold the character down to the ground then toss the character to the side. Button Dodge Attacks 1) Palm Strike and Hand Impale - Wesker will suddenly dash toward a character during a mini cutscene then he will perform a palm strike to the chest followed by a hand impale. The hand impale portion will instantly kill a character. A button dodge command will appear before each attack in order to dodge the attacks. The partner can shoot Wesker to cancel this attack or the partner can move toward Wesker and input the counter button command that will appear on the screen. 2) Elbow and Windfall (foot grind) - Wesker will dash toward a character during a mini cutscene then he will perform an elbow to the character's face to knock the character down. Wesker will stand above the character stomp the character with his foot then grind his foot against the character's chest. Wesker will eventually take out his samurai edge and shoot the characater. The elbow portion of the sequence can be escaped by inputting the button dodge command that appears and the actual stomp portion can be escaped by inputting a button command as well. The foot grind can be escaped by shaking the left analog. The partner can shoot Wesker to cancel the attack or the partner can run toward Wesker and input the counter button command that will appear on the screen. 3) Hand Impale - Wesker will shake his right arm to the side then try to impale the targeted character with his hand a few times. A button dodge command will appear shortly before each impale. Unlike story mode, there is no counter attack sequence after dodging all hand impale attempts. If a hand impale is not escaped, Wesker will stab the character and kill the character instantly. This attack is very rare and VERY sudden. If you ever see Wesker shake his right arm to the side then he was trying to start this sequence. No matter the level of difficulty, the button commands must be entered precisely in order to escape each hand impale attempt. Chris and Jill will be face-to-face with Wesker after the cutscene. Wesker will be in the back of the study near the body of Ozwell E. Spencer. This is clearly a battle that Chris and Jill cannot win. Wesker dodges all handgun shots that are fired his way if the characters try to shoot him. NOTE: This battle will only last 3 minutes no matter what happens during the battle. Wesker CAN be forced into ending the battle earlier if he receives a certain amount of damage through melee attacks. Restart the battle through the pause menu if you near the 3 minute mark and want to force Wesker to leave or he will end the battle himself shortly afterwards. Wesker is not fully invincible. Both Chris and Jill can fight back against him somewhat. If a character shoots at Wesker, he will dodge the attack in a pattern of dodges. He will always dodge as follows when ONE character fires at him. Shot 1 - Sway to the right or left Shot 2 - Sway to the right or left Shot 3 - Dash toward the attacking character After the third shot is fired, Wesker will dash toward your character and attempt to hit your character. A minor cutscene may play then a button prompt dodge command will appear on the screen. Quickly tap the button to make your character flip to the side to avoid Wesker's attack. Right after your character dodges the attack, Wesker is wide open to a melee attack from either character. Chris will perform his uppercut and Jill will perform her sweep kick when the []/X button is pressed near Wesker while he recovers. This is the main way to melee attack him and end the battle quickly. NOTE: Sometimes the cutscene will not play and Wesker will simply dash toward your character then try to attack. The cutscene is not always guaranteed. Sometimes Wesker will target a character and a slight cutscene will play before he dashes toward the character like what is mentioned above, but he will perform a different attack. A dodge command will appear once again. Enter the button command to dodge the attack then run up to Wesker. A player can perform a tag team attack (Haymaker or Flip Kick) to Wesker at that time to damage him. TIP: Instead of tapping a precise button, a player can tap all buttons in every difficulty except Professional mode in order to escape Wesker's attacks. The only attack that cannot be escaped by tapping all buttons is Wesker's hand impale that he will perform from close range. Much like in the story mode Wesker battles, Wesker can be knocked out of his attacks by shooting him the precise moment before an attack connects. Best Attacks to counter: Sweep, Roundhouse, Turning Roundhouse, Mustang Kick, Knee He will be stunned for a few seconds after some of his attacks - he can be hit with a melee attack after his kick attacks are countered with a gunshot. If Wesker is hit with several handgun shots during an attack, he will be stunned and wide open to a full melee combination sequence: CHRIS MELEE COMBO Commands = Left Hook - Right Hook - Body Blow - Heavy Blow - Finishing Combo .-----------------------------------------------------------------------------. | BUTTONS | Action | Action | Assist | Run | Action + Run | | PS3 | [] | [] | O | X | [] + X | | X360 | X | X | B | A | X + A | '-----------------------------------------------------------------------------' * The "Left Hook" command starts the combination and the rest of the commands are timed presses. JILL MELEE COMBO Commands = Reverse - High Kick - Front - Knee - Double Heel Kick Kick Strike Hop .-----------------------------------------------------------------------------. | BUTTONS | Action | Action | Assist | Run | Action + Run | | PS3 | [] | [] | O | X | [] + X | | X360 | X | X | B | A | X + A | '-----------------------------------------------------------------------------' * The "Reverse Kick" command starts the combination and the rest of the commands are timed presses. The best time to damage Wesker and set him up for the melee combo sequence is while he performs his knee and cobra strike combo. In single player, set the AI partner to "Attack" mode by issuing the "Go" command. Both players can shoot Wesker while he performs his knee attack. He usually does this after players shoot him from close range, so remain close to him and fire to get him to perform this move then keep shooting him as he does this. One player is bound to get hit in the process however. Performing the button sequence described above will instantly end the battle. If Wesker is hit with several melee attacks during this battle, the battle will end also. Players will receive ++3000 POINTS IN SCORE STARS++ and you will receive the "Kung Fu Fighting" trophy/achievement for making Wesker end the fight early. After three minutes, the battle will end automatically no matter if the characters have hit Wesker or not, but no added bonus will be gained from Wesker ending the battle himself. TIP: On Professional mode, players can simply circle Wesker in co-op play and allow the battle to end in three minutes. This is MUCH easier than trying to dodge his attacks. It will increase your time a bit, but it will severely decrease possible damage. --> Videos of Wesker Battle: Here is a video by BoBo_273 on youtube that showcases the melee sequence that can be performed on Wesker from Jill's point of view: http://www.youtube.com/watch?v=LZ78DIP4HiY Here is a video by iK1NG that shows how to defeat Wesker very quickly by canceling his attacks with handgun shots: http://www.youtube.com/watch?v=1CFP02J-oig + + + + + + + + E N D B O S S B A T T L E + + + + + + + + The ending cutscene to Lost in Nightmares will play once the battle is over and the fate of Chris' original partner will be decided. =============================================================================== S C O R E S T A R L O C A T I O N S =============================================================================== There are 18 Score Stars hidden throughout the Lost in Nightmares side story and finding them all will help boost your overall point total at the end of the side story for ranking and give you the following trophy achievement: ----- --> Wish upon a Star Destroy all 18 of the Score stars found throughout "Lost in Nightmares". ----- Score Stars must be slashed with the knife or shot with a gun in order to collect them much like the BSAA emblems in the main game of RE5. ------------------------ Score Star Location List ------------------------ ------------------------------------------------------------------------------- -- Score Star 1 Location: Spencer Estate Points: 500 Move down either set of steps along the side of the main stairway and step in front of the barred gate. Turn around and look up to find this score star attached to the backside of the ceiling lantern below the main stairway. Pics: http://img15.imageshack.us/img15/4792/scorestar12.jpg http://img694.imageshack.us/img694/719/scorestar1.jpg ------------------------------------------------------------------------------- -- Score Star 2 Location: Spencer Estate Points: 500 Move up the stairs and step onto the second floor of the Spencer Estate while still in the main hall then find the entrance doors to the mansion then look directly above them. This score star is lying in the middle wall alcove right above the entrance doors. The middle chandelier may block the view of it if you stand in the middle of the second floor. Pics: http://img64.imageshack.us/img64/4718/scorestar2.jpg http://img535.imageshack.us/img535/2531/scorestar21.jpg ------------------------------------------------------------------------------- -- Score Star 3 Location: Spencer Estate Points: 500 While on the second floor of the main hall of the Spencer Estate, move toward the side without the gap in the walkway then look back toward the chandelier hanging on the middle of the ceiling. This score star is attached to the top portion of the backside of the chandelier. Pics: http://img193.imageshack.us/img193/628/scorestar3.jpg ------------------------------------------------------------------------------- -- Score Star 4 Location: Spencer Estate Points: 500 Move down the hallway past the door on the side of the second floor with no gap. This score star is lying on top of the cabinet in front of the door at the end of the hall. The cabinet has some plates lying on top of it as well. Pics: http://img517.imageshack.us/img517/7447/scorestar41.jpg http://img704.imageshack.us/img704/7131/scorestar4.jpg ------------------------------------------------------------------------------- -- Score Star 5 Location: Spencer Estate Points: 500 While in the Dining Room, look up on the southwest corner of the second floor to see this on the wall. It's on the second floor portion to the left of the clock. Pics: http://img13.imageshack.us/img13/8692/scorestar5.jpg ------------------------------------------------------------------------------- -- Score Star 6 Location: Spencer Estate Points: 500 Look behind the chimes inside the grandfather clock in the Dining Room to find this score star hanging inside the clock. Pics: http://img175.imageshack.us/img175/5669/scorestar61.jpg http://img519.imageshack.us/img519/4896/scorestar6.jpg ------------------------------------------------------------------------------- -- Score Star 7 Location: Spencer Estate Points: 500 Past the Dining Room, enter the restroom below the staircase. This score star is hanging above the urinal in the restroom. Pics: http://img683.imageshack.us/img683/4781/scorestar71.jpg http://img693.imageshack.us/img693/7941/scorestar7.jpg ------------------------------------------------------------------------------- -- Score Star 8 Location: Spencer Estate Points: 500 This score star is lying inside of a small cage with a white sheet draped over it in the storage room where the heat sensitive paper is found. It's lying next to a crate. Pics: http://img85.imageshack.us/img85/9130/scorestar81.jpg http://img519.imageshack.us/img519/8479/scorestar8.jpg ------------------------------------------------------------------------------- -- Score Star 9 Location: Spencer Estate Points: 500 This is hanging on the ceiling of the corridor with the barred gate that the characters will pass by on the way to the storage room. This can be seen much better after a character pulls the lever inside of the corridor to stop the ceiling spikes. It's on the ceiling of the left corridor that the player will pass by before getting to the lever. Pics: http://img517.imageshack.us/img517/6643/scorestar10.jpg http://img21.imageshack.us/img21/4610/scorestar101.jpg http://img59.imageshack.us/img59/5145/scorestar102.jpg ------------------------------------------------------------------------------- -- Score Star 10 Location: Spencer Estate Points: 1000 After or shortly before a character steps into the room with the spiked ceiling trap, this will be hanging on top of the south wall above the wall safe. This can be shot before or while the spiked ceiling lowers. It MUST be shot before the spiked ceiling lowers too much - run and flip the switch without shooting it first and it can't be shot. Pics: http://img294.imageshack.us/img294/481/scorestar9.jpg http://img691.imageshack.us/img691/9343/scorestar91.jpg ------------------------------------------------------------------------------- -- Score Star 11 Location: Prison Points: 500 After the characters drop off the edge of the wooden ledge right after using the crank and moving below the mansion, look to the left and look above the shelves to see this score star hanging on the wall above the shelves. Pics: http://img695.imageshack.us/img695/6927/scorestar111.jpg http://img716.imageshack.us/img716/5983/scorestar11.jpg ------------------------------------------------------------------------------- -- Score Star 12 Location: Prison Points: 500 After moving below the stairs to the cell area of the Prison, this will be on the floor of the fifth cell to the right. A dead test subject is inside of the cell and is lying on the floor with its hand over the score star. Pics: http://img22.imageshack.us/img22/4792/scorestar12.jpg ------------------------------------------------------------------------------- -- Score Star 13 Location: Prison Points: 500 After rounding the left corner of the cell area, a Guardian of Insanity will walk by on a ledge up above. Walk ahead just a bit then turn and look up to see this hanging on the second floor wall above the cells. Pics: http://img35.imageshack.us/img35/9983/scorestar131.jpg http://img251.imageshack.us/img251/3223/scorestar13.jpg ------------------------------------------------------------------------------- -- Score Star 14 Location: Prison Points: 500 Before moving up the first set of stairs in the cell area, look inside of the closed cell below the stairs. This score star will be hanging on the left wall inside of the cell. Pics: http://img69.imageshack.us/img69/8324/scorestar141.jpg http://img69.imageshack.us/img69/1504/scorestar14.jpg ------------------------------------------------------------------------------- -- Score Star 15 Location: Prison Points: 500 After moving up the stairs, your characters will likely fight a Guardian of Insanity. This score star is attached to the wall of the first cell to the right after stepping away from the stairs. Pics: http://img231.imageshack.us/img231/8591/scorestar151.jpg http://img13.imageshack.us/img13/2338/scorestar15.jpg ------------------------------------------------------------------------------- -- Score Star 16 Location: Prison Points: 500 After moving down the stairs from the second floor cell area with the first Guardian of Insanity, this will be lying on the bottom shelf of a set of shelves near a dead test subject. Basically when you move down the stairs, take the left path and it will be on the lowest shelf. Pics: http://img213.imageshack.us/img213/4411/scorestar16.jpg ------------------------------------------------------------------------------- -- Score Star 17 Location: Prison Points: 500 In the area with the water, move along the left path and collect the silver crest from the chest off to the left. Keep moving down that path and look along the barred alcoves along the left wall. This score star is inside the sixth barred alcove in the group of alcove past the chest - second alcove from the back. This alcove is right below a staircase. Pics: http://img716.imageshack.us/img716/2765/scorestar17.jpg ------------------------------------------------------------------------------- -- Score Star 18 Location: Spencer Estate (Library) Points: 1000 After the maze portion and before the fight with Wesker, once the characters move up both sets of stairs, grab an M92F handgun from a dead body then return to the front of the hall near the staircase to see this score star hanging on the top portion of the back wall. With Jill, to save some time in retrieving it, a player can aim upward and knife slash it. Only Jill can hit the score star with a knife. Pics: http://img211.imageshack.us/img211/616/scorestar181.jpg http://img189.imageshack.us/img189/8899/scorestar18.jpg ------------------------------------------------------------------------------- ----------------- Extra Score Stars ----------------- These extra score stars are found in breakable objects or by performing the listed task: -- Small Score Star Location: Found in breakable objects, by killing rats in the Prison and by killing spiders in the Maze. Points: 150 - 300 -- Medium Score Star Location: Found in breakable objects. Points: 500 - 1000 -- Large Score Star Location: Kill a Guardian of Insanity and it will drop this. Points: 2000 (4000 for secret Guardian - See Extras and Secrets section) The Guardian's eye on the back side of the growth along its right arm is its weak point. Shoot the eye on its back to make it kneel then hit it with a melee attack for extra damage. Any gunfire to the eye on the back of its chest is basically double damage, so firing at the eye is the quickest way to defeat a Guardian. All gunfire to any portion of the body will damage the Guardian, but these shots will make it spew acid from its arm that can damage a character from close range. -- Extra Large Score Star Location: Knock out Wesker during the battle with him. Points: 3000 During the fight with Wesker, counter either of his dash attacks by entering the button sequence that appears on the screen then run up to him and hit him with a melee attack as the button prompt appears while near him. He will automatically perform a dash toward one of the characters eventually. He can also be forced into performing a dash attack by shooting at him so that he dodges your handgun bullets three times - he will dash toward the attacking character afterward and that is when a player can dodge then run up and hit him. The shots have to be from long range! Dodging a forced dash = normal melee attack prompt afterward Dodging a normal dash (that Wesker does himself) = tag team melee attack prompt afterward. On co-op play, both players can run up to Wesker after one player dodges then both players can activate the melee attack simultaneously. See the Wesker boss fight in the Lost in Nightmares walkthrough section for more details. You'll get the Kung Fu Fighting trophy/achievement for gaining this score star. =============================================================================== T R O P H Y / A C H I E V E M E N T L I S T =============================================================================== -- Must've Got Lost Details: Complete "Lost in Nightmares" on any difficulty. Extra Info: Simply beat the game on any difficulty. -- It's Just a Bad Dream! Details: Complete "Lost in Nightmares" with an S rank. Extra Info: The S rank can be achieved on any difficulty. Make sure to find all the score stars, defeat at least 7 Guardians, not take too much damage and finish the game as quick as possible. -- Night Terrors Details: Complete "Lost in Nightmares" on Professional. -- Kung Fu Fighting Details: Inflict a set amount of damage to Wesker in "Lost in Nightmares" Extra Info: See the Wesker boss battle section in the Lost in Nightmares walkthrough to find out how to damage Wesker. -- Wish Upon a Star Details: Destroy all 18 of the Score stars found throughout "Lost in Nightmares." Extra Info: See the Score star list. Blast them all to get this accomplishment! =============================================================================== E X T R A S A N D S E C R E T S =============================================================================== ---------------------------- Unlock Jill in single player ---------------------------- Beat the game on any difficulty to unlock Jill as a playable character. When starting a new game, a player can choose between Chris or Jill once the game is beaten once. --------------------- Chris and Jill figure --------------------- Beat the game on any difficulty to unlock an extra figure of Chris and Jill viewable in the Extra Content menu under "Extra Figures". ------------------------------ Unlock Professional Difficulty ------------------------------ Beat the game on Veteran difficulty. -------------------- Extra Crank Dialogue -------------------- With Chris, examine the opening where the crank should go up under the main staircase in the main hall of the Spencer Estate to activate some extra dialogue between Chris and Jill. This can only be done if the Chris player examines the crank opening. --------------- RE1 Camera View --------------- Examine the front double door entrance of the Spencer Estate in the main hall three times to activate a fixed camera angle system similar to the camera used in older RE games. Examine the doors once again to return to the old camera. ------------------------------------- 12th Guardian of Insanity on Pro mode ------------------------------------- The Guardian of Insanity that passes by on the walkway up above in the Prison area of the Spencer Estate can actually be fought on Pro mode. He is an extra Guardian that drops an extra score star if he is defeated. Stunning him and getting to him before he passes by is the hardest part of defeating him however. http://www.youtube.com/watch?v=eo2zpq--t0M Big thanks to SIKSHADOW for the video! Basically, incendiary grenades need to be tossed up at him to stun him. One incendiary MUST hold him in place as a character runs up the staircase toward him to keep him on-screen. If the Guardian moves past the stairs at the top, it will disappear, which shows what a glitch this fight really is! Here is a video that I made up for this fight that showcases how he will disappear if he is allowed to pass by the stairs: http://www.youtube.com/watch?v=u-kEfMX2I0o [DE00] =============================================================================== ____ _____ ____ ____ _____ ____ _ _____ _____ | _ \ | ____|/ ___| | _ \ | ____|| _ \ / \ |_ _|| ____| | | | || _| \___ \ | |_) || _| | |_) | / _ \ | | | _| | |_| || |___ ___) || __/ | |___ | _ < / ___ \ | | | |___ |____/ |_____||____/ |_| |_____||_| \_\/_/ \_\|_| |_____| _____ ____ ____ _ ____ _____ | ____|/ ___| / ___| / \ | _ \ | ____| | _| \___ \ | | / _ \ | |_) || _| | |___ ___) || |___ / ___ \ | __/ | |___ |_____||____/ \____|/_/ \_\|_| |_____| D E S P E R A T E E S C A P E E X T R A C O N T E N T =============================================================================== =============================================================================== I N T R O =============================================================================== JILL VALENTINE'S LAST ESCAPE... While attempting to escape from Raccoon City back in September of 1998, Jill is hunted throughout the city by the Nemesis T-type pursuer sent in by Umbrella to dispose of the members of S.T.A.R.S. Jill is eventually infected with the T- virus after a run-in with the creature. Her partner Carlos finds a cure from a nearby hospital that appeared to rid Jill of the virus. Jill and Carlos successfully defeated the Nemesis T-type and escaped from Raccoon City only minutes before its destruction. Years later, Jill took a fatal fall along with her former commander Wesker from the top floor of the Spencer Estate in order to save her partner Chris. Jill was declared dead after the incident, but neither Wesker nor Jill died. Jill was saved by Wesker and Wesker placed Jill in a cryogenic sleep so he could perform experiments on her body. REMNANTS OF RACCOON CITY... It was later found that Jill still had remnants of the T-virus from Raccoon City inside of her body. Over the years, the T-virus remnants had mutated and built a defense system against the T-virus inside of her. Wesker used the virus antibodies to conduct further research on his Uroboros project, which was developed through the use of the Progenitor flowers that helped to spawn the original Progenitor Virus responsible for the T-virus. Jill Valentine, who had once devoted her life to the eradication of bioweapons was ironically being used to develop the most lethal bioweapon of them all. Wesker attached a device to Jill's chest that administered a performance- enhancing drug known as "P30" to Jill's body. This drug gives the subject super-human strength and renders the subject highly susceptible to mind control. FAVOR FOR A FRIEND... During his journey in Africa, Chris meets up with his old partner, Jill Valentine, who is now under the control of Wesker. In a fateful fight with his former S.T.A.R.S. partner, Chris and Sheva restrain Jill and remove the device that administers the P30 drug from Jill's chest. Jill comes to her senses and tells Chris and Sheva about the control she was under - she couldn't control her actions, but was still aware. She orders Chris and Sheva to find Wesker and stop him before he unleashes the Uroboros virus into the atmosphere. JILL VALENTINE'S "DESPERATE" ESCAPE... Jill is left behind in the Monarch Room... still weak from the P30 device being removed from her body and the fight with her former partner that had saved her. Josh Stone finds an unconscious Jill Valentine on the floor of the Monarch Room and brings her back to her senses. The two set out to escape the Tricell Facility and help Chris and Sheva Desperate Escape tells the tale of Jill and Josh's journey to escape the Tricell Facility and meet up with Chris and Sheva. It gives the player more backstory on Jill and Josh during the events that happened while Chris and Sheva are aboard the tanker that Wesker escapes the Tricell Facility on. This guide covers the full game of Desperate Escape that can be bought on the Xbox LIVE marketplace for 400 points or bought from the PlayStation Store for $4.99 in North America. Desperate Escape will also be released on a disc along with Resident Evil 5: Gold Edition for PS3 in March. All score star locations and Agitator Majini locations are labeled in the main walkthrough and a full list of them is available below the main walkthrough. Each score star and Agitator Majini location has one or two pics along with it to help signify its location. =============================================================================== B A S I C S =============================================================================== NOTE: I am not going to go into full detail with the basics of Resident Evil 5 in this guide. You can check out my full Resident Evil 5 guide for a full basics section on the gameplay of Resident Evil 5. ________________________ PlayStation 3 Control Setup __________________________ To save on a few emails, L3 = push in on the left thumbstick, R3 = push in on the right thumbstick, L thumbstick = left thumbstick, R thumbstick = right thumbstick and D-pad = Directional pad. Type A Type B [] - Action/Fire Gun [] - Action /\ - Inventory /\ - Inventory O - Partner Action O - Partner Action X - Run/Reload X - Run/Reload R2 - Display Map R2 - Display Map L2 - Locate Partner L2 - Equip Knife R1 - Aim Gun R1 - Fire Gun/Locate Partner L1 - Equip Knife L1 - Aim Gun L3 - N/A L3 - N/A R3 - N/A R3 - N/A Start - Pause Menu Start - Pause Menu Select - Skip Cutscene Select - Skip Cutscene L thumbstick - Walk/Turn L thumbstick - Walk/Turn R thumbstick - Change Viewpoint R thumbstick - Change Viewpoint D-pad up - Fast Equip D-pad up - Fast Equip D-pad down - Fast Equip D-pad down - Fast Equip D-pad right - Fast Equip D-pad right - Fast Equip D-pad left - Fast Equip D-pad left - Fast Equip Type C Type D [] - Action/Fire Gun [] - Action /\ - Inventory /\ - Inventory O - Partner Action O - Partner Acton X - Run/Reload X - Run/Reload R2 - Display Map R2 - Display Map L2 - Locate Partner L2 - Equip Knife R1 - Aim Gun R1 - Fire Gun/Locate Partner L1 - Equip Knife L1 - Aim Gun L3 - Run L3 - Run R3 - N/A R3 - N/A Start - Pause Menu Start - Pause Menu Select - Skip Cutscene Select - Skip Cutscene L thumbstick - Walk/Strafe L thumbstick - Walk/Strafe R thumbstick - Adjust Camera/Turn R thumbstick - Adjust Camera/Turn D-pad up - Fast Equip D-pad up - Fast Equip D-pad down - Fast Equip D-pad down - Fast Equip D-pad right - Fast Equip D-pad right - Fast Equip D-pad left - Fast Equip D-pad left - Fast Equip * The R thumbstick for Type B and D controls is used for precision targeting while aiming with a weapon and the L thumbstick for Type A and C controls is used for precision targeting while aiming with a weapon. -- Type A and C Combination Commands Hold R1 then tap X = Reload L thumbstick up + X = Run L thumbstick back + X = Quick Turn Hold R1 + tap [] = Fire/Throw Hold L1 + tap X = Slash with Knife -- Type B and D Combination Commands Hold L1 then tap X = Reload L thumbstick up + X = Run L3 + move L thumbstick up = Run L thumbstick back + X = Quick Turn L thumbstick right or left = Strafe Hold L1 + tap R1 = Fire/Throw Hold L2 + tap R1 = Slash with Knife -- Type C and D Combination Commands (only exclusive commands are listed) L3 + move L thumbstick up = Run Hold X then right or left on L thumbstick = Turn Character Hold X then right or left on R thumbstick = Lock Turning ___________________________ Xbox 360 Control Setup ____________________________ To save on a few emails, LS = push in on the left thumbstick, RS = push in on the right thumbstick, L thumbstick = left thumbstick, R thumbstick = right thumbstick and D-pad = Directional pad. Type A Type B X - Action/Fire Gun X - Action Y - Inventory Y - Inventory B - Partner Action B - Partner Action A - Run/Reload A - Run/Reload RB - Display Map RB - Display Map LB - Locate Partner LB - Equip Knife RT - Aim Gun RT - Fire Gun/Locate Partner LT - Equip Knife LT - Aim Gun LS - N/A LS - N/A RS - N/A RS - N/A Start - Pause Menu Start - Pause Menu Back - Skip Cutscene Back - Skip Cutscene L thumbstick - Walk/Turn L thumbstick - Walk/Turn R thumbstick - Change Viewpoint R thumbstick - Change Viewpoint D-pad up - Fast Equip D-pad up - Fast Equip D-pad down - Fast Equip D-pad down - Fast Equip D-pad right - Fast Equip D-pad right - Fast Equip D-pad left - Fast Equip D-pad left - Fast Equip Type C Type D X - Action/Fire Gun X - Action Y - Inventory Y - Inventory B - Partner Action B - Partner Acton A - Run/Reload A - Run/Reload RB - Display Map RB - Display Map LB - Locate Partner LB - Equip Knife RT - Aim Gun RT - Fire Gun/Locate Partner LT - Equip Knife LT - Aim Gun LS - N/A LS - N/A RS - N/A RS - N/A Start - Pause Menu Start - Pause Menu Back - Skip Cutscene Back - Skip Cutscene L thumbstick - Walk/Strafe L thumbstick - Walk/Strafe R thumbstick - Adjust Camera/Turn R thumbstick - Adjust Camera/Turn D-pad up - Fast Equip D-pad up - Fast Equip D-pad down - Fast Equip D-pad down - Fast Equip D-pad right - Fast Equip D-pad right - Fast Equip D-pad left - Fast Equip D-pad left - Fast Equip * The R thumbstick for Type B and D controls is used for precision targeting while aiming with a weapon and the L thumbstick for Type A and C controls is used for precision targeting while aiming with a weapon. -- Type A and C Combination Commands Hold RT then tap A = Reload L thumbstick up + A = Run L thumbstick back + A = Quick Turn Hold RT + tap X = Fire/Throw Hold LT + tap A = Slash with Knife -- Type B and D Combination Commands Hold LT then tap A = Reload L thumbstick up + A = Run LS + move L thumbstick up = Run L thumbstick back + A = Quick Turn L thumbstick right or left = Strafe Hold LT + tap RT = Fire/Throw Hold LB + tap RT = Slash with Knife -- Type C and D Combination Commands (only exclusive commands are listed) LS + move L thumbstick up = Run Hold A then right or left on L thumbstick = Turn Character Hold A then right or left on R thumbstick = Lock Turning ----------- Checkpoints ----------- Desperate Escape cannot be saved. A player will activate checkpoints in certain areas. If a player dies, the characters will be taken back to the last checkpoint reached. ------- Weapons ------- All weapons found in Desperate Escape will be random per playthrough but most of them will appear in certain locations. Here is a list of the weapons that be obtained: P8 handgun (with 15 ammo) MP5 machine gun (with 100 ammo) PSG-1 rifle (with 7 ammo) M3 shotgun (always/with 8 ammo) M29 magnum (with 6 ammo) Rocket Launcher (with 1 rocket) Hand Grenade Incendiary Grenade Flash Grenade Proximity Bomb It's possible to find more ammo for each gun and possible to find more incendiary, flash, and hand grenades in breakable objects. ----------- Score Stars ----------- Score stars increase the total amount for ranking purposes at the end of Desperate Escape. Score stars are hidden randomly inside breakable objects and enemies will sometimes drop them as they are defeated. Bosses will always drop a large score star after they are defeated. A few score stars are hidden in environments as well. Hidden Agitator Majini listed throughout the walkthrough will always drop large score stars as well. ----------------------- Normal Enemy Randomness ----------------------- Normal Enemies that are found throughout the stages will differ per playthrough of Desperate Escape. For Majini, a player will sometimes fight Town Majini then the player will fight Base Majini in the same area on the next playthrough. The weapon variety per Majini will differ as well - sometimes a player might fight dynamite Majini in an area then fight bowgun Majini in that same area on another playthrough. Bui Kickwa (spiders) may appear in some areas and Big Man Majini will appear randomly as well. The following is a list of the normal enemies a player will encounter in Desperate Escape along with some details about each one: -- Town Majini Town Majini are your most basic Majini types. They are local inhabitants of Kijuju that have been infected by a more advanced form of Las Plagas. Town Majini can carry a variety of weapons such as a hatchet, machete, green bottle, bowgun, cocktail and so on. -- Base Majini Unlike the main game of RE5, in Desperate Escape, Base Majini come equipped with the same type of weapons that Town Majini carry most of the time - machetes and cocktails along with their usual stun rod weapons. Base Majini will sometimes carry machine guns, iron shields and rocket launchers at times also. Base Majini have a random chance of expanding and exploding once they have been defeated in an attempt to damage a player. The explosion can be triggered early by shooting the expanding Majini also. -- Cephalo Both Town Majin and Base Majini will sometimes spawn a worm-like appendage from their head known as a Cephalo. A Cephalo is the actual parasite that lies dormant inside a Majini's body. The Cephalo will attack with its blade-like appendages that lie along the side of its worm-like head. It's very dangerous to remain close to a Cephalo, since it can hit a player anytime that a player is in close range to its worm-like appendage. A Cephalo can easily trap a player in a narrow area and damage the player badly. A Cephalo has a strong overhead attack that it will use to smash a character that is in front of it. Even during this attack, the blade-like appendage can still cut a player if the player touches the head appendage. A Cephalo can be damaged by shooting any portion of its body. The legs are the strongest part of a Cephalo, so shoot the Cephalo in its body (the Majini body) or shoot the head appendage. Shooting the Cephalo in both the body and the head will take the same amount of damage. A Cephalo is extremely weak to any sort of electrical damage or bright light. Electricity from a transformer will weaken it badly and a flash grenade or hand grenade that is tossed underneath the Cephalo (direct hit) will instantly kill it. A Cephalo can spring out of a Majini's head with little warning. The blade appendage will sometimes burst out of the Majini's head while it runs toward a character if the player shoots it in the head. This can cause a player to get damaged by the blast attacks. Use a shotgun to knock back the Cephalo if a Cephalo ever gets too close to your character. -- Duvalia Sometimes a Majini will undergo a transformation where the parasite inside will burst forth from the body and form a clamshell around the top half of the body. The new enemy will attack by opening its mouth to bite a character. The bite will automatically send a player into dying status if the Duvalia catches a player with the bite. The Duvalia will also perform a ram with its hard shell to knock a player to the ground. Shoot a Duvalia in its legs with a powerful weapon to damage it and make it kneel then open its clamshell to show off its major weak point. Blast the Duvalia in the mouth when it opens its clamshell to take some major damage from it and most likely finish it off for good. Like a Cephalo, a Duvalia is weak to electrical damage or a flash grenade. A flash grenade will instantly kill it. While a Majini mutates into a Duvalia, it is completely invincible to weapon fire. A flash grenade or a hand grenade tossed directly underneath it (direct hit) will kill the Duvalia at any time while it mutates however. Wait until a Duvalia is actually walking before shooting it with a gun or it will not take any damage from the gun blasts. -- Bui Kickwa This spider-like parasite is the most basic form of the parasite that infects a Majini's body. These enemies crawl along the ground and attack by jumping at a character then latching onto the body and squeezing the character. A partner must approach the grabbed character and perform the on-screen help command that will appear at that time in order to stop the grab early. If the grab is not cancelled, the victim must walk around for a few seconds as the parasite continues to squeeze and drain the player's health slowly. Before leaping to grab a character, the parasite will stand still then lift its front half into the air seconds before it leaps, so be sure to move to the side to avoid its jump at that time. Like any plagas enemy, a Bui Kickwa is weak to electrical damage and a flash grenade will instantly kill it. These parasites are very weak and can be finished off by a few shots from any normal weapon as well. -- Big Man Majini The Big Man Majini is a shirtless Majini that is larger and bulkier than a standard Majini. He attacks with punches and sometimes comes equipped with weapons such as a machete, long pipe or cocktail. Shoot the Big Man Majini in the legs with a handgun or machine gun to get him to kneel. Run up to him as he kneels then perform the melee attack command that appears. On co-op mode the partner can run up to the Big Man Majini and perform a second melee attack after the first melee attack then the character that performed the first melee attack can finish off the Big Man Majini with a tag team command that will appear while standing next to the Big Man Majini after the second melee attack. In single player mode, make the Big Man Majini kneel by shooting it in the legs then run up to it and melee attack it. Run against the Big Man Majini after the first melee attack and the partner will likely hit the Big Man Majini with a melee attack. Quickly run toward the Big Man Majini then finish it off with a tag team melee. Blasting a Big Man Majini with a shotgun blast will make it block as it slides back. At that time, a player can run up and melee attack it then the partner can run in behind the player and activate the tag team command instantly after the first melee. --------------------- Boss Enemy Randomness --------------------- Just like normal enemies, boss enemies will differ also. Sometimes you might fight a Reaper one playthrough followed by an Executioner on the next playthrough. Chainsaw Majini and Gatling Gun Majini appear often as well. NOTE 1: Bosses in a level will always appear at a certain time. The boss fought at the appearance time may differ per playthrough, but the boss will always be fought in the same area. NOTE 2: All boss enemies except for Reaper will swell up and explode while dying. This explosion can hit a player and cause damage. The explosion can be cancelled by shooting the boss as it falls. The shot will make the explosion harmless. The following is a list of the boss enemies a player will encounter in Desperate Escape along with some details about each one: -- Reaper The Reaper is basically an overgrown cockroach. It will walk toward a character and attempt to grab the character while in close range. Its close range grab will instantly kill a player. The Reaper will dash toward a character while at a distance. A Reaper's weak point is its white appendages along its body. The white back appendages can be seen while it dashes and it also has a glowing spot that will open up on its chest while it walks. Shoot either of these glowing white portions to make it kneel and show its shoulder weak spot. Shoot it in the shoulder weak spot then shoot it in the next shoulder weak spot as it reveals the second weak point then use a powerful weapon to shoot it in the chest weak spot as it leans back and reveals it glowing white chest weak point. A Reaper will take damage from an explosive, but it MUST be shot in a weak spot in order to finish it off. The easiest way to defeat a Reaper is to toss a hand grenade at it or set a proximity bomb in its path and allow the Reaper to get hit by the explosion. The Reaper will roll on its side then get up. It will have its side to your character. Point a machine gun or handgun at its chest then, right when it turns toward your character, fire at its chest weak point for a one hit kill. Its chest weak point will always be open when it turns. If you miss, then try to hit it in one of its back weak points as it dashes or runs away and shoot its chest weak point when it opens its chest portion. -- Executioner The Executioner is a big purple-skinned Majini that wears a dark hood over its head and drags a giant hammer-like axe. Any type of hit from its axe will send a character into immediate dying status, so be sure to back away when it performs a swing or run to its side to avoid its overhead swing. Don't ever run up to an Executioner and start firing at it unless you posses a magnum. A magnum will instantly stun the Executioner with a shot to any portion of its body. Without a magnum, stand in front of the Ex and get it to perform its overhead attack then quickly run behind it and turn then fire at its backside. Try to use a shotgun if you have it. Keep firing and hopefully it will kneel. If it doesn't kneel soon then run away and repeat the process over again. Whenever it kneels, aim for it head and shoot it with your most powerful weapons to damage it badly. An Executioner is like a walking tank, so a little more care has to be taken in fighting it without the assistance of a magnum. A magnum will always instantly stun the Ex. -- Gatling Gun Majini A Gatling Gun Majini will come in two varieties. The weaker one will be in a yellow outfit and the stronger Gatling Gun Majini will be in a red outfit. Both of them carry gatling guns. A Gatling Gun Majini will fire its Gatling Gun while at mid-distance from a player. Once it starts firing, run to the side and circle around it or get behind some sort of environmental object to take cover. From close range it will try to hit your character with the butt of its gatling gun. Its close range attack can be exploited since it will take a while to recover from it. If you're in close range, move toward the gatling gun Majini and try to make it perform its gatling gun strike then back up as it performs the move and toss a hand grenade at it or shoot it with a magnum or shotgun. From long range, toss a hand grenade or fire a magnum shot at the Gatling Gun Majini to stun it. A Gatling Gun Majini has some annoying invincibility frames of animation that it will enter while attempting to fire its gatling gun at times and these frames will make it to where a powerful hit will NOT stun the Majini. The only way to avoid this is to try to hit it before it fires its gatling gun. It has two different types of stuns, one where it will kneel (leg stun) and one where it will grab its head (body stun). A player can perform a tag team melee on the Gatling Gun Majini while it is stunned. In co-op mode, both players can perform a tag team melee on a stunned Gatling Gun Majini, one right after the other. A tag team melee will take major damage from the Gatling Gun Majini and kill any Majini that surround it. It's really best to spam gunfire on a stunned Gatling Gun Majini before performing the tag team command. Hitting it while it is stunned will give a player some free hits to damage it with. -- Chainsaw Majini Chainsaw Majini come in two different varieties. They can have either red pants or blue pants. They are distinguished by the chainsaw that they carry and burlap sack with one hole for their eye that they wear over their head. Chainsaw Majini chainsaw hits are all fatal. One slash will cause a character to go into dying status immediately and there is another slash that will instantly kill a player without any possible form of resuscitation. A chainsaw Majini can be stunned in two ways. Shoot the head or the legs for two different types of stuns. It's weak spot is its head but its legs are much easier to shoot in order to stun it, so you'll like want to blast it in the legs to get a leg stun then pull out your most powerful weapon and blast it in the head when it kneels. Both players can perform a melee attack against a stunned chainsaw Majini as well. Any type of fire damage such as an incendiary grenade or the fire trail from a oil canister will immediately stun a chainsaw Majini. Chainsaw Majini appear while wearing red pants and blue pants. The red pants version is the weakest type. These chainsaw Majini have less health and they will die immediately after they have taken enough damage. Chainsaw Majini with blue pants are much stronger and they will sometimes not die after suffering a certain amount of damage. Instead of dying, they will fall to the ground and lie in an unconscious state. They will rise back up and enter a berserk mode they will dash toward a player and swing their chainsaw wildly. The swings from a berserking chainsaw Majini will send a player into dying status. If the partner tries to resuscitate the fallen character then the chainsaw Majini will likely finish off both characters immediately after the resuscitation animation. A blue chainsaw Majini that is about to enter berserk mode can be shot while it rises and actually killed before it starts to move. It must fully get up in order to die but it will take full damage and actually be declared "dead" once it fully stands. Blast it with a powerful weapon as it gets up to finish it off quickly. A raging chainsaw Majini can be stunned with an incendiary grenade or a flash grenade - be sure to keep this in mind. --------------- Item Randomness --------------- Many items that are found in the environments of Desperate Escape will differ per playthrough. There are some fixed item locations however. Not all items will randomize per playthrough. ------------------------------------------------ Manipulating the AI partner for Tag Team Attacks ------------------------------------------------ After shooting a Majini in the arm and getting an arm stun on it, rush toward the Majini then hit it with an arm stun melee. After melee attacking the Majini, issue the "Go" command to your partner to have your partner run toward the Majini and hit with a follow-up melee attack. This same technique can also be used to set up tag team melees as show in this video from the main game of RE5: http://www.youtube.com/watch?v=Bx2pGTzxjec It's all about timing and positioning through the use of partner commands. The main thing that you need to keep in mind is that the AI partner will NOT melee attack a Majini that YOU stun, but it WILL melee attack a Majini that IT has stunned or YOU have melee attacked with an arm stun melee if it stands near that enemy. A player can use this same technique for Big Man Majini and boss enemies also. With Big Man Majini, the partner will usually follow the main character and step into the exact hit detection range for a follow-up melee if the partner is under the "Cover" (Come On) command while performing the first melee to a Big Man Majini. =============================================================================== D E S P E R A T E E S C A P E - W A L K T H R O U G H =============================================================================== [DSE11] Chapter 1-1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - T R I C E L L F A C I L I T Y - D O C K A R E A - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - == CORRIDOR == Jill and Josh will start out in the corridor of the dock area near the tanker that Chris and Sheva board to go after Wesker. Move down the corridor ahead then open the door off to the right. == TRANSPORTATION AREA 1 == The characters will fight either Town Majini or Base Majini in the outside area. If you fight Town Majini, some bowgun Majini will be stationed on the top platforms around the area and if you fight Base Majini, Majini with AK's will be along the top platform. One of the Majini might be up in the east guard tower, so be sure to shoot him if a Majini is up there. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Down the walkway to the left as the characters exit the corridor. --> Random Item [ ] Tall Crate - In a group of two crates, near the metal pillars on the south side. --> Random Item [ ] Tall Crate - In a group of two crates, near the metal pillars on the south side. --> Random Item [ ] Tall Crate - In a group of two crates, near the metal pillars on the south side. --> Random Item [ ] Tall Crate - In a group of two crates, near the metal pillars on the south side. --> Random Item ------------------------------------------------------------------------------- = = = = = = = = = = = = = = = = = = = = = = = = = A G I T A T O R M A J I N I -- Agitator Majini 1 Location: Transportation Area 1 The first Agitator Majini is the most difficult Agitator to make appear. He might actually require some restarts. First off, you need to know how to make all the enemies spawn in the transportation area: NOTE: DO NOT grab the Transportation Area Key until after the third group of enemies has appeared. 1) The first group of enemies will already be in the area once the player enters. The Majini will be along the top walkways and some will be standing below. A few of them will climb over the gate. 2) The second group of enemies will spawn from the back building behind the gate once the player falls below. 3) The third group of enemies will spawn from the crate on the second floor across from the locked gate once a player climbs any ladder to reach the second floor once again. 4) The fourth group of enemies will spawn from the rooftop of the building behind the locked gate once a player takes the Transportation Area Key from the locked gate. 5) The fifth group of enemies will spawn from the rooftop of the building behind the locked gate once a player moves toward the far right side of the fence next to the gate. Sometimes you have to run against the gate. This group will only appear after or during the fourth group. Now that you know the enemy spawning for the area, kill all of the Majini in the groups described above. Move around the area and kill each on in each group. Activate the enemy spawning as it described above. The Transportation Area Key will appear in three different places: 1) The scripted Duvalia Majini near the locked gate may drop it. 2) The safe in the room on the bottom floor may contain the key. 3) The safe in the room on the second floor may contain the key. DO NOT pick up the key until after the third enemy wave has spawned and been killed. Once all of the enemies in the area have been killed, use the Transportation Area Key on the locked gate to open it. Move toward the broken ladder behind the fence and toss Jill up the ladder. A cutscene will play and show the first Agitator if all of the spawning was activated properly and all of the enemies were defeated. Run back through the gate and shoot the Agitator as he climbs the ladder. He is a scripted Cephalo, so leg stun him then perform an instant kill melee to the Agitator to avoid the Cephalo. NOTE: This first Agitator appearance is very glitchy and not guaranteed no matter how precise you are. If the method described above does not work, restart the game and try again. For some reason, having the guard near the gate drop the key seems to increase your chances of getting the Agitator to spawn. I really think that some of the enemy spawning messes up at times and some Majini do not appear when they are supposed to. Try to activate each enemy group slowly and kill them all off then check the area to make sure there are no Majini left before activating the next group of Majini. Pics: http://img192.imageshack.us/img192/2548/defirstagitator1.jpg http://img682.imageshack.us/img682/63/defirstagitator2.jpg Videos: http://www.youtube.com/watch?v=M5YnYdgdkLM (^this is my own personal video of this Majini) http://www.youtube.com/watch?v=POka5sTPh-o (thanks to SeitengrateZero for ^this video) = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Fight the Majini on top then fall below. The Majini that is guarding the locked door in the back left corner will always mutate into a Duvalia if he is killed without an instant kill melee or a ground melee. Cancel the Duvalia mutation by shooting him once in the leg with the machine gun. If you get a leg stun then run behind him and perform an instant kill melee. If he falls to the ground, rush toward him and perform a ground melee to instantly kill him (his head will explode). --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - In a group of two crates, near the locked gate door. --> Random Item [ ] Tall Crate - In a group of two crates, near the locked gate door. --> Random Item ------------------------------------------------------------------------------- The Majini near the locked gate MIGHT drop the ++TRANSPORTATION AREA KEY++ needed to unlock the gate to the side or he might not. If he doesn't then the key is inside the safe in the southwest room or top floor room. Enter the restroom area through the door in the back of the area and pick up the ++RANDOM WEAPON or GRENADES++ from the stall area. The weapon is usually either the PSG- 1 rifle or the M3 shotgun if it isn't a pair of grenades. Kick through the door on the opposite side of the area (south side) while still on the bottom floor and open the safe inside. You'll receive either the key for the locked door or a ++RANDOM WEAPON++. The characters will often receive the P8 handgun from this safe. Climb the ladder right outside the door then open the door to the room at the top. Open the safe inside to gain either the key for the locked gate or a ++RANDOM WEAPON or GRENADE++. There might be a Majini inside both of the rooms. If there is a Majini inside of the top room, he will mutate into a Duvalia or Cephalo when damaged. His mutation can be cancelled by an instant kill melee just like the guard near the locked gate. Climbing any of the ladders after falling from the first area will make more Majini appear from the north side of the area, so be prepared to fight them on your way back from the top room. Majini with cocktails or bowgun Majini will be in this group of Majini and they will camp out along the top platform and toss cocktails or shoot arrows at the characters. Grabbing the key (wherever it may be for you) will make Majini spawn from the building behind the gate. Unlock the gate door with the transportation area key and some Majini will hop out from an opening in the building up to the east then attack. One of these might mutate into a Cephalo. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - In a group of two crates along the fence behind the locked gate door. --> Random Item [ ] Tall Crate - In a group of two crates along the fence behind the locked gate door. --> Random Item ------------------------------------------------------------------------------- The door up ahead is locked - it's barred from the other side. Walk toward the broken ladder and use the partner action command to make Josh toss Jill up the ladder. The Jill player will have to hop across the rooftops to the east. Two Bowgun Majini or Majini with cocktails will be on the far east rooftop. Shoot them before hopping across. The Josh player will have to deal with two Majini that spawn from the top of the building across from Jill. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - In a group of two crates behind the barred gate that Jill has to open from the other side. --> Random Item [ ] Tall Crate - In a group of two crates behind the barred gate that Jill has to open from the other side. --> Random Item [ ] Tall Crate - In a group of two crate behind the barred gate that Jill has to open from the other side. This group is near the open doorway in the east. --> Random Item [ ] Tall Crate - In a group of two crate behind the barred gate that Jill has to open from the other side. This group is near the open doorway in the east. --> Random Item [ ] Tall Crate - On the middle rooftop that Jill has to leap to. --> Random Item ------------------------------------------------------------------------------- Once Jill reaches the east rooftop, fall down through the opening off to the right on the rooftop. The corridor below has a locked door that must be kicked down by both characters. Rush through the doorway. Majini with bowguns or Majini with iron shields will be to the right as Jill exits the building. If you fight Majini with iron shields, shoot their legs to get a leg stun then run behind them and perform an instant kill melee to finish them off quickly. When Jill reaches the door on the other side, Majini with bowguns, dynamite or possibly rocket launchers will exit from the building that she just left. The Josh player should be ready to shoot them as Jill unbars the door or Jill can rush back toward the building and finish both Majini off herself. TIP: If the Jill player backs toward the gate, the two Majini with projectile weapons will exit the building eventually and the Jill player can run toward them and shoot them while they walk into place. Both characters should enter the building that Jill exited from and use the partner action command near the locked door to kick down the door. Rush into the corridor ahead and exit out to the next area. == TRANSPORATION AREA 2 == As the characters exit the doorway at the other end of the corridor, Majini will be grouped up near a red explosive barrel off to the left up ahead. Run through the doorway then shoot the red explosive barrel to kill some of them right from the beginning. A Big Man Majini might be in the group and he won't die from the red barrel explosion - shoot him in the legs until he kneels then run up and melee attack him. If you're playing on single player, run up against the Big Man Majini after your main character melee attacks and the partner will hit the Big Man Majini with a second melee attack to knock it back. Run up to it after the second melee attack and perform the tag team attack command that appears to finish it off. In co-op mode, both players will have to hit the Big Man Majini one after the other. Keep in mind that you can do this for all Big Man Majini to kill it off quickly and save ammo. The Big Man Majini in this area will drop hand grenades, which will help out greatly for any bosses. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - In a group of three crates behind the fence to the left as the characters exit from the corridor with the door they just kicked down. --> Random Item [ ] Tall Crate - In a group of three crates behind the fence to the left as the characters exit from the corridor with the door they just kicked down. --> Random Item [ ] Tall Crate - In a group of three crates behind the fence to the left as the characters exit from the corridor with the door they just kicked down. --> Random Item ------------------------------------------------------------------------------- Stand in front of the broken ladder off to the right up ahead and a partner action command can be used to toss Jill up to the top walkway. The Jill player can use this walkway to gain a few out of reach items and fight off the Majini that should be stationed at the top (bowgun or cocktail) - there might be a Majini near the fans on the south walkway as well (he can carry a rocket launcher or a bowgun). This area can also be used as a sniping point if the Jill player has a rifle. The Jill player will find ++3 HAND GRENADES++ on a small crate on the high walkway. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - In a group of two crates along the upper walkway where Jill is tossed to. --> Random Item [ ] Tall Crate - In a group of two crates along the upper walkway where Jill is tossed to. --> Random Item [ ] Tall Crate - Once the Jill player hops off the east side of the rooftop and falls to the ledge below, this crate will be off to the right. --> Random Item ------------------------------------------------------------------------------- The Josh player should move below and meet up with the Jill player. Notice all the hazardous objects around the area - the explosive barrels and oil canisters. These can be used to your advantage for the boss fights that are coming up. The door on the south side is locked with a lock that cannot be cracked by even the most gifted masters of unlocking so it will require a key. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - In the middle of the area, on the west side, against the wall on that side. --> Random Item ------------------------------------------------------------------------------- Enter the building through the door off to the right behind the truck and open the safe then take the ++RANDOM WEAPON++ from inside. A Majini might be inside the building. Majini will spawn outside of the building after the characters enter the building. A boss will hop out of the large crate to the north eventually. It will either be a Gatling Gun Majini or a Chainsaw Majini. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = S C O R E S T A R -- Score Star Location: Tranportation Area 2 Points: 1000 This score star is on the top ceiling of the metal crate that the first boss leaps out of. You can easily see this score star in the cutscene when the first boss leaps out of the crate. Pics: http://img689.imageshack.us/img689/8495/defirstscorestar.jpg = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Hide behind the truck if a Gatling Gun Majini hops out of the crate and toss a hand grenade at him to stun him then run up and tag team melee attack him. He can be stunned through rapid fire to his legs or body as well. If you're playing in single player, run against the chainsaw Majini after melee attacking him once to make the AI partner perform a follow-up melee attack. In co-op mode, both players and melee attack him one after the other. If you fight a chainsaw Majini, keep in mind that they can be stunned with incendiary grenades or by leading them through the oil drum's fire after the group of canisters are shot and set off. You'll mainly want to pressure a stunned chainsaw Majini with rapid fire to its head while it is stunned then melee attack it only toward the end of the stun animation since the melee won't damage it much. Aim toward the chainsaw Majini's head or legs and fire at it to stun it while it moves if needed. Whichever boss the characters fight, that boss will drop the ++EMERGENCY EXIT KEY++. More Majini will attack along with another boss eventually - the seonc boss will drop from the second floor walkway above the truck on the south side. The second boss will be another version of the first boss - either a red Gatling Gun Majini or another type of chainsaw Majini. Take cover behind the truck if the boss is a Gatling Gun Majini. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - In a group of two crates in the backside of the truck in the south. --> Random Item [ ] Tall Crate - In a group of two crates in the backside of the truck in the south. --> Random Item [ ] Tall Crate - Across from the exit door in the south. --> Random Item ------------------------------------------------------------------------------- Use the Emergency Exit Key on the locked door behind the truck in the south. Use the "Open" command in front of the door down the corridor to exit this area. [DSE12] Chapter 1-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - T R I C E L L F A C I L I T Y - C O M M U N I C A T I O N F A C I L I T Y A R E A - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - == COMMUNICATION FACILITY AREA == Step past the Tricell crates along the street to the west to activate a cutscene. This area is quite huge and has multiple paths that can be taken at certain points - the characters will be offered the chance to split up. The characters will have to use rocket turrets to blast open gates and destroy giant boulders that lie in the way of the paths they must take. The main destination for now is the bridge in the far north. Players will have to fight several Majini that will continuously spawn in this area. At times, the characters will have to step behind environmental objects or simply run to avoid being hit by a rocket from a Majini that controls a rocket turret from one of the towers in the area - there are four rocket turrets altogether. NOTE: The Majini that use the rocket turrets around the area can be shot and killed with any weapon (preferably the rifle) from long range. There will always be at least two Majini per rocket turret that will try to shoot the characters. Always stand back and wait after shooting the first and the second Majini just to make sure that no more Majini use the turret before moving on. Find the metal platform off to the left then hop across it using the jump command while standing near the ledge then hop over to the area on the south side. Open the safe off to the left then grab the ++2 FIRST AID SPRAYS++ inside of the safe. Make sure each character has one. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Behind the large Tricell crates to the left after the cutscene plays. --> Random Item [ ] Tall Crate - Lying near a stack of steel beams on the south platform that can be hopped over to from the beginning of the Facility Area. --> Random Item ------------------------------------------------------------------------------- = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = S C O R E S T A R -- Score Star Location: Communication Facility Area Points: 1000 Look off to the far west while standing on the far south platform to see a group of crates that lie in front of a tunnel. This score star is hanging on the side of the top right crate. Blast it from a distance with the rifle or any gun. You really don't need to waste a rifle shot with a bit of precision aiming with a machine gun or handgun. Pics: http://img171.imageshack.us/img171/6677/desecondscorestar1.jpg http://img716.imageshack.us/img716/8247/desecondscorestar2.jpg http://img28.imageshack.us/img28/8813/desecondscorestar3.jpg = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Hop back over to the area where the characters started. Walk over to the left side of the area near the crate and the ledge and pick up the ++GREEN HERB++ off to the side. Face the first set of searchlights on the tower in the distance. A Majini should be behind the rocket turret in the portion of the tower below the searchlights. This little bastard will fire rockets at your characters if you try to move any further without killing him. Take out the rifle and shoot him in the head to kill him. Stand and wait then another Majini will try to rush behind the turret and blast the characters. Shoot the second Majini also. There won't be anymore Majini that will get behind the turret, so fall down the north side of the platform. Collect the ++MACHINE GUN AMMO++ and the ++HANDGUN AMMO++ from off the boxes near the stairs. Move down the stairs then run across the bridge below the stairs. A few Majini will likely attack along the way across the bridge. Some Majini with crossbows or shields will be behind the sandbags near the large red gate door up ahead. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Lying in the back left corner of the shack off to the left before reaching the first large red gate door. --> Random Item [ ] Tall Crate - In the back of the tunnel that is blocked by boulders with red markings on them. The characters will need to use the southwest turret to destroy the boulders or allow the Majini at the turret to hit the boulders with a rocket. --> Random Item [ ] Tall Crate - In the back of the tunnel that is blocked by boulders with red markings on them. The characters will need to use the southwest turret to destroy the boulders or allow the Majini at the turret to hit the boulders with a rocket. --> Random Item [ ] Tall Crate - Lying along with another crate in the back of the trailer in front of the large red gate. --> Random Item [ ] Tall Crate - Lying along with another crate in the back of the trailer in front of the large red gate. --> Random Item [ ] Tall Crate - Lying to the left along the path that leads to the gate beside the large red gate that needs to be blown open. --> Random Item ------------------------------------------------------------------------------- Majini will begin to drop from the ledge to the right above the area with the sandbags. A cutscene will play that will show the large red gate and then show the rocket turret in the west. The characters need to reach the turret then blow open the red gate to get through. Notice the boulders with red markings on them that block the tunnel to the right (east). These boulders can be destroyed by blasting them with a rocket from a rocket turret and some of them hide hidden paths and items. Run toward the ledge to the west. If the characters are fighting Base Majini in this area, there might be a Majini with a rocket launcher on the other side of the gap. Be sure to shoot him if you spot him. Move toward the section of the bridge that is blocked off. Josh can toss Jill over to the west side from the current side. Both characters can also move through the gate to the north and run across the bridge below. It's your choice. In a co-op game, it's quicker if the Josh player tosses the Jill player over to the other side. The Jill player can use the rifle to shoot the Majini behind the northeast turret. Either way, Josh or both characters need to open the gate to the north then run across the bridge. A few Majini may attack on the bridge and a boss enemy will drop from the ledge above the gate near the bridge eventually. The boss enemy will be either a Reaper or an Executioner. Toss a hand grenade at the Reaper then shoot its chest weak point when it turns to quickly dispose of it. If the enemy is an Executioner, make it perform its overhead attack by standing near it then rush behind it and blast it with the shotgun. A hand grenade can also be used to stun the Ex. While moving across the bridge, a Majini will begin to fire rockets from the rocket turret in the northeast. Try to run across the bridge as quickly as possible since the characters can get knocked off the side if a rocket hits one of them. The characters will hang on to the side and the player will have to tap a button to keep the hanging character from losing his/her grip. The partner can lift the character up by standing near the character and by pressing the O/B button when the help command appears. A character can take out the rifle and shoot the Majini that is behind the rocket turret in the northeast or the characters can quickly rush across the bridge, move up the ladder, kick down the door at the top then make their way toward the rocket turret along the southwest side and blast the Majini with a rocket - you'll have to get a feel of the aiming and where the rocket will go based on a few shots. A total of two Majini will get behind the rocket turret in the northeast. Keep an eye on it before leaving just to make sure. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - In the tower with the first rocket turret in the southwest (left side of the turret). --> Random Item [ ] Tall Crate - In the tower with the first rocket turret in the southwest (right side of the turret). --> Random Item ------------------------------------------------------------------------------- Blast the large red gate in the northeast with a rocket to destroy it and you'll receive a checkpoint. Use the rocket turret to shoot the large boulder with the red marking that blocks the tunnel in the east as well. This will make it to where the characters can reach the breakable objects in the back of the tunnel. Blast the rock near the Tricell metal crates by the northeast turret in the distance. This will allow the characters to be able to reach a green herb on the other side. -- CHECKPOINT -- Once the characters fall back down the side of the tower that the turret is in, Majini will begin to drop down the west ledge up above. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate (x2) - In the back of the tunnel that is blocked by a boulder with red markings near the first rocket turret tower. This boulder needs to be destroyed with the turret on the other side or a character needs to make the Majini in the northeast tower blast a rocket toward it. The tunnel also has a train cart inside of it. --> Random Items ------------------------------------------------------------------------------- -- JILL PATH The Jill player can be tossed up to the ledge above the broken ladder on the west side near the bridge. Jill will fight a few Majini at the top. Enter the building at the top of the ledge and open the safe inside then grab the ++RANDOM ITEM (usually a FIRST AID SPRAY or 5 FLASH GRENADES)++ from inside. Open the locker across from the safe and pick up the ++RANDOM WEAPON++ inside. The weapon can be a rocket launcher. Climb the ladder on the east side of the building. Break the crates then step onto the bridge. Hopefully, you're Josh partner will be on the other side with the rocket turret by now and will blast the boulder on your side then meet up with your character. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate (x2) - On the east platform at the end of the railroad bridge that extends across the middle area. --> Random Items ------------------------------------------------------------------------------- -- JOSH PATH For the Josh player, after moving back across the bridge to the east, a few enemies will move out of the area beyond the destroyed gate. As usual, they will be random. The player could fight Bui Kichwa or a mixture of Majini and Big Man Majini. Shoot the transformer above the small shack or shoot the oil barrels near the trailers to set up traps for the oncoming enemies. Move into the area beyond the destroyed gate. Run up the stairs to the left that lead up to the tower. If the boulder to the left near the Tricell crates was destroyed, move behind the left Tricell crate and pick up the ++GREEN HERB++ on the other side of it. Climb up to the turret in the tower. Use the turret to blast the boulder with the red markings on it along the railroad bridge in the northwest. Find the train cart near the rocket turret on the other side (the one that you just came from) and blast the rock with the red marking next to that train cart. This will reveal a tunnel that leads to a few breakable objects. Whether you want to go back for them or not is up to you. -- BOTH PLAYERS MEET AGAIN If both partners split up then they should meet on the middle bridge if they're following Berserker's guide! Majini will begin to spawn from the building above the train cart at the end of the railroad bridge to the east. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Lying near the train cart along the east side of the railroad bridge that extends across the middle area. --> Random Item ------------------------------------------------------------------------------- Run to the west side of the railroad bridge. Since the rocks have been destroyed, a metal crate with ++5 PROXIMITY BOMBS++ in it has now been revealed. Enter the crate then grab the proximity bombs then run back across to the east side. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Lying near the proximity bombs inside the metal crate that is behind the boulder with red markings on the west side of the railroad bridge. --> Random Item ------------------------------------------------------------------------------- With both characters together, fall back down the east tower then approach the locked door at the bottom. Kick the door down with the partner action command while both characters stand in front of it. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Lying on the other side of the gate that both characters must kick down along the east side. --> Random Item ------------------------------------------------------------------------------- -- CHECK POINT -- Take out a rifle quickly! While both characters are positioned near the gate that they just kicked down, look up toward the rocket turret in the north and a Majini should be about to get behind it. Blast him before he starts to fire rockets. The player with the rifle should keep a sharp eye on the turret in the north and make sure that another Majini does not get behind it. Majini will attack from the north and some will move up the ladder to the left. A boss enemy will appear in this area soon - either an Executioner or a Reaper, so be ready to fight it. Majini spawns will really start to pick up by this point, so be ready to fight a Majini at any moment. The mentioned boss enemy and several Majini will move across the bridge in the north up ahead. A player can run toward the northeast tower and use the rocket turret to shoot at them. Plant at least one proximity bomb below the ladder that leads to the rocket turret to kill off some of the Majini that will try to move up the tower after your character. There is a large red metal gate in the west that can be destroyed. This metal gate blocks the way to the northwest turret on the other side. Back near the gate that was kicked down, hop down the ladder to the left after the Majini stop appearing then break the objects around the area for some items. The door to the building off to the right is locked - it's barred from the other side. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Lying near the broken ladder that Jill can be tossed up beyond the locked gate that the characters can kick down on the east side. --> Random Item [ ] Tall Crate - Lying on the right side of the building with the locked door on the east side. This is near the broken ladder where Jill can be tossed to the area above. --> Random Item [ ] Tall Crate (x2) - In the middle of a stack of Tricell crates up the ladder that Jill can be tossed up on the east side --> Random Item ------------------------------------------------------------------------------- The Jill player can be tossed up the ladder in the middle of the area. Make sure that Jill has the rifle. Shoot the Majini in the northwest rocket tower if he starts to fire at Jill. Jill should race along the top walkway then climb the ladder at the end (off to the right). Pick up the ++FIRST AID SPRAY++ and the ++ROCKET LAUNCHER++ on the platform above the ladder. Fall down the north side of the platform. Pic of rocket launcher and first aid spray pickups: http://img708.imageshack.us/img708/3744/derocketlauncherandfas.jpg The building near the area where Jill will fall to contains ++2 PACKS OF HANDGUN AMMO++, ++2 PACKS OF MACHINE GUN AMMO++, ++1 PACK OF RIFLE AMMO++ and ++1 PACK OF SHOTGUN AMMO++ on the desk inside. There is a ++M3 SHOTGUN++ inside of the locker near the desk as well. The door to the building can be unbarred from off to the side if the partner is still waiting on the other side. Approach the stairs to the northeast rocket turret tower if you haven't already used it and step behind the rocket turret. There is a large red gate in the far west that can be shot. It is on the other side of the bridge below and it will allow access to the rocket turret on the other west side. Blast the gate. Majini will begin to drop down from the north gate. Move back down the tower then fight through the Majini and run through the destroyed gate on the west side. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Off to the right while approaching the stairs to the northwest rocket turret. --> Random Item ------------------------------------------------------------------------------- Make your way to the tower with the rocket turret. Open the safe near the rocket turret then pick up the ++FIRST AID SPRAY OR RANDOM WEAPON++ inside of the safe. Use the rocket turret and blast the large red gate to destroy it. Move back down the tower then run across the bridge and step past the destroyed gate. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate (x2) - To the right in front of the final gate that must be destroyed. --> Random Item ------------------------------------------------------------------------------- -- CHECK POINT -- The characters can take cover behind the stacked Tricell crates at the beginning of the area behind the destroyed gates. Move toward either side for the "Take cover" command to appear. A player can tap the aiming button to lean out and shoot. Majini will be behind two rocket turrets on the top floor up ahead and a boss enemy and several Majini will begin to move toward the characters eventually. The boss enemy will be an Executioner or a Reaper once again. Lead the boss enemy behind the Tricell crates or back through the destroyed gates to keep from having to step out in the area with the rocket turrets and finish the boss off there. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Off to the right, near a Tricell crate as the characters enter the area beyond the destroyed gate. --> Random Item [ ] Tall Crate (x2) - In the back of the trailer. --> Random Item ------------------------------------------------------------------------------- MAJOR TIP: While standing near the destroyed gate, look above the stacked Tricell crates to get a clear view of the two Majini that stand behind the rocket turrets in the north. It's possible to position your character to where the rockets they fire will hit the Tricell crates while you still have a clear view of the Majini's heads as they stand behind the turrets. Take out a rifle and shoot them both in the head to end the rocket firing from the beginning. Pic of sniper point: http://img25.imageshack.us/img25/8924/desniperpoint.jpg If you're fighting Base Majini in this area, two Base Majini with rocket launchers may be below the two ladders in the north. Fight off the Majini and stay near the wall if the Majini are still behind the rocket turrets. The characters can either climb the ladders or move up the ramp to the right to reach the next area up above. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Behind a Tricell crate at the very top of the first ramp. --> Random Item [ ] Tall Crate - Behind a Tricell crate at the top of the left ladder. --> Random Item ------------------------------------------------------------------------------- Near the east side there is a locked gate across from a Tricell crate. The gate is locked from the other side. A few Majini will attack from off to the left near the middle tent. Enter the middle tent and pick up the ++FIRST AID SPRAY++ from off the boxes to the left then grab the ++RIFLE AMMO++, ++HANGUN AMMO++, ++MACHINE GUN AMMO++ and ++SHOTGUN AMMO++ from off the left set of boxes. A player can take cover in this tent and finish off the remaining Majini that spawn in this area. If the Majini outside are still firing rockets then the Josh partner should remain here after helping Jill outside. Both players need to move toward the broken ladder on the west side of the area then the Josh player needs to toss the Jill player up the ladder with the use of the partner action command while standing in front of it. A few Majini might attack Jill after she reaches the top area. If you're fighting Base Majini, a Majini with a shield might attack Jill after she is tossed up the ladder. The exit doors to this area are in the far north. A Big Man Majini is standing near the exit doors and he will move toward the Jill player and attack her eventually. If the two Majini are still controlling the rocket turrets, run over to them and kill both of them quickly. Hop up to the platform with them and kill them. The Jill player needs to run to the east side and unbar the gate so that the Josh player can join up with Jill. The Josh player can help the Jill player finish off the remaining Majini in the top area. Once both characters reach the top of the ramp, a cutscene will activate showing the players that the bridge up ahead has been destroyed. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate (x2) - Near the crates to the left of the exit doors. --> Random Item [ ] Tall Crate - By the set of crates on the east side of the top area. --> Random Item ------------------------------------------------------------------------------- After the cutscene, Josh will contact Doug over the radio. Finish off any remaining Majini in the area. Both players are now in the area where the second Agitator Majini will appear. = = = = = = = = = = = = = = = = = = = = = = = = = A G I T A T O R M A J I N I -- Agitator Majini 2 Location: Communication Facility After the Jill player unbars the gate in the far north, near the exit doors that lead out of the second area, make sure to finish off all Majini in the area. Both players should step onto the platform with the two rocket turrets then step behind the two turrets and prepare to fire. Two Majini will step out from the side of the high walkway in the south. Shoot both of them with rockets. Two more Majini will step out from the sides eventually. Shoot both of them with rockets also. Eventually a cutscene will trigger and an Agitator Majini and four other Majini will step out from the side of the high walkway. Fire a rocket at them and defeat the Agitator to receive credit for beating him and a score star from him - the score star is given automatically. NOTE: In a single player game, the "Command Partner" command can be used to make your partner stay behind a turret. This way, the Majini will continue to spawn up until the Agitator appears. As long as one characters uses a turret, the Majini will continue to appear up to the point of the Agitator. Pics: http://img696.imageshack.us/img696/97/desecondagitator1.jpg http://img34.imageshack.us/img34/7413/desecondagitator2.jpg http://img199.imageshack.us/img199/7859/desecondagitator3.jpg http://img3.imageshack.us/img3/7708/desecondagitator4.jpg http://img202.imageshack.us/img202/2521/desecondagitator5.jpg Videos: http://www.youtube.com/watch?v=y0-sTbe4mJ8 (thanks to SeitengrateZero for the video) = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Step toward the double door exit in the north and open it to continue to the next area. [DSE13] Chapter 1-3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - T R I C E L L F A C I L I T Y - L A N D I N G P A D - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Jill and Josh will start on the rooftop landing pad of the communications tower. Grab the ++FIRST AID SPRAY++ on the fan across from the elevator doors. There is some ++RIFLE AMMO++ and ++MACHINE GUN AMMO++ on the right shelf inside the destroyed room up ahead. ++2 HAND GRENADES++ lie on the middle crate on the left side in the middle of the area and ++3 HAND GRENADES++ are on top of the blue metal crate in the middle of the area - climb the ladder and they are on a smaller crate at the top of it. Be sure to collect all items you need before stepping past the blue metal crate on the west side of the area. A cutscene will activate once the characters step past the blue crate. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - On the east portion of the rooftop near an explosive barrel. --> Random Item [ ] Tall Crate - On the east portion of the rooftop near an explosive barrel. --> Random Item [ ] Tall Crate - On the east portion of the rooftop in a room with a destroyed wall. --> Random Item [ ] Tall Crate - On the east portion of the rooftop in a room with a destroyed wall. --> Random Item [ ] Tall Crate - In the middle of the rooftop. --> Random Item [ ] Tall Crate (x3) - On the south side of the second floor (up the ladder). --> Random Item [ ] Tall Crate (x2) - On the north side of the second floor (up the ladder). --> Random Item [ ] Tall Crate (x2) - Inside the large blue metal crate near the middle of the area. --> Random Item ------------------------------------------------------------------------------- Inside of the west building, the players will find ++2 PACKS OF MACHINE GUN AMMO++ and ++SHOTGUN AMMO++ after the cutscene. Don't worry about the items for now though since a whole horde of Majini will group around the characters and attack after the cutscene. --------------------------------------------------------- BREAKABLE OBJECT LIST [ ] Tall Crate - Lying along the west side of the large blue crate. --> Random Item [ ] Tall Crate - In the far northwest corner of the rooftop --> Random Item [ ] Tall Crate (x3) - Lying inside the west building. [ ] Tall Crate (x2) - Climb to the top of the large blue metal crate and these will be at the end of the walkway across from it. --> Random Item ------------------------------------------------------------------------------- -- THE FINAL BATTLE This fight will last for a little over five minutes total. The characters must stand their ground for five minutes until Doug reaches the landing pad to pick them up. The Majini (either Town or Base) that attack on the Landing Pad are much more aggressive and much greater in number than any of the Majini that have been fought yet in Desperate Escape. It's not wise to let these Majini surround the characters. Both players need to get to higher ground! It's best to climb either of the ladders on the east side of the area and step onto the second floor walkway on the east side. The second floor walkway is an area that both players will want to stake out for this entire fight and defend. In co-op mode, each player should stand near a ladder and knock the Majini down the ladders as they try to climb. Look on the crates to the west and shoot any cocktail, bowgun or machine gun Majini that are on top of the crates. The east tower up above the second floor is a Majini spawn point. Be sure to keep this in mind since Majini will occasionally leap down from the tower then attack the characters. One bowgun Majini or Majini with a machine gun will be up on this tower as well. -- FIRST BOSS Eventually a cutscene will play as the first boss enemy exits the elevator on the northeast side of the area. This boss will be random. It will be either a Red Executioner, a Chainsaw Majini or a yellow Gatling Gun Majini. If your characters have a rocket launcher be sure to use it on one of the bosses in this area. Proximity Bombs can be placed on the narrow second floor in order to stun a boss easily or a player could toss hand grenades to stun the boss or use normal gunfire. The bosses do not have as much life as they do in other modes (Mercs and main game of RE5) so normal gunfire from a shotgun or machine gun can work well in stunning and killing a boss. -- SECOND BOSS Once the first boss is finished off, a second boss will appear later in the battle. The second boss will leap down from the tower in the west. It will be either a Chainsaw Majini or a Reaper. You really have to be careful if the boss is a blue chainsaw Majini, since it will appear to die then rise back up and go berserk while on the second floor walkway. Toss two hand grenades at it while it rises and this should kill it when it gets up. You can stand over it with a shotgun and blast it in the head but this is VERY risky since the spread will sometimes miss its head. Going into dying status against a raging chainsaw Majini is usually death for both characters unless the partner quickly stuns the raging chainsaw Majini with an incendiary grenade or flash grenade. -- THIRD BOSS The third boss will hop down from the tower in the west just like the second boss. The boss will be either a Reaper or a blue Chainsaw Majini. NOTE: The third boss MIGHT be the final boss in a single player game, before the Agitator. -- A DELAY!? Doug will eventually contact the characters over the radio and tell them that he "has BOWs flyin' all over the place" and that he'll have to make a detour. This will add 2 minutes and 40 seconds to the clock. This always happens and these is no way to cancel the delay. -- FOURTH BOSS After the third boss is finished off, another cutscene will play later in the fight as a fourth boss steps out of the elevator. This enemy will be either a red Executioner, a red Gatling Gun Majini, or a Chainsaw Majini. Fight this boss off just like the first boss. -- AGITATOR If the characters still have time leftover after the fourth boss, the final Agitator Majini will exit from the elevator along with two Big Man Majini. Just like the first Agitator Majini, this Agitator is a scripted Cephalo. Shoot him in the leg to get a leg stun on him with either character then perform an instant kill melee to him from behind to instantly kill him and avoid his Cephalo transformation. The characters do not have much time left once the Agitator Majini exits the elevator so, he must be killed quickly if you want to receive credit for finishing him off for achievement purposes and ranking in enemies killed. The Cephalo must die if it spawns from him. = = = = = = = = = = = = = = = = = = = = = = = = = A G I T A T O R M A J I N I -- Agitator Majini 3 Location: Landing Pad Once the timed sequence has started, the final Agitator will move out of the elevator eventually after the fourth (or possibly third) boss is finished off. All bosses must be finished off quickly in order to get the Agitator to appear since both characters only have five minutes to finish four bosses and the Agitator before the fight ends. The final Agitator is a scripted Cephalo! You have very little time to finish him, so try to shoot him in the legs for a leg stun then perform an instant kill melee to him. Toss a flash grenade at him if he becomes a Cephalo or finish off the Cephalo with a high-powered weapon. Pics: http://img121.imageshack.us/img121/5447/dethirdagitator1.jpg http://img13.imageshack.us/img13/941/dethirdagitator2.jpg http://img25.imageshack.us/img25/9830/dethirdagitator3.jpg Videos: http://www.youtube.com/watch?v=wBowQL3mT3Q (thanks to SeitengrateZero for the video) = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Once the clock on the top of the screen goes down to 0, the fight will end and the ending cutscene to Desperate Escape will play. =============================================================================== S C O R E S T A R & A G I T A T O R M A J I N I L O C A T I O N S =============================================================================== There are 2 Score Stars hidden throughout the Lost in Nightmares side story and finding them all will help boost your overall point total at the end of the side story for ranking. Score Stars must be shot with a gun in order to collect them much like the BSAA emblems in the main game of RE5. ----- --> Wish upon a Star Destroy all 18 of the Score stars found throughout "Lost in Nightmares". ----- ------------------------ Score Star Location List ------------------------ ------------------------------------------------------------------------------- -- Score Star Location: Tranportation Area 2 Points: 1000 This score star is on the top ceiling of the metal crate that the first boss leaps out of. You can easily see this score star in the cutscene when the first boss leaps out of the crate. Pics: http://img689.imageshack.us/img689/8495/defirstscorestar.jpg ------------------------------------------------------------------------------- -- Score Star Location: Communication Facility Area Points: 1000 Look off to the far west while standing on the far south platform to see a group of crates that lie in front of a tunnel. This score star is hanging on the side of the top right crate. Blast it from a distance with the rifle or any gun. You really don't need to waste a rifle shot with a bit of precision aiming with a machine gun or handgun. Pics: http://img171.imageshack.us/img171/6677/desecondscorestar1.jpg http://img716.imageshack.us/img716/8247/desecondscorestar2.jpg http://img28.imageshack.us/img28/8813/desecondscorestar3.jpg ------------------------------------------------------------------------------- ----------------------------- Agitator Majini Location List ----------------------------- ------------------------------------------------------------------------------- -- Agitator Majini 1 Location: Transportation Area 1 The first Agitator Majini is the most difficult Agitator to make appear. He might actually require some restarts. First off, you need to know how to make all the enemies spawn in the transportation area: NOTE: DO NOT grab the Transportation Area Key until after the third group of enemies has appeared. 1) The first group of enemies will already be in the area once the player enters. The Majini will be along the top walkways and some will be standing below. A few of them will climb over the gate. 2) The second group of enemies will spawn from the back building behind the gate once the player falls below. 3) The third group of enemies will spawn from the crate on the second floor across from the locked gate once a player climbs any ladder to reach the second floor once again. 4) The fourth group of enemies will spawn from the rooftop of the building behind the locked gate once a player takes the Transportation Area Key from the locked gate. 5) The fifth group of enemies will spawn from the rooftop of the building behind the locked gate once a player moves toward the far right side of the fence next to the gate. Sometimes you have to run against the gate. This group will only appear after or during the fourth group. Now that you know the enemy spawning for the area, kill all of the Majini in the groups described above. Move around the area and kill each on in each group. Activate the enemy spawning as it described above. The Transportation Area Key will appear in three different places: 1) The scripted Duvalia Majini near the locked gate may drop it. 2) The safe in the room on the bottom floor may contain the key. 3) The safe in the room on the second floor may contain the key. DO NOT pick up the key until after the third enemy wave has spawned and been killed. Once all of the enemies in the area have been killed, use the Transportation Area Key on the locked gate to open it. Move toward the broken ladder behind the fence and toss Jill up the ladder. A cutscene will play and show the first Agitator if all of the spawning was activated properly and all of the enemies were defeated. Run back through the gate and shoot the Agitator as he climbs the ladder. He is a scripted Cephalo, so leg stun him then perform an instant kill melee to the Agitator to avoid the Cephalo. NOTE: This first Agitator appearance is very glitchy and not guaranteed no matter how precise you are. If the method described above does not work, restart the game and try again. For some reason, having the guard near the gate drop the key seems to increase your chances of getting the Agitator to spawn. I really think that some of the enemy spawning messes up at times and some Majini do not appear when they are supposed to. Try to activate each enemy group slowly and kill them all off then check the area to make sure there are no Majini left before activating the next group of Majini. Pics: http://img192.imageshack.us/img192/2548/defirstagitator1.jpg http://img682.imageshack.us/img682/63/defirstagitator2.jpg Videos: http://www.youtube.com/watch?v=M5YnYdgdkLM (^this is my own personal video of this Majini) http://www.youtube.com/watch?v=POka5sTPh-o (thanks to SeitengrateZero for ^this video) ------------------------------------------------------------------------------- -- Agitator Majini 2 Location: Communication Facility After the Jill player unbars the gate in the far north, near the exit doors that lead out of the second area, make sure to finish off all Majini in the area. Both players should step onto the platform with the two rocket turrets then step behind the two turrets and prepare to fire. Two Majini will step out from the side of the high walkway in the south. Shoot both of them with rockets. Two more Majini will step out from the sides eventually. Shoot both of them with rockets also. Eventually a cutscene will trigger and an Agitator Majini and four other Majini will step out from the side of the high walkway. Fire a rocket at them and defeat the Agitator to receive credit for beating him and a score star from him - the score star is given automatically. NOTE: In a single player game, the "Command Partner" command can be used to make your partner stay behind a turret. This way, the Majini will continue to spawn up until the Agitator appears. As long as one characters uses a turret, the Majini will continue to appear up to the point of the Agitator. Pics: http://img696.imageshack.us/img696/97/desecondagitator1.jpg http://img34.imageshack.us/img34/7413/desecondagitator2.jpg http://img199.imageshack.us/img199/7859/desecondagitator3.jpg http://img3.imageshack.us/img3/7708/desecondagitator4.jpg http://img202.imageshack.us/img202/2521/desecondagitator5.jpg Videos: http://www.youtube.com/watch?v=y0-sTbe4mJ8 (thanks to SeitengrateZero for the video) ------------------------------------------------------------------------------- -- Agitator Majini 3 Location: Landing Pad Once the timed sequence has started, the final Agitator will move out of the elevator eventually after the fourth (or possibly third) boss is finished off. All bosses must be finished off quickly in order to get the Agitator to appear since both characters only have five minutes to finish four bosses and the Agitator before the fight ends. The final Agitator is a scripted Cephalo! You have very little time to finish him, so try to shoot him in the legs for a leg stun then perform an instant kill melee to him. Toss a flash grenade at him if he becomes a Cephalo or finish off the Cephalo with a high-powered weapon. Pics: http://img121.imageshack.us/img121/5447/dethirdagitator1.jpg http://img13.imageshack.us/img13/941/dethirdagitator2.jpg http://img25.imageshack.us/img25/9830/dethirdagitator3.jpg Videos: http://www.youtube.com/watch?v=wBowQL3mT3Q (thanks to SeitengrateZero for the video) ------------------------------------------------------------------------------- =============================================================================== T R O P H Y / A C H I E V E M E N T L I S T =============================================================================== -- Getaway Details: Complete "Desperate Escape" on any difficulty setting. Extra Info: Simply beat the game on any difficulty. -- The Great Escape Details: Complete "Desperate Escape" with an S rank. Extra Info: The S rank can be achieved on any difficulty. Move through the game as quick as possible, kill as many enemies as possible (at least 150), gain points through score star pickups and enemy kills and avoid damage as much as possible. -- Run the Gauntlet Details: Complete "Desperate Escape" on Professional. -- Way of the Warrior Details: Defeat 150 enemies singlehandedly in one playthrough of "Desperate Escape." Extra Info: Stay behind in areas during the second portion of Desperate Escape and enemies and completely clean out the enemies in each section. The final battle will allow a player to rack up on kills also. Be sure to use the shotgun during the final battle to kill quicker. -- Shoot the Messenger Details: Defeat 3 Agitator Majini in one playthrough of "Desperate Escape." Extra Info: See the Agitator Majini list. =============================================================================== E X T R A S A N D S E C R E T S =============================================================================== ---------------------------- Unlock Josh in single player ---------------------------- Beat the game on any difficulty to unlock Josh as a playable character. When starting a new game, a player can choose between Josh or Jill once the game is beaten once. -------------------- Josh and Jill figure -------------------- Beat the game on any difficulty to unlock an extra figure of Josh and Jill viewable in the Extra Content menu under "Extra Figures". ------------------------------ Unlock Professional Difficulty ------------------------------ Beat the game on Veteran difficulty. [TM00] =============================================================================== _____ _ |_ _|| |__ ___ | | | '_ \ / _ \ | | | | | || __/ |_| |_| |_| \___| __ __ _ | \/ | ___ _ __ ___ ___ _ __ __ _ _ __ (_) ___ ___ | |\/| | / _ \| '__|/ __|/ _ \| '_ \ / _` || '__|| | / _ \/ __| | | | || __/| | | (__| __/| | | || (_| || | | || __/\__ \ |_| |_| \___||_| \___|\___||_| |_| \__,_||_| |_| \___||___/ T H E M E R C E N A R I E S C H A L L E N G E M O D E =============================================================================== =============================================================================== MERCENARY BASICS [MB00] =============================================================================== =========================== OVERVIEW OF THE MERCENARIES =========================== The main goal of The Mercenaries challenge mode is to chain kills on enemies and kill as many enemies as possible all while collecting time extenders and attempting melee kills on Majini to extend the current clock for more time on the current stage. Your character will start out with a total of 2 minutes and will face up to 150 enemies total in each stage. Once the stage timer has expired or the full amount of enemies have been killed, the stage will end and the score will be tallied based on your performance. Mercenaries may be played through Solo play (by yourself) or Duo play (with a friend or online gamer). Mercenaries characters have a fixed equipment list that may not be changed from the start but each character can pick up different items and a few different weapons as the stage progresses. New stages will be unlocked as each stage is completed with at least a B-rank and new characters are unlocked per stage completed with an A-rank (Single = 40,000, Duo = 80,000). ****************** IMPORTANT NOTE ABOUT RESIDENT EVIL 5 MERCS ***************** Before skipping to the stage or character sections, make sure you read over the "5 Second Bonus Per Melee Kill" section. Melee kills will give a player the highest score while killing off enemies, mainly in Duo mercs. Playing Duo mercs with another player that does not attempt melee kills can severely limit the score for that run and cause much frustration for a partner that actually is attempting melee kills. Simply going on a shotgun rampage is NOT the way to play Mercenaries and get a high leaderboard score in Resident Evil 5. High Score ---------- + Weaken Majini for a Melee Kill + Stun Majini for a Melee Kill + Perform Melee Kill to Majini + Instant Kill Majini With a High Powered Weapon Only to Save Kill Streak + Use High Powered Weapon for Boss Enemy But Try For Melee Finish Low Score --------- + Frequent Instant Kills With High Powered Weapons + Frequent Instant Multiple Kills Through Explosives + Robbing a Partner of a Chance at a Melee Kill by Spamming Gunfire ******************************************************************************* ========== DIFFICULTY ========== Mercenaries has two fixed difficulties that cannot be changed while playing in a chosen mode. Single player mode has a difficulty of 6, which is equal to that of Normal mode in the main game and Duo mode has a difficulty of 8, which is equal to Veteran difficulty. In short, while playing on duo mode, players will experience much more aggressive enemies along with more random parasitic enemy spawnings. ============ DYING STATUS ============ Dying in a Mercenaries stage will automatically end the stage without any points. In Duo mode, whenever a character enters dying status, the other player will have to rush toward that character and heal or resuscitate that character. In single player, the player can resuscitate the controlled character by tapping the assist button to revive the current character while that character staggers in the dying status. The player's life will begin to restore as the assist button is tapped. =================== ENEMY SCORE AMOUNTS =================== Each enemy that is killed in a stage will yield a specific amount of points based on the enemy type and overall difficulty of the enemy. Normal enemies will yield a small amount while boss type enemies will add a much greater amount to the overall point total. There are a total of 150 enemies per stage. -- Normal Enemy Points List -- Boss Enemy Points List .---------------------------------. .-----------------------------------------. | ENEMY TYPE | POINT AMOUNT | | ENEMY TYPE | POINT AMOUNT | |=================================| |=========================================| | Majini (Town) = 300 | | Executioner Majini = 5,000 | | Majini (Wetland) = 400 | | Giant Majini = 5,000 | | Majini (Base) = 400 | | Reaper = 6,000 | | Bui Kichwa = 400 | | Chainsaw Majini = 7,000 | | Kipepeo = 700 | | Gatling Gun Majini = 10,000 | | Cephalo = 800 | | Executioner Majini (Red) = 15,000 | | Licker Beta = 900 | '-----------------------------------------' | Duvalia = 900 | | Big Man Majini = 1,000 | | Chicken = 2,000 | '---------------------------------' ============== COMBOING KILLS ============== Kills can be chained if enemies are defeated within 10 seconds apart from each other. Directly after two kills have been chained, an indicator of the current amount of kills, shown in white text font, will display in the top right hand corner of the screen. The indictor will flash a blue color for each multiple of 10 that has been reached. As the 10 seconds go by the current indicator will begin to flash and when the 10 seconds are almost up, the indicator will flash rapidly. Once the chain kill indicator disappears it will instantly begin to award the combo score amount based on the current kills that have been chained. .---------------------------------------------------------. | CURRENT COMBO | NORMAL ENEMY BONUS | BOSS ENEMY BONUS | |=========================================================| | 2 | + 20 per kill | + 500 per kill | | 3 | + 50 per kill | + 1,000 per kill | | 4 | + 100 per kill | + 1,500 per kill | | 5 | + 200 per kill | + 2,000 per kill | | 6 | + 250 per kill | + 2,500 per kill | | 7 | + 300 per kill | + 3,000 per kill | | 8 | + 350 per kill | + 3,500 per kill | | 9 | + 400 per kill | + 4,000 per kill | | 10-19 | + 500 per kill | + 4,500 per kill | | 20-29 | + 600 per kill | + 5,000 per kill | | 30-39 | + 700 per kill | + 5,500 per kill | | 40-49 | + 850 per kill | + 6,000 per kill | | 50+ | + 1,000 per kill | + 7,000 per kill | '---------------------------------------------------------' Chaining kills is necessary to receive a high score. For instance, by killing the Executioner Majini with a 50+ combo chain active, you will receive the normal 5,000 points for killing him then you will receive an additional 7,000 bonus points because the current combo gauge is over 50; so instead of 5,000 points for a normal Executioner Majini kill, you will receive 12,000 points for killing him. ============= COMBO BONUSES ============= Blue egg-timers are hidden in chests throughout each stage. Once these are collected the players will enter a 30 second period where "Combo Bonus" will displayed on the upper right hand portion of the screen. During this Combo Bonus period, each kill is worth an additional 1,000 points each. So defeating a normal Town Majini will now yield 1,300 points instead of the normal 300 points like usual. A combo bonus takes the place of a kill chain point amount. Basically, grabbing one of these is like having a kill chain of 50+ for a 30 second period. Since these act like a combo chain bonus, they have no effect once the combo kill chain is over 50. -> Collecting a combo bonus with a kill chain of 50+ is useless since the player(s) are already receiving 1,000 bonus points for each normal Majini kill. ========== TIME BONUS ========== Hidden throughout each Mercenaries stage are orange colored time extenders that can extend the clock by a certain amount of seconds. There are altogether 3 different type of time extenders that can be collected in Mercenaries mode. Each time extender will add a certain amount of seconds to the clock as shown below: .----------------------. | TIME EXTENDERS | |======================| | +30 | | +60 | | +90 | '----------------------' There is also a +5 second per kill resulting from a melee kill. Even though the time extension is minimal per melee kill this little bonus can be exploited beyond belief with certain characters. Characters that have heavy damaging melee attacks can easily perform constant melee moves to keep adding seconds to the clock. Ending a stage by killing all 150 enemies early will give the player an extra 1,000 points per second leftover. So if a player ends a stage early with 60 seconds left over then that player will gain a bonus 60,000 points added to the score total once the stage ends. This time left over bonus can be severely exploited through the use of certain character melees that can constantly add 5 seconds to the clock through their instant kill ability. ================================================ BREAKING TIME BONUSES BEFORE ENEMY KILLS OR NOT? ================================================ In duo mode, a player can actually score higher by killing Majini on the way to each time bonus per stage. It's going to be harder to keep the kill streak going by doing this but the kill streak doesn't matter as much if you're trying to go for all melee kills, however a player should try to keep the kill streak going as much as possible. Killing Majini on your way to the time bonuses is much harder since you'll get surrounded before breaking all the time bonuses. You'll likely have to leave in the midst of a horde due to time constraints from the clock. This can really be the best method for obtaining a really high score that will put your name higher on the leaderboards however, but it is not needed in order to gain enough for an SS-rank. In solo mode, it is almost always best to run and break the time bonuses before attempting any kills unless the enemy only stays in a certain area (chicken). You'll likely keep a better kill streak by not having to worry about time. The game plan for most stages in solo mode is to run and break all the time bonuses then find an area to fight and stay there. ============================= 5 SECOND BONUS PER MELEE KILL ============================= As mentioned in the time bonus description above, 5 bonus seconds will be added to the clock per melee kill, so it is very important to try to gain a melee kill on each enemy as much as possible. The enemy must actually be killed by a melee attack to gain this score. Weakening an enemy with melee attacks will not give any sort of bonus. Multiple enemies that are killed with one melee will yield 5 bonus seconds per enemy defeated, so if two enemies are finished off with the same Straight punch then a Chris player will gain 10 bonus seconds instead of 5. Melee attacks such as Wesker's Cobra Strike have a tendency to hit more than one enemy when enemies are grouped and with its extreme power, it will finish off any normal enemy that it manages to hit. Melee kills are most useful in Duo play since all the enemies will not group up on one character and both players will be adding bonus seconds to the clock more quickly since they will both be killing around the same time. In solo mode, it is much harder for a player to perform melee kills to build bonus time and keep the chain going at all times. Sometimes the enemies simply group up too much or grab a character and a player has no choice but to quickly shoot with a powerful weapon to keep the kill streak going or relieve the intense pressure. ============== RANKING SYSTEM ============== Once the timer has run out or once all 150 enemies in a stage have been defeated, a rank will be given at the end of the stage based on the player(s) performance. Exchange points will be awarded and the score will be posted up on the leaderboards. .---------------------------------------------------------------. | RANK GRADE | SOLO SCORE | DUO SCORE | EXCHANGE POINT AMOUNT | |===============================================================| | D | 0 - 9,999 | 0 - 19,999 | 200 | | C | 10,000+ | 20,000+ | 600 | | B | 20,000+ | 40,000+ | 1,000 | | A | 40,000+ | 80,000+ | 1,500 | | S | 60,000+ | 120,000+ | 3,000 | | SS | 90,000+ | 150,000+ | 5,000 | '---------------------------------------------------------------' Rank differs depending on the mode that a player chooses to play on. While playing in single player, the game is more forgiving in terms of grading, allowing for a player to get a lower score and still get a high overall grade when compared to duo mode. In duo mode, the player must work nearly twice as hard all the time in order to gain a high rank. ============ SPAWN POINTS ============ Spawn points are portions of a map where enemies will drop into the stage from. These might be a certain portion of a fence or a hole in the ceiling. A player can camp out next to these spawn points and shoot enemies as they drop but the area factor mentioned below will keep a player from gaining too many point from one particular spawn point. Even boss enemies spawn from these locations. Every map has several spawn points and knowing their locations can really help out when enemies begin to stop appearing once so many have been killed. Each stage listed in the stages section has a full map of the various spawn points per stage. ===== AREAS ===== Each map has multiple areas that a player must visit in order to make some enemies spawn from certain spawn points. Some areas cover a wide range of the full map while other areas are much smaller. A player must visit all areas throughout the course of the battle in order to make enemies spawn since the enemies will stop appearing if a player chooses to stay in one area range for too long. Each stage listed in the stages section has a full map of the various areas associated with that stage. ============================= MERCENARY ADVANCED TECHNIQUES ============================= The following section is a list of techniques that should be utilized to help a player gain the most out of The Mercenaries minigame. Learning these will help your overall game greatly during intense situations. All of these are taken from the advanced basics section of my RE5 guide, but they come in even greater use in the Mercenaries, so they need to be emphasized here strongly. With the type of pressure that your character will be under sometimes, making use of the following techniques is very necessary. -------------------- INVINCIBILITY FRAMES -------------------- An invincibility frame is a frame of animation when your character is completely or partially (during a certain point) invincible to any type of enemy attack. Your character cannot be controlled once these animations have started up till the point that they stop; the inventory menu can be pulled up during most of these animations - keep that in mind. Some of these obviously cause your character to lose health, but the character can't be hit with any other attack during that time. Here's the full list of invincibility animations: - While grabbing an item - While jumping from a platform/vaulting over an object - Giving an item - Performing a melee attack - While recovering from an attack - While a partner performs a Resuscitation in Duo mode(both character are invincible; a player cannot pull up inventory during this) - While climbing a ladder - While grounded - While on fire (burning animation) - While electrified (shocking animation) - While holding up arms to block debris from an explosion - Door kick animation - During a hold, when your character is winning/losing the struggle In The Mercenaries, knowing about these invincibility frames will help out considerably! For instance, if a player sees an item that the player wants to grab, but it is near a Majini, that player can quickly run toward the item then wait for the Majini to attack. Right when the Majini attacks, pick up the item to avoid the attack due to the invincibility of picking up the item then shoot the Majini while it recovers from the attack. NOTE: Check the Basics section of my full RE5 guide for a much greater description of each invincibility frame listed above. -------------------------------------------- EXCLUSIVE MERCENARY INVINCIBILITY ANIMATIONS -------------------------------------------- See the advanced techniques section under basics for a full list of invincibility animations in the main game of Resident Evil 5. All of the same invincibility animations from the main game can be take advantage of in the Mercenaries mode, but there are also a few that are exclusive to the Mercenaries minigame: --> COLLECTING A COMBO BONUS Whenever a character opens a chest containing a combo bonus, that character cannot be hit with an enemy attack while the chest is being opened. While collecting the time bonus, the character can also not be hit much like collecting an item. A player can actually take advantage of the chest opening animation invincibility even further and pull up the inventory to cycle through it if needed. --> HITTING A TIME EXTENDER A character cannot be hit from the moment a melee command is issued to hit a time extender. The entire makes the character invincible much like a normal melee attack. Did you know that this melee attack can hit enemies that happen to be in close range of the time extender item? You do now, buddy! The melee staggers Majini just like any normal arm stun melee. TIP: Keep in mind that a player can pull up the inventory and quickly make adjustments during the combo bonus pickup and the melee hit to destroy a time extender listed above. Hitting a time extender is a melee animation, so one could easily reload through the inventory or make some much needed inventory adjustments at that time. ---------------------------------- PULLING UP THE INVENTORY ON THE GO ---------------------------------- Learn to take advantage of certain actions when pulling up the inventory menu. The following actions will allow you to pull up the inventory menu while the character is in the middle of the animation and most of these animations will leave your character invincible to attacks. - the moment when your character tosses off or receives a hit from a grappling enemy - after sustaining a hit - while climbing a ladder - while vaulting over an obstacle/jumping/jumping through a window - while quick turning (NOT INVINCIBLE) - in between gunshots (NOT INVINCIBLE) - during a melee attack, ground melee or partner assist melee - while reaching down to pick up an item - while healing (NOT INVICIBLE) - during reloading animations (NOT INVINCIBLE) - during a taunt (NOT INVINCIBLE) [it's the novelty that counts here] NOTE: The full animation for some of these instances must be fully finished before an item can be equipped, but anytime during the animation, you can have the "Equip" option ready to trigger as the animation ends. So, say if a player jumps through a window, the player can select an item and pull up the equip option, but the player can't actually equip the item until the player's character fully stands. NOTE: Check the Basics section of my full RE5 guide for a much greater description of each invincibility frame listed above. ---------------------------------------- ADVANCED RELOADING (INVENTORY RELOADING) ---------------------------------------- - Pull up the inventory menu - Select the desired ammo - Combine the ammo with the proper gun that needs reloading for an instant reload - Quickly cancel the inventory menu by pressing the assist button NOTE: A player can press the aiming button while an item or weapon is highlighted to cancel the inventory screen and equip the current item or weapon. Reloading via the inventory menu does not require your character to perform any reloading animation and it is instant. This can also be done while in the middle of melee attack or jump. STARS Wesker players will be SEVERLY crippled while using his Hydra if the Wesker player does not reload through the inventory because of his near 4 second reload time. --> INVENTORY RELOAD WITH AMMO IN THE MIDDLE Since your cursor will always start in the middle slot on the inventory grid for every time that you open the inventory menu, you can place the desired ammo in the middle of the inventory grid then place the corresponding gun to the immediate right, left, top middle or bottom middle slot, so you can quickly select the ammo upon opening the menu then press in either of those four directions to combine it quickly. When you reload through inventory, use the action button to quickly combine the ammo with the gun. For my setup, I always place shotgun or rifle ammo in my middle inventory slot then place the shotgun or rifle to the left of that slot, so basically, for every reload with the shotgun or rifle, I perform the following button sequence: Xbox 360 - Y, X, left, X, B (to cancel inventory) PS3 - /\, [], left, [], O (to cancel inventory) And my inventory menu looks much like the inventory menu shown below: .-----------------------------------. | | | | | | | | | | | | | | | | | | | | |-----------+-----------+-----------| | | | | | | | | | Dragunov <--- Rifle | | | SVD (RIF) | Ammo (50) | | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' --> INVENTORY RELOAD WITH AMMO ON THE TOP LEFT AND RIGHT SIDES Many players like to use this setup for inventory reloading: .-----------------------------------. | | | | | | | | | Rifle | |Machine Gun| | Ammo (50) | | Ammo (150)| | | | | | | |-----|-----+-----------+-----|-----| | | | | | | | v | | v | | Dragunov | | VZ61 | | SVD (RIF) | | (MG) | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' Through the above display, we see that players have a gun on the right and left side of the middle portion of the inventory menu then they quickly pull up the inventory and select ammo from the top left or top right row then quickly combine it with the gun below the ammo. The above setup basically requires that your character reloads while in the middle of an animation. --> A COMBINATION OF THE TWO Whenever I inventory reload, I use a mix of the two above and usually have ammo for a gun in the middle of my inventory along with a gun on the center right square with the ammo in the square above it. So here is a look at my usual setup: .-----------------------------------. | | | | | | | | | | |Machine Gun| | | | Ammo (150)| | | | | | |-----------+-----------+-----|-----| | | | | | | | | v | | Dragunov <--- Rifle | VZ61 | | SVD (RIF) | Ammo (50) | (MG) | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' As you can imagine, I have to perform a lot of adjustments constantly to gain the above inventory appearance, but it sure is worth it, especially in The Mercenaries mode. --> RELOAD FRAME CANCELING Make sure that the melee attack button prompt appears first then reload in front of an enemy that is stunned. During any portion of the reload animation hit the Action button to instantly end the reload animation and cancel into a melee attack. The reload will still take place but the animation will be cancelled early and this will give your character a full reload. ---------------------- QUICK SIDE TURN AIMING ---------------------- (Control types A and B only) Command: While holding the right thumbstick to the right or left, press the Aim button when a weapon is equipped. Your character will quickly turn toward the viewpoint direction and aim when the aiming button is pressed. This technique can be used to aim to the side quickly. This is an old technique from Resident Evil 4. Many hardcore RE fans that use Control Type A or B can really use this to their advantage for turning to face different directions. =============================== TIPS AND OTHER MERCENARY EXTRAS =============================== ---------- BASIC TIPS ---------- - SKIP THE DIALOGUE BEFORE EACH ROUND Press the Select (PS3) or Back (Xbox 360) button in order to skip the beginning dialogue when Josh speaks before each round of Mercs. In duo mode, both players will have to press the button in order to skip the dialogue. If the other player doesn't skip the dialogue then it will continue to play and you will know that the gamer on the other end most likely never did take a look at Berserker's Resident Evil 5 Mercs guide. Poor performance indeed! - QUICLY CYCLE BETWEEN CHARACTERS ON THE CHARACTER SELECT MENU On the character select screen, a player can press the []/X button to choose a character, but to quick select a character without having to go to the character select screen, press the L2 and R2/LT and RT trigger buttons to quickly cycle between the available characters. - INVINCIBILITY FRAMES Learn to take advantage of invincibility frames as listed in the basics section. For instance, when an enemy is preparing to attack and an item is on the ground below your character, quickly pick up the item and your character will remain invincible during the entire item pickup animation allowing the hit to pass right through your character. - TAKE ADVANTAGE OF THE 5 SECOND BONUS PER MELEE KILL Try to set up melee kills when possible and make sure that the melee attack will kill the enemy that is hit so that a 5 second bonus will be received after the kill. Players that take advantage of melee kills, literally making every kill a melee kill, while attempting to chain kills WILL get a higher score because of the 5 second bonus. Midnight Wesker and Jill players should take notice to this and read their sections below. - KEEP THE KILL STREAK GOING AS MUCH AS POSSIBLE Don't do this often, but if you are about to lose your current kill streak (the number is flashing) you might want to think about taking out your most powerful weapon and aiming at the closest Majini then blasting it for (hopefully) a one- hit kill. A precise long range magnum shot can be a godsend for a fading kill streak. In single player mode, when your character is grabbed or knocked down, take out your most powerful weapon and kill the closest Majini to keep the kill streak going. This is actually much more effective in single player since it's harder to melee every enemy. Maintaining a kill streak is really not as important as performing as many melee kills as possible, but keeping the kill streak active will definitely help out in the long run. Performing melee kills on as many enemies as possible is really the most important part of achieving a high score, but trying for high kill streak while doing so will help out a bit as well. - KILL THE CHICKEN Each stage has at least one chicken. The chicken is an actual enemy and counts toward the 150 enemies that must be defeated in a stage. It will always drop some type of egg, most of the time it is a gold egg but the one on the upper floor of The Mines stage drops a white egg. - MAJINI PARASITES Majini that mutate into Cephalos and Duvalias only count as a kill once the mutated form is defeated. The actual Majini kill is not considered a kill. Whenever a Kipepeo bursts forth from a Majini's head, that Majini death WILL count as a kill however, so the Majini that spawns a Kipepeo will count as a kill and Kipepeo will count as a kill as well. Kipepeos are only found in the the Village stage. - ITEM DROPS Item drops from normal enemies will eventually disappear after about one minute, so pick them up quickly if needed. Boss item drops such as first aid sprays will remain in the area and not disappear. - PREPARATION AS A ROUND BEGINS From the beginning of a round of Mercs, do the following to help out your game at bit: 1) Make inventory adjustments 2) Press R2/RB to pull up the mini-map (GPS) 3) Pull up the inventory menu and press R2/RB to showcase the partner's inventory in duo play. All of the above can be done during or shortly after action animation such as a melee attack or falling or jumping among many other animations. -------------- INVENTORY TIPS -------------- - RELOAD THROUGH THE INVENTORY MENU Reload through the inventory! Pull up the inventory menu and combine ammo with the appropriate gun to avoid any reload animations. Make appropriate adjustments to the inventory menu at the beginning of the stage to help in inventory reloading, such as placing ammo for your most used gun in the middle of the inventory so the cursor will start right on top of the ammo, allowing it to be selected quickly when combining it with a gun. Place the gun into one of the fast equip slots. Many players like to position the ammo at the top or bottom of the gun slot for quick selection as well, which helps for multiple guns. - MAINTAIN THE INVENTORY WHILE ON THE RUN Pull up the inventory during long melee attack animations such as instant kill melees then use that time to make adjustments to the inventory slots or reload through the inventory menu. This technique can also be used during many other animations such as climbing a ladder or while recovering from an attack. A full list of recommended animations is in the basics section. - DISCARD USELESS WEAPONS If a character has a weapon that you are not going to use in that character's starting inventory, discard the weapon right as the round starts. This will keep your character from gaining the ammo or weapon (if it's a proximity bomb, etc) as a regular drop from enemies. - COMBINE HERBS OFTEN TO SAVE INVENTORY SPACE Combine green herbs into a green herb + green herb mixture to avoid crowding the inventory menu when no red herbs can be found. Give a green herb to your partner if that player has a red herb and vice versa. This advice is very useful for the Village and Ancient Ruins stages where green herbs are more common. - COMBINE AMMO PICKUPS IN THE INVENTORY MENU If ammo pickups can be combined, then combine it quickly through the inventory menu. Don't leave 10 handgun bullets in one slot and 2 handgun bullets in another slot, combine them for 12 to take up less space. - DON'T DISCARD ITEMS OFTEN Discarding an item can REALLY leave a character open to an enemy attack so always try to give your partner a certain ammo if your character can't use it. If your character needs to get rid of a grenade or rotten egg then equip it and toss it. Throwing a weapon is much quicker than discarding it. With a rotten egg, try to make use of it and toss it a Majini if you don't intend to melee kill it. It might even come in handy as the final hit against a boss enemy! - DISCARDING AN ITEM When your character absolutely must discard an item, pull up the inventory while performing some sort of action so your character is not a sitting duck while you cycle through the menu. Pull up the inventory during a melee attack and then select "Discard" then choose "Yes" and the command will already be inputted so that your character will immediately discard after the action. A player is likely to get hit while trying to discard out in the open though. If an enemy interrupts the discard animation with an attack about halfway through the discard then the discard will still be successful but if the enemy interrupts the early stages of a discard then your character may still hold the item in the inventory. - DON'T CAKE UP ANOTHER PERSON'S INVENTORY Sure shotgun shells are nice for a BSAA Chris player to have, right? But when a BSAA Chris player already has 30 shotgun shells that fill a whole slot and his shotgun is loaded to the max, he doesn't need anymore shotgun shells, so if your character accidentally picks some up then don't cake up his inventory with an overabundance of ammo. This goes for all characters. Don't give my STARS Chris 12 more electric rounds when I already have 12 in the grenade launcher. Don't give him another pickup of 150 machine gun ammo when I already have 300 in my inventory. Don't give my STARS Chris handgun ammo when I only have a magnum... wait, why the hell did you just do that!? Long story short, if you must then simply discard the ammo. Characters like Midnight Wesker go through handgun ammo like a sifter but even Wesker can get too much at times thanks to constant pickups or partner gives, so don't contribute to situations such as this. ------------- SURVIVAL TIPS ------------- - HEAL IMMEDIATELY WHEN IN LOW HEALTH Whenever your health is in caution (orange) status, your character needs to heal immediately since it is extremely risky to run around any stage with an orange health bar. Majini will stand by and watch your character heal sometimes, especially after your character throws off an attacking Majini. Time a heal to right after an attack and your character most likely won't have a problem with getting hit while healing. Whether or not an enemy will attack your character really depends upon when your character starts to heal. If your character heals BEFORE an attack is started then the Majini will basically wait for your character to heal, but if your character heals while an attack animation has started, that enemy will hit your character during the healing process if it is close enough. - HEAL AT 30% HEALTH IN STAGES WITH DYNAMITE MAJINI Keep in mind that on stages with dynamite Majini, a dynamite explosion will take around 30% of your health, so if your character is still in a low green state of health, one blast can still send your character into dying status and getting hit with dynamite can happen so very easily without any warning whatsoever, so always make sure to keep your character's life above 30% in stages where dynamite Majini are present. Remember this, three hits from dynamite from full health will send a character into immediate dying status. Factor in some of the other attacks that your character will receive and healing early will become a necessity in stages like Missile Area and Ship Deck among others. - HEAL AT 50% HEALTH IN EXPERIMENTAL FACILITY WHILE LICKERS ARE PRESENT A Licker's tongue impale will take 50% of a character's health gauge once the tongue hits a character from the front side if a partner is not there to slash the tongue off. This means that the tongue impale will drain 50% of the character's life bar and immediately cause the character to go into dying status if the character only has 50% and the character will die shortly after entering dying status while still being impaled. Always heal while a character is at 50% life while Lickers are present to avoid this. A tongue strangle from behind will only take around 25% life. - HEAL THROUGH THE "USE" COMMAND DURING CERTAIN ANIMATIONS Instead of always equipping a healing item before using it, while your character recovers from getting hit or while your character perfoms a melee attack and is low in life, quickly open the inventory menu and select a healing item then scroll down to "Use" instead of equip and select the "Use" option to have your character heal immediately after the current animation. Enemies wlll usually not hit your character if the character begins the healing animation right after the current animation. - SAVING YOUR PARTNER When your character helps out a partner that is grabbed by a Majini, either fire with a powerful weapon from close range to instantly knock off and finish the Majini or perform a partner assist melee in the hope that your partner will kill the staggering Majini with a melee after your character hits it. I usually issue the "Go" command after I perform a partner assist melee to encourage my partner to hit the staggering Majini with a melee attack to kill it off for a 5 second bonus for the melee kill. - CANCEL EXPLODING BOSSES When a boss is about to explode after its death, the explosion will take damage from a player if the player is near the expanding boss, but if the boss is quickly shot then that shot will cancel out the explosion and make it harmless. A player can also knife slash a boss enemy while it dies in order to cancel out it's explosion. - REMIND A PARTNER OF A HEALING ITEM If a partner is near death and has a herb in the inventory and you don't and that partner hasn't healed for a while, open up the inventory and request the herb from the partner to remind the partner that there is indeed a healing item in the partner's inventory. Request the healing item from very far away then shout out the "Go" command. This can also help out for when you don't have a healing item and need healing from your partner. Sometimes it's easy to forget about a healing item in the current inventory. It can also help for when your partner has a red herb and your character has a green herb. If you're playing with a player that knows how to handle situations then this might become annoying to them since sometimes a person can get under pressure so don't rely on this too much. You might wind up making an ass out of yourself. - PREPARING FOR A LICKER POUNCE IN EX FACILITY Licker pounces can seemingly come out of nowhere and it's hard to quickly tap the []+X/X+A command that appears at the spur of the moment. Whenever Lickers are nearby, hold the X/A button then tap the []/X button constantly while running by a group of Lickers. If the pounce counter command appears then you'll instantly counter the Licker pounce. This is a perfect technique to use when running by a group of Lickers or when your character is stuck in a gunshot animation (BSAA Chris' shotgun blast). - KNOW AT WHAT KILL (KILL CHAIN) AND WHERE A BOSS WILL APPEAR All bosses in a stage will spawn after a certain kill (judging by the kill chain) and they will all spawn from the same spawn point every time. If you know the precise kill when the boss will appear and precise spawn point where the boss will appear then your character can meet up with a boss right when the boss hops out of a spawn point and defeat the boss instantly. This is most helpful for a player with a powerful weapon (Midnight Wesker) or a player that can easily stun a boss and defeat it quickly (STARS Chris vs Reaper in Mines). It's much better to keep the kill chain going in order to prepare for the boss. For instance, the second Reaper in the Mines will hop out of the east tunnel spawn point near the open area right at the 70th kill. ---------- MELEE TIPS ---------- - TAKE ADVANTAGE OF THE FREE MELEE ATTACK AFTER A PARTNER ASSIST MELEE Whenever another player knocks a Majini off of your character with a partner assist melee, run toward the staggering Majini, if it is still alive, then perform a melee on it with your character to most likely kill it off and receive a 5 second bonus for the melee kill. If a partner knocks a Majini off of your character and the Majini falls straight to the ground, run over to the Majini and perform a ground melee to it. This goes for both characters, so if a partner doesn't finish off a Majini after your character knocks it off after it falls, then run over to it yourself and perform a ground melee to finish it off for a melee kill. - PARTNER RESPONSE AFTER PARTNER ASSIST MELEE When a partner knocks a Majini off of your character with a partner assist melee and the Majini falls straight to the ground without staggering backward, your character CANNOT perform the usual partner response. If you press the assist button, you'll only get the "Come on" command unless the button is held, so you'll have to thank your partner manually using "Hold assist button + left on d-pad". - MAJINI STAGGER FROM A GROUND MELEE If a standing Majini is right by a character when a ground melee is performed, that Majini might get hit by the ground melee, which will make the Majini stagger backward as if it got hit with an arm stun melee. A partner can take advantage of this and run up then perform a bouncing melee to the staggering Majini to most likely finish it off. Basically, a ground melee hits just like an arm stun melee on a close standing Majini when it is performed. - WATCH FOR ARM STUN MELEE If your partner performs an arm stun melee that sends a Majini staggering backward, quickly run over to the staggering Majini and perform another melee to it. You can run to the back and front of the Majini and the melee will differ depending on the side that it was hit from that started the stagger. From the opposite side, your character will perform a weak arm stun melee that will bounce the Majini back to the partner, but from the front your character will perform a more damaging head stun melee. If a second arm stun melee is performed then the character that first started the sequence can get a tag team melee command by approaching the Majini. - MELEE KILL WITH WESKER'S DASH Each hit of Wesker's dash hits an enemy just like an arm stun melee. If Wesker hits a Majini twice with a dash (by dashing back and forth while turning) then a partner can run up to that Majini and perform a tag team melee. All enemies killed off with a dash hit or the rising knee finisher will yield the same amount of bonus seconds as a melee kill. This is incredibly useful for the Bui kichwa enemies on the Village stage. A player can dash right into a Bui kichwa and receive 5 seconds for the kill since the spider-like enemies are so weak. - GROUND MELEE BURNING MAJINI When a Majini burns, let it fall and then kill it off with a ground melee. This is really helpful to know when you accidentally shoot a cocktail that a Majini holds. Simply wait for it to fall after burning then perform a ground melee to finish it off for the extra 5 bonus seconds for a melee kill. Many times, multiple Majini will burn and then fall to the ground. A Chris player can really take advantage of this and Stomp a few of them in a row for some melee kills. - GROUND MELEE MULTIPLE FALLEN MAJINI Whenever a few Majini fall on the ground and they are basically right on top of the each other, step over the portion where one is directly near the other then perform your character's ground melee to have a chance at hitting them both with ground melee. - PERFORM A HEAD CRUSH GROUND MELEE ON UNDAMAGED FALLEN MAJINI Whenever a Majini falls to the ground from being knocked down without taking enough damage for a normal ground melee to finish it off, quickly run over to the head portion of the Majini and face it then perform a ground melee to crush the Majini's head for an instant kill. When a fallen Majini has its legs toward your character, quickly right by it with your character then perform a quick turn and face the head then perform the ground melee to its head. Jill types cannot do this, but with the damage that the double knee drop takes, Jill doesn't need to worry about this technique. - MELEE MULTIPLE MAJINI TO KILL OFF A WEAK MAJINI If a Majini is extremely weak after your attempts to set it up for a melee kill, try to stun a nearby Majini and possibly work the weaker Majini into the melee that is performed on the stronger Majini. Leg stun frontal melees are usually your best while trying this because of their range. - FINISH OFF A MAJINI WITH A TIME BONUS HIT When a Majini is extremely weak and you've just got to get to that melee kill in, lead the Majini toward a Time Bonus then hit the Time Bonus to where the melee hit will hit the Majini as well while it stand near. - KNIFE + MELEE KILL When all else fails, slash a Majini in the leg then try to perform a melee. This is most useful for when you know that the next gunshot will kill a Majini. Let's say BSAA Chris has shot a Majini three times with his handgun in an attempt to get a leg stun but he didn't receive it. The next gunshot will kill off the Majini, so quickly run up to it and slash it in the leg in the hope of a leg stun then finish it off with the melee for extra five bonus seconds if the leg stun is achieved. Don't dwell on trying to achieve a stun through knifing however or you'll waste valuable time. Really one or two slashes is enough. - KNIFING A CROWD While a crowd surrounds your character in close range, try to slash them. You'll slash about three Majini at once sometimes and have the possibility to get one of them in some type of stun to which you can quickly melee them for invincibility and to knock some of them away. This is mainly good to use for all characters besides Jill since Jill's knife slash lacks a wide range. - DO NOT RUIN MELEE KILLS WITH EXPLOSIVES If a group of 10 Majini mount up on your character, DON'T use an explosive (hand grenade or proximity bomb) to get rid of them. You're absolutely ruining a chance at 50 extra seconds that can be gained through melee kills in one instant. Only use explosives when it is absolutely necessary - if there is no chance to run. In my online games, it's so very aggravating to me when a player uses an explosive when my STARS Chris has nitrogen rounds that can freeze a whole crowd. - ACCIDENTALLY RUINING A CHANCE FOR A GROUND MELEE When trying to knock a Majini down with gunfire, don't ever shoot as the Majini falls since the Majini will immediately start to get up once again if anything hits it while it is on the ground. If your character accidentally shoots a grounded Majini then it will get up early and a ground melee cannot be performed. Even if your character performs some sort of action such as falling down a ladder or vaulting over a railing, this action can hit a grounded Majini and cause it to get up early. - MAJINI THAT FALL FROM A HIGH PLACE WILL USUALLY GET UP IMMEDIATELY Any Majini that is shot off a ladder while it tries to climb, or any Majini that is knocked off a higher ledge or platform will immediately get up shortly after hitting the ground. A character usually cannot perform a ground melee to any Majini that have fallen as such. Knocking a Majini off a ladder will almost always cause it to get up without the oppurtunity for a ground melee. - FLASH GRENADES CAN SAVE A MELEE KILL When you've shot a Majini up until the point where one more shot will kill it, toss a flash grenade then hit it with a melee attack while it is stunned to kill it off. With STARS Chris, a flash round will work just as well. Remember that a flash round DOES take damage with a direct hit, so don't hit an extremely weak Majini directly with a flash round or it might actually be killed off by the flash round shot. - A PARTNER ASSIST MELEE THAT KILLS WILL YIELD 5 BONUS SECONDS If your character knocks off any type of enemy with a partner assist melee attack to free a partner from a grapple, the attack will count as a melee kill and give the players 5 bonus seconds. The attack must kill, so the enemy usually must be damaged a bit prior to the attack. This can be done on any enemy that can grapple, even Bui kickwa enemies in the Village. - CEPHALOS CAN BE MELEE KILLED A Cephalo can be hit with a ground melee when it falls and killed with that ground melee if the Cephalo has been damaged enough prior to the fall. A Jill player can easily finish off a damaged Cephalo thanks to her 1200 damage from her ground melee. Cephalos can also be bounced with arm stun melees or any other melee attack that happen to hit them (basically they get caught by one that you're doing to a Majini) or they can be bounced with Wesker's dash. A player can actually perform a tag team melee attack on a Cephalo that staggers after being hit by Wesker's dash just like after an arm stun melee bounce. - DOUBLE TEAM FOR A MELEE KILL In Duo mode, two players can rush toward a stunned or fallen Majini and perform a melee attack at the exact same time. For instance, a Sheva player could Somersault a Majini then a Chris player can perform his Uppecut at the same time to bounce the Majini after the Somersault. This can be effective in achieving a melee kill on a Majini that has not been damaged much prior to the stun. Two players can also run up to an undamaged fallen Majini and perform a ground melee at the same time to guarantee a kill. - A MAJINI CAN BE DAMAGED WHILE IT FALLS TO THE GROUND If your character happens to hit a Majini with any type of action that makes it stumble and fall, quickly shoot the Majini while it is falling over to damage it to where a ground melee will kill it off once it hits the ground. This saves time from having to position your character to perform a head crush ground melee. The Majini must be shot while it falls and NOT while it is on the ground in order to take advantage of this technique. If the Majini is shot while it is grounded then will get up immediately. - A MAJINI CAN BE DAMAGED WHILE IT ROLLS This is most useful for STARS Chris. When a Majini is shot once and the shot causes it to fall and roll along the ground, the Majini can be shot a few more times while it rolls to further damage it without making it get back up directly after the shot. If the Majini is shot once it fully stops then it will get back up, so shoot it while it rolls. This is very helpful for STARS Chris, since he must shoot most Majini at least twice before a Stomp will kill one off. - HIT EXPLODING BOSSES TO SAVE MELEE KILLS When a boss enemy expands and falls over during it's dying animation, quickly shoot the boss or knife slash the boss if enemies are near it to keep them from getting defeated by the explosion. This will save them for potential melee kills. The dying explosion will also hit your character but shooting or knife slashing the boss will cancel the explosion. - A MAJINI THAT FALLS FROM A HIGH AREA WILL TAKE DAMAGE FROM THE FALL Any time that a Majini is shot and performs a falling animation as it falls from a ledge then the Majini will take damage from the fall no matter how small or great the fall was. In Public Assembly, while a Majini stands next to the waterway opening in the northwest, it will sometimes perform a falling animation when it is shot, but it will simply land on the ground next to the water. It still takes damage from the fall in this case. Any Majini that performs a falling animation can easily be finished off with a ground melee after the fall so long as it survives the fall. - MELEE KILLING DYNAMITE MAJINI A Majini that has a dynamite stick is best killed BEFORE it lights it's dynamite. They must always use a match to light the dynamite. Once the dynamite is lit, the Majini will attempt to toss the dynamite if the player is in the Majini's immediate area. If time continues to pass, a Majini will run toward the player while holding the dynamite stick in front of it. This signifies that they are trying to grab the player since the dynamite stick is about to explode. It's best to run toward it and behind it in this case before the explosion occurs since it will occur shortly. Attempting to melee kill it while it runs will almost always result in failure and loss of health. It is best to melee kill a dynamite Majini before it lights its stick of dynamite. Keep in mind that a player can accidentally shoot the dynamite in it's hand or on its waist to set off an explosion, so avoid doing so. So long as a dynamite Majini is killed before lighting its dynamite, it will not explode. Dynamite Majini explosions can ruin melee kills by killing surrounding Majini, so it is VERY important to focus on a Majini with dynamite first and kill him before the stick of dynamite is lit or use a melee attack that will knock the dynamite Majini away from a crowd of other Majini to keep from ruining melee kills with the dynamite explosion. A Majini with lit dynamite can be melee killed successfully but the melee must hit and kill the Majini before the explosion. Timing a melee so that the explosion goes off while a player is safe in the invincibility animation of a melee can save a player from getting hit and give the player credit for the melee kill, but the melee must kill the Majini before the explosion. Even if the melee is activated, if the Majini explodes before physical contact is made then the 5 bonus seconds for a melee kill will not be received. It's VERY risky to melee kill a dynamite Majini with lit dynamite but that is a chance that one will have to take in order to earn extra time sometimes. Don't ever attempt a melee kill on a dynamite Majini with lit dynamite if your health is at 30% or less or the explosion will cause the character to go into dying status if it hits. - AVOIDING CEPHALOS, DUVALIAS AND KIPEPEOS THROUGH INSTANT KILL MELEES Any Majini that is killed with an instant kill melee will guarantee the player the 5 second bonus credit for the melee kill. An instant kill melee will cancel a Cephalo, Duvalia or Kipepeo spawning even if it the spawning is scripted. A Majini that becomes a Cephalo or Duvalia will NOT give the player the extra 5 bonus seconds for a melee kill if the parasite spawns from a melee attack but an instant kill melee will stop the spawning and reward the player with the 5 bonus seconds that the player would have missed out on while using any other type of melee. Kipepeo spawnings in the Village are the only parasite tranformations that give a player kill credit and credit for a melee kill on a Majini. Wesker does not have an instant kill melee, so a Wesker player cannot melee kill and avoid potential or scripted parasitic enemies. Chris, Sheva and Jill all have instant kill melees that can be activated by shooting a Majini in the leg to get a leg stun then they can rush behind it and activate the instant kill melee command. This will avoid the parasite altogether and give the player 5 bonus seconds. The point amount for killing a Cephalo or Duvalia is greater than a normal Majini kill but the extra 5 bonus seconds is a lot more helpful to a higher score as opposed to taking the time to kill a parasitic enemy that is worth only a few more points. Keep in mind that a Majini parasite transformation will not yield a point amount for a normal Majini kill nor will it count as a kill. - GROUP ENEMIES BEFORE SHOOTING NITROGEN ROUNDS With Tribal Sheva and STARS Chris, always attempt to group a large amount of enemies before shooting a nitrogen round to freeze them. Try to keep them together so that one melee attack will hit multiple frozen enemies. Tribal Sheva has a much easier time at hitting frozen enemies with the range of her roundhouse, but STARS Chris can shatter multiple frozen enemies that stand directly in front of him (in a line and slightly to the side) with his straight punch. All enemies that are shattered with one melee attack will give the player five bonus second each, so shattering five enemies with one melee will give the player 25 extra seconds. - INSTANT LEG STUN OR KNOCKDOWN AFTER A FRONTAL MAJINI GRAB After your character fights off a Majini that has grabbed from the front, if you shoot the legs of the Majini after pushing it forward, a leg stun is always guaranteed. This can be very helpful for gaining the upper hand while fighting against a crowd once of them has grabbed your character. The Majini must be hit in the legs a few seconds after pushing it off or the leg stun will not be guaranteed. A leg stun is usually random from any other leg hit. If the Majini is hit twice in the chest after pushing off the Majini from a frontal grab then it will fall to the ground. - DYING COCKTAIL AND DYNAMITE MAJINI CAN STILL RUIN NITRO ROUND FREEZES If a Majini with a cocktail, explosive arrow, or dynamite dies, BE SURE to wait until it fully dissolves before shooting a nitrogen round at a group of Majini that is near it. If the nitrogen round hits the cocktail, explosive arrow, or dynamite while a Majini is on the ground and dying then the explosive object will still shatter the frozen Majini. - FALLING OFF A HIGH PLACE CAN MELEE KILL A MAJINI Whenever your character falls from a ledge and hits a Majini, that falling animation will take some slight damage. It's possible to fall off a ladder and hit a weakened Majini while it climbs and receive +5 bonus seconds for a melee kill. The actual physical hit from falling must kill the Majini NOT the damage that the Majini takes while hitting the ground after the fall in order to count as a melee kill. ---------------------- KEEPING THE KILL CHAIN ---------------------- - FIRE A POWERFUL WEAPON TO INSTANTLY KILL A MAJINI TO SAVE A KILL CHAIN In order to keep the kill chain going, you will sometimes be forced to switch to a powerful weapon in order to kill an enemy. In duo mode, when the kill indicator begins to flash, it is sometimes best to take out a powerful weapon and aim it directly toward an enemy then fire at the last possible second before the kill chain disappears. This will give your partner enough time to try to get a kill and allow your character to maintain the kill chain with a powerful shot if a kill is not achieved by the partner quickly. - MAKE LONG DISTANCE SHOTS TO SAVE A DYING KILL CHAIN If the kill chain is fading, take out a powerful long distance weapon then find the closest Majini. If the Majini is at a distance, carefully aim your gun then fire. With duo mode's lack of enemies, this absolutely must be done to save a dying kill chain sometimes. - RAPID FIRE ON A MAJINI TO SAVE A DYING KILL CHAIN Characters with a machine gun will normally be trying for a stun against a Majini, but if the kill chain begins to blink very quickly then go ahead and spam the targeted Majini with gunfire to save the kill chain. - IF THE KILL CHAIN IS BROKEN ONCE, DON'T TRY FOR IT AGAIN Moreso in duo than solo, if the kill chain is broken at about the 70th or 100th kill, don't try to maintain another kill chain. Focus primarily on melee kills after the chain is broken, since you'll gain more points from having extra time then instead of receiving bonus kill points through the kill chain. Only maintain a kill chain through melee kills once the chain is broken once. If it can't be obtained through melee kills then don't worry about the chain. - CEPHALO SPAWNINGS THAT RUIN KILL CHAIN Remember that a Majini Cephalo transformation does not count as a kill on the dying Majini. A sudden Cephalo spawning from a Majini can ruin a kill chain so very easily when unprepared. In stages like Mines, Ship Deck and Prison, a Cephalo at the wrong time will instantly cause a player to lose the kill streak if unprepared. A powerful weapon or a flash grenade/round needs to be prepared after every kill streak-saving shot in certain stages in order to make sure that a Cephalo spawning does not occur. Midnight Wesker is by far the best character that can save a kill chain after a Cephalo spawn by shooting the Cephalo instantly with his M500 magnum. Other characters will most likely have to resort to a flash grenade/round in order to kill off the Cephalo quickly. In stages such as Ancient Ruins and Experimental Facility, a character must watch for Duvalia spawnings as well since a Duvalia transformation does not count as a kill either. Duvalia spawnings are best dealt with by tossing/shooting a flash grenade/round at the transforming Majini. A shot to the leg with a powerful weapon to make it kneel followed by a shot to the exposed mouth will also kill the Duvalia quickly, but a flash explosive is still the best choice. -------------------- TIME MANAGEMENT TIPS -------------------- - WESKER'S DASH Wesker's dash move can be used to get to far away places much quicker than normal running. Say a time bonus is all the across an open straight path directly ahead, press in on the right thumbstick to run toward the destination then quickly perform his rising knee when right next to the time bonus in order to stop near it. - EQUIP GRENADES TO RUN FASTER If you're trying to hit all the time bonuses before fighting any enemies at the beginning of a solo game or if you simply have to travel a long distance then equip a grenade to make your character run a bit faster. If you don't have a grenade, then equip ammo. - HITTING ALL TIME BONUSES BEFORE FIGHTING ENEMIES IN SOLO In some stages of solo mode it is a lot easier to run through an area and hit all time bonuses before fighting enemies. A player can fight enemies along the way, but hitting all the time bonuses beforehand makes a solo run MUCH easier, especially when attempting to keep a combo kill chain alive. - DISCARD AN ITEM IMMEDIATELY AFTER A MELEE OR OTHER ANIMATION While falling from a high ledge or meleeing an enemy, open the inventory menu and select an item or weapon that you want to discard. Choose the item then select "Discard" and choose "Yes" to confirm the discard so that your character will immediately discard the item directly after the melee animation. Try to make sure that no enemies are around while doing this. Enemies will not stand and wait for a player to discard and discarding near a Licker will not showcase the counter command for a pounce attack if one happens to be preparing a pounce. - EASILY DEFEATING THE REAPER IN THE MINES To easily defeat a Reaper in the Mines area with any character, toss a hand grenade or lay down a proximity bomb and allow the Reaper to get hit by it. The Reaper will roll, so use that time to run up to it. It only requires one more hit to any weak point to be finished off after either explosive and it will always reveal it's chest weak point briedly after turning from a roll while recovering from an explosive, so run up to and hit the weak point from close range as it turns. This video by bobo273 on youtube showcases the quick kill perfectly: http://www.youtube.com/watch?v=6znWaRzzQLI - HIT A TIME BONUS FROM BEHIND TO MAKE YOUR CHARACTER FACE THE OPPOSITE DIRECTION Whenever you run up to a time bonus in a dead end space where a wall is behind it, run toward the time bonus so that the "Time Bonus" command appears then tap the action button as your character runs behind the time bonus to make your character hit the time bonus and turn to face the direction that the character came from all while performing the command. This method beats hitting the time bonus and quick turning by a few brief seconds. The method doesn't always work that well since your character will sometimes not face the opposite direction, but it's worth a try. - ESCAPING A MAJINI GRAB QUICKER Quick grab escape video by Big Kahoona 22: http://www.youtube.com/watch?v=_gSzmaNpROY Whenevera Majini grabs your character, quickly rotate the left analog and tap one of the face buttons on the control pad ([], X, O, /\ or X, A, B, Y) to escape from the grab quicker. This will also make it to where your character will not sustain damage from a frontal Majini grab if the grab is escaped quick enough.. ----------------------------- PARTNER COMMAND/RESPONSE TIPS ----------------------------- - ACCIDENTAL GIVE WHEN TRYING TO RESPOND If a player suddenly "gives" your character an item right after your character saves that player's character from a Majini grab, then that player most likely didn't mean to do that. The player was probably trying to thank you with the partner response but gave you the item that the character had equipped instead since both buttons perform the same function. Be a pal and equip the item then give it back to that player. This happens most commonly with Midnight Wesker (Proximity Bombs & Hand Grenades), BSAA Jill (Flash Grenades) and BSAA Chris (Hand Grenades). - FULL INVENTORY WHEN TRYING TO GIVE If your character can't give an item to another player then that character's inventory is full. This can be kind of annoying when you're giving ammo and suddenly can't give anymore to a player and are then stuck with it. Check the person's inventory by pulling up yours and pressing the R2/RB button. To avoid accidentally issuing the "Come on" command while attempting to give to a character who's inventory is possibly full, hold down the assist button for a few seconds after pressing it while attempting to give and this will cancel any accidental "Come On" command. In order to give a person an item, your character could quickly request a healing item or some other item that the partner might not need then quickly give the partner the item that you want that character to receive when that character's inventory is open once again. - SET UP COMMANDS FOR WHEN NO ENEMIES ARE AROUND When playing without a mic, use the "Wait" or "Go" command to let your partner know when no enemies are in your current area. This will signal to them that you have no enemies in your current location to help keep the kill streak going. This absolutely must be done sometimes in duo mode, since enemies tend to flock toward one player at times. Keep in mind that if your character doesn't have any enemies to kill then that means the other player is probably being mobbed at that moment. ------------- ADVANCED TIPS ------------- - PARTNER LOCK-ON AND FIRE AT A GRABBED PARTNER To quickly free a partner from a Majini grab while your character is facing away from your partner or at a distance from the partner, quickly hold the partner lock-on button then aim and fire. Adjust aiming very quickly when necessary after your character turns. This will make your character immediately face and lock-on to the grabbed partner where you can quickly aim and shoot. It's amazing how quick and accurate this can be. With Type D controls, you can literally hold down the partner lock-on/fire button, aim while still holding the button then your character will automatically fire without letting go of the lock-on/fire button. - TIME ITEM PICKUPS RIGHT BEFORE AN ENEMY HIT If an enemy is nearby an item that you want then stand over the item and wait for the enemy to swing. Right when it swings, pick up the item to exploit the invincibility of an item grab animation. The attack will go right through your character. It's really best to take the extra time to wait for the enemy to swing. Picking up an item then having an enemy hit your character right afterward can be a real pain since there is no way to escape the attack if the enemy swings right after the item pickup animation. - GAIN KILLS WHILE RETRIEVING COMBO BONUSES When attempting to retrieve a combo bonus from a chest in a far off area or inconvenient area (up a ladder), especially in single player, place a proximity bomb on your way to the chest so an enemy will walk over it. This can help you to keep your current kill streak while obtaining a combo bonus. The enemy will likely walk over the proximity bomb when your character is about halfway to the chest. -------------------- MAJINI BEHAVIOR TIPS -------------------- - CONSTANTLY STAY MOVING WHEN MAJINI ARE PRESENT When more than one Majini is in the area, constantly move. Back up and walk to the side (sidestep) to keep surrounding Majini from grabbing your character. The sidestep will help out a great deal for Majini that suddenly dash at your character. Simply step to the right or left as they run by. With the limited view of what is behind your character, constantly moving from one area to another is very important for bosses that can easily sneak up on your character. - TRICK MAJINI INTO ATTACKING THEN SHOOT THEM WHILE THEY RECOVER When face to face with a close Majini it is sometimes best to wait for the Majini to attempt an attack then quickly back up to dodge the attack and shoot it while it recovers. This works extremely well for head stuns with Safari Chris and Midnight Wesker since the Majini will not quickly dodge out of the way while the character aims after dodging an attack since the Majini will be recovering at that time. - BEING GRABBED BY MAJINI SO MUCH Majini who are behind you are EXTREMELY prone to grabbing. About 90% of the time, if you turn your back on a Majini, it will attempt a grab. Knowing this can change your gameplay because you can face away from an enemy to shoot another one (or for whatever reason), then run forward a few paces and turn back around to face a wide open Majini with outstretched arms. Even in a more general sense, if you know or suspect there are Majini behind your character, it is a good idea to move as soon as possible, even if they are out of weapon range, because they will most likely just run right at you for a grab. Majini with shields cannot grab your character however. A good way to see a Majini's grabbing nature is to watch a partner in Duo mode while a Majini approaches that player. The Majini will automatically try to grab the player once it moves close to that character. If the character moves forward a bit, the Majini will reach out and miss however. Because of this constant grabbing nature, it is very wise to not stand still long at all while fighting Majini that surround your character in any way (even to the sides). When you know that one is near your character from behind, constantly move forward a bit if you're trying to attack a Majini that is in front of your character. - MAJINI WITH POLES/PICKAXES Their range is so unfair. If you are in close quarters, if they go for a swing, dodging is basically impossible. Running behind them doesn't help as they arc their swing, and you can't back away fast enough to avoid being hit. Basically your only chance is to shoot them really fast. If you aren't fast enough, even if you pull off a shot, you'll still get hit. These particular Majini appear to be faster to attack. Once they run up to you, they give you almost no time before they swing. - WHEN DEAD MAJINI STILL ATTACK When you get a critical headshot on a Majini, sometimes they continue their attack before falling. Majini without a head can still grab and swipe at your character if the animation has already been started prior to the head burst. That's why you should still dodge even if their head just blew up. Although, the running one might be nigh impossible to avoid. - MAJINI GRACE PERIODS (FOR COUNTER ATTACKING) Majini have a sort of "action-movie complex": they don't team up on you properly. Specifically, after you've been hit, even if you're surrounded by 10 Majini, you have a sort of grace period of maybe 3 seconds before anyone attacks you again. Therefore, instead of frantically blasting everyone in panic, you can calmly set up a melee attack, or run away if you can and wish to. Even for someone who only does melee attacks, if you're nervous you'll probably aim really fast and miss, resulting in getting hit some more. - MAJINI GRACE PERIODS (FOR HEALING) This is related to the last tip. If you've just performed a melee attack (or gotten hit most of the time), if you immediately use a healing item such as a first aid spray or herb, enemies will just stand around and watch your character heal. They won't attack. In other circumstances they'll keep attacking you and probably at least get you during your life bar filling up. If you drop into low caution or want to heal for any reason, even if you're on the brink of death, it's a good idea to set up a melee attack and instruct your partner to use it during the animation. It's really a lot safer. - DUVALIA SPAWNING A Majini cannot mutate into a Duvalia while it is on the ground, so if it is killed while on the ground then that kill will cancel out the Duvalia spawning. With the Base Majini in Experimental Facility, a player can kill them while they run, hop over a railing, sidestep and fall from a high platform to cancel out scripted Duvalia spawnings - the Majini's head will explode. ------------- DUO MODE TIPS ------------- - IN DUO MODE STAY SEPARATE FROM YOUR PARTNER While playing in Duo mode, it is best to say separate from your partner. When both characters stay together, enemies will mount up on both players and sometimes overwhelm them. If the characters stay apart, they will both fight less enemies at one time. It is best to stay in a specific area for a while as labeled on the area maps then move onto another area when the enemies seem to stop spawning. The only bad part about splitting up is when a player runs out of healing items or suddenly enters dying status from an unseen boss hit. - PICK UP IMPORTANT AMMO FOR YOUR PARTNER If you're playing as Jill or any other character without a grenade launcher and you happen to come across nitrogen rounds while playing alongside a STARS Chris player then be a pal and pick them up for him then give them to him later. If you're playing with a Wesker character and come across flash rounds while playing alongside STARS Chris then pick them up for him and give them to him, so the Chris player can blind enemies so that your Wesker will be able to spam Cobra Strikes for melee kills. - GIVE TRIBAL SHEVA NITROGEN ROUNDS When your character finds nitrogen rounds while playing alongside a Tribal Sheva player, be sure to give them to her. If you're playing with STARS Chris then still hand them over to Sheva... well, if the player knows how to use them effectively. Nitrogen rounds are basically the only way that a Tribal Sheva can get melee kills on Majini quickly, so it is imperative for her to keep these stocked. With her wide range Roundhouse, a Tribal Sheva player can put better use to nitrogen rounds than a STARS Chris player can. - DOUBLE TEAM THE BIG MAN MAJINI IN DUO PLAY While playing in single player, it would be best to simply weaken a Big Man Majini as quick as possible then attempt to finish them off with a melee if possible. In Duo play, while a partner is nearby, shoot at the Big Man Majini's legs with a low powered weapon to stun him then melee attack the Big Man Majini. Your partner can knock the Big Man Majini back toward your character at that time with another melee then your character can perform a tag team melee to the Big Man Majini to most likely finish it off. The best part about performing a tag team melee to finish off the Big Man Majini is that the tag team melee attack has a chance of hitting other Majini that are in the area, especially in the case of Chris' Back Hand. It's a real good idea to perform this sequence in a narrow corridor where other Majini are gathered. While separate, it is best to fight off the Big Man Majini normally. Certain aharacters with a magnum have the potential to kill him off with a magnum shot followed by a melee for a melee kill as discuseed in the characters section. - REMOVAL OF A JOINING PLAYER BEFORE STARTING A SESSION If you join a game with an SS-ranking player and the majority of your characters have low ranks such as B through D then that SS-rank player might remove you from a session. I have run into sessions where I've been removed by a low-ranking player. Do they fear SS-ranks? While joining a game with an SS-rank player, you stand chance of being removed for the following reasons: 1) You do not pick a SS-rank Wesker Midnight to help the other player score high. 2) You do not pick a SS-rank Jill type to help that player score high on all other stages except for Village and Ancient Ruins. 3) You do not pick a favored character for Experimental Facility - STARS Chris, Tribal Sheva, Battle Suit Jill, STARS Wesker. 4) Your name is not in a top spot on the leaderboard - usually around the top 100. The best way to avoid all of the above is to host your own game or play a session with a friend or player that you're familiar with. - DISCARD ANY AMMO THAT YOUR PARTNER MIGHT NEED While staying separate and while your partner is low in ammo for a certain weapon, if you happen to have ammo for that weapon then discard it and your partner will run a greater chance at receiving the ammo from an item drop. For instance, if STARS Chris has 12 extra bullets for his magnum and your Midnight Wesker partner has none for his magnum, make sure your current magnum is full and then discard the rest of the ammo so that the Midnight Wesker player will run a higher chance of receiving the ammo from an enemy item drop in that player's location. This also works if your character is holding ammo from an accidental pickup such as Jill holding shotgun ammo that her STARS Wesker partner could use. - WHILE STAYING SEPARATE, DISCARD RARE AMMO DROPS IF YOUR CHARACTER CAN'T USE THEM BUT YOUR PARTNER CAN If you're playing a stage with another player and fighting separately, you can pick up a rare ammo drop that your partner might need and discard it in order to raise the chance of having it appear again in your partner's area. For instance, if a Midnight Wesker partner is fighting enemies on one side of the Prison and happens to come across nitrogen rounds, that Midnight Wesker could pick them up and discard them to allow his STARS Chris partner a greater chance at receiving them in a random item pickup on his side. Meeting up to exchange the item takes too long and will lower the score. As long as the item stay on the ground or in either character's inventory, the chance at receiving the item again on either side will be lowered. - TRACK A PARTNER BY ITEMS RETRIEVED Sometimes you can tell where your partner is in a stage by watching the HUD on the side of the screen to see any items that their character picks up. For instance, you might see your partner pick up an egg if the partner just finished off the chicken, so the player is most likely in the waterway of the Public Assembly or an area with a chicken in another stage. Knowing the item layout in a stage can help quite a bit for tracking your partner's location based on item pickups. ----------------------- ANNOYANCES AND GLITCHES ----------------------- - DEALING WITH DUO PLAY LAG You should already know about lag and how to handle it with the various lag situations in other games. Sometimes enemies will appear to teleport and sometimes shots will not register until a few seconds later. One of the most evil side effects of lag comes in the form of a direct hit that doesn't register however. Sometimes a Wesker player can shoot a Majini directly in the head with his handgun and the shot will not register and the Majini will not stun nor will it take damage. Sometimes a character will shoot a Majini in the head with a magnum and the shot will not even register. This lag issue becomes even more evil when a character shoots the Executioner with a magnum to cancel his overhead attack only to find out that the shot didn't register as that character gets hit and sent into dying status. This unregistered shot issue happens randomly even with a good connection. The only advice I can give a player is to keep this in mind. It will happen eventually on both consoles. - THE PARTNER ASSIST MELEE TAKES PRIORITY OVER OTHER NEARBY MELEES A partner assist melee attack button prompt (when a Majini grabs your partner) will usually take priority over a normal stun melee prompt, so if you perform a stun to a Majini and your partner is next to the stunned Majini while in a hold by another Majini then the partner assist melee attack prompt will appear most likely instead of "Straight", "Cobra Strike" or whatever other character melee attack you're about to perform. When this happens, a player needs to quickly save the partner with the partner assist command or, if the kill streak is at risk, shoot the closest nearby Majini with a powerful weapon, or shoot the Majini that is attacking your partner with a powerful weapon. - GENERAL MELEE PRIORITY A standing melee will always take priority over a ground melee button action if a Majini is stunned while standing and a Majini is on the ground while your character is near both of them. Regarding bosses, a boss melee attack command will take priority over all other nearby melee chances. For instance, if you shoot a boss with nitrogen round to stun him and freeze surrounding Majini in the process, the melee from the boss stun will appear if you stand close to a frozen Majini that is near the stunned boss. - A MAJINI THAT IS STUCK IN A SPAWN POINT If you finish off all visible Majini in a stage and the last Majini never shows, the Majini may very well be stuck in a spawn point. This happens sometimes on Public Assembly, Missile Area, and Prison. Run around the area and look into the spawn point then listen for the Majini. In some stages, the Majini can be visible while it still lingers in a spawn point, but some stages require a player to toss a hand grenade into a spawning area in order to defeat a stuck Majini. On Missile Area, a player will need to look up into the ceiling spawn points to see if a Majini is near the side of the opening. - CEPHALO SPAWNING WHEN THE KILL CHAIN IS DYING There is always a risk that a Majini might suddenly spawn a Cephalo if you attempt to shoot a Majini with a magnum or perform a melee kill at the last second in order to save your current kill chain. A Majini transformation into a Cephalo or Duvalia does not count as a kill nor does it yield five bonus seoncd for a melee kill. The only ways to avoid this problem are to perform an instant kill melee with Jill, Chris or Sheva to avoid the scripted or random parasite transformation or take action quickly once the Majini transforms by shooting it with a magnum or tossing a flash grenade or shooting a flash round at it. This little annoyance can get extremely evil in the Prison, Mines and especially the Ship Deck among other stages. - HEAD CRUSH GROUND MELEES INCREASE CHANCES FOR CEPHALOS Any type of ground melee where your character is aiming for the head of a Majini (stomp head crush, windfall head crush) will cause a Majini to spawn a Cephalo more often than hitting the Majini in another part of the body with the ground melee. On stages like Missile Area, Ship Deck and Prison, performing a head crush ground melee will often result in a Cephalo spawning more often than performing a normal ground melee. (Big thanks to Egheadfool/Hapkido for some of the tips listed above) =============================================================================== LEADERBOARDS TOP 10 [LE00] =============================================================================== ----------------------- PSN LEADERBOARDS TOP 10 ----------------------- LEADERBOARD GLITCH: In the following PS3 videos, you may notice a score of 1 million points on some stages and the player has an extremely low kill combo. These score have been caused by a glitch associated with split screen play and should be ignored until Capcom addresses this issue. This leaderboard glitch is only present on the PS3 version at this time. -- Solo Leaderboards videos by SeitengrateZero and ROGERROCKMORE (7/29/09) http://www.youtube.com/watch?v=ZFOrXE6flag (8/05/09) http://www.youtube.com/watch?v=eQSpliHvVbw (8/14/09) http://www.youtube.com/watch?v=mozEezHQZt8 (8/24/09) http://www.youtube.com/watch?v=BrC5vMSGtZs (9/07/09) http://www.youtube.com/watch?v=PLg6_SpffFw (9/26/09) http://www.youtube.com/watch?v=JOerIARufcI (10/15/09) http://www.youtube.com/watch?v=uQBSMVpgCcg -- Duo Leaderboards videos by SeitengrateZero and ROGERROCKMORE (7/29/09) http://www.youtube.com/watch?v=_lGX1zSaBmo (8/05/09) http://www.youtube.com/watch?v=MoYMQT1r2fA (8/14/09) http://www.youtube.com/watch?v=Qvds5NnjxJI (8/24/09) http://www.youtube.com/watch?v=a19xZP2uQUI (9/07/09) http://www.youtube.com/watch?v=W6f3zovWcko (9/26/09) http://www.youtube.com/watch?v=UwM8CNRFb9Q (10/15/09) http://www.youtube.com/watch?v=4d0j25QLtUI --------------------- XBOX 360 LEADERBOARDS --------------------- -- Solo Leaderboards videos by SeitengrateZero and Big Kahoona 22 (7/28/09) http://www.youtube.com/watch?v=TWzAzq146s8 (8/08/09) http://www.youtube.com/watch?v=v5hgd2qhUfI (8/13/09) http://www.youtube.com/watch?v=Za6B0f2DiBE (8/28/09) http://www.youtube.com/watch?v=H9yroB3tuO8 (9/09/09) http://www.youtube.com/watch?v=vN3DCtoLwUU (10/04/09) http://www.youtube.com/watch?v=kpZF_nDT6Cg (10/16/09) http://www.youtube.com/watch?v=UwVy98S6k34 -- Duo Leaderboards videos by SeitengrateZero and Big Kahoona 22 (7/28/09) http://www.youtube.com/watch?v=v_wpmJhR1O4 (8/08/09) http://www.youtube.com/watch?v=YmHSUZFAWE0 (8/13/09) http://www.youtube.com/watch?v=SjIao41VyfQ (8/28/09) http://www.youtube.com/watch?v=kEbB04UVqM8 (9/09/09) http://www.youtube.com/watch?v=M9jr2T3tC38 (10/04/09) http://www.youtube.com/watch?v=kpZF_nDT6Cg (10/16/09) http://www.youtube.com/watch?v=1iw3Gj6d8c4 The following leaderboard info was last updated 7/19/09 Public Assembly (Solo) Rank Online ID Character Points Combo Partner ---- --------------- ------------------- ----------- ----- ------------------- 1 bloodyWAVE Wesker (Midnight) 686905 149 N/A 2 nalioJH Wesker (Midnight) 669574 150 N/A 3 DarksnowBass Wesker (Midnight) 660276 147 N/A 4 su3oIrz Wesker (Midnight) 644771 148 N/A 5 Dreamer RD Wesker (Midnight) 643897 148 N/A 6 duoron2 Wesker (Midnight) 641588 121 N/A 7 kiwami020 Wesker (Midnight) 641579 148 N/A 8 HellHammer667 Wesker (Midnight) 640374 104 N/A 9 HITORIYOUNO POD Wesker (Midnight) 630024 149 N/A 10 LemonTeras0213 Wesker (Midnight) 628257 149 N/A 70 syokora0418 Wesker (STARS) 559847 116 N/A 163 LowlyTaizo Sheva (Tribal) 501452 12 N/A 221 padaE Jill (Battle Suit) 469353 150 N/A 245 loveau Jill (BSAA) 456775 60 N/A 261 ocabex Chris (BSAA) 451413 127 N/A 338 sirokuro239 Chris (Safari) 423071 63 N/A ------------------------------------------------------------------------------- Public Assembly (Duo) Rank Online ID Character Points Combo Partner ---- --------------- ------------------- ----------- ----- ------------------- 1 nalioJH Wesker (Midnight) 969408 150 Wesker (Midnight) 2 rokuonji Wesker (Midnight) 969408 150 Wesker (Midnight) 3 xVcRx NAP Wesker (Midnight) 944006 150 Wesker (Midnight) 4 alex210 Wesker (Midnight) 944006 150 Wesker (Midnight) 5 LemonTeras0213 Wesker (Midnight) 938553 149 Wesker (Midnight) 6 bloodyWAVE Wesker (Midnight) 938553 149 Wesker (Midnight) 7 Pink Sawtooth Jill (Battle Suit) 931008 150 Wesker (Midnight) 8 Ryo19840317 Wesker (Midnight) 931008 150 Jill (Battle Suit) 9 OHP caba Wesker (Midnight) 929409 150 Wesker (Midnight) 10 Bureiru Jill (BSAA) 926506 150 Wesker (Midnight) 55 psy06 Chris (STARS) 875304 150 Jill (BSAA) 160 syokora0418 Wesker (STARS) 824951 150 Jill (Battle Suit) 269 tom greem Sheva (BSAA) 801608 149 Chris (STARS) 436 FunkyFreshBoie Chris (BSAA) 760848 106 Wesker (Midnight) ------------------------------------------------------------------------------- The Mines (Solo) Rank Online ID Character Points Combo Partner ---- --------------- ------------------- ----------- ----- ------------------- 1 bloodyWAVE Wesker (Midnight) 572798 147 N/A 2 LinKerr Wesker (Midnight) 540949 144 N/A 3 Haleliya Wesker (Midnight) 522023 146 N/A 4 XxZakkGilbertxX Wesker (Midnight) 521008 147 N/A 5 HITORIYOUNO POD Wesker (Midnight) 520873 147 N/A 6 Divergent flow Wesker (Midnight) 516895 79 N/A 7 Seitengrate Wesker (Midnight) 512818 145 N/A 8 musikun0516 Wesker (Midnight) 509531 142 N/A 9 zephons Wesker (Midnight) 506934 96 N/A 10 tak0215 Wesker (Midnight) 506519 131 N/A 11 LemonTeras0213 Wesker (STARS) 501522 147 N/A 58 AwkwardTake Chris (BSAA) 371263 21 N/A 107 Oo RAKUGAKI oO Jill (Battle Suit) 300696 45 N/A 120 Oo OKIRAKU oO Jill (BSAA) 289116 26 N/A 241 dannyrex Sheva (Tribal) 203740 132 N/A 295 rijh Chris (STARS) 175870 115 N/A ------------------------------------------------------------------------------- The Mines (Duo) Rank Online ID Character Points Combo Partner ---- --------------- ------------------- ----------- ----- ------------------- 1 bloodyWAVE Wesker (Midnight) 821871 150 Wesker (Midnight) 2 LemonTeras0213 Wesker (Midnight) 821871 150 Wesker (Midnight) 3 StevoKawazaku Wesker (Midnight) 784577 149 Wesker (Midnight) 4 XxZakkGilbertxX Wesker (Midnight) 784577 149 Wesker (Midnight) 5 Divergent flow Wesker (Midnight) 764177 149 Wesker (Midnight) 6 daigo0930 Wesker (Midnight) 764177 149 Wesker (Midnight) 7 usagi 26 Wesker (Midnight) 763223 150 Wesker (Midnight) 8 musikun0516 Wesker (Midnight) 763223 150 Wesker (Midnight) 9 tak0215 Wesker (Midnight) 761009 150 Chris (STARS) 10 Sugi 315 Chris (STARS) 761009 150 Wesker (Midnight) 28 yuuko muah Jill (Battle Suit) 723549 139 Wesker (Midnight) 40 pokemon blender Chris (BSAA) 710473 69 Wesker (STARS) 57 nono4989 Jill (BSAA) 694277 149 Wesker (Midnight) 94 duoron2 Wesker (STARS) 670624 146 Wesker (Midnight) 206 oOo Carmelo oOo Chris (Safari) 610426 150 Wesker (Midnight) 463 RoyalCloth Sheva (BSAA) 525207 44 Jill (BSAA) ------------------------------------------------------------------------------- Village (Solo) Rank Online ID Character Points Combo Partner ---- --------------- ------------------- ----------- ----- ------------------- 1 zephons Wesker (Midnight) 551021 148 N/A 2 green chord1213 Wesker (Midnight) 544667 81 N/A 3 Haleliya Wesker (Midnight) 532079 149 N/A 4 tak0215 Wesker (Midnight) 520249 140 N/A 5 HITORIYOUNO POD Wesker (Midnight) 510862 133 N/A 6 Seitengrate Wesker (Midnight) 507565 76 N/A 7 kookfigh Wesker (Midnight) 507474 150 N/A 8 usagi 26 Wesker (Midnight) 505847 135 N/A 9 hojerry Wesker (Midnight) 505149 73 N/A 10 XIAO LI ZI Wesker (Midnight) 503613 131 N/A 45 syokora0418 Wesker (STARS) 346922 104 N/A 156 Self Deception Chris (Safari) 182,990 100 N/A 163 nicotyuuu Chris (BSAA) 177,750 37 N/A 166 Lanceqpj Sheva (Tribal) 177,010 75 N/A 189 Akairos Chris (STARS) 172,850 99 N/A 547 ANIMALEAR Jill (BSAA) 158400 60 N/A ------------------------------------------------------------------------------- Village (Duo) Rank Online ID Character Points Combo Partner ---- --------------- ------------------- ----------- ----- ------------------- 1 zephons Wesker (Midnight) 841853 150 Wesker (Midnight) 2 Haleliya Wesker (Midnight) 841853 150 Wesker (Midnight) 3 usagi 26 Wesker (Midnight) 826471 149 Wesker (Midnight) 4 tak0215 Wesker (Midnight) 826471 149 Wesker (Midnight) 5 rokuonji Wesker (Midnight) 819778 150 Wesker (Midnight) 6 nalioJH Wesker (Midnight) 819778 150 Wesker (Midnight) 7 XIAO LI ZI Wesker (Midnight) 811709 150 Wesker (Midnight) 8 musikun0516 Wesker (Midnight) 802978 150 Jill (BSAA) 9 Sugi 315 Jill (BSAA) 802978 150 Wesker (Midnight) 10 green chord1213 Wesker (Midnight) 800809 150 Wesker (Midnight) 33 pokemon blender Chris (BSAA) 711397 35 Wesker (STARS) 75 A san360 Chris (Safari) 642589 114 Wesker (Midnight) 97 HIDEHBK Jill (BSAA) 617744 147 Wesker (Midnight) 98 Taniman555 Jill (Battle Suit) 616513 74 Wesker (Midnight) 119 ThirtyLockdown2 Wesker (STARS) 599815 101 Wesker (Midnight) 175 VIPER REX Sheva (BSAA) 559373 52 Wesker (Midnight) 193 WordlessAkira Chris (STARS) 545567 92 Wesker (Midnight) 383 xbox360coop Sheva (Clubbin') 465749 125 Wesker (Midnight) ------------------------------------------------------------------------------- Ancient Ruins (Solo) Rank Online ID Character Points Combo Partner ---- --------------- ------------------- ----------- ----- ------------------- 1 zephons Wesker (Midnight) 639537 61 N/A 2 HITORIYOUNI POD Wesker (Midnight) 626724 139 N/A 3 Haleliya Wesker (Midnight) 584565 63 N/A 4 tak0215 Wesker (Midnight) 567293 55 N/A 5 Ritalin 202 Wesker (Midnight) 562321 60 N/A 6 Seitengrate Wesker (Midnight) 557652 116 N/A 7 green chord1213 Wesker (Midnight) 555487 120 N/A 8 GUAI XUE ZHE Wesker (Midnight) 551487 59 N/A 9 nalioJH Wesker (Midnight) 549712 126 N/A 10 TurquoiseDDD Wesker (Midnight) 547835 61 N/A 47 Misericodia Wesker (STARS) 434369 37 N/A 120 xilu666 Sheva (Tribal) 302786 23 N/A 263 ARTURO UCHIHA Chris (STARS) 166270 39 N/A 402 TSz Ki Jill (BSAA) 148740 39 N/A 407 STARSORiskwob Jill (Battle Suit) 148410 35 N/A ------------------------------------------------------------------------------- Ancient Ruins (Duo) Rank Online ID Character Points Combo Partner ---- --------------- ------------------- ----------- ----- ------------------- 1 nalioJH Wesker (Midnight) 930901 149 Wesker (Midnight) 2 rokuonji Wesker (Midnight) 930901 149 Wesker (Midnight) 3 Divergent flow Wesker (Midnight) 895677 150 Wesker (Midnight) 4 tak0215 Wesker (Midnight) 895179 150 Wesker (Midnight) 5 usagi 26 Wesker (Midnight) 895179 150 Wesker (Midnight) 6 SweetStruckBaby Wesker (Midnight) 891421 102 Wesker (Midnight) 7 DARK OMEGA ZERO Wesker (Midnight) 891421 102 Wesker (Midnight) 8 musikun0516 Wesker (Midnight) 881749 102 Wesker (Midnight) 9 green chord1213 Wesker (Midnight) 870803 147 Wesker (Midnight) 10 leki65 Wesker (Midnight) 870803 147 Wesker (Midnight) 22 Sugi 315 Jill (BSAA) 825828 150 Wesker (Midnight) 32 pokemon blender Chris (BSAA) 791929 42 Wesker (STARS) 99 Makibishi Wesker (STARS) 677513 102 Wesker (Midnight) 167 JERICO941 Chris (STARS) 618664 47 Wesker (Midnight) 181 A san360 Chris (Safari) 609422 47 Wesker (Midnight) 275 CalmUNBEATEN Jill (Battle Suit) 557124 40 Wesker (Midnight) 286 KOF99LU Sheva (BSAA) 553905 81 Wesker (Midnight) 350 YUSUKE814 Sheva (Tribal) 527778 58 Wesker (Midnight) 424 lomjo Sheva (Clubbin') 496334 34 Wesker (Midnight) ------------------------------------------------------------------------------- Experimental Facility (Solo) Rank Online ID Character Points Combo Partner ---- --------------- ------------------- ----------- ----- ------------------- 1 LowlyTaizo Wesker (STARS) 503836 41 N/A 2 fdzpsy Sheva (Tribal) 461397 24 N/A 3 ZeroWind999 Sheva (Tribal) 423996 14 N/A 4 tenchobi Wesker (STARS) 420123 73 N/A 5 LemonTeras0213 Sheva (Tribal) 418216 75 N/A 6 ChangefulTs Sheva (Tribal) 402969 32 N/A 7 kittenblue6771 Sheva (Tribal) 396489 75 N/A 8 EnchantingMist1 Sheva (Tribal) 381926 55 N/A 9 UndeuWESKER Sheva (Tribal) 365121 42 N/A 10 Kaneochang Sheva (Tribal) 362243 73 N/A 33 Ritalin202 Chris (STARS) 292136 53 N/A 98 bloodyWAVE Jill (Battle Suit) 223233 50 N/A 131 ANIMALEAR Jill (BSAA) 192320 115 N/A 152 motherxxboard Sheva (BSAA) 179030 21 N/A 181 ACESON Wesker (Midnight) 167720 47 N/A 197 blitzballsnake Chris (BSAA) 162900 61 N/A ------------------------------------------------------------------------------- Experimental Facility (Duo) Rank Online ID Character Points Combo Partner ---- --------------- ------------------- ----------- ----- ------------------- 1 LowlyTaizo Wesker (STARS) 612256 113 Jill (Battle Suit) 2 x REDHERB x Jill (Battle Suit) 612256 113 Wesker (STARS) 3 mika1209 Jill (BSAA) 609822 150 Chris (STARS) 4 kiwami020 Chris (STARS) 609822 150 Jill (BSAA) 5 daigo0930 Chris (STARS) 594251 150 Chris (STARS) 6 Pink Sawtooth Jill (Battle Suit) 580571 143 Jill (BSAA) 7 nalioJH Jill (Battle Suit) 573749 145 Jill (Battle Suit) 8 rokuonji Jill (Battle Suit) 573749 145 Jill (Battle Suit) 9 Sugi 315 Jill (Battle Suit) 567459 149 Jill (BSAA) 10 petisityou Jill (Battle Suit) 563021 150 Jill (Battle Suit) 19 pokemon blender Chris (BSAA) 524207 68 Jill (Battle Suit) 24 jrkerr Sheva (Tribal) 522695 101 Jill (Battle Suit) 51 TurqoiseDDD Sheva (Clubbin') 500472 123 Jill (Battle Suit) 116 cel phowned Chris (Safari) 448905 150 Jill (Battle Suit) 171 utaemon555 Chris (BSAA) 430075 147 Wesker (STARS) 179 sailorx41 Sheva (BSAA) 426863 101 Jill (Battle Suit) ------------------------------------------------------------------------------- Missile Area (Solo) Rank Online ID Character Points Combo Partner ---- --------------- ------------------- ----------- ----- ------------------- 1 Wow Nerd156 Wesker (Midnight) 566312 86 N/A 2 musikun0516 Wesker (Midnight) 565695 107 N/A 3 Divergent flow Wesker (Midnight) 549903 115 N/A 4 HITORIYOUNO POD Wesker (Midnight) 540387 120 N/A 5 Branbal Wesker (Midnight) 536624 116 N/A 6 JanneAcid106 Wesker (Midnight) 531129 69 N/A 7 SAN0305 Wesker (Midnight) 511699 54 N/A 8 petisityou Wesker (Midnight) 505771 75 N/A 9 usagi 26 Wesker (Midnight) 504766 49 N/A 10 Seitengrate Wesker (Midnight) 503711 68 N/A 32 toreharo Jill (BSAA) 448337 28 N/A 108 TAIler23 Wesker (STARS) 336115 57 N/A 122 Pink Sawtooth Jill (Battle Suit) 317295 26 N/A 217 ocabex Chris (BSAA) 236811 28 N/A 282 MEXICAN SAINTS Sheva (Tribal) 191989 30 N/A 309 combattmagnum Chris (STARS) 179248 68 N/A 360 Doctor Zombie Chris (Safari) 157590 62 N/A 386 asikadon Sheva (BSAA) 150050 40 N/A 407 sailorx41 Sheva (Clubbin') 146740 61 N/A ------------------------------------------------------------------------------- Missile Area (Duo) Rank Online ID Character Points Combo Partner ---- --------------- ------------------- ----------- ----- ------------------- 1 tak0215 Wesker (Midnight) 922077 149 Wesker (Midnight) 2 nalioJH Wesker (Midnight) 922077 149 Wesker (Midnight) 3 kurono360 Wesker (Midnight) 914205 150 Wesker (Midnight) 4 musikun0516 Wesker (Midnight) 910271 150 Chris (STARS) 5 Sugi 315 Chris (STARS) 910271 150 Wesker (Midnight) 6 uhawwokww Wesker (Midnight) 906942 146 Wesker (Midnight) 7 green chord1213 Wesker (Midnight) 906942 146 Wesker (Midnight) 8 usagi 26 Wesker (Midnight) 900878 150 Wesker (Midnight) 9 petisityou Wesker (Midnight) 900878 150 Wesker (Midnight) 10 Divergent flow Wesker (Midnight) 899659 150 Wesker (Midnight) 12 Pink Sawtooth Jill (Battle Suit) 895592 147 Wesker (Midnight) 14 sakuradropp Jill (BSAA) 891331 104 Wesker (Midnight) 183 Necrosis 552 Wesker (STARS) 718308 85 Wesker (Midnight) 272 RoyalCloth Chris (Safari) 667181 111 Wesker (Midnight) 284 SmartCJ123 Sheva (BSAA) 663301 77 Wesker (Midnight) 414 Taco island 23 Chris (BSAA) 620081 69 Wesker (Midnight) 472 ItSxEnvy Sheva (Clubbin') 602366 55 Wesker (Midnight) ------------------------------------------------------------------------------- Ship Deck (Solo) Rank Online ID Character Points Combo Partner ---- --------------- ------------------- ----------- ----- ------------------- 1 Branbal Wesker (Midnight) 603017 142 N/A 2 Seitengrate Wesker (Midnight) 526705 61 N/A 3 LemonTeras0213 Wesker (Midnight) 512657 46 N/A 4 Dreamer RD Wesker (Midnight) 508662 51 N/A 5 JanneAcid106 Wesker (Midnight) 497409 52 N/A 6 koolfigh Wesker (Midnight) 497308 62 N/A 7 green chord1213 Wesker (Midnight) 493123 65 N/A 8 usagi 26 Wesker (Midnight) 487694 29 N/A 9 hojerry Wesker (STARS) 480329 53 N/A 10 petisityou Wesker (Midnight) 475307 61 N/A 54 Sugi 315 Wesker (STARS) 359551 48 N/A 79 Pink Sawtooth Jill (Battle Suit) 313818 34 N/A 117 toreharo Jill (BSAA) 246904 19 N/A 180 Seyj Sheva (Tribal) 178250 40 N/A 217 JCtheGAIJIN Chris (STARS) 165930 33 N/A 303 Self Deception Chris (Safari) 151320 36 N/A 421 STARS SOLDIER Sheva (BSAA) 139940 26 N/A 492 Doctor Zombie Sheva (Clubbin') 135970 18 N/A ------------------------------------------------------------------------------- Ship Deck (Duo) Rank Online ID Character Points Combo Partner ---- --------------- ------------------- ----------- ----- ------------------- 1 nalioJH Wesker (Midnight) 906355 150 Wesker (Midnight) 2 petisityou Wesker (Midnight) 906355 150 Wesker (Midnight) 3 Divergent flow Wesker (Midnight) 890691 91 Wesker (Midnight) 4 TSK Wesker (Midnight) 890691 91 Wesker (Midnight) 5 musikun0516 Wesker (Midnight) 882421 150 Wesker (Midnight) 6 tak0215 Wesker (Midnight) 882421 150 Wesker (Midnight) 7 Sugi 315 Wesker (Midnight) 879871 119 Wesker (Midnight) 8 o VERONICA o Wesker (Midnight) 876964 75 Wesker (Midnight) 9 sakuradropp Wesker (Midnight) 876964 75 Wesker (Midnight) 10 Haleliya Wesker (Midnight) 870242 105 Wesker (Midnight) 17 green chord1213 Jill (BSAA) 848398 87 Wesker (Midnight) 19 Pink Sawtooth Jill (Battle Suit) 837948 52 Wesker (Midnight) 51 Berserker Kev Chris (STARS) 763396 84 Wesker (Midnight) 72 A san360 Chris (BSAA) 734339 56 Wesker (Midnight) 101 MADE OF DEATH Wesker (STARS) 698959 86 Wesker (Midnight) 149 Ryu5 Sheva (Clubbin') 656609 47 Wesker (Midnight) 206 Royal Cloth Sheva (BSAA) 615412 48 Wesker (Midnight) 214 senamint Chris (Safari) 612292 40 Wesker (Midnight) ------------------------------------------------------------------------------- Prison (Solo) Rank Online ID Character Points Combo Partner ---- --------------- ------------------- ----------- ----- ------------------- 1 Dreamer RD Wesker (Midnight) 625161 143 N/A 2 Seitengrate Wesker (Midnight) 607395 144 N/A 3 HTORIYOUNO POD Wesker (Midnight) 603422 149 N/A 4 Branbal Wesker (Midnight) 602547 145 N/A 5 usagi 26 Wesker (Midnight) 596972 148 N/A 6 kiwami020 Wesker (Midnight) 593214 124 N/A 7 zero8851 Wesker (Midnight) 583426 149 N/A 8 tak0215 Wesker (Midnight) 582925 149 N/A 9 Nights199 Wesker (Midnight) 581514 116 N/A 10 su3oIrz Wesker (STARS) 570914 56 N/A 215 ocabex Chris (BSAA) 221904 36 N/A 230 UCCARI Jill (BSAA) 203268 24 N/A 453 TSz Ki Jill (Battle Suit) 134160 31 N/A 457 rijh Chris (STARS) 133310 42 N/A 493 DemonoixCocoBZH Sheva (Tribal) 129740 59 N/A 496 ele2424 Chris (Safari) 129440 23 N/A ------------------------------------------------------------------------------- Prison (Duo) Rank Online ID Character Points Combo Partner ---- --------------- ------------------- ----------- ----- ------------------- 1 nalioJH Wesker (Midnight) 922224 149 Wesker (Midnight) 2 rokuonji Wesker (Midnight) 922224 149 Wesker (Midnight) 3 sakuradropp Jill (BSAA) 910057 150 Wesker (Midnight) 4 o VERONICA o Wesker (Midnight) 910057 150 Jill (BSAA) 5 xVcRx NAP Wesker (Midnight) 905571 149 Wesker (Midnight) 6 Dreamer RD Wesker (Midnight) 905571 149 Wesker (Midnight) 7 Big Kahoona 22 Wesker (Midnight) 860776 149 Wesker (Midnight) 8 Divergent flow Wesker (Midnight) 859072 149 Wesker (Midnight) 9 alex210 Wesker (Midnight) 856173 150 Wesker (Midnight) 10 tak0215 Wesker (Midnight) 853345 150 Wesker (Midnight) 23 Sugi 315 Wesker (STARS) 831598 115 Wesker (Midnight) 38 Pink Sawtooth Jill (Battle Suit) 803474 149 Wesker (Midnight) 89 Berserker Kev Chris (STARS) 731098 141 Wesker (Midnight) 101 A san360 Chris (BSAA) 723792 147 Wesker (Midnight) 173 ryomanian0 Chris (Safari) 668919 114 Wesker (Midnight) ------------------------------------------------------------------------------- =============================================================================== MERCENARY STAGES [ST00] =============================================================================== The following is a list of all stages in The Mercenaries challenge mode along with a map and a full listing of the details for each stage. The maps are set up like so: - Time Bonus and Combo Bonus Locations - Item Locations - Areas (for enemy spawning) - Enemy Spawn Points - Blank Map (For the gamer that wants so make his/her own location listings) If you go to my blog page, then I have all the maps listed on the right sidebar in collections based on the stage. http://berserkersblog.blogspot.com The individual maps are listed in each stage section below. ___ _ _ _ _ _ _ [ST01] / _ \_ _| |__ | (_) ___ /_\ ___ ___ ___ _ __ ___ | |__ | |_ _ / /_)/ | | | '_ \| | |/ __| //_\\/ __/ __|/ _ \ '_ ` _ \| '_ \| | | | | / ___/| |_| | |_) | | | (__ / _ \__ \__ \ __/ | | | | | |_) | | |_| | \/ \__,_|_.__/|_|_|\___| \_/ \_/___/___/\___|_| |_| |_|_.__/|_|\__, | |___/ S T A G E 1 .------------------------------------. | How to unlock: Unlocked by default | '------------------------------------' --- Berserker's Best Scores --- - Solo w/Chris S.T.A.R.S.: 505,065 - --- Duo w/Chris S.T.A.R.S.: 911,001 (Xbox LIVE) --- -- Normal Enemy Points List -- Boss Enemy Points List .---------------------------------. .-----------------------------------------. | ENEMY TYPE | POINT AMOUNT | | ENEMY TYPE | POINT AMOUNT | |=================================| |=========================================| | Majini (Town) = 300 | | Executioner Majini = 5,000 | | Cephalo = 800 | '-----------------------------------------' | Chicken = 2,000 | '---------------------------------' --------------------------- OVERVIEW OF PUBLIC ASSEMBLY --------------------------- The Public Assembly stage plays out much like the Public Assembly area in the main game. Players will fight tons of Town Majini that continue to spawn from buildings on the other side of the surrounding gates around the area. The Executioner will appear as the sub boss for this stage. The Executioner has now gained the ability to jump, so he can follow a character anywhere now. Even on the third floor the south building! There's no point in hiding. You can't hide forever! Oh, there I go again. The Executioner can still not follow a player into the bus however, so you're safe there, unless he swings through the bus walls. The normal Majini will sometimes form Cephalos in this stage, so its good to have a few flash grenade ready or prepare to fight them with a powerful weapon. More Cephalos will spawn in Duo play when compared to the difficulty of single play. Hand grenades and incendiary grenades are both common as item drops from Majini and both can be useful for the crowds and Executioners that a player will face here. ---- MAPS ---- --> Time Bonus and Combo Bonus Locations http://img35.imageshack.us/img35/939/publicassemblymaptimean.jpg Visit the Time Bonus list and Combo Bonus list for an in-depth description of each time and combo bonus. --> Item Locations http://img33.imageshack.us/img33/5139/publicassemblymapitemse.jpg Visit the Item and Breakable Object list for an in-depth description of the location on the map. The map includes the chicken also. --> Areas (for enemy spawning) http://img30.imageshack.us/img30/4332/publicassemblymaparease.jpg This should be used when examining the Enemy list below. --> Enemy Spawn Points http://img40.imageshack.us/img40/4175/publicassemblymapspawnp.jpg This should be used when examining the Enemy list below. --> Blank Map (For the gamer that wants to make his/her own location listings) http://img198.imageshack.us/img198/942/publicassemblyblankedit.jpg This should be used if you want to label everything yourself. --> Sephirosuy's Public Assembly Map on GameFAQs http://www.gamefaqs.com/console/ps3/file/929198/56573 --------------- STARTING POINTS --------------- The chosen character that a player starts with will begin the stage in one of the following portions of the map. The starting place will be chosen at random for single player and duo mode play. -- Starting Point 1 On the very top of the execution platform in the east section. The character will face west. -- Starting Point 2 Beside the ladder that leads to the waterway in the far northwest portion of the map. The character will face south. --------------- TIME BONUS LIST --------------- --> TOTAL EXTRA TIME = 6 MINUTES AND 30 SECONDS [ ] Time Bonus 1 Extra Time: +30 seconds Location: Inside the center of the tunnel in the waterway that stretches across the north portion of the assembly. [ ] Time Bonus 2 Extra Time: +30 seconds Location: Inside the north small building that extends above the northeast section of the waterway. [ ] Time Bonus 3 Extra Time: +60 seconds Location: In the far southeast corner outside of the big building in the northwest. [ ] Time Bonus 4 Extra Time: +30 seconds Location: Among some pillars in the west section along the path that is to the south of the big northwest building. This time bonus is west of the ramp above the house that contains time bonus 7. [ ] Time Bonus 5 Extra Time: +60 seconds Location: On the rooftop of the building in the west that contains time bonus 7. Use the stairs on the north side of the building to reach the top or use the ramp on the west side beside the rooftop. [ ] Time Bonus 6 Extra Time: +60 seconds Location: On top of the bus in the center of the assembly. Run up the stairs on the north side or move up the ramp to the west of the building that contains time bonus 7 then hop across to the bus from the rooftop. [ ] Time Bonus 7 Extra Time: +60 seconds Location: Inside the west building. Kick through the door on the south side and turn to the left then round the corner to see this, or simply jump through the window on the northwest side of the building and this will be right in front of the character. A player could also toss a hand grenade toward the destructible wall on the west side along the section outside of the north door and break it to avoid the door kicking animation and having to run around the corner in order to get to the time bonus faster. [ ] Time Bonus 8 Extra Time: +60 seconds Location: On the second floor of the south building. Either move up the wooden ladder on the northeast side of the building or climb up the northwest ladder beside the small wooden fence. The northwest ladder is connected to a walkway that leads to the second floor of the house. ---------------- COMBO BONUS LIST ---------------- [ ] Combo Bonus 1 In the far northwest portion of the map, to the right of the ladder that leads down to the waterway. [ ] Combo Bonus 2 Inside the bus in the center of the map. The bus is to the south of the building that contains Time Bonus 7. [ ] Combo Bonus 3 On the first floor of the building in the south. The chest is in the northwest corner while inside of the building. [ ] Combo Bonus 4 On the second floor of the building in the south. Climb up either ladder along the side of the building and the chest is in the southwest corner of the second floor. ---------- CHICKEN(S) ---------- [ ] Chicken The chicken can be found roaming the water way in the north. His starting appearance is in the east section of the waterway beside the red explosive barrel. ------------------------------ ITEM AND BREAKABLE OBJECT LIST ------------------------------ (This list basically starts from the northwest starting point) [ ] Wooden Barrel Behind the small wooden fence in the northwest portion of the map that is next to the ladder that leads down to the west portion of the waterway. [ ] Wooden Barrel Fall down to the waterway from the ladder in the northwest and this barrel will be to the right of that ladder while down in the waterway tunnel. [ ] Wooden Barrel (x2) At the far east end of the waterway in the north. [ ] Wooden Crate After stepping past the north gate entrance while headed south, this wooden crate is on a stand to the east beside a stack of tomatoes. [ ] Wooden Barrel After stepping past the north gate entrance while headed south, this barrel is in the west corner beside a stand. [ ] Flash Grenade (x2) On the cabinet shelf in the first floor of the east building. [ ] Hand Grenade Inside of the drawer directly across from the cabinet with the two flash grenades on the first floor of the east building. [ ] Wooden Crate On a counter on the east side of the first floor of the east building. Facing the door from the inside, it is to the left. [ ] Incendiary Grenade Kick open the door of the west building beside the bus and this incendiary grenade will be lying on a cabinet shelf directly across from the door. [ ] Incendiary Grenade Inside the drawer to the left of the cabinet that has the first incendiary grenade lying on it in the west building. [ ] Green Herb After moving through the doorway of the west building, this is on the counter to the left. [ ] Hand Grenade On the counter to the east while inside the west building. This is lying beside an incendiary grenade. [ ] Incendiary Grenade On the counter to the east while inside the west building. This is lying beside a hand grenade. [ ] Green Herb Lying along the side of the railing that stretches along the north portion of the third floor of the south building. A player will have to climb either ladder on the north side of the south building then climb the ladder on the east side of the second floor to reach the third floor. [ ] Wooden Barrel (x2) Across from the doorway on the west side of the south building. [ ] Red Herb Along the path that stretches across the southeast portion of the map. This item is near a fence by the end of the path once it stretches to the north. It's a little hard to see this item in a way unless a player is looking for it while headed north along the path. ---------- ENEMY LIST ---------- (See the maps at the beginning of this section for a list of spawn points and areas) NOTE: All enemies listed below are based on enemies that actually spawn in the stage. Some enemies are already present from the beginning so the amount of enemies listed below will not add up to the total amount of 150 enemies. The chicken(s) in each stage count(s) as an enemy also. -- Town Majini (x60) Spawning Condition: Spawns when a player is in Area A Max Number in stage at once: 12 Item Drops: Random -- Town Majini (x75) Spawning Condition: Spawns when a player is in Area B Max Number in stage at once: 12 Item Drops: Random -- Executioner 1 Spawning Condition: Spawns when 20 or more enemies have been defeated Max Number in stage at once: 1 Item Drops: First Aid Spray -- Executioner 2 Spawning Condition: Spawns when 50 or more enemies have been defeated and Executioner 1 has been defeated Max Number in stage at once: 1 Item Drops: First Aid Spray -- Executioner 3 Spawning conditions: Spawns when 70 or more enemies have been defeated and Executioner 2 has been defeated Max Number in stage at once: 1 Item Drops: First Aid Spray --------- AREA LIST --------- There are two areas total for the Public Assembly stage: -- Area A Area A stretches from the far north corner of the map and includes the entire map up to the open gate that the Executioner breaks in story mode (to the north of the south building). -- Area B Area B stretches from the far south up to the point of the open gate in the far north that Kirk fires missiles at in story mode (basically right outside of the small building above the north waterway). ------------------------------- SINGLE PLAYER STAGE WALKTHROUGH ------------------------------- Run and break all of the time bonus statues in the sequences mentioned below depending on where your character starts from. Whether you decide to run and break them all before fighting any Majini or if you decide to fight off Majini while breaking them is entirely up to the individual. Fighting Majini along the way will give a player a higher score overall, but it's going to be harder to keep a kill streak going. --> NORTHWEST STARTING POINT Time Bonus Order: 1, 2*, 3, 4, 5, 6**, 7***, 8*** * Don't fall down into the waterway opening from the beginning. Move down the path to the east and defeat the chicken on the east end of the waterway by shooting the red explosive barrel, or use pinpoint aiming with any weapon from a distance. It's best just to aim down at the red barrel before moving down the ramp then shoot it and hope that you hit it since the chicken will usually be right near the barrel from the start. ** Shortly after breaking time bonus 6, if you happen to have a hand grenade, toss the hand grenade toward the building doorway while on top of the bus, so that it hits the door and the breakable wall to expose a quick path to time bonus 7. Jump to the rooftop portion right above the breakable wall portion below then drop from the rooftop portion directly up above it then quick turn to face time bonus 7. *** If you happen to have more hand grenades then the breakable wall on the north building can be destroyed to gain quicker access to combo bonus 3. If you're playing with Wesker then a hand grenade can be tossed at the breakable wall on the side of the east building in order to gain quicker access to the flash grenade inside. *** Once time bonus 8 is broken, run directly over to the chest containing combo bonus 3 then open it and turn to face the Majini that climb the ladder then start killing them off. If there are more gathered below the ladder then fall back down instead of waiting for them to climb. -- EAST EXECUTION PLATFORM STARTING POINT Time Bonus Order: 8*, 7**, 5, 6, 4, 3, 2, 1*** * Since you're near so many combo bonuses from this starting point, go ahead and begin to pick them up and kill off enemies to gain use out of them. The quickest method for getting to combo bonus 3 is to toss a hand grenade at the breakable wall on the north side of the building then run inside, but jumping through the window on the north side can be just as fast. Don't forget about the combo bonus in the bus! ** Toss a hand grenade at the door to the west building to break the weak wall to the side or break the door with a weapon to avoid the kicking animation and having to move around the corner inside. *** Defeat the chicken. Shoot the red explosive barrel as it walks by it or use pinpoint aiming from far away. --> KILL STREAK AND COMBO BONUSES Keeping the kill streak active can be a major factor in obtaining a high score. Combo bonuses also need to be gathered but ONLY while a Majini group is following your character. If you're going after a combo bonus, then you need to allow Majini to follow your character, so you can quickly shoot one then turn and grab the combo bonus and turn right back around to have something to shoot before the kill streak ends. Grabbing a combo bonus can quickly eat up kill streak time, so in single player mode, a player has to be ready to shoot a Majini directly after grabbing the combo bonus. A helpful method for gaining a high score is to slowly work your way toward a combo bonus location then allow the Majini to follow your character along the way. Don't ever be afraid to take out a powerful weapon to shoot them with when attempting to regain control of the kill streak timer since picking up a combo bonus in single player will take focus, timing, and some quick gunshots. --> KEEP THEM WHERE YOU CAN SEE THEM You want to try as much as possible to keep all the Majini at one side while killing them. Getting surrounded is one of the worst things a player can do while trying to keep the kill streak going. A random Majini grab from nowhere can easily end your current kill counter. To retaliate from an accidental grab, pull out the character's most powerful weapon and fire at the nearest Majini. A magnum works extremely well here. It's not easy to keep them all to one side while in pursuit of a combo bonus, but try as much as you can to keep the current surrounding Majini in mind. Wave a machine gun in front of a crowd if needed then run and face them. --> INVINCIBLITY AMONG THE HORDES The most effective way to survive among the hordes of Majini is take advantage of the invincibility of melee attacks. Ground melee attacks are some of the easiest melees to seek invincibility from but they are not as instant as a standing melee since your character has to get within a certain precise range of the fallen Majini. Usually a character's weakest weapon can be the most effective way to stun a Majini for a melee kill. --> RELOAD THROUGH INVENTORY DURING MELEE KILLS If a player is not reloading through the inventory and making inventory adjustments while invincible throughout this battle, then that player is not going to get a good score in single player. You need to quickly pull up the inventory menu to reload or cycle through it during melee attacks or simply while standing when nothing else is around. It's best to save inventory times for when your character is performing a melee attack, but sometimes that just can't be done. One effective way to quickly gain a good amount of quick invincibility for inventory management is to quickly shoot the leg of an approaching Majini with a weak weapon in order to stun it then quickly run behind it and perform an instant kill melee. The instant kill melee will give a player plenty of time to manage the inventory or reload through the inventory while the kill takes place. You don't want to do this while a kill streak is on the line however since the kill is not always instant enough. For Wesker, all of his melee attacks are about the same length, so a player will have to be just as fast while pulling up the inventory. Ground melees are another effective way to gain invincibility for inventory management. Most of them take off enough damage to kill a weak enemy as well to help boost their need. Sheva's ground melee can help a player to easily make some much needed inventory adjustments since the animation is quite long. --> FIVE SECOND MELEE KILL BONUS It's so much better if a melee kills a Majini rather than simply knock it down. Try to weaken a Majini enough to where a melee will kill it off if possible; this way, the player will gain a 5 second bonus for the melee kill in an effort to boost the clock just a bit. I've listed a few methods for gaining 5 second bonus kills for each character under the section describing them. Multiple Majini that killed off with a single melee will give the attacker 5 bonus seconds per Majini hit, so a melee kill that defeats two Majini will yield 10 bonus seconds. The big amount of incendiary grenades that are found in this stage can help out for gaining some quick ground melees. Simply toss an incendiary grenade at a crowd of Majini and wait for them to fall then run up and finish off the survivors with a ground melee. With a Chris character, a player can get about three ground melees off of one incendiary grenade toss. A Wesker player can take advantage of the two flash grenades on the cabinet in the east building. He can toss them at a Majini crowd then perform his Cobra Strike on a few of them for an instant kill. --> BREAKABLE WALLS The cracked walls of the south building, west center building and east building can all be destroyed with hand grenades. It is best to find a hand grenade and toss it toward the cracked walls of the south and middle west building for sure to gain easier access to combo bonus 3 and time bonus 7 in each of those buildings. The building to the east holds two flash grenade on the cabinet inside, which is highly beneficial to a Wesker player since he can toss them at a group of Majini and then Cobra Strike about three of them per flash grenade toss. In a Duo game, a player with a starting set of hand grenades should be sure to break the cracked walls of the buildings listed above. A BSAA Chris player can be very beneficial to a STARS Wesker player by breaking the wall of the east building with Chris's starting hand grenades. A wall per building should be broken regardless however. Midnight Wesker and Battle Suit Jill also come with a starting set of hand grenades to take advantage of. --> DEALING WITH THE EXECUTIONER Whenever the Executioner appears, take out your most powerful weapon and try to stun him. Spam him with ammo while he is stunned then shoot a nearby Majini if the kill streak ever starts to nearly run out. Use your most powerful weapon to shoot a Majini if needed since time can easily get away during the midst of an Executioner battle. With some characters it is a good idea to move near the Executioner while he is stunned then quickly perform a melee on him when a Majini is about to grab your character in order to shield that character from Majini attacks. The Majini will usually not attack directly after the melee, so you could use that time to finish off the Executioner or shoot another Majini to continue the kill streak. An Executioner fight can be some of the most dangerous times, both in losing a kill streak and getting hit, which are basically all caused from a random Majini grab. Hand grenades can be a real good way to stun the Executioner for characters that don't have a good stunning weapon. Hand grenades are found throughout this stage, so stock up on them. Flash grenade are good for an instant stun on the Executioner as well in tense situations. One of the best ways to handle the Executioner whenever he approaches a character is to trick him into performing his overhead strike from mid distance then simply sidestep it and move to either side. From that point, a player can do a variety of attacks while he is stunned. If he ever holds his axe to the side then BACK AWAY since he will perform his stepping side swings forward. --> THE LAST KILL The final kill will more than likely be gained more in Duo mode rather than single player mode. Once the final enemy is killed then the stage will end and all bonus time will add to the score for a better overall score. Once all enemies have stopped appearing and the stage has not ended, there are three possible area where a kill needs to be made most likely: a) The northwest-most area near the ladder that leads down the waterway. A lot of times one final Majini will be hanging around near the top of the ladder. The Majini will not attack until approached. b) The far west area with pillars near Time Bonus 4. Sometimes, a Majini will be hanging around this area as well. The Majini will not attack until approached. c) The southwest area above the ramp along the hill that overlooks the Assembly. This Majini is less likely to get stuck unlike the other two, but he is still factor at times when a player doesn't move far enough to the south while in the west area. d) The west house in the middle of the Assembly. A female Majini dressed in red sometimes continues to stand in this house. This is very rare in duo and happens more often in solo mode. e) The chicken on the far east end of the waterway. Yes, the chicken counts as an enemy and might very well be the last enemy that is keeping your character from achieving a higher score. It's nothing a little flame round or shot the nearby explosive barrel can't fix. Either kill the final Majini quickly with an extremely powerful weapon or quickly weaken it then stun it and finish it off with a melee for a quick five second bonus. If a Majini is not in the above areas then stop and listen and you might be able to here the Majini yell while in pursuit of your character. Stand in one place where a big amount of the area can be seen then wait for him to step into view. --> A GLITCH WITH THE FINAL MAJINI? Public Assembly has a rare glitch that might happen regarding the final Majini. The final Majini that appears from one of the west spawn points may become stuck behind the fence. This happens very rarely. In order to hit the final Majini, a character will have to stand along the north side of the fence then toss a hand grenade over then fence so that it falls into the area where the Majini climb over the fence. The spawn point in question is the fence right near Time Bonus 3. This has happened to me twice and only the second time have I managed to actually hit the Majini with a hand grenade. --> DUO PLAY STRATEGY In Duo play, both characters should stay at different ends of the Public Assembly and stay separate. It is best for one character to stay in the south or middle area and the other to stay in the west or north area. This will make it to where all enemies will spawn throughout the course of the battle and the players will not have any extra Majini hanging out toward the end. Splitting up like this can be bad on a player that gets swamped with Majini. It seems like one player usually has to fight more Majini than the other. One player will also have to fight the Executioner and take him down solo. Be sure to watch out for him, since he can sneak up on a player so very easily while both are separate. Try to stay apart as long as each player can handle it then meet up when a player is running out of healing items and health or ammo. Using this method, the stage will be finished faster and leftover enemies will be kept to a minimum. They should all come to the players while staying separate like this. Combine this method with the information that you read above and you'll get a rather high score. In Duo mode, if both players perform melee kills to each enemy, the clock will keep gaining bonus seconds and all stage enemies will be finished off before the timer ends rather easily. -------------------- DUO PLAY WALKTHROUGH -------------------- First of all, I'd like to point out that there are many ways to approach this stage. The main way to approach it is to take the route where Majini are present to keep the kill streak active on the way to breaking the time bonuses. Some player elect to leave time bonus 1 and 2 until the Majini start to spawn in greater number. It's always risky to break those two along with time bonus 8. --> STARTING POINT 1 PLAYER The player that begins in the northwest should immediately grab COMBO BONUS 1 and start off by killing the first two Majini that appear up ahead. Even though the enemies in the area are minimal, it's best to go ahead and grab the combo bonus from the beginning since neither of the characters will likely come back to this area. Going to the west and breaking Time Bonuses 1 and 2 is risky on the kill streak, but they need to be broken now or else a character will have to return to the north in order to break them. While stepping near the ramp, the chicken in the waterway below will likely be near the red barrel, so simply shoot the red barrel. The Majini in the waterway below will move up the ramp. I prefer to move down into the waterway from here instead of jumping out the shack window since there is a Majini to kill along the way. Enter the tunnel and break TIME BONUS 1. The other player should be able to keep the kill streak going while you do this. NOTE: Instead of moving along the pathway to the shack, a player could drop down into the waterway and break the time bonus 1 along the way then shoot the Majini and the chicken up ahead. Majini will begin to drop into the waterway either from the ladder in the tunnel or from the west. Kill off a few of them while making your way back up the ramp but don't let them pile up in the waterway. Move up the ramp then enter the small shack and break TIME BONUS 2. Some Majini might follow your character into the shack so be prepared to deal with them. Exit the building then run back to the east. Majini should be spawning from the gate spawn point by now. This is where the player can get easily overwhelmed, so don't stick around this area too long. The kill streak can depend on your character at this point however since a whole mob of Majini might suddenly spawn and chase after your character while the other player is left with very few Majini to kill. Break TIME BONUS 3 and then break TIME BONUS 4. It's really best to stay in the west area for a while. Run to the north and then back to the south to make sure that no Majini get stuck in the north. There is a female and male Majini that have a bad habit of standing in the northwest and not chasing the characters. Make sure that they do not do this or you'll wind up with two enemies leftover toward the end while the clock counts down then the characters will have to run to the northwest to dispose of the last two or one Majini. This player should eventually break TIME BONUS 5 and TIME BONUS 6 along the rooftops of the middle building and bus, but a player should stay in the west area until the player cannot stand the battle any longer or the Majini are just about cleaned out. The longer your character stays in this area, the better. If the breakable wall to time bonus 7 has not been broken yet then toss a hand grenade down at it while looking off the side of the bus. Fall down the side of the rooftop directly over the section of the building where time bonus 7 is and then quick turn and break it if necessary. --> STARTING POINT 2 PLAYER The player that starts on the execution platform in the south, should immediately drop off the edge. If the player starts with hand grenades, then toss one toward the breakable near the door of the middle building to unlock an easy path to Time Bonus 7. The other player will likely grab Combo Bonus 1 before your character can even get off the platform. Start killing immediately. A lot of the early kills for the kill streak depend on how well you hold up here. Majini will spawn from the surrounding concrete wall spawn points in the east, so always look those ways if they ever begin to stop. This player will have to take care of the Majini with sunglasses most likely, so be prepared to perform an instant kill melee with your character while playing with Chris or Sheva since he has more health when compared to the other Majini. Try to find a hand grenade pickup. The first Executioner will spawn from the southwest hill spawn point after the 20th kill, and he will most likely travel down the southwest path and break through the building, so be ready to fight him off eventually. Climbing the ladder and breaking TIME BONUS 8 can easily cost the team a kill streak from the beginning of the round. It's best to wait until you know that the other player is busy killing Majini. If the player can be seen in the west then that player is most likely busy killing several Majini, so it would pay you to climb the ladder and break it then. Fetch COMBO BONUS 4 after breaking the time bonus. Majini will likely begin to climb the ladder, but it's really best to take the battle back down to the ground floor. Only fight off a few while on the top floor and try to get back down as quickly as possible. Fall down beside the ladder to knock Majini off the ladder while they climb. Try not to accidentally kick the ladder though. NOTE: Sometimes it's best to wait until the two characters meet up before breaking timbe bonus 8. It's best to find a hand grenade and break the breakable wall of the south building in order to retrieve COMBO BONUS 3. A player could simply leave it for now then return once a hand grenade is found. The first Executioner has a habit of breaking through this wall as well. COMBO BONUS 2, inside the bus, can be retrieved at any time as well. This player can now break the wall of the building that contains time bonus 7. Arm a hand grenade and toss it over the bus toward the middle building door to break the wall. This will give easy access to TIME BONUS 7. Run to break it but fight Majini along the way. Don't let them pile up too much in the building. Rush outside if they ever start to group. A Wesker player should use a hand grenade to break the wall of the east building and fetch the two flash grenades on the cabinet inside. These flash grenade are vital to a Wesker player while fighting crowds since he can stun a crowd with a flash grenade then Cobra Strike his way to building up more time for the team. These can also be useful against Cephalos, but they're needed more for a Wesker player to spam Cobra Strikes more than anything else. --> DON'T MEET UP The characters should not meet up in this stage that much at all unless the west portion of Majini stop entering the area. The best playthroughs are when the players stay separate. Meeting up will only cause the Majini to group near both players. While fighting them separate, the players will fight less Majini in each group and cause much frustration for the team. Only meet up for emergencies, or to quickly exchange items. The players can easily meet up once the west enemy spawn points stop producing Majini, but meeting up before then can risk having leftover Majini in the west or northwest once all others are cleared out. --> THE EXECUTIONER The Executioner can get the drop on players so very easily while they are separate, so be sure to watch for him. He has no mercy when a character's back is turned toward him. All of sudden you'll be shooting a Majini and rushing up to perform a melee then- INSTANT DYING STATUS FROM NOWHERE, OMG KILL STREAK AND SESSION RUINED! The first Executioner will spawn from the southwest hill spawn point after 20 enemies are killed, the second will spawn from the east wall spawn point (behind the execution platform) after 50 enemies have been killed and the final Executioner will spawn from the northwest gate spawn point after 70 enemies have been killed. Keeping a kill streak active from the beginning will let the players know when to look out for him. Constantly stay moving when he might be in the area and constantly view your surroundings thoroughly. There is a slight rumbling noise whenever he is in the area, so listen for it. Watch for a partner to pick up a first aid spray to confirm that the partner killed the Executioner. --> HELPING EACH OTHER OUT FROM A DISTANCE A player that starts at the northwest starting point can help the other player while attempting to break either of the rooftop time bonuses - shoot from the rooftops if needed. The player that starts from the south starting point can see over into the west portion somewhat which can help for a quick Executioner blast with a magnum. The main path along the middle of the Public Assembly can serve as a long distance helping channel as well. With STARS Chris, I find myself sometimes shooting a flash round from the north end of the Public Assembly all the way toward the building in the far south to help out my Midnight Wesker player that is being grabbed by Majini. It's kind of like Pac-man getting extra strength with a power pellet. --> IF A PLAYER DOESN'T SPEND ENOUGH TIME IN THE WEST If you suspect that the other player did not lure out the Majini in the northwest then run toward the northwest while the other player is busy keeping the kill streak active. Check around the waterway opening in the northwest and see if there is a male and female Majini standing there. The female is the most common Majini that will be there. If they are there then quickly kill them off. Majini will begin to spawn around your character so fight them off and then slowly return to the other player. It's a good idea to check around the building pillars in the west as well since a Majini will sometimes get stuck around those pillars. Every now and then a Majini will stand in place on the southwest hill, but this is usually rare. It's also possible for a female Majini to get stuck in the east building, so check there as well if the Majini ever stop appearing. -------------------------- PUBLIC ASSEMBLY DUO VIDEOS -------------------------- --> Dreamer RD (Midnight Wesker) and xVcRx NAP (Midnight Wesker) Score: 952,201 http://www.youtube.com/watch?v=AJqH4ej0JOc --> Big Kahoona 22 (Midnight Wesker) and xVcRx NAP (Midnight Wesker) Score: 918,873 http://www.youtube.com/watch?v=Zi76Y5RAa-Q --> Berserker Kev (STARS Chris) and ????? ?????? (Midnight Wesker) Score: 862,328 http://www.youtube.com/watch?v=0XFaTrt-evs --> Berserker Kev (STARS Chris) and Seitengrate (BSAA Chris) Score: 814,406 http://www.youtube.com/watch?v=zEnKnj90h2U --> xUmbrellaCo (BSAA Chris) and Seitengrate (Midnight Wesker) Score: 739,109 http://www.youtube.com/watch?v=MBkxgxyi2AQ --> xUmbrellaCo (BSAA Chris) and Berserker Kev (STARS Chris) Score: 672,849 http://www.youtube.com/watch?v=4GdNHfnN_Jg _____ _ _ [ST02] /__ \ |__ ___ /\/\ (_)_ __ ___ ___ / /\/ '_ \ / _ \ / \| | '_ \ / _ \/ __| / / | | | | __/ / /\/\ \ | | | | __/\__ \ \/ |_| |_|\___| \/ \/_|_| |_|\___||___/ S T A G E 2 .--------------------------------------------------------------------------. | How to unlock: Achieve a B-rank or higher on the "Public Assembly" stage | '--------------------------------------------------------------------------' --- Berserker's Best Scores --- - Solo w/Chris S.T.A.R.S.: 300,694 - --- Duo w/Chris S.T.A.R.S.: 820,121 (Xbox LIVE) --- -- Normal Enemy Points List -- Boss Enemy Points List .---------------------------------. .-----------------------------------------. | ENEMY TYPE | POINT AMOUNT | | ENEMY TYPE | POINT AMOUNT | |=================================| |=========================================| | Majini (Town) = 300 | | Reaper = 6,000 | | Cephalo = 800 | '-----------------------------------------' | Chicken = 2,000 | '---------------------------------' --------------------- OVERVIEW OF THE MINES --------------------- Players will run into the same basic Town Majini that were found in the Public Assembly while in The Mines. These Town Majini come equipped with dynamite and cocktails very often for this stage. It's wise not to shoot these type of Majini up close since it is so very easy to shoot their explosives and have them go off and damage your character. Some Majini with dynamite will actually run toward a character with the stick lit in an effort to explode near the player! Big Man Majini will appear among the normal Majini often; there can be up to two Big Man Majini at a time in the area. A Reaper boss enemy will show itself after a certain amount of Majini have been taken down. Reaper enemies need full attention when they are in the area thanks to their instant kill grab attack. There are plenty of proximity bombs lying around the various portions of the mine that can help a bunch for Majini crowds and gaining some heavy damage on a Reaper. This is also the first of the stages with two chickens in it. Kill them, kill them all! You'll get a total of 4,000 extra points just from defeating both of them. ---- MAPS ---- --> Time Bonus and Combo Bonus Locations http://img401.imageshack.us/img401/1014/theminesmaptimeandcombo.jpg Visit the Time Bonus list and Combo Bonus list for an in-depth description of each time and combo bonus. --> Item Locations http://img223.imageshack.us/img223/6876/theminesmapitems.jpg Visit the Item and Breakable Object list for an in-depth description of the location on the map. The map includes the chickens also. --> Areas (for enemy spawning) http://img526.imageshack.us/img526/4415/theminesmapareas.jpg This should be used when examining the Enemy list below. --> Enemy Spawn Points http://img401.imageshack.us/img401/4328/theminesmapspawnpointse.jpg This should be used when examining the Enemy list below. --> Blank Map (For the gamer that wants to make his/her own location listings) http://img223.imageshack.us/img223/9436/theminesmapblank.jpg This should be used if you want to label everything yourself. --> Sephirosuy's Mines Map on GameFAQs http://www.gamefaqs.com/console/ps3/file/929198/56575 --------------- STARTING POINTS --------------- The chosen character that a player starts with will begin the stage in one of the following portions of the map. The starting place will be chosen at random for single player and duo mode play. -- Starting Point 1 On the top of the tall wooden platform on the east side of the north section of the mine. The character will face southwest. -- Starting Point 2 In the southwest end of the cave area in the far south portion of the map. The character will face north. --------------- TIME BONUS LIST --------------- --> TOTAL EXTRA TIME = 6 MINUTES [ ] Time Bonus 1 Extra Time: +30 seconds Location: In the cave area of the mines, this is in the southeast section lying near proximity bomb and wooden barrel. [ ] Time Bonus 2 Extra Time: +30 seconds Location: At the end of the curved portion of the mine tunnel in the east. This is lying beside combo bonus 1. [ ] Time Bonus 3 Extra Time: +30 seconds Location: Lying in the middle of the tunnel on the west side of the circular mine tunnel portion. There is an explosive barrel and combo bonus 2 at the end of the tunnel. A chicken prowls around this time bonus. [ ] Time Bonus 4 Extra Time: +60 seconds Location: In the circular center section of the tunnel area right before getting to the tunnel that leads out into the open mine area. [ ] Time Bonus 5 Extra Time: +60 seconds Location: Inside a small dead end tunnel on the west side of the big open mine area. An enemy spawn point is on the ceiling at the end of this dead end tunnel. [ ] Time Bonus 6 Extra Time: +30 seconds Location: In the big open mine area on the east side of the second floor bridge that extends out from the middle wooden platform. [ ] Time Bonus 7 Extra Time: +30 seconds Location: In the center of the third floor tunnel in the big open mine area. [ ] Time Bonus 8 Extra Time: +90 seconds Location: On top of the tall wooden platform on the west side of the big open mine area. A character will have to climb the ladder on the east side of the third floor to reach the top of the east wooden platform in order to break this. ---------------- COMBO BONUS LIST ---------------- [ ] Combo Bonus 1 This is at the end of the curved portion of the tunnel that stretches toward four cave-like area. It is on the east side. [ ] Combo Bonus 2 This is at the far end of the tunnel that stretches to the southwest from the center circular area in the group of mine tunnels. Time Bonus 3 is lying in the middle of the tunnel while moving toward this combo bonus. [ ] Combo Bonus 3 In the big open mine area, this is on the northwest side of the bottom floor. It is lying next to a stack of steel beams near the dead end tunnel [ ] Combo Bonus 4 On the third floor of the big open mine area, hop over the railing along the side while in the center and the chest will be on the wooden platform behind that railing. There is a wooden barrel near this chest as well. ---------- CHICKEN(S) ---------- [ ] Chicken 1 In the circular portion of the mine tunnel area, this chicken should be moving around the west tunnel that holds time bonus 3. [ ] Chicken 2 In the big open mine area, climb to the third floor and run into the tunnel to the north. This chicken should be around the middle of the north tunnel. --------- ITEM LIST --------- [ ] Wooden Barrel On the far southeast end of the group of cave-like tunnels in the south. This is lying beside time bonus 1. [ ] Proximity Bomb On the southeast end of the group of cave-like tunnels in the south. This is lying beside time bonus 1. [ ] Wooden Barrel On the northwest end of the group of cave-like tunnels in the south. [ ] Flash Grenade Lying on a wooden container in the northwest end of the group of cave-like tunnels in the south. [ ] Green Herb Lying on a group of bags in the group of cave-like tunnels in the south portion. This is in the northeast cave-like tunnel of the four. [ ] Wooden Crate On a table at the end of the tunnel to the west of the circular section of the tunnel area. It's right beside the chest containing combo bonus 2. [ ] Green Herb Lying to the left (west) near a stack of wooden blocks while entering the big open mine area from the main tunnel. [ ] Wooden Barrels On the east side of the big open mine area near a stack of wooden blocks. [ ] Proximity Bomb Propped up inside of a metal piece that is attached to the big wooden platform that extends across the middle section of the big open mine area. This on the bottom floor, east side. [ ] Flash Grenade Lying on the wheel of an overturned mine cart in the north portion of the big open mine area. Bottom floor. [ ] Wooden Barrel At the end of the west ledge of the second floor of the big open mine area. [ ] Hand Grenade Lying on a stack of blocks on the second floor east ledge in the big open mine area. [ ] Proximity Bomb Propped up against a wooden container at the end of the east side of the third floor ledge in the open mine area. [ ] Wooden Barrel Hop over the railing in the middle of the third floor ledge of the big open mining area and this is to the right of the chest containing combo bonus 4. [ ] Wooden Barrel Around the center of the third floor cave in the big open mine area. This is lying near an enemy spawn point that is in an alcove along that tunnel. [ ] Wooden Crate Lying on a stack of steel beams at the end of the west side of the third floor ledge in the big open mine area. [ ] Hand Grenade Lying on a stack of steel beams at the end of the west side of the third floor ledge in the big open mine area. ---------- ENEMY LIST ---------- NOTE: All enemies listed below are based on enemies that actually spawn in the stage. Some enemies are already present from the beginning so the amount of enemies listed below will not add up to the total amount of 150 enemies. The chicken(s) in each stage count(s) as an enemy also. -- Town Majini (x73) Spawning Condition: Spawns when a player is in Area A Max Number in stage at once: 12 Item Drop: Random -- Town Majini (x57) Spawning Condition: Spawns when a player is in Area B Max Number in stage at once: 12 Item Drop: Random -- Big Man Majini (x2) Spawning Condition: Spawns when a player is in Area A Max Number in stage at once: 2 Item Drop: Proximity Bomb -- Big Man Majini (x3) Spawning Condition: Spawns when a player is in Area B Max Number in stage at once: 2 Item Drop: Proximity Bomb -- Reaper 1 Spawning Condition: Spawns when a player has defeated 30 or more enemies Max Number in stage at once: 1 Item Drop: First Aid Spray -- Reaper 2 Spawning Condition: Spawns when a player has defeated 70 or more enemies and Reaper 1 has been defeated Max Number in stage at once: 1 Item Drop: First Aid Spray -- Reaper 3 Spawning Condition: Spawns when a player has defeated 90 or more enemies and Reaper 2 has been defeated Max Number in stage at once: 1 Item Drop: First Aid Spray --------- AREA LIST --------- There are two areas total for The Mines stage: -- Area A Area A starts in the far north and reaches to the far end of the first tunnel that leads into the cave area in the center of the map. -- Area B Area B starts at mine tunnel entrance in the north section and stretches all the way to the far south of the map. ------------------------- SINGLE PLAYER WALKTHROUGH ------------------------- --> FROM THE SOUTH STARTING POINT Break the time bonuses in the following order: Time Bonus Order: 1, 2, 3, 4*, 5, 6, 7**, 8*** * Defeat the chicken in the same tunnel as time bonus 4. A lot of times, the chicken will step near the explosive red barrel at the end of the tunnel, which a player can quickly shoot to kill the chicken off. This chicken sometimes moves down the north tunnel and walks out into the big open mine area. ** Defeat the chicken in the third floor tunnel before attempting to break time bonus 7. Usually a player can wait for the chicken to step past the explosive barrels then shoot it for a quick kill. *** Once the final time bonus is broken, don't stay on the platform to knock off the Majini while they climb after your character, fall down the side of the ladder to knock them down the ladder like a domino effect while falling. This will set them up perfectly to where a player can shoot them afterward. A player can't ground melee any of them after falling however since a Majini will always start to get up instantly after being knocked down from a high place, well, if the Majini doesn't die from the fall. --> FROM THE NORTH STARTING POINT (ON PLATFORM) Break the time bonuses in the following order: Time Bonus Order: 6, 7*, 8, 5, 4**, 3, 2, 1 * Defeat the chicken in the third floor tunnel before attempting to break time bonus 7. Usually a player can wait for the chicken to step past the explosive barrels then shoot it for a quick kill. ** Defeat the chicken in the same tunnel as time bonus 4. A lot of times, the chicken will step near the explosive red barrel at the end of the tunnel, which a player can quickly shoot to kill off the chicken. This chicken sometimes moves down the north tunnel and walks out into the big open mine area. --> SO MANY EXPLOSIONS Majini in this stage like to carry dynamite very often, so watch for any dynamite carriers and shoot them from a distance or shoot them in the legs from close range to avoid hitting their dynamite since the explosion can take some intense damage. If a Majini with lit dynamite dies then it's body will explode afterward, so keep your distance from it. Some Majini with dynamite like to run toward character with lit dynamite in an effort to explode near that character. These kamikaze Majini will try to grab a character shortly before the explosion. Always try to run the opposite way that they run toward and allow them to explode before turning. Because of the intense damage of the dynamite, be sure to keep your character's health above 50% at all times. Dynamite explosions take around 30% of your character's life, so they can knock a character's low life bar that is still green into immediate dying status if the life bar is only around 30% full. Majini also carry cocktails often in this stage. Don't shoot them from close range or your character might be caught in a burning blaze if the cocktail is shot. Shooting these Majini in the legs can help in defeating them since you won't risk shooting their cocktail as much. --> KILL THE CHICKENS There are two chickens in this stage (north third floor and near time bonus 3), so be sure to kill them both. A total of 4,000 points can be gained from defeating them both. The chicken in the north will only drop a white egg instead of a gold egg, so don't pick it up by accident if your character doesn't need it. --> BIG MAN MAJINI Big Man Majini should be dealt with the moment that they show up in a crowd of Majini. Hit them with your character's most powerful weapon. Simply spam them with gunfire and get rid of them before they become a threat. A magnum works best, but a shotgun can work well too. Try to work a Big Man Majini into a wall when using a shotgun and make sure each blast is from close range. While fighting a crowd of enemies, a Big Majini can so easily sneak in one of their quick attacks. All characters can take advantage of the invincibility of a melee attack against a Big Man Majini whenever a Big Man Majini is stunned. Run up and hit the Big Majini for instant invincibility. This can be useful when surrounded by other Majini. In Duo mode, two characters can double team a Big Man Majini much like a normal Majini. Shoot it in the legs with any weapon or shoot it in the body with a shotgun to stun it for a few seconds. A character can run up to it and melee the Majini then the other character can perform a second melee. The character that hit the Big Man Majini the first time with a melee can get a special tag team command by running up to the Majini at that point. The tag team melee will take some intense damage but it might not always finish off the Big Man Majini. The best part about performing a tag attack is the chance that it has of hitting nearby normal Majini during the attack. When double teaming a Majini, it doesn't matter which side a character hits him from when performing the double team sequence unlike a normal Majini. --> DEALING WITH THE REAPER Most players will be scared away from the Reaper because of his instant kill grab attack, and they are right in that notion, because he should indeed be feared because of that. It still doesn't mean that we have to turn and run and screw up our kill count just because some jackass wants to ruin our fine killing spree though. It's best to back up while a Reaper approaches and give him time to showcase his stomach weak point. The moment he reveals his weak point, take out the more powerful weapon that your character carries and blast him in that weak point. If your current character has a magnum, then that character's first shot will instantly kill him if the shot is precise. Characters with machine guns can fire at his stomach weak point or back weak points (when he dashes) then shoot at his shoulder weak points while he crouches from the first shot. When he shows his white chest weak point, spam him in that weak point with the most powerful weapon in your character's arsenal to finish the job. Constant machine gun fire to its chest weak point can bring it down very quickly. Constantly shoot a Reaper anywhere on his body will make him lose his appendages but this will not damage him. This can help out in escaping his instant kill grab however since he needs all of his appendages in order to perform his instant kill grab. Keep in mind that he regenerates appendages at a very quick rate however! The Reaper can be damaged with proximity bombs and hand grenades. Each of these explosives will make him curl into a ball and roll to the side when the explosion hits him. This will damage him badly and can ultimately kill him, but the process is slow and he will get up right after rolling then charge at your character again. He has to be hit in one of his weak points (back, shoulders or chest) for the final blow whether a player uses explosive or not, so you're still going to have to perform precise aiming. Characters that have grenade launchers have an extremely major advantage against a Reaper. Acid rounds and flash rounds will instantly stun him no matter what portion of the body he is hit in and two hits with either of these rounds will make him bend back and show his chest weak point. Keep in mind that a flash round has to hit him directly but the area affect of the acid round will stun him just as much as a direct hit. Electric rounds can make the Reaper lean over to show his shoulder weak points, and another electric round shot directly at a shoulder weak point will make the Reaper reveal its chest weak point. The second electric round hit MUST be direct unlike an acid or flash round hit. With the grenade launcher's stunning effect and the magnum's instant kill, STARS Chris players can be the ultimate Reaper exterminator when used effectively. Whether it's a magnum shot directly to the stomach weak point or a few grenade rounds to its body followed by magnum shot to its exposed weak point to finish it off, no one is going to be seeing Chris' blood on the ground anytime soon. Shotguns that hit a tight area with their spread and are long range can make useful stunning weapons against a Reaper. Both Clubbin' Shevas Jail Breaker and STARS Wesker's Hydra can easily shoot a Reaper's back weak point while it scurries or have a greater chance to hit its stomach weak point while it walks. The spread of the shot hits a vast majority of its body, so hitting the weak point is not all that hard with these shotguns. Another way to easily defeat a Reaper in the Mines area with any character is to toss a hand grenade or lay down a proximity bomb and allow the Reaper to get hit by it. The Reaper will roll, so use that time to run up to it. It only requires one more hit to any weak point to be finished off after either explosive and it will always reveal it's chest weak point briedly after turning from a roll while recovering from an explosive, so run up to and hit the weak point from close range as it turns. This video by bobo273 on youtube showcases the quick kill perfectly: http://www.youtube.com/watch?v=6znWaRzzQLI --> ADJUST YOUR INVENTORY A BUNCH You're going to be getting hit quite a bit in this stage with all the cocktail Majini that will spawn, so take advantage of the times when your character is hit and pull up the inventory to make quick adjustments or reload through the inventory. Be sure to watch your health. It's so very easy to get hit unexpectedly in this stage with dynamite. Make sure that your character's health always stays above 30% to avoid being knocked into dying status from a sudden dynamite explosion. --> TAKE ADVANTAGE OF MAJINI COCKTAILS Whenever a Majini tosses a cocktail and it burns other Majini, run over to the burning crowd and wait for them to fall then finish them off with ground melees for some extra 5 second bonuses. --> PICK UP ITEMS TO AVOID ATTACKS Picking up items the moment that a Majini attacks is helpful for dodging an attack in any stage, but when in the mine tunnels it become very necessary when a player fights Majini in a narrow area. Pick up an item if your character is about to get grabbed or sliced with a weapon. It's sometimes good to simply run toward an item and pick it up as a nearby Majini attacks in order to get the item and avoid the oncoming Majini attacks. Shoot the Majini as it recovers from its attack. --> COMBO BONUSES It might be a good idea to pick up maybe one of the combo bonuses a bit early. The one near the explosive barrel in the mine tunnel (combo bonus 2) is a very good combo bonus to pick up when a bunch of Majini are chasing your character. Simply grab the combo bonus then turn around and shoot the red barrel when Majini pile up near it. As long as your character is backed up ALL THE WAY toward the combo bonus chest, the character will not get hit in the explosion. -------------------- DUO MODE WALKTHROUGH -------------------- It's best for both players to remain separate for this stage. One player should remain in the tunnel area to the south and one player should remain in the wide open area to the north. The chicken in the tunnel to the south and the chicken in the upper floor tunnel to the north should be killed upon site, since they can easily get away and you'll wind up having to hunt them down toward the end of the stage, which will result in a lower score from the time it takes to find them. --> STARTING POINT 1 PLAYER The player that starts in the south tunnel should turn around and run to the east then break TIME BONUS 1. Grab the green herb off to the left while headind north then pick up the flash grenade on the crate near the wooden barrel off to the left before going further to the north. The flash grenade is in the northwest portion of the current area. Break TIME BONUS 2 in the alcove up ahead. Whether or not you pick up COMBO BONUS 1 and COMBO BONUS 2 is up to you. It's really best to save them since you'll need to spend time in this tunnel portion to make all enemies spawn in this area anyway. The other player will likely pick up combo bonus 4, so go ahead and save the nearby combo bonuses for later. Find the chicken near time bonus 4 and kill it. Break TIME BONUS 4 then run into the long tunnel to the west and break TIME BONUS 3. All time bonuses in the current area are now broken. Stay in this tunnel area and move back to the south every now and then when Majini stop appearing. Only leave this area when ALL Majini stop appearing. Run into the south portion and run around the FULL area before leaving. A Big Man Majini will stand in the far west portion of the south area until a player moves toward him, so make a run through that entire area before leaving. Some Majini with crossbows sometimes have a bad habit of spawning late also, so check behind the fence spawn point in the far south before leaving to make sure that no Majini are behind it. This player will have to deal with the first Reaper, which will spawn from the south portion of the cave. The second Reaper will spawn from the long tunnel in the middle portion of the area, so he can go either way depending on how close your character is to him. --> STARTING POINT 2 PLAYER From the starting of the high south platform, fall off the platform then turn to the right. It is really a good idea to stop every now and then while breaking the next few time bonuses in order to kill off Majini to keep the kill streak going. The player in the south tunnel will run out of Majini to kill every now and then from the beginning, so you might have to stop and kill a few. Try not to let them group up on your character in the upper level tunnel however because they can very easily. Fight off the Majini in the way then run along the west path and climb the ladder that leads to TIME BONUS 7. Break time bonus 7 then turn to the right and fall off the high platform so that your character land on the second floor ledge. Move into the tunnel and break TIME BONUS 8. The chicken will be at the opposite end of the tunnel so prepare to kill it with a precise shot or a grenade. The player can stay in the current tunnel and fight enemies, go to grab COMBO BONUS 4 by hopping over the middle railing outside, or drop down to the ledge below once the player reaches the end of the tunnel. The player should break TIME BONUS 6 before falling to the middle area. Find the alcove with TIME BONUS 5 inside then break it. COMBO BONUS 3 is near the stack of metal pieces to the side. It's really up to the player when to grab this now. Be sure to pick up the green herb near the stacked crates in the southwest portion of this open area and pick up the flash grenade on the railcart in the northwest portion of the area. Stay in this north area and fight off the Majini. This is the main area where Majini will spawn from, so be sure to stay in this area. Your character might have to fight the second Reaper that spawns from the middle tunnel, but you'll definitely have to fight the third Reaper which spawns from above the platform that your character started from. The other player will likely meet up with your character toward the end of the stage since that character will run out of Majini to kill first. - ALTERNATE BEGINNING ROUTE FOR PLAYER 2 The player that starts on the platform to the south should drop at the starting of the stage then break TIME BONUS 6 on the walkway to the left. Really, the order of breaking the next two time bonuses doesn't really matter but entering the top cave tunnel from the east end will usually allow your character to meet up with the chicken as it steps near the red barrel. Climb the nearby ladder off to the left near time bonus 6 then enter the tunnel up above. Shoot the red barrel in the distance as the chicken walks over to it then break TIME BONUS 8 up ahead. You could also shoot the chicken normally to keep from hitting the red barrel so it doesn't kill the nearby Majini with the crossbow in order to get a melee kill on him later. The chicken will leave behind a white egg. It's really up to you whether to grab it or not. There are no nearby healing items except for the green herb on the first floor outside. Exit the tunnel from the other end. COMBO BONUS 4 is on the platform to the left. Hop over the small fence in front of it then grab it right now if the player in the south tunnel has not grabbed a combo bonus yet. This is really the only time that this combo bonus can be picked up without having to backtrack. Fall off the side of the ledge directly in front of the side of the tunnel that your character just exited from (west side). Turn to the right then climb the tall ladder and break TIME BONUS 7 at the top. Drop off the side with the ladder and you'll likely hit several Majini on the way down. To get down to the middle area, either fall off the side of the ledge to the left or fall off the top of the platform in the middle. --> DOUBLE TEAMING THE BIG MAN MAJINI Whenever Big Man Majini spawn and both players are in the same area, shoot the legs of the Big Man Majini with a low powered weapon such as a machine gun then bounce it back and forth with melee attacks from both character. The third attack will be a tag team attack that will likely finish off the Big Man Majini for a melee kill. -------------------- THE MINES DUO VIDEOS -------------------- --> Big Kahoona 22 (STARS Wesker) and Berserker Kev (STARS Chris) Score: 721,724 http://www.youtube.com/watch?v=PocGYCAMzPc --> masuo0 (Midnight Wesker) and Orochi008 (Midnight Wesker) Score: 853,299 http://www.youtube.com/watch?v=dr9oOREL1to --> Bocaj1010 (Midnight Wesker) and Andrew Evenstar (Midnight Wesker) Score: 820,142 http://www.youtube.com/watch?v=xzEt-osZjp4 --> Berserker Kev (STARS Chris) and WeskaBSAA (Midnight Wesker) Score: 820,121 http://www.youtube.com/watch?v=jrJ2AhG-x1s _ _ _ [ST03] /\ /(_) | | __ _ __ _ ___ \ \ / / | | |/ _` |/ _` |/ _ \ \ V /| | | | (_| | (_| | __/ \_/ |_|_|_|\__,_|\__, |\___| |___/ S T A G E 3 .-----------------------------------------------------------------. | How to unlock: Achieve a B-rank or higher on "The Mines" stage | '-----------------------------------------------------------------' --- Berserker's Best Scores --- - Solo w/Chris S.T.A.R.S.: 200,512 - --- Duo w/Chris S.T.A.R.S.: 768,678 (Xbox LIVE) --- -- Normal Enemy Points List -- Boss Enemy Points List .---------------------------------. .-----------------------------------------. | ENEMY TYPE | POINT AMOUNT | | ENEMY TYPE | POINT AMOUNT | |=================================| |=========================================| | Majini (Wetland) = 400 | | Giant Majini = 5,000 | | Bui Kichwa = 400 | '-----------------------------------------' | Kipepeo = 700 | | Cephalo = 800 | | Chicken = 2,000 | '---------------------------------' ----------------------- OVERVIEW OF THE VILLAGE ----------------------- Wetland Majini are the main form of enemy while in the village stage and parasitic enemies are very common here. Cephalos will spawn from Wetland Majini at a greater rate than the prior stages and some of these Wetland Majini will now spawn Kipepeos. Bui kichwa enemies will appear alongside the Wetland Majini to quickly trap a player so that Wetland Majini may attack the container player. The boss enemy for this stage is the Giant Majini and there will be a total of four of them if a player can keep the timer going and kill long enough. Shield carriers are common in this stage, so rapid fire and piercing properties are very helpful for a player. Remember that a character can always aim at the legs of a shield carrier. Flash grenades or some type of weapon such as a grenade launcher (w/flash or electric rounds), shotgun or magnum that will easily dispose of Cephalos are very important to have in this stage. ---- MAPS ---- --> Time Bonus and Combo Bonus Locations http://img401.imageshack.us/img401/676/villagemaptimeandcombob.jpg Visit the Time Bonus list and Combo Bonus list for an in-depth description of each time and combo bonus. --> Item Locations http://img401.imageshack.us/img401/3725/villagemapitemsedit.jpg Visit the Item and Breakable Object list for an in-depth description of the location on the map. The map includes the chickens also. --> Areas (for enemy spawning) http://img223.imageshack.us/img223/917/villagemapareas.jpg This should be used when examining the Enemy list below. --> Enemy Spawn Points http://img401.imageshack.us/img401/7203/villagemapspawnpoints.jpg This should be used when examining the Enemy list below. --> Blank Map (For the gamer that wants to make his/her own location listings) http://img223.imageshack.us/img223/7528/villagemapblank.jpg This should be used if you want to label everything yourself. --> Sephirosuy's Village Map on GameFAQs http://www.gamefaqs.com/console/ps3/file/929198/56574 --------------- STARTING POINTS --------------- -- Starting Point 1 In the far southeast in front of the entrance gate to the Village. The character will have a choice of two paths ahead when starting. The character will face west. -- Starting Point 2 In the room on the second floor of the north building. The character will start across from the center of the long table with the red herb and 3 hand grenade pickups on it. The character will face south. --------------- TIME BONUS LIST --------------- --> TOTAL EXTRA TIME = 7 minutes [ ] Time Bonus 1 Extra Time: +60 seconds Location: Behind the small hut in the south. [ ] Time Bonus 2 Extra Time: +60 seconds Location: Off to the left as a character enters the west building. [ ] Time Bonus 3 Extra Time: +30 seconds Location: Under the south walkway below the east hut. [ ] Time Bonus 4 Extra Time: +30 seconds Location: On the north walkway while on the second floor of the east hut. [ ] Time Bonus 5 Extra Time: +30 seconds Location: Lying in the alcove in the back portion of the first floor of the north building. The alcove is on the west side. [ ] Time Bonus 6 Extra Time: +60 seconds Location: Run to the second floor of the north building and this will be in the center of the walkway in front of the building. [ ] Time Bonus 7 Extra Time: +60 seconds Location: At the far end of the cave tunnel along the west side, which can be reached from the second floor walkway outside the north building. [ ] Time Bonus 8 Extra Time: +90 seconds Location: Along the high walkway in the west that leads to the zipline. ---------------- COMBO BONUS LIST ---------------- [ ] Combo Bonus 1 While moving to the west along the southeast path, this will be off to the left at the end of that path before reaching the south small hut. [ ] Combo Bonus 2 On the second floor of the west building. Climb the ladder inside. [ ] Combo Bonus 3 In the back of the northwest area with wooden walls. This is in a small alcove with two vases in front of it. The chicken roams this area. [ ] Combo Bonus 4 On the hill in the northeast. The chest containing this is on a wooden platform near some railings. ---------- CHICKEN(S) ---------- [ ] Chicken The chicken can be found in the northwest section of the village behind the wooden walls. This is the area containing the chest with combo bonus 3 inside. This chicken will sometimes leave its usual area and head to the southeast set of paths, so go there if the chicken is not in its starting area. --------- ITEM LIST --------- [ ] Green Herb While facing the gate in the east portion of the village this green herb is lying on the ground to the left at the beginning of the north path. [ ] Green Herb On the ground along the east side of the small south hut. [ ] Vase On the east side of the small hut in the south. [ ] Vase Inside the small hut in the south. [ ] Flash Grenade (x3) Lying on the far left side of the long table behind the small hut in the south. [ ] Green Herb On the ground beside some tall grass along the south side of the building in the west. [ ] Vase On the ground along the south side of the building in the west. [ ] Vase Right outside the doorway to the west building. While facing the door, this vase is on the left side. [ ] Hand Grenade (x3) On the far left side of the long table in the back of the west building. [ ] Vase (x2) Climb up the ladder in the west building and these will be off to the right while on the second floor. [ ] Flash Grenade (x3) Lying on the right side of the altar in the middle of the village. This is in between the west building and east hut. [ ] Green Herb Up under the walkway of the east hut. This is under the south overhead walkway, right beside time bonus 3. [ ] Vase Move up the stairs of the east hut and this is on the second floor walkway in the middle of the building. [ ] Green Herb Step past the wooden walls in the northwest and this will be lying in some tall grass beyond them. [ ] Vase Step past the wooden walls in the northwest and this will be lying behind the middle tree pillar. [ ] Vase (x2) Step past the wooden walls in the northwest and this will be lying in the alcove that contains the chest with combo bonus 3 inside. [ ] Green Herb On the hill in the northeast, lying beside some tall grass near combo bonus 4. [ ] Vase (x2) On the first floor near the stairs in the north building. [ ] Vase In the outside alcove along the west side of the north building where time bonus 5 is located. [ ] Vase On the second floor of the north building, beside the staircase railing. [ ] Red Herb On the left side of the long table on the second floor of the north building. [ ] Hand Grenade (x3) On the right side of the long table on the second floor of the north building. [ ] Vase Near the back of the cave tunnel that contains time bonus 7. This tunnel is up the bridge to the west while on the second floor of the north building. [ ] Vase (x2) Lying across from the zipline after moving across the high walkway in the west. These are near time bonus 8. ---------- ENEMY LIST ---------- NOTE 1: All enemies listed below are based on enemies that actually spawn in the stage. Some enemies are already present from the beginning so the amount of enemies listed below will not add up to the total amount of enemies. The chicken(s) in each stage count(s) as an enemy also. NOTE 2: Exclusive to the Village stage, there are actually more than 150 enemies, so the stage will end once 150 enemies have been killed even though there may be more enemies in the area. The random Kipepeo spawnings are the cause of this exception. -- Wetland Majini (x64), Bui Kichwa (X16) Spawning Condition: Spawns when a player is in Area A Max Number in stage at once: 9 Item Drop: Random -- Wetland Majini (x50), Bui Kichwa (X10) Spawning Condition: Spawns when a player is in Area B Max Number in stage at once: 10 Item Drop: Random -- Kipepeo (x6) Spawning Condition: Spawns randomly and is counted separately from the 150 enemies from this level. In other words, the Kipepeos are not among the standard 150 enemies for this stage, so the characters will fight over 150 enemies total for this stage. Max Number in stage at once: 6 Item Drop: Random -- Giant Majini 1 Spawning Condition: Spawns when a player has defeated 20 or more enemies. Max Number in stage at once: 1 Item Drop: Green Herb -- Giant Majini 2 Spawning Condition: Spawns when a player has defeated 20 or more enemies and Giant Majini 1 has been defeated. Max Number in stage at once: 1 Item Drop: Red Herb -- Giant Majini 3 Spawning Condition: Spawns when a player has defeated 20 or more enemies and Giant Majini 2 has been defeated. Max Number in stage at once: 1 Item Drop: Green Herb -- Giant Majini 4 Spawning Condition: Spawns when a player has defeated 20 or more enemies and Giant Majini 3 has been defeated. Max Number in stage at once: 1 Item Drop: Red Herb --------- AREA LIST --------- There are two areas total for the Village stage: -- Area A Area A starts from the far south and includes all of the map up to about halfway across the middle bridge that leads to the north building. -- Area B Area B begins in the far north then includes all of the northern portion of the map up until the far south portion of the middle bridge that leads to the north building. ------------------------- SINGLE PLAYER WALKTHROUGH ------------------------- --> FROM THE SOUTHEAST STARTING POINT Break the time bonuses in the following order: Time Bonus Order: 1, 2, 3, 4*, 5, 6, 7, 8** * Don't defeat the chicken behind the walled area just yet. ** After breaking time bonus 8, DROP (don't use the zipline) from the high walkway off to the right then let the chicken be your first victim. --> FROM THE NORTH STARTING POINT (ON PLATFORM) Break the time bonuses in the following order: Time Bonus Order: 6, 7, 8, 5, 4, 3, 2, 1 --> WETLAND MAJINI RECOVER QUICK FROM KNOCKDOWNS There won't be any Battle Suit Jill ground melee chains on this stage since the Wetland Majini will not allow exploits such as that. The Wetland Majini recover from an attack very quickly when they have been knocked down with little damage dealt to them. The only way to stop this is to make sure that they are near death when they fall. Midnight Wesker still has no problem with his Cobra Strike melee chains for the most part however, since he performs them all from a standing position, and his handgun will go right through shields with its piercing property. The best way to perform melee kills against Wetland Majini is to have an idea of how much damage each weapon hit will take then quickly set them up for a melee when they are weakened enough. Some characters can take advantage of their quick rising from being grounded and shoot the Wetland Majini in the head for a quick head stun then melee kill it; this depends upon the gun's critical hit percentage though. These methods are discussed more thoroughly in the Mercs characters section under each character. --> DEALING WITH SHIELD CARRIERS All shield carriers can be dealt with by aiming and firing at their legs then performing a melee on them while they are stunned (frontal to break the shield or back for usual instant kill). As usual, their shields can be broken through rapid gunfire or shotgun fire with any character. Hand grenades can also work well for groups of shield carriers. Some characters will have a slight advantage over others while dealing with shielded enemies however. BSAA Jill's MP5 with its piercing property can instantly shoot through multiple shield carriers. STARS Chris' electric rounds can destroy multiple shields and damage the Wetland Majini shield carriers very badly to where only a few more hits will kill them. Midnight Wesker's handgun will shoot through multiple shields with its piercing property as well. If a player can learn the exact amount of shots that it will take to kill a shield Wetland Majini then an easy melee kill can be gained through that knowledge. A Midnight Wesker player can shoot a shield Majini twice in the legs then perform his Tiger Uppercut to break through the shield and kill off the shield Majini. Other characters can take advantage of a similar setup as well. Characters with machine guns such as STARS Chris have to make an estimate of damage through timing based on how many times the legs have been shot before attempting a frontal melee. The easiest melee style to use is a quick leg stun followed by an instant kill melee from behind, but this will take more time per kill as usual. See the characters section to find methods to obtain melee kills on shield Majini for each character. --> SO MANY PLAGAS This stage has a vast majority of parasitic enemies. They spawn by the truckload as the stage continues to progress. Take advantage of the flash grenade pickups in this stage and horde a collection of them then place them on your quick select inventory slots so they can be easily selected when several parasitic enemies spawn. It's best to toss them at any Cephalos that spawn since Cephalos can take quite a bit of punishment depending on the gun type used. STARS Wesker' Hydra will make quick work of any Cephalos and magnums with other characters can quickly bring them down fast. STARS Chris' electric rounds can bring a Cephalo down in two hits and it can finish off a Kipepeo by simply aiming at the ground below it then firing an electric round so that the electricity hits the Kipepeo while it flies in the air. Tribal Sheva and BSAA Jill are some excellent characters to have in this stage with their starting set of flash grenades. --> GAINING MELEE KILLS ON BUI KICHWA There are three possible ways to gain melee kills on the Bui kichwa spider enemies. Wesker has the easiest chance at a melee kills through the use of his dash move. He can simply dash right into one of them to gain a melee kill. A player can use his turning during a dash to hit multiple Bui kichwa. Another way to kill them off with a melee kill is to perform a partner assist knife slash to a partner that is grabbed by a Bui kichwa. Try not to shoot them off if possible since you'll miss out on the 5 second bonus in doing that. The final and hardest way to gain a melee kill on a Bui kichwa is to get one in between a melee that is performed on a Wetland Majini. This is more about luck than anything else, but if Bui kichwa surround your current positioning then you just might be able to work one into Chris' Uppercut or Sheva's Somersault among other melees. It's worth a shot! --> FLASH EXPLOSTIONS BSAA Jill is one of the best characters to have on this stage, mainly on duo play. Her starting flash grenade assortment and MP5 with armor piercing are the best weapon assortment that one can have here. She doesn't have much of a problem with the stage boss either. Jill can spam Giant Majini with her MP5 then perform a follow up melee if she ever starts to get surrounded. Her flash grenades come equipped to her upper inventory slot, so a player can simply press up on the d-pad and toss a flash grenade right in the face of any parasitic mess that unfolds on the screen. Try to restock your flash grenade assortment early so that her flash grenades stay in the upper inventory slot; this way, a player won't have to quickly manage inventory during the middle of battle. Use her MP5 mainly for shielded enemies then take out her handgun and aim for the heads of enemies then fire for plenty of critical headshots. For groups, a player needs to find some hand grenades to help her out since her MP5 fire won't always cut it for a big group of enemies. This stage has two sets of three flash grenades pickups, so a Wesker player can easily use these to toss toward groups to set up his Cobra Strike melees. Character with grenade launcher (STARS Chris and Tribal Sheva) can really take advantage of flash rounds when found from a random drop. Toward the end of the stage's time, there will be several Bui kichwa enemies attacking, so it is very easy to keep the kill streak combo going by simply shooting a flash round or tossing a flash grenade. You're bound to hit some sort of parasitic enemy with the vast majority of plagas enemies a player will face in this stage. --> THE GIANT MAJINI ATTACKS Giant Majini are not much of a problem for any character so long as the Giant Majini are the primary focus when they appear. Ignore them and allow them to begin swinging with their wild attacks while you focus on other enemies, and they can become very deadly. With any character, aim for any skinned portion below their masks then shoot them with a powerful weapon or spam them with rapid fire. Don't perform melee attacks unless your character is about to get hit by surrounding Majini; the melee attack will be a good form of invincibility if surrounding Majini are about to attack. Hitting them with a melee will exposes more of their skinned portion for a player to shoot however. It's really up to the player whether to use melee attacks or not while fighting the Giant Majini. Either spam them continuously with a powerful weapon's gunfire or stun them with that gunfire then perform a melee followed by more gunfire. For a shotgun attacker, it is best to perform melees after each shotgun blast for the sake of invincibility since a shotgun will take more recovery time, which allows Majini to group around the attacker much easier. Try to get the Giant Majini up against a wall then fire, melee, fire, melee, fire, melee, repeat. --> HERB COMBINATIONS A player is going to run across several green herbs in this stage, so don't be afraid to combine them in order to save inventory space when carrying two. Red herbs are found sometimes, but don't wait until you find one if you carry two green herbs and a near full inventory. --> TAKING ADVANTAGE OF TRAPS There are two spiked floor traps in the Village area. One is under the arch at the south end of the north bridge and the other is under the arch that leads to the west walled area. The button to activate the bridge trap is on the second floor platform outside of the room and the button to activate the trap at the entrance to the west walled area is right above the ladder of the second floor east wooden platform. Stand near each of the buttons to get a "Kick" command. Kick the button to set off the trap below. A Wetland Majini with explosive arrows will stand in the area of both traps from the start of the stage. There traps are most useful on single player mode as a method to obtain a quick kill in order to keep the kill streak going, but they can only be used to obtain a kill on each explosive arrow Majini if the player has not gotten their attention yet. -------------------- DUO MODE WALKTHROUGH -------------------- --> STARTING POINT 1 PLAYER The player that starts in the southeast will need to break all the time bonuses below as quickly as possible. Defeat Wetland Majini if they block your path, but mainly, to try to keep the kill streak alive as much as possible. It's best to only fight the Majini if the kill streak is at risk since all the time bonuses in the immediate area need to be broken, so they won't be forgotten about. This player also needs to keep a sharp eye on the other player's health and rush up toward that player if the player's health starts to decline too much. You're character is the one with all the handy green herbs in your immediate location, so it's a good idea to rush to the other player's aid if needed. The player that starts in the southeast will face two paths from the beginning. Be sure to pick up the green herb off to the right. The right path will have a few Wetland Majini down it, but ignore them then move down the left path. Pick up COMBO BONUS 1 in the chest while moving down the left path. Grab the green herb on the ground before reachind the hut off to the left up ahead. Combine the two green herbs in your inventory if no red herb is available for combining. Run to the back of the hut then break TIME BONUS 1. Pick up all three flash grenades on the long table in the back of the hut. It's good to set these up so that they can be quickly equipped with the number of parasitic enemies in this stage. Use them mainly for Cephalos. Move over to the south end of the building on the west side and pick up the green herb from the south end. Rush over to the long window on the east side of the building then vault through the window and break TIME BONUS 2. You can climb the ladder and grab COMBO BONUS 2 as well. Rush back outside then take the three flash grenades from the altar in the middle of the outside area. If you haven't tossed a flash grenade yet, you might want to only pick up two flash grenades to save inventory space. Rush over to the ladder of the building structure in the east then climb it and break TIME BONUS 4 on the north walkway. Drop from the walkway then head over to TIME BONUS 3 below the structure then break it. Collect the green herb near time bonus 3 and combine it with one of the other herbs if possible. Move over to the west walled area. There is a green herb near the left wall if needed. COMBO BONUS 3 is also in the back - don't break the vases before grabbing the time bonus or your character will have to pick up the closest random item before opening the chest. It's very annoying when it's a useless item. The main goal here is to find the chicken and kill it quickly. The chicken should be in this walled area or in the outside portion of the village. It roams through the walled area and sometimes moves out into the village and runs up the path to the southwest. Throughout all of this time bonus breaking, your character might have to depart early and rush to the other player's aid. The other player starts in an area with only one nearby green herb, and that area is far off. The player should eventually depart from the ground area and run either toward the bridge in the north or toward the path in the northeast. If the bridge is taken, then try to break TIME BONUS 5 in the small alcove area to the west then move up the stairs to join the other player. If the northeast path is taken, then grab the green herb off to the left before reaching COMBO BONUS 4. Kick through the double doors to join up with the other player. Whichever way is taken to get to the other player, the opposite way should be taken when the team returns to the bottom area. --> STARTING POINT 2 PLAYER If you want to score big then the player that starts on the second floor building to the north is going to have to maintain existence with limited healing items among the Majini hordes in this immediate area. This can be hard with a character that doesn't start with a healing item in the immediate inventory. Don't rush and break the first time bonus ahead right away. Pick up the red herb from the long table to the right. There is a green herb through the double doors outside the building to the left. Whether your character rushes for this herb now or not is up to you. It is the only fixed green herb pickup that is nearby, so it's a good idea to grab it eventually. Kill off a few Wetland Majini and only break TIME BONUS 6 when the coast is clear. It's very easy to get trapped on the small balcony area where time bonus 6 is located, so try to make sure that the surrounding area is clear before rushing toward it. The starting room and the tunnel to the west are the major spawn points where Weltand Majini will enter the area from, so look in the north room and toward the walkway to the west to see if there are any Majini around before breaking time bonus 6. Rush along the walkway to the west and enter the cave tunnel at the end then break TIME BONUS 7. The character will be right below a Wetland Majini spawn point while at the end of the tunnel. It's very easy to get trapped in this tunnel as well, so don't spend too long in the tunnel. Run back outside then hop over the platforms to the right then break TIME BONUS 8. Break the nearby vases for some possible useful items. Don't use the zipline. Hop back across the platforms. The player that starts on the second floor needs to stay on the second floor and kill off Majini until the Majini begin to stop entering the immediate area. If the other player meets up with your character then leave the opposite way that the player took to get to your character. --> DUO OVERVIEW It's very vital that a player stay in the north end of the village on the second floor and kill off the Wetland Majini until they begin to stop appearing or else both players might have to spend time moving back to the north area to get Wetland Majini to spawn while in the area below. It's really best for both players to stay separate at the beginning and meet up later. Both players should really only meet up on the second floor to exchange healing items if needed. The player that starts on the north second floor should only enter the area below when the Majini on the upper level quit spawning. Both players should fight off the Wetland Majini in the bottom area once they meet up. If a Wesker player is in the group, then allow the waves of Bui kichwa to gather in the final waves then let Wesker dash into them to kill them off for melee kills. If a player is ever grabbed by a Bui kichwa then rush toward that player and slash the Bui kichwa off with a partner assist melee attack to get a melee kill off of it. A player with a grenade launcher that happens to come across flash rounds can EASILY keep the kill streak alive toward the end of the battle by shooting a flash round toward the ground to defeat any nearby Bui kichwa enemies that are in the area. There will be so many of them present that a flash round will likely hit one and keep the kill streak going. The same can also be done with any leftover flash grenades. ------------------ VILLAGE DUO VIDEOS ------------------ --> Big Kahoona 22 (Midnight Wesker) and xVcRx NAP (Midnight Wesker) Score: 839,701 http://www.youtube.com/watch?v=xpfJhgYiYjA --> Berserker Kev (STARS Chris) and State Space (Midnight Wesker) Score: 768,687 http://www.youtube.com/watch?v=0R9KSeAeNks _ _ _ __ _ [ST04] /_\ _ __ ___(_) ___ _ __ | |_ /__\_ _(_)_ __ ___ //_\\| '_ \ / __| |/ _ \ '_ \| __| / \// | | | | '_ \/ __| / _ \ | | | (__| | __/ | | | |_ / _ \ |_| | | | | \__ \ \_/ \_/_| |_|\___|_|\___|_| |_|\__| \/ \_/\__,_|_|_| |_|___/ S T A G E 4 .-------------------------------------------------------------------. | How to unlock: Achieve a B-rank or higher on the "Village" stage | '-------------------------------------------------------------------' --- Berserker's Best Scores --- - Solo w/Chris S.T.A.R.S.: 254,631 - --- Duo w/Chris S.T.A.R.S.: 859,424 (Xbox LIVE) --- -- Normal Enemy Points List -- Boss Enemy Points List .---------------------------------. .-----------------------------------------. | ENEMY TYPE | POINT AMOUNT | | ENEMY TYPE | POINT AMOUNT | |=================================| |=========================================| | Majini (Wetland) = 400 | | Giant Majini = 5,000 | | Cephalo = 800 | '-----------------------------------------' | Duvalia = 900 | | Chicken = 2,000 | '---------------------------------' ------------------------- OVERVIEW OF ANCIENT RUINS ------------------------- The Ancient Ruins map is composed of the area with sun beam lasers where Chris and Sheva had to find three emblems spread around the area to place into the middle door. Much like the Village, Plagas enemies are present in constantly increasing numbers as kills are made. This is the first of the Mercs stages where enemies will mutate into Duvalias after being defeated. Flash grenades should be kept and saved for multiple Cephalo fights and Duvalia fights. Giant Majini roam the area and appear more frequently that in the Village. Majini come equipped with spears and shields and a few of them will arm torches. The map is composed of several areas this time, so it is in a player's best interest to visit all of those area and camp out in specific areas with many enemy spawn points in order to obtain a high score. -------- MAP LIST -------- --> Time Bonus and Combo Bonus Locations http://img341.imageshack.us/img341/143/ancientruinsmaptimeandc.jpg Visit the Time Bonus list and Combo Bonus list for an in-depth description of each time and combo bonus. --> Item Locations http://img341.imageshack.us/img341/1236/ancientruinsmapitems.jpg Visit the Item and Breakable Object list for an in-depth description of the location on the map. The map includes the chicken also. --> Areas (for enemy spawning) http://img221.imageshack.us/img221/3219/ancientruinsmapareas.jpg This should be used when examining the Enemy list below. --> Enemy Spawn Points http://img341.imageshack.us/img341/7551/ancientruinsmapspawnpoi.jpg This should be used when examining the Enemy list below. --> Blank Map (For the gamer that wants to make his/her own location listings) http://img341.imageshack.us/img341/1655/ancientruinsmapblank.jpg This should be used if you want to label everything yourself. --> Sephirosuy's Ancient Ruins Map on GameFAQs http://www.gamefaqs.com/console/ps3/file/929198/56577 --------------- STARTING POINTS --------------- -- Starting Point 1 In the far south middle portion of the map in an area with two walls to the side. The player will face north and that player will have a chest containing time bonus 1 behind that player. -- Starting Point 2 On the far north portion of the second floor upper walkway by the north door that leads out of the Ancient Village. The player will face south and the chest containing combo bonus 5 will be off to the left. --------------- TIME BONUS LIST --------------- --> TOTAL EXTRA TIME = 8 MINUTES AND 30 SECONDS [ ] Time Bonus 1 Extra Time: +30 seconds Location: Outside the area containing time bonus 2 and combos bonus 2. This is in an alcove on the south side of the map. From starting point 1 this is behind the west wall. [ ] Time Bonus 2 Extra Time: +90 seconds Location: In the far southwest area, move up the stairs beyond the bridge and this will be on the platform at the top. A Giant Majini guards this time bonus. [ ] Time Bonus 3 Extra Time: +30 seconds Location: Along the west walkway outside the area with time bonus 2, a player should move to the far north along that walkway to reach this. It can be seen from the far south. [ ] Time Bonus 4 Extra Time: +90 seconds Location: In the northwest area, hop across the gap in the bridge or move up the side ladder to the north and this will be in front of the burning structure on the top platform that either obstacle leads to. [ ] Time Bonus 5 Extra Time: +30 seconds Location: Under the bridge (or walkway) that extends across the middle walkway in the north. [ ] Time Bonus 6 Extra Time: +60 seconds Location: In the northeast portion of the map, find the wooden walkway that extends around the side of the northeast platform where a sun pillar laser device was kept in the main story mode and this will be at the end of that wooden walkway. This is the east of the ladder along the north walkway. [ ] Time Bonus 7 Extra Time: +90 seconds Location: In the east section of the map, move out to the platform with the burning structure to find this time bonus in front of the burning structure. Either use the first floor stairs in the northeast or the second floor stairs in the southeast to reach it. A Wetland Majini that mutates into a Duvalia guards the stairs up to it. [ ] Time Bonus 8 Extra Time: +30 seconds Location: In the northeast tunnel that leads to the area with time bonus 7. This is at the beginning portion of the tunnel (northwest section). [ ] Time Bonus 9 Extra Time: +30 seconds Location: This is behind a wall on the first floor east walkway. The wall is along the south portion of the east walkway. [ ] Time Bonus 10 Extra Time: +30 seconds Location: Up any of the middle staircases on the platform in the direct center portion of the map. ---------------- COMBO BONUS LIST ---------------- [ ] Combo Bonus 1 In the far south middle portion of the map. This will be behind a player that starts at starting point 1. [ ] Combo Bonus 2 In the southwest portion of the map, cross the bridge then turn to the right and follow the walkway to the end to find the chest containing this combo bonus. [ ] Combo Bonus 3 To the right of time bonus 7. This is in the east section of the map on a platform in front of a burning structure (to the right a bit). [ ] Combo Bonus 4 On the east walkway of the first floor, the chest containing this is inside an alcove in the middle of that walkway (west side). [ ] Combo Bonus 5 In the far north, on top of the north platform with the exit door for the Ancient Village area. This is on the second floor. Use the far north to reach it. --------- ITEM LIST --------- [ ] Vase In the far south middle portion of the map around the area of starting point 1. [ ] Vase Up the first staircase and in a corner near a tall pillar just a bit north from starting point 1. [ ] Incendiary Grenade (x2) In the southeast area beside lying on the burning structure beside time bonus 2. [ ] Proximity Bomb In the southeast area beside attached to the burning structure beside time bonus 2. [ ] Vase (left) In the southeast area beside lying on the same platform as time bonus 2. This contains a green herb all the time. [ ] Vase (right) In the southeast area beside lying on the same platform as time bonus 2. This contains a red herb all the time. [ ] Hand Grenade (x2) Lying on the burning structure on the northeast platform where time bonus 4 is located. [ ] Vase Across from burning structure on the northeast platform where time bonus 4 is located. [ ] Vase On the second floor east walkway, this is in an alcove near the middle portion. [ ] Vase On the second floor east walkway, this in an alcove in the far south. [ ] Flash Grenade (x2) In the east lying on the burning structure behind time bonus 7. [ ] Vase This is across from the top of the ladder that leads up to the second floor of the middle north walkway that is in front of the exit door to the Ancient Ruins. ---------- CHICKEN(S) ---------- [ ] Chicken The chicken for this area roams around the southwest area where time bonus 1 and 2 are located. The chicken moves up and down the walkways below time bonus 2 and sometimes moves out the doorway and stands near time bonus 1. There are times where it will move up the north walkway outside of the area with time bonus 2. ---------- ENEMY LIST ---------- NOTE: All enemies listed below are based on enemies that actually spawn in the stage. Some enemies are already present from the beginning so the amount of enemies listed below will not add up to the total amount of 150 enemies. The chicken(s) in each stage count(s) as an enemy also. -- Wetland Majini (x30) Spawning Condition: Spawns when a player is in Area A. Max Number in stage at once: 11 Item Drop: Random -- Wetland Majini (x30) Spawning Condition: Spawns when a player is in Area B. Max Number in stage at once: 10 Item Drop: Random -- Wetland Majini (x20) Spawning Condition: Spawns when a player is in Area C. Max Number in stage at once: 11 Item Drop: Random -- Wetland Majini (x20) Spawning Condition: Spawns when a player is in Area D. Max Number in stage at once: 11 Item Drop: Random -- Wetland Majini (x28) Spawning Condition: Spawns when a player is in Area E. Max Number in stage at once: 11 Item Drop: Random -- Torch Majini 1 Spawning Condition: Spawns when a player has defeated 10 or more enemies. Max Number in stage at once: 1 Item Drop: Random -- Torch Majini 2 Spawning Condition: Spawns when a player has defeated 40 or more enemies and Torch Majini 1 has been defeated. Max Number in stage at once: 1 Item Drop: Random -- Torch Majini 3 Spawning Condition: Spawns when a player has defeated 60 or more enemies and Torch Majini 2 has been defeated. Max Number in stage at once: 1 Item Drop: Random -- Torch Majini 4 Spawning Condition: Spawns when a player has defeated 70 or more enemies and Torch Majini 3 has been defeated. Max Number in stage at once: 1 Item Drop: Random -- Torch Majini 5 Spawning Condition: Spawns when a player has defeated 80 or more enemies and Torch Majini 4 has been defeated. Max Number in stage at once: 1 Item Drop: Random -- Torch Majini 6 Spawning Condition: Spawns when a player has defeated 90 or more enemies and Torch Majini 5 has been defeated. Max Number in stage at once: 1 Item Drop: Random -- Giant Majini 1 Spawning Condition: Spawns when a player has defeated 10 or more enemies. Max Number in stage at once: 1 Item Drop: Green Herb -- Giant Majini 2 Spawning Condition: Spawns when a player has defeated 10 or more enemies and has defeated Giant Majini 1. Max Number in stage at once: 1 Item Drop: Green Herb -- Giant Majini 3 Spawning Condition: Spawns when a player has defeated 10 or more enemies and has defeated Giant Majini 2. Max Number in stage at once: 1 Item Drop: Green Herb -- Giant Majini 4 Spawning Condition: Spawns when a player has defeated 10 or more enemies and has defeated Giant Majini 3. Max Number in stage at once: 1 Item Drop: Green Herb --------- AREA LIST --------- There are five areas total for the Ancient Ruins stage: -- Area A Area A starts in the far northwest and stretch over to the middle of the lower north walkway for its east boundary. It's south boundary goes all the past the first alcove along main west walkway. -- Area B Area B covers the entire southwest area where the chicken usually roams. This is the area that houses time bonus 2 and combo bonus 2. -- Area C Area C is in the middle area. It starts on the west side of the south portion of the west walkway then covers the middle south area but doesn't stretch past the north and east stairs. -- Area D Area D covers much of the east side. The bottom floor and top floor east walkway are covered most of the way, as is the entire area to far east. -- Area E Area E contains much of the middle north and northeast portion of the map. Its lower boundary is slanted and runs at an angle to the northeast slightly overlapping Area D. ------------------------- SINGLE PLAYER WALKTHROUGH ------------------------- --> FROM THE SOUTH STARTING POINT Break the time bonuses in the following order: Time Bonus Order: 1, 2*, 3, 4**, 5, 6***, 7, 8, 9****, 10 * Stay in the southwest area that contains time bonus 2 and kill the enemies until the time reaches about 30 seconds then leave. This will give your player a chance to kill off many of the enemies that will spawn in this area. Be sure to break the two vases near time bonus 2 and combine the red herb and green herb that you'll get from them. Allow the enemies to pile up around your character and pick up combo bonus 2 on your way back from hitting the time bonus and make sure to defeat the Giant Majini beforehand. Kill the chicken in this area before leaving it as well. ** A player can camp out in this section as well. It's best to stand near the door that leads to the area to get a glimpse of the walkway that stretches to the east. *** The area surrounding time bonus 6 is another good area to camp out in and kill Majini much like the time bonus 2 area. Here a player has two surrounding enemy spawn points on high ledges to the north and east and that player has plenty of distance to see the oncoming Majini. **** The area on the first floor in the east near combo bonus 4 is another good area to rack up kills. A player can pick up combo bonus 4 and kill off the Majini that enter the area from the water to the north and the high ledge to the south. For player starting at this starting point, it might be best to go up and hit time bonus 10 before starting to kill. --> FROM THE NORTH STARTING POINT (ON PLATFORM) Break the time bonuses in the following order: Time Bonus Order: 10, 1, 2*, 3, 4**, 5, 6***, 7, 8, 9**** * Stay in the southwest area that contains time bonus 2 and kill the enemies until the time reaches about 30 seconds then leave. This will give your player a chance to kill off many of the enemies that will spawn in this area. Be sure to break the two vases near time bonus 2 and combine the red herb and green herb that you'll get from them. Allow the enemies to pile up around your character and pick up combo bonus 2 on your way back from hitting the time bonus and make sure to defeat the Giant Majini beforehand. Kill the chicken in this area before leaving it as well. ** A player with a rifle can get some good shots on the Majini that follow that player while standing on the other side of the bridge and facing east. Don't stay in this area too long however since the enemy spawn points very close. *** The area surrounding time bonus 6 is another good area to camp out in and kill Majini much like the time bonus 2 area. Here a player has two surrounding enemy spawn points on high ledges to the north and east and that player has plenty of distance to see the oncoming Majini. **** The area on the first floor in the east near combo bonus 4 is another good area to rack up kills. A player can pick up combo bonus 4 and kill off the Majini that enter the area from the water to the north and the high ledge to the south. --> SO MANY DIFFERENT AREAS This entire stage is split up into five areas as shown on the area map and the enemies will spawn based on which area the player is in. A player cannot stake out for long in any certain area or the enemies will stop appearing. This is one stage where it will not benefit a player to run and hit all time bonuses ahead of time. It is best to rack up kills while moving in between the various time bonus locations as highlighted in the starting section above. --> CAMPING A player needs to camp out in certain areas and rack up kills while in area with many surrounding area spawn points. Some of the best places are the following portion of the map: - In the southwest area around time bonus 2 - In the northeast area around time bonus 6 - Along the bottom floor east walkway with time combo bonus 4 All of the areas listed above have at least two surrounding spawn points and they are all in different areas as labeled on the area map for this stage. A player should take advantage of these specific portions of the map while on the path to a time bonus. Stay in these areas until you have about 30 seconds left then quickly run to the next time bonus. Don't even kill the enemies at that time, just run past them. --> DUVALIAS Many of the Wetland Majini in this stage will randomly spawn a Duvalia. The only scripted mutation is in the east section in front of time bonus 7. There is also a torch Majini in the first floor east tunnel that will always spawn a Cephalo. The Torch Majini Cephalo transformation can be cancelled with an instant kill melee from a character. A player needs to stock flash grenades or flash rounds to deal with the constant impending threat of parasitic enemies. Shoot or throw a flash explosive right as the parasite begins to form to kill it instantly. You don't have to wait until it is fully formed. Electric rounds are another way to defeat any parasitic enemy. With a Duvalia, two or three electric rounds will make it kneel to where it can be easily finished off with a few shots from any weapon while aiming at its mouth. ------------------------ ANCIENT RUINS DUO VIDEOS ------------------------ --> Berserker Kev (STARS Chris) and State Space (Midnight Wesker) Score: 859,424 http://www.youtube.com/watch?v=66kSnAkR7WY __ _ _ _ [ST05] /__\_ ___ __ ___ _ __(_)_ __ ___ ___ _ __ | |_ __ _| | /_\ \ \/ / '_ \ / _ \ '__| | '_ ` _ \ / _ \ '_ \| __/ _` | | //__ > <| |_) | __/ | | | | | | | | __/ | | | || (_| | | \__/ /_/\_\ .__/ \___|_| |_|_| |_| |_|\___|_| |_|\__\__,_|_| |_| ___ _ _ _ _ / __\_ _ ___(_) (_) |_ _ _ / _\/ _` |/ __| | | | __| | | | / / | (_| | (__| | | | |_| |_| | \/ \__,_|\___|_|_|_|\__|\__, | |___/ S T A G E 5 .-------------------------------------------------------------------------. | How to unlock: Achieve a B-rank or higher on the "Ancient Ruins" stage | '-------------------------------------------------------------------------' --- Berserker's Best Scores --- - Solo w/Chris S.T.A.R.S.: 258,697 - --- Duo w/Chris S.T.A.R.S.: 601,755 (Xbox LIVE) --- -- Normal Enemy Points List .---------------------------------. | ENEMY TYPE | POINT AMOUNT | |=================================| | Majini (Base) = 400 | | Licker Beta = 900 | | Duvalia = 900 | | Chicken = 2,000 | '---------------------------------' -------- OVERVIEW -------- Wow, no boss enemies? How fantastic! This stage is going to be like a walk in park, eh? Come back at me with your answer once you've played this stage at least one time on duo mode with its higher difficulty. It's more like a walk in Alone in the Dark's Central Park location. To put it simply, this stage is the embodiment of pure hate. The enemies on this stage will chase the player down with intense aggression like that player stole their copy of the RE5 Collector's Edition. I sure as hell would chase you down with a stun rod if you had intentions to steal mine and they will too. The Base Majini here will show no mercy at their attempt to hit a player with their stun rods and they will gang up frequently. They sometimes toss stun grenades and pipe bombs (grenades) at times. Some of them will expand and blow up, some of them will change into Duvalias and some of them have grenades strapped to their chest just begging for a player to hit them from close range so they might take damage from the player with their kamikaze explosion. Some of them also have head, body and leg armor that is impenetrable without the use of an explosive or magnum. A few Base Majini will camp out in high areas or long range distances and aim toward a player with their rocket launchers then fire. A rocket launcher hit will cause a player to go into immediate dying status when it hits, so finding their location is of the utmost importance when fighting the enemy waves. Not only will a player have to put up with some extremely aggressive Base Majini, but the enemy variety will suddenly begin to change dramatically once so many Base Majini are finished off. Licker Betas will move into the area and attack the player in intense numbers. Thankfully, they are not as strong as the Licker Betas in story mode, but they are still every bit as aggressive. The enemy variety will eventually change back to the usual Base Majini once enough Lickers have been taken down however. ---- MAPS ---- ** IMPORTANT NOTE ABOUT EXPERIMENTAL FACILITY MAPS ** The 3F-2F maps showcase all floors with 3F and 2F overlapping the bottom floors. The top platform and staircase at the very top of 2F are covered by the top room of 3F, so again, the 2F platform in question is covered a bit by the topmost room of 3F. --> Time Bonus and Combo Bonus Locations 1F-B1F http://img341.imageshack.us/img341/424/experimentalfacility1fby.jpg 3F-2F http://img221.imageshack.us/img221/8550/experimentalfacility3f2.jpg Visit the Time Bonus list and Combo Bonus list for an in-depth description of each time and combo bonus. --> Item Locations 1F-B1F http://img341.imageshack.us/img341/1745/experimentalfacility1fbp.jpg 3F-2F http://img341.imageshack.us/img341/6726/experimentalfacility3f2p.jpg Visit the Item and Breakable Object list for an in-depth description of the location on the map. The 3F-2F map includes the chicken also. --> Areas (for enemy spawning) 1F-B1F http://img221.imageshack.us/img221/9716/experimentalfacility1fb.jpg 3F-2F http://img341.imageshack.us/img341/8550/experimentalfacility3f2.jpg These should be used when examining the Enemy list below. --> Enemy Spawn Points 1F-B1F http://img341.imageshack.us/img341/9421/experimentalfacility1fbs.jpg 3F-2F http://img514.imageshack.us/img514/5531/experimentalfacility3f2m.jpg These should be used when examining the Enemy list below. Normal Enemy Spawn Points are where Base Majini will spawn from and the Licker Spawn Points found below the walkways are where Licker Betas will spawn from once enough Base Majini have been defeated. Licker Spawn points are always in the shape of a tunnel entrance below a platform. The Lickers climb along the side of the wall as they move out of the tunnel when they enter the area. --> Blank Map (For the gamer that wants to make his/her own location listings) 1F-B1F http://img341.imageshack.us/img341/9716/experimentalfacility1fb.jpg 3F-2F http://img514.imageshack.us/img514/8550/experimentalfacility3f2.jpg These should be used if you want to label everything yourself. --> Sephirosuy's Experimental Facility Map on GameFAQs http://www.gamefaqs.com/console/ps3/file/929198/56579 --------------- STARTING POINTS --------------- -- Starting Point 1 On the far west side of the top floor on the third floor. The player will face the top of a ladder to the east upon starting. -- Starting Point 2 On far southeast side of the very bottom floor on the B1 floor. The player will face the stairs to the west upon starting. --------------- TIME BONUS LIST --------------- --> TOTAL EXTRA TIME = 7 MINUTES [ ] Time Bonus 1 Extra Time: +30 seconds Location: Right in front of the elevator shaft on the third floor. The elevator shaft is on the south side. [ ] Time Bonus 2 Extra Time: +60 seconds Location: Near the very end of the third floor hallway that has a ladder that leads down to the second floor. [ ] Time Bonus 3 Extra Time: +60 seconds Location: While moving down the stairs on the second floor, this will be near the bottom of the stairs. [ ] Time Bonus 4 Extra Time: +60 seconds Location: On a raised platform in the south center portion of the first floor. There are two hand grenade pickups on the control panel behind this time bonus. [ ] Time Bonus 5 Extra Time: +60 seconds Location: Directly in front of the elevator shaft on the first floor. The elevator shaft is on the east platform on the first floor. [ ] Time Bonus 6 Extra Time: +60 seconds Location: In the middle of the spike trap on the first floor. the spike trap is to the north. [ ] Time Bonus 7 Extra Time: +90 seconds Location: On the very bottom floor of B1 near the southeast wall. There are some oil canisters nearby. ---------------- COMBO BONUS LIST ---------------- [ ] Combo Bonus 1 In the very top room of the third floor. This is lying on the southwest side. [ ] Combo Bonus 2 On the raised platform off to the east on the bottom portion below the stairs on the second floor. [ ] Combo Bonus 3 Midways down the long ramp on the first floor that leads to the spike trap, this will be on the east side in the middle of that ramp. [ ] Combo Bonus 4 After stepping onto the B1 floor shortly after dropping down the ladder, look off to the left when stepping onto the platform with the stairs that leads down to the very bottom floor to see this in the northwest corner. --------- ITEM LIST --------- [ ] Tall Crate Lying to the side of combo bonus 1 in the top room on the third floor. [ ] Green Herb Lying on the second floor platform with the red flowers at the top of the second floor. This is on the west side of the flowers. [ ] Proximity Bomb (x2) Propped up against the west side of the platform that is below the stairs on the second floor. The two of these are not directly near each other but close enough to list them together. [ ] Tall Crate (x2) Near the top of the stairs that lead down to the bottom portion of the second floor. [ ] Tall Crate (x2) On the raised platform off to the east on the bottom portion below the stairs on the second floor. [ ] Hand Grenade (x2) Lying along the control panel on the raised platform where time bonus 4 is while on the south side of the first floor. [ ] Tall Crate (x2) On the big east platform along the first floor. This is lying across from the side of the first floor elevator shaft and time bonus 5. [ ] Incendiary Grenades (x2) On the north small platform that can be leaped over to. This platform is to the east of the spike trap on the first floor. The spike trap is in the north. [ ] Red Herb Lying along the southwest wall in the spike trap that is on the north side of the first floor. [ ] Green Herb Right before reaching the very bottom floor on B1, this will be on the platform above the stairs that leads to that floor, along the southwest corner. ---------- CHICKEN(S) ---------- [ ] Chicken The chicken will start out near the third floor elevator and move around the room with the two railings below the ladder of the first starting point. ---------- ENEMY LIST ---------- NOTE: All enemies listed below are based on enemies that actually spawn in the stage. Some enemies are already present from the beginning so the amount of enemies listed below will not add up to the total amount of 150 enemies. The chicken(s) in each stage count(s) as an enemy also. -- Base Majini (x30) Spawning Condition: Spawns when a player is in Area A. Max Number in stage at once: 10 Item Drop: Random -- Base Majini (x30) Spawning Condition: Spawns when a player is in Area B. Max Number in stage at once: 10 Item Drop: Random -- Licker Beta (x30) Spawning Condition: Spawns when a player is in Area A. Max Number in stage at once: 12 Item Drop: Random -- Licker Beta (x42) Spawning Condition: Spawns when a player is in Area D. Max Number in stage at once: 11 Item Drop: Random -- Rocket Launcher Majini 1 Spawning Condition: Spawns when a player has defeated 10 or more enemies. Max Number in stage at once: 1 Item Drop: Green Herb -- Rocket Launcher Majini 2 Spawning Condition: Spawns when a player has defeated 30 or more enemies and Rocket Launcher Majini 1 has been defeated. Max Number in stage at once: 1 Item Drop: Green Herb -- Rocket Launcher Majini 3 Spawning Condition: Spawns when a player has defeated 40 or more enemies and Rocket Launcher Majini 2 has been defeated. Max Number in stage at once: 1 Item Drop: Green Herb -- Rocket Launcher Majini 4 & 5 Spawning Condition: Spawns when a player has defeated 60 or more enemies and Rocket Launcher Majini 3 has been defeated. Max Number in stage at once: 2 Item Drop: Green Herb -- Rocket Launcher Majini 6 & 7 Spawning Condition: Spawns when a player has defeated 70 or more enemies and Rocket Launcher Majini 4 & 5 have been defeated. Max Number in stage at once: 2 Item Drop: Green Herb -- Rocket Launcher Majini 8 & 9 Spawning Condition: Spawns when a player has defeated 80 or more enemies and Rocket Launcher Majini 6 & 7 have been defeated. Max Number in stage at once: 2 Item Drop: Green Herb --------- AREA LIST --------- There are two areas total for the Experimental Facility stage: -- Area A Area A covers all of 2F and 3F. 1F is covered up to the extreme north and south portions. In the north, starting with the south portion of the spike trap all the way to the north and in the south, starting from the near mid- portion of the railing all the way to the south, this area does not cover any of those regions. -- Area B Area B covers all of B1F and 1F. ------------------------- SINGLE PLAYER WALKTHROUGH ------------------------- For this stage, a player can really run and break all the time bonuses then fight the enemies or fight the enemies along the way while breaking time bonuses. The enemy assortment gets increasingly tough as enemies are killed, so fighting along the way can be a bad move. It's really good to quickly grab a combo bonus when the Lickers begin to appear in the stage since they are so incredibly numerous. Combo bonus 4 is one of the best combo bonuses to stand near and collect when the Licker Betas begin to appear since your character will be up on a raised platform that the Lickers will need to jump on in order to reach the character. --> FROM THE 3F STARTING POINT Break the time bonuses in the following order: Time Bonus Order: 1, 2, 3, 4, 5, 6, 7 --> FROM THE B1F STARTING POINT Break the time bonuses in the following order: Time Bonus Order: 7, 6, 5, 4, 3, 2, 1 --> THE AGGRESSIVE BASE MAJINI On this stage, you will learn just how aggressive a Base Majini group can get. Even single Base Majini can be a problem at times. They come equipped with stun rods, pipe bombs (grenades), flash grenades and rocket launchers. They like to toss pipe bombs from the higher floors when your character is on the lower floor, so always listen for the clanging noise of the pipe bombs and move away from that area quickly. The most common Base Majini on this stage will carry stun rods and they will get under your skin so bad at times that you'll want to punch a department store Santa. The Base Majini with stun rods get so aggressive at times that simply running from one and then turning to fire at it can be dangerous since the Base Majini might be right up in your face preparing to hit your character with the stun rod the moment that your character turns around. You don't always want to turn around and shoot however, since some of the Base Majini have grenades strapped to their chests and shooting the grenades will cause them to instantly explode and damage your character if the character is near the explosion. This can be used to your advantage to defeat several Base Majini at once however. You really have to be ready for these enemies by equipping a weapon that will get them off of your character quick whenever they surround your character. Just about any weapon can do the job really. With a handgun, you'll need to shoot them in the head, arms or legs then quickly perform a melee. Your character has to be just as aggressive as they will be. Some of the Base Majini will have heavy armor, so you'll need to quickly shoot an unarmored portion or take out a magnum then shoot through their armor. Shotguns can work good at knocking them away from your current area as well. Collect flash grenades when they are found since some of the Base Majini will mutate into Duvalias and a Duvalia among a group of super aggressive Base Majini can make quite a frustrating pair. Whenever a green laser suddenly appears on your character that means that a Base Majini with a rocket launcher is standing in the nearby area and is about to fire a rocket. Whenever you see a green laser in the area, your character needs to stop everything and move out of the way. Find the rocket launcher Majini quickly and dispose of them. They like to stand in groups of two in one area then only move to adjust their aim when your character moves. Shoot them with a magnum from long range if you have to or run up close to them and shoot them once in the legs to stun them then run up and perform a melee. They will lean their body back for their leg stun melee animation rather than falling to their knees. They cannot be stunned while they reload their rocket launcher so a character must wait for them to finish before they can be stunned again. These enemies can actually shoot from another floor at times, so watch for the green laser and react quickly by running away or entering into some type of invincibility animation (pick up an item, perform a melee, etc.) to avoid the rocket. --> INVINCIBILITY AND RELOADING THROUGH THE INVENTORY MENU It is very important to take advantage of invincibility animations while in this stage. Performing melee attacks will render your character invincible and picking up an item will give your character some slight invincibility. When a Base Majini fires a rocket, a player can actually pick up an item once the rocket fire is heard and avoid the rocket with this clever exploit. Climbing ladders and falling from platforms will give your character invincibility as well and all of this is so incredibly useful. You NEED to reload through the inventory during this stage. Quickly pull up the inventory during a melee attack or while climbing a ladder then combine the ammo with its corresponding gun. Reloading out in the open on this stage is so very risky on this stage and your character will get hit eventually while doing so if you choose to trigger a reload animation. --> ENTER THE LICKER BETAS Once a good majority of Base Majini have been defeated a few Licker Betas will begin to enter the area. And they will continue to enter and enter and enter. These enemies can get even more numerous than the Base Majini and are more dangerous. Do not let your character get surrounded by these enemies along a walkway or they will tear that character up quickly. It's best to find a raised platform and get up on it when surrounded by Lickers, such as the platform with the hand grenade pickups and time bonus 4 or the platform at the bottom of the stairs on the second floor. Climb on top of the platform and fire at the Lickers from the safety of the platform. They can get up on the platform, but they will have to jump on it. They can be shot with just about any weapon since they are weaker than story mode Licker Betas. Magnums, grenade launchers with acid rounds, explosive rounds or nitrogen rounds, shotguns, rifles, machine guns, or even a basic handgun (from long range) will work. If a Licker Beta ever gets your character in a tongue impale or tongue grab then you'll have to take the full damage from the entire grab animation in single player mode. The impale from the front takes half of your character's health and the tongue strangle from the back takes a little less. If a Licker ever tries to pin your character then your character better move out of the way or perform the counter attack command displayed on the on-screen command because if a Licker Beta pins a character in single player mode then "You Are Dead", plain and simple because there is not a partner to knock the Licker Beta off in single player. In Duo play, a partner can save a character from both of the Licker restraints mentioned above. Saving a character from a Licker pin down can be tricky however. There are times where the partner assist melee will hit the Licker while it is on top of the character, but the melee will not knock off the Licker; this happens when a Licker Beta is undamaged. The partner assist melee HAS TO KILL the Licker Beta while it is on top of a partner in order for it to free the partner. Two partner assist melees will usually kill it but you risk your partner's death if it doesn't. For this reason, I highly recommend shooting the Licker Beta off of your partner. Whenever a partner is pinned to the floor by a Licker, quickly hold down the partner lock-on button then aim and fire; a player might have to adjust aiming upward a bit depending on the weapon that is fired. When a Licker tongue impales a partner, the other player DOES NOT have to use the partner assist action in order to end the grapple. The tongue portion of the Licker can actually be shot off the player. Quickly hold down the partner lock-on button then shoot toward the player to most likely hit the Licker's tongue and save the player without the need of a partner assist melee knife slash. Other than the tongue shot, a player can shoot the Licker that is impaling the other character or perform the knife slash partner assist melee to stop the grapple. The tongue grapple can be just as deadly as the pin down since it will quickly drain life well into the dying status life portion and kill the player off quickly after dying status is activated. While fighting Licker Betas, rocket launcher Majini might be in the area, so if you ever see a green laser, then your character will have to risk everything and move out of the way, sometimes even moving off the platform that your character might be on while fighting Licker Betas. The second floor platform provides a slight wall of support from the side with the staircase so the character can hide behind the wall to avoid rockets. --> IT'S A TRAP! Seriously, this stage is one big trap. Its full of hidden explosive barrels along with a few oil canisters. It also has a transformer on B1F and a spike trap on the north side of 1F. All of these traps can be used to a player's advantage or they can make the stage even harder (if an enemy pipe bomb goes off near an explosive barrel, etc). Let's take a look at the hidden explosive barrels. A player should know the location of each of these, so I will list them below from the starting position of the 3F starting point: --> THIRD FLOOR HAZARDS - Explosive Barrels a) On the far southeast side below the grated portion of the floor of the top room of the third floor. b) Above the fenced ceiling in the hallway with time bonus 2. It's to the north after falling down the ladder. --> SECOND FLOOR HAZARDS - Oil Canisters On the top platform with the red flowers. This is to the right after falling from the ladder on 3F. --> FIRST FLOOR HAZARDS - Explosive Barrels a) Under the floor of the south platform along the east side of that platform. b) Under the floor of the east platform along the north side of that platform. c) Under the floor of the north platform with the spike trap on the east side of that platform. - Spike Trap On the north side of the first floor. Stand on the west side of the spike caged portion of the spike trap and you'll get a "Kick" command. Initiate the command to kick the button and set off the trap. --> B1 FLOOR HAZARDS - Transformer In the middle of the platform that is right below the ladder that leads to the first floor. - Explosive Barrel Under the floor on the west side of the bottom platform where time bonus 7 is located. - Oil Canisters On the bottom platform to the left of time bonus 7. It's basically in the middle of the platform. --> USING THE TRAPS TO YOUR ADVANTAGE Now that you know the location of each trap, while being followed by a big crowd, try shooting the hazardous objects while standing away from them. The explosive barrels can easily get rid of any crowd of Lickers or Base Majini that are following your character. The oil canisters can provide a good distraction for a group so that your character can get away or have time to retaliate. The transformer isn't really too useful, but it can stun a group for a short while. One main factor that can help a player achieve a high score or simply get rid of a tough enemy is the spike trap on the north portion of the first floor. I deem this contraption as the perfect "Asshole Killer". Whenever an annoying enemy such as a group of Base Majini, a Duvalia or a group of Licker Betas enter the trap, run to the west side and "Kick" the button on that side to instantly kill off anything inside of the trap. If you're playing duo and your partner is inside the trap when it is set off, then that partner will go into dying status, so make sure that your partner is not inside the trap when setting it off. Any of the enemies fought in this stage can be lead into the trap from any direction, preferably from the south or east. Once they are lured inside, make a break for the button on the west side then kick it to kill all of the enemies inside. Sometimes enemies will actually move through the cage while your character stands near the button. --> SIDESTEP AND BACK UP The absolute most important tip I can give you for this stage besides using constant melees to render yourself invincible is to constantly sidestep and back up while fighting enemies. A player should be constantly backing up or running forward while fighting Base Majini. Backing up can help to avoid a stun rod hit. If a Base Majini ever dashes at your character to hit the character with a stun rod then run at it and get behind it then quick turn back toward it and shoot it as it recover from stun rod swipe. If they ever group up then try to stun one for a melee attack and then quickly perform that melee attack or run away. Base Majini with rocket launchers have limited aiming; once they begin to aim while their green laser appears, they will only fire in that one direction for that shot, so a player can simply sidestep the rocket. It is imperative to know this while at a distance from one. A player can be right next to one as it aim and completely circle the rocket launcher Majini and the Majini will continue to aim in the same direction. They have a real fast rocket launcher swing when they aren't aiming however, so shoot them quick while in close range when they are not aiming. They have to be hit a few times in order to stun them. Head stuns are much easier to get than leg stuns, but leg stuns will allow a player to run behind them and perform an instant kill melee. With the Licker Betas, a player needs to learn to sidestep their tongue impale. If a Licker ever stands still and quickly throws back its head, quickly step to the side to avoid its tongue impale. A player has to be careful since this grab move has quite a range from mid-distance. It's best not to stand in one area as Lickers approach since they can so easily tongue impale or pin a player to a catwalk floor. They will attack with an upward slash almost instantly while in close range and they attack with a mid range lunge rather quick as well so always shoot them quick as they approach. A player needs to always be ready to press the action and run button together to counter their pin down grab. The move can be run avoided by stepping out of range also. --> BATTLE SUIT JILL, TRIBAL SHEVA, STARS CHRIS, and STARS WESKER Battle Suit Jill is probably the ultimate choice for this stage. She can handle Base Majini by tripping them with her VZ61 and then perform her Double Knee Drop on them. When the Lickers begin to appear, she can use her PSG-1 rifle to shoot at them from a distance. Each rifle shot from her PSG-1 will kill off a Licker so long as it hits their front portion. From the back, they sometimes take two rifle shots. Jill can actually stand on the ramp along the first floor and shoot the Lickers on the B1 level as they spawn. Collect as much rifle ammo as possible before the Lickers appear in order to have enough for their vast number. Tribal Sheva is a very good choice for this stage because of her bow that kills just about any enemy on this stage in one hit. She also has nitrogen rounds which can be used to freeze a whole group of Base Majini or Licker Betas. Sheva can get up on a raised platform whenever the Lickers appear then easily shoot arrows down on them and chain kills rather easily. It's really best to save her nitrogen rounds for Base Majini. Wait for Base Majini to mount up on her then shoot them all with nitrogen round and shatter them with a Roundhouse for some melee kills. In solo mode, many top ranking players actually allow Base Majini to gather while Sheva gets hit so that more will be frozen when she shoots. This is a very good strategy for building time through melee kills. STARS Chris is another good choice for this stage since he carries a grenade launcher and a magnum, which are both good weapons for Licker Betas, and he has the potential for some good melee kill setups with his machine gun. His instant kill Neck Breaker, Uppercut and ground Stomp will be his best assets for melee kills. A Chris player might be able to find both explosive rounds and acid rounds which will help out for groups of Lickers and his magnum can pierce right through multiple Lickers that stand in a row for multiple kills with one shot. His starting electric rounds can be good for Duvalias, but a player will have to spam a Duvalia with up to four electric rounds to kill it off. It's best to discard the electric rounds once another grenade type ammo is found. It takes three hits to finish off a Licker with electric rounds, but electric rounds are very good for stunning crowds of Lickers in place, though explosive and acid rounds are still your best bet for quick kills on Lickers. Chris can always shoot a Duvalia's legs with a machine gun or magnum then take out the magnum and shoot it in its mount to kill it off if electric rounds are discarded early. If Chris can find nitrogen rounds, save them for Base Majini and shoot a nitrogen round at a group then shatter them with his Straight punch melee for some quick melee kills. STARS Wesker is a good choice in this stage mainly because he can melee kill Lickers often. He has a hard time against Base Majini thanks to the helmet armor and a bad hit detection for head stuns dealing with Base Majini. You'll mainly want to attempt handgun shot leg stuns then run behind and Mustang Kick the Base Majini for a one hit stun or perform Wesker's Tiger Uppercut for a two hit stun. Shoot rocket launcher Majini in the legs twice then perform Wesker's Tiger Uppercut to finish them off. Come Licker time, a Wesker STARS player can use a combination of his handgun, random incendiary grenade drops and his dash to melee kill Lickers. Two handgun shots followed by a dash will instantly kill a Licker for a melee kill. An incendiary grenade followed by two dash hits has the potential to kill off multiple Lickers. These methods are very dangerous however because of the loss of life that a Wesker player will get from performing so many dashes, so the player must constantly use green herbs that lie around the stage and green herbs from rocket launcher Majini to heal for more dashes. A STARS Wesker player can also take advantage of Wesker's Hydra and magnum for killing off Lickers quickly to keep the current combo chain. If you're going to melee kill Lickers then you'll need more handgun ammo than anything, so discarding the other two weapons when the Lickers appear might be a good idea. Wesker can kill off any Licker with three handgun shots, so he can still keep a chain going at the spur of the moment if needed. --> CHICKEN EGG GLITCH If the Chicken is killed while it is in the elevator, it will not leave behind it's usual gold egg item. If the chicken dies outside of the elevator and happens to fall over into the elevator during it's dying animation then it will not drop the egg either. --> BASE MAJINI HEAD STUN HIT DETECTION When a Base Majini is shot in the head, a head stun is not always guaranteed like head stuns with other Majini types. Base Majini will sometimes simply flinch a bit instead of performing a head stun animation. This can severly screw up Wesker's melee game, so with STARS Wesker it is always best to attempt his leg stun melee kills instead of trying for his head stun + Cobra Strike melee kill. --> TIME BONUS GLITCH After hitting the first time bonus in Experimental Facility, if you watch the clock at the top of the screen, two seconds will be lost automatically shortly after hitting the time bonus. As far as I know, there is no way to avoid this glitch. It happens no matter how long you wait to hit a time bonus and no matter which time bonus is hit first. -------------------- DUO MODE WALKTHROUGH -------------------- Although I mention that the kill streak is not as important as melee kills for many other stages, with the Experimental Facility, maintaining a high kill streak is just as beneficial as melee kills. Thanks to the Licker Beta enemies, a player cannot simply melee kill often to reach a high score. Both players must be extremely aggressive when dealing with both the Base Majini and the Licker Betas. Whenever a Base Majini is right up in a player's face, that player should immediately fire a weapon to stun the Base Majini. Their stun rod attacks have very little warning so you must hit them quick to avoid getting hit yourself. It's best to aim for the legs of a Majini to avoid blasting their grenade straps. If they wear armor on the legs then aim for their exposed feet when attempting a leg stun. The back of their legs are unarmored also. Whenever a player hears a "clang, clang, clang" of a pipe bomb explosive that a Base Majini will throw, move immediately or perform some type of melee to a Majini if the Majini is stunned to avoid the explosion. It is so very important that a player listen for the pipe bombs' sound effects in order to avoid the oncoming explosion. Base Majini will toss pipe bombs from the upper floors and they will sometimes stand on the ledge of the spawn point and toss them down at players. ************* SAFE STRATEGY ************* NOTE: You won't score as high with this first strategy. Look below this strategy to see a better method for scoring higher. --> STARTING POINT 1 PLAYER The player that starts on the upper floor of the Experimental Facility should go ahead and grab COMBO BONUS 1 and then hop down to the next floor below the ladder. Be sure to find the chicken and defeat it quickly. This chicken can get away rather easily and he can be a pain to find if he jumps down to the lower floors. NOTE: DO NOT kill the chicken if it moves into the elevator or it will NOT drop it's gold egg item. Kill off the Base Majini in the room below the ladder. The spawn point from the upper room and the nearby spawn point will give a player enough enemies to kill for quite some time. If the enemies ever start to pile up then hop over the railings and stand on the other side of them to make the Base Majini hop over the railings as well. They move over the railings much slower than your character though, to which you can take advantage of by attacking them as they try to move over the railing while following your character. The first fully armored Majini in the upper floor room will always spawn a Duvalia upon being hit multiple times, so if you have a character with an instant kill melee then quickly shoot him in the leg for a hopeful leg stun or trip then finish him off with a ground melee or instant kill head crush ground melee from his head portion. One trick for avoiding the Duvalia spawning is to hit the Majini once (try for a leg stun) then trick it into hopping over a railing or jumping off the nearby ladder next to time bonus 2. As long as it is in the middle of hopping over a railing or jumping then the Majini will die and not form a Duvalia. A rocket launcher Majini will drop from the ladder of the top floor room, so be prepared to fight him off; try to stun him then run behind him and get an instant kill melee on him. The player should leave the top floor once the enemies stop appearing as much. Break TIME BONUS 1 and TIME BONUS 2 before leaving. Whether you take the elevator down to 1F or take the ramps along 2F is up to you. Taking the elevator can possibly ruin the kill streak. Along the way down to 2F you'll run into several Base Majini and possibly a few rocket launcher Majini, so be very careful while attempting to take that route. Break Time Bonus 3 on the way down the stairs if you take that route. If the elevator is taken then don't worry about Time Bonus 3 since both players will have to move up to the second floor again anyway. Meet up with your partner on 1F. --> STARTING POINT 2 PLAYER The player on the bottom floor will start out right near TIME BONUS 7, so break it immediately. Base Majini will start to spawn up the stairs, so rush up the stairs and start killing them with melee kills if possible. The partner on the floor above will likely grab Combo Bonus 1, so don't grab COMBO BONUS 4 immediately. Be sure to pick up the green herb in the corner of the platform above the stairs. Use the middle transformer on the top platform to shock groups of Base Majini if they ever start to pile up. If Base Majini are still in the immediate area for you to kill then wait around for the combo bonus meter to stop from Combo Bonus 1 then quickly grab COMBO BONUS 2. Kill off the Base Majini until the combo bonus expires then climb the ladder. Quickly rush to the spike trap on the first floor then break TIME BONUS 6 and pick up the red herb inside the trap and combine it with the green herb that was picked up earlier. Hop across the small platforms then break TIME BONUS 5 while near the elevator shaft. Move up the ramp then step onto the platform with TIME BONUS 4 and break it. It might be best to stay below the time bonus platform and kill off Base Majini for a while then break it afterward. The partner from the top floor should be arriving shortly, hopefully. --> MEETING ON 1F Both players should meet on the south platform of the first floor. Fight off the Base Majini until Lickers start to appear. Both players should step onto the middle ramp that stretches across the first floor. Stay in the middle of the ramp for the most part since no Licker spawn points are nearby. Pick up COMBO BONUS 3 once the Lickers start to mount up. A character with a rifle should fire at the Lickers to the north on the walkway and fire down at the Lickers as they spawn from the B1F spawn point since the character can easily see them off the side of the ramp. The other player should watch the partners back by killing any Lickers that step onto the south platform. Lickers will exit the spawn point below the south platform and the east platform. They will move up the ramp from the east occasionally. A player can easily shoot the Lickers as they exit from the spawn point below the south platform while standing on the ramp. The Lickers will not mount up as much on the north platform, so the character that faces south will not have to worry about them as much, but that character should keep an extremely sharp eye out for the Base Majini with rocket launchers that enter the area from the northwest corridor. Whether you rush toward them and attempt melee kills to them or shoot them from a distance is up to you. Melee kills are much better for the extra time bonus that they give, but they'll cause your character to leave the other player behind while potential Lickers will come after your character or the other character from the south platform. Be sure to collect the green herbs from the dying rocket launcher Majini and combine them to save inventory space. Share the green herbs with the partner. The green herbs will be beneficial for the top floors. Now comes the hardest part of keeping a kill streak. Once the Lickers begins to stop coming. The partner without the rifle should immediately run along the northwest corridor and climb the ladder since one player needs to get to the second floor in order to make the next wave of Base Majini spawn. The players must separate and the player that moves to the second floor must keep the kill streak active while the partner on the first floor kills off the remaining Lickers then comes to join the partner. --> MEETING ON 2F Once both players meet on the second floor, a swarm of Base Majini will attack followed by several Lickers. The Lickers will mainly spawn from the top platforms so staying on the staircase during their arrival is the best way to fight them off since there are no spawn points there. Pick up COMBO BONUS 2 while fighting the Base Majini or the Lickers. Two proximity bombs lie along the bottom platform and they should be placed near the very bottom of the stairs and the middle of the stairs in order to provide a failsafe plan in case the Lickers from the bottom floor spawn point ever try to sneak up on the characters. One player should focus on killing the Lickers that spawn from the top floor spawn points while the other focuses on both. Its very beneficial for both characters to turn their attention toward the top floor since the Lickers may sometimes mount up greatly. The Lickers that appear on the bottom floor will not be in that great of number from the single spawn point below but they should not be left without attention. Setting proximity bombs can help out extremely well for when a player must turn attention toward the top floor. Listen for the bomb to go off then quickly turn your attention back toward the bottom floor. --> AN ALTERNATE METHOD The positioning of the areas (or regions) for this stage make it to where players must step between the first floor and second floor in order to make enemies spawn. Players can actually meet up on the second floor and fight off the Base Majini and Lickers from that floor then move to the first floor once the enemies stop appearing. Both ways a player will have to leave the other behind for a while in order to maintain a kill streak. How well each player can maintain existence by themselves plays a major role in scoring high on this stage. Fighting Lickers alone is extremely risky but it's a risk that one player must take in order to maintain a kill streak in between floors. When meeting up on the second floor to fight the first few enemy waves, the rocket launcher Majini will spawn from the Majini spawn point on the platform below the stairs. The players will be able to distance themselves more from the oncoming Licker Betas thanks to a longer staircase, but the rocket launcher Majini will remain on the bottom platform and will aim up toward the stairs. A player will need to stay on the bottom platform if the team wants to melee kill the rocket launcher Majini. Be sure to watch the Licker spawn point below the platform if you choose to stay behind. As mentioned above, proximity bombs should be placed on the staircase to help out the player that moves along the stairs. Whichever way the stage is approached, the rocket launcher Majini will only appear during the first few enemy waves. When the players move onto the next floor, they will only have to fight normal Base Majini and Licker Betas without having to worry about the rocket launcher Majini. ************************************************************** "NOT SO SAFE YET YOU'LL LIKELY SCORE HIGHER THIS WAY" STRATEGY ************************************************************** In order to get a higher score for this stage and eliminate the time it takes to meet up, both players should NOT meet up until ALL of enemies on either the first floor or the second floor are all gone. Basically one player should stay on the first floor and one player should stay on the second floor. The player on the second floor is likely to run out of enemies to kill before the stage ends, so that player should rush down to the first floor to help out the other player if needed. This method is VERY dangerous and should be only be used by experienced players. If a player gets pinned by a Licker or enters dying status at any time then the other player will not be able to save that character most likely. If the player does manage to get to the character then the stage kill streak will definitely be screwed up and much time will be taken in getting to the dying character, so it is really best to restart when a character is about to be killed off. The player on the first floor should stay in the middle of the ramp that stretches down to the spike trap once the Lickers start to appear and the player on the second floor should stay either below the stairs or in about the mid portion of the stairs. This player will have to keep a constant watch on both ends of the ramp. The player on the first floor can also look to the B1 level if the kill streak is ever dying and quickly shoot a Licker as it spawns from the B1 level. The Lickers will spawn from several spawn points for the player on the first floor. To the south, the player will have to keep a close watch on the Lickers that spawn near the elevator and the Lickers that spawn from below the platform next to the long corridor. The second player will have to face off against rocket launcher Majini which will spawn from the spawn point below the stairs and above the stairs. The Lickers will spawn from the third flooor and second floor spawn points. Be sure to watch for green lasers to know when they are aiming at your character then quickly move out of the path of the green lasers. If this player stands on the stairs then rocket launcher Majni will move out of the spawn points below the stairs most of the time. The player is literally going to have to step in between lasers and Lickers at some points, so this battle can get quite intense. It can be a good idea to set up proximity bombs on the lower portion of the stairs to keep the Lickers busy while this player focuses on the Lickers from the top. You might even want to consider placing proximity bombs below the Base Majini spawn point below the stairs so that the rocket launcher Majini hop down onto them. If your character can melee kill however, then try to shoot them in the legs before they fire then go for an instant kill melee for some bonus seconds. -------------------------------- EXPERIMENTAL FACILITY DUO VIDEOS -------------------------------- --> Seitengrate (STARS Wesker) and Berserker Kev (STARS Chris) Score: 544,081 Part 1 - http://www.youtube.com/watch?v=PWZNvUZTE4g Part 2 - http://www.youtube.com/watch?v=rthORh10its --> Masuo0 (STARS Wesker) and kurono-K (STARS Chris) Score: 722,106 http://www.youtube.com/watch?v=holY1VRMsAc _ _ _ _ [ST06] /\/\ (_)___ ___(_) | ___ /_\ _ __ ___ __ _ / \| / __/ __| | |/ _ \ //_\\| '__/ _ \/ _` | / /\/\ \ \__ \__ \ | | __/ / _ \ | | __/ (_| | \/ \/_|___/___/_|_|\___| \_/ \_/_| \___|\__,_| S T A G E 6 .--------------------------------------------------. | How to unlock: Achieve a B-rank or higher on the | | "Experimental Facility" stage | '--------------------------------------------------' --- Berserker's Best Scores --- - Solo w/Chris S.T.A.R.S.: 407,329 - --- Duo w/Chris S.T.A.R.S.: 878,219 (Xbox LIVE) --- -- Normal Enemy Points List -- Boss Enemy Points List .---------------------------------. .-----------------------------------------. | ENEMY TYPE | POINT AMOUNT | | ENEMY TYPE | POINT AMOUNT | |=================================| |=========================================| | Majini (Town) = 300 | | Gatling Gun Majini = 10,000 | | Cephalo = 800 | '-----------------------------------------' | Chicken = 2,000 | '---------------------------------' -------- OVERVIEW -------- Missile Area brings together both Missile Areas from the main game of Resident Evil 5 and combines them both into one full stage. Missile Area is quite a large stage and it has several ladders and dropoffs that can be used as shortcuts. A player needs to fully memorize all of the hidden ladders strewn throughout the area to quickly reach top or bottom floors quickly in order to make the most out of each run. Town Majini are the main enemies for this stage. Many more of them come equipped with dynamite when compared to the Town Majini in the Mines stage. It's uncommon to fight a group of Majini in this stage without at least one dynamite carrier among them. A player really needs to watch the character's current area when fighting a group of Majini since a dynamite explosive can so easily land right near a character from seemingly out of nowhere. The boss enemy for this area is the Gatling Gun Majini. His biggest threat is his incredibly long range that he shoot his gatling gun from. From up close, his threat level is basically cut in half unless fought among a big group of Town Majini. Any explosive or extremely powerful weapon will quickly stun the Gatling Gun Majini to where a player can easily focus on damaging him with intense gunfire followed by a melee attack. -------- MAP LIST -------- --> Time Bonus and Combo Bonus Locations http://img401.imageshack.us/img401/342/missileareatimeandcombo.jpg Visit the Time Bonus list and Combo Bonus list for an in-depth description of each time and combo bonus. --> Item Locations http://img401.imageshack.us/img401/8381/missileareaitems.jpg Visit the Item and Breakable Object list for an in-depth description of the location on the map. The map includes the chicken also. --> Areas (for enemy spawning) http://img223.imageshack.us/img223/8832/missileareaareas.jpg This should be used when examining the Enemy list below. --> Enemy Spawn Points http://img401.imageshack.us/img401/7540/missileareaspawnpoints.jpg This should be used when examining the Enemy list below. --> Blank Map (For the gamer that wants to make his/her own location listings) http://img223.imageshack.us/img223/9372/missileareablank.jpg This should be used if you want to label everything yourself. --> Sephirosuy's Missile Area Map on GameFAQs http://www.gamefaqs.com/console/ps3/file/929198/56576 --------------- STARTING POINTS --------------- -- Starting Point 1 On the platform in the northwest that is right beside the west end of the 1F conveyor belt in the north. The player will face east. -- Starting Point 2 In the middle of the southwest office on the south portion of 3F. The player will face north. --------------- TIME BONUS LIST --------------- --> TOTAL EXTRA TIME = 9 MINUTES [ ] Time Bonus 1 Extra Time: +90 seconds Location: In the far northwest portion of the map. In order to reach this time bonus, a character must climb the ladder of the east high walkway that stretches across the conveyor belt on the south end of the 1F conveyor belt in the north. There are two high walkways that stretch over the conveyor belt and a player must climb the one on the east side. [ ] Time Bonus 2 Extra Time: +60 seconds Location: This is at the far east end of the north 1F conveyor belt. It is up under the portion that is covered by the 2F conveyor belt while looking overhead. [ ] Time Bonus 3 Extra Time: +30 seconds Location: Lying on the third floor platform that is reachable by climbing the ladder in the east near time bonus 6 or by climbing the ladder in the northeast, across from the 1F conveyor belt. A player will have to leap over to this platform either way. [ ] Time Bonus 4 Extra Time: +60 seconds Location: Inside the room in the middle east portion of the map on the third floor. The door to this room can be gotten to by climbing the ladder in the east near time bonus 6 or by climbing the ladder in the northeast, across from the 1F conveyor belt. [ ] Time Bonus 5 Extra Time: +30 seconds Location: This time bonus is lying near the end of the 2F conveyor belt that stretches across the middle portion of the area. [ ] Time Bonus 6 Extra Time: +30 seconds Location: Lying among some crates in the east, middle portion of the map. Move down either staircase to the east of time bonus 7 to reach this or drop from the walkway to the east of time bonus 3. [ ] Time Bonus 7 Extra Time: +30 seconds Location: In the west, middle portion of the map to the west of time bonus 6. [ ] Time Bonus 8 Extra Time: +60 seconds Location: In the south portion of the area, look for a shaft with a platform in the middle of it and this will be in the middle of that platform. This shaft is on the west side of the area just to the south of time bonus 7. [ ] Time Bonus 9 Extra Time: +60 seconds Location: Get on the conveyor belt in the far south and move to the far east side of that conveyor belt. This time bonus is in front of the furnace at the end. Be careful not to move too far past it or the character will get killed by the flames of the furnace. [ ] Time Bonus 10 Extra Time: +30 seconds Location: Climb either of the ladders (west or east) just to the north of the south conveyor belt. This time bonus is on the northeast portion of the 3F walkway. [ ] Time Bonus 11 Extra Time: +60 seconds Location: Climb either of the ladders (west or east) just to the north of the south conveyor belt. This time bonus is inside of the control room in the southeast portion of the 3F walkway. ---------------- COMBO BONUS LIST ---------------- [ ] Combo Bonus 1 In the northeast portion of the map, this is lying on a crate next to two flash grenades. It's on a raised platform at the north end of the 2F conveyor belt. [ ] Combo Bonus 2 This is to the west of the first ramp that leads off the 2F conveyor belt. It is on a long set of shelves. [ ] Combo Bonus 3 On a table near the north railing of the south conveyor belt. A player must move down the stairs near the dropoff that leads to the south conveyor belt. This is lying next to a first aid spray pickup. [ ] Combo Bonus 4 This is inside of the office on the 3F walkway along the south side of the area. Climb the ladder on the east or west side to the north of the south conveyor belt to reach the walkway that will lead to this. The office is in the southwest. --------- ITEM LIST --------- [ ] Hand Grenade In the northwest section of the area, lying on a crate along the south side of the 1F conveyor belt. The crate is to the west beside the small staircase. [ ] Proximity Bomb Lying on a crate beside time bonus 1 in the far northwest section of the area. [ ] Flash Grenade (x2) In the far northeast, on the second floor on a crate beside combo bonus 1. [ ] Proximity Bomb Lying on a shelf besides combo bonus 2. This is to the west of the first ramp on the 2F conveyor belt. [ ] Proximity Bomb On a crate inside the east room on the north 3F walkway. This is the same room with time bonus 4. [ ] Incendiary Grenade (x2) On a shelf inside the east room on the north 3F walkway. This is the same room with time bonus 4. [ ] Hand Grenade (x2) On a shelf inside the east room on the north 3F walkway. This is the same room with time bonus 4. [ ] First Aid Spray Lying on a crate in the east portion of 1F near time bonus 6. [ ] Hand Grenade (x2) After moving down the south staircase from time bonus 8, turn around and find the crate with these on it. [ ] First Aid Spray Lying on the table beside combo bonus 4 in the south area, north of the south conveyor belt. [ ] Hand Grenade On a crate off to the north after grabbing the first aid spray pickup near combo bonus 4. This is around the area with the chicken. [ ] Hand Grenade Lying on the controls in the southeast control room on the 3F in the south. [ ] Flash Grenade Lying on the controls in the southeast control room on the 3F in the south. [ ] Green Herb Lying on a counter in the southeast control room on the 3F in the south. ---------- CHICKEN(S) ---------- [ ] Chicken The chicken roams around the southeast portion of the map, just to the north of south conveyor belt by the explosive barrel and the ladder that leads up to the 3F walkway. It sometimes roams to the west of this area. ---------- ENEMY LIST ---------- NOTE: All enemies listed below are based on enemies that actually spawn in the stage. Some enemies are already present from the beginning so the amount of enemies listed below will not add up to the total amount of 150 enemies. The chicken(s) in each stage count(s) as an enemy also. -- Town Majini (x20) Spawning Condition: Spawns when a player is in Area A. Max Number in stage at once: 12 Item Drop: Random -- Town Majini (x25) Spawning Condition: Spawns when a player is in Area B. Max Number in stage at once: 12 Item Drop: Random -- Town Majini (x20) Spawning Condition: Spawns when a player is in Area C. Max Number in stage at once: 12 Item Drop: Random -- Town Majini (x20) Spawning Condition: Spawns when a player is in Area D. Max Number in stage at once: 12 Item Drop: Random -- Town Majini (x20) Spawning Condition: Spawns when a player is in Area E. Max Number in stage at once: 12 Item Drop: Random -- Town Majini (x30) Spawning Condition: Spawns when a player is in Area F. Max Number in stage at once: 12 Item Drop: Random -- Gatling Gun Majini 1 Spawning Condition: Spawns when a player has defeated 20 or more enemies. Max Number in stage at once: 1 Item Drop: First Aid Spray -- Gatling Gun Majini 2 Spawning Condition: Spawns when a player has defeated 60 or more enemies and Gatling Gun Majini 1 has been defeated. Max Number in stage at once: 1 Item Drop: First Aid Spray -- Gatling Gun Majini 3 (red) Spawning Condition: Spawns when a player has defeated 90 or more enemies and Gatling Gun Majini 2 has been defeated. Max Number in stage at once: 1 Item Drop: First Aid Spray --------- AREA LIST --------- There are six areas total for the Missile Area stage: -- Area A (blue) Area A covers the majority of the top north region. This area covers the entire first floor of the Missile Area in the north. -- Area B (green) Area B is... well, Area B forms a backward "h" in design and covers the majority of the 2F conveyor belt along with a good chunk of the region to the south of the 1F conveyor belts in the north. -- Area C (purple) Area C covers most of the midportion of the middle 2F conveyor belt along with most of the area to the east and west. -- Area D (red) Area D starts at the middle portion of the 2F conveyor belt and covers the majority of the rest of the map all the way to the south. -- Area E (brown) Area E covers all of the 3F walkway in the south. It also includes the office room. The shaft where time bonus 8 is located is also a part of this area - basically, if you stand on the platform where time bonus 8 is located then Majini will spawn from the overhead shaft spawn point and from the spawn points above the high walkway. -- Area F (light blue) Area F basically covers the entire middle portion of the map. ------------------------- SINGLE PLAYER WALKTHROUGH ------------------------- --> FROM THE 1F CONVEYOR BELT STARTING POINT Break the time bonuses in the following order: Time Bonus Order: 1*, 2**, 3, 4***, 5****, 6, 7, 8, 9, 10, 11 * Climb up the nearby ladder next to time bonus 1 then drop from the middle section of the high walkway while facing east to land on the conveyor belt with time bonus 2 at the end. ** Climb on top of the raised platform and move up the stairs to get on the 2F conveyor belt. Run to the south ladder that is on the east side and climb it to reach 3F. *** Drop from the south side of the outside walkway on 3F to get back on the 2F conveyor belt. **** Drop from the dropoff on the east side of the conveyor belt to reach time bonus 6 Don't worry about the chicken until after breaking time bonus 11. Drop from the east ladder then allow him to be your first victim. --> FROM THE B1F STARTING POINT Break the time bonuses in the following order: Time Bonus Order: 11, 10*, 9, 8, 7, 6**, 3, 4***, 5****, 1*****, 2 * Kill the chicken after dropping from the east ladder on 3F. ** Climb the ladder behind the crate with the first aid spray then hop over to time bonus 3 while on 3F. *** After breaking time bonus 4, hop off the north side of the outside walkway then break time bonus 5. **** Hop off the east side of the 2F conveyor belt from the dropoff that is right before your character gets to the raised platform in the north. This way, your character can quickly climb up the ladder of the east walkway that stretches across the 1F conveyor belt and reach time bonus 1 quicker. ***** Climb the ladder near time bonus 1 and dropoff the east section of the walkway above to land on the conveyor belt with time bonus 2. --> WATCH FOR THE EXPLOSIVES This stage has tons of Majini that will run at your character while equipped with dynamite. Don't shoot them too close unless you know that you're not going to hit the dynamite that they carry. Shooting them with a shotgun from up close can be extremely risky since the spread tends to hit the dynamite. Be sure to keep your character's life meter above 50% for this stage since a dynamite hit from nowhere can so easily knock a low health character into dying status even when the character is still in green health. Be careful about standing still for too long during fights as well. A lot of times, a Majini with dynamite will show up somewhere off the camera and might toss dynamite toward your character, so stay on the move quite a bit. Sometimes Majini will light a dynamite stick then charge directly at your character. Run away from them when they do this or quickly shoot them in the leg to stop their mad dash. A lot of times they move too quickly to aim at them however. --> DEALING WITH THE GATLING GUN MAJINI The Gatling Gun Majini can be a major threat from long range and he can shoot from quite a distance. While at a distance from him, quickly run behind any sort of obstacle to take cover from his machine gun fire. When no obstacle is available, a player can run to the side of him and avoid his gunfire while he turns his gun in an attempt to keep up with the player. The running method can work well at times from midrange, but always try to find some sort of wall or obstacle as opposed to running. Whenever the Gatling Gun Majini begins to rotate his gatling gun barrel, he will fire no matter how close your character gets to him. From close range, he will attack a character by smacking that character with the back end of his gatling gun. This is a rather quick melee move and covers some good distance in front of him, so don't ever get extremely close to him unless he is stunned since your character won't be able to back away when he attempts his melee attack with the gatling gun. If your character does not have a magnum in the character's starting inventory, then be sure to load up on hand grenade pickups and proximity mines that are found throughout this stage. Stunning the Gatling Gun Majini with a quick explosion or powerful shot to any portion of the body is the key to ultimately taking him down. Whenever the Gatling Gun Majini first steps into view, shoot him with a magnum or toss a hand grenade toward him to stun him. He can be lured toward a Proximity Bomb as well, but this will take longer obviously. While he is stunned, run up to him and blast him in the head with the most powerful that your character has. Be sure to run up close enough so that the melee command appears in you're using Control Type B or D. Fire at him then quickly perform a melee attack to finish off the attacking sequence. If he is not dead after the full attacking sequence then restun him and damage him again from close range. There are two types of Gatling Gun Majini found in this stage. The first two have a yellow outfit and the third and final Gatling Gun Majini has a red outfit. The red Gatling Gun Majini can take more damage than the yellow Gatling Gun Majini. If your character is caught in his gunfire, then keep in mind that he is likely to taunt by raising his gatling gun into the air and firing right as your character gets up, so use that time to your advantage to quickly stun him. --> TAKE ADVANTAGE OF EXPLOSIVE BARRELS/CANISTERS There are quite a few explosive barrels and canister on this stage. Most of the explosive objects lie along the many conveyor belts but a few are elsewhere. Allow enemies to pile up near them at times then shoot the explosive barrel or canister to defeat all of them at once. --> THE WIDE OPEN AREA While along the 2F conveyor belt, your character has a good view of a good majority of the surrounding area. A character with a rifle can easily take advantage of this open area and get in plenty of long range shots from long distance. Some characters can even take down the Gatling Gun Majini from long range with their rifles. This works even better on Duo mode. --> THE LAST FEW MAJINI This stage can get right down aggravating because of the many different areas for enemy spawning that are present throughout the Missile Area. If the Majini ever stop appearing and time is still leftover then run to the south and climb the ladder next to the staircase. This will likely make enemies spawn from the office room and nearby shaft. Another few sections to try is the portion in the far north and the third floor walkway in the north. It's so very common to have a single Majini wander throughout this area once most of the Majini are defeated. Try to find him quickly to save on time once all other Majini are defeated. Sometimes it pays to stand in one spot and listen for him. Of course sometimes, he might not have spawned, which means that your character will have to move throughout the different portions of the stage to make him appear. NOTE; DO NOT kill the Gatling Gun Majini while he is on the north conveyor belt or he will not leave behind a first aid spray. --> GATLING GUN MAJINI FIRST AID SPRAY GLITCH If a Gatling Gun Majini is killed while on the north conveyor belt, the Majini will not leave behind the usual first aid spray item that he usually drops. -------------------- DUO MODE WALKTHROUGH -------------------- (it's a real good idea to watch the video by kurono-K and masuo-0 to see how this strategy works from the player 1 starting point) --> STARTING POINT 1 PLAYER The player that starts on the platform near the conveyor belt to the north should step onto the conveyor belt from the beginning then run and hit TIME BONUS 2 (60 seconds). Don't kill any enemies until the other player starts to kill (watch for points to appear). Climb up onto the platform near the time bonus (to the right) then move up the stairs and kick through the door. There will always be a Majini with a long pipe blocking the door, so melee kill him and kill off any Majini that move up the stairs to keep the kill chain going. Step through the doorway then turn to the left and grab the two flash grenades (for Cephalos) and pick up COMBO BONUS 1. Step onto the middle conveyor belt. Try to make sure that no Majini are in the way then shoot the two explosive canisters on the conveyor belt to keep Majini from setting them off with dynamite or cocktails while your character is near them. Stay up on the conveyor belt and fight enemies then run toward the far end of the conveyor belt and break TIME BONUS 5 (30 seconds). The Gatling Gun Majini will be arriving soon (after 20th kill), so get ready to run from his gatling gun fire. He will spawn from the upper floor walkway above the explosive canisters at the north end. Run to the side and grab COMBO BONUS 2 while avoiding his fire if needed. Step under the overhead walkway once he steps to the end of the walkway to avoid his fire. Wait for him to jump down then kill him. The other Gatling Gun Majini will drop from the middle shaft area at about the 62nd kill, so be ready for him. Drop down the side of the conveyor belt with the ladder while still on the north end at around the 70th kill. Kill off any Majini that get in your way to keep the chain going. Climb the ladder near the bottom floor conveyor belt and run to the far end of the other side then break TIME BONUS 1 (90 seconds). Climb the nearest ladder by the time bonus then fall to the other side. You need to stay in the north area until all Majini have spawned in this area. Once Majini come in few number (one or two) then it should be safe to move on. Climb the ladder that leads to the third floor walkway. Run to the right down the narrow walkway path then hop over to the platform with TIME BONUS 3 (30 seconds). Simply standing on the platform with time bonus 3 will make Majini spawn below for you partner. You need to hop over to this platform from time to time if no Majini are currently in your area to make sure that all Majini spawn by standing on this platform. Literally stand on the platform when there are not any enemies above. Standing on this platform will make sure the other player does not have to climb up the ladder on that player's side in order to make the Majini on the upper level above the player spawn. They will spawn so long as you stay on the suspended platform. Hop back across and kill any Majini that get in your way then enter the storage room off to the right and break TIME BONUS 4 (60 seconds). Kill off any Majini that appear in this room from the ceiling spawn point. All that you have to do now is to stay on this walkway and defeat any Majini that appear. Remember to hop over to the platform where time bonus 3 was at in order to make enemies spawn. It's possible to help out your partner from this platform as well. Majini will climb the ladder in the east to get on your platform, so be sure to watch that direction. --> STARTING POINT 2 PLAYER The player that starts in the office should immediately turn then break TIME BONUS 11 (60 seconds). Picking up COMBO BONUS 4 is up to you. Pick up the flash grenade off the control panel and maybe the green herb from the side shelf to the right then open the door to the left and step out onto the walkway outside. The Majini outside will light a dynamite stick, so you might as well attempt to melee kill him real quick for the extra 5 seconds since he will die shortly after you leave him. Run along the walkway and break TIME BONUS 10 (30 seconds) at the far end of the walkway. Kill any Majini that appear on the walkway, then drop down the ladder on the side with time bonus 11. Kill the chicken in the area below then pick up the first aid spray on the table to the left. Picking up COMBO BONUS 3 is up to you. From this point, basically, everything else is up to you. You need to hit TIME BONUS 9 (60 seconds), TIME BONUS 7 (30 seconds), TIME BONUS 6 (30 seconds) and TIME BONUS 8 (60 seconds). Hitting time bonus 9 from the beginning will risk the kill chain severly, but hitting it then will save you time in having to run back for it later. Time bonus 7 can easily be hit any time really - just make sure that the kill chain isn't blinking before hitting it. Time bonus 6 should be hit whenever Majini start to appear along the corridors that lead to that time bonus (when the other player hops over to the platform to break the 30 second timer above). You need to have enemies appear along the way in order to keep the kill streak going. Time bonus 8 (on the raised platform) can be hit toward the end of the run. If the other player stays on the suspended platform on the top floor then the upper floor Majini will spawn, but if the other player does not stay on the suspended platform then your character will have to climb back up the ladder that leads to the walkway outside the office room in order to get the Majini on the upper level to spawn. ----------------------- MISSILE AREA DUO VIDEOS ----------------------- --> Seitengrate (BSAA Chris) and Berserker Kev (BSAA Chris) Score: 642,882 http://www.youtube.com/watch?v=QqwfgnQOjy8 http://www.youtube.com/watch?v=P8mIGOPiUtc --> Berserker Kev (STARS Chris) and combattmagnum (STARS Chris) Score: 825,692 http://www.youtube.com/watch?v=m7NPhufqRUo --> Big Kahoona 22 (Midnight Wesker) and xVcRx NAP (Midnight Wesker) Score: 904,822 http://www.youtube.com/watch?v=kjq2-UQNxNk --> kurono-K (Midnight Wesker) masuo0 (Midnight Wesker) Score: 915,301 http://www.youtube.com/watch?v=Vy3KhMHCFIU __ _ _ ___ _ [ST07] / _\ |__ (_)_ __ / \___ ___| | __ \ \| '_ \| | '_ \ / /\ / _ \/ __| |/ / _\ \ | | | | |_) | / /_// __/ (__| < \__/_| |_|_| .__/ /___,' \___|\___|_|\_\ |_| S T A G E 7 .------------------------------------------------------------------------. | How to unlock: Achieve a B-rank or higher on the "Missile Area" stage | '------------------------------------------------------------------------' --- Berserker's Best Scores --- - Solo w/Chris S.T.A.R.S.: 233,707 - --- Duo w/Chris S.T.A.R.S.: 824,641 (Xbox LIVE) --- -- Normal Enemy Points List -- Boss Enemy Points List .---------------------------------. .-----------------------------------------. | ENEMY TYPE | POINT AMOUNT | | ENEMY TYPE | POINT AMOUNT | |=================================| |=========================================| | Majini (Town) = 300 | | Chainsaw Majini = 7,000 | | Cephalo = 800 | '-----------------------------------------' | Chicken = 2,000 | '---------------------------------' -------- OVERVIEW -------- Ship Deck is taken from the first section of chapter 6-1 in the main game. It comprises the same metal container placement and adds in a few ziplines to reach certain portions of the map very quickly. Ship Deck can be like a labyrinth of metal containers once a player reaches the south portion. This stage has TONS of ladders. Knowing where ladders will take your character is a key factor in navigation for this stage. The stage is best memorized but a player can gain an idea of which ladder to climb or drop from by tilting the camera for a better view of the surrounding area. Town Majini are once again the main enemy type that will be fought on this stage. Many of them will carry dynamite in this stage just like they did in The Mines and Missile Area. The boss enemies are quite frequent on the Ship Deck. They come in the form of Chainsaw Majini. One of them is already waiting in the southeast portion of the map from the get go. The rest will spawn after the first has been taken down and after a certain number of enemies have been killed. Some of the Chainsaw Majini (blue pants) will always go into berserk mode a few seconds after falling from heavy damage. It is very important to keep these enemies in mind and finish them off as quickly as possible - basically start firing at them when they start to get up after a knockdown. -------- MAP LIST -------- --> Time Bonus and Combo Bonus Locations http://img504.imageshack.us/img504/8858/shipdecktimeandcombobon.jpg Visit the Time Bonus list and Combo Bonus list for an in-depth description of each time and combo bonus. --> Item Locations http://img301.imageshack.us/img301/8615/shipdeckitemsk.jpg Visit the Item and Breakable Object list for an in-depth description of the location on the map. The map includes the chicken also. --> Areas (for enemy spawning) http://img504.imageshack.us/img504/4987/shipdeckareasb.jpg This should be used when examining the Enemy list below. --> Enemy Spawn Points http://img158.imageshack.us/img158/1207/shipdeckspawnpoints.jpg This should be used when examining the Enemy list below. --> Blank Map (For the gamer that wants to make his/her own location listings) http://img158.imageshack.us/img158/7598/shipdeckblanko.jpg This should be used if you want to label everything yourself. --> Sephirosuy's Ship Deck Map on GameFAQs http://www.gamefaqs.com/console/ps3/file/929198/56578 --------------- STARTING POINTS --------------- -- Starting Point 1 In the far north, the player will start on the first platform along the tower. The player will face south. -- Starting Point 2 In the far southeast, the player will start at the top of the stairs in that direction. The player will face east. --------------- TIME BONUS LIST --------------- --> TOTAL EXTRA TIME = 9 MINUTES AND 30 SECONDS [ ] Time Bonus 1 Extra Time: +30 seconds Location: On the third floor of the tower in the far north, near the zipline. [ ] Time Bonus 2 Extra Time: +60 seconds Location: On the far north platform at the circular end that stretches to the north. [ ] Time Bonus 3 Extra Time: +30 seconds Location: While walking away from the north tower along the east side of the boat, this will be lying below the second set of stairs that your character comes to. A ladder is nearby. [ ] Time Bonus 4 Extra Time: +90 seconds Location: This is across from the staircase at the very end of the west walkway that leads away from the north section of the boat. Combo Bonus 3 is on a higher platform nearby. [ ] Time Bonus 5 Extra Time: +60 seconds Location: Find the ladder that leads up to a metal container to the south of time bonus 4 then climb the ladder and hop over the next three crates to the east and then climb the next ladder and this will be at the top. It's on a east metal container. [ ] Time Bonus 6 Extra Time: +60 seconds Location: Near the middle of the metal containers in the south portion of the map. It's in between several metal containers. Ladders can be climbed from the east or west to reach this or it can be while coming from the north. [ ] Time Bonus 7 Extra Time: +60 seconds Location: In the very middle of the map (to the west a bit from the middle), your character will be on a set of metal containers. There is a ladder that leads to a west metal container and, after climbing it, your character can leap across a few metal containers to the west. This time bonus is on the south end of the long set of metal containers. [ ] Time Bonus 8 Extra Time: +60 seconds Location: This is in the south and to the north of combo bonus 4. Time bonus 7 is in the same basic area as this one, only higher. [ ] Time Bonus 9 Extra Time: +30 seconds Location: There is a gate in the west middle portion of the map. Kick open the gate door and this will be off to the right behind it. [ ] Time Bonus 10 Extra Time: +60 seconds Location: After kicking open the gate door on the west middle side of the map, move up the stairs in the back then get on the walkway that heads south. Climb each ladder while moving up the crane tower and this will be off to the left at the top. [ ] Time Bonus 11 Extra Time: +30 seconds Location: This time bonus is in the far southeast portion of the map on a platform above some stairs. ---------------- COMBO BONUS LIST ---------------- [ ] Combo Bonus 1 On the far north platform on the ship. This is lying on the east side. [ ] Combo Bonus 2 This is lying along the end of the east set of walkways that lead away from the north section of the boat. It is off to the east near the second ladder on that side. [ ] Combo Bonus 3 This is lying along the end of the west set of walkways that lead away from the north section of the boat. Climb the ladder along the west side to reach it. [ ] Combo Bonus 4 Combo bonus 4 is to the south of time bonus 8. It's up a ladder in the south while on the west portion of the map. [ ] Combo Bonus 5 After kicking open the gate door on the west middle side of the map, move up the stairs in the back then get on the walkway that heads south. Climb each ladder while moving up the crane tower and this will be directly in front of your character at the top. --------- ITEM LIST --------- [ ] Tall Crate (x2) These are along the far north walkway where time bonus 2 is located. The chicken is also nearby. [ ] Hand Grenade (x2) Lying along the west side of the top pole along the third floor of the north tower. [ ] Rocket Launcher This is propped up against the left side of the zipline framework on the third floor of the far north tower. [ ] Tall Crate Along the east path that leads away from the north portion of the boat. This is near a ladder. [ ] Hand Grenade Along the east path that leads away from the north portion of the boat. This hand grenade is lying on a metal crate and near a ladder. [ ] Tall Crate (x2) Below the high platform where combo bonus 3 is located. This is along the west path that leads away from the north portion of the boat. [ ] Tall Crate (x2) Along the east portion down the stairway from time bonus 11. [ ] Tall Crate Up the staircase to the south of time bonus 11 in the southeast. [ ] Flash Grenade (x2) These are lying on a metal crate, up the staircase to the south of time bonus 11. Round the stairway railing to the left after climbing the stairs and they will be up ahead. [ ] Tall Crate On top of a long stack of metal containers in the far south. [ ] Tall Crate In the area with combo bonus 4 in the southwest portion of the map. [ ] Grenade Launcher, Flame Rounds, First Aid Spray Around the center south portion of the map, hop over to time bonus 7 then break it and drop to the south set of crates to find these lying nearby. [ ] Incendiary Grenade (x2) Lying along the control panel for the gate door in the middle west portion of the map. [ ] Proximity Bomb (x2) Climb to the very top of the crane tower that can be reached after moving past the gate in the center portion of the map and these will be across from the zipline. [ ] Rocket Launcher (x2) Climb to the very top of the crane tower that can be reached after moving past the gate in the center portion of the map and ride the zipline to the east. The zipline will take your character to a high east platform with two rocket launchers lying against the railing. Only one can be taken at a time per character. ---------- CHICKEN(S) ---------- [ ] Chicken The chicken for this stage roams around the far north walkway where time bonus 2 is located. It sometimes jumps off the walkway and moves around the area below the ladder. ---------- ENEMY LIST ---------- NOTE: All enemies listed below are based on enemies that actually spawn in the stage. Some enemies are already present from the beginning so the amount of enemies listed below will not add up to the total amount of 150 enemies. The chicken(s) in each stage count(s) as an enemy also. -- Town Majini (x40) Spawning Condition: Spawns when a player is in Area A. Max Number in stage at once: 12 Item Drop: Random -- Town Majini (x45) Spawning Condition: Spawns when a player is in Area B. Max Number in stage at once: 12 Item Drop: Random -- Town Majini (x52) Spawning Condition: Spawns when a player is in Area C. Max Number in stage at once: 12 Item Drop: Random -- Chainsaw Majini 1 (blue) & 2 (red) Spawning Condition: Spawns when a player has defeated 20 or more enemies and first Chainsaw Majini has been defeated. Max Number in stage at once: 1 of each type Item Drop: First Aid Spray (blue), Green Herb (red) -- Chainsaw Majini 3 (red) Spawning Condition: Spawns when a player has defeated 30 or more enemies and Chainsaw Majini 1 & 2 have been defeated. Max Number in stage at once: 1 Item Drop: Green Herb -- Chainsaw Majini 4 (red) Spawning Condition: Spawns when a player has defeated 40 or more enemies and Chainsaw Majini 3 has been defeated. Max Number in stage at once: 1 Item Drop: Green Herb -- Chainsaw Majini 5 (blue) & 6 (red) Spawning Condition: Spawns when a player has defeated 50 or more enemies and Chainsaw Majini 4 has been defeated. Max Number in stage at once: 1 of each type Item Drop: First Aid Spray (blue), Green Herb (red) --------- AREA LIST --------- There are three areas total for the Ship Deck stage: -- Area A Area A covers the entire north half of the ship up to the end of both paths (west and east) that lead to the north on the map. -- Area B Area B covers the entire east portion of the boat that is not covered by Area A or C and its boundaries are in the middle and to the far north where Area A starts. -- Area C Area C covers the entire west portion of the boat that is not covered by Area A or B and its boundaries are in the middle and to the far north where Area A starts. ------------------------- SINGLE PLAYER WALKTHROUGH ------------------------- In a way, it really doesn't matter when your character starts killing in this stage. Either run and destroy the time bonuses or stop and fight for a while when near a combo bonus. The Chainsaw Majini in this stage can actually be taken down rather quickly to where a player won't have to deal with anymore since they all appear early. Read on in the "Kill them" section below. --> FROM THE FAR NORTH Break the time bonuses in the following order: Time Bonus Order: 1*, 2**, 3, 4, 5***, 6****, 7, 8, 9, 10*****, 11 * Pick up the rocket launcher while at the top but don't use the zipline. Use the rocket launcher if needed along the way ** Kill off the chicken near this time bonus. *** Climb the ladders off to the west middle portion of the metal containers to reach time bonus 6 after breaking time bonus 5. **** Climb up the metal container in the middle portion and hop over to time bonus 7 and break it then drop down to time bonus 8. ***** Ride the zipline on the crane tower, pick up a rocket launcher and fall then break time bonus 11. --> FROM THE FAR SOUTHEAST Break the time bonuses in the following order: Time Bonus Order: 11, 5, 4, 3, 2, 1, 6, 7, 8, 9, 10 --> A MIX OF TOWN MAJINI The mix of Town Majini in this stage is really not different than the Missile Area. They seem more aggressive in this stage however. Don't ever let them group up around your character when a Chainsaw Majini is nearby. Majini still carry dynamite in this stage, so be sure to keep your character's health above 50%. This can be a rather hard task in a stage with such aggressive Town Majini but a sudden dynamite blast from nowhere will instantly wake you up to the realization of how quickly a dynamite explosion can thrust your character into dying status. --> THE ROAR OF THE CHAINSAW Shortly after this level begins, a chainsaw can be heard in the distance. He's coming to get you, my dear reader! One Chainsaw Majini with blue pants will always be the first Chainsaw Majini to appear in this area and will start from the northwest end (he drops from the crane spawn point). If your character happens to start at the northwest starting point, then you'll likely see him. There are two types of Chainsaw Majini in this stage - one with blue pants and one with red pants. The red pants version is the weaker one of the two and the blue pants Chainsaw Majini is stronger and will go into a berserk frenzy after falling one time. The blue Chainsaw Majini will always go into a berserk status shortly after falling and he does not count as a kill or drop an item until after he has been defeated while he is berserking. --> DEALING WITH THE CHAINSAW MAJINI Just about any weapon can be used to stun the Chainsaw Majini if the player shoots one in the head. Even a handgun is useful in stunning one (two shots to the head). Hand Grenades, Incendiary Grenades, Flame Rounds, Proximity Bombs, Flash Grenades or a nearby explosion with an explosive barrel will all stun him as well. Incendiary grenades really provides the quickest stun out of the listed throwing weapons. The grenade launcher that can be found in this level comes equipped with flame rounds that will stun the Chainsaw Majini just like an incendiary grenade. There are also some extra flame rounds near it. Getting to the grenade launcher or getting to the flame rounds should be one of the first task that a character should think about before fighting the Chainsaw Majini, but be sure to hit time bonuses along the way. Once a chainsaw Majini is stunned, race toward him then fill him full of your most powerful gun's gunshots from close range. Make sure that no other Majini are in the immediate area before doing this however. Quickly perform a melee attack before he recovers; a player can also perform the melee when any surrounding Majini are about to hit to take advantage of the melee's invincibility. With Type B and D controls a player can literally stand over him while he is stunned then let loose with gunshots and cancel the final gunshot into a melee attack by pressing the action button during the gunshot animation. The Chainsaw Majini with red pants will explode instantly upon being defeated but the Chainsaw Majini with blue pants will fall then get back up a few seconds later and go into berserk status. A player can stand right near his body as he falls then begin to shoot him as he gets up to go into berserk status. Keep in mind that he cannot die while he is getting up, but he will quickly die once fully standing if enough damage is delivered to him. So basically, if a player shoots him twice with Chris S.T.A.R.S. magnum while he gets up then that player can stand and watch as he rises then suddenly dies from the damage of the two magnum shots (taunt at that time to look cool). A Chainsaw Majini with blue pants that has already started berserking needs to be taken down quickly! All it takes is one Majini grab from nowhere to have him catch up to a player. If he catches a player then that player is basically dead since the Chainsaw Majini will continue to swing right near the character as the characters gets up while in dying status. Be sure to shoot a berserking Chainsaw Majini from a distance with any weapon until he dies. Never use a shotgun unless it is long range such as the Hydra or Jail Breaker. --> KILL THEM, KILL THEM ALL! The Chainsaw Majini in this stage show up very early. They come as a player kills them off and finishes off Majini in multiples of ten. Once a player has finished off 50 Majini then all Chainsaw Majini in the area are already scheduled to appear. If they haven't then there is a Chainsaw Majini already in the stage that is keeping the others from spawning, so go kill him to make another spawn. In Duo mode, or if you are that sure of yourself, players can simply stand in one spot and kill off all seven chainsaw Majini then have the rest of the time free of these pests. It's better to do this in Duo mode once both players have met up with each other. Some of the Chainsaw Majini with blue pants will appear alongside the Chainsaw Majini with red pants, so you'll have to deal with two at a time sometimes. Keep all surrounding Majini away while a player deals with the Chainsaw Majini(s) is of the utmost importance while fighting any of them. --> 3 ROCKET LAUNCHERS AND A GRENADE LAUNCHER! There are a total of 3 rocket launchers and one grenade launcher hidden in this stage. One rocket launcher is on the top of the tower near time bonus 1 and it is lying near the zipline. The other two rocket launchers can be gotten to by using the zipline on the crane tower in the far west. A grenade launcher is lying below the metal container that time bonus 7 is on (drop from the south side). Once the grenade launcher is picked up by a character that doesn't already have one then that character will receive random grenade launcher ammo drops from enemies. The grenade launcher comes equipped with flame rounds and there are some extra flame rounds near it. The flame rounds can come in handy for any character since they will stun a Chainsaw Majini whenever one is shot at him much like an incendiary grenade's flames. This can be the key for BSAA Jill players to gain an edge in this stage. A player cannot pick up a weapon that the player already has in that player's inventory, so you can't horde rocket launchers. Rocket launchers are really best used against a set of two Chainsaw Majini. If will kill the one with red pants and knock out the one with blue pants. --> HIGH PLATFORMS FOR SNIPING There are several high platforms in this area that a character with sniper rifle can take advantage of. Both towers can be used for sniping points and the platform in the east with the two rocket launchers makes an absolutely perfect sniping spot, since you can get a good survey of the area without having to worry about what might be behind your character. --> THE LAST FEW MAJINI This stage can have the same problems as Missile Area in trying to find the last Majini to kill off in order to complete the stage. You'll most likely be missing a Majini with a crossbow. Majini with crossbows like to group up on the very top of the north tower and the very top of the crane tower in the west, so immediately check those two areas if time is leftover and the stage is not yet complete. --> CHICKEN EGG GLITCH If the chicken is killed while on the metal grated portion of the extreme north end of the boat next to the time bonus, it will not leave behind it's usual gold egg item. -------------------- DUO MODE WALKTHROUGH -------------------- In Duo Mode, both players need to get two things to take on the Chainsaw Majini. One player needs to grab the rocket launcher on the north tower and one player needs to grab the grenade launcher with flame rounds on the west set of containers. These items are vital to helping players quickly kill of the Chainsaw Majini. It is best to make the waves of Chainsaw Majini the main focus of the beginning portion of this stage. They all arrive early after the first 50 enemies have been killed off, so players can easily take them down early and still get a really high score in the process. -- STARTING POINT 1 PLAYER The player in the north should immediately climb the nearby ladder to the right from the start. Climb all the way to the top then break Time Bonus 1 and grab the rocket launcher to the left of the railing of the zipline then use the zipline to slide all the way to the south and land on a metal container. Drop from the side of the metal container to the south (where the ladder is) then climb the first ladder off to the right. Hop across the metal containers then break Time Bonus 7 on the long metal container at the end. Fall from the south end of the long metal container then grab the grenade launcher, flame rounds and first aid spray. If the other character has a grenade launcher from the start (Tribal Sheva or STARS Chris) then give him/her the flame rounds when that character meets up with your character below. Fall down the east side of the current metal container. Run over and break Time Bonus 8. This the meeting place for defeating the Chainsaw Majini. Kill off the Majini in the area and wait for your partner's arrival. -- STARTING POINT 2 PLAYER The player that begins in the southeast portion of the map should pick up the flash grenades near the crates at the top of the stairs then break the tall crate for some possible useful items. Move down the stairs then break Time Bonus 1. Your main priority here is to meet up with the other player. Ignore the Chainsaw Majini when he drops from the overhead crane. Run by him and break the crates up ahead if needed then climb the ladder on the metal container to the west. Move around the side of the containers to the west then climb the next ladder to the west. Survey the area from here. Your partner should be below the metal containers by now in the west area. If your partner has a grenade launcher from the start and already grabbed the flame rounds then consider climbing the nearby ladder on the metal container off to the right and hopping over to the grenade launcher with flame rounds next to where Time Bonus 7 was at. Fall down to join the player and help that player kill off the Majini below. --> SHODOWN WITH THE CHAINSAW MAJINI Keep in mind that Combo Bonus 4 is on top of the south crate from the meeting place, so a player can grab it at any time. It's best to grab it in between breaks from the Chainsaw Majini. Normal Town Majini and Town Majini with dynamite will be attacking the players throughout this battle. BE SURE to keep your life above 40% at all times since one dynamite blast will take away about 30% - 35% of a character's life. The Chainsaw Majini with blue pants will drop first aid sprays and the Chainsaw Majini with red pants will drop green herbs. Combine the green herbs to save inventory space and make sure that each partner has a healing item at all times. The first Chainsaw Majini that the players will face off against is the Chainsaw Majini with blue pants that should have been chasing the player that started in the southeast. Await his arrival then shoot him with a flame round when he appears. Both characters should blast him with the most powerful weapon in their arsenal. DON'T USE THE ROCKET LAUNCHER YET. Only hit him with a melee attack when he is about to recover since hitting him with one early will cancel his stun early. When he falls, one player should keep an eye on his dead body then shoot him with a magnum once he starts to rise before he goes into berserk mode. Watch the kill streak to go up by one to confirm that he dies with the magnum shot. He will still continue to get up even after being "killed", but he will get up then fall over dead and explode. If the Chainsaw Majini with blue pants ever goes berserk and hits your partner, quickly do one of the three things while that partner is in dying status: a) Fire a flame round at him to stun him. b) Quickly toss a flash grenade or shoot a flash round at him to stun him. c) Quickly aim at him and shoot him with a magnum to kill him. Quickly resuscitate the partner then finish off the Chainsaw Majini after the resuscitation in the case mentioned above. Two Chainsaw Majini will appear at once after the first Chainsaw Majini; one has blue pants and one has red pants. Shoot a flame round at them while they are grouped together then blast them both with the rocket launcher. If they cannot be grouped or the player manages to defeat one early then go ahead and fight them off with flame rounds and other high-powered weapons (magnums or shotguns) and save the rocket launcher for the next group of two. Be sure that one player watches over the fallen body of the Chainsaw Majini with blue pants in order to shoot him as he rises to go into berserk mode. Two Chainsaw Majini with red pants will show up next; one right after the other (separate). Shoot them with a flame round when they enter the area to stun them then quickly blast them with whatever high-powered weapons that the characters have. The last two Chainsaw Majini will arrive together. One of them has red pants and the other has blue pants. Shoot them with a flame round while they are both grouped. If the team still has a rocket launcher then blast them. If the team has a magnum then that character should stand near one so the character faces the other then shoot one so that it pierces through the first and hits the second. The red Chainsaw Majini should take priority in defeating both of them since he has less health but players should focus on both if possible. --> CONTINUING ONWARD The second wave of two Chainsaw Majini that arrive together is the final wave of Chainsaw Majini. Both characters can stay behind and defeat the rest of the Majini or they can continue on to the north. Both players should run to the north eventually and split up at this point. One player should open the nearby gate to the left and one player should run under the crate doorway to the right then break Time Bonus 4 and turn right then enter the area with Time Bonus 6. --> THE PLAYER THAT OPENS THE GATE The player that opens the gate should break Time Bonus 9 then move up the stairs to the side. Follow the path to the south then climb the two ladders at the end to reach the top of the crane. Hopefully there will be four Majini with crossbows at the top of the crane tower. These Majini will stick around the tower if they are not defeated at this time and can become an annoyance that might keep the players from finishing the stage if they are not here when the player climbs the ladder. If the Majini with crossbows are not here then try placing nearby proximity bombs near the top of the ladder so that they walk into them after they climb the ladder; the Majini that follow your character can ruin this trap however if you don't use the zipline quick enough. Finish all of the Majini with crossbows off, pick up Combo Bonus 5 then break Time Bonus 10. Make sure all the immediate Majini that were on top of the crane tower from the beginning are now gone then use the zipline to slide over to the rocket launcher platform in the east. Pick up a rocket launcher. This rocket launcher will be your long distance method to take down any surviving Majini with crossbows on the north and west tower - aim from a distance and shoot one to defeat them all (this should be done later though). Fall down the platform then climb the ladder to the north. Drop down from the north side then find the second ladder off to the left before reaching the doorway below the crate up ahead. Climb the ladder then turn to the right and break Time Bonus 5. You need to get to the middle area with Time Bonus 6 and help out your partner. Face the NORTH end of one of the metal containers to get a "Drop Off" command instead of a "Jump" command. --> THE PLAYER THAT CONTINUES TO THE NORTH The player that continues to the north should break Time Bonus 4 and maybe collect Combo Bonus 3 from the top of the ladder to the left of Time Bonus 4. Run to the right (east) and step in between the middle set of crates then break Time Bonus 6 at the end of them. You're going to be the one that will keep the kill streak going for now basically. Stay in between the crates and allow the Town Majini to come to you. Kill them off and try to maintain a kill streak until the partner arrives. --> MEETING UP AGAIN Both players should meet up in the middle area where Time Bonus 6 is located and they should kill off the Town Majini until they begin to stop appearing. Run to the north once they stop appearing then take the northeast path (directly ahead) to the north portion of the ship. Collect Combo Bonus 2 along the way. After climbing the ladder, break Time Bonus 3 along the way as well. Find and kill the chicken in the area with the red barrel in the far north. The chicken may be below or above the ladder. One player should climb the ladder to the north and break Time Bonus 2 on the far north edge. The other player should fight off the Majini that enter the area from the metal container spawn point. The Majini will also enter the area from the south walkway with stairs. Majini with crossbows will attempt to climb the ladder of the north tower, so shoot them off before they climb. There will likely be some Majini with crossbows on the very top of the north tower, so one player will have to climb up the ladders then quickly defeat them. When the Majini begin to stop appearing, players should survey the area to the south of the north tower. One player can stand on the second floor of the tower and look off the edge to make sure the walkway to the south is clear and one player can move along the east walkway with stairs to the side of the tower. It is possible that some more Majini might jump out of the north metal container near the tower, so be prepared to return if the team can't find the final few Majini. --> IF THE FINAL MAJINI CANNOT BE FOUND If the team has problems finding the last Majini then quickly look up at the top of the crane tower to the east and the top of the tower to the north. If Majini with crossbows are at the top of either of these tower, the player with the rocket launcher should aim toward that tower and fire a rocket toward it. This will hit the Majini from long range and kill off any Majini that might be along with it to help the team complete the stage most likely. -------------------- SHIP DECK DUO VIDEOS -------------------- --> Seitengrate (STARS Chris) and Berserker Kev (STARS Chris) Score: 629,947 Part 1 - http://www.youtube.com/watch?v=Jn8Sbqcv1sg Part 2 - http://www.youtube.com/watch?v=WZQeTjIG7CM --> Seitengrate (Midnight Wesker) and snake146677 (BSAA Jill) Score: 782,068 Part 1 - http://www.youtube.com/watch?v=hgDzw2OWZrc Part 2 - http://www.youtube.com/watch?v=0MOE-Qm8ezI --> kenbio (Midnight Wesker) and kitajo (Midnight Wesker) Score: 902,198 http://www.youtube.com/watch?v=VYd63ux8k9w --> domo001 (Midnight Wesker) and ??? (Midnight Wesker) Score: 905K http://www.youtube.com/watch?v=N0nOpYTgsNI --> Kommand (Midnight Wesker) and ??? (Midnight Wesker) [Split Screen video] Score: 930K http://www.youtube.com/watch?v=zB70pYCf1yY ___ _ [ST08] / _ \_ __(_)___ ___ _ __ / /_)/ '__| / __|/ _ \| '_ \ / ___/| | | \__ \ (_) | | | | \/ |_| |_|___/\___/|_| |_| S T A G E 8 .---------------------------------------------------------------------. | How to unlock: Achieve a B-rank or higher on the "Ship Deck" stage | '---------------------------------------------------------------------' --- Berserker's Best Scores --- - Solo w/Chris S.T.A.R.S.: 306,627 - --- Duo w/Chris S.T.A.R.S.: 810,797 (Xbox LIVE) --- -- Normal Enemy Points List -- Boss Enemy Points List .---------------------------------. .-----------------------------------------. | ENEMY TYPE | POINT AMOUNT | | ENEMY TYPE | POINT AMOUNT | |=================================| |=========================================| | Majini (Town) = 300 | | Executioner Majini = 5,000 | | Cephalo = 800 | | Executioner Majini (Red) = 15,000 | | Big Man Majini = 1,000 | '-----------------------------------------' | Chicken = 2,000 | '---------------------------------' -------- OVERVIEW -------- The Prison map is another exclusive stage to The Mercenaries mode. This three floor stage is filled with several twisting corridors and a basement level full of lava. The layout of this map can easily confuse a player at first much like the Ship Deck, but through memorization it isn't so bad. Town Majini roam this map and spawn throughout the middle portion and side areas of the maps. The main threat with the Prison is the new Executioner Majini exclusive to this stage. He wears a red mask and has white flesh along with a red growth on his back. He also carries a new and improved flaming axe. This Executioner is much faster than the normal Executioner and can stand up to even the most powerful guns for quite a while with his tremendous health. If you're partner ever dies in duo mode and a flaming axe suddenly moves by the camera then you'll have a pretty good idea as to what killed that player. Damn you, red Ex! A normal Executioner will appear in the stage eventually and he is much like the original Executioner, though he does have more health than the Executioner fought in the Public Assembly stage. All the same tricks for taking this bad boy out on the Public Assembly stage still work here, but a player will need to dish out even more punishment than before. -------- MAP LIST -------- NOTES ABOUT THE FOLLOWING MAPS: NOTE 1: In all the 3F-2F maps, 3F overlaps the 2F in some areas. 3F covers a good majority of the north portion of 2F. NOTE 2: There is a staircase at the bottom of the east portion of 3F that was not added in my initial sketch of the area. I would have to go back and redo all maps to add that. --> Time Bonus and Combo Bonus Locations 1F-B1F http://img259.imageshack.us/img259/6917/prison1fb1ftimeandcombo.jpg 3F-2F http://img245.imageshack.us/img245/8942/prison3f2ftimeandcombob.jpg Visit the Time Bonus list and Combo Bonus list for an in-depth description of each time and combo bonus. --> Item Locations 1F-B1F http://img245.imageshack.us/img245/1453/prison1fb1fitems.jpg 3F-2F http://img242.imageshack.us/img242/1994/prison3f2fitems.jpg Visit the Item and Breakable Object list for an in-depth description of the location on the map. The map includes the chicken also. --> Areas (for enemy spawning) 1F-B1F http://img245.imageshack.us/img245/2655/prison1fb1fareas.jpg 3F-2F http://img527.imageshack.us/img527/7839/prison3f2fareas.jpg These should be used when examining the Enemy list below. HINT: It's all one big area and I just made up the maps to be thorough. --> Enemy Spawn Points 1F-B1F http://img527.imageshack.us/img527/9016/prison1fb1fspawnpoints.jpg 3F-2F http://img245.imageshack.us/img245/4571/prison3f2fspawnpoints.jpg These should be used when examining the Enemy list below. --> Blank Map (For the gamer that wants to make his/her own location listings) 1F-B1F http://img259.imageshack.us/img259/2807/prison1fb1fblank.jpg 3F-2F http://img242.imageshack.us/img242/8279/prison3f2fblank.jpg These should be used if you want to label everything yourself. --> Sephirosuy's Prison Map on GameFAQs http://www.gamefaqs.com/console/ps3/file/929198/56612 --------------- STARTING POINTS --------------- -- Starting Point 1 On the third floor high walkway that extends across the middle room of the prison. The player will face to the west and starts right near time bonus 1. -- Starting Point 2 In the first floor middle room of the prison. The player will face south. --------------- TIME BONUS LIST --------------- --> TOTAL EXTRA TIME = 8 MINUTES [ ] Time Bonus 1 Extra Time: +60 seconds Location: On 3F, this is in the center of the top of the walkway that extends across the middle portion of the Prison. [ ] Time Bonus 2 Extra Time: +60 seconds Location: This is on the south side of 2F, right across from a zipline that a player can use in the north. [ ] Time Bonus 3 Extra Time: +30 seconds Location: Along the north portion of 2F right before reaching time bonus 4. This is actually in a room slightly to the south of time bonus 4. [ ] Time Bonus 4 Extra Time: +30 seconds Location: Very close to time bonus 3 on 2F, only this is in the room to the north of it. This can be seen through a window if a player approaches the room from the south. Time bonus 3 is behind the door to the south of that window. [ ] Time Bonus 5 Extra Time: +60 seconds Location: Right before getting to the northwest stairs that lead down to the area with the chicken on 2F, this is on the other side of the gap that a player will have to leap across to get to those stairs. [ ] Time Bonus 6 Extra Time: +30 seconds Location: On a walkway that extends out toward the far northwest side of 1F. This is next to the ramp that leads down to the basement level. [ ] Time Bonus 7 Extra Time: +90 seconds Location: In the center of B1, this is on a walkway that extends to the south. This is in the basement level below the middle portion of the area. [ ] Time Bonus 8 Extra Time: +30 seconds Location: This is in a northeast room to the west of the hallway with three cells to the east on 1F. A red herb lies near this time bonus. [ ] Time Bonus 9 Extra Time: +30 seconds Location: To the side of the bottom of the east staircase that is to the west of the three cells in the east on 1F. [ ] Time Bonus 10 Extra Time: +30 seconds Location: Inside the south cell in the set of three cells to the east on 1F. Kick through the cell door then break it. [ ] Time Bonus 11 Extra Time: +30 seconds Location: Inside of a long room in the southwest portion of 1F. There is another long room to the south of this one. ---------------- COMBO BONUS LIST ---------------- [ ] Combo Bonus 1 Move down the walkway to the west of time bonus 1 and this will be off to the left. This is on the walkway that stretches across the third floor of the Prison. [ ] Combo Bonus 2 This is in the chest in the room down the east staircase that can be taken down from 3F. This is on 2F near time bonus 2. [ ] Combo Bonus 3 In the far northeast section of 1F, this is in the area where the chicken is located. Hop over the railing and collect this from the chest in the back of the room. [ ] Combo Bonus 4 On the east side of 1F this is in the north cell of the set of three cells along that side. ---------- ITEMS LIST ---------- -- THIRD FLOOR [ ] Hand Grenade Lying on a crate near combo bonus 1 on the third floor walkway that extends across the middle floor of the prison. This is on the west side of that walkway. -- SECOND FLOOR [ ] Wooden Barrel Lying along the top portion of the outside walkway to the west. [ ] Hand Grenade Lying on a crate near the doorway that leads out to the tracks where time bonus 2 is located. [ ] Proximity Bomb Lying beside a rail cart at the end of the north portion of the tracks that extend across the middle floor of the prison. [ ] Hand Grenade Lying on a metal stretcher with a body on top of it in the same corridor with time bonus 4. [ ] Wooden Crate Lying on a wooden cabinet on the east side of 2F. This is in a dead end corridor right before going down the stairs on that side. [ ] Incendiary Grenade On a wooden crate on the outside walkway in the northeast. [ ] Flash Grenade On a wooden crate near time bonus 5. This is right before turning to go down the set of stairs that lead to the floor with the chicken. -- FIRST FLOOR [ ] Proximity Bomb In the closet cubby set in the pair of cubbies off to the right in the northeast room with the chicken. [ ] Hand Grenade (x2) In the further cubby set in the pair of cubbies in the room with the chicken in the northeast. [ ] Wooden Crate In the far northeast room with the chicken. This is on a wooden cabinet to the left in the back of the room. [ ] Wooden Barrel While moving along the north walkway, this will be off to the right while coming from the east. [ ] Red Herb Lying on a wooden crate in the north room that contains time bonus 8. [ ] Wooden Barrel Lying in the corridor below the east stairs. [ ] Hand Grenade (x2) These are lying on some metal containers in the long room to the north. [ ] Flash Grenade In the middle room, this is on a counter along the north side. [ ] Hand Grenade In the middle room, this is on a crate along the south side. [ ] Wooden Barrel Lying in a dead end corridor below the west set of stairs. [ ] Green Herb On a counter in the room to the south of the middle room. [ ] Proximity Bomb On a table in the room to the south of the middle room. [ ] Wooden Barrel On the east side of the long room to the south of the long room that contains time bonus 11. [ ] Flash Grenade (x2) Lying along some cement blocks in the tunnel in the far south. These are in the middle portion of the tunnel. [ ] Incendiary Grenade (x2) Lying beside the north ladder along the west side of the prison. -- BASEMENT FLOOR [ ] Flash Grenade (x2) In the cell along the west side of the B1F tunnel [ ] Green Herb In the cell along the east side of the B1F tunnel. ---------- CHICKEN(S) ---------- [ ] Chicken The chicken for this stage is located in far northeast portion of 1F. It roams around the side of the room behind the wooden railing where combo bonus 3 is located. ------- ENEMIES ------- NOTE: All enemies listed below are based on enemies that actually spawn in the stage. Some enemies are already present from the beginning so the amount of enemies listed below will not add up to the total amount of 150 enemies. The chicken(s) in each stage count(s) as an enemy also. -- Town Majini (x122) Spawning Condition: Spawns when a player is in Area A. Max Number in stage at once: 10 Item Drop: Random -- Big Man Majini (x14) Spawning Condition: Spawns when a player is in Area A. Max Number in stage at once: 3 Item Drop: Hand Grenade -- Executioner Majini 1 Spawning Condition: Spawns when a player has defeated the first Executioner (red). Max Number in stage at once: 1 Item Drop: First Aid Spray -- Executioner Majini 1 (red) Spawning Condition: Spawns when a player has defeated 50 or more enemies and Executioner 1 has been defeated. Max Number in stage at once: 1 Item Drop: First Aid Spray -- Executioner Majini 2 Spawning Condition: Spawns when a player has defeated 90 or more enemies and Executioner Majini 1 (red) has been defeated. Max Number in stage at once: 1 Item Drop: First Aid Spray -- Executioner Majini 2 (red) Spawning Condition: Spawns when a player has defeated 120 or more enemies and Executioner Majini 2 has been defeated. Max Number in stage at once: 1 Item Drop: First Aid Spray ----- AREAS ----- -- Area A The entire prison is only composed of one area, so Area A stretches across the entire map and covers all floors. ------------------------- SINGLE PLAYER WALKTHROUGH ------------------------- --> FROM THE 3F HIGH WALKWAY Break the time bonuses in the following order: Time Bonus Order: 1*, 2**, 3, 4, 5***, 6, 7, 8, 9, 10, 11 * Use the zipline in the north or move down the stairs to the south to get to time bonus 2. ** Time bonus 3 and 4 are very close together. It's more up to the player in what order that person wants to break these. *** Kill the chicken in the room below the northeast set of stairs. --> FROM THE MIDDLE ROOM Break the time bonuses in the following order: Time Bonus Order: 11, 9, 10, 7, 6, 8, 5, 3, 4, 2, 1 --> ONE AREA The entire Prison stage is composed of one area that covers all floor, so Majini will spawn constantly and they come in the form of Town Majini once again. These Town Majini usually only carry melee weapons, so your character won't have to worry as much about explosions during this stage unless you're careless with a hand grenade or grenade launcher. They still carry molotov cocktails and dynamite from time to time though. Big Man Majini will spawn often as well. They sometimes come in groups of three. Use the usual magnum or shotgun + melee or just constant gunfire aimed at a leg + melee to get rid of them easily. They can quickly group up and appear out of nowhere from around a corner or behind a door, so always be prepared to quickly switch weapons when one appears. They all drop hand grenades once defeated, which can be used to destroy the many breakable walls on this stage. --> A RED EXECUTIONER Whenever a player sees a red glow suddenly cover a nearby corridor or wall then get ready to see the new Red Executioner. This Executioner wears a red mask and has white skin and a fiery axe. He is much quicker than the normal Executioner but he still has all the same moves. He can be stunned the same way as the other Executioner - by shooting him in the head or anywhere with a powerful weapon. His main weak point is the red growth on his back, but really that shouldn't be much of a focus for a player since it is rather hard to hit and a headshot works fine for stunning him. A player without a real powerful weapon should use a hand grenade or proximity bomb to stun him. Electric rounds with a grenade launcher works well in stunning for a character that happens to have a grenade launcher as well. Get in close while he is stunned and fire directly at his head or the red growth on his back with a magnum or shotgun (or any weapon) then perform a melee as he starts to rise from his stunned position. He rises quicker than the normal Executioner and he doesn't stay stunned for that long, so take advantage of each stun and spam him with gunfire while you are able to the quickly melee him before he fully rises if you're character is in close range. The main problem with fighting the Red Executioner once a player is familiar with his speed, is the Town Majini that will group up around him. This Executioner takes some extreme punishment, so the Majini will bunch up rather quickly while hitting the Executioner. Try to time your melee attacks until right before a Majini grabs or hits your character to avoid being hit - the invincibility of the melee attack animation will save your character. There may be times where you'll have to run away then fight off the Majini crowd in order to focus on the Red Executioner. --> THE NORMAL EXECUTIONER Players will still have to deal with a normal Executioner after fighting off Red Executioner. The normal Executioner has all the same behavior as the one from Public Assembly but his health is much greater, which means your character will have to dish out even more punishment while Majini group up around your character. Once again, use melee attacks to gain invincibility from the surrounding Majini while fighting him and simply run away when too crowded. --> BREAKABLE WALLS AND DOORS This stage has quite a few breakable walls that can be used to your advantage in making a new pathway. The breakable walls found in the middle area are some of the best walls to break for quick access to the surrounding hallways. Simply toss a hand grenade or fire an explosive round at the walls to break them. Keep in mind that the Executioners can break these walls as well. There's nothing quite like moving past a breakable wall only to have a sudden overhead axe swing break through a nearby wall and send your character into dying status. It can happen, so be careful around those cracked walls! There are also a few wooden doors that can be broken to avoid the kick animation of opening one. These can be broken with an explosive or a gunshot. With STARS Chris, a single electric round shot at a wooden door will destroy it. Also take note of the large red canister in the middle room. The canister is much bigger than all the rest that a player is familiar with. This can be shot to help out when a big group of Majini follow your character. --> SO MANY FLOORS This stage has a total of three floors and one basement area. It's good to have an idea of where nearby ladders will lead your character to and, like the Ship Deck, you'll need to memorize the layout of the stage in order to gain a good score. It's not really that bad of a stage once you become familiar with it. Learn which rooms are on certain floors and that will help out a lot in navigation. The B1 area can be reached via a ramp on the northwest side of the first floor or the opening with a ladder in the floor of the middle cell in the far east portion of the first floor. To quickly reach the second floor from the first floor, run up the staircase in either of the two rooms along the northwest or northeast portion of the first floor. There is also another staircase along the east side that leads to the second floor. In order to reach the third floor from the second floor, a character will have to move to the west portion of the second floor then move to the south circle around it heading southeast then move up the stairs along the southeast portion of the second floor. Constantly look for doors and windows to enter new rooms and be sure to have the mini-map pulled up at all times. The windows will help out a bunch when being chased. The many doors in the area can cause your character to get hit shortly before or directly after the door opening animations. Always kick the doors when forced to open one to give your character some invincibility while opening a door. There might be some doors that you'll want to destroy if they are wooden - toss a hand grenade at them before your character gets to them or shoot them down. Two shots from a light weapon followed by a kick will destroy any wooden door. --> THE LAST FEW MAJINI Majini can get stuck in the following two areas in this stage, so check out these areas if you can't find the last Majini. - At the east end of second floor corridor where time bonus 3 is located. He will be standing near the metal door at the end. - Near the two flash grenade pickups in the south tunnel on the first floor. -------------------- DUO MODE WALKTHROUGH -------------------- Whether both players should grab combo bonuses and kill along their path to the time bonuses is really up to the players. For this stage, I really feel that it is best to simply disregard the combo bonus chests and skip out on killing any enemies until all time bonuses are broken. --> STARTING POINT 1 PLAYER The player that starts on the third floor catwalk will start with time bonus 1 right beside the character so go ahead and break it. The character will be facing the path that leads to combo bonus 1. Whether you go to get it or not is up to you. I recommend quick turn and moving on ahead to the east. Run down the ramp behind the character then make a right and move down the stairs then kick through the door. Run onto the railroad track then break time bonus 2. Drop off the side of the tracks to fall to the first floor. The rest of what you do from here really depends on how both players want to approach the stage. If your character has a weapon that is good at destroying wooden doors or breaking down cracked walls then break them to save time. I recommend running toward the room with the chicken in the northwest and defeating the chicken. The chicken is in the room with combo bonus 3. Defeat the chicken then move up the nearby stairs to reach the second floor and collect the flash grenade from the boxes then break time bonus 5 on the outer walkway. After breaking time bonus 5, hop across the gap to the west then kick through the metal door on the other side. Take the hand grenade from the nearby metal bed if your character doesn't already have one. Break time bonus 4. Look to the left and find the window. Toss a hand grenade through the window so that it bounces off the wall behind it and breaks the wooden doorway off to the left behind it. The hand grenade will also shatter the breakable wall to the right. Vault through the window then turn left and break time bonus 3. Try to wait until the other character's arrival before killing off any Majini. BE SURE to run to the end of the corridor with time bonus 3 and get the Majini's attention at the end. If you don't get his attention or kill him off, he will remain there until the stage ends. --> STARTING POINT 2 PLAYER The player that starts on the first floor is going to do most of the item collecting and time bonus hitting. Turn around from the beginning then grab the flash grenade off the counter (north counter). Run toward the window to the south and vault through it then grab the green herb on the counter to the left. Turn to the right then break time bonus 11 at the end of the corridor. Run back the way you came to where the green herb used to be. Break down the wooden door off to the right (in the south). In the outside tunnel, quickly pick up the two flash grenades on the boxes. For the Majini that stands beside the flash grenade, a player MUST get his attention while picking up the flash grenades or else he will stand there until a player alerts him (or until all time expires). Run back through the door that your character destroyed and run through the doorway on the east end of the room that used to have the green herb inside. Break time bonus 9 in the corridor ahead. Ignore the stairs to the north and take the left corridor then break the wooden door at the end. Break time bonus 8 inside the north room then collect the red herb. Wait until you break another time bonus then open the inventory and combine red and green herb quickly. Break the wooden door to the east then rush out into the corridor with cells. Kick thorugh the door of the last cell to the southeast then break time bonus 10. Kick back through the cell door if it closes then move into the middle cell. Drop from the trapdoor opening to reach the B1 floor. Quick turn then run to the west. If you are badly damaged then collect the green herb from the first cell off to the right. This green herb will usually crowd the inventory, so don't grab it if you don't need it. Run toward the middle area of the B1 floor then turn to the left after stepping into the lava pool area and break time bonus 7. Continue to the west along B1 then enter the cell off to the left before reaching the end. Collect the two flash grenades inside then run out onto the ramp to the west and move up the first floor outer walkway. Break time bonus 6 on the outer walkway. The other player should have taken care of everything else for the team at this point, so you could kick through the door off to the right (south) then move up the stairs (to the south) at the end of that corridor then join up with the other player on the west side of the second floor. --> FIGHTING OFF THE MAJINI Both characters can fight in the compacted hallways of the second floor near time bonus 3. This can lead to a very chaotic fight, but the Majinii will be so close together that melee attacks will likely hit multiple Majini. For Big Man Majini, don't even use magnums on them. Hit them in the legs with a low powered weapon such as handgun or machine gun then perform melee attacks to bounce them back and forth and double team them with a tag team melee. A tag team melee performed in these corridors has the potential to wipe out multiple Majini. Shotguns work nice as starters for melee bouncing on Big Man Majini also, but they take more damage from them, which could end the tag team early. Wesker players will surely enjoy the tight corridors on the west side since Wesker can easily Cobra Strike multiple Majini in the narrow spaces. A Wesker player can also perform his dash up and down the corridor while the other player tag team melees any Majini that is hit with Wesker's dash. Remember that Wesker must hit a Majini at least twice with a dash in order for the other player to perform a tag team melee attack on it. Try to keep the fight in one of the corridors. Move to the opposite corridor when healing or simply heal out in the open. Be careful about staying together when an Executioner is nearby since he can easily perform his overhead swing on both players and kill them both off in these corridors. This corridor is going to become overrun with item drops from defeated enemies, so you're going to have move over an item that you want to grab and MAKE SURE that it is the correct item before confirming the pickup. They can also ruin a melee attack, though a melee attack command usually takes priority over an item pickup. Majini will drop from the third floor walkway spawn point, they will enter the area from the north doorways and south stairs. They will also climb the ladder from the first floor. The ladder can sometimes get in the way and your character might accidentally kick it down when trying to perform a melee attack. Your character might accidentally jump through the nearby window as well. Try to watch the command that is displayed while near these two obstacles when attempting a melee attack. ----------------- PRISON DUO VIDEOS ----------------- --> Berserker Kev (STARS Chris) and iK1NG (Midnight Wesker) Score: 810,797 http://www.youtube.com/watch?v=XDW1KSredwY --> Dreamer RD (Midnight Wesker) and xVcRx NAP (Midnight Wesker) Score: 840,871 http://www.youtube.com/watch?v=-1xv7UzuxgM =============================================================================== MERCENARY CHARACTERS [CS00] =============================================================================== The following is a list of all characters in The Mercenaries challenge mode along with a full analysis of each one based on my own playthroughs with each character and some ideas from fellow friends that I have talked with. Be forewarned that some of the character names can be considered spoilers! Each character should be used differently depending on whether a player is playin solo or duo mode. In solo mode, melee kills should be used often, but it is extremely to fight the vast amount of pressure that a single player will be under without taking out a more powerful to kill, so in the case of solo mode a more powerful weapon and explosive should be used while facing a crowd. In Duo mode, players should limit themselves to weaker weapons in order to obtain as many melee kills as possible. Each player will draw the attention of the enemies so a single player will not get surrounded as much in Duo mode. DO NOT use explosives unless they are used for more powerful enemies. Limit the use of a powerful weapon so that your character only uses one for bosses and to keep the kill chain going. Melee kills are VERY important to obtaining a high score in duo mode since both players will be adding 5 seconds to the clock per melee kill and that can build up time greatly! Remember that each second left over after all enemies are defeated will be worth 1,000 points per second. [CS01] __ __ ___ _ _ / / ___ __ _ _ \ \ / __\| |__ _ __ (_) ___ / / / __\/ _\ /_\ /_\ \ \ / / | '_ \ | '__|| |/ __| | | /__\//\ \ //_\\ //_\\ | | / /___ | | | || | | |\__ \ \ \ / \/ \_\ \/ _ \/ _ \ / / \____/ |_| |_||_| |_||___/ \_\ \_____/\__/\_/ \_/\_/ \_/ /_/ .------------------------------------. | How to unlock: Unlocked by default | '------------------------------------' BSAA Chris can be considered a good starting character and he's an overall good character for normal Majini battles, both single and grouped. Chris comes equipped with a low damaging handgun and a decent shotgun that can pack quite a punch on a normal Majini or when used aggressively against boss enemies. One of the main useful aspects of Chris is the amount of ammo that this man brings into battle. He really comes prepared to put an end to the Majini threat. --> BSAA CHRIS' INVENTORY .-----------------------------------. | | | | | | | | | Handgun | Hand | Shotgun | | Ammo (50) |Grenade (5)|Shells (30)| | | | | |-----------+-----------+-----------| | | | | | | | | | M92F | |Ithaca M37 | | (HG) | | (SG) | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' Chris begins his game with the M92F handgun and the Ithaca M37 shotgun as his main weapons. Both weapons carry quite a big capacity when compared to other character weapons. Not to be pleased with his already high capacity per gun, he also brings along plenty of ammo for each weapon. Just look at that. Chris freaking brings along 30 extra shotgun shells to go along with his already high capacity of 20. He actually comes with so much shotgun ammo that one might want to consider giving some to a Safari Chris or STARS Wesker players in duo mode. The fact that he will gain both types of weapon ammo means that he will be overflowing with ammo if every ammo pickup is taken, so be nice and share with your other player in duo mode, dear sir. Your Safari Chris and STARS Wesker are counting on you to support them, since their shotgun will plow through bosses quite a bit quicker than your Ithaca shotgun will and they start with only 10 shotgun shells each along with a lower capacity than your shotgun! Reloading is not too much of a problem for this Chris since his weapons come with such a high capacity. I recommend setting up his inventory so one can quickly reload through the inventory when reloading his Ithaca shotgun however since it has the longest reload animation. There is really no reason to reload that often with Chris' handgun since it can hold an astounding 50 bullets. --> BSAA CHRIS' M92F HANDGUN .-------------------------------. | M92F (HG) | |===============================| | Firepower: 250 | | Capacity: 50 | | Reload Speed: 1.70 sec. | | Special: Critical 37.5% | '-------------------------------' M92F ---- + Sets up melee attacks easily. + Extremely high capacity. + Decent long distance weapon. + Low damage (allows for better attempt at melees). One can easily look at Chris' low damaging M92F handgun and consider it useless compared to the instant stopping power of Chris' shotgun, and people with that kind of thought will lose out on a big score with BSAA Chris. It's very true that his handgun will not take down a normal Majini near as fast as a blast from Chris' shotgun, but if a well-timed melee attack is used after a few shots from Chris' handgun then the melee attack will kill off the Majini and add five seconds to the clock in the process! In Public Assembly, one can simply aim for a Town Majini's legs and shoot it twice in its legs. Make the shots rapid by holding down on the fire button while shooting to speed up the process. If the Majini falls into a leg stun pose after the two shots then finish it off with frontal uppercut to kill it. If it falls to the ground from the second shot, or even the first shot, perform a ground stomp to finish it off (no head stomp needed). I wouldn't recommend trying for a head stun followed by a straight since a player may accidentally get a critical headshot and ruin the chance for a melee kill. The true greatness behind this gun's low firepower is that Chris can actually get a third attempt at a stunning shot without damaging the Majini. For a Town Majini, an uppercut will kill the majority of them after the second shot and after the third shot, so Chris has two chances after the first shot to get a leg stun for the uppercut setup. Techniques such as this can be used to keep adding seconds to the clock per kill. A player shouldn't stand back and spam handgun fire whenever a group approaches however. Pull out the shotgun or toss a grenade when dealing with a group. Since Chris' handgun comes with such a high capacity, a player won't even have to worry about reloading for quite some time. Don't overflow Chris' inventory with handgun ammo. It's very easy to do since he starts out with so much from the beginning. You want to limit Chris a bit on what ammo he picks up to keep his inventory ready for other items. Chris' handgun can be used well for distance enemies or simply spamming a distant enemy with gunfire. The laser pointer alone won't give a player pinpoint accuracy but the handgun is a much better choice for distance enemies rather than using the shotgun. It can help to save a grabbed character from long range. Chris' handgun comes with a decent critical headshot percentage for gaining instant head pops but these will really only ruin a chance for a melee attack. I wouldn't recommend trying for critical headshots that much since you'll mainly only get head stuns in return and on top of that, the Majini will not receive enough damage to kill it off unless it has already been weakened some before the head shot. Long story short, don't discard the handgun at the beginning of the battle in favor of receiving more shotgun ammo for Chris' shotgun! It's a very good choice in the hands of players that often perform melees to increase the seconds on the clock. --> BSAA CHRIS' ITHACA M37 SHOTGUN .-----------------------------. | Ithaca M37 (SG) | |=============================| | Firepower: 400 | | Capacity: 20 | | Reload Speed: 2.40 sec. | | Special: Critical 25% | '-----------------------------' Ithaca M37 ---------- + Overall good power for close range combat. + Effective stunning weapon for boss enemies. + Very good capacity for a shotgun. - Not near as effective at long range when compared to close range. - Slow boss killer if used alone. Nothing dishes out sweet love to a Majini like an Ithaca M37 shotgun to the face. Even though this weapon has a rather low critical rate, it can achieve critical hits rather easily at mid-range. Chris can often fire at just about any close range normal Majini and usually receive a kill with this shotgun. If the hit doesn't kill the Majini, then simply run up to it and perform a ground stomp to kill it off and receive +5 bonus seconds. 8 times out of 10, one Ithaca shotgun blast from up close is going to kill off a normal Majini however. Chris' shotgun should mainly be used for crowds of Majini or instant quick kills on a single Majini. With its rather high capacity, a Chris player won't have to reload as much as other characters, so Chris can easily rampage through a stage with his Ithaca without much worry of a sudden accidental reload. As usual with a shotgun, the Ithaca is not really effective at all from long range. A Chris player will want to take out the handgun for any long range precision aiming or simply toss a hand grenade. The shotgun is an overall good boss stunner. Whether it is a good boss killer or not depends upon how aggressive a Chris player can be. Chris can easily stun just about any boss enemy with a close range shotgun blast to the enemy's head or body then perform a follow up melee. For enemies such as the Executioner and Gatling Gun Majini, it would be best to perform an up close blast to the head for a head stun then rush up to them and perform at least three shotgun blasts in a row then finish off the sequence with a melee. From close range (especially when an enemy is against a wall), Chris can really spam shotgun fire on any enemy and deliver some heavy damage, so stay aggressive and use his melee moves effectively when a boss enemy is stunned and Chris can deliver some heavy damage with his shotgun. Use a hand grenade for an instant stun on a boss enemy if a close range shotgun blast doesn't do the trick. Follow up that hand grenade explosion with a number of shotgun blasts from close range. --> BSAA CHRIS' HAND GRENADES .---------------------. | Hand Grenade | |=====================| | Direct Hit: 1,500 | | Area Effect: 1,000 | '---------------------' + Can easily take down a group of normal Majini or stun a boss enemy. + Useful against Cephalos and Duvalias with direct hit. - Bouncing can sometimes mess up a precise direct hit. ** MAJOR TIP: When attempting to melee kill all enemies in a stage, do not use Chris' hand grenades to finish off a crowd since you're ruining your chance for melee kills. Only use Chris' hand grenades for Lickers, bosses and to break down breakable walls when going for all melee kills. It's easy to forget about Chris' hand grenades while a player is rampaging with Chris' shotgun, but the Ithaca shotgun is not always the best answer for an extremely large group of Majini; that's when a Chris player should take a hand grenade and toss it for plenty of instant kills. The hand grenade is also a very effective boss stunner from a distance. Say, a Chris player is about mid- distance from the Gatling Gun Majini and that player feels that the Gatling Gun Majini is about to fire, that player could quickly equip a hand grenade and toss it at the Gatling Gun Majini for an immediate stun then rush over to him and deliver shotgun blast to the head followed by a wonderful display of Haymaker to the face. Hand Grenades are Chris's best answer to a Cephalo in most cases. Cephalos have a high tendency to stand still for short periods of time, so a Chris player can easily toss a hand grenade right under one and get it in the direct hit range to instantly get rid of this nuisance. An effective trick against a moving Cephalo is to knock it down with a shotgun blast then toss a hand grenade at its grounded body to most likely get it in direct hit range and instantly defeat it. --> BSAA CHRIS' MELEE ATTACKS .---------------------------------------------------------. | Melee Command | Type of Melee | Damage | |=========================================================| | Straight | Head Stun Melee | 400 | | Hook | Arm Stun Melee (front) | 300 | | Kick | Arm Stun Melee (back) | 300 | | Uppercut | Leg Stun Melee (front) | 400 | | Neck Breaker | Leg Stun Melee (back) | Kill | | Stomp | Ground Melee | 600 | | Haymaker | Tag Team Melee (front) | 3,000 | | Back Hand | Tag Team Melee (back) | 3,000 | | Top-down Punch | Partner Assist Melee | 500 | | Uppercut | Counter Melee on Licker Beta | 600 | | Stab | Ground Melee on Licker Beta | 1,200 | '---------------------------------------------------------' Chris has a decent assortment of mid damage melee moves that fit his weapon setup rather well. His stomp attack will almost instantly kill any Majini that has received at least one gunshot and has been grounded in the process. His Neck Breaker is a good move to perform for a definite kill and for the sake of invincibility from surrounding enemies. It's long animation can allow a player to pull up the inventory and make some needed adjustments throughout the entire kill sequence. The Neck Breaker is also a good melee to perform against shielded Majini; simply shoot at a leg for a leg stun then run behind the shielded Majini and neck break for an instant kill. Chris' Uppercut from a leg stun can easily be considered one of his best melee moves when used strategically on a Majini that has been damaged with his own handgun fire. Simply aim for the legs and shoot twice with any Town Majini then, if a leg stun is achieved, run up and uppercut for an instant melee kill that will add 5 bonus seconds to the clock. Shoot two rapid handgun shots by holding down the fire button to speed up the stunning process. If the leg stun is not achieved then shoot the Majini in the leg again for another try without worry of killing it off. If the Majini falls to the ground then perform a ground stomp after any handgun shot to finish it off. If you're ever unsure whether a ground stomp will kill a Majini or not, walk to the head portion of the Majini then trigger the ground stomp melee to have Chris perform an instant kill head crush. Chris' Uppercut is also very effective against crowds. If he is ever surrounded and performs an Uppercut then Chris will knock down all surrounding Majini that are close to him. A player can finish each of them off with Chris' quick Stomp. One Uppercut will damage a Majini just enough to where a Stomp will finish it off regardless of what else it has been hit with. --> BSAA CHRIS' MELEE KILLS Killing off any enemy with a melee will give the player a +5 second bonus, which will be added to the clock. Finishing off as many enemies as a player possibly can with melee kills is one of the main keys to scoring high in the Mercenaries. All leftover time will be added to a player's main score at 1,000 points per second! Exceptions to melee kills with Town, Base and Wetland Majini: - Female Majini, explosive arrow Majini and shield Majini all have less life than other normal Town and Wetland Majini so they will die within less shots than what I have listed. - The Rocket Launcher Majini will always perform a "lean backward" sort of stun after being shot a few times. This counts as a leg stun, so rush behind him and perform a melee after he leans back for an instant kill. - Another exception is the Majini with sunglasses in the Public Assembly which has more life than the rest of the Majini in Public Assembly. Kill him off with an instant kill melee or head crush ground melee while facing the head of his grounded body. The following section lists methods to obtain melee kills for BSAA Chris. -------------------------------- Town and Base Majini Melee Kills -------------------------------- ** M92F shot --> M92F leg stun --> Uppercut Chris can perform a single shot to any part of a Majini's body then shoot the Majini's leg for a possible leg stun and Uppercut the Majini to instantly kill the Majini. The weakness of Chris' M92F handgun will allow a player to try for a third shot for a possible leg stun if the second shot doesn't perform one since a Majini can take a total of 4 shots from the M92F before falling. It's best to perform these two shots as quick as possible. Don't always rush behind the Majini for a Neck Breaker if the first shot give you a leg stun; simply shoot the Majini in the leg again. Hopefully the Majini will fall to the ground or lean over again. If the Majini falls on the first hit then rush up and perform a Stomp for an instant kill. A BSAA Chris player can shoot a Majini in the body first with the handgun then quickly shoot the legs. This will sometimes prevent the Majini from falling after the second shot. For instance, if a player knocks the Majini down to it's knees on the first shot by shooting it in the legs then the second shot to any portion of the body will always ground it. By shooting the body first, no type of stun will occur. Chris' Uppercut is by far his quickest melee kill, so trying to obtain a kill with this leg stun melee will benefit the player the most. ** M92F leg stun --> Neck Breaker Chris can perform a leg stun at any time with his handgun and then rush behind the Majini and perform his Neck Breaker instant kill melee. This melee will stop any Cephalo, Duvalia or Kipepeo spawning as well as provide a Chris player quite a bit of time to cycle through the inventory if needed during the entire animation. ** M92F shot --> M92F shot --> M92F arm stun --> Hook/Kick Chris can kill a Majini after two shots to any portion of the body followed by an arm stun then a Hook or Kick. It's really best not to actually try for this, but just case you accidentally get an arm stun after two hots have already hit a Majini then at least you'll know that a Hook or Kick melee will finish it off for a melee kill. ** M92F shot --> M92F head stun --> Straight This combination is very risky thanks to the M92F's critical headshot rate. Chris can perform any M92F shot to a Majini then shoot the Majini in the head and kill it off with a Straight punch melee. Again this is risky since it will end with a head pop about half the time because the critical headshot rate of the handgun. ** M92F shot --> Stomp As long as Chris has shot a Majini at least one time with the M92F before it falls to the ground, a Stomp ground melee to any portion of the body will finish it off. ** Face the head of a fallen undamaged Majini --> Stomp (head crush) This technique is so very useful for any Chris type. You have to train yourself to respond quickly once a Town Majini falls in order to do this however. Once a Majini falls backward while facing Chris, run toward it and basically run over it then quick turn and perform Chris' ground Stomp to crush its head. If Chris moves over the top of it then quick turns instantly after passing by its head then he will be in the perfect placement for this melee kill. ** Back Hand on Gatling Gun Majini to hit surrounding Majini (Town Majini) When fighting the Gatling Gun Majini in Missile Area, shoot him in the leg to stun him so that he kneels. Allow Majini to gather around him then perform the Back Hand command while standing near the Gatling Gun Majini to damage the Gatling Gun Majini and defeat the whole crowd of surrounding Majini in process for melee kills. -------------------------- Wetland Majini Melee Kills -------------------------- ** M92F body shot --> M92F leg stun --> Uppercut With normal Wetland Majini, the same melee kill combination for Town Majini will usually work in order to kill each one. ** M92F leg stun --> Neck Breaker Chris will need to resort to a quick leg stun and Neck Breaker for groups of Wetland Majini quite a bit to gain invincibility, so this instant kill melee will come in handy for Wetland Majini. ** M92F shot --> M92F head stun --> Straight This melee kill sequence would work so extremely well if it wasn't for the moderate critical rate on Chris' handgun. It's still a good melee kill setup, but you'll have a head pop about 40% of the time. Shoot the Majini in the upper body to make it stand straight up and then shoot it in the head then run up and perform a Straight Punch for a melee kill if the Majini's head doesn't explode. ** M92F shot --> M29F leg stun --> Uppercut (explosive arrows and shield Majini) For Wetland Majini with explosive arrows or shields, perform a shot then a leg stun shot with the M92F handgun then finish them off with an Uppercut. For a Majini with a shield, quickly shoot them twice in the leg since the first shot to the leg will always perform a leg stun and then the second shot will not phase the normal leg stun. ** M92F leg trip --> Walk around to head portion of undamaged grounded Majini --> Stomp (Torch Majini) If you ever knock a Torch Majini to the ground, it will stay grounded for quite a while regardless of the damage is has sustained. Take that time to run around to its head portion then perform a Stomp head crush to finish it off. ----------------------------------------- Town, Wetland and Base Majini Melee Kills ----------------------------------------- ** Walk around to head portion of undamaged grounded Majini --> Stomp Chris can always achieve an instant head crush by walking around to the head portion of any Majini and performing his Stomp ground melee. This is very useful for when an undamaged Majini gets knocked down from being staggered too much. It's best to run directly over the top of a Majini whenever it falls backward in front of Chris then quickly quick turn to face its head then perform the Stomp. Get good with this technique since it is highly useful to any Chris type. ** Knife slash leg stun --> Uppercut/Neck Breaker/Stomp After Chris has shot a Majini three times (two for females), the next shot will kill the Majini. In an effort to still gain a melee kill, move up close to the Majini and slash at its legs with Chris' knife to have a few more chances to get a leg stun or possibly ground the Majini. Quickly perform the melee once it is stunned or falls. Be careful about slashing too rapidly since the knife hit might accidentally ground the Majini then another slash might hit it quickly to where it gets up immediately afterward. This method works with any Chris type, but BSAA Chris players will get the most use out of it. ** Uppercut multiple Majini Any Chris type can perform a leg stun to a Majini then stand back and wait for other Majini to attempt an attack then quickly perform an Uppercut to the stunned Majini to knock down several Majini with one Uppercut. This is highly useful for crowds and it's also useful for achieving a melee kill on a Majini that is one shot away from death. When attempting all melee kills this is one of Chris' most effective ways to take on a crowd. ** Stomp multiple Majini When multiple Majini have been knocked down, try to work Chris into the middle of the crowd then perform his Stomp ground melee and he might hit multiple Majini with his Stomp. His Stomp ground melee is so fast that a player can Stomp one Majini then quickly move over to another grounded Majini then quickly Stomp it to. Chris' Stomp can also be used much like his Uppercut. A player can stand over a grounded Majini then wait for another Majini to rush toward Chris for an attack then quickly Stomp the grounded Majini to where the Stomp will hit the Majini that moves toward him for an attack. His leg can actually hit a standing Majini if it is close enough. It will send the Majini staggering backward as if it got hit with an arm stun melee. If the Majini was severely weakened then the Stomp will kill it off for a melee kill. ** Incendiary Grenade --> Stomp It's not really good to use this method often, since it has the potential to kill a Majini that has already been damaged, but a Chris type can toss an incendiary grenade at a crowd of Majini then move toward them and Stomp them right when they hit the ground. Chris Stomp is so fast that he can get about two melee kills per crowd. The Majini will be weakened enough afterward to where a single leg stun shot and an Uppercut will finish them off also! ** Incendiary Grenade --> Flash Grenade (while Majini is standing after being burned) --> Straight After tossing an incendiary grenade at a group of Majini, Stomp a few of them then quickly toss a flash grenade as they rise to stun the remainder of them then quickly finish them off with a Straight punch melee. ------------------------- Big Man Majini Melee Kill ------------------------- ** Extremely close shotgun blast to body --> Uppercut --> shotgun blast to body without moving from standing position --> Uppercut This melee sequence requires that the player get right up next to a Big Man Majini and hit it in the body with a shotgun blast from close range so that the entire shotgun spread hits it. Run up and perform an Uppercut as it blocks. Quickly aim at the Big Man Majini again from where Chris currently stands after the first Uppercut then shoot it again. Run up to the Majini as it blocks then hit it with another Uppercut to possibly get a melee kill. This is NOT always going to work because it's rather hard to aim precisely with a shotgun so that the entire spread hits it, so don't expect to get this melee kill every time. ------------------ Gatling Gun Majini ------------------ ** Hand Grenade to stun --> Back Hand --> Hand Grenade to stun --> close Ithaca shotgun blast --> Back Hand Use a Hand Grenade to stun the Gatling Gun Majini then Back Hand him each time that he is stunned. Make sure to shoot him at least once with the Ithaca shotgun before Back Handing him the second time to make the second Back Hand kill him. Simply stand up right next to him then fire the Ithaca and cancel into the Back Hand. When tossing the second grenade, back up a bit while standing near him (after the first Back Hand) and he should try to hit Chris with a Gatling Gun swing. Keep backing up and he will miss. Toss the Hand Grenade at that time to restun him. ******************************** Crowd Control Melee Combinations ******************************** ** M92F shot to leg --> Uppercut You don't really want to use this combination on large crowds, but when a group of two or three Majini are near Chris, try to get a leg stun on one of them then stand in front of the stunned Majini and wait for one of the others to attempt an attack then quickly Uppercut the stunned Majini to ground multiple Majini. This can be a real good setup for a multiple Stomp (stomping multiple Majini) when a Majini is directly behind one that is directly in front of you. Even though this combination should mainly only be used for small crowds, since BSAA Chris can't easily set up a Majini for a Straight punch without killing it, an Uppercut sometimes be the best option for crowds. BSAA Chris has a better chance at leg stun than any other Chris variation especially with the weaker damage caused by his handgun, so an Uppercut is never really hard to perform while up against a crowd. ** M92F shot to head --> Straight When a crowd groups in front of Chris, target the closest Majini in the middle then shoot him in the head for a head stun. Quickly run up to the staggering Majini then perform Chris' Straight punch to possibly knock down the whole crowd. Chris' Straight punch has a high tendency to hit any Majini that are standing close to either of his sides. Run up to the grounded Majini and perform Stomps to finish off multiple Majini after a Straight punch melee. A Straight can usually knock Majini together to where one Stomp will finish off multiple Majini and give a player an even bigger time boost than normal. The main problem with using this combination for BSAA Chris is that his handgun has a high critical rate, so you're likely to pop a Majini's head when shooting it in the head. Sadly, Chris' Straight punch is really his best melee for crowd control, so you either take the risk, or attempt to fight off a crowd with an Uppercut. --> BSAA CHRIS' EFFECTIVE PARTNERS ---------------- Battle Suit Jill ---------------- Jill can really help a BSAA Chris player out quite a bit come boss time. Chris can stun the boss with a hand grenade or shotgun blast from close range then Jill can take out the PSG-1 rifle and start blast the boss as Chris blast it with the shotgun from close range. While a Jill player is not spamming knee drops, she can also use the PSG-1 rifle to help a Chris player keep the kill streak going. ---------- BSAA Sheva ---------- She can help out about the same as Battle Suit Jill. BSAA Sheva can blast a boss with her Dragunov SVD rifle while a BSAA Chris player blast the boss with his shotgun from close range. Sheva can also keep the kill streak going with her a quick hit from her rifle. -------------- Clubbin' Sheva -------------- It's kind of arguable, but a Clubbin' Sheva player could add to the shotgun hits from Chris come boss time like the other two mentioned above by using any of her weapons. It could give actual use to her slow S75 rifle. --------------- Midnight Wesker --------------- Since Chris carries such a large capacity with his handgun, he could give some of his handgun ammo to a Midnight Wesker player. If Wesker performs a dash multiple times in a row (back and forth) then Chris' Back Hand tag team melee can quickly defeat multiple Majini as they stagger. Two dash hits to a Majini will set up the Majini for a tag team melee since each dash counts as a separate arm stun hit. ------------ STARS Wesker ------------ Since Chris carries such a large capacity with his shotgun and starts out with a rather large amount of shotgun shells, he could give some of his shotgun ammo to a STARS Wesker player. Chris could also hand over some of his handgun ammo to STARS Wesker as well. If Wesker performs a dash multiple times in a row (back and forth) then Chris' Back Hand tag team melee can quickly defeat multiple Majini as they stagger. Two dash hits to a Majini will set up the Majini for a tag team melee since each dash counts as a separate arm stun hit. --> SCORING HIGH IN SINGLE PLAYER WITH BSAA CHRIS Chris has got to take advantage of his handgun for the most part in order to score high. A player needs to perform Uppercuts and/or Stomps often. Only perform a Neck Breaker while in the midst of a crowd for invincibility purposes. Chris' Neck Breaker really doesn't give off a good time advantage since the animation is so long. Chris can only defeat a Town Majini with an Uppercut after two handgun shots, so it's best to aim for a Town Majini's legs then shoot it twice and perform some type of melee based of its current stance. If it falls immediately after the first shot or any other shot then run up and Stomp it, if it leans over for a leg stun after two shots then Uppercut it. If the Majini still doesn't fall then try to shoot it in the leg a third time. After the third shot, the fourth shot will kill the Majini. You'll need to switch to the shotgun sometimes when Majini crowd around Chris too much, so take it out whenever they group too much then thin the crowd down. Don't use hand grenade to kill off a crowd. Use the shotgun or environmental explosions to your advantage. Don't take out the shotgun for small crowds either. Wait until a large crowd is near. The shotgun can also help to save the kill streak, but in single player with Chris, it's rather hard to maintain a kill streak for long, but if a Majini is right next to Chris and the kill streak is almost over then take out the shotgun and shoot the nearest Majini. Run toward the Majini just in case the shotgun blast doesn't finish it then perform a Stomp to finish it off if needed. One method that can help any Chris type is to work Majini into some type of tight corridor or group them together to where they surround Chris then stun one with a leg stun and perform Chris' Uppercut. The Uppercut can knock down all surrounding Majini that are close to Chris and set them all up for Stomps. If a Majini gets hit by the Uppercut then a ground Stomp will finish it off. If a Majini staggers then falls down then quickly run over to its head and perform a stomping head crush to its head. Chris has a big problem with bosses since they take a while for him to fight off with the shotgun. Use a hand grenade to stun the Executioner then use the shotgun from up close until he is about to recover, then quickly perform a melee attack. Run up to him while he staggers back then hit him with constant shotgun blast in the head. If a Chris player is aggressive enough then the Executioner will fall kind of fast, but Chris still can't take him down very quickly. Spamming him with hand grenades after the first stun will bring him down much faster, but Chris needs every hand grenade he can get for boss stuns and breakable walls. Speaking of which, be sure to stock any flash grenades and hand grenades that can be found from enemy drops. Chris needs to start stocking handgun ammo early as well. You won't always have time to grab it when the Majini hordes start to appear, so stock it early. Don't grab too much shotgun ammo or your inventory will get overcrowded quickly since the key to a high score is by using the handgun to set up melees rather than killing off enemies instantly with the shotgun. Chris starts out with enough shotgun ammo to last him for quite a while, so only grab it when needed. The shotgun should only be used for bosses, Cephalos, Big Man Majini, Kipepeos, big Majini hordes (very big, not three) and attempting to keep the kill streak alive with a quick shotgun blast to a Majini from close range. When a Cephalo spawns, quickly take out the shotgun and blast it then toss a hand grenade directly at it to finish it off quickly. A BSAA Chris player can also toss a hand grenade directly below the legs of the Cephalo as it stands in place shortly after it spawns; this method is faster, but both methods should be kept in mind. A flash grenade is a much better approach but they are not always handy for BSAA Chris. --> BSAA CHRIS' VIDEO SHOWCASE -> SOLO VIDEOS BY etet -- Public Assembly BSAA Chris SS Rank (Part 1) - http://www.youtube.com/watch?v=0B_m23rM7YQ BSAA Chris SS Rank (Part 2) - http://www.youtube.com/watch?v=5dXRWf-aQcQ The video above is a perfect example of the way that BSAA Chris can achieve melee kills and get an overall good score in single player Mercs when dealing with Town Majini. The player constantly performs two handgun shots or more followed by some type of melee whenever a Majini stun is seen after at least the second hit most of the time. Chris can always perform his instant kill Neck Breaker immediately however and that leaves a player much time to cycle through the inventory. Notice his use of melee moves to avoid damage. He sometimes literally runs into a crowd to perform a melee kill to gain invincibility from the crowd. He makes good use of Chris' Uppercut leg stun melee to sometimes knock down multiple Majin and then rush in to perform Chris' stomp on the extra Majini that stood in the way of the Uppercut. He also walks around to the head portion to perform an instant kill ground stomp to the head portion of a few Majini that gets knocked down without any damage taken. -> SOLO VIDEOS BY kdr0888 -- Missile Area BSAA Chris SS Rank (Part 1) - http://www.youtube.com/watch?v=KrfY-qM1qEo BSAA Chris SS Rank (Part 2) - http://www.youtube.com/watch?v=fCC3yFg74ek -> SOLO VIDEOS BY SeitengrateZero -- Public Assembly BSAA Chris SS Rank (Part 1) - http://www.youtube.com/watch?v=D53uXptH_Tw BSAA Chris SS Rank (Part 2) - http://www.youtube.com/watch?v=NKcppUMaoaI -- The Mines BSAA Chris SS Rank (Part 1) - http://www.youtube.com/watch?v=fNBJaAuk4bs BSAA Chris SS Rank (Part 2) - http://www.youtube.com/watch?v=6yaGoE5aSUM -- Village BSAA Chris SS Rank (Part 1) - http://www.youtube.com/watch?v=D6107jE0fAs BSAA Chris SS Rank (Part 2) - http://www.youtube.com/watch?v=gYwYPeqoq4I -- Ancient Ruins BSAA Chris SS Rank (Part 1) - http://www.youtube.com/watch?v=mMrMgjRiAPY BSAA Chris SS Rank (Part 2) - http://www.youtube.com/watch?v=LYKTq5Q4oUE -- Experimental Facility BSAA Chris SS Rank (Part 1) - http://www.youtube.com/watch?v=HO3vI2Cm3qM BSAA Chris SS Rank (Part 2) - http://www.youtube.com/watch?v=ELw5ck8uoJE -- Missile Area BSAA Chris SS Rank (Part 1) - http://www.youtube.com/watch?v=-Jj2iOI9rvw BSAA Chris SS Rank (Part 2) - http://www.youtube.com/watch?v=m0UPgQDCEgY -- Ship Deck BSAA Chris SS Rank (Part 1) - http://www.youtube.com/watch?v=QkcbmEmRLTs BSAA Chris SS Rank (Part 2) - http://www.youtube.com/watch?v=H_7JpabKGxU -- Prison BSAA Chris SS Rank (Part 1) - http://www.youtube.com/watch?v=MuFZjTegWbM BSAA Chris SS Rank (Part 2) - http://www.youtube.com/watch?v=35bpGd3b4wo -> SOLO VIDEOS BY xUmbrellaCo -- Public Assembly BSAA Chris SS Rank (Part 1) - http://www.youtube.com/watch?v=rOfnSJ32Gao BSAA Chris SS Rank (Part 2) - http://www.youtube.com/watch?v=EmhaE_MHuVA -> SOLO VIDEOS BY FoxyAreku -- Public Assembly BSAA Chris SS Rank (Part 1) - http://www.youtube.com/watch?v=2JNZetFWKTM BSAA Chris SS Rank (Part 2) - http://www.youtube.com/watch?v=0yvE3rmk3lM --> BSAA CHRIS' BASIC PARTNER COMMANDS The following is a list of all the basic commands that a Chris player can issue with the partner assist button followed by a direction. These can only be performed in duo mode. 01) Tap assist button 02) Hold assist button + Right on the Directional Pad Chris: "Come on!" 03) Hold assist button + Left on the Directional Pad Chris: "Thanks!" 04) Hold assist button + Up on the Directional Pad Chris: "Go!" 05) Hold assist button + Down on the Directional Pad Chris: "Wait!" --> BSAA CHRIS' PARTNER ASSIST COMMANDS The following is a list of all the assist commands that a Chris player can issue to a partner. Press the assist button to perform the following responses during the action listed. These can only be performed in Duo mode. 01) When an enemy has grabbed Chris Chris: "Help!" "Help me out here!" 02) While Chris is in dying status Chris: "Heeeelp me!" "I'm not gonna' make it!" 03) When Chris runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY WEAPON) 04) When a Chris player requests ammo from a partner Chris: "I need ammo" --> BSAA CHRIS' PARTNER RESPONSES Listed below are the responses that a Chris player can trigger by pressing the assist button during the following actions. In order to perform each one with more accuracy, press and hold the assist button when you go to perform each response. Holding the button for a few seconds will keep your character from accidentally saying "Come on". If the response doesn't work the first time, then press and hold the assist button again. When it doesn't work the second time, that usually means either the time for a response has elapsed, or the action was not counted as one that can be responded to; every now and then responses will not activate when they should. These can only be performed in duo mode. 01) Partner critical headshot (when an enemy's head bursts from a partner handgun, magnum, or rifle shot - the shot MUST BE the random critical headshot) Chris: "Great shot!" "Good work!" "Nice work!" 02) Partner gives Chris an item 03) Partner heals Chris 04) Partner resuscitates Chris 05) Partner helps to break a grab (even a slight nudge that breaks the hold) Chris: "Thanks for the help." "Much appreciated." "Thanks." 06) Partner is in dying status Chris: "I'm coming!" "Hold on!" 07) Partner performs a request 08) Partner performs an action command 09) Partner performs an action command while in a hoisting/preparing to jump pose Chris: "Roger" "Ok." 10) Partner melee attacks an enemy after a bounce/stagger animation from a Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON BOSSES] 11) Partner melee attacks an enemy with a special tag team melee attack 12) Partner melee attacks an enemy that Chris has knocked off the partner with a partner assist melee attack. Chris: "That'll work!" "Good job!" "Nice!" [CS02] __ __ ___ _ _ / / __ __ _ \ \ / __\| |__ _ __ (_) ___ / / / _\ __ _ / _| __ _ _ __ (_) \ \ / / | '_ \ | '__|| |/ __| | | \ \ / _` || |_ / _` || '__|| | | | / /___ | | | || | | |\__ \ \ \ _\ \| (_| || _|| (_| || | | | / / \____/ |_| |_||_| |_||___/ \_\ \__/ \__,_||_| \__,_||_| |_| /_/ .---------------------------------------------------------------. | How to unlock: Achieve an A-rank or higher on "Village" stage | '---------------------------------------------------------------' Safari Chris is the ultimate boss killer hands down. It should come as no surprise with his zebra skin outfit that this man is ready to go on a hunt. He has two rocket launchers prepared to shoot some Executioners, Gatling Gun Majini, Reapers, Giant Majini, merchants, elephants or whatever the hell else gets in his way. Besides the rocket launchers, he also sports a really good handgun and shotgun for some extra killing along the side. --> SAFARI CHRIS' INVENTORY .-----------------------------------. | | | | | | | | | Handgun | Rocket | Shotgun | | Ammo (30) | Launcher |Shells (10)| | | | | |-----------+-----------+-----------| | | | | | | | | | SIG P226 | | M3 | | (HG) | | (SG) | | | | | |-----------+-----------+-----------| | | | | | | | | | | Rocket | | | | Launcher | | | | | | '-----------------------------------' Upon first viewing Safari Chris's inventory one can't help but notice the two rocket launchers that he carries. Both of them come fitted to the top and bottom quick inventory select, so if a player sees some big threat up ahead then just press up or down on the d-pad and fire; whatever the threat was will no longer be a factor. Besides the rocket launchers, Chris also has a good handgun and shotgun. The SIG P226 handgun comes with a capacity of 16 and Chris also has 30 extra handgun bullets to go along with this. His M3 shotgun has a capacity of 10 bullets and Chris brings along an extra 10 shotgun shells. As one can easily see, Chris doesn't start with a vast assortment of ammo, so he'll need to be a bit conservative from the start. Since a BSAA Chris player comes equipped with a surplus of both types of ammos, it wouldn't hurt to hunt him down and hound him for some extra ammo if needed. --> SAFARI CHRIS' SIG P226 HANDGUN .-------------------------------. | SIG P226 (HG) | |===============================| | Firepower: 350 | | Capacity: 16 | | Reload Speed: 1.70 sec. | | Special: -------------- | '-------------------------------' SIG P226 -------- + Good overall firepower for a handgun (not too much, not too little) + Decent capacity Chris' SIG P226 packs some really good firepower for a handgun. It can severely weaken any normal Majini in two hits and kill it for sure with three shots. The moderate firepower of this handgun can be used to Chris' advantage for some convenient melee setups that will most likely kill a Majini quickly for a 5 second bonus. Unlike BSAA Chris's handgun, Safari Chris's handgun will not take as many shots to weaken a Majini for a melee. His handgun doesn't perform a critical headshot that often when aimed toward a Majini's head as well. One trick to boost the time during the Pubic Assembly stage is to aim for each Majini's head then fire for a head stun and follow that up with a straight punch for an instant kill most of the time. Very rarely will a Town Majini survive a head stun + melee from Safari Chris. He can also stomp on any foe that is grounded from any shot of his handgun for an instant melee kill much like the BSAA Chris. The capacity of his handgun is decent, but one will still need to reload quite a bit with it, so set this item next to its ammo in the inventory for a quick inventory reload. If you're trying to constantly add seconds to the clock, then this weapon will be used more than Chris' shotgun. --> SAFARI CHRIS' M3 SHOTGUN .-----------------------------. | M3 (SG) | |=============================| | Firepower: 500 | | Capacity: 10 | | Reload Speed: 3.00 sec. | | Special: ------------ | '-----------------------------' M3 -- + Good overall damage + Decent capacity - Slow reload animation At the cost of a better firepower, this gun comes with a lower capacity than that of BSAA Chris's Ithaca shotgun but it's still decent overall; 10 shots is still much better than the Hydra's six shots for STARS Wesker. The M3 shotgun is usually an instant kill on any normal Majini that Chris manages to fire at from up close. It's also effective at mid range, though Chris may have to still finish the job with a stomp. This can easily be considered an effective boss stunner and overall boss killer when used from close range. One will want to resort to a stun followed by continuous shotgun blast and a melee for maximum aggression on boss enemies. The normal shotgun spread makes it good for crowds and it is an overall good weapon to have when quick normal Majini kills need to be made. It has a slower reload animation when compared to the Ithaca shotgun and with the fact that it has a lower capacity than the Ithaca, one will definitely want to perform a quick inventory reload rather than go through the 3 second reload animation for ever reload. Chris' handgun power can compensate very well for quick kills against normal Majini however. Don't just confine yourself to the shotgun or you'll miss out on a very effective weapon variety that Safari Chris carries. --> SAFARI CHRIS' ROCKET LAUNCHER .-----------------------------. | Rocket Launcher | |=============================| | Firepower: 30,000 | | Capacity: 1 | | Reload Speed: ------------ | | Special: ------------ | '-----------------------------' Rocket Launcher --------------- + Whatever the rocket hits, the rocket kills (for the most part) - Only 1 rocket per rocket launcher with no way to reload or get another rocket launcher (no enemy drops) except for the Ship Deck stage which is open to all players - The rocket can backfire just as easily as it can deliver an instant kill for a Chris player that does not watch his surroundings when attempting to fire Chris' two rocket launcher are easily the ultimate boss killers in The Mercenaries challenge mode. Whenever a boss enemy reveals itself, simply arm the rocket launcher and fire at the boss enemy for an instant kill upon impact. The rocket launcher can even kill a Reaper by shooting it directly without the need to go through its stun phases. Even the area damage can instantly kill a boss enemy, so a player can shoot at a nearby wall next to a boss and still kill off the boss enemy. Aiming at the floor directly in front of a boss can sometimes help as well when the boss moves around too much. When a boss is not around, the rocket launcher can be effective against a crowd of Majini and bigger than usual Majini as well. You'll mainly want to conserve it for big bosses that take a lot of damage to stun though. That Red Executioner in the Prison stage is simply begging to be shot with a weapon that delivers 30,000 points of damage upon impact. I'm sure we all know that way too well. Even though the rocket launcher can be the saving grace come boss time, it can also lead to instant failure if a Chris player is not mindful of his surroundings. The biggest threat to a Chris player that stands and aims with the rocket launcher is a sudden Majini that runs toward him or darts in front of him from the side of the screen. If Chris fires while a Majini is directly in front of him or blocking the rocket while standing nearby, then Chris will likely go into an immediate dying status because of the blast. Chris also takes a few seconds to aim through the scope to set up the aiming process, which can easily allow Majini to gather. If he can find one, Chris can take advantage of a flash grenade to stun a boss or group of enemies and set them up for a rocket launcher blast. Partnering up with a Jill or Tribal Sheva player can help in that instance. If needed, use Chris' shotgun to clear a trail directly to the path of a boss and then take out the rocket launcher and fire. No distractions in the immediate area are so very important when using this dangerous weapon since it can backfire on a Chris player just as easily as it grants him supreme dominance. The whole "I got you know" Redfield moment can quickly lead to a "Poor performance indeed" failure. ---------------------------------------------------------------- Immediate Rocket Launcher Blast While Aiming With Another Weapon ---------------------------------------------------------------- Command: Aim with a weapon such as handgun then immediately equip the rocket launcher through the quick select D-pad command assigned to the rocket launcher then fire immediately. Normally Safari Chris has to stand and lean over a bit then place the rocket launcher on the shoulder shortly before aiming, but with the method mentioned above the rocket launcher fire is instant. You're actually aiming with the first weapon then quickly equipping the rocket launcher and firing instantly at whatever target your character was aiming at. Here's a more detailed description on how to perform this technique: 1) Set up the rocket launcher to where it can be quickly equipped with a D-pad press (Up, Down, Left, Right) by placing it in the Up, Down, Left or Right slots in the inventory menu 2) Aim with a weapon such as a handgun. Whatever you aim at is going to hit with the rocket. 3) While still aiming with the handgun, press the D-pad direction that the rocket launcher is assigned to then immediately fire. This method is most useful for when an enemy is close to your character and you don't have time to go through the full aiming animation of the rocket launcher. Just aim with a handgun then immediately equip the rocket launcher then fire to avoid having the enemy get too close to where the rocket blast might hit your character. --> SAFARI CHRIS' MELEE ATTACKS .---------------------------------------------------------. | Melee Command | Type of Melee | Damage | |=========================================================| | Straight | Head Stun Melee | 400 | | Hook | Arm Stun Melee (front) | 300 | | Kick | Arm Stun Melee (back) | 300 | | Uppercut | Leg Stun Melee (front) | 400 | | Neck Breaker | Leg Stun Melee (back) | Kill | | Stomp | Ground Melee | 600 | | Haymaker | Tag Team Melee (front) | 3,000 | | Back Hand | Tag Team Melee (back) | 3,000 | | Top-down Punch | Partner Assist Melee | 500 | | Uppercut | Counter Melee on Licker Beta | 600 | | Stab | Ground Melee on Licker Beta | 1,200 | '---------------------------------------------------------' Chris' melee setup goes along well with the SIG P226 handgun's moderate firepower. In Public Assembly, a Safari Chris player can usually get an instant kill on a Town Majini with a head stun + straight punch melee finish. As always, Chris' instant kill neck breaker from a leg stun can be a good melee move to perform for instant invincibility and inventory cycling during the kill animation while in the midst of a crowded area. His stomp is a perfect way to finish off any Majini that is grounded through any type of his own gunfire in order to add an additional five second bonus to the clock. Since his stomp already takes 600 damage by itself, any type of gunfire from Chris' arsenal added before it will make it an instant kill. Like all Chris types, Chris' Uppercut is also very effective against crowds. If he is ever surrounded and performs an Uppercut then Chris will knock down all surrounding Majini that are close to him. A player can finish each of them off with Chris' quick Stomp. One Uppercut will damage a Majini just enough to where a Stomp will finish it off regardless of what else it has been hit with. Like BSAA Chris, Safaris Chris can shoot a Majini twice in the legs with his handgun then perform an Uppercut, but keep in mind that the third shot will kill the Majini. --> SAFARI CHRIS' MELEE KILLS Killing off any enemy with a melee will give the player a +5 second bonus, which will be added to the clock. Finishing off as many enemies as a player possibly can with melee kills is one of the main keys to scoring high in the Mercenaries. All leftover time will be added to a player's main score at 1,000 points per second! Exceptions to melee kills with Town, Base and Wetland Majini: - Female Majini, explosive arrow Majini and shield Majini all have less life than other normal Town and Wetland Majini so they will die within less shots than what I have listed. - The Rocket Launcher Majini will always perform a "lean backward" sort of stun after being shot a few times. This counts as a leg stun, so rush behind him and perform a melee after he leans back for an instant kill. - Another exception is the Majini with sunglasses in the Public Assembly which has more life than the rest of the Majini in Public Assembly. Kill him off with an instant kill melee or head crush ground melee while facing the head of his grounded body. The following section lists methods to obtain melee kills for Safari Chris. -------------------------------- Town and Base Majini Melee Kills -------------------------------- ** SIG P226 head stun shot --> Straight Chris can quickly shoot a Majini in the head then run up and perform his Straight melee punch to the Majini and kill it off the majority of the time. Rarely will a Majini survive this sequence, but there are very few that will to which a player can perform a Stomp to end the kill. ** SIG P226 shot --> SIG P226 leg stun shot --> Uppercut This is a really good melee kill setup to know for when a Chris player misses a headshot or a Majini gets right up in your face and you don't have for a headshot. Shoot the Majini once and then shoot it in the leg and, if you get a leg stun animation, perform Chris' Uppercut to kill off the Majini. ** SIG P226 leg stun shot --> Neck Breaker Like with all Chris types, Chris can perform a leg stun at any time then run behind a Majini and perform an instant kill Neck Breaker. This will cancel any possible Cephalo, Kipepeo or Duvalia spawnings from a Majini as well as provide a Chris player quite a bit of time to cycle through the inventory if needed during the entire animation. ** SIG P226 leg trip shot --> Stomp As long as Chris has shot a Majini at least one time with the SIG P226 before it falls to the ground, a Stomp ground melee to any portion of the body will finish it off. ** Face the head of a fallen undamaged Majini --> Stomp (head crush) This technique is so very useful for any Chris type. You have to train yourself to respond quickly once a Town Majini falls in order to do this however. Once a Majini falls backward while facing Chris, run toward it and basically run over it then quick turn and perform Chris' ground Stomp to crush its head. If Chris moves over the top of it then quick turns instantly after passing by its head then he will be in the perfect placement for this melee kill. ** Back Hand on Gatling Gun Majini to hit surrounding Majini When fighting the Gatling Gun Majini in Missile Area, shoot him in the leg to stun him so that he kneels. Allow Majini to gather around him then perform the Back Hand command while standing near the Gatling Gun Majini to damage the Gatling Gun Majini and defeat the whole crowd of surrounding Majini in process for melee kills. -------------------------- Wetland Majini Melee Kills -------------------------- ** SIG P226 shot --> SIG P226 leg stun shot --> Uppercut It's really best to aim for the Wetland Majini's legs when attempting both shots. If the Wetland Majini falls to the ground with the second shot then it will remain grounded for a Stomp. If the Wetland Majini leans over for a leg stun then perform Chris' Uppercut. This method will also work for Majini with shields. Many times, Majini with shields will be harder to hit in the leg twice however, so a Safari Chris player might want to rush behind the leg stunned Majini and perform a Neck Breaker. ** SIG P226 leg stun --> Uppercut (Explosive Arrow Majini) For Wetland Majini that carry explosive arrows, simply shoot them in the leg once for a leg stun then run up and Uppercut them. A head stun + Straight will kill them off as well. ** SIG P226 leg stun --> Neck Breaker This is highly needed for Wetland Majini groups for invincibility's sake like with Town Majini, but even more so with the aggressive Wetland Majini. When fighting a group, shoot for the legs of one Majini then quickly run behind it and perform Chris' Neck Breaker to again invincibility from any attacks. ** SIG P226 leg trip --> Walk around to head portion of undamaged grounded Majini --> Stomp (Torch Majini) If you ever knock a Torch Majini to the ground, it will stay grounded for quite a while regardless of the damage is has sustained. Take that time to run around to its head portion then perform a Stomp head crush to finish it off. ----------------------------------------- Town, Wetland and Base Majini Melee Kills ----------------------------------------- ** Walk around to head portion of undamaged grounded Majini --> Stomp Chris can always achieve an instant head crush by walking around to the head portion of any Majini and performing his Stomp ground melee. This is very useful for when an undamaged Majini gets knocked down from being staggered too much. It's best to run directly over the top of a Majini whenever it falls backward in front of Chris then quickly quick turn to face its head then perform the Stomp. Get good with this technique since it is highly useful to any Chris type. ** Uppercut multiple Majini Any Chris type can perform a leg stun to a Majini then stand back and wait for other Majini to attempt an attack then quickly perform an Uppercut to the stunned Majini to knock down several Majini with one Uppercut. This is highly useful for crowds and it's also useful for achieving a melee kill on a Majini that is one shot away from death. When attempting all melee kills this is one of Chris' most effective ways to take on a crowd. ** Stomp multiple Majini When multiple Majini have been knocked down, try to work Chris into the middle of the crowd then perform his Stomp ground melee and he might hit multiple Majini with his Stomp. His Stomp ground melee is so fast that a player can Stomp one Majini then quickly move over to another grounded Majini then quickly Stomp it to. Chris' Stomp can also be used much like his Uppercut. A player can stand over a grounded Majini then wait for another Majini to rush toward Chris for an attack then quickly Stomp the grounded Majini to where the Stomp will hit the Majini that moves toward him for an attack. His leg can actually hit a standing Majini if it is close enough. It will send the Majini staggering backward as if it got hit with an arm stun melee. If the Majini was severely weakened then the Stomp will kill it off for a melee kill. ** Incendiary Grenade --> Stomp It's not really good to use this method often, since it has the potential to kill a Majini that has already been damaged, but a Chris type can toss an incendiary grenade at a crowd of Majini then move toward them and Stomp them right when they hit the ground. Chris Stomp is so fast that he can get about two melee kills per crowd. The Majini will be weakened enough afterward to where a single leg stun shot and an Uppercut will finish them off also! ** Incendiary Grenade --> Flash Grenade (while Majini is standing after being burned) --> Straight After tossing an incendiary grenade at a group of Majini, Stomp a few of them then quickly toss a flash grenade as they rise to stun the remainder of them then quickly finish them off with a Straight punch melee. ******************************** Crowd Control Melee Combinations ******************************** ** SIG P226 shot to head --> Straight The best part about Safaris Chris in terms of melee is that his primary melee kill combination is his best melee setup for crowd control, so you'll almost always kill off a Majini while attempting to knock down a crowd. When a crowd groups in front of Chris, target the closest Majini in the middle then shoot him in the head for a head stun. Quickly run up to the staggering Majini then perform Chris' Straight punch to possibly knock down the whole crowd. Chris' Straight punch has a high tendency to hit any Majini that are standing close to either of his sides. Run up to the grounded Majini and perform Stomps to finish off multiple Majini after a Straight punch melee. A Straight can usually knock Majini together to where one Stomp will finish off multiple Majini and give a player an even bigger time boost than normal. ** SIG P226 shot to leg --> Uppercut You don't really want to use this combination on large crowds, but when a group of two or three Majini are near Chris, try to get a leg stun on one of them then stand in front of the stunned Majini and wait for one of the others to attempt an attack then quickly Uppercut the stunned Majini to ground multiple Majini. This can be a real good setup for a multiple Stomp (stomping multiple Majini) when a Majini is directly behind one that is directly in front of you. --> EFFECTIVE PARTNERS FOR SAFARI CHRIS ---------- BSAA Sheva ---------- If a BSAA Sheva player discards her handgun (which is rather useless) then she can give her handgun ammo to a Safari Chris player since his supply is rather limited from the start. Her ammo will keep him well stocked for quite a while. Sheva can have a good melee kill game with only her VZ61 alone so she does not really need her handgun. --------- BSAA Jill --------- BSAA Jill usually has problem while dealing with a boss. Safari Chris has the ultimate answer to defeat a boss, so he makes a good companion for a BSAA Jill player so she can continue to spam her knee drop on fallen Majini. ---------------- Battle Suit Jill ---------------- Safari Chris can take care of the boss while Battle Suit Jill continually spams her knee drop on fallen Majini. Battle Suit Jill has an effective weapon for taking down a boss, but a rocket launcher hit is a lot quicker! --------------- Midnight Wesker --------------- Even though Midnight Wesker has the other ultimate boss killer weapon, turning to face a boss takes time away from his effective melee kill game (headshot, Cobra Strike), so a Safari Chris player can easily remedy this by taking down the boss enemy with his rocket launcher. This is most effective against Reapers which can take a while to take down without precise aiming. Chris can simply shoot the Reaper at any time with the rocket launcher to destroy it. --> SCORING HIGH IN SINGLE PLAYER WITH SAFARI CHRIS Safari Chris players will mainly be aiming for the head of Town Majini with his handgun to shoot them and exploit his Straight punch melee kill technique. There will be times where a critical will be landed instead of an actual head stun, so a Chris player must be ready to respond to that sudden head pop while in the midst of an approaching horde by backing away or quickly shooting toward any grabbing Majini. It might be best to quickly switch to the M8 shotgun during that time then shoot any Majini that might attack. Chris' Straight punch works well against crowds, but his Uppercut is still just as good for knocking down crowds. Be sure to run toward any extra Majini that get hit by the punch and finish them off with a Stomp. The Straight will rarely not finish off a Majini, but every now and then a Majini has just a bit more life that will allow it to survive the sequence, so be ready to finish it off with a Stomp if this is the case. If you ever miss a headshot and hit another part of the body, quickly shoot the leg of the Majini in the hope of a leg stun then finish it off with an Uppercut. DON'T shoot the head again, or you'll kill off the Majini. Come boss time, Safari Chris really has no problem... for the two bosses that he manages to hit with his rocket launcher. The key word there is "two" when each stage usually has three bosses or more. Chris will have to go up against a boss eventually though. He doesn't have enough rocket launchers for all of them per stage. A player will be forced to use the same tactics as BSAA Chris at that point. Stun the boss with a shotgun blast to the head then quickly run up on it and shoot it and then melee punch it right before it recovers. It can be a good idea to take down a boss with the shotgun whenever a Majini horde is not in the area. This way Chris can easily focus on taking down the boss with his slow shotgun + melee damaging and not be interrupted with a grab. On the flip side of that boss method, Chris can more easily aim with his rocket launcher while a Majini horde is not on the battlefield and he won't shoot any of the Majini that player can potentially melee kill. It all depends on the player and how that player wants to deal with a boss and horde of Majini. One method that can help any Chris type is to work Majini into some type of tight corridor or group them together to where they surround Chris then stun one with a leg stun and perform Chris' Uppercut. The Uppercut can knock down all surrounding Majini that are close to Chris and set them all up for Stomps. If a Majini gets hit by the Uppercut then a ground Stomp will finish it off. If a Majini staggers then falls down then quickly run over to its head and perform a stomping head crush to its head. Just like with BSAA Chris, Safari Chris must shoot a Town Majini with at least two handgun shots to kill it off with an Uppercut. Besides the Straight punch, the invincibility of Chris' Stomp and Neck Breaker play a big role in keeping him safe from attacking Majini. The Neck Breaker melee's invincibility frame (while performing it) is a player's best way to cycle through the inventory during a battle as well. Simply perform a leg stun then follow that up with a Neck Breaker and make inventory adjustments during the actual neck break. Whenever a group of Majini get burned from any type of fire explosion, especially cocktails, run up to them and Stomp as many as you can when they hit the ground. Since Chris' Stomp is so fast, he can usually Stomp about two of them, maybe three. --> SAFARI CHRIS' VIDEO SHOWCASE -> SOLO VIDEOS ON youku.com -- Public Assembly http://v.youku.com/v_show/id_XMTE4NjQyMTMy.html -- Mines http://v.youku.com/v_show/id_XMTE0NDcwMzA0.html -- Ship Deck http://v.youku.com/v_show/id_XMTE5MzgxNzM2.html -> SOLO VIDEOS BY Dreamer RD -- Public Assembly Safari Chris SS Rank (Part 1) - http://www.youtube.com/watch?v=MqmJjjkOvbM Safari Chris SS Rank (Part 2) - http://www.youtube.com/watch?v=Y9ci9CJ6_FU -> SOLO VIDEOS BY FoxyAreku -- Missile Area Safari Chris SS Rank (Part 1) - http://www.youtube.com/watch?v=ClxWw79OjQU Safari Chris SS Rank (Part 2) - http://www.youtube.com/watch?v=Qq-tzAz64MA --> SAFARI CHRIS' BASIC PARTNER COMMANDS The following is a list of all the basic commands that a Chris player can issue with the partner assist button followed by a direction. These can only be performed in duo mode. 01) Tap assist button 02) Hold assist button + Right on the Directional Pad Chris: "Come on!" 03) Hold assist button + Left on the Directional Pad Chris: "Thanks!" 04) Hold assist button + Up on the Directional Pad Chris: "Go!" 05) Hold assist button + Down on the Directional Pad Chris: "Wait!" --> SAFARI CHRIS' PARTNER ASSIST COMMANDS The following is a list of all the assist commands that a Chris player can issue to a partner. Press the assist button to perform the following responses during the action listed. These can only be performed in Duo mode. 01) When an enemy has grabbed Chris Chris: "Help!" "Help me out here!" 02) While Chris is in dying status Chris: "Heeeelp me!" "I'm not gonna' make it!" 03) When Chris runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY WEAPON) 04) When a Chris player requests ammo from a partner Chris: "I need ammo" --> SAFARI CHRIS' PARTNER RESPONSES Listed below are the responses that a Chris player can trigger by pressing the assist button during the following actions. In order to perform each one with more accuracy, press and hold the assist button when you go to perform each response. Holding the button for a few seconds will keep your character from accidentally saying "Come on". If the response doesn't work the first time, then press and hold the assist button again. When it doesn't work the second time, that usually means either the time for a response has elapsed, or the action was not counted as one that can be responded to; every now and then responses will not activate when they should. These can only be performed in duo mode. 01) Partner critical headshot (when an enemy's head bursts from a partner handgun, magnum, or rifle shot - the shot MUST BE the random critical headshot) Chris: "Great shot!" "Good work!" "Nice work!" 02) Partner gives Chris an item 03) Partner heals Chris 04) Partner resuscitates Chris 05) Partner helps to break a grab (even a slight nudge that breaks the hold) Chris: "Thanks for the help." "Much appreciated." "Thanks." 06) Partner is in dying status Chris: "I'm coming!" "Hold on!" 07) Partner performs a request 08) Partner performs an action command 09) Partner performs an action command while in a hoisting/preparing to jump pose Chris: "Roger" "Ok." 10) Partner melee attacks an enemy after a bounce/stagger animation from a Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON BOSSES] 11) Partner melee attacks an enemy with a special tag team melee attack 12) Partner melee attacks an enemy that Chris has knocked off the partner with a partner assist melee attack. Chris: "That'll work!" "Good job!" "Nice!" [CS03] __ __ ___ _ _ / / __ _____ _ __ __ \ \ / __\| |__ _ __ (_) ___ / / / _\ /__ \ /_\ /__\ / _\ \ \ / / | '_ \ | '__|| |/ __|| | \ \ / /\/ //_\\ / \// \ \ | | / /___ | | | || | | |\__ \ \ \ _\ \ _ / /_ / _ \ _ / _ \ _ _\ \ _ / / \____/ |_| |_||_| |_||___/ \_\ \__/(_)\/(_) \_/ \_/(_)\/ \_/(_)\__/(_) /_/ .-----------------------------------------------------------------------------. | How to unlock: Achieve an A-rank or higher on "Experimental Facility" stage | '-----------------------------------------------------------------------------' Chris (S.T.A.R.S.) can easily be considered your all-in-one character fit for any type of enemy in Mercenaries. Chris basically has the answer for any enemy type. He has a descent machine gun for normal enemy kills, a grenade launcher for multiple enemies and a magnum for bosses. --> STARS CHRIS' INVENTORY .-----------------------------------. | | | | | | Grenade | | |Machine Gun| Launcher | Magnum | | Ammo (150)| (ELC) | Ammo (6) | | | | | |-----------+-----------+-----------| | | | | | | | | | SIG 556 | | S&W M29 | | (MG) | | (MAG) | | | | | |-----------+-----------+-----------| | | | | | | | | | | | | | | | | | | | | '-----------------------------------' Chris (S.T.A.R.S.) starts his game with a really good assortment of ammo for his inventory. His 150 shots of Machine Gun ammo can easily last him for quite a while. The thought he even carries some extra magnum ammo is a blessing indeed considering his magnum already holds an astonishing 12 bullets, giving him 18 right from the start. His grenade launcher comes equipped with electric rounds, which is the best all purpose round that a character can gain for a grenade launcher. This Chris' inventory does not include a healing item, so make sure to pick up any healing items that Chris happens to run across as early as possible to compensate for this. Whenever I play with Chris (S.T.A.R.S.), I like to immediately place the Machine Gun ammo into the center slot as quickly as possible to provide for an extremely quick reload through inventory without the need of his reload animation. His Magnum ammo is already in a very reachable slot for inventory reloading and thanks to his high magnum capacity, one can simply wait to reload through the inventory menu while climbing a ladder or during the next melee attempt. There's really not much rush to reload with Chris' magnum like with other characters' magnums. Chris' grenade launcher starts with electric rounds, which can be helpful for early Cephalo or Duvalia spawnings. This grenade round can easily ruin melee kills in a Duo game however, so if a player comes across flash rounds then that player can substitute the flash rounds for the electric rounds and not have to worry about damaging enemies in the process. Against Wetland and Base Majini, electric rounds can be used to set up melee kills on groups however. A combination of weakening an enemy with electric rounds then using flash rounds to stun them in place for a melee can work well for Wetland and Base Majini when attempting melee kills. --> STARS CHRIS' SIG 556 MACHINE GUN .-------------------------------. | SIG 556 (MG) | |===============================| | Firepower: 160 | | Capacity: 65 | | Reload Speed: 2.55 sec. | | Special: -------------- | '-------------------------------' SIG 556 ------- + Kills normal enemies rather quickly with minimal stagger when fired at upper half. + A single shot to an enemies leg + behind instant kill melee attack will kill a single enemy in seconds. + Normal enemies can be grounded most of the time by aiming at legs and the damage done by the shots will usually allow them to be instantly killed by a ground melee. - Doesn't always set up stuns very easily for melee kills. Chris' SIG 556 can easily take down a normal Majini with little struggle. When aimed toward the upper half of a Majini it can easily spam the Majini with bullets and kill it fast without the need of having to waste many bullets and without the fear of having a Majini suddenly drop or fall to the side from its spray. The machine gun's single fire (simply tap the fire button) can be used to instantly stun an enemy in the leg then Chris can run behind the enemy and perform an instant kill melee to add five bonus seconds to the clock. A player can also aim for an enemy's legs then perform a rapid fire and usually ground the enemy with just enough damage for Chris to run up and perform a melee ground stomp finish for a quick five seconds added to the clock. A player can also aim for the head of a Majini then perform a single tap to set up a head stun melee Straight punch. This is extremely useful as an enemy continues to get damaged when attempting a leg stun since a head stun will occur if the shot is not a critical headshot. Like any gun, Chris' machine gun will not always instantly set up a leg stun or ground an enemy so you could waste all of your shots trying to set up a melee and never achieve a stun. The SIG 556 seems more notorius for not setting up a leg stun through its shots when compared to all the other character machine guns but it's still an overall good melee setup. Base Majini are some of the hardest enemies to get a leg stun on with the SIG 556. A player will likely use many shots trying for a leg stun on a Base Majini; once one is achieved, usually an Uppercut will finish off the Base Majini. --> STARS CHRIS' GRENADE LAUNCHER Chris starts with Electric Rounds and can also find Flame, Explosive, Acid, Flash, and Nitrogen rounds from enemy drops or breakable objects. GRENADE LAUNCHER AMMO .----------------------------------------------------------------. | Acid Rounds | Electric Rounds | |================================================================| | Firepower: 500 | Firepower: 400 | | Effect: Penetrates armor and | Effect: Instantly stuns | | stuns with acid damage as | multiple enemies with | | acid spreads from each shot | electricity. | '----------------------------------------------------------------' Electric Rounds (starts with this) --------------- + Electric rounds can instantly stun a Reaper all the way if one is shot directly toward it and another is shot directly toward its shoulder weak point. + Electric rounds can instantly stun a whole crowd of enemies and have the possibility of setting some up for a melee attack in their weakened state from the electric shock. + Electric rounds can instantly defeat parasitic enemies quickly Kipepeo (1 shot) [a shot to the ground will hit these in the air] Bui kichwa (1 shot) Cephalo (2 shots) Duvalia (2-3 shots) + Electric Rounds can destroy wooden doors. - Electric Rounds can cause electrical damage to a character if shot from close range. - It usually takes two Electric Rounds to defeat a normal Majini. Chris' grenade launcher starts with electric rounds inside which is the absolute best all around round that can be obtained for Mercenaries. Electric rounds can work well to stun a group of normal Majini and kill them all within two shots. Electric rounds are also very effective against annoying parasitic enemies such as Duvalias and Cephalos; two shots will instantly kill a Cephalo and around three will kill a Duvalia. Kipepeos can also be easily defeated with Electric rounds by simply firing one at the ground to catch it in the air, eliminating the need of having to aim into the air and follow the little bastards with a gun. Flash rounds are no doubt better at defeating a parasitic enemies, but they don't really damage normal enemy types any. STARS Chris has a slight problem killing shielded enemies with his normal machine gun unless you simply spam fire on one or perform a leg stun into a front or back melee. Electric rounds can remedy that problem by zapping right through the shields of any shielded enemies and kill multiple shielded enemies in a group with two shots. Acid Rounds ----------- + Acid Rounds can instantly stun a Reaper for its first weakness phase then a Reaper can be shot again to enter its major weakness phase and skip the second. + Acid Rounds can instantly defeat a group of Licker Betas with its acid spread + Acid Rounds can deliver acid damage to an entire crowd of enemies with acid spread. Spam them against a crowd (usually 2 shots) to defeat them quickly. + Acid Rounds can break cracked walls and destroy wooden doors. - Acid Rounds cannot defeat most normal enemies in one hit. - Acid Rounds can cause damage to a player from an extremely close range. Acid rounds can hit all surrounding enemies in a group with acidic damage once the shot is fired at one enemy in a group. Even though they cannot kill a normal Majini with one hit, they can be spammed on a group (2 shots) to take down the entire group instantly. Since the first shot of an acid round will make a group of enemies stagger, a STARS Chris player can shoot a group of Majini then stand and wait for them to drop then Stomp around two of them for a melee kill. Since Chris' ground melee is so fast, acid rounds can be useful for quick melee kills while dealing with a crowd. Acid rounds are highly effective against Reapers. Two well-timed acid rounds shot at a Reaper will make it to where the Reaper will showcase its major chest weak point, to which Chris can finish it off with a magnum shot to the chest weak point. These rounds are also highly effective against Licker Betas in the Experimental Facility stage. The acid area effect can take some extreme damage from a Licker and almost always kill them with one hit. .----------------------------------------------------------------. | Explosive Rounds | Flame Rounds | |================================================================| | Firepower: 1,000 | Firepower: 500 | | Effect: Explosive damage on | Effect: Instant burning | | target creating an area | damage on target creating | | affect on surrounding targets | area affect around target | '----------------------------------------------------------------' Flame Rounds ------------ + Flame Rounds can instantly engulf a whole crowd of enemies in flames. Spam them against enemy groups (usually 2 shots) for good results. + Flame Rounds can break cracked walls and destroy wooden doors. - Flame Rounds cannot defeat most normal enemies in one hit. - Flame Rounds can cause flame damage to a character if shot from close range. Flame rounds can work much like electric rounds and acid rounds in that they can instantly defeat a whole crowd with spread damage in two shots. Flame rounds produce a burning spread effect that will stagger and knock down any enemies that are caught in the blaze produced by a flame round. Flame rounds can be just as useful as acid rounds for knocking down a crowd for melee kills. Chris can shoot a crowd then walk up to them as they fall then Stomp about two of them for a melee kill since his ground melee is so quick. Explosive Rounds ---------------- + Explosive Rounds can instantly defeat an entire crowd of enemies. + Explosive Rounds can break cracked walls and destroy wooden doors. - Explosive Rounds can cause damage to a character if shot from close range. Explosive rounds are the ultimate instant Majini group killer. Arm Explosive rounds to instantly take down a whole group of Majini in one shot. They don't even have to be shot directly. The spread of the explosion is enough to kill off any normal Majini in Mercenaries. These are also very effective against Licker Betas. Explosive rounds are not as damaging as acid rounds, but they will sometimes instantly kill a Licker when shot toward one. If the shot doesn't kill the Licker then it will certainly knock it down. These actually have a rather good chance at setting a Licker up for stabbing melee kill since the explosive rounds have a better chance at leaving a Licker alive when compared to an acid round. Watch for the Licker to fall on its back and kick its legs up in the air after being hit with an explosive round then rush in and perform a stab melee kill to it. .----------------------------------------------------------------. | Flash Rounds | Nitrogen Rounds | |================================================================| | Firepower: 100 | Firepower: 100 | | Effect: Instant blinding stun | Effect: Instant freeze on | | on multiple enemies. Instant | normal enemies. Staggers | | kill on parasitic enemies. | other enemies with damage. | '----------------------------------------------------------------' Flash Rounds ------------ + Flash Rounds instantly kill parasitic enemies such as Cephalos and Duvlias. + Can instantly stun all nearby enemies and set them up for melees. + Basically no damage against normal enemies or big enemies. This can be seen a both a plus and a minus since the fact that it takes not damage can save a melee kill. + Like Acid Rounds, Flash Rounds can instantly stun a Reaper for its first weakness phase then a Reaper can be shot again to enter its major weakness phase and skip the second. + Partner specific strategy for Wesker (Midnight) and Wesker (S.T.A.R.S.) partner; a flash round sets up enemies for Wesker's Cobra Strike melee. - Basically no damage against normal enemies or big enemies. This can be seen as both a plus and a minus since the fact that it takes no damage can save a melee kill. - Since there is little damage done to an enemy, a follow-up melee hit will likely not kill the enemy unless it has been damaged prior to the stun. - Blinds players for a few seconds if shot too close to either player. - Causes enemies with dynamite and explosive arrows to explode and makes Majini with cocktails drop their cocktails. Flash rounds are highly effective against parasitic enemies such as Duvalia, Cephalos, Bui kichwa and Kipepeos. A flash round will instantly kill off a parasitic enemy. It's area effect covers a very wide range as well. It can stun normal Majini and bosses and set them up for a head stun melee attack when they are approached. When attempting melee kills with STARS Chris, a flash round can help out quite a bit. They are basically your melee kill helpers. For instance, if a Chris player damages a Majini to where one more shot will kill it off, that player can aim toward the ground then shoot a flash round to blind the Majini and set the Majini up for a head stun melee without the Majini taking any damage from the initial stun before the melee. Flash rounds are not very effective against Majini that haven't been damaged prior to the stun however since Chris' Straight punch will not kill a normal Majini unless he gets a random critical head shatter off of the melee which he only has a small chance of getting. There is one partner specific strategy that one can take advantage of with Flash rounds also. When a STARS Chris player plays alongside a STARS Wesker or Midnight player, the Flash rounds have a whole new reason. One flash round shot at a whole group of enemies can stun them all and set them up for Wesker's Cobra Strike Melee, which takes 1,200 damage all the time and always guarantees a kill on a normal Majini enemy. Wesker has enough time per flash round stun to get around three melee attacks which will instantly give the team 15 seconds of extra time. Chris could take that time to shoot a staggered Majini's legs with the Machine gun then perform his ground melee on around two of them. Flash Rounds are also highly effective when shot at Reapers. Much like the Acid Rounds, two well-timed flash rounds shot at a Reaper will make it to where the Reaper will showcase its major chest weak point, to which Chris can finish it off with a magnum shot to the chest weak point. Flash rounds are able to hurt a player, but the player has to basically shoot them against a wall that the player is standing right beside in order for a flash round to damage the player. Getting damaged by one is very rare. If you're going for all melee kills with STARS Chris then flash rounds can serve him a better purpose when a Cephalo or other type of parasitic enemy appears. The flash round will kill off the Cephalo or parasitic enemy without damaging any surrounding Majini, unlike an electric round or a magnum shot. It's really best to not melee attack Majini that are stunned with a flash round and have not been damaged prior to the stun since that will only slow down a melee kill. It would be best to take that chance to ground a Majini with the SIG 556 and then Stomp it. If a player stuns a Majini that is already damaged then go ahead and perform the free head stun melee to finish off the stunned Majini. Obviously, a STARS Chris player will have to keep up with any damaged Majini while trying to perform melee kill hits after a flash round stun. Much like a nitrogen round, flash rounds can make some Majini instantly explode or it can damage them greatly based on what weapons they carry. When a Majini carries explosive arrows or dynamite, it will instantly explode when a flash round is shot in its area. When a Majini carries a cocktail, the flash round will cause it to drop its cocktail and burn itself and anything that surrounds it. This can be really bad on stages such as The Mines, Missile Area and Ship Deck where Majini with dynamite appear in great number. Not only can this ruin melee kills, but it can cause a player to get hit in the process of shooting a flash round. Nitrogen Rounds --------------- + Nitrogen Rounds can instantly freeze a group of enemies and set them up for one hit shots or instant melee kills. + Each instant melee kill after a freeze adds five bonus seconds to the clock. - Nitrogen Rounds are not always effective against big enemies. - Nitrogen Rounds are usually very rare, especially for STARS Chris. Nitrogen rounds are highly effective for groups of Majini. Simply fire a Nitrogen round directly into a group and freeze the whole crowd. Chris can finish off each frozen Majini with a straight melee attack, which will add 5 seconds to the clock per hit. When Chris can group a bunch of frozen Majini together then perform melee attacks to each single frozen Majini in a crowd, he can get quite the amount of bonus time with the extra five seconds per straight punch. Literally allow Majini to surround Chris then simply aim toward the ground below him then shoot a nitrogen round to freeze a whole bunch of Majini at times. Chris can also take out his machine gun and instantly shatter his foes with rapid fire after a Nitrogen round but a melee attack is always the best attack to perform for the 5 second bonus from each melee kill. The most important factor to keep in mind about a nitrogen round is that a single hit will not kill an enemy, only freeze it, so you don't want to use these when you're pressed for time because a frozen enemy will not register as a kill until it has been shattered. Some bigger enemies such as Big Man Majini and Lickers can be shot with nitrogen rounds as well. Frozen Lickers can be hit with a melee attack once they are frozen, but you'll need to have a Majini in the way. Basically Chris will have to punch the Majini and hit the frozen Licker in the process. A Chris player can also lead Lickers toward a railing and freeze them while on the other side of the railing and then hop over the railing to break them for a melee kill. If Chris makes contact with a frozen Licker while hopping over the railing then the Licker will shatter and the player will receive a 5 second bonus for the shatter. Frozen Lickers can also be be shattered with a gunshot or knife slash. When aiming at a crowd of Majini, don't ever fire a nitrogen round when a Majini is equipped with either explosive arrows, cocktails or lit dynamite. These type of enemies will explode when frozen and they will shatter any nearby frozen Majini along with them and ruin your melee kill setups. Kill these enemies off first while they are in a crowd then freeze the crowd. --> STARS CHRIS' S&W M29 MAGNUM .---------------------------------. | S&W M29 (MAG) | |=================================| | Firepower: 2,100 | | Capacity: 12 | | Reload Speed: 3.53 sec. | | Special: Level 3 Piercing | '---------------------------------' S&W M29 ------- + Impressive capacity for a magnum allows for more shots without the worry of reloading. + Effective boss killer and capacity can compensate for a slightly lower damage than other magnums. + One shot kills against most normal enemies. + Decent rate of fire. + Instant long range kills on normal enemies with good aim Chris S&W M29 Magnum is a very effective boss killer. It doesn't take off as much damage as the standard magnum, but the weapon's capacity and rate of fire can easily make up for that. Chris can easily spam a boss enemy with shots and kill it off rather quickly. A boss enemy will likely get stunned with the first shot, so Chris can continue to spam it with shots or, if enemies are in the area, he can run up and perform his standing melee for instant invincibility against the surrounding enemy hordes and then finish off the boss enemy with magnum shots directly after the melee. This is a very effective weapon against normal Majini as well. Thanks to its level 3 piercing, this gun can shoot through multiple Majini with a single bullet. It can also shoot right through the armor of a Base Majini. With practice Chris' magnum can be an effective long range weapon as well. Since his machine gun and grenade launcher are questionable at long range, pull out the his magnum when an enemy is at a distance then aim with the laser pointer and fire when appropriate for an instant kill long range shot. While attempting to keep the kill streak alive in a stage, this weapon can help out for an instant quick kill on any normal Majini. When the kill streak indicator begins to flash, simply take out the M29 magnum and aim for the closest Majini in site then fire to save your kill chain. --> STARS CHRIS' MELEES MELEE ATTACKS .---------------------------------------------------------. | Melee Command | Type of Melee | Damage | |=========================================================| | Straight | Head Stun Melee | 400 | | Hook | Arm Stun Melee (front) | 300 | | Kick | Arm Stun Melee (back) | 300 | | Uppercut | Leg Stun Melee (front) | 400 | | Neck Breaker | Leg Stun Melee (back) | Kill | | Stomp | Ground Melee | 600 | | Haymaker | Tag Team Melee (front) | 3,000 | | Back Hand | Tag Team Melee (back) | 3,000 | | Top-down Punch | Partner Assist Melee | 500 | | Uppercut | Counter Melee on Licker Beta | 600 | | Stab | Ground Melee on Licker Beta | 1,200 | '---------------------------------------------------------' STARS Chris' weapon assortment can easily set up some very good melee attempts for him overall. His machine gun can be his best asset when trying to perform a melee attack on a normal Majini. The most effective melee combinations are a single shot to the leg followed by an instant kill melee from behind or Chris can perform rapid shots to the leg with his machine gun followed by a ground melee. Both of these will score a kill and add five bonus seconds to the clock. Remember that a player can quickly open up the inventory and cycle through it to make adjustments during Chris' long neck breaker animation. When shooting a Majini with a single fire shot in the leg, aim toward the leg then fire and let up then begin to run behind the Majini. If the Majini doesn't stun then perform another single tap followed by a dash. It will eventually stun or it will die while you're trying. When attempting to fire with several shots to the leg for a ground melee setup, fire a group of shots then let up and see if the Majini falls. You don't want to shoot the Majini too many times or the Majini will simply die, so limit your shots and wait for the Majini to hit the ground then quickly run up and perform the ground melee. If you accidentally knock down an enemy early and you know if a normal ground stomp will kill it, then walk around to the side of its head and perform Chris' stomp on its head for an instant kill regardless of health. If you shoot an enemy a bunch of times in the leg and the Majini simply kneels over with a leg stun then go ahead and take the risk and perform Chris' uppercut frontal melee and it will most likely kill the Majini if it was shot enough. Single headshots performed to a Majini's head with the SIG 556 is a very effective way to set up a Majini for Chris' Straight punch melee. If the Majini is damaged prior to a head stun, then the Straight punch melee performed after a head stun can possibly finish it off for a melee kill. It's a good idea to try for a head stun if Chris continues to miss out on a leg stun while shooting a Majini. The head stun will always work whenever a random critical headshot is not received if the Majini has enough health to sustain the hit. Thanks to the SIG 556's low damage, it's rather easy to obtain a Straight punch melee kill by tapping the trigger button while aiming at the head of a Majini that has already sustained damage prior to the head stun. Like all Chris types, Chris' Uppercut is also very effective against crowds. If he is ever surrounded and performs an Uppercut then Chris will knock down all surrounding Majini that are close to him. A player can finish each of them off with Chris' quick Stomp. One Uppercut will damage a Majini just enough to where a Stomp will finish it off regardless of what else it has been hit with. --> STARS CHRIS' MELEE KILLS Killing off any enemy with a melee will give the player a +5 second bonus, which will be added to the clock. Finishing off as many enemies as a player possibly can with melee kills is one of the main keys to scoring high in the Mercenaries. All leftover time will be added to a player's main score at 1,000 points per second! Exceptions to melee kills with Town, Base and Wetland Majini: - Female Majini, explosive arrow Majini and shield Majini all have less life than other normal Town and Wetland Majini so they will die within less shots than what I have listed. - The Rocket Launcher Majini will always perform a "lean backward" sort of stun after being shot a few times. This counts as a leg stun, so rush behind him and perform a melee after he leans back for an instant kill. - Another exception is the Majini with sunglasses in the Public Assembly which has more life than the rest of the Majini in Public Assembly. Kill him off with an instant kill melee or head crush ground melee while facing the head of his grounded body. The following section lists methods to obtain melee kills for STARS Chris. -------------------------------- Town and Base Majini Melee Kills -------------------------------- ** SIG 556 shot --> SIG 556 shot --> Stomp Chris can kill a Town or Base Majini with a ground melee Stomp after at least two hits from the SIG 556 prior to the Majini being grounded. The best way to do this is to aim for the feet of the Majini then hold down the trigger button for a few seconds so that the Majini falls within the fist few shots. At least two shots must hit the Majini before it hits the ground in order for a normal Stomp to finish it off. In order to compensate for a single hit with the SIG 556 before being grounded or not hits at all, a Chris player can move around toward the head portion of the grounded Majini then perform a head crush Stomp for an instant kill melee. If a shot hits the Majini while it is grounded then a melee cannot be performed since the Majini will begin to get up. ** SIG 556 leg stun shot --> Neck Breaker Chris can quickly shoot any Majini in the leg and, if the Majini performs a leg stun animation then Chris can quickly run behind the Majini and perform an instant kill Neck Breaker. This will cancel any possible Cephalo, Kipepeo or Duvalia spawnings as well as provide a Chris player quite a bit of time to cycle through the inventory if needed during the entire animation. ** SIG 556 shot to body --> SIG 556 shot to body --> SIG 556 leg stun shot --> Uppercut This combination is much like the body shot followed by a leg stun shot with BSAA Chris and the melee kill is just as fast on a single Majini. If a player can master getting two quick shots and then getting a leg stun shot, this combination can allow that player to easily melee kill single Majini with little hassle. ** SIG 556 shot to leg --> SIG 556 shot to leg --> SIG 556 shot to leg --> SIG 556 leg stun shot --> Uppercut Well, it's not like a player is going to count exactly four shots, but it's good to have an idea that if the fourth shot of any SIG 556 auto-fire is a leg stun then Chris can quickly finish off the Majini with an Uppercut. Trying for this can be risky, but if you've already tried to ground a Majini for a Stomp by shooting it's legs multiple times and the Majini simply won't fall after the first two or three hits then you'll know that Chris can most likely perform an Uppercut to finish it off eventually if the leg stun is the fourth hit. Achieving this combination is more about getting the feel of four shots after holding down the trigger button for an extended period. This is a combination that is more suitable for players that are familiar with the SIG 556 weapon rather than a first time starter. Chris can also finish off the Majini with a Hook or Kick if the fourth shot happens to be an arm stun. The four shots weaken the Majini so much that it doesn't matter what type of melee is performed really. Since aiming at a Majini's legs is so important to Chris' melee kill game, an Uppercut will be more likely however. Some Majini such as the crossbow Majini and female Majini are weaker than other so they can only survive 3 shots from the SIG 556. ** SIG 556 shot --> SIG 556 shot --> SIG 556 head stun shot --> Straight After two shots to any portion of the body then a head stun with the SIG 556, Chris can kill off a Majini with a Straight punch melee. This is mainly useful if a player aims directly toward a Majini's head then hold down the trigger for just a second in order to shoot a total of three shots. This will set up the Majini perfectly for a melee kill from a Straight punch melee. ** Partner Assist Melee Attack --> SIG 556 head stun shot --> Straight If you're playing with a partner that doesn't know to run up and hit a Majini after your character knocks off the Majini, quickly run over to the staggering Majini then shoot it directly in the head for a head stun then perform a Straight punch on it. After knocking off a female Majini, shoot its leg for a possible leg stun since a head stun shot will kill it. ** Stomp Melee that hits standing Majini --> SIG 556 head stun shot --> Straight This is much like the method above only the Majini will stagger back because it stood too close to Chris' Stomp ground melee. When a Majini staggers back from being in close range to Chris Stomp, it can be melee attacked by the partner or Chris can quickly shoot it in the head with the machine gun then perform a Straight Punch to finish it off. Your partner is not always going to be around when this happens, so it's good to keep this technique in mind. If a female Majini gets staggered back then shoot it in the leg for a possible leg stun since a head shot will kill it. ** Face the head of a fallen undamaged Majini --> Stomp (head crush) This technique is so very useful for any Chris type. You have to train yourself to respond quickly once a Town Majini falls in order to do this however. Once a Majini falls backward while facing Chris, run toward it and basically run over it then quick turn and perform Chris' ground Stomp to crush its head. If Chris moves over the top of it then quick turns instantly after passing by its head then he will be in the perfect placement for this melee kill. ** Back Hand on Gatling Gun Majini to hit surrounding Majini (Town Majin) When fighting the Gatling Gun Majini in Missile Area, shoot him in the leg to stun him so that he kneels. Allow Majini to gather around him then perform the Back Hand command while standing near the Gatling Gun Majini to damage the Gatling Gun Majini and defeat the whole crowd of surrounding Majini in process for melee kills. -------------------------- Wetland Majini Melee Kills -------------------------- ** SIG 556 shot --> SIG 556 leg trip --> SIG 556 head stun --> Straight Trip a Majini with two quick shots to the leg with the SIG 556. A normal Wetland Majini will automatically get up if it has been hit with 4 shots or lower, so aim directly for its head when it gets up and shoot it one in the head (tap the trigger). After the head stun, run up and Straight punch it to kill it off. As you might imagine, this takes some practice, but it is a very effective way to kill off a normal Wetland Majini that are not equipped with a bow or a shield. Keep in mind that a Wetland Majini will die with in 5 SIG 556 shots so the leg trip must be done by the third shot or else the head stun shot will kill it off. A Wetland Majini will stay grounded after 3 shots from the SIG 556. Sometimes the recovery animation can throw off the timing for the head stun and you don't want to shoot too fast out of risk of hitting the wrong portion of the body, so aim carefully and precisely. As you might imagine, this can sometimes be hard to obtain against grouped Wetland Majini, but sometimes they stand around and allow this sequence to be performed to a single Wetland Majini in a crowd. ** SIG 556 shot --> SIG 556 shot --> SIG 556 head stun --> Straight I'm sure this is obvious after the above mention, but after two shots from the SIG 556, a head stun shot + a Straight punch melee will finish off a Wetland Majini regardless if it is grounded or not. ** SIG 556 shot --> SIG 556 shot --> SIG 556 shot --> SIG 556 leg stun --> Uppercut You have to really get the feel of this one and know about how many shots that have actually hit the Wetland Majini before performing the Uppercut. Don't stand back and count, just learn the timing for the button press duration. ** SIG 556 shot --> SIG 556 shot --> SIG 556 shot to ground the Majini --> Stomp After a Wetland Majini has been shot three times with the SIG 556, it will not get up once grounded, so take that time to perform a Stomp ground melee to finish it off. ** SIG 556 leg stun --> Neck Breaker As usual the Neck Breaker is an instant kill as always. This can be effective against a Majini that carries a shield and especially Torch Majini on the Ancient Ruins stage. ** Electric Round leg stun --> Uppercut It's hard to control the way an electric round will stun a Majini, but if a Chris player can achieve a leg stun with a single shot then Chris can kill off the Majini with an Uppercut for a melee kill. ** Electric Round --> Flash Round --> Straight Fire an electric round at a group of Wetland Majini then quickly load and fire a flash round or toss a flash grenade and Straight punch all of them for melee kills. The electric round will damage each of them just enough to where a Straight punch will kill them off. The electric round wlll also instantly destroy any wooden shield that a Wetland Majini might be carrying. The only normal Wetland Majini that this method will not kill off is the Torch Majini. ** SIG 556 shot --> SIG 556 shot --> SIG 556 leg stun --> Uppercut [shield Majini] The first leg hit against a Wetland Majini that carries a shield is always a leg stun hit. The next hits will not interrupt the leg stun. A Chris player can aim at the legs of a Majini that carries a shield and fire off three shots then run up and Uppercut the stunned Majini to kill it off. The Uppercut will break its shield and defeat it for a melee kill. Like with many of Chris' melee setups, you have to get the feel of holding down the trigger for three shots rather than counting them. ** SIG 556 shot --> SIG 556 stun (leg or head) --> melee [explosive arrow Majini] Either combination will instantly kill off a Wetland Majini with explosive arrows since they are so weak compared to the others. ** SIG 556 leg trip --> Walk around to head portion of undamaged grounded Majini --> Stomp (Torch Majini) If you ever knock a Torch Majini to the ground, it will stay grounded for quite a while regardless of the damage is has sustained. Take that time to run around to its head portion then perform a Stomp head crush to finish it off. ----------------------------------------- Town, Wetland and Base Majini Melee Kills ----------------------------------------- ** Walk around to head portion of undamaged grounded Majini --> Stomp Chris can always achieve an instant head crush by walking around to the head portion of any Majini and performing his Stomp ground melee. This is very useful for when an undamaged Majini gets knocked down from being staggered too much. It's best to run directly over the top of a Majini whenever it falls backward in front of Chris then quickly quick turn to face its head then perform the Stomp. Get good with this technique since it is highly useful to any Chris type. ** Nitrogen Round shot --> Straight If Chris can manage to find some nitrogen rounds then he can fire them at a group of Majini to freeze them then finish them off with a Straight punch melee kill. Tribal Sheva has a much better melee attack for this than Chris since her Roundhouse melee covers a wider area, but Chris can still punch through several frozen Majini in a row. It's best to allow Majini to swarm Chris and completely surround him. Aim at the ground with the grenade launcher then wait until the moment that one is about to attack then fire a nitrogen round to freeze all surrounding Majini that are in a close proximity to Chris (even behind him). A player can literally freeze around eight Majini while attempting this. Don't ever simply fire off a nitrogen round just "because you have it". Conserve these as much as possible and only use them when a big crowd of Majini surrounds Chris - more than three Majini. These are most useful in Public Assembly and the Experimental Facility where Town and Base Majini group up quite a bit. When aiming at a crowd of Majini, don't ever fire a nitrogen round when a Majini is equipped with either explosive arrows, cocktails or lit dynamite. These type of enemies will explode when frozen and they will shatter any nearby frozen Majini along with them and ruin your melee kill setups. Kill these enemies off first while they are in a crowd then freeze the crowd. ** Flame Round shot --> Stomp Even though flame rounds will damage a Majini, Chris can shoot a group of Majini with a flame round if they ever become too much to deal with then he can Stomp them when they hit the ground. He won't be able to Stomp all of them most likely, but they will fall forward, so he can Stomp multiple Majini at times. Only use flame rounds when nitrogen rounds cannot be found. Until then, the flame rounds can serve as Chris' crowd control weapon for big groups - more than three. Acid rounds can work well also and they are less dangerous from close range, but flame rounds seem to have a slower stun animation before a Majini falls to the ground. ** Flash Round shot on weak Majini --> Straight Flash rounds can be good at stunning a crowd that surrounds Chris in order to get them off his back for a while or they can also work well for setting a weak Majini up for a melee kill. When a Majini has been weakened with a few shots from the machine gun, shoot the Majini with a flash round, or shoot a flash round near it in order to stun it then run up and hit it with a Straight punch to finish it off with a melee kill. ** Flame Round --> Flash Round (once Majini is standing) --> Straight After burining multiple Majini with a flame round, Stomp as many as you can then, if you have some flash rounds, quickly load them into the grenade launcher then fire them at the remainder of the Majini crowd as they get up then kill each off them with Straight punches. The flame rounds will weaken Majini enough to where a Straight punch will finish them off for a melee kill. ** Uppercut multiple Majini Any Chris type can perform a leg stun to a Majini then stand back and wait for other Majini to attempt an attack then quickly perform an Uppercut to the stunned Majini to knock down several Majini with one Uppercut. This is highly useful for crowds and it's also useful for achieving a melee kill on a Majini that is one shot away from death. When attempting all melee kills this is one of Chris' most effective ways to take on a crowd. ** Stomp multiple Majini When multiple Majini have been knocked down, try to work Chris into the middle of the crowd then perform his Stomp ground melee and he might hit multiple Majini with his Stomp. His Stomp ground melee is so fast that a player can Stomp one Majini then quickly move over to another grounded Majini then quickly Stomp it to. Chris' Stomp can also be used much like his Uppercut. A player can stand over a grounded Majini then wait for another Majini to rush toward Chris for an attack then quickly Stomp the grounded Majini to where the Stomp will hit the Majini that moves toward him for an attack. His leg can actually hit a standing Majini if it is close enough. It will send the Majini staggering backward as if it got hit with an arm stun melee. If the Majini was severely weakened then the Stomp will kill it off for a melee kill. ** Incendiary Grenade --> Stomp It's not really good to use this method often, since it has the potential to kill a Majini that has already been damaged, but a Chris type can toss an incendiary grenade at a crowd of Majini then move toward them and Stomp them right when they hit the ground. Chris Stomp is so fast that he can get about two melee kills per crowd. The Majini will be weakened enough afterward to where a single leg stun shot and an Uppercut will finish them off also! ** Incendiary Grenade --> Flash Grenade (while Majini is standing after being burned) --> Straight After tossing an incendiary grenade at a group of Majini, Stomp a few of them then quickly toss a flash grenade as they rise to stun the remainder of them then quickly finish them off with a Straight punch melee. ** Electric Round --> Flash Round --> Straight (Base Majini only) Fire an electric round at a group of Base Majini then quickly load a flash round or toss a flash grenade then Straight punch them all for melee kills while they are stunned. Since some of the Base Majini have metal helmets, the flash round may not stun them all. ---------------------- Licker Beta Melee Kill ---------------------- ** Explosive Round/Acid Round shot --> Stab If a player can find explosive rounds in the Experimental Facility stage then load them in the grenade launcher then fire one explosive round at a group of Lickers or a single Licker. The Licker will sometimes fall over on its back and kick its leg when it has been hit along the front portion of its body. Run up to the Licker at that time and you'll get the "Stab" melee command in order to finish it off for a melee kill. The explosive round hit can't be a direct hit on the Licker or the explosion will kill it. Acid rounds can work in the same way, but an Acid Round is usually too powerful for a Licker to survive for a follow-up melee kill. It's best to watch the kill streak and see if your character has gained a kill from the explosive round before running up to attempt a melee to a Licker. ** Nitrogen Round Shot --> Hop over nearby railing to hit frozen Licker A player can achieve a melee kill on a Licker by leading a Licker next to a railing. Freeze the Licker with a nitrogen round then hop over the railing so that Chris hits the frozen Licker with a portion of his body. The hit will shatter the Licker and give the player a +5 second bonus for a melee kill. This can be done on multiple frozen Lickers so long as Chris hits them while hopping over a railing. ------------------------- Big Man Majini Melee Kill ------------------------- ** M29 shot to body --> M29 shot to leg --> Straight If the Big Man Majini is shot directly in the body two times then the second shot will kill him, but if a STARS Chris player shoots the Big Man Majini in the leg for the second shot then the Big Man Majini will fall to his knees then the player can rush up and perform a Straight punch melee to finish him off. The Big Man Majini is extremely weak at this point to where even a knife slash will finish it off, so don't miss your chance for a melee finish! Toss a flash grenade at him to stun him if you miss then perform the melee. ---------------------------------------------------- Executioner Melee Kill (Public Assembly Executioner) ---------------------------------------------------- ** M29 shot to body --> M29 shot to head --> M29 shot to head --> M29 shot to body --> Uppercut This combination will instantly kill off the Executioner for a melee kill. It is kind of hard to perform all the precise blasts and melee during one stun but it can be done with enough speed. The player will most likely perform the Uppercut right before the Executioner rises. --------------------------------------------- Gatling Gun Majini Melee Kill (Yellow outfit) --------------------------------------------- ** M29 shot to body --> M29 shot to body --> M29 shot to body --> M29 shot to body --> M29 shot to body --> Haymaker Shoot the Gatling Gun Majini five times in the body (not the head) with the M29 magnum then rush up and perform a Haymaker while he is stunned to kill him with that Haymaker melee. You'll likely have to delay the fifth shot a bit since he will most likely recover from the first stun. Shoot him the fifth time to stun him and then rush and perform a Haymaker to finish him off. ** M29 shot to body --> M29 shot to body --> Haymaker --> M29 shot to body --> Haymaker Shoot the Gatline Gun Majini once in the body with the M29 magnum to stun him then shoot him again in the body. Rush up to him and perform a Haymaker then quickly back away to avoid his gatling gun swipe. Shoot him again in the body with the M29 then perform another Haymaker to finish him off. This method helps a player save magnum ammo, though it may take longer overall. ** M29 shot to leg --> M29 shot to body --> Back Hand --> M29 shot to leg --> Back Hand This melee kill combination can be risky since the first Back Hand takes longer to recover from when compared to a Haymaker, but the Back Hand tag team melee can easily defeat a whole crowd of Majini that gather around the Gatling Gun Majini for extra melee kills. ------------------------------------------ Gatling Gun Majini Melee Kill (Red outfit) ------------------------------------------ ** M29 shot to body (or leg) --> M29 shot to body --> M29 shot to body --> M29 shot to body --> Haymaker (or Back Hand) --> M29 shot to body (or leg) --> Haymaker (or Back Hand) The red Gatling Gun Majini can be melee killed with basically the same method used for the yellow Gatling Gun Majini, but it will take a few more magnum shots. ******************************** Crowd Control Melee Combinations ******************************** ** SIG 556 shot to head --> Straight When a crowd groups in front of Chris, target the closest Majini in the middle then shoot him in the head for a head stun. Quickly run up to the staggering Majini then perform Chris' Straight punch to possibly knock down the whole crowd. Chris' Straight punch has a high tendency to hit any Majini that are standing close to either of his sides. Run up to the grounded Majini and perform Stomps to finish off multiple Majini after a Straight punch melee. A Straight can usually knock Majini together to where one Stomp will finish off multiple Majini and give a player an even bigger time boost than normal. ** SIG 556 shot to leg --> Uppercut You don't really want to use this combination on large crowds, but when a group of two or three Majini are near Chris, try to get a leg stun on one of them then stand in front of the stunned Majini and wait for one of the others to attempt an attack then quickly Uppercut the stunned Majini to ground multiple Majini. This can be a real good setup for a multiple Stomp (stomping multiple Majini) when a Majini is directly behind one that is directly in front of you. --> EFFECTIVE PARTNERS FOR STARS CHRIS --------------- Midnight Wesker --------------- If a STARS Chris player can find flash rounds from a random item drop, the player can use the flash rounds to stun Majini for Midnight Wesker to hit with his Cobra Strike melee. Try not to shoot a flash round when a Majini with cocktails or dynamite is in the area since this will cause those Majini to explode (fire explosion and normal explosion) and it might damage the Midnight Wesker player. Also, like with any Chris type, If Wesker performs a dash multiple times in a row (back and forth) then Chris' Back Hand tag team melee can quickly defeat multiple Majini as they stagger. Two dash hits to a Majini will set up the Majini for a tag team melee since each dash counts as a separate arm stun hit. A STARS Chris player should also give Midnight Wesker some of his magnum ammo in stages with many bosses, especially on Ship Deck and in the Prison. I'd actually recommend that the Chris player not even stock any ammo in the inventory except for what is already in the gun; give all magnum inventory ammo to the Midnight Wesker player. A Midnight Wesker player's magnum will surely finish off a boss well before Chris' M29 magnum will. ------------ STARS Wesker ------------ Chris can once again gain flash rounds to help out a Wesker player. This time, Chris can help out even more since Wesker S.T.A.R.S. players can't set an enemy up for a Cobra Strikes as easily as Midnight Wesker. Also, like with any Chris type, If Wesker performs a dash multiple times in a row (back and forth) then Chris' Back Hand tag team melee can quickly defeat multiple Majini as they stagger. Two dash hits to a Majini will set up the Majini for a tag team melee since each dash counts as a separate arm stun hit. --> SCORING HIGH IN SINGLE PLAYER WITH STARS CHRIS Nitrogen rounds can be the main key to scoring high with STARS Chris while in a solo game. Sadly, luck plays a major role in obtaining them. Wait until a big Majini crowd appears around Chris then aim toward the center of them, or directly at the ground below Chris if they are all surrounding your character then fire and break them all with melee Straight punches. Majini with cocktails and explosive arrows can mess up your frozen punching bags with how the fire from their cocktails will destroy other frozen Majini when they are hit. Flash rounds can play another big role in Chris' single player game, mainly for defense. They aren't that effective for Chris in Duo mode, but in single player, they can instantly stun a whole horde of Majini. Chris can then run up and Straight punch one of them then Stomp it, or a player can quickly trip one with the SIG 556 then Stomp it or perform a Neck Breaker. One method that can help any Chris type is to work Majini into some type of tight corridor or group them together to where they surround Chris then stun one with a leg stun and perform Chris' Uppercut. The Uppercut can knock down all surrounding Majini that are close to Chris and set them all up for Stomps. If a Majini gets hit by the Uppercut then a ground Stomp will finish it off. If a Majini staggers then falls down then quickly run over to its head and perform a stomping head crush to its head. The invincibility of Chris' Stomp and Neck Breaker play a big role in keeping him safe from attacking Majini. The Neck Breaker melee's invincibility frame (while performing it) is a player's best way to cycle through the inventory during a battle as well. Simply perform a leg stun then follow that up with a Neck Breaker and make inventory adjustements during the actual neck break. Whenever a group of Majini get burned from any type of fire explosion, especially cocktails, run up to them and Stomp as many as you can when they hit the ground. Since Chris' Stomp is so fast, he can usually Stomp about two of them, maybe three. When a Cephalo spawns from an enemy, Chris can finish it off with a single electric round followed by a few SIG 556 shots or he can finish it off with a magnum shot followed by a few SIG 556 shots. He can spam both of them twice, but it is not needed. Focus on using magnum shots when Majini are grouped around the Cephalo to avoid killing them off without a melee. --> STARS CHRIS' VIDEO SHOWCASE -> SOLO VIDEOS BY Big Kahoona 22 -- Public Assembly STARS Chris SS Rank (Part 1) - http://www.youtube.com/watch?v=rDy2o7kT8YE STARS Chris SS Rank (Part 2) - http://www.youtube.com/watch?v=R1NMCWfUtNA -> SOLO VIDEOS BY xUmbrellaCo -- Public Assembly STARS Chris SS Rank (Part 1) - http://www.youtube.com/watch?v=3M68RgmqqE4 STARS Chris SS Rank (Part 2) - http://www.youtube.com/watch?v=kQ7ukZPZeow -> SOLO VIDEOS BY FoxyAreku -- The Mines STARS Chris SS Rank - http://www.youtube.com/watch?v=swC-2WmqlcQ --> STARS CHRIS' BASIC PARTNER COMMANDS The following is a list of all the basic commands that a Chris player can issue with the partner assist button followed by a direction. These can only be performed in duo mode. 01) Tap assist button 02) Hold assist button + Right on the Directional Pad Chris: "Come on!" 03) Hold assist button + Left on the Directional Pad Chris: "Thanks!" 04) Hold assist button + Up on the Directional Pad Chris: "Go!" 05) Hold assist button + Down on the Directional Pad Chris: "Wait!" --> CHRIS' PARTNER ASSIST COMMANDS The following is a list of all the assist commands that a Chris player can issue to a partner. Press the assist button to perform the following responses during the action listed. These can only be performed in Duo mode. 01) When an enemy has grabbed Chris Chris: "Help!" "Help me out here!" 02) While Chris is in dying status Chris: "Heeeelp me!" "I'm not gonna' make it!" 03) When Chris runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY WEAPON) 04) When a Chris player requests ammo from a partner Chris: "I need ammo" --> STARS CHRIS' PARTNER RESPONSES Listed below are the responses that a Chris player can trigger by pressing the assist button during the following actions. In order to perform each one with more accuracy, press and hold the assist button when you go to perform each response. Holding the button for a few seconds will keep your character from accidentally saying "Come on". If the response doesn't work the first time, then press and hold the assist button again. When it doesn't work the second time, that usually means either the time for a response has elapsed, or the action was not counted as one that can be responded to; every now and then responses will not activate when they should. These can only be performed in duo mode. 01) Partner critical headshot (when an enemy's head bursts from a partner handgun, magnum, or rifle shot - the shot MUST BE the random critical headshot) Chris: "Great shot!" "Good work!" "Nice work!" 02) Partner gives Chris an item 03) Partner heals Chris 04) Partner resuscitates Chris 05) Partner helps to break a grab (even a slight nudge that breaks the hold) Chris: "Thanks for the help." "Much appreciated." "Thanks." 06) Partner is in dying status Chris: "I'm coming!" "Hold on!" 07) Partner performs a request 08) Partner performs an action command 09) Partner performs an action command while in a hoisting/preparing to jump pose Chris: "Roger" "Ok." 10) Partner melee attacks an enemy after a bounce/stagger animation from a Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON BOSSES] 11) Partner melee attacks an enemy with a special tag team melee attack 12) Partner melee attacks an enemy that Chris has knocked off the partner with a partner assist melee attack. Chris: "That'll work!" "Good job!" "Nice!" [CS04] __ __ __ _ / / ___ __ _ _ \ \ / _\| |__ ___ __ __ __ _ / / / __\/ _\ /_\ /_\ \ \ \ \ | '_ \ / _ \\ \ / // _` || | /__\//\ \ //_\\ //_\\ | | _\ \| | | || __/ \ V /| (_| | \ \ / \/ \_\ \/ _ \/ _ \ / / \__/|_| |_| \___| \_/ \__,_| \_\ \_____/\__/\_/ \_/\_/ \_/ /_/ .------------------------------------. | How to unlock: Unlocked by default | '------------------------------------' BSAA Sheva has a good weapon assortment, but none of them compliment her melee attacks that often. Her handgun is rather weak but has a small edge in its ability to gain criticals more often than usual. Her machine gun is low damaging but it can knock an enemy down easy and set it up for ground melee, however her ground melee is very slow. Sheva's Dragunov SVD rifle is quite useful for single enemies and bosses with its high rate of fire. --> BSAA SHEVA'S INVENTORY .-----------------------------------. | | | | | | | | | Handgun | Dragunov |Machine Gun| | Ammo (50) | SVD (RIF) | Ammo (150)| | | | | |-----------+-----------+-----------| | | | | | | | | | M92F | | VZ61 | | (HG) | | (MG) | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' Sheva comes equipped with a standard M92F handgun, which comes with high capacity of 40 bullets. She brings an extra 50 bullets into the battle with her. Her VZ61 machine gun holds a capacity of 260 bullets and she has an extra 150 bullets to go along with it. Her machine gun is very helpful to her from close range, so it is wise to constantly find more ammo for this weapon throughout the battle. Her Dragunov SVD rifle carries a capacity of 13 rifle bullets. Sadly Sheva does not have any extra rifle ammo to go along with this fantastic weapon, so a Sheva player is going to be forced into finding ammo for it from the get go. Be sure to collect as much rifle ammo as possible since Sheva's rifle is incredibly useful for much needed power when taking down boss enemies or for quick normal enemy kills. To round out her inventory, Sheva also brings along one first aid spray. --> BSAA SHEVA'S M92F HANDGUN M92F ---- + High capacity - Low firepower - Doesn't support her melee attacks that well for melee kills .-------------------------------. | M92F (HG) | |===============================| | Firepower: 250 | | Capacity: 40 | | Reload Speed: 1.36 sec. | | Special: Critical 50% | '-------------------------------' This is probably the worst handgun and character match up in The Mercenaries. Sheva's handgun takes exactly four shots to take down most Town Majini and her melees are so weak that it takes at least three shots to set up a Town Majini so that a quick melee will kill the Majini. She also has the chance of knocking a Majini over while trying to get the stun and from there a player can either shoot the Majini some more to finish it off or perform Sheva's slow ground melee to finish it off. The gun has a rather high critical rate for a head pop when aimed at a Majini's head, but the critical occurrence is still too much of a gamble to rely upon. If the shot is not a critical then Sheva can only follow-up with more handgun fire or her head stun melee roundhouse, which will not kill unless the Majini has been currently weakened or she can shoot the Majini in the leg as it staggers and hopefully get a leg stun in which she can finish off the Majini with a somersault melee kill for 5 bonus seconds. The gun has a high capacity, but in the end it really doesn't matter since the gun is basically only good for four shot kills or the 50/50 probability of critical shot to the head. It's still a good handgun to keep around for when the machine gun runs out of ammo however. A Sheva player can still easily perform a shot to a Majini's legs for a leg stun then follow that up with a throat slit melee from behind. --> BSAA SHEVA'S VZ61 MACHINE GUN .-------------------------------. | VZ61 (MG) | |===============================| | Firepower: 100 | | Capacity: 260 | | Reload Speed: 2.83 sec. | | Special: Critical 37.5% | '-------------------------------' VZ61 ---- + Knocks down and staggers normal Majini quickly - Low damage Even though Sheva's machine gun has low firepower, this gun's capacity and overall rate of fire allows Sheva to spread constant firepower on any target. It's an overall good weapon to stagger a whole group of Majini as well. Whenever a group is in front of Sheva, simply hold down the trigger and wave the machine gun fire over the group to instantly stop a good majority of attacks that they might be preparing. A machine gun can also be used for precision fire to set up melee stuns with a single tap of the trigger. Simply aim at a Majini's legs with the machine gun then tap the trigger. If the Majini kneels down into a leg stun pose then run behind it and perform Sheva's throat slit instant kill melee attack. This can be a very effective technique when surrounded by a crowd. Her other melees will allow her to knock down a whole crowd. With this machine gun being able to knock down a Majini very easily, Sheva can simply aim for a Majini's legs then knock it down with a few shots. Sheva can run up to the grounded Majini and perform her impale ground melee for an instant kill the majority of the time since her ground melee takes off quite a bit. A player can't really spam this ground melee as much as one can easily do with Battle Suit Jill's ground melee since Sheva's ground melee takes much longer both in the initial kill and in the recovery. She's still invincible during the entire animation, but the move can easily miss its target with how long it takes for her to stab and it's not instant enough. It's not a bad technique, but I wouldn't recommend spamming it that much like one can do with Battle Suit Jill's ground melee. --> BSAA SHEVA'S DRAGUNOV SVD RIFLE Dragunov SVD ------------ + Good rate of fire + Overall good damage for quick single enemy kills + Decent capacity - Scope zoom could be better for more accurate aim from a distance .-------------------------------. | Dragunov SVD (RIF) | |===============================| | Firepower: 1,300 | | Capacity: 13 | | Reload Speed: 2.41 sec. | | Special: Semi-auto | '-------------------------------' The Dragunov SVD rifle is pretty much the highlight gun for Sheva. Its high damage allows her to shoot most normal Majini for an instant kill. From a distance, she can easily get quite a number of kills in seconds with this rifle's high rate of fire. If Sheva can find a high platform that overlooks an entire area then she can easily watch over the entire area and gain quite a number of kills at a high rate. The scope zoom feature does not zoom in as far as the PSG-1 rifle scope but one can easily work with the Dragunov's limited zoom and score plenty of long range hits. Sheva's rifle is also a good boss killer and boss stunner. She's not going to stun a boss instantly so she needs to be at a distance while firing, but she can easily spam rifle shots on a boss and defeat the boss rather quickly without the need to get in close range or perform any type of melee attack on the boss for extra damage. The rifle has a capacity of 13 shots, which is very helpful when fighting a boss, but the problem with Sheva's rifle is that she will need to start hording ammo from the beginning. She does not start with any type of ammo for the rifle, so she must kill enemies in order to gain ammo for her most valuable weapon. --> BSAA SHEVA'S MELEE ATTACKS MELEE ATTACKS .--------------------------------------------------------------. | Melee Command | Type of Melee | Damage | |==============================================================| | Roundhouse | Head Stun Melee | 350 | | Twist Kick | Arm Stun Melee (front) | 250 | | Knee | Arm Stun Melee (back) | 250 | | Somersault | Leg Stun Melee (front) | 350 | | Throat Slit | Leg Stun Melee (back) | Kill | | Impale | Ground Melee | 800 | | Skull Crusher | Tag Team Melee (front) | 3,000 | | Spinning Back Kick | Tag Team Melee (back) | 3,000 | | Pivot Kick | Partner Assist Melee | 450 | | Somersault | Counter Melee on Licker Beta | 600 | | Stab | Ground Melee on Licker Beta | 900 | '--------------------------------------------------------------' Sheva has some overall weak melees and her guns do not really work well with any of them. The best she can do in the way of melee kills is perform a leg stun to a Majini then run behind it and trigger her throat slit or knock it to the ground and perform her ground melee. Her ground melee takes off 800 damage per hit, so it is most likely going to kill any grounded enemy. She can even kill off most Majini that simply get knocked down without taking a gunshot first. The main problem with her ground melee is that the entire animation takes so long. The beginning stab is so long sometimes that a Majini can quickly get up from being grounded before Sheva can plunge the knife into the Majini. The entire ground melee animation takes up more time than any other ground melee. The 5 second bonus that Sheva gains per ground melee is still useful for an instant kill but a player shouldn't try to spam this move since she only gains about two seconds out of the five second bonus with the ground melee already taking up around 3 seconds total to perform. Her ground melee is a lot more useful during a duo game where the other player can be killing while Sheva is stabbing. At least then, the five second bonus feels more worthwhile. With both her instant kill melee and her ground melee, a player can easily take that time to quickly pull up the inventory and reload or make adjustments to her inventory slots. Both animations are long enough to allow for this action and one should take advantage of it if either melee is performed. --> BSAA SHEVA'S MELEE KILLS Killing off any enemy with a melee will give the player a +5 second bonus, which will be added to the clock. Finishing off as many enemies as a player possibly can with melee kills is one of the main keys to scoring high in the Mercenaries. All leftover time will be added to a player's main score at 1,000 points per second! Exceptions to melee kills with Town, Base and Wetland Majini: - Female Majini, explosive arrow Majini and shield Majini all have less life than other normal Town and Wetland Majini so they will die within less shots than what I have listed. - The Rocket Launcher Majini will always perform a "lean backward" sort of stun after being shot a few times. This counts as a leg stun, so rush behind him and perform a melee after he leans back for an instant kill. - Another exception is the Majini with sunglasses in the Public Assembly which has more life than the rest of the Majini in Public Assembly. Kill him off with an instant kill melee or head crush ground melee while facing the head of his grounded body. The following section lists methods to obtain melee kills for BSAA Sheva. ----------------------------------------- Town, Base and Wetland Majini Melee Kills ----------------------------------------- ** M92F or VZ61 leg stun shot --> Throat Slit Perform a leg stun with the M92F or the VZ61 machine gun by shooting a Majini in the legs then quickly run behind it and activate the throat slit melee. This is the best melee combination for BSAA Sheva and Clubbin' Sheva since it's the easiest to activate. With BSAA Sheva's enormous amount of ammo and light damage with the VZ61, a player can tap a Majini's leg with a single shot and set it up for this instant stun melee kill rather easily. With Wetland Majini, I recommend keeping Sheva's handgun. Her handgun takes off more damage per shot, so if the Wetland Majini is knocked down during any shot then it will have a higher chance of remaining grounded with the higher damaging handgun rather than the light damage from the machine gun. The VZ61 machine gun also has a higher chance of grounding a Wetland Majini which will make it harder on Sheva since she might constantly knock the Majini down allowing it to get up because of the machine gun's light damage. The machine gun works well for shield Wetland Majini since it's rapid fire will surely cause a leg stun without the risk of knocking it down while it still retains its shield, but for normal Wetland Majin, I recommend using the handgun. This melee kill combination is pretty much the bread and butter of Sheva's melee kills. Her instant kill melee is more effective than other characters since she ends the animation quickly after the kill - almost directly after the 5 bonus seconds are received. Sheva players can literally work their way through a crowd while performing leg stuns and gaining invincibility off of her throat slit. ** VZ61 shots to ground a Majini --> Impale Point toward the legs of the Majini then fire until it falls. Run up to its grounded body and perform Sheva's Impale to kill off the Majini. This will usually kill a Majini regardless of the damage it has taken before a fall. The only normal Majini that it won't kill without any damage beforehand is the Majini with sunglasses in Public Assembly. Once again, for Wetland Majini it is best to shoot with Sheva's handgun since she will have a higher chance of keeping the Majini grounded after it falls with the higher damaging handgun as opposed to the machine gun. It is possible to spray rapid fire on a Majini that is falling so that it remains grounded once it hits the ground, but this takes much practice. A Sheva player doesn't want to restart to her ground melee too much since you're not really gaining much time because of long recovery animation after the stab. This works really well for when a Majini is suddenly knocked down without receiving any damage though because the high damage will finish it off for a melee kill. ** Impale As already mentioned, Sheva's Impale ground melee will kill off just about any type of Majini with one hit no matter if it has received damage from a knockdown or not. The only Town Majini that this will not kill is the Majini with sunglasses in the Public Assembly stage. For the Majini with the sunglasses, walk to his head portion then perform the head crush impale while facing his head. The VZ61 is perfect for tripping a Majini and setting it up for this ground melee. Once again, you don't want to resort to this melee often since a Sheva player will not gain much of a time advantage due to her recovery after the stab. Sheva's ground melee is sometimes so slow that a Majini can escape from it. This can really go against a Sheva player since the player is already giving up time to perform the slow ground melee. Try to make sure to perform the Impale very quickly after a Majini is grounded. If you wait around, the Majini might get up shortly before the stab. ** VZ61 shots for a leg stun --> Somersault (shield Wetland Majini) Like with STARS Chris' melee kill for shield Wetland Majini, a Sheva player needs to get the feel of how many shots will kill off a Wetland Majini then simply aim for its legs and hold down the fire button for a certain amount of time then run up and perform a Somersault to kill it off. This works slightly better than the Throat Slit if a player can learn the timing. The Throat Slit still works, but you'll gain more time by performing a well-timed Somersault kill. --> BSAA SHEVA'S EFFECTIVE PARTNERS ---------- BSAA Chris ---------- BSAA Sheva can blast a boss with her Dragunov SVD rifle while a BSAA Chris player blasts the boss with his shotgun from close range. Sheva can also keep the kill streak going with a quick hit from her rifle. If the Sheva player decides to discard her handgun then give her handgun ammo to BSAA Chris. --------------- Midnight Wesker --------------- If a BSAA Sheva player decides to discard her M92F handgun then give the Midnight Wesker player all of your handgun ammo. Midnight Wesker could definitely use it! --> SCORING HIGH IN SINGLE PLAYER WITH BSAA SHEVA First of all, discard the M92F handgun and the handgun ammo at the beginning of the battle. The handgun is useless for BSAA Sheva's melee game and this will keep her from receiving handgun as random drops from enemies. Sheva can easily leg stun and Throat Slit her way to a high score in single player but she does have some faults that will make the battle tough. Make sure to tap the trigger when going for a leg stun since a few shots in a row is likely to ground a Majini. Her VZ61 is good at tripping Majini and staggering an entire crowd. You don't want to perform ground melees that often unless a Majini falls from her machine gun shots or, especially when a Majini suddenly falls without receiving damage. Her ground melee will not give off a good time advantage because of the long recovery animation after the stab but when a Majini falls to the ground, and there are no other options for melee, you might as well perform it. Even though Sheva's Impale ground melee is slow, it can be effective at killing off multiple Majini if they happen to be on the ground. The stab hit radius will kill off multiple Majini rather easily if they happen to fall on top of each other. This makes it to where luring Majini into a narrow corridor can pay off. Sheva's Somersault is not a bad melee to perform to crowds in order to simply ground them. If you happen to get a leg stun on a Majini that is in a crowd, go ahead and run up to it and perform Sheva's Somersault to knock down that Majini and a few of the crowded Majini also. Don't expect this to kill off any Majini however unless it is severely weakened. Sheva can kill at least one off with her Impale ground melee, but she'll most likely only have time for that one kill. Like with her ground melee alone, you don't want to perform this combination of Somersault followed by a ground melee that much however. Be sure to collect hand grenades or flash grenades as soon as possible since Sheva needs some sort of quick boss stunning weapon. A hand grenade or flash grenade will help stun a boss and get rid of surrounding enemies so Sheva can easily stand back and fire her Dragunov SVD rifle at the boss' weak point. Aim for the boss' head since you have an accurate weapon and this will speed up the kill process. --> BSAA SHEVA'S VIDEO SHOWCASE -> SOLO VIDEOS BY SeitengrateZero -- Public Assembly BSAA Sheva SS Rank (Part 1) - http://www.youtube.com/watch?v=QRFFwSljI08 BSAA Sheva SS Rank (Part 2) - http://www.youtube.com/watch?v=B-8tZr_xmHM -- The Mines BSAA Sheva SS Rank (Part 1) - http://www.youtube.com/watch?v=lJcBjVgkEpM BSAA Sheva SS Rank (Part 2) - http://www.youtube.com/watch?v=qv9-KfC1g5k -- Village BSAA Sheva SS Rank (Part 1) - http://www.youtube.com/watch?v=Dut9ieuJkQk BSAA Sheva SS Rank (Part 2) - http://www.youtube.com/watch?v=9sXp08KbMt8 -- Ancient Ruins BSAA Sheva SS Rank (Part 1) - http://www.youtube.com/watch?v=MKzzk132R4w BSAA Sheva SS Rank (Part 2) - http://www.youtube.com/watch?v=5eO51KufId8 -- Experimental Facility BSAA Sheva SS Rank (Part 1) - http://www.youtube.com/watch?v=t4PEtz_kC4s BSAA Sheva SS Rank (Part 2) - http://www.youtube.com/watch?v=rspeDgRTS2k -- Missile Area BSAA Sheva SS Rank (Part 1) - http://www.youtube.com/watch?v=OAkInuafQXY BSAA Sheva SS Rank (Part 2) - http://www.youtube.com/watch?v=QYRKNdKlIRY -- Ship Deck BSAA Sheva SS Rank (Part 1) - http://www.youtube.com/watch?v=9F1vbS2ebII BSAA Sheva SS Rank (Part 2) - http://www.youtube.com/watch?v=q63XzIl7k5g -- Prison BSAA Sheva SS Rank (Part 1) - http://www.youtube.com/watch?v=Fp40dFKa4uQ BSAA Sheva SS Rank (Part 2) - http://www.youtube.com/watch?v=GSYTh4N7kR8 --> BSAA SHEVA'S BASIC PARTNER COMMANDS The following is a list of all the basic commands that a Sheva player can issue with the partner assist button followed by a direction. These can only be performed in duo mode. 01) Tap assist button 02) Hold assist button + Right on the Directional Pad Sheva: "Come on!" 03) Hold assist button + Left on the Directional Pad Sheva: "Thanks!" 04) Hold assist button + Up on the Directional Pad Sheva: "Go!" 05) Hold assist button + Down on the Directional Pad Sheva: "Wait!" --> BSAA SHEVA'S PARTNER ASSIST COMMANDS The following is a list of all the assist commands that a Sheva player can issue to a partner. Press the assist button to perform the following responses during the action listed. These can only be performed in Duo mode. 01) When an enemy has grabbed Sheva Sheva: "I need your help!" "Help me!" 02) While Sheva is in dying status Sheva: "I need heeeelp!" "Help!" 03) When Sheva runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY WEAPON) 04) When a Sheva player requests ammo from a partner Sheva: "I need ammo" --> BSAA SHEVA'S PARTNER RESPONSES Listed below are the responses that a Sheva player can trigger by pressing the assist button during the following actions. In order to perform each one with more accuracy, press and hold the assist button when you go to perform each response. Holding the button for a few seconds will keep your character from accidentally saying "Come on". If the response doesn't work the first time, then press and hold the assist button again. When it doesn't work the second time, that usually means either the time for a response has elapsed, or the action was not counted as one that can be responded to; every now and then responses will not activate when they should. These can only be performed in duo mode. 01) Partner critical headshot (when an enemy's head bursts from a partner handgun, magnum, or rifle shot - the shot MUST BE the random critical headshot) Sheva: "Nice shot!" "Good work!" "Nice work!" 02) Partner gives Sheva an item 03) Partner heals Sheva 04) Partner resuscitates Sheva 05) Partner helps to break a grab (even a slight nudge that breaks the hold) Sheva: "Thanks partner." "I owe you one." "Thanks." 06) Partner is in dying status Sheva: "I'm coming!" "Hold on!" 07) Partner performs a request 08) Partner performs an action command 09) Partner performs an action command while in a hoisting/preparing to jump pose Sheva: "Roger" "Ok." 10) Partner melee attacks an enemy after a bounce/stagger animation from a Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON BOSSES] 11) Partner melee attacks an enemy with a special tag team melee attack 12) Partner melee attacks an enemy that Sheva has knocked off the partner with a partner assist melee attack. Sheva: "Nice teamwork!" "That's good!" "Excellent!" "Chobenbeznaz!" [CS05] __ _ / _\| |__ ___ __ __ __ _ \ \ | '_ \ / _ \\ \ / // _` | _\ \| | | || __/ \ V /| (_| | __ \__/|_| |_| \___| \_/ \__,_| __ / / ___ _ _ _ _ __\ \ / / / __\| | _ _ | |__ | |__ (_) _ __ /_/ \ \ | | / / | || | | || '_ \ | '_ \ | || '_ \ | | \ \ / /___ | || |_| || |_) || |_) || || | | | / / \_\ \____/ |_| \__,_||_.__/ |_.__/ |_||_| |_| /_/ .---------------------------------------------------------------------. | How to unlock: Achieve an A-rank or higher on "Ancient Ruins" stage | '---------------------------------------------------------------------' Clubbin' Sheva has quite a bit of firepower in her arsenal and can be a good character from all ranges (close, mid, and long distance). Her AK-74 is extremely powerful for a machine gun, allowing her take down normal enemies very quickly with rapid fire. Thanks to her AK's high firepower, she can help out a lot in grave situations when the kill streak clock is about to expire. Her rifle packs quite a punch per shot and her Jail Breaker shotgun has some good range and overall stopping power. --> CLUBBIN' SHEVA'S INVENTORY .-----------------------------------. | | | | | | | | |Machine Gun| S75 | Shotgun | | Ammo (100)| (RIF) |Shells (20)| | | | | |-----------+-----------+-----------| | | | | | | | Jail | | AK-74 | Rifle | Breaker | | (MG) | Ammo (10) | (SG) | | | | | |-----------+-----------+-----------| | | | | | | | | | | | | | | | | | | | | '-----------------------------------' Sheva begins with only a moderate supply of ammo for every weapon in her inventory. Her AK-74 only has a capacity of 50 bullets at a time and Sheva packs in an additional 100 machine gun bullets along with this weapon. Her Jail Breaker shotgun has a capacity of 8 and she has an extra supply of 20 shotgun shells to accompany this. Her rifle has a capacity of 20 and she brings along 10 extra bullets along with this, which means that a player really will not need to seek out rifle ammo for quite a while with the starting amount. She doesn't start with any type of healing item, so a player will have to quickly find some sort of healing item just in case things get ugly. Have you noticed anything different about her inventory compared to other characters yet? Kind of crowded with weapons and ammo, isn't it? With Clubbin' Sheva's surplus of guns and ammo from the start, it wouldn't be a bad idea to discard something, especially if there is a certain type of weapon that you feel you don't need. Really, I'd recommend getting rid of her rifle ammo. With the S75 having a capacity of 20 and the fact that she can't fire it that fast at all, I don't really think a player will need the extra rifle ammo. Instead of discarding it, a Clubbin' Sheva player could also find the nearest Battle Suit Jill or BSAA Sheva player and give it to that character. That character will need it much more than Clubbin' Sheva. --> CLUBBIN' SHEVA'S AK-74 .-------------------------------. | AK-74 (MG) | |===============================| | Firepower: 200 | | Capacity: 50 | | Reload Speed: 2.83 sec. | | Special: -------------- | '-------------------------------' AK-74 ----- + Extremely good damage for a machine gun + Effective boss killer (with stun support) - Slow reload animation - The low capacity keeps the player reloading often The Ak-74 is easily the bread and butter of Sheva's arsenal. At 200 damage per shot fired, this weapon can take down normal Majini within just a few shots. This weapon can be the saving grace of a kill streak timer that has almost expired. Say, a Majini grabs Sheva and the timer is just about to expire when Sheva fights off the Majini, Sheva can quickly perform rapid fire shots on a nearby Majini and kill the Majini within one second to save the current kill streak. It's good to learn how many shots each Majini type will take when using the AK. One can easily raise the AK then simply hold down the trigger for a precise few seconds to get a kill without wasting ammo; this is an incredibly useful technique to use once a combo bonus egg timer has been picked up. Knowing how long to hold down the trigger takes practice along with the knowledge of how many hits each enemy type will take. It is always best to shoot a Majini from close range with the AK rather than having to worry about the inaccuracy of its long range fire. In Public Assembly, the AK can kill most Town Majini in four shots. If a Sheva player can hit a Majini with three shots and achieve a leg stun then Sheva can run up and perform a Somersault melee attack and kill the enemy for an extra five bonus seconds. It's a good technique to try for while killing off Majini with the AK, but one should not get too bogged down in trying to get three shots then suddenly get surrounded in the process. Sheva can always perform a single shot to the leg of a Majini for a leg stun then run behind the Majini and perform her Throat Slit, which is really her best melee kill option. The AK is also a good boss killer... with a grain of salt. The AK by itself is not all that good at stunning a boss unless Sheva spams ammo on a boss' weak point or simply spams ammo so badly on the boss that it forces it into a stun. It's really best to use the Jail Breaker shotgun to stun a boss then run toward the boss and let loose with the AK. It's amazing how quick the AK can take down some bosses by laying down firepower from close range. The only real flaw with the AK is its capacity. Since the capacity is so small, a player will be forced to reload constantly. Inventory reloaders will even feel a slight burden thanks to the low capacity since it begins to become a pain to pull up the inventory to reload after every encounter. The gun has a slow reload animation, but reloading through the inventory menu can easily solve this. --> CLUBBIN' SHEVA'S JAIL BREAKER .---------------------------------. | Jail Breaker (SG) | |=================================| | Firepower: 180 | | Capacity: 8 | | Reload Speed: 2.24 sec. | | Special: Attack Range: 15 | '---------------------------------' Jail Breaker ------------ + Much greater damage than one initially thinks because of its spread + More effective at a greater range than a standard shotgun + Good rate of fire for a shotgun - Low capacity keeps the player reloading often The Jail Breaker is a decent shotgun that can dish out much greater damage than one would normally think just by looking at its stats. Even though it appears to be weaker than a handgun, this shotgun works just as well as any other shotgun from close range. The shots are tightly spread, so they basically hit the full areas of the target per shot fired from close range. The Jail Breaker has a tendency to perform critical headshots from close range much like BSAA Chris's Ithaca. The shotgun is effective at close range, mid range and long range. Most close range shots on a Majini will kill it within the shot fired, but mid range shots will only knock it down a Majini most of the time. Sheva could follow up that knockdown with her ground melee. Don't always rely on the ground melee to finish the job however since Sheva's is rather slow with her ground melee attack. The Jail Breaker can be a good boss stunning weapon, but because of the way the gun is held, Sheva has to aim almost directly upwards in order to hit a boss' head if that is its weak point. The Jail Breaker can be decent for taking down bosses, but the AK really overshadows this shotgun when it comes to damaging a boss. The Jail Breaker is mainly best to use for stuns so Sheva can quickly switch to the AK to finish the job with a boss enemy. For Reapers, the Jail Breaker can be an effective stunning weapon because of its tight spread. Sheva can literally blast a Reaper that is dashing toward her to hit its back weak points as it scurries, or she can quickly perform a blast to its chest weak point when it opens and most likely hit it because of the guns spread over the majority of the Reaper. She can continue to fire with the Jail Breaker or take out the AK at that time and further damage the Reaper. It has a rather low capacity, which means you'll be reloading quite a bit, so make sure to use inventory reloading to your advantage. The reload animation isn't all that bad for a shotgun, but why reload during gameplay when one can simply use the inventory menu to do so? --> CLUBBIN' SHEVA'S S75 RIFLE .-------------------------------. | S75 (RIF) | |===============================| | Firepower: 2,000 | | Capacity: 20 | | Reload Speed: 2.24 sec. | | Special: -------------- | '-------------------------------' + Very high firepower per shot + High capacity - Constant bullet ejection per shot and no kind of rapid fire - Doesn't stun bosses easily For long range shots, Sheva can switch to her S75 rifle. This weapon has quite a high firepower and packs in a really good capacity. With the gun's high firepower, one might assume that this weapon could completely own a boss. If a boss enemy is at an extremely long range, this rifle could be effective against a boss enemy, but from close range, don't ever try to use this weapon against a boss enemy. Trying to fire this weapon from even mid range against the Executioner will likely make the Executioner knight Sheva with a most devastating overhead blow (overhead swing) when she ejects that bullet to fire again. This rifle might have a magnum's high firepower but it is still not a magnum, so it will not stun a boss in one hit and the bullet ejection will keep Sheva from spamming a boss with shots in order to stun the boss quickly. It is possible to stun a boss such as the Executioner, Chainsaw Majini and Gatling Gun Manjini then stand over it and perform the following: rifle shot -> rifle shot -> rifle shot (cancel final shot into melee attack) -> melee attack. This can be effective but the surrounding Majini will likely ruin the full sequence. In a way, this weapon is really only useful in certain instances (such as shooting off a Majini from a partner that is at the other side of the Public Assembly area) and should only be used for long distant attacks because of the amount of preparation needed in between shots. I'd actually recommend discarding this weapon if you simply can't find a use for it. Sheva's inventory is already overcrowded anyway, so why not make a little room? A player could at least discard the extra ammo for the rifle at the start. Sheva's starting capacity with this weapon should really be enough to last her for quite a while. --> CLUBBIN' SHEVA'S MELEE ATTACKS .--------------------------------------------------------------. | Melee Command | Type of Melee | Damage | |==============================================================| | Roundhouse | Head Stun Melee | 350 | | Twist Kick | Arm Stun Melee (front) | 250 | | Knee | Arm Stun Melee (back) | 250 | | Somersault | Leg Stun Melee (front) | 350 | | Throat Slit | Leg Stun Melee (back) | Kill | | Impale | Ground Melee | 800 | | Skull Crusher | Tag Team Melee (front) | 3,000 | | Spinning Back Kick | Tag Team Melee (back) | 3,000 | | Pivot Kick | Partner Assist Melee | 450 | | Somersault | Counter Melee on Licker Beta | 600 | | Stab | Ground Melee on Licker Beta | 900 | '--------------------------------------------------------------' Sheva's ground melee attack is the only real damaging melee that she carries and this melee takes quite a while to perform. Even though Sheva can easily spam melee ground kills after many AK or mid range Jail Breaker shots, her ground melee will only reward a player with the usual five second bonus, even after the full three seconds that it takes to perform the entire stabbing animation, so Sheva will only gain about two seconds to her advantage per ground melee attack. Her ground melee is still useful to perform against a Majini, but it's really best to not spam it that much since you're not really gaining much of a time bonus per melee kill while using it. With the ground melee taking off 800 damage per hit, this move is going to kill most Majini even without the need for gunfire, so a Sheva player could run up and stab a Majini that happens to get knocked over during a group attack and still manage to kill it with out the need of extra damage. The ground melee will dish out a head smash when it is done while facing a Majini's head, but this is really not needed with the amount of damage that this move already takes off. In order to receive a good time bonus, quickly shoot each Majini in the leg for a leg stun then rush behind it and perform Sheva's Throat Sloat or use Sheva's AK to shoot at the legs of a Majini then, after three shots, run up to the Majini if it is stunned then perform Sheva's somersault melee for an instant kill that will add an additional five seconds to the clock. It's best not to stand back and count the shots. Get a feel of how many shots will come out of the gun while holding the button to fire at a Majini's legs then perform the somersault after shooting it a few times. --> CLUBBIN' SHEVA'S MELEE KILLS Killing off any enemy with a melee will give the player a +5 second bonus, which will be added to the clock. Finishing off as many enemies as a player possibly can with melee kills is one of the main keys to scoring high in the Mercenaries. All leftover time will be added to a player's main score at 1,000 points per second! Exceptions to melee kills with Town, Base and Wetland Majini: - Female Majini, explosive arrow Majini and shield Majini all have less life than other normal Town and Wetland Majini so they will die within less shots than what I have listed. - The Rocket Launcher Majini will always perform a "lean backward" sort of stun after being shot a few times. This counts as a leg stun, so rush behind him and perform a melee after he leans back for an instant kill. - Another exception is the Majini with sunglasses in the Public Assembly which has more life than the rest of the Majini in Public Assembly. Kill him off with an instant kill melee or head crush ground melee while facing the head of his grounded body. The following section lists methods to obtain melee kills for Clubbin' Sheva. -------------------- Town and Base Majini -------------------- ** AK leg stun --> Throat Slit Perform a leg stun with the AK machine gun by shooting a Majini in the legs then quickly run behind it and activate the throat slit melee. This combination is still really the highlight of this Sheva type as well. ** AK shot --> AK shot --> AK leg stun --> Somersault Much like STARS Chris Uppercut melee kill, you have to get the feel of holding down the trigger to get this stun. It's best to aim down at the Majini's legs then quickly fire off three shots then perform a Somersault melee if it is in a leg stun pose. ** AK shot --> AK shot --> AK head stun --> Roundhouse This combination can work well. The good thing about it is that a headshot is a definite stun and Sheva's AK doesn't have a high critical rate, so it can give you a setup for roundhouse melee kill if all else fails. The headshot can be performed to a standing Majini after a player tries to hit it twice in the legs without any type of success with a leg stun; this idea is what adds use to the head stun melee combination. ** Impale Sheva's Impale ground melee will kill off just about any type of Majini with one hit no matter if it has received damage from a knockdown or not. The only Majini that this will not kill is the Majini with sunglasses in the Public Assembly stage. For the Majini with the sunglasses, walk to his head portion then perform the head crush impale while facing his head. The AK can sometimes knock down a Majini to set it up for this ground melee. -------------- Wetland Majini -------------- Clubbin' Sheva's AK works rather well against Wetland Majini. It's actually very helpful for setting up melee kill opportunities thanks to its quick damaging rate. ** AK shot --> AK shot --> AK leg stun --> Somersault After three hits from Sheva's AK a normal Wetland Majini will be weak enough for Sheva to finish it off with a Somersault. ** AK shot --> AK shot --> AK leg trip --> Impale The best part about the AK's damage is that it will ground a Wetland Majini and make it stay grounded after three shots to where Sheva can finish it off with her ground melee. It's always best to go for a Somersault finish, but if the Majini falls during the stunning process then it will usually not get up. ** AK shot --> AK head stun --> Roundhouse This combination works extremely well for when a Wetland Majini suddenly gets up after a quick knockdown, like if the Majini fell after the first shot. Stand over it and aim for its head when it gets up then tap the trigger for a quick head stun. Finish it off with Sheva's Roundhouse to kill it. ** AK shot to leg --> AK shot to leg --> Somersault (explosive arrow and shield Majini) Fire twice a the legs of a Wetland Majini that carries explosive arrows or a shield then simply run up to it and perform a Somersault to finish it off. --> CLUBBIN' SHEVA'S EFFECTIVE PARTNERS ---------- BSAA Chris ---------- Clubbin' Sheva can blast a boss with her S75 rifle while a BSAA Chris player blasts the boss with his shotgun from closer range. Sheva can also join in with a Chris player with her AK or Jail Breaker from close range. --> SCORING HIGH IN SINGLE PLAYER WITH CLUBBIN' SHEVA First of all, discard the S75 rifle and the rifle ammo to avoid having random rifle ammo drops. The bullet ejection per shot kills its use in single player while fighting an enemy boss so it is useless. Clubbin' Sheva is mainly going to have use the AK to set up melee kill opportunities. Use leg shots on every Majini that you run across and try to perform a leg stun followed by a Throat Slit instant kill melee. If the Majini is not stunned after two shots to the leg then quickly shoot it in the head and perform Sheva's Roundhouse melee to kill it off. Sheva's Somersault is actually rather useful against a group of Majini. It can knock a crowd to the ground and Sheva might be able to work two Majini into one ground melee kill if the Majini are near each other while on the ground. Sheva needs to find some hand grenades or flash grenades in order to stun bosses. It's really best to damage a boss from close range with Sheva's Jail Breaker. Run up to it and stun it then perform constant blast with Sheva's Jail Breaker Don't use the AK at that time unless you have a bunch of stockpiled ammo since the AK is the key to Sheva's melee opportunities. The AK can be really effective at whittling down a boss' health however. It's rather hard to get a good score on stages with Town Majini while using Clubbin' Sheva since they have more health when compared to Wetland Majini. With Wetland Majini, Clubbin' Sheva really shines since they have lower health allowing Sheva to damage and set them up quicker for melee kills. --> CLUBBIN' SHEVA'S VIDEO SHOWCASE -> SOLO VIDEOS BY FoxyAreku -- Ship Deck Clubbin' Sheva SS Rank (Part 1) - http://www.youtube.com/watch?v=jW65kXxJNmE Clubbin' Sheva SS Rank (Part 2) - http://www.youtube.com/watch?v=tDWa2mA4F7E --> CLUBBIN' SHEVA'S BASIC PARTNER COMMANDS The following is a list of all the basic commands that a Sheva player can issue with the partner assist button followed by a direction. These can only be performed in duo mode. 01) Tap assist button 02) Hold assist button + Right on the Directional Pad Sheva: "Come on!" 03) Hold assist button + Left on the Directional Pad Sheva: "Thanks!" 04) Hold assist button + Up on the Directional Pad Sheva: "Go!" 05) Hold assist button + Down on the Directional Pad Sheva: "Wait!" --> CLUBBIN' SHEVA'S PARTNER ASSIST COMMANDS The following is a list of all the assist commands that a Sheva player can issue to a partner. Press the assist button to perform the following responses during the action listed. These can only be performed in Duo mode. 01) When an enemy has grabbed Sheva Sheva: "I need your help!" "Help me!" 02) While Sheva is in dying status Sheva: "I need heeeelp!" "Help!" 03) When Sheva runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY WEAPON) 04) When a Sheva player requests ammo from a partner Sheva: "I need ammo" --> CLUBBIN' SHEVA'S PARTNER RESPONSES Listed below are the responses that a Sheva player can trigger by pressing the assist button during the following actions. In order to perform each one with more accuracy, press and hold the assist button when you go to perform each response. Holding the button for a few seconds will keep your character from accidentally saying "Come on". If the response doesn't work the first time, then press and hold the assist button again. When it doesn't work the second time, that usually means either the time for a response has elapsed, or the action was not counted as one that can be responded to; every now and then responses will not activate when they should. These can only be performed in duo mode. 01) Partner critical headshot (when an enemy's head bursts from a partner handgun, magnum, or rifle shot - the shot MUST BE the random critical headshot) Sheva: "Nice shot!" "Good work!" "Nice work!" 02) Partner gives Sheva an item 03) Partner heals Sheva 04) Partner resuscitates Sheva 05) Partner helps to break a grab (even a slight nudge that breaks the hold) Sheva: "Thanks partner." "I owe you one." "Thanks." 06) Partner is in dying status Sheva: "I'm coming!" "Hold on!" 07) Partner performs a request 08) Partner performs an action command 09) Partner performs an action command while in a hoisting/preparing to jump pose Sheva: "Roger" "Ok." 10) Partner melee attacks an enemy after a bounce/stagger animation from a Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON BOSSES] 11) Partner melee attacks an enemy with a special tag team melee attack 12) Partner melee attacks an enemy that Sheva has knocked off the partner with a partner assist melee attack. Sheva: "Nice teamwork!" "That's good!" "Excellent!" "Chobenbeznaz!" [CS06] __ __ __ _ / / _____ _ _ _ \ \ / _\| |__ ___ __ __ __ _ / / /__ \ _ __ (_)| |__ __ _ | | \ \ \ \ | '_ \ / _ \\ \ / // _` | | | / /\/| '__|| || '_ \ / _` || | | | _\ \| | | || __/ \ V /| (_| | \ \ / / | | | || |_) || (_| || | / / \__/|_| |_| \___| \_/ \__,_| \_\ \/ |_| |_||_.__/ \__,_||_| /_/ .--------------------------------------------------------------------. | How to unlock: Achieve an A-rank or higher on "Missile Area" stage | '--------------------------------------------------------------------' Tribal Sheva comes equipped with the Longbow weapon, which has the ability to take down any normal Majini in one shot. She is easily the best choice for any player that wants to simply achieve a high combo. She is a literal combo queen. Her Longbow weapon is the only gun type weapon in the game that has to aimed manually without a laser pointer, but once a player has found the correct positioning for shooting a foe with her arrows, Tribal Sheva can be effective at both close range, mid range, and long range. --> TRIBAL SHEVA'S INVENTORY .-----------------------------------. | | | | | | | | | |Incendiary | | | |Grenade (3)| | | | | | |-----------+-----------+-----------| | | | | | | | Grenade | | Longbow | First Aid | Launcher | |(infinity) | Spray | (ICE) | | | | | |-----------+-----------+-----------| | | | | | | Flash | | | | Grenade | | | | (3) | | | | | | '-----------------------------------' Upon first glance, you'll notice that Sheva has the special Longbow weapon. This weapon comes complete an infinite supply of arrows, so Sheva won't be needing any extra type of ammo for the weapon. It really helps her to save space, allowing her to carry extra healing items and grenade rounds. Speaking of grenades, Sheva brings along a grenade launcher packed with 6 Nitrogen rounds from the start. With her good amount of inventory space, she can pack a whole variety of grenade rounds throughout her inventory slots. She also has set of 3 Incendiary and Flash Grenades. Each of these can be helpful for crowds or the flash grenades can allow her to deal with parasitic enemies rather easily. Another good part about having grenades in two inventory slots is that she can easily get rid of them by tossing all three at once if she needs some extra inventory space; no need to discard them, just toss them toward the nearest area or enemy for extra inventory space. --> TRIBAL SHEVA'S LONGBOW .-------------------------------. | Longbow | |===============================| | Firepower: 1,500 | | Capacity: Infinite | | Reload Speed: 1.00 sec. | | Special: -------------- | '-------------------------------' Longbow ------- + Instant kill on normal Majini + Infinite ammo - No laser pointer - Requires a second of reload per shot regardless of whether another is made Sheva's Longbow is easily the most unique weapon in The Mercenaries. The bow carries no laser pointer, so a player has to get the feel of aiming with this weapon by lining up the arrow head with a target. The aiming is not much of a problem when the weapon carries an infinite supply of arrows however. Each shot fired will easily take down a normal Majini most of the time. The weapon is a complete booster so long as Sheva has foes to shoot. The Longbow can only hit a single enemy at a time, so Sheva will need to result to other weapons for crowds, or run away then turn and shoot each crowd member individually. Both her incendiary grenades and flash grenades can work well for stunning a crowd, so Sheva can shoot each enemy while it staggers. The bow can be used in the same way as a sniper rifle while Sheva is on a high platform. She can overlook an area and simply make it her shooting gallery while she picks off each individual Majini below her. The bow carries a slight second of reload per shot fired regardless of whether a player continues to shoot or not. This second of reloading can get her hit easily, especially when trying to use this weapon against a boss. The Longbow can be an effective boss killer from a distance. It stuns bosses in about three arrow shots, so Sheva cannot afford to be in close range of a boss enemy while using this weapon. It's best to stun the boss with a grenade round or grenade then spam the boss with continuous arrow shots. --> TRIBAL SHEVA'S GRENADE LAUNCHER Sheva starts with Nitrogen rounds and can find Flame, Explosive, Acid, Flash, and Electric rounds from enemy drops or breakable objects. GRENADE LAUNCHER AMMO .----------------------------------------------------------------. | Acid Rounds | Electric Rounds | |================================================================| | Firepower: 500 | Firepower: 400 | | Effect: Penetrates armor and | Effect: Instantly stuns | | stuns with acid damage as | multiple enemies with | | acid spreads from each shot | electricity. | '----------------------------------------------------------------' Electric Rounds --------------- + Electric rounds can instantly stun a Reaper all the way if one is shot directly toward it and another is shot directly toward its shoulder weak point. + Electric rounds can instantly stun a whole crowd of enemies and have the possibility of setting some up for a melee attack in their weakened state from the electric shock. + Electric rounds can instantly defeat parasitic enemies quickly Kipepeo (1 shot) [a shot to the ground will hit these in the air] Bui kichwa (1 shot) Cephalo (2 shots) Duvalia (2-3 shots) + Electric Rounds can destroy wooden doors. - Electric Rounds can cause electrical damage to a character if shot from close range. - It usually takes two Electric Rounds to defeat a normal Majini. Electric rounds can work well to stun a group of normal Majini and kill them all within two shots. Electric rounds are also very effective against annoying parasitic enemies such as Duvalias and Cephalos; two shots will instantly kill a Cephalo and around three will kill a Duvalia. Kipepeos can also be easily defeated with Electric rounds by simply firing one at the ground to catch it in the air, eliminating the need of having to aim into the air and follow the little bastards with a gun. Flash rounds are no doubt better at defeating parasitic enemies, but they don't really damage normal enemy types any. Acid Rounds ----------- + Acid Rounds can instantly stun a Reaper for its first weakness phase then a Reaper can be shot again to enter its major weakness phase and skip the second. + Acid Rounds can instantly defeat a group of Licker Betas with its acid spread + Acid Rounds can deliver acid damage to an entire crowd of enemies with acid spread. Spam them against a crowd (usually 2 shots) to defeat them quickly. + Acid Rounds can break cracked walls and destroy wooden doors. - Acid Rounds cannot defeat most normal enemies in one hit. - Acid Rounds can cause damage to a player from an extremely close range. Acid rounds can hit all surrounding enemies in a group with acidic damage once the shot is fired at one enemy in a group. Even though they cannot kill a normal Majini with one hit, they can be spammed on a group (2 shots) to take down the entire group instantly. Acid rounds are highly effective against Reapers. Two well-timed acid rounds shot at a Reaper will make it to where the Reaper will showcase its major chest weak point, to which Sheva can finish it off with a few arrows to the chest weak point. These rounds are also highly effective against Licker Betas in the Experimental Facility stage. The acid area effect can take some extreme damage from a Licker and almost always kill them with one hit. .----------------------------------------------------------------. | Explosive Rounds | Flame Rounds | |================================================================| | Firepower: 1,000 | Firepower: 500 | | Effect: Explosive damage on | Effect: Instant burning | | target creating an area | damage on target creating | | affect on surrounding targets | area affect around target | '----------------------------------------------------------------' Flame Rounds ------------ + Flame Rounds can instantly engulf a whole crowd of enemies in flames. Spam them against enemy groups (usually 2 shots) for good results. + Flame Rounds can break cracked walls and destroy wooden doors. - Flame Rounds cannot defeat most normal enemies in one hit. - Flame Rounds can cause flame damage to a character if shot from close range. Flame rounds can work much like electric rounds and acid rounds in that they can instantly defeat a whole crowd with spread damage in two shots. Flame rounds produce a burning spread effect that will stagger and knock down any enemies that are caught in the blaze produced by a flame round. Explosive Rounds ---------------- + Explosive Rounds can instantly defeat an entire crowd of enemies. + Explosive Rounds can break cracked walls and destroy wooden doors. - Explosive Rounds can cause damage to a character if shot from close range. Explosive rounds are the ultimate instant Majini group killer. Arm Explosive rounds to instantly take down a whole group of Majini in one shot. They don't even have to be shot directly. The spread of the explosion is enough to kill off any normal Majini in Mercenaries. These are also very effective against Licker Betas. Explosive rounds are not as damaging as acid rounds, but they will sometimes instantly kill a Licker when shot toward one. If the shot doesn't kill the Licker then it will certainly knock it down. These actually have a rather good chance at setting a Licker up for stabbing melee kill since the explosive rounds have a better chance at leaving a Licker alive when compared to an acid round. Watch for the Licker to fall on its back and kick its legs up in the air after being hit with an explosive round then rush in and perform a stab melee kill to it. .----------------------------------------------------------------. | Flash Rounds | Nitrogen Rounds | |================================================================| | Firepower: 100 | Firepower: 100 | | Effect: Instant blinding stun | Effect: Instant freeze on | | on multiple enemies. Instant | normal enemies. Staggers | | kill on parasitic enemies. | other enemies with damage. | '----------------------------------------------------------------' Flash Rounds ------------ + Flash Rounds instantly kill parasitic enemies such as Cephalos and Duvlias. + Can instantly stun all nearby enemies and set them up for melees. + Like Acid Rounds, Flash Rounds can instantly stun a Reaper for its first weakness phase then a Reaper can be shot again to enter its major weakness phase and skip the second. + Partner specific strategy for Wesker (Midnight) and Wesker (S.T.A.R.S.) partner; a flash round sets up enemies for Wesker's Cobra Strike melee. - Basically no damage against normal enemies or big enemies. - Since there is little damage done to an enemy, a follow-up melee hit will likely not kill the enemy. - Blinds players for a few seconds if shot too close to either player. - Causes enemies with dynamite and explosive arrows to explode and makes Majini with cocktails drop their cocktails. I do not recommend Flash rounds at all for a Tribal Sheva player because she cannot really get any use out of them with her instant kill bow that has no potential to weaken an enemy for a head stun melee kill once a flash round is used. They do have a few uses though for the obvious instant kill on parasites, but more importantly for helping out a Wesker partner. Flash rounds basically do not damage, they blind yourself and the other player, they set enemies and bosses up for melees but they don't damage enough for any melee kills unless you count a standing melee followed by a ground melee, which takes too long to mess with. The only positive aspect of a flash round against enemies for a Tribal Sheva player is that they can take down a whole group of parasitic enemies with one shot. I'd recommend substituting Electric rounds in place of Flash rounds. Even though electric rounds take two shots to kill off parasitic enemies, they will come in good use for other enemies as well. There is one partner specific strategy that one can take advantage of with Flash rounds however. When a Tribal Sheva player plays alongside a STARS Wesker or Midnight player, the Flash rounds have a whole new reason. One flash round shot at a whole group of enemies can stun them all and set them up for Wesker's Cobra Strike Melee, which takes 1,200 damage all the time and always guarantees a kill on a normal Majini enemy. Wesker has enough time per flash round stun to get around three melee attacks which will instantly give the team 15 seconds of extra time. Sheva could take that time to shoot some of the staggered Majini with the Longbow. Flash Rounds are also highly effective when shot at Reapers. Much like the Acid Rounds, two well-timed flash rounds shot at a Reaper will make it to where the Reaper will showcase its major chest weak point, to which Sheva can finish it off with a few arrows to the chest weak point. Flash rounds are able to hurt a player, but the player has to basically shoot them against a wall that the player is standing right beside in order for a flash round to damage the player. Getting damaged by one is very rare. Much like a nitrogen round, flash rounds can make some Majini instantly explode or it can damage them greatly based on what weapons they carry. When a Majini carries explosive arrows or dynamite, it will instantly explode when a flash round is shot in its area. When a Majini carries a cocktail, the flash round will cause it to drop its cocktail and burn itself and anything that surrounds it. This can be really bad on stages such as The Mines, Missile Area and Ship Deck where Majini with dynamite appear in great number. Not only can this ruin melee kills, but it can cause a player to get hit in the process of shooting a flash round. Nitrogen Rounds (starts with this) --------------- + Nitrogen Rounds can instantly freeze a group of enemies and set them up for one hit shots or instant melee kills. + Each instant melee kill after a freeze adds five bonus seconds to the clock. - Nitrogen Rounds are not always effective against big enemies. Nitrogen rounds are highly effective for groups of Majini. Simply fire a Nitrogen round directly into a group and freeze the whole crowd. Sheva can finish off each frozen Majini with a roundhouse melee attack, which will add five seconds to the clock per hit. When Sheva can group a bunch of frozen Majini together then perform melee attacks to each single frozen Majini in a crowd, she can get quite the amount of bonus time with the extra five seconds per straight punch. The most important factor to keep in mind about a nitrogen round is that a single hit will not kill an enemy, only freeze it, so you don't want to use these when you're pressed for time because a frozen enemy will not register as a kill until it has been shattered. Some bigger enemies such as Big Man Majini and Lickers can be shot with nitrogen rounds as well. Frozen Lickers can be hit with a melee attack once they are frozen, but you'll need to have a Majini in the way. Basically Sheva will have to kick the Majini and hit the frozen Licker in the process. A Sheva player can also lead Lickers toward a railing and freeze them while on the other side of the railing and then hop over the railing to break them for a melee kill. If Sheva makes contact with a frozen Licker while hopping over the railing then the Licker will shatter and the player will receive a 5 second bonus for the shatter. Frozen Lickers can also be be shattered with an arrow or knife slash. When aiming at a crowd of Majini, don't ever fire a nitrogen round when a Majini is equipped with either explosive arrows, cocktails or lit dynamite. These type of enemies will explode when frozen and they will shatter any nearby frozen Majini along with them and ruin your melee kill setups. Kill these enemies off first while they are in a crowd then freeze the crowd. --> TRIBAL SHEVA'S INCENDIARY GRENADES .--------------------. | Incendiary Grenade | |====================| | Direct Hit: 500 | | Area Effect: 500 | '--------------------' + Burns or staggers target in its flames - The flames don't do enough damage to instantly kill an enemy - Incendiary grenade can cause the thrower to get flamed rather easily Incendiary grenades produce an area of flames that will burn all enemies caught in those flames once the grenade hits the ground. Sheva can use these grenades for crowds of Majini. It will not kill them by itself, but Sheva can use an incendiary grenade to stun a group of Majini or stagger a boss enemy as it burns the area around them. While the enemies are affected by the flames, Sheva can pull out her bow then quickly pick off the enemies while they burn. Incendiary grenades can easily backfire on the user however. If a Majini suddenly steps in the way while throwing one, then the thrower can suffer burn damage as the incendiary grenade falls to the nearby ground. Be cautious while using these and don't toss them at a Majini that is running directly toward Sheva. --> TRIBAL SHEVA'S FLASH GRENADES .---------------------. | Flash Grenade | |=====================| | Direct Hit: 0 | | Area Effect: 0 | '---------------------' + Instantly kills all parasitic enemies in the immediate area + Stuns and sets normal enemies up for head stun melees - No damage to non-parasitic enemies If a parasitic enemy such as a Duvalia, Cephalo, Bui kichwa, or Kipepeo is in the area then simply toss a flash grenade to instantly kill the parasite. Any parasitic enemy in the immediate area will fall in the burst of light. Whenever a Cephalo or Duvalia is forming from a Majini, make sure that it forms all the way and begins to move before tossing the flash grenade. If a grenade is tossed too early then it might not affect the parasitic enemy. Flash grenades can also be useful in intense situations since they will instantly stun most normal enemies and most boss enemies in the current area. Enemies will be set up for a head stun melee attack while they stagger, so Sheva can run up and perform her Roundhouse to all stunned enemies. Be on the lookout for normal enemies and boss enemies that wear masks. An enemy with a mask will not be affected by the burst of light from a flash grenade. Like with any type of blinding flash, a Wesker player can take advantage of these flash grenades when teamed up with Tribal Sheva. When several Majini are around, a Tribal Sheva player can toss a flash grenade and allow for Wesker to perform constant Cobra Strikes against all staggering Majini. It might even pay the Tribal Sheva player to give all of her flash grenades to a Wesker player if the Wesker player knows of the effectiveness of the Cobra Strike melee. --> TRIBAL SHEVA'S MELEE ATTACKS .--------------------------------------------------------------. | Melee Command | Type of Melee | Damage | |==============================================================| | Roundhouse | Head Stun Melee | 350 | | Twist Kick | Arm Stun Melee (front) | 250 | | Knee | Arm Stun Melee (back) | 250 | | Somersault | Leg Stun Melee (front) | 350 | | Throat Slit | Leg Stun Melee (back) | Kill | | Impale | Ground Melee | 800 | | Skull Crusher | Tag Team Melee (front) | 3,000 | | Spinning Back Kick | Tag Team Melee (back) | 3,000 | | Pivot Kick | Partner Assist Melee | 450 | | Somersault | Counter Melee on Licker Beta | 600 | | Stab | Ground Melee on Licker Beta | 900 | '--------------------------------------------------------------' Sheva's melee attacks are all rather weak and Tribal Sheva's weapon setup does not help a Sheva player to set up melee attacks that often. Her grenade launcher and flash grenades are the only reason to ever resort to melee. Her starting set of nitrogen rounds that come loaded in the grenade launcher can help her to set up some good melee opportunities however. Since her roundhouse stretches far around the area in front of her, one nitrogen round that is shot at a group of Majini can help her to take down several Majini with one roundhouse while attempting to shatter her victims. In a way, it is good to try to hit as many individual frozen Majini as possible for the extra 5 second bonus associated with each melee kill, but Sheva's roundhouse can really help out for when more than three Majini are frozen at a time, since she likely can't hit a big number individually with her melee attack. As usual, Sheva's ground melee stab can nearly always finish off any Majini that falls, damaged or not. Even though her ground melee is slow, it is almost always an instant kill and one can take advantage of its length by pulling up the inventory during the animation in order to make adjustments. --> TRIBAL SHEVA'S MELEE KILLS Killing off any enemy with a melee will give the player a +5 second bonus, which will be added to the clock. Finishing off as many enemies as a player possibly can with melee kills is one of the main keys to scoring high in the Mercenaries. All leftover time will be added to a player's main score at 1,000 points per second! Exceptions to melee kills with Town, Base and Wetland Majini: - Female Majini, explosive arrow Majini and shield Majini all have less life than other normal Town and Wetland Majini so they will die within less shots than what I have listed. - The Rocket Launcher Majini will always perform a "lean backward" sort of stun after being shot a few times. This counts as a leg stun, so rush behind him and perform a melee after he leans back for an instant kill. - Another exception is the Majini with sunglasses in the Public Assembly which has more life than the rest of the Majini in Public Assembly. Kill him off with an instant kill melee or head crush ground melee while facing the head of his grounded body. The following section lists methods to obtain melee kills for Tribal Sheva. ----------------------------- Town, Base and Wetland Majini ----------------------------- ** Knife Slash to Legs --> Throat Slit or Impale A player has to be determined in order to get a melee kill with Tribal Sheva outside of her nitrogen rounds, so a player might want to actually use her knife in order to set up melee kills. The knife can work well at times or it can get her trouble. Aim toward a Majini's legs while in close range then slash and watch for a stun or knockdown then quickly run behind the Majini as it kneels down or perform a ground melee if it falls to the ground. It's best to mix between her bow and knife when going for melee kills. Only shoot the bow to keep the kill streak going and resort to the knife for melee kills, except for when she has nitrogen rounds and a big group of Majini are nearby. ** Nitrogen Round Freeze --> Roundhouse This is about the only chance that Tribal Sheva has for a melee kill. Allow a whole swarm of Majini to surround Sheva then aim the grenade launcher at the ground or between a whole group of Majini then fire. Quickly run up to them all and perform a Roundhouse on each one (or several) to shatter them for a melee kill. Nitrogen rounds can be SO effective at building up time thanks to Sheva's wide Roundhouse melee. Sheva can literally build up 30 seconds on the clock with one Roundhouse on grouped Majini that are frozen. Be sure to NOT attempt to freeze a Majini with a cocktail. The Majini's cocktail will explode and shatter any nearby frozen Majini and ruin the melee kills opportunities. Kill off a Majini with a cocktail when one is in a group then quickly freeze the rest. ** Impale Just like with other Sheva types, Sheva's Impale ground melee will kill off just about any type of Majini with one hit no matter if it has received damage from a knockdown or not. The only Majini that this will not kill is the Majini with sunglasses in the Public Assembly stage. For the Majini with the sunglasses, walk to his head portion then perform the head crush impale while facing his head. Tribal Sheva can only perform this on a Majini that she has hit with her Roundhouse or a Majini that has fallen due to a grenade launcher attack (flame round, acid round) or possibly a Majini that has gotten burned due to a cocktail. An incendiary grenade and flash grenade (after the roundhouse) can be another good setup. Remember that it is best not to perform Sheva's ground melee much however since she won't gain much out of the bonus seconds because of the rising animation after a stab. ** Flash Round Stun --> Roundhouse --> Impale You don't really want to do this that much unless a crowd is around since Sheva's' the combination listed above takes a good amount of time to initiate. If Sheva can hit multiple Majini with her Roundhouse after a stun, then a player might be able to rush up to the grounded Majini if they land near each other then perform her ground melee to both of them while they are next to each other. ** Knock off a grabbing Majini that grabs from behind --> Impale Yep, Tribal Sheva definitely has to take every melee chance that is handed to her, even something as minor as this, so if a Majini ever grabs her from behind, and she knocks it off without a partner's help, quickly line up with the grounded Majini then perform Sheva's ground melee Impale to finish it off. ---------------------- Licker Beta Melee Kill ---------------------- ** Explosive Round/Acid Round shot --> Stab If a player can find explosive rounds in the Experimental Facility stage then load them in the grenade launcher then fire one explosive round at a group of Lickers or a single Licker. The Licker will sometimes fall over on its back and kick its leg when it has been hit along the front portion of its body. Run up to the Licker at that time and you'll get the "Stab" melee command in order to finish it off for a melee kill. The explosive round hit can't be a direct hit on the Licker or the explosion will kill it. Acid rounds can work in the same way, but an Acid Round is usually too powerful for a Licker to survive for a follow-up melee kill. It's best to watch the kill streak and see if your character has gained a kill from the explosive round before running up to attempt a melee to a Licker. ** Nitrogen Round Shot --> Hop over nearby railing to hit frozen Licker A player can achieve a melee kill on a Licker by leading a Licker next to a railing. Freeze the Licker with a nitrogen round then hop over the railing so that Sheva hits the frozen Licker with a portion of her body. The hit will shatter the Licker and give the player a +5 second bonus for a melee kill. This can be done on multiple frozen Lickers so long as Sheva hits them while hopping over a railing. --> TRIBAL SHEVA'S EFFECTIVE PARTNERS ------------------------------- Midnight Wesker or STARS Wesker ------------------------------- In a way, it is hard to match Sheva up with any other player when attempting a high score since, other than her nitrogen rounds, she focuses on instant kills rather than melee kills. A Tribal Sheva player that realizes this can act as a really good support character for any Wesker type. She should really give the Wesker player her flash grenades so he can toss them and set up Cobra Strike melees on his own. Find flash rounds and fire them toward a crowd of Majini so that Midnight Wesker can kill them all with his Cobra Strike melee. Sheva can add to the melee kills by shooting a nitrogen round toward a group of Majini then her and Wesker can shatter them. ------------------------------------------------------------- Battle Suit Jill, STARS Chris and Tribal Sheva on Ex Facility ------------------------------------------------------------- Tribal Sheva can really shine on the Experimetnal Facility stage with just about any character. If the player uses her correctly then she can easily group aggressive Base Majini then freeze them all with a nitrogen round and melee kill their frozen bodies to build up time for the team. She can even melee kill Lickers with her nitrogen rounds by hopping over a railing so that her body hits a frozen Licker. Her Longbow should only be used to keep the kill chain going or to help out with killing Lickers once all nitrogen rounds have been used up. Much like STARS Chris, she can find acid rounds that can easily kill off multiple Lickers in a group. --> SCORING HIGH IN SINGLE PLAYER WITH TRIBAL SHEVA Tribal Sheva mainly needs to work on keeping the kill streak going for as long as possible to help her gain more points. A player needs to pick up all the combo bonuses to help gain more points as well. Each arrow will instantly kill off a Majini so she won't have many problems at taking down the majority of the 150 enemies per stage. Sheva cannot depend on melee kills that much at all. She can gain melee kills through knife slashes (stunning the Majini by slashing at its legs) but this is not that effective for multiple Majini. Save the nitrogen rounds for when a group of Majini surround Sheva then quickly aim at the ground then fire to freeze them all. Shatter them with Sheva's Roundhouse for melee kills. Sheva can build up some very high bonus second increases with nitrogen rounds thanks to her Roundhouse range at times. It's best to stand in an open area and allow Majini to surround Sheva or catch Majini as they group up in a narrow corridor. MAKE SURE that you don't hit a Majini with a cocktail, dynamite or explosive arrows with a nitrogen round since their flame explosions will shatter the rest of the frozen Majini for a normal kill; take out the bow and shoot them first then freeze the rest. Nitrogen rounds are Sheva's answers to crowds and this grenade ammo should be the only type that she should pick up for the most part. Sheva has some slight problems with bosses but she can still handle them rather well. It only takes a few hits from her arrows to stun a boss and then she can spam the boss with arrows. Use flash grenades for a quick stun on a boss if needed. Flash rounds also make effective boss stunner, so be sure to grab them if they are found in a random item drop from an enemy. You can also spam a boss with Sheva's incendiary grenades. They really serve no other purpose to her, besides hitting a chicken, so give them another use. --> TRIBAL SHEVA'S VIDEO SHOWCASE -> SOLO VIDEOS BY FoxyAreku -- Village Tribal Sheva SS Rank - http://www.youtube.com/watch?v=AaoAIfxzEcQ -> SOLO VIDEOS BY Matreezaz -- Public Assembly Tribal Sheva SS Rank (Part 1) - http://www.youtube.com/watch?v=5wSctm2rSBo Tribal Sheva SS Rank (Part 2) - http://www.youtube.com/watch?v=AMluePjx3cA -- Experimental Facility Tribal Sheva SS Rank (Part 1) - http://www.youtube.com/watch?v=BTW4x6FUeOI Tribal Sheva SS Rank (Part 2) - http://www.youtube.com/watch?v=_cp0Y0zvIAE -> SOLO VIDEOS BY PHI7710 -- Prison Tribal Sheva SS Rank (Part 1) - http://www.youtube.com/watch?v=sn2mjrUdLU4 Tribal Sheva SS Rank (Part 2) - http://www.youtube.com/watch?v=2So96yj3c8Q --> TRIBAL SHEVA'S BASIC PARTNER COMMANDS The following is a list of all the basic commands that a Sheva player can issue with the partner assist button followed by a direction. These can only be performed in duo mode. 01) Tap assist button 02) Hold assist button + Right on the Directional Pad Sheva: "Come on!" 03) Hold assist button + Left on the Directional Pad Sheva: "Thanks!" 04) Hold assist button + Up on the Directional Pad Sheva: "Go!" 05) Hold assist button + Down on the Directional Pad Sheva: "Wait!" --> TRIBAL SHEVA'S PARTNER ASSIST COMMANDS The following is a list of all the assist commands that a Sheva player can issue to a partner. Press the assist button to perform the following responses during the action listed. These can only be performed in Duo mode. 01) When an enemy has grabbed Sheva Sheva: "I need your help!" "Help me!" 02) While Sheva is in dying status Sheva: "I need heeeelp!" "Help!" 03) When Sheva runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY WEAPON) 04) When a Sheva player requests ammo from a partner Sheva: "I need ammo" --> TRIBAL SHEVA'S PARTNER RESPONSES Listed below are the responses that a Sheva player can trigger by pressing the assist button during the following actions. In order to perform each one with more accuracy, press and hold the assist button when you go to perform each response. Holding the button for a few seconds will keep your character from accidentally saying "Come on". If the response doesn't work the first time, then press and hold the assist button again. When it doesn't work the second time, that usually means either the time for a response has elapsed, or the action was not counted as one that can be responded to; every now and then responses will not activate when they should. These can only be performed in duo mode. 01) Partner critical headshot (when an enemy's head bursts from a partner handgun, magnum, or rifle shot - the shot MUST BE the random critical headshot) Sheva: "Nice shot!" "Good work!" "Nice work!" 02) Partner gives Sheva an item 03) Partner heals Sheva 04) Partner resuscitates Sheva 05) Partner helps to break a grab (even a slight nudge that breaks the hold) Sheva: "Thanks partner." "I owe you one." "Thanks." 06) Partner is in dying status Sheva: "I'm coming!" "Hold on!" 07) Partner performs a request 08) Partner performs an action command 09) Partner performs an action command while in a hoisting/preparing to jump pose Sheva: "Roger" "Ok." 10) Partner melee attacks an enemy after a bounce/stagger animation from a Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON BOSSES] 11) Partner melee attacks an enemy with a special tag team melee attack 12) Partner melee attacks an enemy that Sheva has knocked off the partner with a partner assist melee attack. Sheva: "Nice teamwork!" "That's good!" "Excellent!" "Chobenbeznaz!" [CS07] __ __ __ _ _ _ / / ___ __ _ _ \ \ \ \ (_)| || | / / / __\/ _\ /_\ /_\ \ \ \ \| || || || | /__\//\ \ //_\\ //_\\ | | /\_/ /| || || | \ \ / \/ \_\ \/ _ \/ _ \ / / \___/ |_||_||_| \_\ \_____/\__/\_/ \_/\_/ \_/ /_/ .-----------------------------------------------------------------------. | How to unlock: Achieve an A-rank or higher on "Public Assembly" stage | '-----------------------------------------------------------------------' BSAA Jill is an overall fun character to use with her weapon setup. With her starting flash grenades, she is extremely effective in stages with a bunch of parasitic enemies and she has a few other tricks up her sleeves that give her an edge as well. Did someone mention headshots? Well, if you're good at precision aiming with a laser pointer, then go and buy yourself a sandwich (a Jill sandwich from Chris' Fine Foods of course) and read on because you're going to have some fun after unlocking this old partner. --> BSAA JILL'S INVENTORY .-----------------------------------. | | | | | | | | | Handgun | Flash |Machine Gun| | Ammo (50) |Grenade (5)| Ammo (150)| | | | | |-----------+-----------+-----------| | | | | | | | | | PX4 | | H&K MP5 | | (HG) | | (MG) | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' Jill brings along some decent supplies for her journey. She has a PX4 handgun with a capacity of 25, which is quite nice, especially considering that she brings along 50 extra handgun bullets to go along with it. Her handgun is just as useful as her machine gun, so you'll want to collect handgun ammo just as much as machine gun ammo. She also brings along an H&K MP5 machine gun with a capacity of 150. Jill carries an extra 150 bullets with this weapon. The MP5 is very useful for crowds and overall quick enemy kills, so Jill will always want to stay stocked up on machine gun ammo. On certain stages, a player will be extremely happy that Jill has packed in an extra 5 flash grenades. Nothing is quite as pleasing as tossing a single flash grenade to quickly light up an intense battle with 3 Duvalias and thereby take all three down with one blinding flash. Jill also brings along a first aid spray which is always helpful to have during the intense battles in The Mercenaries. --> BSAA JILL'S PX4 HANDGUN .-------------------------------. | PX4 (HG) | |===============================| | Firepower: 300 | | Capacity: 25 | | Reload Speed: 1.70 sec. | | Special: Critical 87.5% | '-------------------------------' + Extremely high critical rate means just about every headshot will give out an instant head pop + Decent damage for a handgun + Decent capacity The Px4 handgun deals out some pretty good damage per shot and can help Jill to set up some good stuns for a melee kill. She can easily shoot a normal Majini in the legs two times and run up then perform her Sweep Kick from the front of the Majini for an instant melee kill. If the Majini happens to fall to the ground during the process then Jill can easily finish the job with her Double Knee Drop ground melee. Would you just look at this weapon's critical rate? Freaking 87.5%! Usually critical headshots are uncommon, but with BSAA Jill, its uncommon NOT to get a critical headshot when aiming at a Majini's head. If a player wants to see her roundhouse melee anytime soon then that person had best take out her MP5 and try for a head stun because the majority of all head shots with the PX4 are going to pop the head of each Majini that Jill aims at. At 25 shots, the PX4 also has a pretty good capacity, so Jill is less likely to run out of ammo during intense situations while using it. Much like any other handgun, the reload speed isn't that long, but it would really be best to still try for inventory reloads when possible. --> BSAA JILL'S H&K MP5 .---------------------------------. | H&K MP5 (MG) | |=================================| | Firepower: 120 | | Capacity: 150 | | Reload Speed: 2.10 sec. | | Special: Level 4 Piercing | '---------------------------------' + Level 4 piercing + Weapon fire is good for crowds and more accurate + Weapon fire is more accurate than most machine guns allowing for precision aiming for melee stuns - Low firepower The H&K MP5 is an overall descent single enemy killer. Even with its low firepower, just aim for a Majini's mid section then hold down the trigger for a few seconds until it flies back and let go and it will be dead upon hitting the ground the majority of the time. It's really best not to spread fire to other parts of the body since you'll only wind up taking more time to kill a Majini if it stumbles to the side. This weapon can be used to knock a Majini over as well and set it up for Jill's Double Knee Drop ground melee attack. Her ground melee will always kill a normal Majini since it takes 1,200 damage per hit, so it doesn't matter when a Majini falls during the blast. The MP5's armor piercing special ability makes a BSAA Jill player incredibly useful to have around for shielded enemies. The MP5's bullets will go through shields as if they weren't even there! It can also hit multiple enemies that happen to stand in line while aiming at a group. Much like any machine gun, Jill can sweep through a crowd and stun all the enemies if they ever start to gang up on her. This can be effective when you're expecting them to attack anytime soon. To me, the H&K MP5 always stands out from the other machine guns because it seems to be more accurate overall. One can easily aim toward the head, arm or leg of a Majini and perform a single fire tap for some instant stuns to that region of the body most of the time. With Jill, a player can perform a single tap stun to the legs of the Majini then run up and perform Jill's Head Grab from behind the Majini. This is an excellent way to have a break from the action in order to quickly cycle through the inventory or perform a quick inventory reload during the kill animation. If a player is attempting to fight a boss enemy with BSAA Jill then the MP5 will be the best choice. It might be a good idea to take advantage of a flash grenade to stun the boss then stand back and fire constant MP5 machine gun blast directly at the stunned boss. The MP5 by itself can stun a boss enemy but it takes a lot hits in order to stun the boss. BSAA Jill should really be more of a support character in helping another player to take down a boss enemy rather than going at it solo, but even by herself, she can take down a boss enemy with her MP5... it's just going to take a lot of firing. --> BSAA JILL'S FLASH GRENADES .---------------------. | Flash Grenade | |=====================| | Direct Hit: 0 | | Area Effect: 0 | '---------------------' + Instantly kills all parasitic enemies in the immediate area + Stuns and sets normal enemies up for head stun melees - No damage to non-parasitic enemies Jill's five flash grenades make her unique in one aspect for sure. If a parasitic enemy such as a Duvalia, Cephalo, Bui kichwa, or Kipepeo is in the area then simply toss a flash grenade to instantly kill the parasite. Any parasitic enemy in the immediate area will fall in the burst of light. Whenever a Cephalo or Duvalia is forming from a Majini, make sure that it forms all the way and begins to move before tossing the flash grenade. If a grenade is tossed too early then it might not affect the parasitic enemy. Flash grenades can also be useful in intense situations since they will instantly stun most normal enemies and most boss enemies in the current area. Enemies will be set up for a head stun melee attack while they stagger, so Jill can run up and perform her Sweep Kick to all stunned enemies. Be on the lookout for normal enemies and boss enemies that wear masks. An enemy with a mask will not be affected by the burst of light from a flash grenade. One very good teammate for BSAA Jill to have is either of the Wesker characters. When several Majini are around, a BSAA Jill player can toss a flash grenade and allow for Wesker to perform constant Cobra Strikes against all staggering Majini. It might even pay the Jill player to give all of her flash grenades to a Wesker player if the Wesker player knows of the effectiveness of the Cobra Strike melee. --> BSAA JILL'S MELEE ATTACKS .--------------------------------------------------------------. | Melee Command | Type of Melee | Damage | |==============================================================| | High Kick | Head Stun Melee | 350 | | Roundhouse | Arm Stun Melee (front) | 250 | | Reverse Roundhouse | Arm Stun Melee (back) | 250 | | Sweep Kick | Leg Stun Melee (front) | 350 | | Head Grab | Leg Stun Melee (back) | Kill | | Double Knee Drop | Ground Melee | 1,200 | | Flip Kick | Tag Team Melee (front) | 2,000 | | Cartwheel Kick | Tag Team Melee (back) | 2,000 | | Double Kick | Partner Assist Melee | 350 | | Sweep Kick | Counter Melee on Licker Beta | 600 | | Stab | Ground Melee on Licker Beta | 900 | '--------------------------------------------------------------' The majority of Jill's melee attacks are rather weak much like Sheva's but her ground melee attack is extremely powerful. If a player can knock a Majini to the ground with gunfire to the legs from Jill's MP6 or PX4, or simply find a grounded Majini that has fallen based on being bumped, a Double Knee Drop ground melee can be performed on the grounded Majini for an instant kill. No firepower is needed when the attack takes 1,200 damage per hit. For a Town Majini, BSAA Jill's Sweep Kick can easily kill a Majini after Jill has shot the Majini at least twice in the legs with the PX4 handgun. This will give the player an extra five bonus seconds for the kill. Just make sure that the Majini has sustained two shots of damage from the handgun before the Sweep Kick melee is performed and it will kill the Majini. If the Majini falls to the ground while shooting then simply perform Jill's Double Knee Drop. --> BSAA JILL MELEE KILLS Killing off any enemy with a melee will give the player a +5 second bonus, which will be added to the clock. Finishing off as many enemies as a player possibly can with melee kills is one of the main keys to scoring high in the Mercenaries. All leftover time will be added to a player's main score at 1,000 points per second! Exceptions to melee kills with Town, Base and Wetland Majini: - Female Majini, explosive arrow Majini and shield Majini all have less life than other normal Town and Wetland Majini so they will die within less shots than what I have listed. - The Rocket Launcher Majini will always perform a "lean backward" sort of stun after being shot a few times. This counts as a leg stun, so rush behind him and perform a melee after he leans back for an instant kill. - Another exception is the Majini with sunglasses in the Public Assembly which has more life than the rest of the Majini in Public Assembly. Kill him off with an instant kill melee or head crush ground melee while facing the head of his grounded body. The following section lists methods to obtain melee kills for BSAA Jill. -------------------- Town and Base Majini -------------------- ** MP5 shots to ground Majini --> Double Knee Drop This is the main combination that a gamer will want to perform with BSAA Jill. Not only does it provide quite a bit of invincibility but her double knee will instantly kill any Majini. The back flip animation of Jill also has the chance to knock down any Majini that is in the way to set them up for another Double Knee Drop, though it's not as effective at knocking a Majini down as Jill's Head Grab dive. ** Double Knee Drop Jill's ground melee will kill any Majini that it hits whether the Majini was damaged prior to the fall or not. For this reason, Jill can seek out any Majini that has been knocked down due to a recent Head Grab melee that she performed or any Majini that happens to fall during the battle and perform her ground melee for an instant kill. Any Majini that is caught close enough to Jill during her Double Knee Drop melee will be killed off as well. Luck plays a big roll in hitting more than one Majini with the Double Knee Drop, but performing it in the midst of a crowd will certainly help. ** MP5 or PX4 leg stun --> Head Grab This combination works extremely well for gaining invincibility, cycling through the inventory during the animation and knocking down Majini afterwards to set them up for a Double Knee Drop. It's so very vital to Jill's melee game. When Jill is surrounded by several Majini, try to get a leg stun one of them then quickly run behind it and perform the Head Grab melee. Jill will perform a dive after breaking the Majini's neck that has a real good habit of instantly knocking down any Majini that are in front of her. A player can run up to those grounded Majini then perform a Double Knee Drop to finish at least one of them off since her Double Knee Drop ground melee is so damaging. ** PX4 shot --> PX4 leg stun shot --> Sweep Kick This sequence is about as good as it gets with the PX4 handgun when used to set up a melee kill. The bad part about this sequence is that the third shot will kill off a Town Majini, so if a leg stun is not gotten with the second shot then the next hit with the PX4 will off the Majini. -------------- Wetland Majini -------------- NOTE: Against Wetland Majini, both the PX4 handgun and the MP5 machine gun work rather well at damaging, stunning and grounding the Majini for BSAA Jill to melee. It is kind of a tossup on which weapon to use against Wetland Majini with this Jill type. Really both weapons work well, but I prefer the MP5 myself since I favor rapid machine gun fire. Because of the usefulness of both weapons, it might be a good idea to keep the PX4 handgun in the Village and Ancient Ruins stage. ** MP5 shot --> MP5 shot --> MP5 shot --> MP5 shot --> MP5 head stun shot --> High Kick After a normal Wetland Majini has taken 4 MP5 shots, it can be finished off with a head stun shot from the MP5 followed by a High Kick. The best way to perform this sequence is to ground a Majini with rapid fire. If it gets up then take the chance that it has been hit by four shot and fire at its head to stun it then quickly run up and perform a High Kick melee attack. ** MP5 shot --> MP5 shot --> MP5 shot --> High Kick (shield Wetland Majini) Like with STARS Chris, you have to get the feel of this one rather than stand back and count the shots. Hold the trigger down long enough for three shots while aiming at a shield Majini's legs then run up and perform a High Kick melee to kill it off. Thankfully the shield will not get in the way thanks to the MP5's piercing property, so a BSAA Jill player won't even have to worry about hitting the shield instead of the Majini. ** MP5 or PX4 leg stun --> Head Grab Shoot a Wetland Majini's legs to stun it then run behind it and perform a Head Grab instant kill melee like with a Town Majini. ** PX4 shot --> PX4 leg shot --> Sweep Kick (shield Majini) Perform two shots while aiming at a shield Majini's legs then finish it off with a Sweep Kick melee. --> BSAA JILL'S EFFECTIVE PARTNERS --------------- Midnight Wesker --------------- BSAA Jill can be the absolute best partner for any Midnight Wesker player (other than himself). Jill brings along flash grenades that can stun all nearby enemies and set them up for Cobra Strikes for the Midnight Wesker player. It may be best to actually give the Midnight Wesker player the flash grenades if the two plan to stay separate for the majority of the battle. Of course Jill running into Plagas enemies is a factor that may convince a Jill player otherwise since she has a hard time fighting off Plagas enemies without her flash grenades. If a Jill player decides to discard the PX4 handgun then give then give all of her handgun ammo to Midnight Wesker. Midnight Wesker also makes a good boss killer for a BSAA Jill player. Since Midnight Wesker and BSAA Jill both try to spam melees to build up bonus second time when using them effectively, this is one of the best pairs you'll find in Duo play Mercs! ------------ STARS Wesker ------------ Again, BSAA Jill can set enemies up for Wesker' Cobra Strike with her flash grenades. Simply toss a flash grenade toward a group of Majini to set them up for Wesker's Cobra Strike melee. If a Jill player decides to discard the PX4 handgun then give then give all of her handgun ammo to STARS Wesker. STARS Wesker also serves as a good boss killer for his BSAA Jill partner. ---------------- Battle Suit Jill ---------------- Both Jill types can constantly perform Double Knee Drops and Head Grabs for melee kills to add bonus seconds to the clock. Battle Suit Jill can help a BSAA Jill player with bosses. BSAA Jill can help out in stunning the boss to which Battle Suit Jill has problems with and Battle Suit Jill can help to damage the boss quickly to which BSAA Jill has problems with. It's a good pair, but both need to stay a bit close to each other in order to make this duo work well. ------------ Safari Chris ------------ Since Jill cannot handle bosses well, Safari Chris can stand by with his rocket launchers and be ready for any approaching boss. Try to hurt my vulnerable partner that spams Double Knee Drop all day and I'll be ready for you, my dear boss boy! --> SCORING HIGH IN SINGLE PLAYER WITH BSAA JILL First of all, discard the PX4 handgun and the handgun ammo at the beginning of the battle. Jill's main weapon should always be her MP5 machine gun while in single player mode. The PX4 will only make it harder for a player, especially one trying to attempt melees since luck plays a big role in achieving a melee kill with the PX4 handgun when approaching a third shot to a standing Town Majini since the third shot will kill it off. Jill has nearly no problem whatsoever against normal Majini since she can easily ground them with her MP5 and seek cover through leg stuns followed by Head Grab melees and even knock down more Majini directly after performing her Head Grab melee. It's so important to not get surrounded while fighting normal Majini. Spread fire among a crowd while aiming at their legs then pick out one Majini and either perform a ground melee or a Head Grab instant kill melee. In the midst of a standing crowd, always choose a Head Grab over a Double Knee Drop since this will likely knock down other Majini and set them up for a Double Knee Drop after the Head Grab. Sometimes a Jill player might have to quickly perform a Sweep Kick on a leg stunned Majini that is in a crowd for the sake of invincibility from the surrounding horde of Majini. This isn't necessarily bad, but a player should only perform a Sweep Kick only when absolutely needed. Thankfully, it will set up a Majini for a Double Knee Drop. It's best to lead Majini into a tight space rather than out in the open. A player can lead them into a corridor or other tight area where they can easily be grouped. This will greatly increase the chance of hitting multiple Majini with Jill's Double Knee Drop after they have been grounded. Use flash grenade to stun a horde of Majini if they become to aggressive. You'll mainly want to save flash grenades for parasitic enemies such as Cephalos however since Jill doesn't have a powerful weapon to defeat them normally. Speaking of powerful weapons, it is so very vital that Jill grab up any type of grenade or even a rotten egg if one happens to fall from a random enemy drop. Rotten eggs are the most damaging weapon available to Jill since they take off 2,000 damage per hit. Jill will absolutely need to take advantage of any extra explosive weapon that she can get to help stun and damage a boss. Stun a boss with a hand grenade or rapid fire to a weak point such as the head then run up to it and spray the boss with continuous MP5 fire to its weak point. If Jill has a rotten egg then toss it at the boss while it is stunned for some heavy damage. Hit the boss with a melee then run up and start blasting the boss in its weak point once again. Jill can also use her flash grenades to stun a boss but again, it's best to save those for parasitic enemies. Hand grenades, rotten eggs, and even incendiary grenades (spam them) play a vital role in helping Jill out with bosses. Without these, a Jill player is going to have to spam the MP5 on a boss' weak point then continue to spam that weak point when the boss is finally stunned. Once all bosses in a stage, especially the Executioner and Gatling Gun Majini, have been defeated, it's smooth sailing from then on with Jill's Head Grab melee and constant Double Knee Drops on Majini. With Wetland Majini, a Jill player is mainly going to have to focus on using Head Grabs for quick kills since the Majini get up too fast to perform Jill's Double Knee Drop half the time. Another method is to wait right up above a grounded Wetland Majini after it has been knocked down from gunshot then quickly shoot it in the head with the MP5 when it rises then perform Jill's High Kick. The High Kick might finish off the Majini if enough damage was delivered to the Majini beforehand. --> BSAA JILL'S VIDEO SHOWCASE -> SOLO VIDEOS BY etet -- Public Assembly BSAA Jill SS Rank (Part 1) - http://www.youtube.com/watch?v=OrboZ7eS9pg BSAA Jill SS Rank (Part 2) - http://www.youtube.com/watch?v=koTWeWFJ-wc As you can see, the player in these videos discards the handgun near the beginning in favor of more machine gun pickups. The player mainly focuses on tripping Majini with the MP5 and performing Double Knee Drops. Head Grabs are performed while in a crowd for the sake of invincibility and in an attempt to knock down the crowded Majini. The player quickly seeks out the nearest fallen Majini after a Head Grab and performs a Double Knee Drop to the grounded Majini. Sometimes the player is forced to perform a Sweep Kick instead a Head Grab because the crowd of Majini surround the player too much and the player needs some sort of invincibility from the surrounding Majini attack, so the melee is definitely needed in order to keep from getting hit. The player is forced to spam every single weapon at the player's disposal come boss time. It is best to stock up on hand grenades, incendiary grenades and rotten eggs in order to quickly stun and damage a boss such as the Executioner. The player continuously fires the MP5 at the Executioner's head weak point while in close range to his stunned body. It is so very important to lay down firepower as much as possible from close range. It's also important to performs a melee to the boss and knock the boss back then quickly run forward and continue firing. Jill will push the boss away from any surrounding Majini, which helps to get her out of harm's way for a bit while she is free to attack the boss before it recovers. -> SOLO VIDEOS BY Silent_Zone7 -- Ancient Ruins BSAA Jill SS Rank (Part 1) - http://www.youtube.com/watch?v=ZSk_6kcWKck BSAA Jill SS Rank (Part 2) - http://www.youtube.com/watch?v=NKPFNyt-Ezo -- Experimental Facility BSAA Jill SS Rank (Part 1) - http://www.youtube.com/watch?v=5q4toGkwLCE BSAA Jill SS Rank (Part 2) - http://www.youtube.com/watch?v=mf6atrWvF5k -- Missile Area BSAA Jill SS Rank (Part 1) - http://www.youtube.com/watch?v=hxgJPAUaJo0 BSAA Jill SS Rank (Part 2) - http://www.youtube.com/watch?v=eUua8ZPCjNs -- Ship Deck BSAA Jill SS Rank (Part 1) - http://www.youtube.com/watch?v=v-IN7zK3hiA BSAA Jill SS Rank (Part 2) - http://www.youtube.com/watch?v=HOr7FW-y4kY -- Prison BSAA Jill SS Rank (Part 1) - http://www.youtube.com/watch?v=ORnGetRrpFU BSAA Jill SS Rank (Part 2) - http://www.youtube.com/watch?v=FQ1s41EWPhY -> SOLO VIDEOS BY FoxyAreku -- Experimental Facility BSAA Jill SS Rank - http://www.youtube.com/watch?v=BQRQJ-q8lic --> BSAA JILL'S BASIC PARTNER COMMANDS The following is a list of all the basic commands that a Jill player can issue with the partner assist button followed by a direction. These can only be performed in duo mode. 01) Tap assist button 02) Hold assist button + Right on the Directional Pad Jill: "Come on!" 03) Hold assist button + Left on the Directional Pad Jill: "Thanks!" 04) Hold assist button + Up on the Directional Pad Jill: "Go!" 05) Hold assist button + Down on the Directional Pad Jill: "Wait!" --> BSAA JILL'S PARTNER ASSIST COMMANDS The following is a list of all the assist commands that a Jill player can issue to a partner. Press the assist button to perform the following responses during the action listed. These can only be performed in Duo mode. 01) When an enemy has grabbed Jill Jill: "Give me a hand!" "Help me!" 02) While Jill is in dying status Jill: "Neeeed help!" "Ugh, help me!" 03) When Jill runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY WEAPON) 04) When a Jill player requests ammo from a partner Jill: "I need ammo" --> BSAA JILL'S PARTNER RESPONSES Listed below are the responses that a Jill player can trigger by pressing the assist button during the following actions. In order to perform each one with more accuracy, press and hold the assist button when you go to perform each response. Holding the button for a few seconds will keep your character from accidentally saying "Come on". If the response doesn't work the first time, then press and hold the assist button again. When it doesn't work the second time, that usually means either the time for a response has elapsed, or the action was not counted as one that can be responded to; every now and then responses will not activate when they should. These can only be performed in duo mode. 01) Partner critical headshot (when an enemy's head bursts from a partner handgun, magnum, or rifle shot - the shot MUST BE the random critical headshot) Jill: "Good work!" "Nice work!" "Nice one!" 02) Partner gives Jill an item 03) Partner heals Jill 04) Partner resuscitates Jill 05) Partner helps to break a grab (even a slight nudge that breaks the hold) Jill: "You really bailed me out back there." "I owe you one." "Thanks." 06) Partner is in dying status Jill: "I'm coming!" "Hold on!" 07) Partner performs a request 08) Partner performs an action command 09) Partner performs an action command while in a hoisting/preparing to jump pose Jill: "Roger" "Ok." 10) Partner melee attacks an enemy after a bounce/stagger animation from a Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON BOSSES] 11) Partner melee attacks an enemy with a special tag team melee attack 12) Partner melee attacks an enemy that Jill has knocked off the partner with a partner assist melee attack. Jill: "Good work!" "That's good!" "Yes!" [CS08] __ _ _ _ \ \ (_)| || | \ \| || || | /\_/ /| || || | __ \___/ |_||_||_| __ / / ___ _ _ _ __ _ _ \ \ / / / __\ __ _ | |_ | |_ | | ___ / _\ _ _ (_)| |_ \ \ | | /__\// / _` || __|| __|| | / _ \ \ \ | | | || || __| | | \ \ / \/ \| (_| || |_ | |_ | || __/ _\ \| |_| || || |_ / / \_\ \_____/ \__,_| \__| \__||_| \___| \__/ \__,_||_| \__| /_/ .-----------------------------------------------------------------. | How to unlock: Achieve an A-rank or higher on "Ship Deck" stage | '-----------------------------------------------------------------' Battle Suit Jill is an overall effective killing machine for single Majini at long range or close range. Thanks to the quick rate of fire of her rifle, she can stand at a distance and rack up kills or simply spam a boss enemy with constant firepower. Her machine gun can allow her to spread fire upon a group and it also gives her the advantage she needs in knocking an enemy to the ground for her extremely powerful ground melee. --> BATTLE SUIT JILL'S INVENTORY .-----------------------------------. | | | | | | | | |Machine Gun| Hand | Rifle | | Ammo (150)|Grenade (3)| Ammo (30) | | | | | |-----------+-----------+-----------| | | | | | | | | | VZ61 | | H&K PSG-1 | | (HG) | | (RIF) | | | | | |-----------+-----------+-----------| | | | | | | Mixed | | | | Green | | | | Herb | | | | | | '-----------------------------------' Jill comes equipped with a VZ61 machine gun with a capacity of 300 bullets which will last her for quite a while without the need to reload if used effectively. She also packs in an extra 150 machine gun bullets to go along with that extremely high capacity. Jill's other main weapon is an H&K PSG-1 rifle that comes with a low capacity of 9 bullets. Thankfully, Jill has an extra 30 rifle bullets to along with her rifle, which are much needed since this weapon will be the best weapon for a boss enemy. To round out her inventory Jill also keeps a set of 3 hand grenades and one green + green herb mixture. I suppose she couldn't find another red herb so just "To hell with it" and combined two of the more common green herbs. Even though Jill brings along extra ammo for both guns, she will need to constantly horde ammo for both of them. Her machine gun is going to be fired quite a bit with is low firepower and her rifle will constantly need to be reloaded, so she will need plenty of extra ammo to keep her alive an well throughout each stage. --> BATTLE SUIT JILL'S VZ61 MACHINE GUN .-------------------------------. | VZ61 (MG) | |===============================| | Firepower: 100 | | Capacity: 300 | | Reload Speed: 2.83 sec. | | Special: Critical 37.5% | '-------------------------------' VZ61 ---- + Quick normal Majini knockdowns and staggers from blasts - Very low firepower Even though Jill's machine gun has low firepower, this gun's capacity and overall rate of fire allows Jill to spread constant firepower on any target. It's an overall good weapon to stagger a whole group of Majini as well. Whenever a group is in front of Jill, simply hold down the trigger and wave the machine gun fire over the group to instantly stop a good majority of attacks that they might be preparing. A machine gun can also be used for precision fire to set up melee stuns with a single tap of the trigger. Simply aim at a Majini's legs with the machine gun then tap the trigger. If the Majini kneels down into a leg stun pose then run behind it and perform Jill's Head Grab instant kill melee attack. This can be a very effective technique when surrounded by a crowd. Her other melees will allow her to knock down a whole crowd. The VZ61 machine gun can be used for a quick knockdown on Majini as well. If Jill aims for the legs and performs rapid fire to a standing Majini, it will likely fall within a few hits. And this brings up to the reason why you can see so many Battle Suit Jill high scores on the leaderboards of Public Assembly! Read on. When dealing with a Majini that will not get up quickly after a knockdown, Jill can fire at the Majini's legs to knock it down then run up to the Majini and perform her Double Knee Drop ground melee for an instant kill thanks to its deliverance of 1,200 damage per hit. This move can be spammed over and over and over during a Duo game since Jill have some sort of support at that time. It will add 5 seconds to the clock every time that Jill performs this move, and she can perform it very often thanks to the quick knockdown and the fact that she is invincible throughout the whole melee attack animation. --> BATTLE SUIT JILL'S H&K PSG-1 RIFLE .-------------------------------. | H&K PSG-1 (RIF) | |===============================| | Firepower: 1,200 | | Capacity: 9 | | Reload Speed: 1.70 sec. | | Special: Level 8 Scope | '-------------------------------' H&K PSG-1 --------- + Effective firepower that kills single enemies quickly + Extremely good rate of fire + High level of zoom for more accurate and distant shots One can easily get in the mindset that Jill has entered a shooting gallery once she pulls out the PSG-1 rifle. The 1,200 damage that this weapon carries means it will usually kill any normal Majini that is hit anywhere on its body. Jill can really take advantage of this weapon's high rate of fire and simply shoot at single Majini from a distance to rack up kills very quickly. She can actually get far away and look toward a spawn point where Majini drop from and constantly shoot them as they fall. If Jill can find a high platform in an area that overlooks the majority of the current stage (such as the execution platform in Public Assembly), then she can get a good view of the surrounding area and take potshots at any enemy of her choosing so long as she has the ammo to keep her going and makes sure to watch her back every now and then. Not only is this weapon good for normal Majini but it can completely obliterate a boss enemy very quickly and its accurate aim through the scope will allow a player to quickly target a boss' weak point to stun it for another player. This weapon can take down a boss enemy very quickly without the need for an added melee. Simply stand at a distance from the boss enemy and spam rifle fire! If a boss enemy is close, then simply toss one of Jill's hand grenades to stun it and get other enemies away from it then start spamming that rifle fire on the boss enemy from close range. Jill can literally spend a good majority of her battle at some high platform that overlooks a good amount of the area and simply watch the battle through her sniper scope. The only time that she needs to move is to watch her back and collect ammo for her rifle. --> BATTLE SUIT JILL'S HAND GRENADES .---------------------. | Hand Grenade | |=====================| | Direct Hit: 1,500 | | Area Effect: 1,000 | '---------------------' + Can easily take down a group of normal Majini or stun a boss enemy. + Useful against Cephalos and Duvalias with direct hit. - Bouncing can sometimes mess up a precise direct hit. Jill's hand grenade can really help her out a lot more than with other characters. They fit her weapon combination well. When assaulted by a group of Majini, Jill can quickly spread fire over the entire group with her machine gun in order to stun them then toss a hand grenade into the crowd to finish the job. As always, the hand grenade is also an effective boss stunner and this can really come in handy for Jill since her rifle is not an instant stunning weapon, so she can quickly toss a hand grenade toward an advancing boss enemy to stun it then take out her rifle and fill the boss full of constant rifle fire until it is defeated. The hand grenades can be useful at instantly defeating Cephalos and Duvalias if they are caught in the direct hit area (the grenade is tossed below one) of the hand grenade's explosion. As usual, the hand grenade will bounce a bit, which can mess up precision aiming with one. --> BATTLE SUIT JILL'S MELEE ATTACKS .--------------------------------------------------------------. | Melee Command | Type of Melee | Damage | |==============================================================| | High Kick | Head Stun Melee | 350 | | Roundhouse | Arm Stun Melee (front) | 250 | | Reverse Roundhouse | Arm Stun Melee (back) | 250 | | Sweep Kick | Leg Stun Melee (front) | 350 | | Head Grab | Leg Stun Melee (back) | Kill | | Double Knee Drop | Ground Melee | 1,200 | | Flip Kick | Tag Team Melee (front) | 2,000 | | Cartwheel Kick | Tag Team Melee (back) | 2,000 | | Double Kick | Partner Assist Melee | 350 | | Sweep Kick | Counter Melee on Licker Beta | 600 | | Stab | Ground Melee on Licker Beta | 900 | '--------------------------------------------------------------' Jill's melee attacks are much like Sheva's melees overall in that they are low damaging for the most part except for when it comes to Jill's ground melee. Her Double Knee Drop ground melee can be heavily exploited on Majini that stay grounded after Jill uses her machine gun to knock down a Majini through gunfire. Her Double Knee Drop does 1,200 damage per hit so no normal Majini is going to survive that amount of damage. Jill can easily run through the Public Assembly and shoot Majini to knock them down then perform her ground melee continuously and achieve a high score through added seconds to the clock by doing so while she has some sort of support in Duo mode! A quick tap of her machine gun to a Majini leg for a leg stun followed by her Head Grab instant kill melee attack from behind will give players all the time they will need to quickly bring up the inventory and cycle through it to make adjustments or reload any weapons by combining the ammo with the gun all during the long animation of a single kill. --> BATTLE SUIT JILL'S MELEE KILLS Killing off any enemy with a melee will give the player a +5 second bonus, which will be added to the clock. Finishing off as many enemies as a player possibly can with melee kills is one of the main keys to scoring high in the Mercenaries. All leftover time will be added to a player's main score at 1,000 points per second! Exceptions to melee kills with Town, Base and Wetland Majini: - Female Majini, explosive arrow Majini and shield Majini all have less life than other normal Town and Wetland Majini so they will die within less shots than what I have listed. - The Rocket Launcher Majini will always perform a "lean backward" sort of stun after being shot a few times. This counts as a leg stun, so rush behind him and perform a melee after he leans back for an instant kill. - Another exception is the Majini with sunglasses in the Public Assembly which has more life than the rest of the Majini in Public Assembly. Kill him off with an instant kill melee or head crush ground melee while facing the head of his grounded body. The following section lists methods to obtain melee kills for Battle Suit Jill. ----------------------------------------- Town, Base and Wetland Majini Melee Kills ----------------------------------------- NOTE: This version of Jill has a rather hard time with Wetland Majini since she only has a light damage machine gun for melee killing them. It is best to try for a quick single tap leg stun to instant kill them with a Head Grab or spam fire as the Wetland Majini falls in order to keep it grounded while trying to perform a Double Knee Drop. Remember to quickly let up on the trigger once the Wetland Majini's body completely hits the ground however, or it will get up for sure. ** VZ61 shots to ground Majini --> Double Knee Drop This is the main combination that a gamer will want to perform with Battle Suit Jill. Not only does it provide quite a bit of invincibility but her double knee will instantly kill any Majini. The back flip animation of Jill also has the chance to knock down any Majini that is in the way to set them up for another Double Knee Drop, though it's not as effective at knocking a Majini down as Jill's Head Grab dive. With Battle Suit Jill, she can ground a Majini more easily with her VZ61 machine gun. It takes very little effort to knock a Majini down when aiming at its legs with this weapon. This little aspect makes Jill more effective at her ground melee game when compared to BSAA Jill, but in turn, a player has to be more precise when attempting a leg stun because of the gun's rapid grounding shots. ** Double Knee Drop Jill's ground melee will kill any Majini that it hits whether the Majini was damaged prior to the fall or not. For this reason, Jill can seek out any Majini that has been knocked down due to a recent Head Grab melee that she performed or any Majini that happens to fall during the battle and perform her ground melee for an instant kill. Any Majini that is caught close enough to Jill during her Double Knee Drop melee will be killed off as well. Luck plays a big roll in hitting more than one Majini with the Double Knee Drop, but performing it in the midst of a crowd will certainly help. ** VZ61 leg stun --> Head Grab Since Battle Suit Jill's VZ61 will ground a Majini much easier than BSAA Jill's MP5, a Jill player will have to be more careful when firing at a Majini's leg in an effort to stun the Majini. Perform a single tap of the trigger while aiming at a Majini's leg. If more than one shot hits the Majini, then the VZ61 has a higher potential to ground a Majini when compared to the MP5. The Head Grab will give a Jill player plenty of invincibility time, time to cycle through the inventory and it will also knock down other Majini that are in Jill's way when she leaps off the Majini's head. It's best to perform this combination in crowds so Jill will have the potential to knock down grouped Majini with her leap. This will set them up for a Double Knee Drop. ** VZ61 shots for a leg stun --> Sweep Kick (shield Wetland Majini) Like with STARS Chris' or BSAA Sheva's melee kill for shield Wetland Majini, a Jill player needs to get the feel of how many shots will kill off a Wetland Majini then simply aim for its legs and hold down the fire button for a certain amount of time then run up and perform a Sweep Kick to kill it off. This works slightly better than the Head Grab if a player can learn the timing. The Head Grab still works, but you'll gain more time by performing a well-timed Sweep Kick kill. --> EFFECTIVE PARTNERS FOR BATTLE SUIT JILL ---------- BSAA Chris ---------- Battle Suit Jill can use her PSG-1 rifle to help out a Chris player that fights off a boss. While Chris is in close range and shooting the boss with his shotgun, a Jill player can be at long range and shoot the boss with her PSG-1 rifle. --------- BSAA Jill --------- Both Jill types can constantly perform Double Knee Drops and Head Grabs for melee kills to add bonus seconds to the clock. Battle Suit Jill can help a BSAA Jill player with bosses. BSAA Jill can help out in stunning the boss to which Battle Suit Jill has problems with and Battle Suit Jill can help to damage the boss quickly to which BSAA Jill has problems with. It's a good pair, but both need to stay a bit close to each other in order to make this duo work well. ---------------- Battle Suit Jill ---------------- Battle Suit Jill goes along well with a duplicate of herself. Both Jill players can constantly perform Double Knee Drops and Head Grab melee kills on Majini then gang up on a boss and shoot the boss with her PSG-1 rifle. --------------- Midnight Wesker --------------- Wesker can spam his Cobra Strike melee against Majini to build up time and Battle Suit Jill can spam her Double Knee Drop on grounded Majini to build up time. It's a match made in heaven. Stay separate. Both players can handle bosses rather well, but a Jill player will have to be more careful. --> SCORING HIGH IN SINGLE PLAYER WITH BATTLE SUIT JILL Battle Suit Jill comes with a good arsenal for both bosses and normal Majini, so her single player game won't be near as hard BSAA Jill's. Like BSAA Jill, a Battle Suit Jill player needs to focus on melee kills through Double Knee Drops and Head Grabs. Since Jill's VZ61 machine gun will ground a Majini so quickly, Jill will not have any problems in performing her Double Knee Drops that often. A player will have to be more precise in single shots when attempting to perform a Head Grab melee to a Majini however. Aim for the legs then tap the trigger until a leg stun is achieved then quickly run behind the stunned Majini and perform the Head Grab to kill it off and possible knock down other Majini when Jill dives off it's head. Try to work Majini into a narrow corridor and Jill will be able to make better use of her Head Grab for knocking down Majini. Come boss time, Jill would normally have some slight problems in stunning a boss with her rifle alone, but thankfully she comes prepared with hand grenades, which can easily stun a boss and set it up for PSG-1 rifle fire. Stun the boss by tossing a hand grenade at it then spam the boss with continuous rifle fire. Don't even attempt a melee since that will mess up Jill's perfectly nestled sniping position. Keep the boss at long range and fire at it continuously. A player should only have to use one hand grenade if the player spams rifle fire enough. The only exception here is surrounding Majini, so a Battle Suit Jill player might have to run away then turn and fire at the boss from a less crowded portion of the area. Battle Suit Jill's main problem lies in Wetland Majini. She can't ground a Majini well since the Majini will usually get up after being grounded with light damage and Jill can't quickly shoot the Majini in the head for a head stun after it rises because of the VZ61's high critical rate, so a Battle Suit Jill player will need to focus on mainly Head Grab melees when attempting to fight normal Wetland Majini. Leg VZ61 shots work well for shield Wetland Majini (leg shots + Sweep Kick) and explosive arrow Wetland Majini (they're grounded for a while after the first knockdown), but not for normal Wetland Majini. Leg shots along with a Sweep Kick can be useful for knocking down crowds of Wetland Majini with Battle Suit Jill since there is really no other option to weaken them for melees. --> BATTLE SUIT JILL'S VIDEO SHOWCASE -> SOLO VIDEOS BY Silent_Zone7 -- Ancient Ruins Battle Suit Jill SS Rank (Part 1) - http://www.youtube.com/watch?v=VxPfnNxHPv4 Battle Suit Jill SS Rank (Part 2) - http://www.youtube.com/watch?v=qh1RP5h8KEE --> BATTLE SUIT JILL'S BASIC PARTNER COMMANDS The following is a list of all the basic commands that a Jill player can issue with the partner assist button followed by a direction. These can only be performed in duo mode. 01) Tap assist button 02) Hold assist button + Right on the Directional Pad Jill: "Come on!" 03) Hold assist button + Left on the Directional Pad Jill: "Thanks!" 04) Hold assist button + Up on the Directional Pad Jill: "Go!" 05) Hold assist button + Down on the Directional Pad Jill: "Wait!" --> BATTLE SUIT JILL'S PARTNER ASSIST COMMANDS The following is a list of all the assist commands that a Jill player can issue to a partner. Press the assist button to perform the following responses during the action listed. These can only be performed in Duo mode. 01) When an enemy has grabbed Jill Jill: "Give me a hand!" "Help me!" 02) While Jill is in dying status Jill: "Neeeed help!" "Ugh, help me!" 03) When Jill runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY WEAPON) 04) When a Jill player requests ammo from a partner Jill: "I need ammo" --> BATTLE SUIT JILL'S PARTNER RESPONSES Listed below are the responses that a Jill player can trigger by pressing the assist button during the following actions. In order to perform each one with more accuracy, press and hold the assist button when you go to perform each response. Holding the button for a few seconds will keep your character from accidentally saying "Come on". If the response doesn't work the first time, then press and hold the assist button again. When it doesn't work the second time, that usually means either the time for a response has elapsed, or the action was not counted as one that can be responded to; every now and then responses will not activate when they should. These can only be performed in duo mode. 01) Partner critical headshot (when an enemy's head bursts from a partner handgun, magnum, or rifle shot - the shot MUST BE the random critical headshot) Jill: "Good work!" "Nice work!" "Nice one!" 02) Partner gives Jill an item 03) Partner heals Jill 04) Partner resuscitates Jill 05) Partner helps to break a grab (even a slight nudge that breaks the hold) Jill: "You really bailed me out back there." "I owe you one." "Thanks." 06) Partner is in dying status Jill: "I'm coming!" "Hold on!" 07) Partner performs a request 08) Partner performs an action command 09) Partner performs an action command while in a hoisting/preparing to jump pose Jill: "Roger" "Ok." 10) Partner melee attacks an enemy after a bounce/stagger animation from a Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON BOSSES] 11) Partner melee attacks an enemy with a special tag team melee attack 12) Partner melee attacks an enemy that Jill has knocked off the partner with a partner assist melee attack. Jill: "Good work!" "That's good!" "Yes!" [CS09] __ __ _ / / /\ \ \ ___ ___ | | __ ___ _ __ \ \/ \/ // _ \/ __|| |/ // _ \| '__| \ /\ /| __/\__ \| <| __/| | __ \/ \/ \___||___/|_|\_\\___||_| __ / / _ _ _ _ _ \ \ / / /\/\ (_) __| | _ __ (_) __ _ | |__ | |_ \ \ | | / \ | | / _` || '_ \ | | / _` || '_ \ | __| | | \ \ / /\/\ \| || (_| || | | || || (_| || | | || |_ / / \_\ \/ \/|_| \__,_||_| |_||_| \__, ||_| |_| \__| /_/ |___/ .-----------------------------------------------------------------. | How to unlock: Achieve an A-rank or higher on "The Mines" stage | '-----------------------------------------------------------------' Midnight Wesker is easily the most strategic character in The Mercenaries. He requires much more thought in order to play effectively; a player cannot simply outgun a group of enemies with this Wesker. Midnight Wesker has a moderate damage handgun and the most damaging magnum out of any of the Mercs characters as his two main guns. All thanks to his weak handgun and powerful head stun melee, Midnight Wesker can easily help out in achieving the highest possible score in The Mercenaries. --> MIDNIGHT WESKER'S INVENTORY .-----------------------------------. | | | | | | | | | Handgun | Hand | Magnum | | Ammo (50) |Grenade (5)| Ammo (6) | | | | | |-----------+-----------+-----------| | | | | | | | | | H&K P8 | | S&W M500 | | (HG) | | (MAG) | | | | | |-----------+-----------+-----------| | | | | | | Proximity | | | | Bomb | | | | (5) | | | | | | '-----------------------------------' Wesker begins his battle with only two guns and two explosive weapons. His handgun, which already has a descent capacity of 21 bullets, comes with an incredibly helpful 50 extra handgun bullets. Wesker's Magnum only has a capacity of 6 and he has 6 extra bullets in his inventory for a total of 12 boss killer shots, which is pretty good considering the intense firepower of the weapon. In order to take down groups of enemies, Wesker has 5 hand grenades and 5 Proximity Bombs. Both of these weapons can be used effectively for whenever Wesker is overwhelmed with a mob of enemies. They can also be used to stun bigger enemies. -- MIDNIGHT WESKER'S H&K P8 HANDGUN H&K P8 ------ + Can set up a normal Majini for a head stun melee with little damage. + Piercing effect allows shots to travel through up to 3 enemies along with any shields that enemies might carry. The H&K P8 handgun is Wesker's absolute best weapon for normal enemies. Why in the world would a handgun be so effective? Well, let's take a look at the handgun. .---------------------------------. | H&K P8 (HG) | |=================================| | Firepower: 300 | | Capacity: 21 | | Reload Speed: 1.53 sec. | | Special: Level 3 Piercing | '---------------------------------' At first glance at the weapon's stats, one might notice the level 3 piercing special ability. This allows each shot fired to move through up to 3 enemies at a time. This can make Wesker's handgun effective against a small crowd of enemies that stand in a line and he can fire right through an enemy's shield. This is far from the best aspect of the handgun however. Notice that there is no mention of a critical headshot percentage, which means that it is low. I very rarely get any critical headshots with Midnight Wesker. Also notice that the handgun's firepower is only decent. The fact that the handgun's firepower is rather low and it doesn't get critical headshots that often is the most effective aspect of this weapon to Wesker. Wesker can easily aim for the head of any normal type of Majini (Town, Wetland or Base) and fire to stun that Majini with a head stun and prep it for a melee attack. Wesker can rush up and perform his Cobra Strike melee attack from this head stun and instantly kill any normal Majini enemy, get a few seconds worth of invincibility and get five bonus seconds added to the clock. This head fire + melee technique can be spammed in both single and duo play to get a very high score as seconds keep getting added to the clock after every melee attack. His Cobra Strike takes 1,200 damage per hit and no normal Majini can withstand that much damage and still remain standing. Since the handgun's firepower is so low, a player can accidentally miss a headshot and still be able to try again without killing the Majini and thanks to the low critical rate, Wesker is less likely to perform a critical headshot while attempting a head stun. STARS Wesker cannot perform a head stun + melee technique as well since his Samurai Edge handgun is much more powerful and has a higher critical headshot rate. If you find yourself having problems with achieving headshots for a head stun setup, then aim for the legs of a Majini then fire twice with the handgun and perform a Tiger Uppercut melee or rush behind the Majini and perform Wesker's Mustang Kick. All of this considers that the Majini is stunned in the leg from the second shot obviously. When a Majini falls from attempting the two shots then simply perform a Windfall ground melee to kill it off. All of these techniques will give a player a 5 second bonus melee kill bonus as well. The handgun's level 3 piercing can actually help out a bit while aiming at a Majini's legs since, if a group of Majini happen to be in a line, each shot might pierce through the first and hit the one behind in the leg as well. This means, Wesker could actually get one in a leg stun pose then have the other behind it fall to the ground for a quick Tiger Uppercut and Windfall one right after the other if a player is quick enough! The H&K P8 is going to be Wesker's most useful weapon, so place the ammo in the center of the inventory menu right at the start of each playthrough and quickly reload through the inventory menu after every melee. Since a high scoring player will be performing constant melees with Midnight Wesker, a player really does not have to set up the inventory at all, since plenty of time to cycle through the inventory menu is already give during a Cobra Strike melee animation. The handgun does not have a lengthy reload animation at all, but why go through any seconds of reload for such a useful weapon? --> MIDNIGHT WESKER'S S&W 500 MAGNUM .---------------------------------. | S&W M500 (MAG) | |=================================| | Firepower: 4,300 | | Capacity: 6 | | Reload Speed: 3.53 sec. | | Special: Level 2 Piercing | '---------------------------------' S&W 500 ------- + Most damaging Magnum among the Mercs characters. + Can be an extremely damaging long range weapon with precision aiming. - Poor rate of fire, worse than a shotgun. - Lengthy reload time (Inventory reloaders need not worry here however). Midnight Wesker has the most damaging magnum which will help out greatly for any boss type enemy. His magnum takes away an astonishing 4,300 damage per shot fired. The majority of boss enemies are not going to survive more than 2 blasts from Wesker's magnum. With so much power comes a great flaw however with this gun's kickback per shot fired. Wesker's magnum has a poor rate of fire - pretty much equal to a shotgun's rate of fire (only slightly worse) - so the gun's shots cannot be spammed near as much as other magnum's. Even if his weapon can't hit as quickly as other magnum's the intense firepower per blast makes up for that shortcoming when used against a boss enemy; as previously mentioned, it usually only takes about 2 shots to finish a boss enemy. This magnum can also be an effective long range killer from a distance. With precise aiming, one can easily kill a boss enemy from nearly the other side of an area thanks to the laser sighting. All shots will take the same amount of damage no matter the distance! I wouldn't recommend using this weapon that much at all against normal enemies, unless it is absolutely necessary. The gun's poor rate of fire takes too long when up against multiple enemies and you'll constantly have to reload thanks to the guns limited capacity. Only fire at a normal enemy if it happens to be in the way while aiming at a boss enemy. With the gun's level 2 piercing, it will fire through at least one enemy and still hit another. This gun is incredibly useful for Cephalos. It can really be deemed as Midnight Wesker's Cephalo killer. Whenever a Majini suddenly spawns a Cephalo, simply switch to this magnum then fire at any portion of its body to kill it off instantly! For close range Cephalo battles, this the M500 magnum can be a kill streak saver. Always reload through the inventory when using this weapon; reload after each use to keep from performing an accidental reload animation. The magnum has a hefty reload speed that will get Wesker hit rather easily if he is forced to reload using the reload animation. --> MIDNIGHT WESKER'S HAND GRENADES .---------------------. | Hand Grenade | |=====================| | Direct Hit: 1,500 | | Area Effect: 1,000 | '---------------------' + Can easily take down a group of normal Majini or stun a boss enemy. + Useful against Cephalos and Duvalias with direct hit. - Bouncing can sometimes mess up a precise direct hit. ** MAJOR TIP: When attempting to melee kill all enemies in a stage, do not use Wesker's hand grenades to finish off a crowd since you're ruining your chance for melee kills. Only use Wesker's hand grenades for Lickers, bosses and to break down breakable walls when going for all melee kills. Much like BSAA Chris, Midnight Wesker comes equipped with 5 hand grenades, which can really help him out for defeating crowds or stunning distant boss enemies. When up against crowds, hand grenades are much quicker than using a proximity bomb but the bouncing of a hand grenade can sometimes throw off precision aiming for that direct area that one always tries for when using a hand grenade. Keep in mind that hand grenades that are tossed at groups of Majini will mess up the possibility of melee kills against them so only use them in emergencies. Midnight Wesker's hand grenade are best used to destroy breakable walls in areas such as Public Assembly and the Prison. Hand grenades can also be effective against Cephalo enemies. Simply toss the grenade right at a Cephalo when it first spawns from a Majini and it will most likely land below it and place the Cephalo in the direct hit range of the blast. With Midnight Wesker's unique proximity bomb weapon, it's easy to disregard his hand grenades, but his hand grenades are still every bit as useful with good accuracy when compared to a proximity bomb. --> MIDNIGHT WESKER'S PROXIMITY BOMBS .---------------------. | Proximity Bomb | |=====================| | Direct Hit: 1,500 | | Area Effect: 1,000 | '---------------------' + Effective against groups and boss enemies. + Always a direct hit on the enemy that triggers the explosion. - Slow process of attack, since the bomb must first be placed then an enemy must be lured toward it. ** MAJOR TIP: A player that is attempting all melee kills with Midnight Wesker should discard these bombs except for in the Experimental Facility when dealing with Lickers. They only ruin the chance for melee kills. Wesker is the only character out of the group of mercs that has proximity bombs from the start. These can be used effectively against both normal enemies and boss enemies. Simply place the proximity bomb on the ground then run the other way while a normal enemy or boss enemy follows after Wesker. These will almost always stun or at least knock down any boss enemy that triggers the proximity bomb. When it comes time for a Chainsaw to go into berserk fury of chainsaw slashes, simply lay a proximity in front of its path then allow it to step over the bomb and it will stun it then simply finish it off with the magnum. When Wesker is overwhelmed by a group of enemies, he can simply turn and place a proximity bomb then run away and listen for the explosion to confirm a hit as kill totals are displayed along the side of the screen. The blast radius can easily take down the majority of a normal enemy crowd if they all stay together. Like with the hand grenades however, his proximity bombs will mess up potential melee kills against Majini, so they should only be used in emergencies. Wesker's proximity bombs are also highly effective against Cephalos or the very annoying Duvalia. The second that one forms, simply place a proximity bomb then run away and lead it toward the bomb. One proximity bomb will always be enough to finish off either enemy type since walking over it will always give off a direct hit damage amount. Of course using Midnight Wesker's magnum is the best option still. Proximity bombs will be received more frequently for either player during runthroughs with Midnight Wesker, Remember that an armed proximity bomb will have a flashing red light shining from the middle top portion of the bomb. Much like a hand grenade, a proximity bombs can be just as deadly to either player, so try to be at a safe distance whenever an enemy manages to trigger one or a character will suffer damage. --> MIDNIGHT WESKER'S MELEE ATTACKS .--------------------------------------------------------------. | Melee Command | Type of Melee | Damage | |==============================================================| | Cobra Strike | Head Stun Melee | 1,200 | | Panther Fang | Arm Stun Melee (front) | 300 | | Jaguar Kick | Arm Stun Melee (back) | 300 | | Tiger Uppercut | Leg Stun Melee (front) | 400 | | Mustang Kick | Leg Stun Melee (back) | 500 | | Windfall | Ground Melee | 600 | | Rhino Charge | Tag Team Melee (front) | 4,000 | | Ghost Butterfly | Tag Team Melee (back) | 4,000 | | Ram Horn | Partner Assist Melee | 500 | | Tiger Uppercut | Counter Melee on Licker Beta | 600 | | Stab | Ground Melee on Licker Beta | 1,200 | '--------------------------------------------------------------' Thanks to a whopping 1,200 damage per hit, Wesker's Cobra Strike melee attack from a head stun is basically all a player should ever do in terms of melee moves. Simply use the handgun to perform a head stun then perform a Cobra Strike for a kill against a normal Majini. No extra damage is needed. Rinse and repeat and you'll likely end the stage with a high score based on the amount of leftover seconds built up through constant melee kills. If Wesker can obtain a flash grenade or team up with a character that starts with flash grenades or can shoot flash rounds from a grenade launcher then he can heavily exploit his Cobra Strike melee around three times in a row on a group of enemies while they are staggering from a flash explosive. He can quickly build up 15 seconds on the clock in a little under 5 seconds while using a flash explosive. If you ever happen to find a flash grenade with Wesker then simply toss it toward a mob of enemies and then perform constant Cobra strikes against the individual enemies until they manage to recover. Wesker's Windfall ground melee attack can be very useful for any grounded enemies that happen to get knocked down while shooting them with a handgun. It has the same power as Chris' stomp, so make sure that the enemy has sustained some damage before performing it in order to guarantee a kill. Much like Chris' stomp, Wesker will smash the head of any enemy that he brings his foot down upon while facing the head of a fallen enemy. Notice that Wesker's back melee attack from a leg stun does not kill; it only takes 500 damage from a normal enemy. Thanks to the damage rate, Wesker cannot count on a leg stun + back melee instant kill like every other character can, but he more than makes up for it with his head stun melee. --> MIDNIGHT WESKER'S DASH ATTACK .---------------------------------------------------. | Command | PlayStation 3 | Xbox 360 | |===================================================| | DASH | R3 | RS | |---------------------------------------------------| | TURN WHILE | Right analog | Right thumbstick | | DASHING | in a direction | in a direction | | (CHANGE | + X* | + A* | | DIRECTION) | (during dash) | (during dash) | |---------------------------------------------------| | RISING KNEE | R1** | RT** | | | (during dash) | (during dash) | '---------------------------------------------------' * Can turn (change direction) up to the three times while dashing. A direction change must be done during the first few steps of each dash. * Use "Left analog/thumbstick in a direction + X (or A)" with control types A or C. ** [] (or X) with control types A or C. Wesker's special dash attack can be performed at any time by pressing in on the right thumbstick. Press in on the thumbstick to make Wesker charge then suddenly dash across the current area. Wesker can change direction during the first few animation frames (or steps) of the dash by pressing in another direction with the right thumbstick and tapping the run button at the same time. He can turn backward, to the right and to the left while dashing. Wesker can perform a total of three direction changes per dash. Wesker can also end any dash with a rising knee melee attack by pressing the R1 (or RT) button at any time during any portion of the dash. Each dash performed takes away a small chunk of Wesker's health, but multiple dashes during a single dash will not drain Wesker's health. Don't spam this move too much or Wesker will wind up in orange health rather easily. He will not be able perform it when near dying status but can perform it more once healed with a healing item. This move is most effective when used against a crowd of enemies since each dash will damage an enemy as Wesker dashes by them. Simply stand in front of a group of enemies then push in on the right thumbstick to begin the dash then quickly change direction by pressing back on the right thumbstick and the run button to run back into the enemy crowd and damage them with another quick dash. Keep changing directions and running back and forth through a crowd to damage all the enemies in that group. When Wesker changes direction for the third time, be sure to press the R1 (or RT) button to perform a knee while ending the dash. Key aspects of Wesker's Dash: 1) An enemy killed by a dash will give Wesker 5 bonus seconds. This is PERFECT for the Bui kichwa enemies in the Village stage. 2) An enemy killed by the rising knee will give Wesker 5 bonus seconds. 3) Wesker is completely invincible once he begins to dash. * 4) Each dash is like an arm stun melee, in that it will bounce an enemy so that a partner can hit the Majini with another bouncing arm stun melee. It's much like the start of a tag team melee sequence for Chris' Haymaker and other character specific tag team melee attacks. (*Wesker is NOT invincible during the charging animation for the dash) - Youtube video of Wesker dash move with turning displayed http://www.youtube.com/watch?v=8dZngR95jGQ (please note that the player in ^that video is not Berserker) - Discussion on Tag Team Commands from a Dash Whenever Wesker hits a Majini with a dash, that dash is much like an arm stun melee attack that makes a Majini stagger. Whenever Wesker dashes back and forth while turning, each hit delivered to a Majini will be like a separate arm stun melee. So, basically it's as if the game is counting his dashes as two characters tag teaming a Majini. With that in mind, a partner can rush up to any Majini that Wesker has hit twice with a dash and get an instant tag team melee command on the Majini. For instance, if Wesker hits a Majini twice by dashing and turning then dashing directly into it again, then a Chris player can run to the back of that Majini to get a Back Hand command or to the front of the Majini to get a Haymaker command. Any Majini that has only been hit once by Wesker will result in a normal arm stun melee attack if the partner tries to hit the staggering Majini. It's all very interesting how Wesker's dash can work when two players cooperate during one his Wesker's dashes when he dashes back and forth among a group of Majini. The partner character can get a 5 second bonus per Majini melee kill resulting from a dash hit stagger and Wesker himself can get a 5 second bonus per Majini that is killed by a dash or his Rising Knee at the end of the dashes! --> MIDNIGHT WESKER'S MELEE KILLS Killing off any enemy with a melee will give the player a +5 second bonus, which will be added to the clock. Finishing off as many enemies as a player possibly can with melee kills is one of the main keys to scoring high in the Mercenaries. All leftover time will be added to a player's main score at 1,000 points per second! Exceptions to melee kills with Town, Base and Wetland Majini: - Female Majini, explosive arrow Majini and shield Majini all have less life than other normal Town and Wetland Majini so they will die within less shots than what I have listed. - The Rocket Launcher Majini will always perform a "lean backward" sort of stun after being shot a few times. This counts as a leg stun, so rush behind him and perform a melee after he leans back for a more damaging melee that might kill him off. - Another exception is the Majini with sunglasses in the Public Assembly which has more life than the rest of the Majini in Public Assembly. Kill him off with an instant kill melee or head crush ground melee while facing the head of his grounded body. The following section lists methods to obtain melee kills for Midnight Wesker. ----------------------------------------- Town, Base and Wetland Majini Melee Kills ----------------------------------------- ** P8 head stun shot --> Cobra Strike This is by far the best melee setup for Midnight Wesker and really the best melee kill sequence in Mercs. One headshot will stun any Majini unless they wear head armor. Wesker's Cobra Strike takes off 1200 damage, so it is a guaranteed kill on normal Majini. Another good feature of the Cobra Strike is that it can hit multiple Majini that happen to get in the way. Wesker can sometimes defeat around three Majini with one Cobra Strike and the player will gain 15 bonus seconds for that hit since it will kill them all. If possible, it is a good idea to lead Majini into a narrow area in order to have a better chance at hitting multiple Majini by hitting one in the head while it is next to a group then Wesker can run up and perform his Cobra Strike to possibly defeat multiple Majini. Shoot one in the head and literally allow other Majini to group around it then perform Wesker's Cobra Strike to kill off multiple Majini with one Cobra Strike. Midnight Wesker's P8 handgun takes off the perfect amount of damage to where he can perform two head stuns on one Majini and the Majini will still live, so there is room for error here, unlike with STARS Wesker. The only flaw present with this melee kill is that Wesker has a small chance of getting a critical headshot. That cannot be remedied. Cephalos will also spawn often while Wesker attempts this combination. A player should always be ready to immediately switch to his M500 magnum then shoot the Cephalo in any portion of the body to kill it off. Any shot with the M500 will finish off the Cephalo. A Midnight Wesker player should learn to respond automatically to a Cephalo spawning with this method. ** P8 shot --> P8 leg stun shot --> Tiger Uppercut [mainly for shield Wetland Majini] A player can always resort to two handgun shots to the legs then perform a Tiger Uppercut for a melee kill. This sequence can be good to use when aiming for the head becomes an issue. Sometimes when a Majini is right up next to Wesker, it is rather hard to aim for the head. This is also good for countering a Majini attack. So, if Wesker shoots an attacking Majini to stop its attack while it is in close range, he could quickly aim for the legs then shoot for a possible leg stun and perform a Tiger Uppercut to finish it off. The key word there though is "possible". If Wesker shoots the head of the Majini after a P8 shot then he gets a guaranteed head stun without killing off the Majini except for the case of a random critical headshot. So still, the head stun + Cobra Strike wins for the most part, but this is one exception. This sequence is absolutely perfect for a Wetland Majini with a shield. Wesker can use his handgun's piercing properties to shoot right through the wooden shield then shoot the Majini in the leg and perform a Tiger Uppercut to finish it off. On the Village and Ancient Ruins stage, this melee kill sequence is a godsend. ** P8 leg stun shot --> Mustang Kick [shield Wetland Majini] Aim for the legs of a shield Wetland Majini then shoot it once and then run behind it and perform a Mustang Kick to finish it off for a melee kill. This will save ammo when compared to the usual two handguns shots followed by a Tiger Uppercut. ** P8 arm stun shot --> Panther Fang --> Dash This combination should really only be done when you're aiming for the head of a Majini with the handgun and the arm is accidentally shot. Run up to the Majini and perform a quick Panther Fang then use Wesker's dash to finish off the Majini for a melee kill. Quickly perform a Rising Knee after the dash to stop the dash instantly after the kill. ** P8 leg trip shot --> Windfall After a Majini has been hit with one shot from the P8 handgun, a Windfall to any portion of the body will kill it off for a melee kill. ** Walk around to head portion of undamaged grounded Majini --> Windfall Like all Chris types with his Stomp, Midnight Wesker can achieve a head crush on an undamaged grounded enemy by walking over to the head portion and performing a Windfall ground melee to crush the Majini's head. ** Dash Wesker can perform his dash directly into a crowd of Majini and dash back and forth against the crowd to possibly finish them off with a dash which will count as a melee kill. A player can turn back and forth while dashing into and out of a crowd and trap them. Wesker can also hit a Majini with his Rising Knee finisher at the end of the dashes. See the melee section for Wesker to find out how to control the dash. Each dash hit will hit a Majini much like an arm stun melee, so in Duo play, the partner can rush up to any Majini that Wesker hits and perform a melee to the staggering Majini. If the partner waits until the Wesker has hit a Majini at least twice then the partner can run up to that Majini and receive a tag team melee command to finish off that one Majini or multiple Majini with one melee. ** Dash on weak Majini When a Majini has been severely weakened to where a gun blast will kill it, quickly perform Wesker's Dash to kill it off with the dash hit for a melee kill. This is really effective in duo play while with a partner that has accidentally performed a ground melee too early to where the melee doesn't finish off the Majini. If the partner doesn't kill a Majini with a ground melee, then Wesker can finish off the Majini with a dash for a melee kill. ** Dash --> Rising Knee Wesker's Rising Knee finisher at the end of a Dash will kill off any normal Majini that it hits. Dash directly toward a Majini that stands in your path (preferably one that stands still) then hit it with Wesker's Rising Knee to kill it off quickly and get to your destination faster while doing so. ** Flash Grenade/Round --> Cobra Strike BE SURE to pick up any flash grenades that Wesker comes across since he can toss these at a group of Majini to set them all up for head stun melee attacks. A Wesker player can run up to each of the stunned Majini and finish it off with his Cobra Strike melee for an instant kill. Partners that join Wesker in Duo mode can help a Wesker player out by tossing a flash grenade or shooting a flash round toward a group of Majini to stun the surrounding Majini for him. It's really best to give the Wesker player flash grenades rather than toss them for him since you don't want to accidentally blind your Midnight Wesker player and mess up his Cobra Strike spammage, now do you? ------------------------- Big Man Majini Melee Kill ------------------------- ** M500 shot to leg (leg stun) --> Cobra Strike If the Big Man Majini is hit anywhere else other than the leg, then a single M500 magnum shot will kill him instantly, but if he is shot in the leg then he will fall to his knees then a Midnight Wesker player can quickly finish him off with the Cobra Strike melee for a melee kill. * M500 shot to leg (leg stun) --> Dash This is more of failsafe melee method in case you miss the Cobra Strike. The Big Man Majini will be weak enough to kill off with a dash after a M500 shot to the legs. --------------------- Bui kichwa Melee Kill --------------------- ** Dash Wesker can dash directly into any Bui kichwa in the Village stage and finish it off immediately for a melee kill. The Bui kichwa cannot survive a single dash from Wesker. It is imperative that you learn how to turn while using Wesker's dash in order to further exploit this method. Dash directly into a crowd of Wetland Majini and Bui kichwa and dash back and forth (back + Run on thumbstick) to finish off the Bui kichwa and possible some Wetland Majini. See Wesker's melee section to learn how to control his dash. Keep in mind that in Duo mode, the partner can perform melees to the staggering Majini that Wesker has hit since this dash works as an arm stun hit. After Wesker hits a single Majini twice, the partner can run up to that Majini and perform a tag team melee to finish off single or multiple Majini with one melee. ----------------- Licker Melee Kill ----------------- ** Dash A Dash can kill a Licker if a Wesker player dashes back and forth while hitting one with each dash. It can take a few dashes, but Wesker can kill off multiple Lickers by doing this. ** Dash --> Rising Knee Wesker can kill off a single or close group of Lickers instantly for melee kills with his Rising Knee finisher from a dash. ----------------------- Giant Majini Melee Kill ----------------------- ** M500 shot to body --> P8 shot to leg --> P8 shot to leg --> P8 shot to leg --> Panther Fang Really this takes more time and special attention than it's worth, but the Giant Majini will take slight less damage when shot in the body with the M500 to where 3 more handgun shots and a Panther Fang will finish it off. ---------------------------------- Gatling Gun Majini (Yellow outfit) ---------------------------------- ** M500 shot to body --> M500 shot to body --> Ghost Butterfly ** M500 shot to leg --> M500 shot to head --> Rhino Charge The first magnum shot will always stun the Gatling Gun Majini, so shoot him again with the M500 magnum then perform the melee to finish him off ------------------------------- Gatling Gun Majini (Red outfit) ------------------------------- ** M500 shot to body --> M500 shot to body --> M500 shot to body --> Ghost Butterfly Since it's hard to get all three shots in during one stun, it might be best to wait and restun the Gatling Gun Majini with the third hit. ------------------------------ Red Chainsaw Majini Melee Kill ------------------------------ ** M500 leg stun shot --> M500 shot to body --> Tiger Uppercut Shoot the red Chainsaw Majini in the leg one time with the M500 magnum to make it kneel over then shoot it once in the body with the M500 magnum and perform Wesker's Tiger Uppercut for a melee kill. ------------------ Prison Executioner ------------------ ** M500 shot to body --> M500 shot to body --> M500 shot to leg --> M500 shot to leg --------------- Red Executioner --------------- ** M500 shot to body (or possibly leg) --> M500 shot to head --> M500 shot to head --> M500 shot to head --> M500 shot to head --> Tiger Uppercut ------------------ Chicken Melee Kill ------------------ ** Dash Wesker can dash right through a chicken and kill it with a melee kill. This might be more trouble than it's worth, but Wesker can indeed melee kill a poor chicken. --> EFFECTIVE PARTNERS FOR MIDNIGHT WESKER --------------- Midnight Wesker --------------- Midnight Wesker's most effective partner is actually another Midnight Wesker. Care to take a guess why? That's right, because both of the Wesker players can perform continuous head stuns and Cobra Strikes to exploit the five second bonus per melee kill until the end of the round. --------- BSAA Jill --------- BSAA Jill is the absolute best of partners for Midnight Wesker outside of a Midnight Wesker mirror match. Jill has the flash grenades that a Midnight Wesker player so desires, so she can give them to Wesker or keep them for herself to toss at grouped Majini. If a Jill player decides to discard her PX4 handgun then that player should give the spare handgun ammo to Midnight Wesker. The only flaw here is that Wesker player is going to nearly always have to help Jill take on a boss since she lacks the stopping power to kill a boss quickly. ---------------- Battle Suit Jill ---------------- Jill can easily spam her Double Knee Drop ground melee on Majini while Wesker is busy Cobra Striking his way to a high score. Battle Suit Jill can fend off a boss enemy by herself better than a BSAA Jill player as well, so a Midnight Wesker player will not have to worry about keeping her in sight in order to help out. ----------- STARS Chris ----------- If STARS Chris can find some flash rounds, he can shoot them into a crowd of Majini so that Midnight Wesker can perform his Cobra Strike to all of them. Be careful not to blind your Midnight Wesker player however and don't shoot a flash round while a Majini with a cocktail or a Majini with dynamite is present or you might accidentally burn or damage the Wesker with the flame explosion or normal explosion as the Majini drops the explosive weapon. I personally play as STARS Chris a bunch and love the feeling of shooting a flash round into a Majini crowd and then issuing the "Go" command to my high scoring Wesker tool. A STARS Chris player should also give Midnight Wesker some of his magnum ammo in stages with many bosses, especially on Ship Deck and in the Prison. I'd actually recommend that the Chris player not even stock any ammo in the inventory except for what is already in the gun; give all magnum inventory ammo to the Midnight Wesker player. A Midnight Wesker player's magnum will surely finish off a boss well before Chris' M29 magnum will. ---------- BSAA Sheva ---------- If a BSAA Sheva player discards her handgun (which is rather useless) then she can give her handgun ammo to a Midnight Wesker player. Her ammo will keep him well stocked for quite a while. Sheva can have a good melee kill game with only her VZ61 alone so she does not really need her handgun. ------------ Tribal Sheva ------------ This is arguable. Tribal Sheva can gain flash rounds that will help out a Midnight Wesker player much like STARS Chris with his grenade launcher stun, but the fact that Tribal Sheva is a one hit kill character with little possibility of melee kills makes her quite the opposite of what a Midnight Wesker player is trying to achieve. I just wanted to mention her grenade launcher with possible flash round use here mainly. --> SCORING HIGH WITH MIDNIGHT WESKER IN SINGLE PLAYER A player might want to simply discard Wesker's proximity bombs when staring with him since Wesker's proximity bombs will only ruin potential melee kills on Majini if they are used. A Midnight Wesker player can easily spam the head stun + Cobra Strike melee kill throughout a single player session. The only problem that Midnight Wesker might face is that he doesn't have a weapon that can deal with crowds that well. His main weapon to hit multiple Majini with is his Cobra Strike, so in the midst of a crowd, his best option is to shoot a Majini in the head for a head stun then perform a Cobra Strike for invincibility and in an attempt to finish off multiple Majini with one melee. Keep in mind that a crowd will usually allow a player enough time to aim and shoot directly after the player is hit if you happen to get by a crowd member. Crowded Majini tend to stand and watch rather than attack at times to which a Midnight Wesker player can take advantage of precise head shots. A Wesker player can lead Majini into a tight area such as a corridor or narrow path then shoot one Majini in the head while they are grouped and run up then perform his Cobra Strike to possibly finish off multiple Majini with one melee. Always be ready to switch to the M500 magnum to kill off any Cephalo that spawns to save your kill streak since the Majini death before the spawning does NOT count as a kill. When a boss shows itself, quickly take out the M500 magnum then shoot the boss. Shoot the boss once to stun it then shoot it again and be sure to aim for its weak point if if has one when going for the second shot in order to have a better chance at finishing it off. Don't use hand grenades to stun a boss since these will only kill off Majini that are grouped around it and ruin your possible melee kills. Hand grenades with Wesker should be used to destroy breakable walls in the Public Assembly and Prison stages in order to gain easier access to items and open new paths for Wesker to save time. They can also be used to quickly defeat a chicken with the blast radius. Finding a flash grenade plays a big part in Wesker's melee game since he can toss the grenade to set all surrounding Majini up for a head stun, to which he can perform a Cobra Strike to all stunned Majini to finish them off. With a flash grenade comes the question of whether to finish off a possible Cephalo that might spawn or move on to the next stunned Majini quickly. If the Majini are grouped close to each other then ignore the Cephalo and finish it off later, but if only a few Majini were stunned then go ahead and take out the magnum then finish it off immediately. --> MIDNIGHT WESKER'S VIDEO SHOWCASE -> SOLO VIDEOS BY SeitengrateZero -- Public Assembly Midnight Wesker SS Rank (Part 1) - http://www.youtube.com/watch?v=dyXkMWC_kO8 Midnight Wesker SS Rank (Part 2) - http://www.youtube.com/watch?v=EcYHiDQ7t2c -- The Mines Midnight Wesker SS Rank (Part 1) - http://www.youtube.com/watch?v=7X4MsN7F3HY Midnight Wesker SS Rank (Part 2) - http://www.youtube.com/watch?v=9-Z8zLKWje0 -- Village Midnight Wesker SS Rank (Part 1) - http://www.youtube.com/watch?v=IhVejvEmGW8 Midnight Wesker SS Rank (Part 2) - http://www.youtube.com/watch?v=D2IVWm2X8js -- Ancient Village Midnight Wesker SS Rank (Part 1) - http://www.youtube.com/watch?v=XWuM-rLWaxY Midnight Wesker SS Rank (Part 2) - http://www.youtube.com/watch?v=uSD43OyseYA -> SOLO VIDEOS by BigKahoona22 -- Public Assembly Midnight Wesker SS Rank (Part 1) - http://www.youtube.com/watch?v=kAK0qVK9CKg Midnight Wesker SS Rank (Part 2) - http://www.youtube.com/watch?v=WmOEIZepObk -- Village Midnight Wesker SS Rank (Part 1) - http://www.youtube.com/watch?v=RZrxKVXF1SQ Midnight Wesker SS Rank (Part 2) - http://www.youtube.com/watch?v=hzcpo3OBBuE -- Missile Area Midnight Wesker SS Rank (Part 1) - http://www.youtube.com/watch?v=KdcXZuCPr1s Midnight Wesker SS Rank (Part 2) - http://www.youtube.com/watch?v=6brrxummWiI -- Ship Deck Midnight Wesker SS Rank (Part 1) - http://www.youtube.com/watch?v=ICnDQaSoCWA Midnight Wesker SS Rank (Part 2) - http://www.youtube.com/watch?v=6O233Q-K_5Q -> SOLO VIDEOS BY Dreamer RD -- Village Midnight Wesker SS Rank (Part 1) - http://www.youtube.com/watch?v=ZSewUXMs1I4 Midnight Wesker SS Rank (Part 2) - http://www.youtube.com/watch?v=aT6ICu4NbrU -- Ship Deck Midnight Wesker SS Rank (Part 1) - http://www.youtube.com/watch?v=7q8yb42OVA4 Midnight Wesker SS Rank (Part 2) - http://www.youtube.com/watch?v=sQaTMrcKCQc -- Prison Midnight Wesker SS Rank (Part 1) - http://www.youtube.com/watch?v=OOwWcZQrkSM Midnight Wesker SS Rank (Part 2) - http://www.youtube.com/watch?v=F5CVdw7Ce40 -> SOLO VIDEOS BY ROGERROCKMORE -- Prison Midnight Wesker SS Rank (Part 1) - http://www.youtube.com/watch?v=bnftSPMakCQ Midnight Wesker SS Rank (Part 2) - http://www.youtube.com/watch?v=-IULf5sBqZw -> SOLO VIDEOS BY FoxyAreku -- Prison Midnight Wesker SS Rank (Part 1) - http://www.youtube.com/watch?v=AKWhtYyFSZM Midnight Wesker SS Rank (Part 2) - http://www.youtube.com/watch?v=rMhWpgn2bbI --> MIDNIGHT WESKER'S BASIC PARTNER COMMANDS The following is a list of all the basic commands that a Wesker player can issue with the partner assist button followed by a direction. These can only be performed in duo mode. 01) Tap assist button 02) Hold assist button + Right on the Directional Pad Wesker: "Come on!" 03) Hold assist button + Left on the Directional Pad Wesker: "It was in your best interest to assist me!" 04) Hold assist button + Up on the Directional Pad Wesker: "Go!" 05) Hold assist button + Down on the Directional Pad Wesker: "Wait!" --> MIDNIGHT WESKER'S PARTNER ASSIST COMMANDS The following is a list of all the assist commands that a Wesker player can issue to a partner. Press the assist button to perform the following responses during the action listed. These can only be performed in Duo mode. 01) When an enemy has grabbed Wesker Wesker: "Your assistance is required!" "Help!" 02) While Wesker is in dying status Wesker: "How is this possible!?" "You failed me!" 03) When Wesker runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY WEAPON) 04) When a Wesker player requests ammo from a partner Wesker: "I need ammo!" --> MIDNIGHT WESKER'S PARTNER RESPONSES Listed below are the responses that a Wesker player can trigger by pressing the assist button during the following actions. In order to perform each one with more accuracy, press and hold the assist button when you go to perform each response. Holding the button for a few seconds will keep your character from accidentally saying "Come on". If the response doesn't work the first time, then press and hold the assist button again. When it doesn't work the second time, that usually means either the time for a response has elapsed, or the action was not counted as one that can be responded to; every now and then responses will not activate when they should. These can only be performed in duo mode. 01) Partner critical headshot (when an enemy's head bursts from a partner handgun, magnum, or rifle shot - the shot MUST BE the random critical headshot) Wesker: "Impressive!" "Good work!" "Nice work!" 02) Partner gives Wesker an item 03) Partner heals Wesker 04) Partner resuscitates Wesker 05) Partner helps to break a grab (even a slight nudge that breaks the hold) Wesker: "It was in your best interest to assist me." "I suppose I should thank you!" "Ha!" 06) Partner is in dying status Wesker: "I'm coming!" "Hold on!" 07) Partner performs a request 08) Partner performs an action command 09) Partner performs an action command while in a hoisting/preparing to jump pose Wesker: "Affirmative" "Fine." 10) Partner melee attacks an enemy after a bounce/stagger animation from a Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON BOSSES] 11) Partner melee attacks an enemy with a special tag team melee attack 12) Partner melee attacks an enemy that Wesker has knocked off the partner with a partner assist melee attack. Wesker: "You're getting better!" "Not bad!" "Good teamwork!" [CS10] __ __ _ / / /\ \ \ ___ ___ | | __ ___ _ __ \ \/ \/ // _ \/ __|| |/ // _ \| '__| \ /\ /| __/\__ \| <| __/| | __ \/ \/ \___||___/|_|\_\\___||_| __ / / __ _____ _ __ __ \ \ / / / _\ /__ \ /_\ /__\ / _\ \ \ | | \ \ / /\/ //_\\ / \// \ \ | | \ \ _\ \ _ / /_ / _ \ _ / _ \ _ _\ \ _ / / \_\ \__/(_)\/(_) \_/ \_/(_)\/ \_/(_)\__/(_) /_/ .--------------------------------------------------------------. | How to unlock: Achieve an A-rank or higher on "Prison" stage | '--------------------------------------------------------------' There is a reason why this former S.T.A.R.S. Alpha team leader stands on his high place above all others on the main title screen of The Mercenaries challenge mode. Is it his Samurai Edge handgun that is superior to all other handguns in damage? Not really. Surely it's his L. Hawk magnum with its decent magnum damage and high piercing, right? Getting warmer and there's only one option left. Yes, that's right, buddy, the Hydra. This shotgun can kill off the majority of boss enemies in about two hits from close range and it makes mincemeat out of normal Majini! --> STARS WESKER' INVENTORY .-----------------------------------. | | | | | | | | | Handgun | L. Hawk | Shotgun | | Ammo (30) | (MAG) |Shells (10)| | | | | |-----------+-----------+-----------| | | | | | Samurai | | | | Edge | | Hydra | | (HG) | | (SG) | | | | | |-----------+-----------+-----------| | | | | | | | | | | | | | | | | | | | | '-----------------------------------' Any hardcore Resident Evil fan will first notice that Wesker has the famed Samurai Edge customized handgun that was specialized at the Kendo shop in Raccoon City. The Samurai Edge handgun is exclusive to The Mercenaries mode and exclusive to the STARS Wesker character. At 400 damage per shot, this gun packs the most power out of any character handgun. The gun carries a decent 15 bullet capacity and Wesker brings along an extra 30 handgun bullets. His L. Hawk magnum carries an 8 bullet capacity. Wesker does not bring along any magnum ammo for the L. Hawk, which is actually a good thing, if you ask me. You see, Wesker's main stopping power comes in the form of the Hydra shotgun and he really only needs to resort to the L. Hawk magnum for long range shots, so additional magnum ammo would only crowd his inventory much like Clubbin' Shevas crowded inventory of weapons and ammo. Wesker's Hydra shotgun has a low capacity of 6 bullets. He only brings along 10 extra shotgun shells to go along with his Hydra. A STARS Wesker player really needs to start stocking up on shotgun ammo very early to compensate for the 16 shells that Wesker begins with. It's best to set up Wesker's inventory so that his Hydra can be reloaded through the inventory menu. A Wesker player that reloads in real time has just severely ruined the effectiveness of Wesker's Hydra game. STARS Wesker is a killing machine, don't ruin that rampage by severely crippling him with the Hydra's lengthy reload animation! --> STARS WESKER' SAMURAI EDGE HANDGUN .---------------------------------. | Samurai Edge (HG) | |=================================| | Firepower: 400 | | Capacity: 15 | | Reload Speed: 1.70 sec. | | Special: ---------------- | '---------------------------------' Samurai Edge ------------ + High firepower - The Firepower can mess up potential melee attacks since it kills off Majini too quickly in some cases No, for the last time, the Samurai Edge is not a sword! The Samurai Edge has the highest firepower of any of the handguns in The Mercenaries. This weapon can bring down the majority of Majini in three shots and it can be used to set up some effective melee stuns. Unlike Midnight Wesker, STARS Wesker's handgun takes off more than Midnight Wesker's handgun which means that STARS Wesker will only have one chance to go for a head stun to perform a Cobra Strike afterward. If a STARS Wesker player misses the head and hits another part of the body, then the second attempt at a headshot on that Majini will kill off the majority of Majini types, so the Wesker player will have to take a chance on a leg stun shot. For a simple Town Majini, Wesker can simply aim for the legs and shoot once for a potential leg stun. Directly after the first shot, he can run behind the Majini and perform his Mustang Kick melee in order to get a melee kill for 5 bonus seconds. If the first hit does not stun the Town Majini, then Wesker can shoot again and hopefully get a leg stun with the second shot. After a second shot his frontal Tiger Uppercut will easily finish the weakened Majini off for a melee kill. With only a capacity of 15 and extra starting ammo of 30, Wesker is going to have to switch over to the Hydra early in the battle most likely. Don't limit yourself to only the handgun since Wesker should really be played as more of a powerhouse than a bonus second grabber. --> STARS WESKER' HYDRA SHOTGUN .---------------------------------. | Hydra (SG) | |=================================| | Firepower: 500 | | Capacity: 6 | | Reload Speed: 3.67 sec. | | Special: Attack Range: 15 | '---------------------------------' Hydra ----- + Heavy damage from up close - Very low capacity - Painfully long reload animation - Can ruin melee kills rather easily against grouped Majini Wesker's Hydra is easily the most powerful shotgun in The Mercenaries. Don't let that 500 firepower fool you. This gun can kill a boss enemy in two hits if Wesker is close enough for the boss to feel the full spread of the gunshot. The gunshot spread from close range deals some extremely intense damage! Each spread portion of the gunshot most likely deals 500 damage. If you shoot the Hydra at a wall, you'll see multiple indentions where the shot spreads - each spread portion most likely takes 500 damage so an up close blast where the full spread hits takes some extreme damage, basically equal to that of M500 magnum. One shot from this gun can break a Wetland Majini's shield and kill it all in the same shot. It can instantly defeat a Cephalo from close range while aiming at its head. If a crowd is in front of Wesker then aim forward and shoot about two times with the Hydra and the crowd will no longer be there after both shots; it's a magic trick. The Hydra is effective at mid range, but it doesn't take off near as much damage as it will from close range. You want Wesker to be right up in an enemy's face when he shoots this gun so that enemy can feel all of love that is packed into a single Hydra shot. With all that power comes some faults however. The gun has a painfully long 3.67 seconds of reload animation per reload and the gun can only carry six shotgun shells at a time. This gun is going to be reloaded very often and at the rate that a Wesker player will be using this gun, the reload time can easily sneak up on a player. The Hydra shotgun's extremely long reload animation can be solved by simply reloading through the inventory menu often. I would highly recommend reloading after about two or three shots also. With this weapon's low capacity, the reload time can so very easily sneak up on a player and make that player go through a reload animation that is very likely to get Wesker hit in the process. Another flaw, from a melee kill perspective is that the Hydra's spread can ruin multiple melee kills when used against grouped Majini. If you ever need to use this at the spur of the moment to keep a kill chain going then you might accidentally hit more than one Majini and thereby ruin multiple melee kills in the process. The same flaw is also present when shooting bosses, if the boss isn't big enough to be hit by the entire close range spread. --> STARS WESKER' L. HAWK MAGNUM .---------------------------------. | L. Hawk (MAG) | |=================================| | Firepower: 2,300 | | Capacity: 8 | | Reload Speed: 1.53 sec. | | Special: Level 5 Piercing | '---------------------------------' L. Hawk ------- + Decent damage for a magnum + Quick reloading, much like a handgun + Much more effective at long range when compared to the Hydra shotgun When it comes to instant damage, the L. Hawk magnum takes a backseat to the Hydra shotgun when at close range, but from a distance a Wesker player will want to resort to the L. Hawk magnum rather than his other weapons. This gun takes off some really good damage and it isn't confined to a certain range. With pinpoint aiming the Executioner can be shot from the other side of the Public Assembly and still receive all 2,300 worth of damage rather than nothing from the Hydra or 400 from the Samurai Edge. The L. Hawk has some an extremely good quick reload animation also. It even reloads faster than the Samurai Edge! It packs a decent capacity of 8 magnum bullets at a time as well. I wouldn't really recommend stocking up on magnum ammo throughout a battle since Wesker won't be using this magnum all that much. Due to the Hydra's dominance in damage, little ammo is really needed for the L. Hawk. Wesker's main focus should be on collecting shotgun shells for his Hydra rather than magnum ammo for the L. Hawk. Some players prefer to discard the L. Hawk magnum at the beginning of a run. It all depends on the player really. The Hydra is more damaging from close range, but can ruin potential melee kills at times. The L. Hawk is weaker, but it has no spread to ruin melee kills and it can damage highly from long range. This is one of the greatest controversies of using STARS Wesker. I recommend viewing Big Kahoona 22's solo videos for STARS Wesker below to see how a player can take advantage of all three weapons. --> STARS WESKER' MELEE ATTACKS .--------------------------------------------------------------. | Melee Command | Type of Melee | Damage | |==============================================================| | Cobra Strike | Head Stun Melee | 1,200 | | Panther Fang | Arm Stun Melee (front) | 300 | | Jaguar Kick | Arm Stun Melee (back) | 300 | | Tiger Uppercut | Leg Stun Melee (front) | 400 | | Mustang Kick | Leg Stun Melee (back) | 500 | | Windfall | Ground Melee | 600 | | Rhino Charge | Tag Team Melee (front) | 4,000 | | Ghost Butterfly | Tag Team Melee (back) | 4,000 | | Ram Horn | Partner Assist Melee | 500 | | Tiger Uppercut | Counter Melee on Licker Beta | 600 | | Stab | Ground Melee on Licker Beta | 1,200 | '--------------------------------------------------------------' Wesker's leg stun melees go along with the intense damage of his handgun rather well when performed during a leg stun. A Town Majini will be defeated after one leg stun if a Mustang Kick is used from behind and the Majini will fall from a Tiger Uppercut if two Samurai Edge shots are used for a leg stun. Wesker's Windfall ground melee can be performed on any Majini that falls from any of his gunshots for an immediate kill as well. STARS Wesker is not really going to be taking advantage of his Cobra Strike head stun melee that much since the Samurai Edge will not allow for too many head stuns. Half the time a player will gain a critical headshot or take off way too much damage on a Majini from missed shots while trying to aim for the head when attempting a head stun with the Samurai Edge. Much like Midnight Wesker, STARS Wesker can still take advantage of a flash grenade when thrown at a crowd of Majini in order to set the whole crowd up for constant Cobra Strikes as they stagger after being blinded with a flash grenade toss. Wesker can also take advantage of a grenade launcher's flash rounds for performing Cobra Strikes to a crowd as well. --> STARS WESKER' DASH ATTACK .---------------------------------------------------. | Command | PlayStation 3 | Xbox 360 | |===================================================| | DASH | R3 | RS | |---------------------------------------------------| | TURN WHILE | Right analog | Right thumbstick | | DASHING | in a direction | in a direction | | (CHANGE | + X* | + A* | | DIRECTION) | (during dash) | (during dash) | |---------------------------------------------------| | RISING KNEE | R1** | RT** | | | (during dash) | (during dash) | '---------------------------------------------------' * Can turn (change direction) up to the three times while dashing. A direction change must be done during the first few steps of each dash. * Use "Left analog/thumbstick in a direction + X (or A)" with control types A or C. ** [] (or X) with control types A or C. Wesker's special dash attack can be performed at any time by pressing in on the right thumbstick (or analog). Press in on the thumbstick to make Wesker charge then suddenly dash across the current area. Wesker can change direction during the first few animation frames (or steps) of the dash by pressing in another direction with the right thumbstick and tapping the run button at the same time. He can turn backward, to the right and to the left while dashing. Wesker can perform a total of three direction changes per dash. Wesker can also end any dash with a rising knee melee attack by pressing the R1 (or RT) button at any time during any portion of the dash. Each dash performed takes away a small chunk of Wesker's health, but multiple dashes during a single dash will not drain Wesker's health. Don't spam this move too much or Wesker will wind up in orange health rather easily. He will not be able perform it when near dying status but can perform it more once healed with a healing item. This move is most effective when used against a crowd of enemies since each dash will damage an enemy as Wesker dashes by them. Simply stand in front of a group of enemies then push in on the right thumbstick to begin the dash then quickly change direction by pressing back on the right thumbstick and the run button to run back into the enemy crowd and damage them with another quick dash. Keep changing directions and running back and forth through a crowd to damage all the enemies in that group. When Wesker changes direction for the third time, be sure to press the R1 (or RT) button to perform a knee while ending the dash. Key aspects of Wesker's Dash: 1) An enemy killed by a dash will give Wesker 5 bonus seconds. This is PERFECT for the Bui kichwa enemies in the Village stage. 2) An enemy killed by the rising knee will give Wesker 5 bonus seconds. 3) Wesker is completely invincible once he begins to dash. * 4) Each dash is like an arm stun melee, in that it will bounce an enemy so that a partner can hit the Majini with another bouncing arm stun melee. It's much like the start of a tag team melee sequence for Chris' Haymaker and other character specific tag team melee attacks. (*Wesker is NOT invincible during the charging animation for the dash) - Youtube video of Wesker dash move with turning displayed http://www.youtube.com/watch?v=8dZngR95jGQ (please note that the player in ^that video is not Berserker) - Discussion on Tag Team Commands from a Dash Whenever Wesker hits a Majini with a dash, that dash is much like an arm stun melee attack that makes a Majini stagger. Whenever Wesker dashes back and forth while turning, each hit delivered to a Majini will be like a separate arm stun melee. So, basically it's as if the game is counting his dashes as two characters tag teaming a Majini. With that in mind, a partner can rush up to any Majini that Wesker has hit twice with a dash and get an instant tag team melee command on the Majini. For instance, if Wesker hits a Majini twice by dashing and turning then dashing directly into it again, then a Chris player can run to the back of that Majini to get a Back Hand command or to the front of the Majini to get a Haymaker command. Any Majini that has only been hit once by Wesker will result in a normal arm stun melee attack if the partner tries to hit the staggering Majini. It's all very interesting how Wesker's dash can work when two players cooperate during one his Wesker's dashes when he dashes back and forth among a group of Majini. The partner character can get a 5 second bonus per Majini melee kill resulting from a dash hit stagger and Wesker himself can get a 5 second bonus per Majini that is killed by a dash or his Rising Knee at the end of the dashes! --> WESKER STAR'S MELEE KILLS Killing off any enemy with a melee will give the player a +5 second bonus, which will be added to the clock. Finishing off as many enemies as a player possibly can with melee kills is one of the main keys to scoring high in the Mercenaries. All leftover time will be added to a player's main score at 1,000 points per second! Exceptions to melee kills with Town, Base and Wetland Majini: - Female Majini, explosive arrow Majini and shield Majini all have less life than other normal Town and Wetland Majini so they will die within less shots than what I have listed. - The Rocket Launcher Majini will always perform a "lean backward" sort of stun after being shot a few times. This counts as a leg stun, so rush behind him and perform a melee after he leans back for a more damaging melee that might kill him off. - Another exception is the Majini with sunglasses in the Public Assembly which has more life than the rest of the Majini in Public Assembly. Kill him off with an instant kill melee or head crush ground melee while facing the head of his grounded body. The following section lists methods to obtain melee kills for STARS Wesker. ----------------------------------------- Town, Base and Wetland Majini Melee Kills ----------------------------------------- ** Samurai Edge head stun shot --> Cobra Strike STARS Wesker can perform the same melee kill sequence as Midnight Wesker by shooting an enemy in the head for a head stun and then follow that up with a Cobra Strike melee, but a player cannot afford to miss with STARS Wesker. A shot in the head followed by a shot anywhere else on the body from the Samurai Edge handgun is very likely finish off a Majini, so a player must not miss with the handgun most of the time when trying for this melee kill sequence. Like with Midnight Wesker, a Wesker STARS player can lure Majini into a narrow corridor then shoot one in the head and literally allow other Majini to group around it then perform Wesker's Cobra Strike to kill off multiple Majini with one Cobra Strike. ** Samurai Edge leg stun shot --> Mustang Kick Shoot a Majini in the legs with one Samurai Edge shot then quickly run behind it and perform Wesker's Mustang Kick from behind to finish off the Majini. This will finish off most Majini, but every now and then, one might survive, so be prepared to finish if off with a Windfall ground melee just in case. ** Samurai Edge shot --> Samurai Edge leg stun shot --> Tiger Uppercut After a Majini has been shot once with the Samurai Edge, another shot can be fired at its legs in an attempt for a leg stun. Wesker can finish off Majini with a Tiger Uppercut. This is a perfect setup to know for when a single shot leg stun is missed for the Mustang Kick melee kill or when a shot misses the head and hits the body of a Majini. Every now and then, two hits from Wesker's Samurai Edge will immediately kill off a Majini however. ** Samurai Edge leg stun shot --> Tiger Uppercut (explosive arrow and shield Wetland Majini) A single Samurai Edge handgun shot to the legs for a leg stun followed by a Tiger Uppercut will kill off an explosive arrow Majini and a shield Majini. STARS Wesker can't shoot through wooden shields so a player will have to aim at the shield Majini's legs and avoid hitting the shield. ** Samurai Edge leg stun shot --> Samurai Edge leg stun shot --> Tiger Uppercut (rocket launcher Majini) Rocket launcher Base Majini will be stunned after the first shot to the leg while they are not reloading, but a Mustang Kick will not finish them off, so always shoot them twice in the leg then perform a Tiger Uppercut for a melee kill on them. ** Samurai Edge arm stun shot --> Panther Fang --> Dash This combination should really only be done when you're aiming for the head of a Majini with the handgun and the arm is accidentally shot. Run up to the Majini and perform a quick Panther Fang then use Wesker's dash to finish off the Majini for a melee kill. Quickly perform a Rising Knee after the dash to stop the dash instantly after the kill. ** Samurai Edge leg trip --> Windfall After a Majini has been hit with one shot from the Samurai Edge, a Windfall to any portion of the body will kill it off for a melee kill. ** Walk around to head portion of undamaged grounded Majini --> Windfall Like Midnight Wesker and all Chris types with his Stomp, STARS Wesker can achieve a head crush on an undamaged grounded enemy by walking over to the head portion and performing Windfall ground melee to crush the Majini's head. ** Dash Wesker can perform his dash directly into a crowd of Majini and dash back and forth against the crowd to possibly finish them off with a dash which will count as a melee kill. A player can turn back and forth while dashing into and out of a crowd and trap them. Wesker can also hit a Majini with his Rising Knee finisher at the end of the dashes. See the melee section for Wesker to find out how to control the dash. Each dash hit will hit a Majini much like an arm stun melee, so in Duo play, the partner can rush up to any Majini that Wesker hits and perform a melee to the staggering Majini. If the partner waits until the Wesker has hit a Majini at least twice then the partner can run up to that Majini and receive a tag team melee command to finish off that one Majini or multiple Majini with one melee. ** Dash on weak Majini When a Majini has been severely weakened to where a gun blast will kill it, quickly perform Wesker's Dash to kill it off with the dash hit for a melee kill. This is most effective after not getting any type of stun after two Samurai Edge shots. This is also really effective in duo play while with a partner that has accidentally performed a ground melee too early to where the melee doesn't finish off the Majini. If the partner doesn't kill a Majini with a ground melee, then Wesker can finish off the Majini with a dash for a melee kill. ** Knife slash leg stun --> Tiger Uppercut/Mustang Kick/Windfall After Wesker has shot a Majini twice times (once for females), the next shot will kill the Majini. In an effort to still gain a melee kill, move up close to the Majini and slash at its legs with Wesker's knife to have a few more chances to get a leg stun or possibly ground the Majini. Quickly perform the melee once it is stunned or falls. Be careful about slashing too rapidly since the knife hit might accidentally ground the Majini then another slash might hit it quickly to where it gets up immediately afterward. This can be substituted in the place of a dash hit on weak Majini if you're life is too low or you lack healing items. ** Dash --> Rising Knee Wesker's Rising Knee finisher at the end of a Dash will kill off any normal Majini that it hits. Dash directly toward a Majini that stands in your path (preferably one that stands still) then hit it with Wesker's Rising Knee to kill it off quickly and get to your destination faster while doing so. ** Flash Grenade/Round --> Cobra Strike BE SURE to pick up any flash grenades that Wesker comes across since he can toss these at a group of Majini to set them all up for head stun melee attacks. A Wesker player can run up to each of the stunned Majini and finish it off with his Cobra Strike melee for an instant kill. Partners that join Wesker in Duo mode can help a Wesker player out by tossing a flash grenade or shooting a flash round toward a group of Majini to stun the surrounding Majini for him. It's really best to give the Wesker player flash grenades rather than toss them for him since you don't want to accidentally blind your Midnight Wesker player and mess up his Cobra Strike spammage, now do you? --------------------- Bui kichwa Melee Kill --------------------- ** Dash Wesker can dash directly into any Bui kichwa in the Village stage and finish it off immediately for a melee kill. The Bui kichwa cannot survive a single dash from Wesker. It is imperative that you learn how to turn while using Wesker's dash in order to further exploit this method. Dash directly into a crowd of Wetland Majini and Bui kichwa and dash back and forth (back + Run on thumbstick) to finish off the Bui kichwa and possible some Wetland Majini. See Wesker's melee section to learn how to control his dash. Keep in mind that in Duo mode, the partner can perform melees to the staggering Majini that Wesker has hit since this dash works as an arm stun hit. After Wesker hits a single Majini twice, the partner can run up to that Majini and perform a tag team melee to finish off single or multiple Majini with one melee. ------------------------- Big Man Majini Melee Kill ------------------------- ** L. Hawk shot to body --> Samurai Edge shot to leg --> Samurai Edge shot to leg --> Cobra Strike The first magnum hit will weaken a Big Majini just enough to where a two Samurai Edge shots will set it up for a Cobra Strike to finish it off for a melee kill. The interesting part about this melee kill combination, when compared to Midnight Wesker, is that a STARS Wesker player can actually shoot the Big Man Majini in the legs two more times if the first Cobra Strike chance is interrupted and not run the risk of killing the Majini with the third and fourth Samurai Edge shot. Basically, the player is not forced into performing a dash to finish off the Big Man Majini with a melee kill if the Cobra Strike chance is missed the first time. ----------------- Licker Melee Kill ----------------- ** Dash A Dash can kill a Licker if a Wesker player dashes back and forth while hitting one with each dash. It can take a few dashes, but Wesker can kill off multiple Lickers by doing this. It's really best to damage the Licker before dashing however, so that the dash will have a higher chance of killing it off. ** Dash --> Rising Knee Wesker can kill off a single or close group of Lickers instantly for melee kills with his Rising Knee finisher from a dash. ** Samurai Edge shot --> Samurai Edge shot --> Dash Since STARS Wesker's Samurai Edge is quite damaging, he can shoot a Licker twice and then dash through it for an instant melee kill after the firt dash hit. One way that a player can really take advantage of this is to find a group of Lickers then shoot the first one twice with the handgun and dash through it to kill it off then perform a Rising Knee on another Licker in the back of the one that was shot for a few Licker melee kills. Basically, you're killing off the first Licker with the dash then performing a Rising Knee to kill a second Licker. It might take two dashes in sequence to kill a Licker. One dash is not always a guaranteed kill after two handgun shots. ** Incendiary Grenade --> Dash --> Dash A single incendiary grenade can weaken a Licker enough to where two dashes will kill it. Throw the incendiary grenade then dash and perform a turn during the dash then dash back through the Licker to kill it off for a melee kill. This is much more effective on groups when compared to the two handgun shots followed by a dash. ------------------ Chicken Melee Kill ------------------ ** Dash Wesker can dash right through a chicken and kill it with a melee kill. This might be more trouble than it's worth, but Wesker can indeed melee kill a poor chicken. --> EFFECTIVE PARTNERS FOR STARS WESKER --------------- Midnight Wesker --------------- Both Wesker types can still use the head stun + Cobra Strike melee to boost bonus seconds from melee kills, but STARS Wesker is a bit more limited this time, especially if a headshot is missed with STARS Wesker. --------- BSAA Jill --------- BSAA Jill is the absolute best of partners for STARS Wesker. Jill has the flash grenades that a STARS Wesker player so desires, so she can give them to Wesker or keep them for herself to toss at grouped Majini. If a Jill player decides to discard her PX4 handgun then that player should give the spare handgun ammo to STARS Wesker since his is rather limited from the start. The only flaw here is that Wesker player is going to nearly always have to help Jill take on a boss since she lacks the stopping power to kill a boss quickly. ---------------- Battle Suit Jill ---------------- Jill can easily spam her Double Knee Drop ground melee on Majini while Wesker is busy Cobra Striking his way to a high score. Battle Suit Jill can fend off a boss enemy by herself better than a BSAA Jill player as well, so a Midnight Wesker player will not have to worry about keeping her in sight in order to help out. ----------- STARS Chris ----------- If STARS Chris can find some flash rounds, he can shoot them into a crowd of Majini so that STARS Wesker can perform his Cobra Strike to all of them. Be careful not to blind your STARS Wesker player however. ---------- BSAA Sheva ---------- If a BSAA Sheva player discards her handgun (which is rather useless) then she can give her handgun ammo to a STARS Wesker player. Her ammo will keep him well stocked for quite a while. Sheva can have a good melee kill game with only her VZ61 alone so she does not really need her handgun. --> SCORING HIGH IN SINGLE PLAYER WITH STARS WESKER STARS Wesker has a much easier single player game than any of the characters in Mercenaries because he has the perfect arsenal of weapons to deal with any situation. He has a magnum and a very powerful shotgun that can defeat a boss within a few hits. His magnum can actually be discarded at the beginning of the round in favor of picking up more shotgun ammo and handgun ammo from enemy item drops or a player can keep all three weapons. His Hydra shotgun from close range is the perfect boss killing machine. It lacks the long range of the L. Hawk magnum but when in close range, the Hydra's power is simply astonishing to the point of being a tad overpowered for a shotgun. STARS Wesker can still use a headshot + Cobra Strike melee to his advantage for easy melee kills that will add seconds to the clock but there is no room for error unlike there is with Midnight Wesker. A STARS Wesker player only gets one chance at a headshot since his handgun is so powerful. A STARS Wesker player can also use a leg shot + Mustang Kick or two leg shots + Tiger Uppercut to his advantage for melee kills as well. STARS Wesker can still take advantage of flash grenades and toss them for instant stuns on Majini crowds to set them up for his Cobra Strike melees. Like with STARS Wesker, try to work Majini into a tight corridor when performing Wesker's Cobra Strike melee for a better chance at hitting more than one Majini. If a Cephalo ever spawns on Wesker then simply take out the Hydra and fire off a shot from close range to finish it off with one shot. --> STARS WESKER'S VIDEO SHOWCASE -> SOLO VIDEOS BY BigKahoona22 -- Public Assembly (531K) STARS Wesker SS Rank (Part 1) - http://www.youtube.com/watch?v=Hir5q7nvoaM STARS Wesker SS Rank (Part 2) - http://www.youtube.com/watch?v=AjJx6HNQWZ4 -- Public Assembly (603K) STARS Wesker SS Rank (Part 1) - http://www.youtube.com/watch?v=CLIUu483jo8 STARS Wesker SS Rank (Part 2) - http://www.youtube.com/watch?v=JTkF8UhCbDw -- Mines STARS Wesker SS Rank (Part 1) - http://www.youtube.com/watch?v=qwttomqVEDo STARS Wesker SS Rank (Part 2) - http://www.youtube.com/watch?v=p-GWgSlTUdI -> SOLO VIDEOS BY FoxyAreku -- Ancient Village STARS Wesker SS Rank (Part 1) - http://www.youtube.com/watch?v=HWhcT-4AHQE STARS Wesker SS Rank (Part 2) - http://www.youtube.com/watch?v=DAwHN4cZsiU --> STARS WESKER'S BASIC PARTNER COMMANDS The following is a list of all the basic commands that a Wesker player can issue with the partner assist button followed by a direction. These can only be performed in duo mode. 01) Tap assist button 02) Hold assist button + Right on the Directional Pad Wesker: "Come on!" 03) Hold assist button + Left on the Directional Pad Wesker: "It was in your best interest to assist me!" 04) Hold assist button + Up on the Directional Pad Wesker: "Go!" 05) Hold assist button + Down on the Directional Pad Wesker: "Wait!" --> STARS WESKER' PARTNER ASSIST COMMANDS The following is a list of all the assist commands that a Wesker player can issue to a partner. Press the assist button to perform the following responses during the action listed. These can only be performed in Duo mode. 01) When an enemy has grabbed Wesker Wesker: "Your assistance is required!" "Help!" 02) While Wesker is in dying status Wesker: "How is this possible!" "You failed me!" 03) When Wesker runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY WEAPON) 04) When a Wesker player requests ammo from a partner Wesker: "I need ammo!" --> STARS WESKER' PARTNER RESPONSES Listed below are the responses that a Wesker player can trigger by pressing the assist button during the following actions. In order to perform each one with more accuracy, press and hold the assist button when you go to perform each response. Holding the button for a few seconds will keep your character from accidentally saying "Come on". If the response doesn't work the first time, then press and hold the assist button again. When it doesn't work the second time, that usually means either the time for a response has elapsed, or the action was not counted as one that can be responded to; every now and then responses will not activate when they should. These can only be performed in duo mode. 01) Partner critical headshot (when an enemy's head bursts from a partner handgun, magnum, or rifle shot - the shot MUST BE the random critical headshot) Wesker: "Impressive!" "Good work!" "Nice work!" 02) Partner gives Wesker an item 03) Partner heals Wesker 04) Partner resuscitates Wesker 05) Partner helps to break a grab (even a slight nudge that breaks the hold) Wesker: "It was in your best interest to assist me." "I suppose I should thank you!" "Ha!" 06) Partner is in dying status Wesker: "I'm coming!" "Hold on!" 07) Partner performs a request 08) Partner performs an action command 09) Partner performs an action command while in a hoisting/preparing to jump pose Wesker: "Affirmative" "Fine." 10) Partner melee attacks an enemy after a bounce/stagger animation from a Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON BOSSES] 11) Partner melee attacks an enemy with a special tag team melee attack 12) Partner melee attacks an enemy that Wesker has knocked off the partner with a partner assist melee attack. Wesker: "You're getting better!" "Not bad!" "Good teamwork!" [VS00] =============================================================================== __ __ \ \ / /___ _ __ ___ _ _ ___ \ \ / // _ \| '__|/ __|| | | |/ __| \ V /| __/| | \__ \| |_| |\__ \ \_/ \___||_| |___/ \__,_||___/ V E R S U S M O D E G U I D E =============================================================================== =================== ONLINE DESCRIPTIONS =================== For no real reason, the following is an online description of each mode based on the description that is present before starting each game. -- Slayers Who's the best soldier of them all? Compete to defeat the most enemies and pull off the most combos to get the highest score. -- Survivors It's a battle royal as you fight to be the last person standing! The more damage you deal to other players, the higher your score becomes. -- Team Slayers Compete in teams of two to defeat the most enemies and pull off the most combos to get the highest score. -- Team Survivors A two-on-two survival match! The team that deals out the most damage to the other team gets the higher score. ============================== UNLOCKING ADDITONAL CHARACTERS ============================== Extra character for Versus modes may be unlocked through the "Bonus Features" menu - Characters A - G. These extra options will only appear once a player has bought Versus mode from either the PlayStation Store or Xbox LIVE marketplace. --------------------------------------------- Choosing Midnight Wesker Before Unlocking Him --------------------------------------------- Make sure to buy Wesker S.T.A.R.S. from the Bonus Features menu then highlight Wesker S.T.A.R.S. on the player screen where four players are displayed. Press the R1 + L1/RT + LT buttons while Wesker S.T.A.R.S. is highlighted and Midnight Wesker will be selected without having to unlock him through the Bonus Feature menu. If you go to the character select screen with all the characters displayed after highlighting Midnight Wesker then his render will still be darkened out, yet he will be selected if he hasn't been unlocked yet. =============================================================================== SLAYERS/TEAM SLAYERS [VS01] =============================================================================== Slayers is a lot like The Mercenaries challenge mode, except this time, four players (Slayers) or two teams of players (Team Slayers) compete to see which player or team can get the most points total from enemy kills. ----------- Enemy Kills ----------- All kill amounts still remain the same per enemy as they did in The Mercenaries. -- Normal Enemy Points List -- Boss Enemy Points List .---------------------------------. .-----------------------------------------. | ENEMY TYPE | POINT AMOUNT | | ENEMY TYPE | POINT AMOUNT | |=================================| |=========================================| | Majini (Town) = 300 | | Executioner Majini = 5,000 | | Majini (Wetland) = 400 | | Giant Majini = 5,000 | | Majini (Base) = 400 | | Reaper = 6,000 | | Bui Kichwa = 400 | | Chainsaw Majini = 7,000 | | Kipepeo = 700 | | Gatling Gun Majini = 10,000 | | Cephalo = 800 | | Executioner Majini (Red) = 15,000 | | Licker Beta = 900 | '-----------------------------------------' | Duvalia = 900 | | Big Man Majini = 1,000 | | Chicken = 2,000 | '---------------------------------' Basically, from the beginning of the battle, search for the chicken and kill off as many enemies as possible. When a boss enemy is on the screen, quickly run toward the boss enemy and spam that enemy with gunfire. The player that delivers the finishing blow on the boss enemy will receive the full point amount for that boss kill. All kills are added to a kill chain just like in The Mercenaries. ------------ Player Kills ------------ Players can now shoot and kill other players (Slayers) or players on opposing teams (Team Slayers) to add to the attacking player's (Slayers) or team's (Team Slayers) kill chain. Each player kill is worth the following point amount. -- Player Points List .---------------------------------. | CONDITION | POINT AMOUNT | |=================================| | Defeat a player = 1,000 | | Lose a life = -1,000 | '---------------------------------' Dying from any type of attack will cause a player to lose 1,000 points from the player's current score and killing off another player will give the player an additional 1,000 points. Killing other players right from the start of the battle is basically useless. Kill boss enemies and normal enemies instead then save the player killing for later in the battle once all boss enemies have spawned. -------------- Chaining Kills -------------- Just like in The Mercenaries, players can chain kills on enemies but this time a player kill can be included in the chain. Player kills are worth the same amount as boss enemies as displayed below. .--------------------------------------------------------------------. | CURRENT COMBO | NORMAL ENEMY BONUS | BOSS ENEMY/PLAYER ENEMY BONUS | |====================================================================| | 2 | + 20 per kill | + 500 per kill | | 3 | + 50 per kill | + 1,000 per kill | | 4 | + 100 per kill | + 1,500 per kill | | 5 | + 200 per kill | + 2,000 per kill | | 6 | + 250 per kill | + 2,500 per kill | | 7 | + 300 per kill | + 3,000 per kill | | 8 | + 350 per kill | + 3,500 per kill | | 9 | + 400 per kill | + 4,000 per kill | | 10-19 | + 500 per kill | + 4,500 per kill | | 20-29 | + 600 per kill | + 5,000 per kill | | 30-39 | + 700 per kill | + 5,500 per kill | | 40-49 | + 850 per kill | + 6,000 per kill | | 50+ | + 1,000 per kill | + 7,000 per kill | '--------------------------------------------------------------------' So, if a player was killed as the 8th enemy then the player that shot and killed the other player would receive 1,000 points for the usual player kill and an extra 3,500 bonus points as demonstrated on the chart above. Basically, players are worth as many points as boss enemies. ---------- Time Bonus ---------- Time Bonuses are still scattered throughout each stage and worth the same amount of time as they were in The Mercenaries. There is little reason to run and break all of these from the beginning however since the player that has the most points once time is up will be the winning player. Only run up and hit these when an opposing player or team is winning. Why in the world would you want to extend time when your character is in the lead? There is also no reason to attempt melee kills for +5 second bonus kills. Your character will still receive +5 second bonus kills and those seconds will be added to the clock, but there is no reason to extend the time for a Slayers match. Sadly, Midnight Wesker's usefulness is truly degraded because of this. ----------- Combo Bonus ----------- Combo Bonuses are still in the exact same place that they were in The Mercenaries. They still add 1,000 points per enemy kill to the collector's total score. Even a player kill will yield an extra 1,000 points to a player that kills another. Obviously, seeking out the nearest Majini would be more beneficial rather than taking on another player though. Combo Bonuses are a very effective way of raising your score in either Slayers mode, so always be sure to head for the nearest combo bonus when one is in the area. Don't wait behind and let some other player score 1,000 points extra for a few seconds. ------------ Player Death ------------ Thanks to the lack of healing items, especially when four opposing players play against each other in Slayers, normal enemies will only take away 70% of their normal attack damage per hit. Let me tell you though, any player that gets hit with the Executioner Majini's axe swing will still feel the full love that was delivered with that fatal swing and will still be taken right into dying status immediately. As already mentioned, players lose 1,000 points from their total score when a player is killed. A player's score cannot be reduced below 0. The death can be a kill from an opposing player or a kill from an enemy in the area. A player will automatically respawn randomly on the map in a random location. A player might even respawn near a boss enemy or, better yet, right behind the player that killed the respawned player. Revenge is a dish best served cold as Mr. Freeze might say and Wesker S.T.A.R.S. players will have nothing but plenty of tightly placed Hydra buckshot waiting for that player that killed them in that instance I might imagine. Needless to say, always be ready for a quick reaction when respawning. --------------------------------- Dying Status and Special Finishes --------------------------------- Players that continue to damage other players will notice that the damaged player will eventually stagger and go into dying status then limp because of the damage that was delivered. At that time, a player can either kill off the other player with another shot from a weapon (so long as it fully kills the player) or the attacking player can walk up to the player in dying status and get a special melee finish command that will finish off that player. In Slayers, the attacking player receives no extra point amount for finishing off another player with a melee kill, but it does have use in Slayers. Let's take Chris' Haymaker finish for example. When a player performs Chris' Haymaker to a player that is in dying status, Chris will gain the same invincibility from all enemy attacks already associated with that melee and the player will deliver the same amount of damage as normal to whatever the melee attack hits. So, basically, a player could perform a Haymaker on a dying status player then get another player, a boss enemy and a normal Majini all lined up with that one powerful punch. Now that, my friends, is a Haymaker! This is more about chance than anything, but it is fun to try for. One bad thing about melee finishes is that it gives a player in normal Slayers time to resuscitate, so a player could suddenly hit a dying status player that has immediately resuscitated all the way and knock that player back into dying status instead of killing the player. Players can easily turn their back after the punch is delivered only to be met with a revenge blast to the back moments later because the opposing player was not finished off properly. A lesson to be learned here is to make sure that the player does not get back up once knocked down! ---------- Difficulty ---------- The overall difficulty of Slayers is based on how well each player is doing. A lead player will face Professional difficulty enemies while every other player will face Normal difficulty enemies. This rise in difficulty does not affect the overall score at all. It simply puts a bit more pressure on the lead player. Majini grabs will take even more left thumbstick knocking to escape when the difficulty rises. =============================================================================== SURVIVORS/TEAM SURVIVORS [VS02] =============================================================================== Survivors is a mode where four players or a team of two players face off against each other to gain points through damaging and killing enemy players. ------- Weapons ------- Each player starts with a basic default weapon along with some ammo. These starting weapons are mainly good for stopping any enemies in a player's path so that a player can find a more powerful weapon hidden in the current stage. Extra weapons are hidden randomly throughout each stage. Their placement follows a setup that will change each time a stage is started. Once obtained, these high-powered weapons can be used to damage other players and they can be swapped over to a partner in Team Slayers. The extra weapons that can be found in each stage are: M3 shotgun H&K PSG-1 rifle S&W M500 magnum Rocket Launcher Grenade Launcher Extra weapons are also dropped by boss enemies once defeated and by enemy players that carried an extra weapon once the boss enemy is defeated. The weapon that is dropped by a player will depend upon that player's current inventory of weapons. Player cannot lose their default weapon. The dropped weapon will be replenished with full ammo when dropped by the dying player. NOTE: In Team Survivors, extra weapons that are found in a stage can be given to a partner through the "Give" command in the inventory menu. A player can also request a gun from the partner just like requesting an item. --------------------------- Item/Ammo/Explosive Pickups --------------------------- All chests that were previously combo bonus chests in The Mercenaries and Slayers now contain random item pickups such a collection of First Aid Sprays, Proximity Bombs, Incendiary Grenade, Hand Grenades, Flash Grenades, and Grenade Launcher ammo. Each chest comes with a vast amount of these collectables, so it is important to find them before another player seeks them out. There are also clusters of items lying in surrounding areas as well. Check the environment over thoroughly for these item collections. ------------ Score Tables ------------ -- Score based on attacks Whenever a player damages another player, the attacker will receive points based on the type of attack that was delivered. Attacks include normal gun blasts, knifing, melee attacks, explosives, environmental hazards, and even tossing an egg at another player. Just because an attack doesn't deal damage doesn't mean that a player can't get a point amount by hitting another player with it. --> ATTACK SCORING TABLE <-- .-------------------------------------------------------------------. | ATTACK | DAMAGE INFLICTED | POINTS PER HIT | |===================================================================| | Knife | 150 | 100 | | Handgun | 100 | 100 | | Machine Gun | 35 | 50 | | Shotgun (range 0 - 1.5m) | 700 | 1,000 | | Shotgun (range 1.5 - 6m) | 300 | 500 | | Shotgun (range 6 - 9m) | 100 | 200 | | Shotgun (range 9m+) | 70 | 100 | | Rifle | 300 | 500 | | Magnum | 450 | 1,500 | | Hand Grenade | 500 | 1,000 | | Incendiary Grenade | 200 | 300 | | Flash Grenade | 0 | 300 | | Proximity Bomb | 700 | 1,500 | | Rocket Launcher | 30,000 | 3,000 | | Acid Round | 200 | 500 | | Electric Round | 150 | 500 | | Explosive Round | 250 | 500 | | Flame Round | 200 | 500 | | Flash Round | 100 | 500 | | Nitrogen Round | 100 | 500 | | Egg (Rotten) | 931 | 2,980 | | Egg (White/Brown/Gold) | 0 | 300 | | Melee Attack | 300 | 1,000 | | Wesker's Dash | 50 | 100 | | Finishing Melee | 1,000 | 1,500 | | Explosive Barrel | 500 | 2,000 | | Oil Canister | 500 | 1,000 | | Spike Trap | 30,000 | 3,000 | | Transformer | 200 | 500 | '-------------------------------------------------------------------' Attacks that are delivered to a player when that player is in a blocking animation, such as when characters hold up their arms after a hand grenade goes off near them, will only damage for 50% of their normal damage amounts. -- Score based on player kills and player taking damage Killing other players will yield the most score value. Remember that a player is not considered "killed" until that player falls after entering dying status and does not get up. When a melee kill is activated, sometimes, a player can quickly resuscitate in Survivors and the finishing melee will hit the player as that player revives. That means that the character will enter dying status once again if the melee attack connects, so you'll have to activate the finish again or shoot the player to gain the credit for a kill. --> DAMAGE/KILLS SCORING TABLE <-- .---------------------------------------------. | ACTION | POINTS | |=============================================| | Defeat a Player | 3000 | | Defeat Playee with Melee Finish | 4500 | | Take Damage | -50 | | Lose a Life | -1000 | '---------------------------------------------' Melee kills award an additional 1,500 points for the kill, so finishing off a player with a finishing melee will net your character a total of 4,500 points (3,000 [kill] + 1,500 [melee finish]. Always watch for the player to suddenly stagger while your character attacks to reveal that the player has entered dying status. This will let the attacker know when the other player is open to a finishing melee. The finishing melee itself is worth 1,500 points and it can hit a player that is not in dying status and give the attacking player that same point amount from the additional hit. Basically that means, you activated the kill on a player in dying status and it hit another player that was in the way. Killing a player without a melee will only net your character the basic point amount for the attack. So, if you finished off a player with a handgun, you would receive 3,100 for that kill (3,000 [kill] + 100 [handgun score per hit]). Taking damage from an attack will subtract 50 points from your score per hit. If your character is killed in any type of way, you will lose 1000 points from your current point total. Point totals cannot go lower than 0. --------------------------------- Dying Status and Special Finishes --------------------------------- As mentioned above, players that continue to damage other players will notice that the damaged player will eventually stagger and go into dying status then limp because of the damage that was delivered. At that time, a player can either kill off the other player with another shot from a weapon (so long as it fully kills the player) or the attacking player can walk up to the player in dying status and get a special melee finish command that will finish off that player. In Survivors, the attacking player will receive an extra point amount for finishing off another player with a melee kill. The player will receive an extra 1,500 points plus the normal 3,000 for the kill. This brutal melee finish can also hit another player that manages to get in the way. It counts as 1,000 damage per hit and 1,500 points per hit, so if this is activated near a dying status player and manages to hit another player then the player that started the melee will get 3,000 points for that hit. One bad thing about melee finishes is that it gives a player in normal Survivors time to resuscitate, so a player could suddenly hit a dying status player that has immediately resuscitated all the way and knock that player back into dying status instead of killing the player. Players can easily turn their back after the melee is delivered only to be met with a revenge blast to the back moments later because the opposing player was not finished off properly. A lesson to be learned here is to make sure that the player does not get back up once knocked down! On the flip side of this is the fact that this attack will give the player 1,500 points per hit, so if a player resuscitates only to be knocked back into dying status by a melee hit that the previously dying character cannot avoid then the attacking player can once again begin the melee sequence when the player is knocked back into dying status, giving the player a total of 6,000 points (1,500 [melee finish] + 1,500 [melee finish] + 3,000 [player kill]). Basically, reviving your character in Survivors can actually give the attacking player a free 1,500 points off of your character if they watch your character careful. ------------ Player Death ------------ When a player dies, if that player had any extra weapons then one will be chosen at random and dropped on the floor where that player fell after the character disappears. A player will respawn in a random location along the map. Just like Slayers, another player or an enemy might be in the immediate area where the player appears. The player will loose one extra weapon, which is chosen at random. If your character picked up a shotgun and rifle, then your character will have lost one of those weapons upon restarting after death and the lost weapon will now be lying on the ground in the area where your character died. Players that die will lose 1,000 points from their total score. That point amount cannot go below 0. --------- Headshots --------- A player's score per hit and damage per hit total will be multiplied by 1.5 for each successful headshot. Precise aiming for the head will help out a bit during the middle of a gunfight. ------------- 2x Multiplier ------------- The player in last place will receive a 2x score multiplier. Basically instead of scoring 100 points per handgun shot, that player will now receive 200 points per handgun shot. Killing a player is now worth 6,000 instead of 3,000 and finishing a player off with a melee finish is now worth 9,000 points instead of the usual 4,500. I'm sure you get the idea here. Find the rocket launcher quick, my boy! -------------- Normal Enemies -------------- Normal enemies such as Majini and stage bosses are still present in this mode but killing them off will not net your character any type of points. They have a 100% item drop rate, so they will always drop some type of random item per kill. Each player in Survivors only takes 50% damage from each enemy attack and each player will take off 150% damage while attacking an enemy. Is there any use in attacking an enemy though? Normal enemies should be shot if they bar the way to your path. They might drop a useful item such as an incendiary grenade or a green herb. They may also drop ammo for the extra weapons that are available in Survivors. Boss enemies will always drop some type of weapon for players once defeated. Boss enemies are not near as tough as they are in The Mercenaries. The normal Executioner in the Public Assembly can be taken down with Handgun bullets from BSAA Chris rather easily. It's really worth the time and effort to take down a boss enemy if your character only has a default weapon. The default weapon should be enough to finish off a boss if a player is aggressive enough. Enemies will pick out and pursue a player throughout a stage, but their attention can be driven away by another player's presence. A player can lead a boss enemy toward another player and that boss enemy might pursue the other player. -------------------- Invincibility Frames -------------------- Actions such as climbing ladders and performing a melee along with the rest of the invincibility frames listed in the basics section of this guide will make your character invincible to normal enemy hits, but they will not save a character from enemy player hits. Enemy players can still hit a character while a character performs any type of action that would have usually made the player invincible to all harm. There is one exception though. The animation for an item pickup still makes a player invincible to any type of attack, even a player attack. A player can stand and face an oncoming rocket from a rocket launcher and then suddenly pick up an item and the rocket will pass right through the player that is picking up the item. This invincibility frame is best used when trying to dodge explosives such as hand grenade or grenade launcher fire. Keep this in mind while moving through a long tunnel or wide open area. ---------- Time Bonus ---------- Time Bonuses are still present in Survivors just as they are in Slayers and the time bonuses are still in the same areas as they were in The Mercenaries. Like in Slayers, there is little reason to extend the time unless your character or team is losing. =============================================================================== CHARACTERS [VS03] =============================================================================== The following section gives a full analysis of each character for both Slayers and Survivors. Most characters can be played about the same for both the Team and normal Slayers and Survivors but some characters such as BSAA Jill stand out better in a Team game. For Slayers, all characters have a description of fighting normal enemies, boss enemies and player enemies and each character also has a mention of how to steal kills from other characters. It's much easier to steal boss kills, so that is the main focus for stealing kills. Survivors has a very basic description for each player since the weapons that are found in a stage are the main concern for Survivors. See the Survivors/Team Survivors Weapon Descriptions and Uses for more info on the various weapons that can be found in Survivors mode. ---------- BSAA Chris ---------- .---------------------. | How to unlock: | |=====================| | Unlocked by default | '---------------------' -- SLAYERS/TEAM SLAYERS OVERVIEW .-----------------------------------. | | | | | | | | | Handgun | Hand | Shotgun | | Ammo (50) |Grenade (5)|Shells (30)| | | | | |-----------+-----------+-----------| | | | | | | | | | M92F | |Ithaca M37 | | (HG) | | (SG) | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' .-------------------------------. .-----------------------------. | M92F (HG) | | Ithaca M37 (SG) | |===============================| |=============================| | Firepower: 250 | | Firepower: 400 | | Capacity: 50 | | Capacity: 20 | | Reload Speed: 1.70 sec. | | Reload Speed: 2.40 sec. | | Special: Critical 37.5% | | Special: Critical 25% | '-------------------------------' '-----------------------------' .---------------------. | Hand Grenade | |=====================| | Direct Hit: 1,500 | | Area Effect: 1,000 | '---------------------' - Normal Enemy Kills A player will mainly want to use Chris' Ithaca shotgun for the majority of normal enemy kills. Usually a shotgun blast from close range will finish off just about any normal Majini, but always look for the kill to display on the kill counter. If the kill doesn't display then quickly take out the M92F handgun and finish off the grounded opponent. With BSAA Chris's high capacity and starting shotgun ammo, he won't have to worry that much about finding shotgun shells for quite a while. Try to avoid melee kills since they will only slow down your killing and add time to the clock. Chris' handgun has a pretty good critical rate, so aiming for a Majini's head and shooting might score an instant kill. His handgun can be used effectively for long range kills, but remember, with such a low damage rate, it's going to take about 4 body shots to take down any normal Majini. - Boss Enemy Kills BSAA Chris is pretty average when it comes to wearing down a boss. The best way to stun any boss is to toss a hand grenade at the boss. If the boss is caught in any portion of the blast then the boss will be stunned. Other than hand grenades, Chris can use an up-close shotgun blast to stun a boss. For the Executioner, you'll need to aim for his head and fire the shotgun to stun him. Once stunned, stand over the boss and shoot it with the shotgun. If the boss gets pushed away with the blast then continue to fire and perform a melee while the boss starts to recover. If the shotgun blast pushes the boss away then run up and perform a melee to the boss then stun it with the another shotgun blast and perform another melee. - Player Kills Chris' shotgun from up close is going to play a major role while fighting other players. Try to make sure that you've got a good aim before firing, because the recovery animation for the Ithaca shotgun is rather lengthy. From long range, Chris can toss a hand grenade at another player or shoot the player with his handgun. His handgun isn't all that useful for player kills but it's better than nothing from a very long distance. - Stealing Kills Chris can toss hand grenades toward other players that are attempting to make kills and steal the kills for himself with the blast radius of the hand grenade. This can also be an effective technique to use when trying to steal a kill from a player that is fighting a boss enemy. His shotgun can also be effective for scoring the final hit on a boss enemy in order to claim the boss points for himself. -- SURVIVORS/TEAM SURVIVORS OVERVIEW .-----------------------------------. | | | | | | | | | | Hand | | | |Grenade (3)| | | | | | |-----------+-----------+-----------| | | | | | | | | | M92F | Handgun | | | (HG) | Ammo (50) | | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' .-------------------------------. | M92F (HG) | |===============================| | Firepower: 250 (Majini) | | 100 (Player) | | Capacity: 30 | | Reload Speed: 1.70 sec. | | Special: Critical 37.5% | '-------------------------------' Chris starts with 3 hand grenades which can help out for a few sneaky hits to an unsuspecting player or to simply toss all three at a player to get 1,000 points per outside radius hit (doesn't actually hit them, but they get caught in the radius, so it give you points). His handgun takes off the same amount as all other survivors, so it's weak firepower that is displayed above doesn't work against him for player kills. His capacity can really help out for spamming handgun fire from long range however. Because of Chris' low handgun fire for normal enemies, a normal enemy is usually going to take three handgun shots to finish off if one of them bars your path when compared to the two handgun shots of most other characters. This also goes against him when fighting a boss enemy, but really all normal enemies are weak in survivors, so there isn't too much to worry about. ------------ Safari Chris ------------ .------------------------------------------------------------------------. | How to unlock: | |========================================================================| | Purchase Versus Mode Character A for 8,000 Exchange Points through the | | Bonus Features menu under Special Settings | '------------------------------------------------------------------------' -- SLAYERS/TEAM SLAYERS OVERVIEW .-----------------------------------. | | | | | | | | | Handgun | Rocket | Shotgun | | Ammo (30) | Launcher |Shells (10)| | | | | |-----------+-----------+-----------| | | | | | | | | | SIG P226 | | M3 | | (HG) | | (SG) | | | | | |-----------+-----------+-----------| | | | | | | | | | | Rocket | | | | Launcher | | | | | | '-----------------------------------' .-------------------------------. .-----------------------------. | SIG P226 (HG) | | M3 (SG) | |===============================| |=============================| | Firepower: 350 | | Firepower: 500 | | Capacity: 16 | | Capacity: 10 | | Reload Speed: 1.70 sec. | | Reload Speed: 3.00 sec. | | Special: -------------- | | Special: ------------ | '-------------------------------' '-----------------------------' .-----------------------------. | Rocket Launcher | |=============================| | Firepower: 30,000 | | Capacity: 1 | | Reload Speed: ------------ | | Special: ------------ | '-----------------------------' - Normal Enemy Kills Besides the rocket launcher, either of Chris' normal weapons will work well for normal Majini kills. The M3 shotgun is almost always a kill from close range thanks to its high firepower. Be sure to watch for each kill to register on the kill counter then quickly switch to the handgun and finish off the grounded Majini if the kill isn't awarded right after a shotgun blast. With his low capacity and starting ammo for the shotgun, a player will have to find shotgun ammo rather quickly with him, so a player may want to switch over to his SIG P226 handgun eventually. Safari Chris's handgun dispatches quite a few enemies in a about 2-3 shots, so it's not that bad for normal Majini. - Boss Enemy Kills Do I even need to say anything here? Take out the rocket launcher, aim and fire. Chris can even take down the Red Executioner with one rocket. When Chris runs out of rocket launchers, you'll need to resort to the same tactics as BSAA Chris. Stun the boss enemy with a shotgun blast then spam the boss with shotgun fire and melees. - Player Kills Stick with Chris' shotgun for the majority of player kills. Just like with BSAA Chris, the shotgun has a long recovery animation per blast, so perform each shot from close range and make sure that it hits. Toward the end of the round, if Chris still have a rocket launcher then he can easily fire it at other player to put them in instant dying status, but this weapon is best saved for bosses. - Stealing Kills Chris' rocket launcher will steal just about any boss kill if the boss happens to be in the distance. If you see an enemy player trying to kill a boss, then aim for the boss and fire a rocket. You might just score two kills, -- SURVIVORS/TEAM SURVIVORS OVERVIEW .-----------------------------------. | | | | | | | | | | Flash | | | |Grenade (3)| | | | | | |-----------+-----------+-----------| | | | | | | | | | SIG P226 | Handgun | | | (HG) | Ammo (50) | | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' .-------------------------------. | SIG P226 (HG) | |===============================| | Firepower: 350 (Majini) | | 100 (Player) | | Capacity: 16 | | Reload Speed: 1.70 sec. | | Special: -------------- | '-------------------------------' You'll most likely want to ditch Safari Chris's flash grenades rather quickly. Don't just discard them though. Find a player in the distance and then spam them with three flash grenades to get some points off the radial hits of the flash explosions. A player will receive 300 points per flash explosion on a player so that's 900 points to start you off. His handgun comes with a decent capacity but it is not any different from other survivors' handguns when used against an enemy player, so you'll want to find a high-powered weapon very soon just like with the rest of the survivors. Safari Chris's handgun is very effective at taking down normal Majini and even boss enemies rather quickly however with its high damage rate for enemy kills. ---------------- Chris S.T.A.R.S. ---------------- .-------------------------------------------------------------------------. | How to unlock: | |=========================================================================| | Purchase Versus Mode Character A for 13,000 Exchange Points through the | | Bonus Features menu under Special Settings | '-------------------------------------------------------------------------' -- SLAYERS/TEAM SLAYERS OVERVIEW .-----------------------------------. | | | | | | Grenade | | |Machine Gun| Launcher | Magnum | | Ammo (150)| (ELC) | Ammo (6) | | | | | |-----------+-----------+-----------| | | | | | | | | | SIG 556 | | S&W M29 | | (MG) | | (MAG) | | | | | |-----------+-----------+-----------| | | | | | | | | | | | | | | | | | | | | '-----------------------------------' .-------------------------------. .---------------------------------. | SIG 556 (MG) | | S&W M29 (MAG) | |===============================| |=================================| | Firepower: 160 | | Firepower: 2,100 | | Capacity: 65 | | Capacity: 12 | | Reload Speed: 2.55 sec. | | Reload Speed: 3.53 sec. | | Special: -------------- | | Special: Level 3 Piercing | '-------------------------------' '---------------------------------' GRENADE LAUNCHER AMMO .----------------------------------------------------------------. | Acid Rounds | Electric Rounds | |================================================================| | Firepower: 500 | Firepower: 400 | | Effect: Penetrates armor and | Effect: Instantly stuns | | stuns with acid damage as | multiple enemies with | | acid spreads from each shot | electricity. | '----------------------------------------------------------------' .----------------------------------------------------------------. | Explosive Rounds | Flame Rounds | |================================================================| | Firepower: 1,000 | Firepower: 500 | | Effect: Explosive damage on | Effect: Instant burning | | target creating an area | damage on target creating | | affect on surrounding targets | area affect around target | '----------------------------------------------------------------' .----------------------------------------------------------------. | Flash Rounds | Nitrogen Rounds | |================================================================| | Firepower: 100 | Firepower: 100 | | Effect: Instant blinding stun | Effect: Instant freeze on | | on multiple enemies. Instant | normal enemies. Staggers | | kill on parasitic enemies. | other enemies with damage. | '----------------------------------------------------------------' - Normal Enemy Kills Stick with Chris' SIG 556 for most normal Majini kills. Simply aim straight ahead (toward the body) and fire a few shots to score a kill then move onto the next Majini. You've got to a get a feel as to how long to hold down the trigger button rather than count the bullets like with a handgun user. If a Majini falls early and the kill doesn't register then run up to it and aim down then fire some more. With STARS Chris' high amount of magnum bullets, he could take a few potshots at some Majini every now and then with the magnum, but the magnum is really best saved for boss enemies. His grenade launcher with electric rounds is really good for groups of Majini. Simply aim toward the ground in between them then fire and in about two to three shots, all of the Majini will be defeated. Explosive rounds and nitrogen rounds are Chris' most effective grenade launcher ammo for killing off normal Majini. The explosive round will kill off just about any group of normal Majini with one hit - aim at the ground in between the group. Nitrogen rounds are good at freezing an entire crowd at one, but DON'T try for melees here since that will only slow down the killing and add seconds to the clock. Quickly switch to his machine gun and blast the frozen enemies. Nitrogen rounds can be a bit risky since they don't instantly kill like explosive rounds; a player can accidentally set up kills for another player while using these. Both flash rounds and electric rounds can be useful against plagas enemies. Flash rounds are always an instant kill but electric rounds usually only take about 2-3 shots to kill a plagas enemy. The only bad part about equipping flash rounds is that they are basically useless for just about any other enemy type besides plagas enemies. For Chris' other obtainable grenade rounds, it's best to spam them against a group of enemies. Usually two shots will kill off a group. - Boss Enemy Kills Use Chris' magnum to stun a boss then fire at it's weak spot with the magnum. For the Executioner, aim straight as his head then fire off magnum shots while he is stunned from a magnum. Do the same for the Gatling Gun Majini. Don't even try to use another weapon for a boss enemy unless Chris doesn't have anymore ammo for the magnum. His machine gun and grenade launcher with explosive rounds can be effective boss killers when the magnum is out of question. Electric rounds are good at staggering a boss if it is about to perform an attack. - Player Kills STARS Chris has the ultimate deathtrap for an enemy player plain and simple. If a player suddenly starts to fire at Chris, then stop whatever you are doing and take out the grenade launcher. Quick turn toward the player and fire an electric round at the ground below that player to stun the player. While the player is being electrified quickly switch to the magnum and perform three magnum shots to make the enemy player enter dying status toward the end of the stun. Finish off the player with whichever method of disposal you deem fit for the moment (taunt them then finish them off) then simply quick turn and start killing Majini once again. I can tell you right now, using this method is going to piss players off, so you can expect some revenge for doing this... that's why you need to be sure to collect rotten eggs that can be tossed at the player after an electric stun to piss them off even further. This method is not without its flaws though. A Chris player needs the enemy player to be at some sort of range in order to do this. The enemy player can't be right up next to Chris or the electric round might hit Chris as well. Also, you'll likely suffer a few shots of damage before the first electric stun so be sure to keep a healing item handy. Another good deathtrap for Chris is to find some flame rounds then fire one at the feet of a player to stun the player then switch to the magnum and fire. The electric rounds seem to catch an enemy player in their stunning range much easier however and also Chris starts with the electric rounds, so only resort to flame rounds if all electric rounds are used up. - Stealing Kills Chris can use his electric rounds to steal normal enemy kills from other players but just remember that you'll need to fire more than one most of the time. It's really best to find explosive rounds for one-hit multiple enemy kills. For boss enemies, the magnum can be used at any range to quickly get the final hit in a boss kill. A player can also stun another player with an electric round then quickly finish off a boss; this is so very dirty yet effective! -- SURVIVORS/TEAM SURVIVORS OVERVIEW .-----------------------------------. | | | | | | | | | |Incendiary | | | |Grenade (3)| | | | | | |-----------+-----------+-----------| | | | | | | | | | SIG 556 |Machine Gun| | | (MG) | Ammo (100)| | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' .-------------------------------. | SIG 556 (MG) | |===============================| | Firepower: 160 (Majini) | | 35 (Player) | | Capacity: 45 | | Reload Speed: 2.55 sec. | | Special: -------------- | '-------------------------------' STARS Chris starts with the best type of grenade to have for any player and with good purpose considering that his machine gun basically requires him to be in close range to an enemy player since the gun's accuracy is not the best thanks to the recoil per shot. Sadly, STARS Chris' bad recoil shows off even more when trying to focus aim on an enemy player, so tossing an incendiary grenade to hold a player in place with the burning animation is definitely needed when using his default weapon. His SIG 556 capacity has been reduced somewhat from Slayers and Mercenaries but his firepower against normal enemies is even better in Survivors, so Chris will have no problem at taking down normal or boss enemies with his machine gun. Boss enemies can still be a problem from a distance with the recoil on the machine gun though. ---------- BSAA Sheva ---------- .---------------------. | How to unlock: | |=====================| | Unlocked by default | '---------------------' -- SLAYERS/TEAM SLAYERS OVERVIEW .-----------------------------------. | | | | | | | | | Handgun | Dragunov |Machine Gun| | Ammo (50) | SVD (RIF) | Ammo (150)| | | | | |-----------+-----------+-----------| | | | | | | | | | M92F | | VZ61 | | (HG) | | (MG) | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' .-------------------------------. .-------------------------------. | M92F (HG) | | VZ61 (MG) | |===============================| |===============================| | Firepower: 250 | | Firepower: 100 | | Capacity: 40 | | Capacity: 260 | | Reload Speed: 1.36 sec. | | Reload Speed: 2.83 sec. | | Special: Critical 50% | | Special: Critical 37.5% | '-------------------------------' '-------------------------------' .-------------------------------. | Dragunov SVD (RIF) | |===============================| | Firepower: 1,300 | | Capacity: 13 | | Reload Speed: 2.41 sec. | | Special: Semi-auto | '-------------------------------' - Normal Enemy Kills Sheva has one thing going for her that didn't really help her out as much in The Mercenaries, but it's a useful aspect of Slayers; all of Sheva's weapon can possibly be one hits kills thanks to the higher than normal critical rate of the weaker two and the high damage of the rifle. When using the M92F or VZ61, aim for the head of each Majini then fire to start off the battle and Sheva might land a critical hit. If the first hit isn't critical then quickly spam gunfire all over the Majini to finish it off. The weak damage of each weapon is going to make it to where she will have to hit each Majini more and use up more ammo, but the critical rate of each of the weaker weapons can work in her favor. With the VZ61, a player can aim for the head then hold down the trigger to likely get multiple headshots and possible shatter the head of the Majini in the process. When using the Dragunov SVD rifle, try to get in a location where Sheva can view an entire area, such as a high ledge or the other side of a big open area then aim forward and start blasting normal Majini with the rifle. This is a very effective way to keep kills chained since each hit is most likely going to kill any normal Majini. Don't go for headshot, just shoot any portion of the body. Sadly, Sheva starts with no rifle ammo, so it's a good idea to wait until she has a least some in order to get some good kills with the rifle. - Boss Enemy Kills Sheva's rifle plays the ultimate role in taking down a boss while using her. Get at some sort of distance from the boss enemy then continuously blast it with the rifle. You'll main want to spam fire on it without the thought of a melee since a melee will require Sheva to get close and take her out of her finely nestled sniping position, so continue to blast the boss until it is defeated. - Player Kills Sheva has a rather hard time on her own with taking down other players. Her rifle can be used at a distance for some good damage, but keep in mind that it's not good to focus on player kills unless you're defending yourself since those shots could have easily gone toward several one-hit Majini kills. She can do some good damage with her VZ61 if some incendiary grenade can be found however. Just toss the incendiary grenade at a player then shoot the player while the player staggers. - Stealing Kills Sheva's rifle is by far the best weapon to take kills away from other players. Once again, get at a distance where Sheva can survey the entire area then simply pick out enemies and shoot at them. If you happen to find a player that is attempting to take down a boss then simply begin shooting with the auto-fire of the rifle and you might just score the final hit for yourself. -- SURVIVORS/TEAM SURVIVORS OVERVIEW .-----------------------------------. | | | | | | | | | |Incendiary | | | |Grenade (3)| | | | | | |-----------+-----------+-----------| | | | | | | | | | M92F | Handgun | | | (HG) | Ammo (50) | | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' .-------------------------------. | M92F (HG) | |===============================| | Firepower: 250 (Majini) | | 100 (Player) | | Capacity: 25 | | Reload Speed: 1.36 sec. | | Special: Critical 50% | '-------------------------------' The main thing that Sheva has going for her when she starts is that she carries the best type of grenade to have in Survivors. Really her handgun is not a good weapon to use after stunning a player with an incendiary grenade, so save them until you find a better weapon, that way you'll be able to put them toward a better use instead of only performing about half damage during a stun with her handgun. Like BSAA Chris, her handgun is rather weak on normal Majini so it will take around 3 shots for each normal Majini if a player chooses to fight. Her handgun has a pretty good capacity to compensate though and it has a higher critical rate than BSAA Chris's so Sheva could try for one-hit kills through headshots on normal enemies if they bar her path. -------------- Clubbin' Sheva -------------- .------------------------------------------------------------------------. | How to unlock: | |========================================================================| | Purchase Versus Mode Character C for 6,000 Exchange Points through the | | Bonus Features menu under Special Settings | '------------------------------------------------------------------------' -- SLAYERS/TEAM SLAYERS OVERVIEW .-----------------------------------. | | | | | | | | |Machine Gun| S75 | Shotgun | | Ammo (100)| (RIF) |Shells (20)| | | | | |-----------+-----------+-----------| | | | | | | | Jail | | AK-74 | Rifle | Breaker | | (MG) | Ammo (10) | (SG) | | | | | |-----------+-----------+-----------| | | | | | | | | | | | | | | | | | | | | '-----------------------------------' .-------------------------------. .---------------------------------. | AK-74 (MG) | | Jail Breaker (SG) | |===============================| |=================================| | Firepower: 200 | | Firepower: 180 | | Capacity: 50 | | Capacity: 8 | | Reload Speed: 2.83 sec. | | Reload Speed: 2.24 sec. | | Special: -------------- | | Special: Attack Range: 15 | '-------------------------------' '---------------------------------' .-------------------------------. | S75 (RIF) | |===============================| | Firepower: 2,000 | | Capacity: 20 | | Reload Speed: 2.24 sec. | | Special: -------------- | '-------------------------------' - Normal Enemy Kills Stick with the AK for the majority of normal enemies. It's very important to pick up any machine gun ammo that Sheva comes across and keep the gun fully loaded at all times. Use inventory reloading and don't ever reload manually. Her machine gun is best used from close range because of the inaccuracy caused by the recoil. Use the AK until you have to switch over to another weapon because of low ammo. Clubbin' Shevas Jail Breaker isn't a bad choice for enemy kills from close or mid range but, like other shotguns, it's not always going to kill off normal Majini with the first hit, but even more so with the Jail Breaker. Be ready to pull out the AK to finish a normal enemy very quickly if the Jail Breaker doesn't register a kill with the first shot. The unique aspect of the Jail Breaker is that it can score critical headshot from long range, so you might actually blast a Majini way up ahead and get a head explosion with the shot. - Boss Enemy Kills Sheva has a slight problem with bosses because her Jail Breaker needs to be aimed well to stun some bosses and it has to be in close range for the hit to have a good effect. For bosses such as the Giant Majini, just get in close range and blast them then perform a melee after the pushback. With bosses such as the Executioner, you're going to have to get close and aim up at his head for a stun, which can be risky considering how Sheva has to aim far upward with the way that she holds the Jail Breaker. The AK is also a good boss killer, though it is not a good boss stunner, so take out the AK and blast the boss while it is stunned for some good damage. It's really best to save the AK for normal enemy kills however since a fast kill rate is needed in Slayers to keep the score up. With its firepower, the S75 can be effective from a long range, but as usal, you'll have to put up with the constant bullet ejection per shot fired. - Player Kills Clubbin' Sheva is not a real good fighter against other players without some type of way to stun her opponent. Find incendiary grenade and toss them at attacking players to stun them then get up close and fill them full of gunshots from the AK. Otherwise, stick with the Jail Breaker from close range to fight back on players that attack. - Stealing Kills Sheva's S75 is a real good way to get the final hit on a boss enemy that a player is currently fighting. Stand at a distance then take out the S75 and shoot at the boss enemy. The S75's high firepower can really pays off for delivering that final blow and giving Sheva credit for the kill. She'll have to get up close with every other weapon in her arsenal. -- SURVIVORS/TEAM SURVIVORS OVERVIEW .-----------------------------------. | | | | | | | | | | Hand | | | |Grenade (3)| | | | | | |-----------+-----------+-----------| | | | | | | | | | AK-74 |Machine Gun| | | (MG) | Ammo (100)| | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' .-------------------------------. | AK-74 (MG) | |===============================| | Firepower: 200 (Majini) | | 35 (Player) | | Capacity: 50 | | Reload Speed: 2.83 sec. | | Special: -------------- | '-------------------------------' Clubbin' Sheva is the worst of the characters with a machine gun since her AK has such bad accuracy because of the recoil, which makes it to where a player will have to get in close range to shoot another player well. If she can find incendiary grenade then that can help her out for stunning other players so she can use her machine gun. Remember that her machine takes off 35 damage per hit just like Battle Suit Jill's and other characters. Mix that with the bad recoil and low capacity and you have yourself a pretty bad machine gun user. Her only good aspect is that her machine gun capacity is very slightly better than STARS Chris. She comes with hand grenades which can be used on unsuspecting players or thrown constantly near a player to spam them for the point amount rather than the damage. ------------ Tribal Sheva ------------ .-------------------------------------------------------------------------. | How to unlock: | |=========================================================================| | Purchase Versus Mode Character D for 15,000 Exchange Points through the | | Bonus Features menu under Special Settings | '-------------------------------------------------------------------------' -- SLAYERS/TEAM SLAYERS OVERVIEW .-----------------------------------. | | | | | | | | | |Incendiary | | | |Grenade (3)| | | | | | |-----------+-----------+-----------| | | | | | | | Grenade | | Longbow | First Aid | Launcher | |(infinity) | Spray | (ICE) | | | | | |-----------+-----------+-----------| | | | | | | Flash | | | | Grenade | | | | (3) | | | | | | '-----------------------------------' .-------------------------------. | Longbow | |===============================| | Firepower: 1,500 | | Capacity: Infinite | | Reload Speed: 1.00 sec. | | Special: -------------- | '-------------------------------' GRENADE LAUNCHER AMMO .----------------------------------------------------------------. | Acid Rounds | Electric Rounds | |================================================================| | Firepower: 500 | Firepower: 400 | | Effect: Penetrates armor and | Effect: Instantly stuns | | stuns with acid damage as | multiple enemies with | | acid spreads from each shot | electricity. | '----------------------------------------------------------------' .----------------------------------------------------------------. | Explosive Rounds | Flame Rounds | |================================================================| | Firepower: 1,000 | Firepower: 500 | | Effect: Explosive damage on | Effect: Instant burning | | target creating an area | damage on target creating | | affect on surrounding targets | area affect around target | '----------------------------------------------------------------' .----------------------------------------------------------------. | Flash Rounds | Nitrogen Rounds | |================================================================| | Firepower: 100 | Firepower: 100 | | Effect: Instant blinding stun | Effect: Instant freeze on | | on multiple enemies. Instant | normal enemies. Staggers | | kill on parasitic enemies. | other enemies with damage. | '----------------------------------------------------------------' .--------------------. .---------------------. | Incendiary Grenade | | Flash Grenade | |====================| |=====================| | Direct Hit: 500 | | Direct Hit: 0 | | Area Effect: 500 | | Area Effect: 0 | '--------------------' '---------------------' - Normal Enemy Kills Once again, Tribal Sheva can defeat just about any normal enemy per arrow from her bow, which can really help her out for keeping a kill chain going. Her grenade launcher with nitrogen rounds doesn't have as good an effect in Slayers however since she will need to shoot all frozen enemies again with another nitrogen round to shatter them quickly since I wouldn't recommend shooting them all with the bow. A player doesn't really want to build up time with melee kills through frozen enemies, unless the kick will take out a string of enemies with one melee. It would be best to seek out explosive rounds for their one shot group kills and save the nitrogen rounds for enemy players. Her incendiary grenades don't really help out much aside from stunning a group of enemies or spamming a boss enemy with flame explosions. Her flash grenades help her to defeat parasitic enemies quickly or stun bosses as usual. - Boss Enemy Kills Sheva will basically have to take advantage of her bow for all boss enemies. If she can find some extra grenade rounds then just about any of them can be used to stagger a boss enemy and possibly stun it with enough shots. Her flash grenades can work well for stunning the majority of bosses other than the Giant Majini or the Yellow Gatling Gun Majini (he wears sunglasses). Overall her bow is her most damaging weapon for bosses however. - Player Kills Sheva starts out with a good ammo type to deal with attacking players. Her nitrogen rounds can easily freeze other players and allow Sheva to melee the player or shoot the player with her bow. It would be best to keep the nitrogen rounds exclusively for players that try to attack her since her bow takes a while to aim and the shots are not very quick or incredibly damaging. Precision aiming is even more of problem with human players since the enemy players are less likely to stand in one place and allow a Tribal Sheva player to aim at them with the bow. - Stealing Kills Sheva will once again have to use her bow to beat other players to the kill. This can work out well for her however since her arrows are basically one-shot kills against normal Majini. She could easily kill of a Majini that a player is about to attack before the player can finish it off. With her starting nitrogen rounds, a player can actually aim toward an enemy player that is surrounded by Majini and freeze the player and the surrounding Majini then shoot all the surrounding Majini while the player is frozen. Prepare for some vengeance when attempting this though. While up against boss enemies, she has a problem with dealing heavy damage but once she is in place while aiming she can continually shoot a boss enemy and hope that one of her arrows delivers the final blow to a boss. -- SURVIVORS/TEAM SURVIVORS OVERVIEW .-----------------------------------. | | | | | | | | | | Flash | | | |Grenade (3)| | | | | | |-----------+-----------+-----------| | | | | | | | | | H&K MP5 |Machine Gun| | | (MG) | Ammo (100)| | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' .---------------------------------. | H&K MP5 (MG) | |=================================| | Firepower: 120 (Majini) | | 100 (Player) | | Capacity: 65 | | Reload Speed: 2.70 sec. | | Special: Level 3 Piercing | '---------------------------------' Tribal Sheva now has BSAA Jill's H&K MP5 machine gun for Survivors instead of her bow. The MP5 machine gun is an overall good machine gun for enemy players thanks to its accuracy that is superior to STARS Chris' and Clubbin' Shevas machine guns. She carries flash grenades from the beginning which can be tossed quickly at an enemy player to start her out with 900 points if she can find an unsuspecting player to toss them at. A player can also save these for plagas enemy or something to stun a boss with. --------- BSAA Jill --------- .------------------------------------------------------------------------. | How to unlock: | |========================================================================| | Purchase Versus Mode Character E for 5,000 Exchange Points through the | | Bonus Features menu under Special Settings | '------------------------------------------------------------------------' -- SLAYERS/TEAM SLAYERS OVERVIEW .-----------------------------------. | | | | | | | | | Handgun | Flash |Machine Gun| | Ammo (50) |Grenade (5)| Ammo (150)| | | | | |-----------+-----------+-----------| | | | | | | | | | PX4 | | H&K MP5 | | (HG) | | (MG) | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' .-------------------------------. .---------------------------------. | PX4 (HG) | | H&K MP5 (MG) | |===============================| |=================================| | Firepower: 300 | | Firepower: 120 | | Capacity: 25 | | Capacity: 150 | | Reload Speed: 1.70 sec. | | Reload Speed: 2.10 sec. | | Special: Critical 87.5% | | Special: Level 4 Piercing | '-------------------------------' '---------------------------------' .---------------------. | Flash Grenade | |=====================| | Direct Hit: 0 | | Area Effect: 0 | '---------------------' -- Normal Enemy Kills With her high critical rate on her PX4 handgun, Jill players can easily move around each area and perform constant critical headshots to normal Majini and land a head pop about 90& of the time. Her handgun is rather powerful also, so about three hit with the handgun will finish off any normal Majini. Her MP5 is a decent normal enemy killer as well and its absolutely perfect for Wetland Majini that carry shields thanks to its level 4 piercing. Her flash grenades make it to where she can take out multiple parasitic enemies with one toss right from her default inventory. Overall Jill is a really good character for normal enemy kills and excels in stages where parasitic enemies are more common such as the Village and Ancient Ruins. In Team Slayers she stands out more for this reason rather than being played on her own in Slayers. -- Boss Enemy Kills Just like in Mercenaries, Jill has a really hard time with bosses while on her own, which really goes against her in normal Slayers. The best way to take on a boss is to toss a flash grenade to stun the boss (if possible) then lay down tons of MP5 fire upon the boss and follow that up with a melee, or just stand in place and fire continuously. On the flip side, in Team Slayers, Jill makes a perfect partner for any boss killing type players such as STARS Wesker or just about any other character with a magnum or powerful weapon. She can actually use her flash grenades to stun some bosses for her partner. -- Player Kills A player is much like going up against a boss and Jill is a really weak character for taking on bosses, so you can kind take a guess at how well she is suited for player kills. If a Jill player can find some incendiary grenades, then those grenade can help her to stun other players and get in some hits with her MP5. -- Stealing Kills Jill can easily steal plagas kills from another player by tossing a flash grenade anywhere near the area of a player that is fighting a parasitic enemy. She can get near a boss and spam the boss with constant MP5 fire while another player shoots it with another weapon; Jill might just land the finishing blow. With her rapid fire, she can stand a good chance of receiving credit for the kill while another character that uses a magnum stun the boss; just be ready to run after she receives that Red Executioner credit because a STARS Wesker player that was pulverizing the boss will most likely be coming for Jill next. Jill makes a good boss stunner in Team Slayers with her flash grenades to help support a boss kill with a partner, but she can't take kills away very easily with the lack of a powerful weapon. -- SURVIVORS/TEAM SURVIVORS OVERVIEW .-----------------------------------. | | | | | | | | | | Flash | | | |Grenade (3)| | | | | | |-----------+-----------+-----------| | | | | | | | | | PX4 | Handgun | | | (HG) | Ammo (50) | | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' .-------------------------------. | PX4 (HG) | |===============================| | Firepower: 300 (Majini) | | 100 (Player) | | Capacity: 25 | | Reload Speed: 1.70 sec. | | Special: Critical 87.5% | '-------------------------------' BSAA Jill starts with only her handgun and flash grenades as her default weapons and both of these can work well against normal enemies in Survivors (critical rate and instant blinding flash for plagas) to net her some extra ammo while she searches for a more powerful weapon. The flash grenades can be tossed at another player for some quick points or saved to stun any bosses that may get in her way. ---------------- Battle Suit Jill ---------------- .------------------------------------------------------------------------. | How to unlock: | |========================================================================| | Purchase Versus Mode Character F for 7,000 Exchange Points through the | | Bonus Features menu under Special Settings | '------------------------------------------------------------------------' -- SLAYERS/TEAM SLAYERS OVERVIEW .-----------------------------------. | | | | | | | | |Machine Gun| Hand | Rifle | | Ammo (150)|Grenade (3)| Ammo (30) | | | | | |-----------+-----------+-----------| | | | | | | | | | VZ61 | | H&K PSG-1 | | (HG) | | (RIF) | | | | | |-----------+-----------+-----------| | | | | | | Mixed | | | | Green | | | | Herb | | | | | | '-----------------------------------' .-------------------------------. .-------------------------------. | VZ61 (MG) | | H&K PSG-1 (RIF) | |===============================| |===============================| | Firepower: 100 | | Firepower: 1,200 | | Capacity: 300 | | Capacity: 9 | | Reload Speed: 2.83 sec. | | Reload Speed: 1.70 sec. | | Special: Critical 37.5% | | Special: Level 8 Scope | '-------------------------------' '-------------------------------' .---------------------. | Hand Grenade | |=====================| | Direct Hit: 1,500 | | Area Effect: 1,000 | '---------------------' - Normal Enemy Kills A player doesn't want to run around an arena spamming Jill's ground melees after a leg trip with the VZ61 the entire time in Slayers like a player can in The Mercenaries since a player doesn't want to add to the clock. Use Jill's high VZ61 capacity to your advantage and spam the weapon's low firepower on normal Majini while in close range to one. If it falls then aim down toward it and continue blasting. Try not to perform her ground melee unless it is for the sake of invincibility against an enemy. Battle Suit Jill's PSG-1 rifle can easily net her some quick kills on any normal Majini since the rifle's firepower will make just about any hit an instant kill much like with BSAA Sheva. Jill can easily nest on a high walkway with an entire area in view or in some big open area with a large view up ahead and shoot Majini until she runs out of ammo. Thankfully, Battle Suit Jill has some rifle ammo in her inventory from the beginning, so she won't really have to worry about finding ammo as much as BSAA Sheva players. - Boss Enemy Kills Battle Suit Jill is well suited for a boss enemy kill even at a distance. She can easily find a boss and then stand back and spam the boss with PSG-1 rifle shots until the boss is defeated. It may take quite a few shots, but the quick rate of fire makes up for the low damage. She may not be able to take down the Red Executioner that fast, but the Red Executioner can't hit from long range, so he will lose that battle if Jill is far away and has plenty of ammo. Jill's hand grenades make the perfect boss stunner; from mid distance, she can stun a boss and then spam rifle shots. - Player Kills If Jill can find some incendiary grenades then her VZ61 can make a good enemy player killer from close range after stunning a player with the wall of flames. Her rifle makes a good weapon to shoot from long range, but you don't really want to fire that much on unsuspecting players since that will only cause a player to waste ammo when there are enemies worth more points lurking in the area. Her hand grenades can help to make a player move from a certain area if a player insist on standing and shooting at Jill. - Stealing Kills Much like BSAA Sheva with her Dragunov rifle, Battle Suit Jill can use her PSG- 1 rifle to easily take away a boss enemy or normal enemy kill from long range. Jill can also toss her hand grenades from distance and possibly knock away the player while hitting the boss enemy. -- SURVIVORS/TEAM SURVIVORS OVERVIEW .-----------------------------------. | | | | | | | | | |Incendiary | | | |Grenade (3)| | | | | | |-----------+-----------+-----------| | | | | | | | | | VZ61 |Machine Gun| | | (MG) | Ammo (100)| | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' .-------------------------------. | VZ61 (MG) | |===============================| | Firepower: 100 (Majini) | | 35 (Player) | | Capacity: 80 | | Reload Speed: 2.83 sec. | | Special: Critical 25% | '-------------------------------' You're going to see a lot of players picking Battle Suit Jill online. She starts with incendiary grenades and her machine gun is one of the better machine guns with good accuracy and a high capacity. This makes her perfect for up close combat with other players that have just begun. From an enemy player perspective, Battle Suit Jill is the best player to pick if a player wants to choose a character with a machine gun since all machine guns take off 35 damage on enemy players no matter the type of machine gun. --------------- Midnight Wesker --------------- .-------------------------------------------------------------------------. | How to unlock: | |=========================================================================| | Purchase Versus Mode Character G for 30,000 Exchange Points through the | | Bonus Features menu under Special Settings | '-------------------------------------------------------------------------' -- SLAYERS/TEAM SLAYERS OVERVIEW .-----------------------------------. | | | | | | | | | Handgun | Hand | Magnum | | Ammo (50) |Grenade (5)| Ammo (6) | | | | | |-----------+-----------+-----------| | | | | | | | | | H&K P8 | | S&W M500 | | (HG) | | (MAG) | | | | | |-----------+-----------+-----------| | | | | | | Proximity | | | | Bomb | | | | (5) | | | | | | '-----------------------------------' .---------------------------------. .---------------------------------. | H&K P8 (HG) | | S&W M500 (MAG) | |=================================| |=================================| | Firepower: 300 | | Firepower: 4,300 | | Capacity: 21 | | Capacity: 6 | | Reload Speed: 1.53 sec. | | Reload Speed: 3.53 sec. | | Special: Level 3 Piercing | | Special: Level 2 Piercing | '---------------------------------' '---------------------------------' .---------------------. .---------------------. | Hand Grenade | | Proximity Bomb | |=====================| |=====================| | Direct Hit: 1,500 | | Direct Hit: 1,500 | | Area Effect: 1,000 | | Area Effect: 1,000 | '---------------------' '---------------------' .---------------------------------------------------. | Command | PlayStation 3 | Xbox 360 | |===================================================| | DASH | R3 | RS | |---------------------------------------------------| | TURN WHILE | Right analog | Right thumbstick | | DASHING | in a direction | in a direction | | (CHANGE | + X* | + A* | | DIRECTION) | (during dash) | (during dash) | |---------------------------------------------------| | RISING KNEE | R1** | RT** | | | (during dash) | (during dash) | '---------------------------------------------------' * Can turn (change direction) up to the three times while dashing. A direction change must be done during the first few steps of each dash. * Use "Left analog/thumbstick in a direction + X (or A)" with control types A or C. ** [] (or X) with control types A or C. - Normal Enemy Kills Let's see... headshot with H&K P8 handgun, Cobra Strike, headshot, Cobra Strike, headshot, Cobra Strike and so on, right? No, that doesn't work well anymore. It will give Midnight Wesker players an instant kill thanks to his powerful head stun melee, but it will also keep adding bonus seconds to the clock and that is something that a Wesker player doesn't want. Wesker players should resort to simply shooting enemies with his handgun instead performing a melee this time. Three hits will usually finish off any normal Majini. A player might even want to resort to Wesker's M500 Magnum for some normal enemy kills to help speed up the pace a bit. His M500 magnum is still the perfect answer to any Cephalo enemies with its one shot kill to any portion of a Cephalo's body. One problem that Wesker still has in Slayers, like the Mercenaries, is dealing with crowds of enemies. He starts with three hand grenades, which can help out, but afterwards, he doesn't have much else at his disposal for dealing with multiple enemies besides each gun's piercing abilities. His piercing can help out quite a bit for stages where Wetland Majini carry shields since both of his weapons will shoot right through any shield. His handgun can shoot through multiple enemies that are standing in a line as well. - Boss Enemy Kills Midnight Wesker is still an extremely efficient boss killer with his M500 magnum. Two to three shots will instantly defeat almost any boss enemy. The only drawback with the M500 is its poor rate of fire thanks to the recoil, so Wesker could easily highly damage a boss and some other player could claim the kill during one of his recoils. This applies just as well to any shotgun user though, so it's not like Wesker is the only one with this problem, but at the rate of damage that each shot will deliver, it is something to think about. - Player Kills Wesker's M500 magnum is going to be your best bet at taking down a player that attacks. If Wesker can find some incendiary grenades, he can make a highly efficient deathtrap with such a damaging weapon at his disposal, but again, the gun's recoil can have a major kickback to the thought of trapping and shooting a player with it. Each shot needs to be precise since a player can't afford to miss with the recovery time associated with each shot. Precision is a word that Midnight Wesker players should be all too familiar with if they have played with Midnight Wesker in The Mercenaries however. Wesker's Dash move can come into play for escaping a battle. It can also be used aggressively if Wesker performs the Rising Knee melee at the end of the dash against another player. It takes some good timing, but it will sure as hell surprise the player! - Stealing Kills With his highly damaging M500 magnum, Midnight Wesker can easily steal a boss kill by running up to a boss that a player has been damaging then take the boss down with a few shots. Really, if you're intentionally trying to steal a boss kill, watch as a player begins to damage a boss. Stand and watch the player weaken the boss then, once you think the player has taken enough damage, take out the M500 and shoot the boss and you'll most likely kill the boss. It's so dirty, but effective for a Midnight Wesker player. A Midnight Wesker player could actually use this M500 technique from a great distance. Simply stand and observe a battle then line up the boss with your M500's laser and shoot. If the player realizes what you've done, then make use of Wesker's dash move very quickly. Kill and run, yo! -- SURVIVORS/TEAM SURVIVORS OVERVIEW .-----------------------------------. | | | | | | | | | | Hand | | | |Grenade (3)| | | | | | |-----------+-----------+-----------| | | | | | | | | | H&K P8 | Handgun | | | (HG) | Ammo (50) | | | | | | |-----------+-----------+-----------| | | | | | | | | | | Proximity | | | | Bomb (3) | | | | | | '-----------------------------------' .---------------------------------. | H&K P8 (HG) | |=================================| | Firepower: 300 (Majini) | | 100 (Player) | | Capacity: 25 | | Reload Speed: 1.53 sec. | | Special: Level 3 Piercing | '---------------------------------' Midnight Wesker is the only character in Survivors to start the battle without a first aid spray. This can be bad for early on in the battle, but he does bring along some proximity bombs in place of a healing item. The proximity bombs are mainly useful in certain stages but all stages have certain areas where one can be placed so it is out of sight. Always remember that they can be shot by any player, even the character that places them. Proximity bombs are best placed in some of the following areas: - Behind a door - At the top or bottom of a ladder - Right near the side of the wall along a sharp turn (corner) - At the other end of a zipline - On the other side of a window Normal Majini will be the biggest threat to Wesker's proximity bomb traps however since some will usually follow the Wesker player and set off the proximity bomb before another player will stumble into it. Wesker can take advantage of these while a player chases him however. Say, if Wesker drops from a ladder while a distant player chases him, then he can quickly place a proximity bomb at the bottom of the ladder then run off. If the pursuing player continues the chase then that player might have to fall down the ladder and will get hit when the character drops. Other than proximity bombs, Wesker is basically like any other character with a handgun. He can use his hand grenade to get hits on distant players or simply toss them at player's for points if the player is caught in the the radius of the explosion. ----------------- Wesker S.T.A.R.S. ----------------- .-------------------------------------------------------------------------. | How to unlock: | |=========================================================================| | Purchase Versus Mode Character H for 50,000 Exchange Points through the | | Bonus Features menu under Special Settings | '-------------------------------------------------------------------------' -- SLAYERS/TEAM SLAYERS OVERVIEW .-----------------------------------. | | | | | | | | | Handgun | L. Hawk | Shotgun | | Ammo (30) | (MAG) |Shells (10)| | | | | |-----------+-----------+-----------| | | | | | Samurai | | | | Edge | | Hydra | | (HG) | | (SG) | | | | | |-----------+-----------+-----------| | | | | | | | | | | | | | | | | | | | | '-----------------------------------' .---------------------------------. .---------------------------------. | Samurai Edge (HG) | | Hydra (SG) | |=================================| |=================================| | Firepower: 400 (Majini) | | Firepower: 500 | | Capacity: 15 | | Capacity: 6 | | Reload Speed: 1.70 sec. | | Reload Speed: 3.67 sec. | | Special: ---------------- | | Special: Attack Range: 15 | '---------------------------------' '---------------------------------' .---------------------------------. | L. Hawk (MAG) | |=================================| | Firepower: 2,300 | | Capacity: 8 | | Reload Speed: 1.53 sec. | | Special: Level 5 Piercing | '---------------------------------' .---------------------------------------------------. | Command | PlayStation 3 | Xbox 360 | |===================================================| | DASH | R3 | RS | |---------------------------------------------------| | TURN WHILE | Right analog | Right thumbstick | | DASHING | in a direction | in a direction | | (CHANGE | + X* | + A* | | DIRECTION) | (during dash) | (during dash) | |---------------------------------------------------| | RISING KNEE | R1** | RT** | | | (during dash) | (during dash) | '---------------------------------------------------' * Can turn (change direction) up to the three times while dashing. A direction change must be done during the first few steps of each dash. * Use "Left analog/thumbstick in a direction + X (or A)" with control types A or C. ** [] (or X) with control types A or C. - Normal Enemy Kills STARS Wesker has a good advantage over just about any character when it comes to normal enemies. All of his weapons take major damage off of normal enemies, though he starts with limited ammo for each. His Hydra can take out just about any normal enemy, plagas or Majini in one hit. He can shoot right through a shield carrier and kill it with a Hydra shot and each Cephalo can be defeated with one up close shot. His magnum is an instant kill as always though he doesn't start with any ammo for it. In a way it doesn't matter though since his Hydra is more powerful from close range. The magnum can be used as a normal enemy killer really with the supreme power of the Hydra for bosses. His handgun takes off 400 damage per shot, which is higher than any other handgun, yet he still needs to hit most Majini three times in order to kill them like most other characters. - Boss Enemy Kills Hydra shots from close range can make mincemeat out of any boss. Some bosses like the Executioner in Public Assembly can be defeated with two close range Hydra shots. His magnum can be used from a distance to stun a boss as well, but his Hydra from close range is his ultimate boss killer. Next to Safari Chris's rocket launcher, STARS Wesker is the next in line as the great boss killer of the characters. - Player Kills STARS Wesker can once again use his Hydra to defeat other players with little effort. The gun shoots rather fast, so Wesker can kill off a player rather quickly. The only times that he really has problems is when a characters runs and whenever a Wesker player doesn't use inventory reloading. The only real flaw that a person can take advantage of when fighting against a Wesker player is his reload time for the Hydra. If you are ever up against a STARS Wesker player and he begins to reload his Hydra after attacking your character, be sure to lay down supreme firepower upon him during that long reload animation - Stealing Kills STARS Wesker can easily rush toward a player that is killing a boss enemy and snatch the kill for himself with a close range Hydra shot. His magnum serves as a good weapon from long range for taking away for taking a boss kill from another. -- SURVIVORS/TEAM SURVIVORS OVERVIEW .-----------------------------------. | | | | | | | | | | Hand | | | |Grenade (3)| | | | | | |-----------+-----------+-----------| | | | | | Samurai | | | | Edge | Handgun | | | (HG) | Ammo (50) | | | | | | |-----------+-----------+-----------| | | | | | | | | | | First Aid | | | | Spray | | | | | | '-----------------------------------' .---------------------------------. | Samurai Edge (HG) | |=================================| | Firepower: 400 (Majini) | | 100 (Player) | | Capacity: 15 | | Reload Speed: 1.70 sec. | | Special: ---------------- | '---------------------------------' You'll see many people online pick STARS Wesker just as much as Battle Suit Jill, but STARS Wesker really has no advantage over other characters that carry a handgun. If you're going by the fact that his gun takes off more damage then remember that all player default handguns take off the same amount of damage per hit against enemy players. STARS Wesker will have to hit a character ten times to place that enemy player into dying status just like the rest of the characters. As usual, his hand grenades can be used on unsuspecting players or to spam another player with explosions for points just by tossing one toward the player. The only advantage that Wesker really has with his handgun is that he will take off more damage from normal Majini and bosses. The fact that he will take more damage off of a boss can indeed play a big roll in using him since you'll be able to defeat them and gain the weapon that they drop faster. =============================================================================== SURVIVORS/TEAM SURVIVORS WEAPONS [VS04] =============================================================================== ------------- Player Health ------------- A player starts each match with a total of 1,000 health. This is determined from a handgun shot, which takes 100 health per shot to any place other than the head (damage is multiplied times by 1.5 for the head). 10 handgun shots will send another player into dying status. --------------------------- Notes About Default Weapons --------------------------- All character's default weapons hit for the same amount of damage when shot at other players. Handguns take off 100 damage per hit on a player and machine guns take off 35 damage per hit on a player. The only time that a handgun takes off more is when a character uses a default weapon against a Majini. This will make it to where the weapon will take off full damage like in a game of The Mercenaries or Slayers. ---------------------- Notes About Explosions ---------------------- All explosions will damage and give points to the attacking player when another player is within the direct hit radius of the explosion. Explosions will also yield points if the enemy player's character shields themselves while outside the immediate radius of the explosion. All explosions will also take away 50 points from the affected player in each of these instances. So if Chris tosses a hand grenade at Jill and the hand grenade does not damage, but instead makes her throw up her arms to shield herself from the blast, then Chris will receive the full point amount (1,000 points) because Jill was in the explosion's outside radius. Jill will receive a decrease of 50 points to her score because she was caught in the outside blast radius and that registers as a hit. This can lead to some rather interesting cases where a player can literally spam another player with explosives not necessarily to hit the other player, but for a score amount. For instance, if a player tosses hand grenades at another player, the thrower will receive 1,000 points for each grenade if the other player is caught in the range of the explosive. The other player will lose 50 points per explosion. It doesn't have to hit. With explosive rounds, a player could knock another player down with the explosive round for 500 points then constantly fire explosive rounds at the grounded player while the player is down and keep receiving 500 points per explosive blast while the other player keeps losing 50 points per explosive blast. Flash Grenades can be spammed against enemy players as well. Even though they do not take off any damage, they will still give the attacker the point amount and decrease the other player's score by 50 points per hit. The following explosive ammo/weapons can be exploited as such: Hand Grenades Flash Grenades Explosive Rounds Acid Rounds Nitrogen Rounds Flash Rounds Flame Rounds Rocket Launchers Explosive Barrels ----------------------------- Notes about Hazardous Objects ----------------------------- When a transformer or oil canister is shot, the player that shot that hazardous object will receive a point increase if any player gets damaged by it. So if Chris shoots a transformer and Jill accidentally bumps against the electrified transformer later while it is still active then Chris will receive points because Jill got damaged by the transformer that Chris shot. ------- Weapons ------- The following is a list of all available weapons in Survivors and Team Survivors. All weapons that can be picked up can be swapped between partners in Team Survivors only. Extra Notes: * All damage amounts listed are based on enemy player damage, not normal enemies such as Majini. * All point totals are on a per hit basis. -- Knife Damage per hit: 150 Points per hit: 100 A knife is sort of a last resort type weapon, but it can be used just as effectively as any other default weapon from close range. While using this against new players, it can easily confuse/shock them. Run up to a character that is blasting your character with a handgun then run to the characters side or run behind the character while the player attempts to turn their aim and slash them a few times. The main flaw with using a knife is the animation for pulling the knife out and putting the knife back up. This animation can leave your character vulnerable while a player escapes or attempts to run. The animation for putting the knife back up is the absolute worst part of attempting to slash another player since it allows the player to escape and retaliate with an attack sometimes before your character can recover. The knife really isn't too bad of a weapon to use from close range when the other player is low in health and only has a handgun and its better than nothing when a character is completely out of ammo. Try to run at a player that is standing near a wall and trap them against that wall then slash them a few times. BSAA Jill and Battle Suit Jill's knives are easily the best knives out of all knife attacks since they can hit multiple times rather quickly. Jill performs a thrusting animation instead of a slash and each thrust damages for the same amount that a slash from another player would have and also each hit will give the player that same point amount. Obviously, you don't want to use this against a player with a high-powered weapon such as a shotgun. It is kind of amusing to run up and slash a player that is attempting to hit your character with a rocket launcher from close range though. The player with the rocket launcher can't exactly fire at your character from such a close range or the player with the rocket launcher will risk getting hit in the blast. You'll likely get a few surprise comments online while attempting to slash another character to death. "Player 1 keeps trying to slash me!" -- Handgun Damage per hit: 100 Points per hit: 100 Quite a few of the characters start with this weapon as their default weapon. All character handguns take off 100 damage regardless of the type. A handgun will take off its normal damage from a Majini enemy only. A handgun is best used from long or medium range. A player can literally stand at a distance and fire bullets at another character and deliver some plausible damage. A player doesn't want to use this weapon from close range that often since just about any other weapon in the various modes are more powerful than this gun. Don't ever get in a handgun fight with another player. With the low damage and the time that the players will spend in hoping that their handgun shots will win, both players could have easily spent that time finding a better weapon in an area. Other players that have found a rocket launcher are probably watching the battle through a scope while snickering at the battle they are bout to interrupt. It's accurate single shot from a distance can help to set off environmental hazards such as explosive barrels rather easily. As usual with a handgun, the reload animation is very short so there is less reason for inventory reloading while using this weapon. -- Machine Gun Damage per hit: 35 Points per hit: 50 A machine gun is more of a close range weapon. It's best used on an unsuspecting player or once a player has been stunned in place with an incendiary grenade. The lengthy reload animation for a gun requires that a player enters a gun fight with enough bullets to finish off another player, because you don't want to get stuck in a reload animation while attempting to pressure a player with constant gunfire. Don't ever use the normal reload animation with this weapon. Quickly pull up the inventory and combine the ammo with the gun when in need of a reload to pull off the reload instantly. A machine gun is basically useless from a distance and some are even useless at mid range because of the inaccuracy of the gun's rapid fire. Battle Suit Jill's VZ61 and Tribal Sheva's MP5 have some of the best accuracy from a distance. Guns such as STARS Chris SIG 556 and Clubbin' Shevas AK-74 are best used at close range because of the recoil. Keep in mind that all machine guns take off the same amount of damage regardless of the type. Machine guns will only take off their full amount while damaging a Majini enemy. Machine guns can be useful for an accurate single shot from any range if the fire button is tapped one time. If you happen to spot an environmental hazard such as an explosive barrel next to a player at a distance, aim toward it with the machine gun then perform a single tap of the trigger button when the laser pointer lines up with hit for an accurate single shot that will hit the object. -- Shotgun Damage per hit: 700 (range 0 - 1.5m) 300 (range 1.5 - 6m) 100 (range 6 - 9m) 70 (range 9m+) Points per hit: 1,000 (range 0 - 1.5m) 500 (range 1.5 - 6m) 200 (range 6 - 9m) 100 (range 9m+) As usual, the M3 shotgun is primarily as a close range weapon. This gun is what you want to have for a close range shootout. If a character with a handgun and a shotgun meet on the battlefield then the character with the handgun better run or toss some type of incendiary grenade then run. Speaking of an incendiary grenade, a player with a shotgun can set up a nice little deathtrap by stunning a character with an incendiary grenade then running up to that character and blasting the character from close range while the character staggers from the burning animation. The main flaws with the shotgun is its low rate of fire and inability to take maximum damage from a distance. From a great range, your character will take off more damage with a handgun. The shotgun really makes up for its low rate of fire with its intense damage and overall spread from up close however. Stopping to fire a shotgun at a running character is not the way to use a shotgun since, as already mentioned, it will take less damage from a distance. When a shotgun attacker is following a running character, it would be best to take out a handgun and shoot at that character while the player escapes. -- Rifle Damage per hit: 300 Points per hit: 500 The PSG-1 rifle is best used from a high ledge or on the other side of a long tunnel or corridor. Seek out a player that is unaware of your character's presence then suddenly spam that player with rifle fire from a distance. You'll have to aim and fire quick since the red laser point will give away your character's position whenever the scope target is aimed directly at a player. This weapon is extremely useful in stages where a player can see through multiple levels of floors such as the Experimental Facility and the Prison. A player can shoot at a character that is climbing the third floor staircase from the second floor at the Experimental Facility. That's just one of the many examples that a rifle player can take advantage of though. -- Magnum Damage per hit: 450 Points per hit: 1,500 Yeah, it's really powerful, but this gun has a major drawback in terms of its rate of fire. The recoil makes each shot as slow as a shotgun's rate of fire. It requires precise aiming also, which is rather noticeable when a gun has a slow rate of fire and a low capacity. A player can't afford to miss much with this gun. On the flip side, the gun will take some major damage from another player if precise aiming is used. It's really not that good to use this weapon from close range without tossing an incendiary grenade first. With some good aim, it can be an extremely good long range weapon. All a player has to work with is the tiny red dot laser while aiming from a distance, but the sheer amount of damage per hit while used from long range really pays off. It's really best to avoid taking this out for close range combat while another player is attacking your character. If a player sees that your character is attacking with this slow weapon, then that character could easily run circles around your character while your character fires in vain with this weapon's slow rate of fire. -- Hand Grenade Damage per hit: 500 Points per hit: 1,000 There's nothing more satisfying than tossing a hand grenade then hearing its "clang, clang, clang" followed by the sounds of a player getting hit while your score is boosted. Hand Grenades are best thrown from mid range at an unsuspecting player. These hand grenades can be tossed at a player that is attempting to hide in ambush in a lower area or behind a window or door. Surprise hiding players by tossing a hand grenade into the room with them. That'll teach'em to hide from your character. Hand grenades are also a good way to make players move. If an annoying player is up ahead, trying to shoot at your character with a handgun or magnum then toss a hand grenade at that player to make him move out of the way or risk getting hit. One unique little animation that can be slightly exploited with a hand grenade is how the characters near its blast radius will hold up their arms to shield themselves from the blast. An attacker can have a rifle or any other gun ready when the other player is stuck in this animation and quickly shoot the stunned player at least one time. On the flip side, the character that tosses the hand grenade might accidentally get caught in the same animation to which the other player can take advantage of. -- Incendiary Grenade Damage per hit: 200 Points per hit: 300 Of all the weapons that are available to all character types in either versus mode on any stage, the incendiary grenade is one of the best weapons to accompany any type of gun. When thrown at another player, this grenade will burst into flames on the ground and, if the other player is hit, that character will stagger in a lengthy burning animation and be left wide open to any kind of attack. This weapon can be used in combination with any gun type to trap then shoot the burning player. The best weapon to use in combination with this is the shotgun. Simply toss an incendiary grenade then run up to the player and blast that player with a shotgun. Incendiary grenades can be constantly tossed at a burning player for some very high damage, but they are best saved and used in combination with a gun. This way, your character can keep at least 4 incendiary grenades after a fight in order to trap other players instead of wasting all 5 on a burning player and be left with none. Incendiary grenades are best thrown at an unsuspecting player or a player that is attempting to run way from your character or toward your character. It's risky to use incendiary grenades on a close range player that is attacking your character, because your character might get caught in the flame explosion as well. Make sure that the character is at some sort of range other than close range before tossing this weapon at the other player. Run away from an attacker then perform a quick turn then toss an incendiary grenade if needed. Of course this depends on the attacker's currently equipped weapon obviously; you don't really want to run away from another player that is equipped with a rocket launcher since gaining distance from the player is what the rocket launcher player wants your character to do since that player can't very well fire from too close of a range and expect to live through it. Incendiary grenades can be a good introduction to an impending shootout that is about to take place in sort of a "Now keep that pose for one second, while I take out my shotgun and..." type of way. -- Flash Grenade Damage per hit: 0 Points per hit: 300 If a player suddenly starts to toss flash grenades at your character and appear to waste all five at one time, that player is most likely not attempting to blind your character and that player is not out of his/her mind either. That player is attempting to get the point total out of the five flash grenades since a flash grenade has little purpose otherwise. Flash grenades give a player points if another player gets caught in the area of the explosive. So say, a player is up ahead of your character, you could easily toss a flash grenade near that player and gain 300 points just because the player was in the range of burst of light. Flash grenades can be used to blind another player for a short while as well. Whenever a character shields his/her face from the explosive blast that is the your cue that the player is temporarily blinded. Flash grenades are best used for defense rather than offense or they can be used to confuse a player. The stun is so very minor that a player can't exactly stun another then run up and blast that character. A player that is blinded can get confused as to the current surroundings however since that player's vision will be momentarily blurred if the flash grenade hit was direct (right next to the player). If you don't intend on using flash grenades for defense purposes then find a high area and find a group that is engaged in a gun fight then suddenly spam them with flash grenade to build up your score. It's really hilarious that flash grenades are even worth any type of point total really since their use in gaining points looks rather odd. Aargggggh, point spam! -- Proximity Bomb Damage per hit: 700 Points per hit: 1,500 Proximity bombs require clever placement in order to be effective. A player can's simply place a proximity bomb along the main path in the Public Assembly and expect to hit another player with it. Most human players are vastly superior to Resident Evil Majini AI. Anyway, proximity bombs are best placed in some of the following areas: - Behind a door - At the top or bottom of a ladder - Right near the side of the wall along a sharp turn (corner) - At the other end of a zipline - On the other side of a window - On the floor in the center of a time bonus - Right next to an item box Proximity bombs are best placed where they are out of sight. A player can simply shoot the proximity bomb to remove it from blocking off a path or an explosion can set it off. Proximity bombs that have a flashing light that blinks from the center top portion have been armed by another player, so shoot or avoid them. In order for a proximity bomb to be effective, a player does not always have to stand by the area where it was placed. Simply leaving it in an area then going off to some area will give your character points if another player is hit. If player 3 is seen in an area where a proximity bomb has been placed by player 1 and suddenly player 1 hears an explosion and sees 1,500 points added to that player's score then you can rest assure that player 3 is raising his/her fist at another player (unknowingly player 1) as the character recovers. Don't place these explosives in front of a ladder that your player is about to climb down since your character will only pick the explosive back up. Place them while leaving an obstacle such as after climbing a ladder or after kicking open a door or a player could place them next to an obstacle that the player doesn't intend on using at the moment. Keep in mind that enemies can set off proximity bombs and ruin your little surprise for another player, so a player will want to try to place them in areas where enemies are less likely to enter. Proximity bombs are also useful for traps on the run. Basically, if a player is hunting down your character while your character runs, vault over a window or quickly drop from a narrow ledge then place a proximity bomb and continue running for cover. Don't stop! Continue to act as if your character is running to give that player the idea that your character is still fleeing from their almighty grace, then the pursuer might accidentally fall into your quick little trap. This is best used against players that insist on blindly chasing your character even when your character is at a big distance from them; basically the pursuer is watching your character on the mini-map and is still sore from that rotten egg kill from last time. -- Rocket Launcher Damage per hit: 30,000 Points per hit: 3,000 It's as if I hear the announcer from Metal Slug saying "Rawket Lawncher" every time that I pick up this weapon. The rocket launcher is a one hit death for any player that your character happens to find and shoot with its explosive blast. This weapon right here is one of the major reasons why your character should NEVER EVER stand still in an open area for long at all because that gives an invitation for other players to simply line up their scope sight and shoot at your character from a distance. The rocket launcher is best shot at an unsuspecting player or a player that is moving along a narrow path. A player should always avoid running throughout an area with a rocket launcher equipped. A rocket launcher should be used as a surprise to another player that is approaching your character from a distance. A character might suddenly see that your character is shooting at them with a handgun then laugh and run toward your character until your character pulls out a rocket launcher out of nowhere and begins to aim. A rocket launcher can be shot from long or mid range rather easily, but long range requires a bit of luck since the targeted character might unexpectedly move out of the way as the rocket heads toward them. It's risky to use this from close range since your character might get caught in the blast radius. Shooting this weapon towad the group up ahead as a player approaches from a distance can be a good setup for a hit however. The rocket launcher explosion's blast radius is just as dangerous as a direct hit. If you're character ever happens to come across two players that are fighting at close range in Slayers or Survivors or happen to find two partners in a Team Slayers match that stick together way too much then get at a distance and aim between them (or aim at one of them) then fire your rocket and your score might just rise considerably at that time as both players enter dying status and curse at your player while they struggle in their near death state. Damn you, player 1! -> TIP: Immediate Rocket Launcher Blast While Aiming With Another Weapon Command: Aim with a weapon such as handgun then immediately equip the rocket launcher through the quick select D-pad command assigned to the rocket launcher then fire immediately. Normally your character has to stand and lean over a bit then place the rocket launcher on the shoulder shortly before aiming, but with the method mentioned above the rocket launcher fire is instant. You're actually aiming with the first weapon then quickly equipping the rocket launcher and firing instantly at whatever target your character was aiming at. Here's a more detailed description on how to perform this technique: 1) Set up the rocket launcher to where it can be quickly equipped with a D-pad press (Up, Down, Left, Right) by placing it in the Up, Down, Left or Right slots in the inventory menu 2) Aim with a weapon such as a handgun. Whatever you aim at is going to hit with the rocket. 3) While still aiming with the handgun, press the D-pad direction that the rocket launcher is assigned to then immediately fire. This method is most useful for when another player is close to your character and you don't have time to go through the full aiming animation of the rocket launcher. Just aim with a handgun then immediately equip the rocket launcher then fire to avoid having the player get too close to where the rocket blast might hit your character. -- Acid Round Damage per hit: 200 Points per hit: 500 Acid rounds will cause a brief stun where the targeted player will flail their arms when shot. The stun isn't long enough to make real good use of using the stun to trap the player for any type of high-powered weapon blasts, so it's really best to shoot another acid round at a stunned player. An acid round produces an acid area affect that will stagger an enemy player much like a direct hit as well. There's really not too much to say about the acid rounds other than to shoot them continuously at a player once that player has been staggered from the first acid blast if they are the only ammo that you currently have. -- Electric Round Damage per hit: 150 Points per hit: 500 Electric rounds can be by far the most effective round for instantly stunning a player with little effort. The electrifying stun last for quite a while and an attacker doesn't really have to worry about getting caught in the blast radius unless the player is right next to your character. Electric rounds produce an electric shockwave that stretches up into the air and covers a good chunk of the area it is shot at. These rounds have a tendency to hit an enemy player if the player is anywhere near the area of the electric blast and if players get caught outside of the radius then the outside area effect will make them hold up their arms and basically hold them in place to allow your character to quickly aim again and fire. Electric rounds are highly effective when used with any high powered weapon. The stun is quite long and can keep players contained for quite some time while they're character is stuck in the shocking animation. These can be used much like incendiary grenade and the player doesn't have to be as accurate and has less of chance of being caught in the electricity from up close when compared to flame rounds or incendiary grenades. Unlike incendiary grenades and other stunning rounds, these electric blasts are not that damaging, so it's not wise to shoot them continuously after the first initial shock; you're basically wasting the in that case. They are most effective when used with another weapon after the stunning trap. These rounds are also good at halting an enemy player's retreat. If a player tries to run then aim toward that character and try shoot an electric blast directly in front of that player. Electric rounds be quite fun to experiment with and their true potential is not often realized. -- Explosive Round Damage per hit: 250 Points per hit: 500 An explosive round's blast radius will instantly knock down any player that gets caught in it's immediate explosion area. It's the most damaging out of the all the grenade launcher rounds, and it delivers some heavy damage, equal to that of a shotgun blast from close range at times. The only problem with explosive rounds is that a player must be more accurate with this type of ammo when compared to flame rounds or electric rounds. A direct hit to a player will knock that player down for sure but the area effect when shot near a player requires the player to be very close to the blast or else the player will hold up his/her arms. Explosive rounds are a good type of ammo to shoot from long range. If you happen to see a gun fight below while on top of a high walkway then shoot an explosive round in between the two combatants and this might hit both and damage them both highly. -- Flame Round Damage per hit: 200 Points per hit: 500 Flame rounds will hit with a burning effect that stuns a player in a burning animation much like an incendiary grenade. It sets up enemy players for high- powered weapon attacks just like an incendiary. Since these are shot from a gun however, the attacker will not be able to instantly respond as quickly as when an incendiary grenade is used because the gun will have to be lowered shortly before equipping another gun to make use of the flame trap. The flame rounds can't be shot as continuously during the burning animation either unlike a player can spam incendiary grenade during a flame stun. Don't always attempt to shoot the player directly with this ammo, try to shoot at the player's feet or shoot one in front of a player as that player runs toward your character and let the area effect of flames stun them in place. The area effect is the most useful aspect of a flame round when attempting to hit another player. -- Flash Round Damage per hit: 100 Points per hit: 500 Flash rounds are much like flash grenades except for the fact that they can take damage from another player and they give a player more points per hit. A player must be hit directly with the blast or the player must get caught in an extremely close portion of the light blast in order for a flash round to damage. These rounds can build up a player's score by simply aiming and shooting them at a players feet. Whether they stun the player or not does not matter when attempting to build up your score. Flash rounds don't have as big of an area effect as flash grenades however, so a player has to make sure that the blast hits very close to the enemy player in order to achieve some points. Flash grenades can simply be tossed directly toward a player with little aiming effort where as flash rounds require better aiming and also they can't be spammed as much for a score. Even though they can't be shot as much, these rounds have a much greater distance than a flash grenade. A player can find two other players engaged in a gun fight at a very long range then begin to shoot flash rounds toward them to building up the player's score. -- Nitrogen Round Damage per hit: 100 Points per hit: 500 - Optional Melee Attack (once frozen) Damage per hit: 300 Points per hit: 1,000 So, you can actually freeze another player? Why, yes. Yes, you can! The player will get encased in ice for a few seconds then you're character can shoot the frozen player or run up and get a head stun melee command that differs depending on the character type. The player will not instantly shatter after hitting the player's frozen body however. The frozen player will take damage based on the type of attack that the frozen character is hit with. In order to escape a freeze, a frozen player must continuously tap the run button (X/A) as displayed on the screen while frozen to escape the icy trap. In order to freeze a player, the player must be in the direct hit range of a nitrogen round. The shot has to land directly below the player or hit the player in any portion of that player's body. Using this weapon requires good aim to be effective. Sometimes constant fire in the hope to freeze a player will work, but either way, the attacker must get the player caught in the direct hit radius or the targeted player will simply hold up his/her arms to block the blast. Keep in mind that while in a team match, a player on your team will not be frozen by your own nitrogen round shots, so if you happen to see your teammate engaged in a gunfight, run up and freeze the other player without the need to worry about freezing your partner. Hitting a frozen player with a head stun melee attack via the button prompt command that appears while standing near that player will take off 300 damage, award the attacker 1,000 points and knock that player to the floor, to which your character can quickly prepare another attack as the player gets up. Any type of gunshot will instantly unthaw the character but it will take off however much damage that the gun blast will deliver, so your character could freeze a player then rush up and hit the player with a shotgun blast or better yet, take out a rocket launcher and completely finish the job, you evil person, you! A high-powered gunshot can be the most effective way to hit a player out of freeze but the melee attack is rather useful if your character doesn't have a high-powered weapon; your character receives 1,000 points for that melee attack! Besides the brief freeze, the awarded point total is a really good aspect of using nitrogen rounds. A player can freeze a character for 500 points then perform a melee or other highly damaging attack for whatever other point total the extra attack may be worth! -- Rotten Egg Damage per hit: 931 Points per hit: 2,980 Wow, would you look at that damage and score amount, all from being hit with a rotten egg! A player can equip a rotten egg then hit enemy players with one by tossing it at them. So long as the rotten egg makes contact with a character's body, it will highly damage that player and give the attacker a rather large point amount. The unique thing about using an egg is that there is no laser pointer to give away that your character is aiming at the player, so your character could easily hit an unsuspecting player from a distance without the enemy player being aware that your character is preparing to toss this "weapon". The rotten egg can be a very effective weapon during handgun battles. For players that insist upon shooting your character with a handgun, take out the rotten egg while the attacker stands in place then carefully toss the rotten egg at the shooting player. The rotten egg will almost always guarantee a kill if the player with the handgun has taken any damage whatsoever prior to or during the battle with your character, so during the first few handgun blast the player might fall into dying status as the rotten eggs hits that player or the attacking player will suddenly lose all health but about 10%. Players can also literally make a mockery out of their opponents by finishing players off with a rotten egg when their characters enter dying status. The rotten egg will actually kill a player and award the attacker with 2,980 points plus the usual 3,000 points for the player kill. It might be obvious, but don't eat a rotten egg with the "Eat" command while holding one or your character will lose 50% health. Don't ever try to pick up an item with a rotten egg equipped because your character can run the chance of eating it. It can be done very easily and afterwards you'll feel a slight bit irony from having it equipped to hit another player only to damage yourself with it. -- White/Brown/Gold Egg Damage per hit: 0 Points per hit: 300 Normal eggs that are not rotten cannot damage a player but a player that manages to hit an enemy player with an egg will gain 300 points per hit. Why in the world would you want to do this? Other than mocking the player with your slight point increase there is really no need to. Equip an egg then toss it like you would a hand grenade. Much like a grenade aiming is based on your own accuracy rather that a laser pointer. It's best to eat these type of eggs to regain health by equipping them and choosing the "Eat" action button command. White Egg = Low health recovery Brown Egg = Moderate health recovery Gold Egg = Full health recovery Keep in mind that the eating animation will leave your character vulnerable to attack much like any other healing item. -- Melee Attack Damage per hit: 300 Points per hit: 1,000 This melee attack refers to ANY melee. The most notable melee is the melee that is performed after freezing an enemy player with a nitrogen round. Approach the frozen enemy player for a melee command. The melee will differ depending on the currently controlled character but all melee attacks take the same amount of damage and knock the enemy player down to the ground. See the nitrogen round description for more info on that melee attack. A player can also be hit with other activated melees as well if a player stands in the path of the melee that is being performed. Here's a list of melee's that can hit a player for 300 damage and 1,000 points: Majini Head Stun Melee Majini Arm Stun Melee (front) Majini Arm Stun Melee (behind) Majini Leg Stun Melee (front) Majini Leg Stun Melee (back] [Wesker only] Majini Ground Melee [victim must be very close to the melee] Partner Assist Melee Attack [from Majini grab] Time Bonus Melee Attack (hitting a time bonus) It's not very likely that you're character is going to hit another player with any of the Majini melees or the time bonus melee but its still interesting to try for at times. -- Wesker's Dash Damage per hit: 50 Points per hit: 100 .---------------------------------------------------. | Command | PlayStation 3 | Xbox 360 | |===================================================| | DASH | R3 | RS | |---------------------------------------------------| | TURN WHILE | Right analog | Right thumbstick | | DASHING | in a direction | in a direction | | (CHANGE | + X* | + A* | | DIRECTION) | (during dash) | (during dash) | |---------------------------------------------------| | RISING KNEE | R1** | RT** | | | (during dash) | (during dash) | '---------------------------------------------------' * Can turn (change direction) up to the three times while dashing. A direction change must be done during the first few steps of each dash. * Use "Left analog/thumbstick in a direction + X (or A)" with control types A or C. ** [] (or X) with control types A or C. Use the above commands to perform Wesker's dash move. Wesker can slightly damage a player by simply making contact with a player when he dashes by a character. His Rising Knee that can be performed at the end of a dash can damage and knock down a player as well. It's very tricky to attack a player with this move. A player will have to take advantage of Wesker's ability to turn during a dash as well as his Rising Knee at the end of the dash. Wesker's recovery after the move will leave him vulnerable if an enemy player happens to be near him once he stops. Wesker's Dash move is best used for escaping or quickly getting from one area to another rather than attacking. As usual, this move drains a bit of Wesker's health per use. The individual turns during a dash will not drain his health any more once the dash has already been triggered, but health is drained each time a dash is started from a charge. If this move is used for a quick escape, keep in mind that Wesker has to perform a charging animation to begin the dash and he can be hit throughout the charging animation. -- Finishing Melee Damage per hit: 1,000 Points per hit: 1,500 A finishing melee can be performed on any enemy player that enters dying status. While damaging a player, watch for the player to suddenly stagger after being hit while the character has extremely low health then the character will limp while dying status. Approach the player to get a special melee command while standing near the player. Initiate the command to finish off the player for a kill. The finishing melee will differ depending on the character used. If you're playing normal Slayers and the player manages to resuscitate while the melee is being performed then the melee will knock the player back into dying status then the melee can be performed once again in an attempt to finish the player off. This will give the attacking player 1,500 points per hit on the resuscitating player, so if a player resuscitates once the finishing melee is started, it will knock that player back into dying status for 1,500 point then the attacking player can finish off the dying player with another attempt at a finishing melee for another 1,500 points and receive the extra 3,000 points for killing that player. Basically, if you wait for a player to resuscitate, you can get a total of 6,000 points for a kill. This move will damage any enemy player that is caught in the range of the melee attack. It can hit multiple players and take quite a bit of damage. This move can also be performed against the Gatling Gun Majini. If the melee manages to hit another player then it will take off the same amount of damage and give the same point total to the attacker. -- Explosive Barrel/Canister Damage per hit: 500 Points per hit: 2,000 Explosive barrels and canisters can be lying around some of the stages. These can shot with any weapon as an enemy player moves by one. The explosion has a rather big range and can hit multiple enemy players if more than one enemy player is grouped. The explosion takes off some good damage and it also gives a very hefty point amount. It's good to find an unsuspecting player that stands or runs by an explosive barrel or canister then quickly fire at the canister. Take chances sometimes and quickly fire at an explosive barrel or canister even when you think the player might be out of range. The explosion's blast radius can reach a lot further than you initially think at times. In some stages, a player can simply hide in areas and wait for an enemy player to move by an explosive barrel or canister. The Experimental Facility stage and Missile Area stage two of the best places to get an enemy player caught in an explosion. Be VERY careful when moving by an explosive barrel or canister. Sometimes is it best to shoot the explosive barrel or canister before moving by it just in case an enemy player is watching your character from another area. -- Oil Canister Damage per hit: 500 Points per hit: 1,000 Oil Canisters will not hit an enemy player as instantly as an explosive barrel or canister but their string of flames can catch a player just as easy. Public Assembly's oil canisters are some of the best oil canisters to catch an enemy player with. Wait for an enemy player to run by the oil canisters then quickly shoot the canisters with any weapon to quickly ignite the canisters and oil trails near them. A player can actually get trapped between the flames while standing in the middle of the oil streaks that trail out from the canisters while they are ignited. There is a slight bit of space in between each oil streak where the player will not get burned, but if that character attempts to move then the character will receive flame damage. When players are caught in the flames, their characters will flail their arms in the air like when hit with a flame round or incendiary grenade, so some hits can be gained at that time on the burning player. The player will be in the middle of several flame trails however, so a long or mid distance weapon must be used. -- Spike Trap Damage per hit: 30,000 Points per hit: 3,000 The spike trap is only found in the Village and the Experimental Facility stage. The spike traps in the Village are found along the entryways to the south portion of the north bridge and the area off to the west near the bridge. A player will need to kick buttons placed on the second floor of the east building and the area outside the second floor of the north building in order to set these off. The affected area is really too small to catch any players in Village spike traps. You'll likely only catch a player in one of these by chance. The one in the Experimental Facility is found on the first floor. Any player that enters the spike trap can be heavily damaged if another player is outside of the cage and happens to be standing next to the red button along the side near the corridor. Approach the button for a "Kick" command then quickly kick the button and the player inside the trap will receive intense damage from the surfacing spikes that will send that player into immediate dying status. It's very risky to enter the trap yourself and finish off the dying status player with a melee kill since players that do so will open their characters up to being hit by the trap as well. Quickly kick the button again to finish off the player that is in dying status. Items are placed inside of the cage in an attempt to lure players inside. Will you take the risk? As long as an enemy player is not in the immediate area, a player should not have anything to worry about while venturing inside. Explosive barrels hidden under the floors of the Experimental Facility are some of the far more serious traps to worry about. -- Transformer Damage per hit [electric shockwave]: 200 Points per hit [electric shockwave]: 500 Damage per hit [electric field]: 10 Points per hit [electric field]: 500 Transformers can only be found in the Public Assembly and in the Experimental Facility. These electrical metal boxes can be shot as a player runs by them to electrify that player and stun that player in place for a few seconds. The staggering animation is the same as being hit with an electric round from the grenade launcher. A player can quickly run up to the stunned character then shoot the character while the character is recovering from being electrified. Transformers have just as big of a hit radius as an explosive barrel or canister so always try to shoot one of these when an enemy player is seen moving by one. Transformers cannot be destroyed so the threat of getting caught by the electric shockwave of one will always be there, so it is best to try to take an alternate path when your character needs to move past the area that contains one of these. A transformer that has already been shot will stay electrified for a few seconds after the initial electric shockwave. This electric field around the transformer can still electrify a player that happens to make contact with the box. The electric field can be lengthened by shooting the electrified transformer, although doing so is really just a waste of ammo since the electric field will only hit from close range. The electric field will take less damage but it will still be worth the same point amount to the character that shot the transformer if an enemy player bumps it. =============================================================================== SURVIVORS/TEAM SURVIVORS STAGES [VS05] =============================================================================== This section describes each stage based on the Survivor mode of Versus. The stages are completely the same as The Mercenaries for Slayers, so check The Mercenary section for Stages to gain an advantage for Slayers. Slayers has the exact same enemy spawn points, time bonus, combo bonus, and item locations that were found in The Mercenaries. The Survivors stages still have the same time bonus locations, but the combo bonus chests now hold a surplus of random items. These items include first aid sprays, grenade launcher ammo, hand grenades, incendiary grenades, flash grenades, and proximity bombs. The item and weapon placement for each stage randomizes with each playthrough, but there are certain areas where an item MIGHT be per playthrough. Until I get the time to go through and label each item chest, please note that the chests marked "CB" on the maps below denote a chest that contains random items. Each stage is broken down with a few tips to help out players for sniping, taking advantage of hazardous objects and hiding. Some stages have a more favorable design for proximity bomb placement and those stages are labeled below with their own proximity bomb placement section. --------------- Public Assembly --------------- --> Time Bonus and Combo Bonus (Random Item) Locations http://img35.imageshack.us/img35/939/publicassemblymaptimean.jpg --> Blank Map (For the gamer that wants to make his/her own location listings) http://img198.imageshack.us/img198/942/publicassemblyblankedit.jpg --> Overview: - Sniping Positions Public Assembly is still the rather simple stage that many players should be all too familiar with right about now. There is no real safe spot in this entire stage. A player with a sniper can get up on the second floor or third floor level of the building in the south to survey a good majority of the area, but even then, that player will usually be left open to a player that stands on the hill to the west. A player can take cover behind a wall on the second floor, but there isn't much in the way of hiding on the floors. The hill in the west can be used to survey the ground floor below and it can be used to easily see a player that is in the high floors of the south building. The executioner platform can be used to survey the area, but it leaves the player wide open to any attack. The rooftop of the middle building can also be used to survey a good majority of the area, but like the executioner platform, it leaves the player wide open to attack. - Hazardous Objects A red explosive barrel can be found near the corner of the concrete wall in the southeast and another can be found near the gate in the north. The barrel in the north can make for an easy hit for any player that happens to move by it. You'll likely get the player caught in the blast radius for the point amount if nothing else while the player moves by it. The oil canisters in the middle of the Assembly serve as a sneaky way to easily hit a player that passes by the middle path. Both transformers (west and middle) are still in place as well. The transformer in the middle makes a very convenient trap for any player that is caught moving down the middle path. A player should shoot it down early and let it lie there to shoot for any player that happen to cross the middle path. The transformer will shock the player and hold that player in place so another can easily bombard the shocked player with any type of gunfire. - Shelter Really there is no safe place to get in Public Assembly. The concrete wall that separates the middle portion from the west portion provides some good cover for either side. A player can actually stand on the west side and toss hand grenades or flash grenades over the gate to possibly hit other players in the middle when they appear on the map or at least get them caught the blast radius of the explosion for the full point amount. The middle building can be used to take shelter in for while but a player will have to keep an eye on the door and back window. A hand grenade or grenade round can easily destroy the breakable walls of the building or the door and make the house nothing more than just a hole in the wall, open for all to see. The north and west buildings' bottom floors can be viewed the same way with their breakable walls. --------- The Mines --------- --> Time Bonus and Combo Bonus (Random Item) Locations http://img527.imageshack.us/img527/1014/theminesmaptimeandcombo.jpg --> Blank Map (For the gamer that wants to make his/her own location listings) http://img198.imageshack.us/img198/942/publicassemblyblankedit.jpg --> Overview - Sniping Positions The middle platform and the ledges make some good sniping positions. Even though a player can easily be seen along these high areas, the areas stretch around a good majority of the entire north portion of the mines, so a player can easily run along the north ledge and even take cover in the tunnel along the north side. The most obvious sniping positions are the two tall platforms that can be climbed to via a ladder on the east and west side of the north portion of the area. These high platforms can be both a blessing and a curse. A player can easily survey the area below from one of these positions but players below that know of these sniping area will look toward these areas for players. There is a very little cover to take on these platforms other than backing up to shield your player by using the floor of the platform itself and also any player that moves below the platform will have a good view of your character. The middle tunnel makes an all too convenient wide open trap for players to use their rifles, rocket launchers or grenade launchers to hit other players that move through it. Be very careful about moving along this tunnel since there is basically no cover to take. - Hazardous Objects Explosive barrels lie in the west tunnel near the middle of the map, below the wooden platform in the north and inside the north tunnel on the top floor of the high north ledge. Each of these can make a convenient quick hit against players that happen to stand in the vicinity of them while they attack. The red barrel in the west tunnel can be used to easily gain points on any player that happens to trap another player inside the tunnel. A player can back all the way up to the wooden crate in the very back to avoid damage but the player is still going to get caught in the outside blast radius of the explosive barrel which will be enough to give the player at the other end, the point amount for a barrel hit. - Shelter The only real shelter that a player can take in the mines is inside the north tunnel on the top floor of the north set of ledge. Shoot the explosive barrel before trying to hide out in this area however, just in case a player comes from one end and tries to chase your character into the barrel. There is also an alcove along the west portion of the north area, but this is really more of a deathtrap than an actual shelter; you're really better off circling the middle wooden platform rather than trying to move inside the alcove. ------- Village ------- --> Time Bonus and Combo Bonus (Random Item) Locations http://img527.imageshack.us/img527/676/villagemaptimeandcombob.jpg --> Blank Map (For the gamer that wants to make his/her own location listings) http://img441.imageshack.us/img441/7528/villagemapblank.jpg --> Overview - Sniping Positions The entire high area along the north portion makes for some good sniping positions. Players can get rather far away from the middle portion and survey a good majority of the area from the north end. The hill in the south is another good area to survey the middle portion. - Hazardous Objects The only hazards in this stage are the spike traps that a player can set off by kicking the button on the upper portion of the east building and the upper portion of the north area. These really can't catch a player all that well, so don't ever rely on these. - Shelter The west building's second floor provides some good cover for a player. A player will need to watch the windows and keep players from getting underneath the floor however. A player can easily enter the bottom floor from one of the side windows and toss hand grenades up toward the hiding player however. Many of the other portions of the area provide some slight shelter from the center lower portion such as the second floor of the north building (move toward the north wall) and northeast area. Moving behind or to the side of the west buildings can help out for any player trying to find cover in the lower area. - Proximity Bomb Placement Although this stage isn't entirely favorable to proximity bombs, the bottom area in the middle of the map is a good area to place bombs. Place proximity bombs on the other side of the windows in the west building. The west building can be completely rigged on the bottom floor, except for the doorway which is wide open. A player can also place a proximity bomb at the other end of the zipline. Place the bomb on the east end so that a player slides into the bomb. The few ladders in this area make some good placement areas (above or below the ladder) for proximity bombs as well. ------------- Ancient Ruins ------------- --> Time Bonus and Combo Bonus (Random Item) Locations http://img177.imageshack.us/img177/4320/ancientvillagemaptimean.jpg --> Blank Map (For the gamer that wants to make his/her own location listings) http://img177.imageshack.us/img177/791/ancientvillagemapblank.jpg --> Overview - Sniping Positions Basically, a player has to get on the high areas such as the second floor walkway on the east side and the middle area to the north in order to get to high ground. The middle area in the north will allow a player to see the full walkway below and scope out areas throughout the ruins. The northwest area has a rather nice sniping spot on the other end of the gap in the bridge. A character with a rifle can get on the other side of the this gap and shoot players that move down the walkway to the east. The high area up the stairs in the southwest can make another convenient spot, but you'll have limited view of the southwest area only for the most part unless a character passes by the doors outside. - Hazardous Objects There are no hazardous objects in this stage. - Shelter A character could go to the northwest or southwest to get out of sight for a while. The southwest area only has one way out, so a player can get trapped there. The northwest area has two routes leading from its high platform so a player can escape quickly from a pursuer by taking the alternate route if the player happens to be confronted in that area. - Proximity Bomb Placement This stage has many 90 degree turns that can be taken advantage of when placing proximity bombs. A player can place a proximity bomb right around a corner and possibly have another player run into the bomb on accident when turning. Be sure to place the bomb close to a wall so that the bomb cannot be seen while making the turn however. The few ladders on this map can be rigged with bombs as well. Place a proximity bombs above or below the ladders. As usual, enemies can set off the bombs and ruin your little trap however, so it is best to lead a pursuing enemy away from the bomb (backtrack a bit then start on a new path) rather than continuing on your way when one is placed. --------------------- Experimental Facility --------------------- --> Time Bonus and Combo Bonus (Random Item) Locations 1F-B1F http://img411.imageshack.us/img411/1909/experimentalfacility1fbu.jpg 3F-2F http://img411.imageshack.us/img411/8550/experimentalfacility3f2.jpg --> Blank Map (For the gamer that wants to make his/her own location listings) 1F-B1F http://img254.imageshack.us/img254/9716/experimentalfacility1fb.jpg 3F-2F http://img410.imageshack.us/img410/8550/experimentalfacility3f2.jpg --> Overview - Sniping Positions The Experimental Facility can be a sniper's playground. Walkways and stair floors can be seen through and most of the area is completely open, so a sniper has a good advantage in this stage. Simply find an area that a long a catwalk that doesn't have many surrounding walkways then survey the upper or lower floors. Standing still can be bad though. The Experimental Facility is not that big, so a player is likely to move up on your character rather quickly. - Hazardous Objects There is a set of oil canisters on the very bottom floor and the second floor. There is also a spike trap on the first floor that can be used to damage players that happen to walk inside of the cage. Kick the button along the side of the cage if a player ever enters the cage. Every now and then some players will break out into a gunfight while inside the cage, so your character could easily finish off both of them with one kick. There are always some items inside to lure players into the cage. Obviously, you'll want to try to stay out of the cage trap as much as possible. There are quite a few barrels below the many floors; check below the catwalks and find the red explosive barrels that hang below and above some of the floors. These red explosive barrels can be used to easily get hits on players as the player moves over the floor above where a red barrel is located. If a player is ahead of your character or racing toward your character, quickly survey the area for a red explosive barrel. If you happen to see one near the player then shoot the barrel and you'll likely hit their character with the explosion. There are quite a few areas where a player can stand and wait for another player to race by a red explosive barrel. From the top room, a player can see a red barrel that hangs on the ceiling above the second floor corridor, but keep in mind that there is a red explosive barrel below the side near the ladder of that top room. It's a real good idea to know the locations of all of these red explosive barrels so that your character can avoid them when a player is nearby. - Shelter The top room can be hidden inside so long as a player moves back toward the wall in the back of it (away from the ladder). There is only way in and out of the room via the ladder, so a player that stands below the ladder will have to move up the ladder to get to your character. Watch for the player to toss hand grenade if one is below the ladder however. The elevator shaft cannot be penetrated at all with gunfire. A player is completely safe while taking the elevator down or up to another floor. A player could literally stand inside the elevator and ride it up and down to remain safe. The elevator can be called to a floor if the elevator has stopped on the opposite floor above or below unlike in The Mercenaries. ------------ Missile Area ------------ --> Time Bonus and Combo Bonus (Random Item) Locations http://img394.imageshack.us/img394/4571/missileareatimeandcomboo.jpg --> Blank Map (For the gamer that wants to make his/her own location listings) http://img509.imageshack.us/img509/9372/missileareablank.jpg --> Overview - The Weapon Room The storage room on the second floor walkway in the east contains a random collection of grenades and other items. Many players will be fighting to get to this room first, so be ready for some player encounters while attempting to grab some of these weapons. There is a red barrel inside of the room, so if you're planning on going inside then be sure to shoot the red barrel first. If a player is inside of this room when the barrel explodes then the point amount is almost guaranteed to be given to the shooter, so if you ever happen to see a player in the room while the barrel is still there then shoot it to grab the point amount for a red barrel hit. - Sniping Positions The high walkways in the south and the middle portion of the map are your best bet for shooting from a distance. The middle walkway is good for surveying the conveyor belt that stretches from the south to the north, but be forewarned that it is very easy to see a player that stands along the high walkway, especially when the player stands in the middle of the walkway that overlooks the conveyor belt. A player that stand in the area kind of screams "Hit me with a rocket". The high walkway in the south is probably the best sniping position since it stretches rather far across the south portion of the area and it's easy to survey a good bit of the entire area from the walkway. The only way up to this walkway is by climbing the two ladders found on the west and east side, so constantly be on the lookout for other players that might try to climb the ladders and attack or run if needed. - Hazardous Objects This stage is full of red canisters and a few barrels that can really be taken advantage of. You have to be VERY careful when moving by areas with red barrels or canisters since there are so many of them scattered across the map. A player can easily nest on the south walkway and shoot red barrels and canisters from above as another player runs by them below. No rifle is needed. Simply aim with the handgun and shoot the red barrels below as a player moves past them. The explosive canisters along the conveyor belts are hard not to pass by when a character moves down a conveyor belt, so it's really best to try to avoid these areas altogether. Always remember that just because an explosion doesn't hit a character doesn't mean that you haven't earned the points for shooting it. So long as a character is close enough to shield the explosion with his or her arms then the full point amount (2,000) will be be given to the player that shoots that barrel! - Shelter The high walkway in the south is the best sheltered area that can be found in this stage. There are only two ladders that lead up to this walkway and there is a room in the back of it with two doors. Be sure to watch for grenades or other firepower if another player happens to break the windows to the room however. You don't really want to get trapped in this room while a player on the outside has a grenade launcher, since the enemy player can spam the room with grenade and make some fine points off of your character since the room is so small and its hard to leave in a hurry since your character will have to kick through a door on either side. --------- Ship Deck --------- --> Time Bonus and Combo Bonus (Random Item) Locations http://img504.imageshack.us/img504/8858/shipdecktimeandcombobon.jpg --> Blank Map (For the gamer that wants to make his/her own location listings) http://img158.imageshack.us/img158/7598/shipdeckblanko.jpg --> Overview - Sniping Positions The two high towers in the north and in the west can be a good place for sniping since they are so extremely high and allow a view of the entire area. The ziplines can be used to escape if necessary but be forewarned that players with proximity bombs might anticipate your escape (place a proximity bomb at the other end of the zipline for the north tower). Also, keep in mind that your character can get shot it while calling the tall ladders that lead to these towers. The west tower's zipline will lead to an east high platform which can be good for sniping as well, but the limited amount of floor space leaves your character as a standing target on this platform however. - Hazardous Objects A few red explosive barrels can be found spread throughout the areas. Some of them are in inconvenient areas where it is hard to hit another player while the player runs by them. A few of them are placed near ladders however, such as the one in the far north and the one along the west path leading to the north. - Shelter There is really no place to hide at all on this map. A player can climb one of the towers and stay at the very top for a breather but no matter where you go in this level, your character will always be exposed most of the time whether it be from overhead or below. - Proximity Bomb Placement This map is rather favorable for proximity bombs thanks to the vast amount of ladders. Place a proximity bomb at the top or bottom of a ladder and you might score a hit on an unsuspecting player. Place the bomb after climbing or after dropping from a ladder. A lot of times, pursuing enemies will set off your little explosive trap however, so if an enemy follows your character then try to shoot it and lead elsewhere away from the trap. Players can also place proximity bombs at the other end of the north zipline. Right when an enemy players land from sliding across zipline, that player will get hit by the proximity bomb if it is in the way. Since this zipline is so useful to a character in the north, a player is more likely to stumble into this proximity bomb trap when compared to the one in the Village. ------ Prison ------ --> Time Bonus and Combo Bonus (Random Item) Locations 1F-B1F http://img259.imageshack.us/img259/6917/prison1fb1ftimeandcombo.jpg 3F-2F http://img245.imageshack.us/img245/8942/prison3f2ftimeandcombob.jpg --> Blank Map (For the gamer that wants to make his/her own location listings) 1F-B1F http://img259.imageshack.us/img259/2807/prison1fb1fblank.jpg 3F-2F http://img242.imageshack.us/img242/8279/prison3f2fblank.jpg --> Overview - Sniping Positions The very top floor and the first floor in the middle area can all be seen through because of the grating along the floor, so a sniper could shoot other players from the floor below or above. A player can stand on the first floor and be able to shoot enemy players on the third floor and B1 floor, but other players can do the same from their location on the other floors. The long stretch of outside walkway in the north and the long corridor in the east on the first floor provide an excellent view of a long narrow path for any sniper as well. - Hazardous Objects There really aren't too many environmental hazards for this stage. There is a large red canister in the middle room on the first floor and a set of oil canisters in the long north room on the second floor. The interesting part about the oil canisters is that there is a breakable wall right beside them, so a player could toss a hand grenade at that wall from the room below the north room and actually set off the canisters with the explosion that breaks the wall. This could hit another player in the next room if timed well. It's a long shot, but still interesting to try for. - Shelter Any small room in this area can provide a temporary shelter for a player, but there is no real safe area here thanks to the number of doors and breakable walls. A player can actually limit hiding spaces by breaking the surrounding breakable walls to reveal the corridors and rooms behind them. - Proximity Bomb Placement The Prison is one of the best stages for placing proximity bombs in hidden locations. There are so many doors and windows that beg for a proximity bomb to be placed on the other side of them. Kick through a door or vault through a window then place a proximity bomb on the other side of the obstacle. There are a few ladders that can be rigged as well as the zipline; place a proximity bomb near the doorway on the rail track of the second floor since the player will land near the doorway when an enemy players uses the zipline. Survivors Tips =============================================================================== VERSUS MODE TIPS [VS06] =============================================================================== - TAKE ADVANTAGE OF A PLAYER'S RESUSCITATION In Survivors, after knocking a player into dying status, wait about one or two seconds before activating the melee kill then quickly activate it. If the player resuscitates then the finishing melee will knock that player back into dying status and give you an extra 1,500 points for that hit. Activate the melee kill again to finish off the player for another 1,500 points plus the usual 3,000 for killing the player. - KILL YOURSELF While no other player is around and when in critical condition, kill yourself and accept the -1000 points instead of having another player gain 3,000 points off your death while you still lose 1000 points. Toss a hand grenade and walk over it, allow an enemy to kill your character, or shoot a hazardous object while near it. While in dying status, your character can still get killed for credit however. Your character will respawn with full health and ammo but will still lose one of the weapons that the character had, if any were picked up. - STEAL KILLS When a player is about to finish another player, if the attacker rushed in for a melee finish, quickly shoot the dying status player to gain the points for a kill. Survivors/Team Survivors - ALLOW THE NORMAL ENEMIES TO KILL YOUR CHARACTER WHEN IN DYING STATUS When knocked into dying status, limp toward an enemy and hope that the enemy will attack to finish your character off. This will not give the attacker any credit for the kill. - ATTACK PLAYERS THAT ARE GRABBED If you happen to find a Majini that is grappling an enemy player, either knock the Majini off the player with a partner assist melee to damage both the Majini and the player. You could also simply run up and shoot both of them with a high powered weapon. The only flaw with using a partner assist melee is the recovery animation. Keep in mind that the enemy player will most likely be slightly confused as to your location after the knockoff thanks to the sudden change in camera angle. - WATCH FOR THE RED LASER A red laser that suddenly appears on your characters let you know that some other player is aiming directly at your character, so quickly run in a direction to dodge the incoming gunfire. On the flip side, whenever your character aims at another player, your character will have to be quick to shoot that character since that player will likely react to your red laser and run to avoid gunfire. All Modes - WATCH THE MINI-MAP Be sure to press the R2/RB button to pull up the mini-map (GPS) at the beginning of each round since enemy player locations and movement can be seen on the map. This is a key advantage of playing Survivors/Team Survivors. The mini-map should almost be watched more carefully than the on-screen action if a player is nearby. Players on different floors will have a slightly transparent color associated with their player number. - SURVERY THE AREA WHILE STARTING From the beginning of any mode, use the right thumbstick to quickly survey the area. The camera can only be moved up and down, but you might be able to spot an enemy player before the game even starts. You might be able to get a few shots on the player right from the beginning of the round or avoid shots that the other player might be planning. - INVINCIBILTY FRAME FROM ENEMY PLAYERS Picking up an item will leave your character temporarily invincible from any type of attack, even a player gunshot. Time an item pickup so that your character reaches down as a gunshot or explosive is about to hit your character to avoid the attack completely. [EE00] =============================================================================== _____ _ | ____|| |_ ___ | _| | __|/ __| | |___ | |_| (__ _ |_____| \__|\___|(_) E V E R Y T H I N G E L S E =============================================================================== ******************************************************************************* COPYRIGHT ******************************************************************************* This document Copyright 2009 Kevin Hall (Berserker) Resident Evil 5 Copyright 2009 Capcom Ltd. This document is for private and personal use only. Do not try to sell this document for profit. This is a free document and should remain free. Do not try to reproduce this document in any way, shape, or form. Do not alter this FAQ in any way. Use of this guide on any other web site, besides the sites that have contacted me, or as a part of any public display is strictly prohibited, and a violation of copyright. If you want to use this FAQ on your site, then contact me for permission first. This FAQ can only be found on a few sites as of now and I am keeping a list of those sites. Contact me if you want to use it. ******************************************************************************* SPECIAL THANKS ******************************************************************************* --> EXTRA SPECIAL THANKS! A good majority of the info you will find in this guide is based off my own playthroughs and some of it comes from friends that have helped me out through PSN and Xbox LIVE. Thanks to my RE5 demo guide and plenty of online games of the RE5 demo, I have received a bunch of support in bringing this guide to you, much more than I have ever received on any other writing piece that I have done before. You could basically call this guide a fan made guide with the thoughts of many hardcore RE fans rather than just a guide based on my own findings. I'd like to give an extra special thanks to the gamers that helped make RE5 the most enjoyable guide that I have ever worked on. Whether it was actual gameplay or just messaging support these people have been very supportive in one way or another. So a special thanks, I owe you one's and much appreciation to these pahrtnas': BossVirgo (Leon) the_silent_man226 Zane Wolfe Crimson Kunoichi (Eva) Pyrestrike (Brian) FiOth Sixth Finger (Luke) Cutthroat (Cole) Dreamer RD (Serge) Lith Formcaster Mullet Wesker Seitengrate (Greg) EsmeO Sephirosuy Sairento (Silent_Zone) xUmbrellaCo (Nora) GodofWar595 Big Kahoona 22 (Yunus) RED-RIGHT-HAND (Aaron) drake (Rob) Sheva Tribal (Steve) Evanescence AlphaZulu And all PSN and Xbox LIVE friends that added me to their friends list based on my RE5 demo guide. (Some of the usernames are misspelled/modified on purpose - to keep the person's gamertags private.) --> RE5 DEMO THANKS I'm not going to go into detail with many of these special thanks, since I could easily go into uber detail with a lot of the help I have received for Resident Evil 5. Many of the people listed below helped out a bunch for the RE5 Demo guide and since that guide was the starting point for this guide, well, they're going to be mentioned here as well. - SDMeatte - Adoboros - JillSandwich123 - Slivi0 - Nuss OutLaw - GoD --> RE5 GUIDE THANKS - Jun Takeuchi and his team at Capcom for the fantastic work they did on Resident Evil 5! - Capcom for Resident Evil 5 and the entire Resident Evil series! - my parents. - the_silent_man226 for helping me out with a bunch of testing and offering suggestions. He's my own personal labrat for RE5 and a very good friend! - Erik (EgHeadFool/Hapkido) for his info on the Ndesu and chapter 5-3 battle, the many good games on PSN and the extra tips for The Mercenaries mode. - Sephirosuy for his RE5 Mercenary maps! Recommend them on GameFAQs if you enjoy them and visit his site: http://sephirosuy.blogspot.com/ - ZaneWolfe for the trick about picking Midnight Wesker before unlocking him in Versus. - Radian_Planet for the extra info on STARS Chris' melee kills against Wetland Majini. - Hsyper and x58eno for their youtube videos. - Dreamer RD, Big Kahoona 22 and Seitengrate for their youtube videos and for the memorable games over Xbox LIVE. - xUmbrellaCo for helping me to figure out a new to obtain the Egg Hunt trophy/achievement and for the highly amusing games on Xbox LIVE. - MJW for his extra Professional Mode tips on knife slashing the final boss along with some other advice. - Sairento27/Silent_Zone7 for allowing me to link to his youtube videos. - Lev for the mention of the extra dialogue at the Civilian Checkpoint and for being a good friend to talk to online. It was in your best interest to assist me! - Devil_Killer_JCS for the extra Midnight Wesker melee kills. - Xanth93 for pointing out a TOC and BSAA medal #27 errors. - Sheva Tribal for walking past the Lickers in the hall in chapter 5-2. - Piggyback Official Resident Evil 5 Strategy Guide for hidden weapon stats and mercenary info that is unattainable otherwise. - Absolute Steve for being a good online friend and a swell gaming partner as well as having a great RE5 FAQ! - Axel7174, ChaosDemon, DomZ Ninja, Marcelo Redfield, omegamustard, Xfactor, bladeshock, ElectroSpecter and Darkblood999 (Amber) for their great FAQs. - http://network-science.de/ascii/ for the ASCII art - All the readers and random gamers that I have played Mercs, Versus or a stage with while online (that's a hell of a lot of people mind you) (some of the credited names in this guide are changed a bit to avoid giving out that person's gamertag) ******************************************************************************* VERSION HISTORY ******************************************************************************* Version 0.80 - (April 10, 2009) - Dear god, after a full month, is it finally done? No? Damn. It will be soon though. That I guarantee. For the moment, this FAQ is probably filled to the brim with errors, so I don't really want any emails about errors. I'll check over everything in due time. It just takes a while. :) Version 0.81 - (April 13, 2009) - Proofread up to chapter 4-1; several errors were corrected and I'm sure several still remain. Added quite a bit to the chapter 5-3 boss section including the function of Chris' Entreat command and many other moves and extras for both boss fights. Chris (BSAA) and Wesker (Midnight) sections were filled out under The Mercenaries. Version 0.81 - (April 14, 2009) - Proofread some of Chapter 4-1... meh, not enough to mention. Added Chris (Safari) and Sheva (Clubbin') sections under The Mercenaries sections. The rest should be done by this week's end. Version 0.81 - (April 15, 2009) - Proofread some more of Chapter 4-1. Added a Jill (BSAA) and Jill (Battle Suit) section under The Mercenaries section. Updated/Corrected Wesker's dash move with some very interesting finds. Version 0.81 - (April 16, 2009) - Added Sheva (BSAA) and Wesker (S.T.A.R.S.) to the Mercenaries section. Some tips for Mercs were added and I also started filling in character partner commands, character assist commands and character responses for each character as well. Sheva (Tribal) will be up tomorrow and I'll get to work on other sections. Version 0.82 - (April 17, 2009) - Sheva (Tribal) is now in the Mercs section, which brings an end to the Mercs character strategies (though I might go back and add some enemy strats for each character at a later date and, of course, I'll add info on new findings). I'm still deciding on the setup for Mercs stages at the moment, so for the next update I'll probably be working on the Weapons or Enemies section. Versus information will come in time. Character responses for each character were also added to the Mercs section, though I'm still lacking Jill's critical headshot responses at the moment, which will be added over the weekend. A trick for gaining the magnum in chapter 3-1 without setting off the trap is now included in that section as well. Also added a Ruby (Square) location for Chapter 3-2 near the entrance to the oil field refinery after passing the camp with the Tricell tents. Version 0.85 - (April 20, 2009) - Added a few notes about the Chainsaw Majini and his berserk mode in Chapter 3-2. A new Jewel Beetle location was added to Chapter 3-2 at the Oil Field - Refinery and two new Jewel Bangle locations were added for Chapter 3-2. The weapons section is now done for the most part and a good chunk of the enemies section is now done. The "About Me" section was updated a bit as well. I'd say about a good 70+KB was added to this guide over the weekend. Yeah, that feels about right. Version 0.85 - (April 21, 2009) - Proofread chapter 5-1. Enemies section has been basically finished. Still needs a bit of work though with a few details as does the weapons section. Version 0.86 - (April 22, 2009) - Added the Public Assembly stage to The Mercenaries section. Updated The Mercenaries section a bit as well. Added a quote to both the intro and the About Me section. The quote in the About Me section is actually a quote that I got while playing online with a fellow gamer in the RE5 demo. It still sticks in my mind. This FAQ is now labeled as complete on GameFAQs since I would most likely never label it as such at the rate that I'm going. I've still got the rest of the Mercs stages and Versus and possibly Professional to cover... and I will probably think of something else after that. Nothing is too complete for Resident Evil 5. Nothing. Version 0.87 - (April 23, 2009) - Added The Mines stage to The Mercenaries section. Maps for Public Assembly were edited slightly with details on items. Made a few corrections in the Basics section as well; I'm going to reformat and edit the Basics section eventually... too many demo remnants. Version 0.88 - (April 24, 2009) - The Infinite Rocket Launcher and many other unlockables are now listed under the "Unlockables - Main Game" sections under Lists. Added "Sway Backward" up under Wetland Majini exclusive actions in the Enemies section. The Village stage is now up in the list of Mercenary stages also. Version 0.89 - (April 27, 2009) - Ancient Ruins is now up in the Mercs section. Proofread Chapter 5-2 over the weekend and made some pretty big adjustments and additions based off a Veteran mode playthrough for that chapter. Experimental Facility and Missile Area should be arriving within the next few days along with the rest of the Mercs stages. Version 0.90 - (April 28, 2009) - Experimental Facility is up in the Mercs section. Missile Area will be up tomorrow and the rest of the stages will come later in the week. Prison might take a bit longer than the previous. Version 0.91 - (April 29, 2009) - Missile Area is now up in the Mercs section. I also completely redid the intro and moved some of the old intro to the special thanks section. Version 0.92 - (April 30, 2009) - Ship Deck is now up in the Mercs section. There are also ranking tables at the beginning of each chapter in the walkthrough section along with a chapter ranking list in the Lists section. Version 0.93 - (May 1, 2009) - Oh yeah! I didn't think I could do it all in one day, but Prison is now up and the Mercs section is now finished. Where shall we go next? Pro or Versus? I say Pro, myself... and myself agrees with me, so the majority wins and a Professional mode guide is coming next. Version 0.94 - (May 4, 2009) - Professional Mode Walkthrough has now been started. Check below the Mercs section. Chapter 5-3 was proofread and a few things were added here and there... most notably a mention of using flash rounds and flash grenades against one of the Chapter 5-3 bosses. Version 0.94 - (May 5, 2009) - Professional Mode Walkthrough is now up to Chapter 4-1. The Chapter 3-3 boss caused a slight delay. The little bastard... Version 0.95 - (May 6, 2009) - Professional Mode Walkthrough is now up to Chapter 5-1. Proofread all of Chapter 6-1 in the main walkthrough and added a Topaz (Oval) location to Chapter 6-1 as well as corrected a treasure mention for that chapter. I had all of the Topaz's labeled as Topaz (Marquise) when they are in fact Topaz (Oval) for Chapter 6-1. Also added the Topaz (Oval) to the treasure list in both treasure sections. Version 0.95 - (May 7, 2009) - Added a tip about how effective flame rounds are against Uroboros Mkono in Chapter 5-2. The Professional Mode walkthrough is now up to the boss fight in Chapter 5-3. Version 0.96 - (May 8, 2009) - The Professional Mode walkthrough is now up to the first boss fight in Chapter 6-3. Version 0.97 - (May 11, 2009) - The Professional Mode walkthrough is now complete. I SO want to just put at the top of this guide that it is fully complete, but a part of me still says that Versus has to be discussed, so until then... I'm also thinking up some other kind of section to add at this very moment... Damn. These voices... Version 0.97 - (May 12, 2009) - Started on the basics for Slayers for Versus mode. Survivors is coming soon. The Survivors portion will be much more detailed since Slayers is basically a four player Mercenaries. Version 0.97 - (May 13, 2009) - Survivors basics added under Versus mode. More Survivors info to come later. Version 0.97 - (May 14, 2009) - All Survivor weapons are now listed in full detail in the Versus section. Version 0.97 - (May 15, 2009) - Added a few extra (and very interesting) bits to the Survivors sections under weapons. It turns out that all handguns and machine guns take off the same damage in Survivors when used against enemy players among other nice finds. Thanks so much silent_man if you're reading this! Version 0.98 - (May 18, 2009) - A Characters section is now up in the Versus section. This includes a character description for both Slayers and Survivors. Since I started playing the Xbox 360 version more this weekend, the walkthrough received a bit of updating such as trophy/achievement details being mentioned here and there for easier methods that I found to gain each accomplishment. There is more to come on this in a following update. Maps for Public Assembly were updated also. One (very obvious) spawn point was added to the list of spawn points for Public Assembly. Version 0.99 - (May 20, 2009) - The Versus section is now complete for the most part. I'll go back and add a few things at a later date, but the overall framework for the way that I envisioned the section is now up. I've also started redoing and touching up the Basics section since the majority of it is basically from the RE5 demo FAQ, so it needs some more work to go along with the full game better. Really the guide is now complete in a way, but there are still a few things that I'd like to add before deeming it as such at the top of this guide. ** GUIDE IS FINISHED! ** Version Haymaker (Complete version) Kick = Extremely minor update Hook = Minor update Straight Punch = Moderate update Uppercut = Big update Back Hand = Major update First Knockout - [Back Hand] - (May 22, 2009) When I originally set out to write this guide, I said "It's going to be like a dropkick to the face, I assure you" but after first releasing the guide, I considered it to be more of a "shotgun stinger" to my readers. I've decided to name the complete version after my favorite tag team melee since the guide is now done. It's a Redfield Haymaker, baby! From the previous version, the Basics section received a number of fixes and changes in overall formatting. It was basically REmade in many areas. A few other sections were redone a bit as well, especially when listing tips. Speaking of which, a tips section was added to Versus. Everything that I have set out to do is now done. Expect more updates to come though. Even when declared finished, for Resident Evil 5, I will continue to make this guide the best I can. I'm going to go much more in-depth with The Mercenaries within the next few weeks. You can basically consider what is already there as "framework" for me to build upon for the time being. I'm going to make up a separate guide for The Mercenaries mode as well. Second Knockout - [Uppercut] - (May 26, 2009) The "Treasure By Chapter" section received a complete overhaul. The treasure boxes were removed and the entire section has a more simple appearance now. Emerald (Marquise) was added to the normal treasures section and I added in some treasure descriptions. Updated the walkthrough section for Chapter 6-1 regarding the cage drop and Topaz (Marquise) dropped from the two Base Majini on the crane. A few typos were corrected here and there. I added more about the AI partner in the General Basics section as well. More about how to equip your AI partner is listed now. I added a few more tips to the Mercs section based off my recent plays as well. More Mercs info is coming later in the week. It's time to get hardcore with the Mercs mode now that all other sections are basically done! Third Knockout - [Straight Punch] - (May 29, 2009) Added some co-op tips in the walkthrough here and there since I've been playing online co-op a bit more now on PSN. If you're on PSN or Xbox 360 and find some form of BerserkerKev in a username then that is most likely me. All Chris sections under the Mercs section have a bunch of additions. Ways to achieve melee kills, single player information and even a rather nice video that I found on youtube for BSAA Chris. If anyone could possibly find or make a video of the other Chris types exploiting melees kills for a high score then please tell me and I'll link to it. I'll accept multiple videos so do another BSAA Chris run. Fourth Knockout - [Uppercut] - (June 3, 2009) The remainder of the Mercs section has now been filled out with melee kills and other information for Sheva, Jill and Wesker types. Be sure to give it a look since the melee setups are composed of some very time consuming methods from yours truly. A few additions were made to the walkthrough here and there based off my co-op runs. I'll be working on a separate Mercs guide in the coming days. It will basically be the same as the Mercs section only it will have about 2100 less KB and a nice little flashy ASCII logo. I'm still not done with Mercs at all. There are too many new ideas emerging from online games! Fifth Knockout - [Hook] - (June 5, 2009) Many tips were added to the Mercenaries section and many of the stage portions now have extra info. A separate Mercenaries FAQ by yours truly is now available as well. It will be updated along with the information in this guide. Sixth Knockout - [Kick] - (June 7, 2009) Added some tips here and there to the guide, most notably the tip for skipping out on the battle in the conveyor belt room of the 1st Floor Missile Area in Chapter 5-2. Some of the Mercs info was changed a bit as well. Seventh Knockout - [Back Hand] - (June 10, 2009) Alright, I was only considering an S-rank guide before, but over the weekend and the last few days, I decided to go ahead and write it up. This addition basically brings the main game portion of Resident Evil 5 to a close for me. Enjoy and thanks a lot to the readers that recommended the guide on GameFAQs and thanks to the readers that have actually emailed me with feedback or other info. You guys and gals are the reason why I do stuff like this and with Resident Evil 5, it was my deepest pleasure to do so. The Mercs section was updated a bit. It will be updated quite a bit more within the coming days and weeks now that the S-rank guide is done. There was also a very cool little exploit regarding the locked door in Shanty Town that was added to the Pro mode and is included in the S-rank guide. It's even better than tossing a hand grenade from the second floor. The demo days are over fellow RE fans! Eighth Knockout - [Hook] - (June 12, 2009) The Mercenaries section was updated a bit after some online duo games. The maps for The Mines, Village, Experimental Facility and Missile Area now have some extra enemy spawn points listed. Experimental Facility now has Licker spawn points listed. Much more Duo content will come later, including better stage strategies. Ninth Knockout - [Hook] - (June 15, 2009) Public Assembly and the Experimental Facility now have a duo walkthrough in each of their sections. A few tips were added to the Mercs section as well. I'll categorize the tips in a later updates since they're getting quite numerous. Tenth Knockout - [Hook] - (June 19, 2009) Added some new methods (with videos) of approaching the chapter 5-3 second boss mainly for Professional and for the S-ranking section. There is also a mention of data corruption to your save file and a reminder to save your game added to the basics section and at the beginning of the walkthrough section. Item Duplication was added to the Basics section. There is also a mention of using Wesker's dash for melee kills on weak enemies and melee kills with his Rising Knee in the Mercenaries section. A few typos in the Mercs section were fixed as well. Eleventh Knockout - [Uppercut] - (June 22, 2009) Added an "Immediate Rocket Launcher Blast While Aiming With Another Weapon" technique to the Advanced Basics section. This was also added to the section for Safari Chris under the Mercenaries section and the Versus section. Big thanks to BossVirgo (Leon) for telling me about this little exploit. All names in the Mercenaries section were reversed, so instead of "Chris BSAA", I now have the more common "BSAA Chris" in its place... I'm sure that drove all of you up the wall, didn't it? The Mercs section for Ship Deck now has a Duo Walkthrough based on Dark Dreamer RD/Dreamer RD's and my stage approach when we play Mercs together. Some videos have been added for BSAA Chris, BSAA Jill and Battle Suit Jill. Twelfth Knockout - [Back Hand] - (June 26, 2008) Cleaned up the Public Assembly portion of the walkthrough a bit. Need to look at Shanty Town now. Both stages are demo remnants so those two chapter segments will always be tons more in depth than other stages. Added Cutscene button taps to the Professional mode section. The Egg Hunt trophy/achievement was updated a bit with a new way to obtain it. The Professional mode walkthrough was updated a bit and made into a separate guide. Slashing the final boss is possible and the method for doing so is listed now thanks to a reader. Updated the maps for Ancient Ruins and Experimental Facility. All Licker spawn points are now listed on the Experimental Facility maps and the Ancients Ruins maps now have a title like the rest. A new duo strategy for Experimental Facility was added. It will most likely give players a higher score, but it's very dangerous. There is also a new Duo strategy for the Prison. Also added a new melee kill method for the yellow outfit Gatling Gun Majini for STARS Chris. A new melee combination for Midnight Wesker was added and the importance of the handgun when dealing with Wetland Majini for BSAA Sheva and BSAA Jill was mentioned. Thirteenth Knockout - [Straight Punch] - (June 30, 2009) Updates the mention of using electrie rounds on the locked double doors in Shanty Town for the S-rank and Pro mode guides. A mention of how the jeep's health recharges before the Ndesu fight was added and a mention of how to zoom the camera in and out during the Ndesu fight was added to the normal mode walkthrough section. New Mercs duo strategies for The Mines and the Village were added. Updated some details of BSAA Chris' Uppecut melee kill a bit and added some more details about Majini with cocktails and dynamite to each of the Wesker Midnight and STARS Chris team mentions under both characters. Every Chris type now has a mention of his Stomp head crush on undamaged fallen Majini. Fourteenth Knockout - [Hook] - (July 3, 2009) Added a mention of the Fireworks trophy/achievement in Shanty Town and in the Mining Area in the main walkthrough. Added several videos for BSAA Chris and BSAA Jill and one video for Tribal Sheva and Midnight Wesker. Videos for each character will follow eventually. If you play well with a certain character and would like me to post up the url to your video then let me know. I'd prefer them to be solo for now. Fifteenth Knockout - [Uppercut] - (July 10, 2009) Added a section for S-rank Professional Videos by Sairento27/Silent_Zone7 in the Professional Mode guide. In the Mercs section, info about killing a chicken with Wesker's dash was added to his section. Leaderboards info for the PS3 version is now in the basics section. Leaderboard info for the Xbox 360 version will follow next week. Also added an extra question to the FAQ section. More videos by SeitengrateZero were added as well. There is one for BSAA Chris in Missile Area and one for Midnight Wesker in the Village. Sixteenth Knockout - [Uppercut] - (July 17, 2009) All character's partner assist melee attacks were renamed to match the actual in-game name displayed on the command in Survivors while performing a partner assist melee attack on an enemy player. Information about extra dialogue between Chris and Sheva at the Civilian Checkpoint was added to chapter 1-1. Added a mention of how Popokarimu can knock a player off the side of the mountain during the chapter 2-2 boss fight. Updated several sections of the Mercs guide. STARS Chris' and Tribal Sheva's sections were updated with a method to obtain melee kills on frozen Lickers. STARS Chris' section was also updated in a few other areas such as a mention of how it can be hard to obtain leg stuns or ground enemies with his SIG 556, especially on Base Majini. Electric round and flash round melee kill setups were also added to the STARS Chris section. A mention of spike traps was added to the Village stage section. The Mercs tips section was also categorized since the tips were beginning to get a bit too numerous for an uncategorized list. A separate beginning strategy was added to the Mines section for the Duo Walkthrough for Player 2. Several videos were added to various characters section under Mercs. Each character now has at least one video except for BSAA Sheva. Extra tips were added the Melee tips section. In the professional mode section, a mention of using eggs instead of herbs and first aid sprays was added to the tips section. The walkthrough section was cleaned up a bit as well based on some random reading of it while attempting to beat Veteran mode on the Xbox 360 version. Yeah, I still haven't finished everything for the main game on the Xbox 360 version yet. Too many Mercs games... ;D Seventeenth Knockout - [Hook] - (July 24, 2009) Added information about each weapon to the Professional guide. Leaderboards for Xbox LIVE are now up in the Mercs section. Added several extra tips as well. New videos are added to the each character section and there are also a few duo videos under some stage sections (Public Assembly, Ship Deck, Prison). Eighteenth Knockout - [Hook] - (July 31, 2009) Videos for Safari Chris in Public Assembly, STARS Chris in Public Assembly, BSAA Chris on Ship Deck and Midnight Wesker in Ancient Ruins were all added under the videos section for each character. Big thanks to xUmbrellaCo, Dreamer RD and Seitengrate for those! Also the leaderboards for the Xbox 360 and PS3 version were captured on video thanks to Seitengrate and the url for those can be found in the Leaderboards portion of the Mercs basics. Several new tips were added to the Mercs section as well. Nineteenth Knockout - [Straight Punch] - (August 7, 2009) A glitch that deals with a disappearing Majini was added to the Back Alley section of Chapter 1-1 (near the dog carcass) - been meaning to add this for a while. A tip about tossing hand grenades at the Giant Majini near the sky emblem was added, a tip about standing on the platform in chapter 4-2 while a partner solves the puzzle was added and a tip about shooting Licker through the small opening near the ceiling in chapter 5-1 was added. Videos for Midnight Wesker in Village (Dreamer RD), STARS Wesker in Public Assembly (BigKahoona22) and BSAA Chris in Prison (SeitengrateZero) were added to the Mercs section. New updated leaderboard info for both consoles from SeitengrateZero were added as well. Also added an easier method for defeating the Reaper in The Mines section thanks to bobo273 on youtube. Also added information about using STARS Wesker in Experimental Facility and information about the bad head stun hit detection for a Base Majini in Experimental Facility. Added notes about the bad Base Majini head stun hit detection in Ex Facility and also added information about a time glitch after hitting the first time bonus in Ex Facillity. A new incendiary grenade + dash melee kill was added to the STARS Wesker secton - keep forgetting to add this. Information about knife slashing a weak Majini's legs with BSAA Chris and STARS Wesker was added to their melee kill sections. A few new tips were added here and there as well. Added a url link to Frinkie's Fresh Professional mode guide in the Pro mode walkthrough section. Be sure to take a look at it on GameFAQs! Extra Update - (August 10, 2009) Added a new description for the first Ruby (Pear) located in Chapter 2-2 and Big Kahoona 22 recorded a video of its location for me. Big thanks to him! Hopefully readers will be able to find this elusive treasure now! Added a new video for STARS Wesker video by Big Kahoona 22 and a new duo video for Experimental Facility to the Mercs section. Twentieth Knockout - [Kick] - (August 14, 2009) All Mercs updates! Added Midnight Wesker videos for Prison by Dreamer RD and ROGERROCKMORE and added a Tribal Sheva video for Public Assembly by Matreezaz. Added some extra tips to the tips section. Made some changes to the STARS Wesker section regarding the discarding of his weapons. Added a Big Man Majini melee kill combination for STARS Wesker. Xbox 360 Leaderboard update videos are now linked to in the Leaderboards section for 8/13/09 thanks to SeitengrateZero. Twenty-first Knockout - [Hook] - (August 21, 2009) Added a mention of a glitch where a person can walk through the background in the Train Station portion of chapter 2-2 - check that section. There is also a video that shows off the glitch in its listing. Added a link to a video that showcases all of the BSAA emblem locations and I went through and set up the list to match the video by listing the exact minute in the video in which each BSAA emblem can be found. Big thanks to Big Kahoona 22 for doing this video for me! Also added a tip for avoiding the Licker fight in the hallway of Chapter 5-2. Added Mercs PS3 leaderboard videos for 8/14/09 thanks to ROGERROCKMORE. Added new duo videos for Missile Area and Ship Deck. A duo strategy is now up in the Missile Area section. I only have the duo version of Ancient Ruins to go then I might go back and redo a few duo and solo walkthroughs. New tips were also added to the Mercs tips section. Twenty-second Knockout - [Kick] - (August 28, 2009) Added Mercs PS3 leaderboard videos for 8/24/09 thanks to ROGERROCKMORE. Several more tips were added to the Mercs tips section. A new red chainsaw Majini melee kill is listed for Midnight Wesker. More melee kills were added to each Chris section for the Gatling Gun Majini. The Missile Area duo strategy was changed a bit. Twenty-third Knockout - [Kick] (September 11, 2009) Yeah, I was lazy and didn't update last week. I know, I know. A video that shows the Diamond (Pear) location in chapter 2-1 is now in the walkthrough. Added new Mercs leaderboard video links for PS3 and Xbox 360. Also added links to the rest of Seitengrates SS-rank BSAA Sheva runs. There is also a new STARS Chris solo play video by Big Kahoona 22 in the STARS Chris section. Be sure to check that out! A new Ship Deck solo video by Dreamer RD is linked to in the Midnight Wesker section. New Missile Area and Village videos by Big Kahoona 22 are now in the Missile Area and Village sections as well. Twenty-fourth Knockout - [Kick] (September 24, 2009) Added a few Safari Chris solo videos from youku.com and a Mines and Village solo Midnight Wesker run by Big Kahoona 22. A few extra tips were added for Mercs. UPDATE - (October 9, 2009) - Added new leaderboards videos by ROGERROCKMORE and Big Kahoona 22. Edited the walkthrough for a wrong direction. This update is extremely minor. ;) Twenty-fifth Knockout - [Kick] (November 9, 2009) Added several Mercs videos for each stage and also added some more updated leaderboard videos. The old text leaderboard info was removed. Twenty-sixth Knockout - [Back Hand] (March 29, 2010) Wow. It's been quite a while since I last updated this guide! Added a mention of the captain's chair extra in the control room of chapter 6- 3. A guide for Lost in Nightmares and Desperate Escape is now included in this guide. A full guide for Mercenaries Reunion is coming soon along with a possible revision of my original Mercenaries guide. A bunch of this guide needs redoing: The intro needs to be made less corny, the Mercs section needs some major updating and there are several other extras that I'd like to add now that I can take pics and record videos. All of this will come in time. ******************************************************************************* CONTACT INFO [CI00] ******************************************************************************* I can be reached at my email address, which is berserker_kev(at)yahoo.com, so please contact me if you have any questions, comments, etc. Replace the (at) with @. I don't mind receiving emails at all. Don't add me to your Yahoo Messenger though; I use Yahoo Messenger only for close friends. I do have a few guidelines however: 1) Give me a subject in the email, preferably one including the name of the game. An actual subject looks damn sexy in my inbox compared to an unattractive blank subject line. 2) Read the guide over and make sure that your question is not already answered. 3) Please speak in English and attempt to use some correct grammar. This is in no way meant to offend those that cannot speak English well. I have spoken with some readers that claim they cannot speak English when, in fact, they speak better English then some Americans. So basically if you "try" to talk to me then that is good enough. :) And last, but not least, if you found this walkthrough helpful, an email would be most appreciated or you could sign the guestbook on my blog or add me to your "Watched User List" on IGN (give me a WUL). http://club.ign.com/b/about?username=berserker_kev&which=boards It is very true that I write these guides as a hobby, but just that little email that lets me know that I have helped someone always makes me feel special for about five minutes. Don't worry, I won't tell anyone on the gaming boards that you used a guide. ;) ******************************************************************************* ABOUT ME [AM00] ******************************************************************************* "BRAVE BERSERKER, FAST BERSERKER, EFFECTIVE BERSERKER, GOOD BERSERKER." - a gamer over PSN after playing an RE5 demo session. My name is Kevin Hall. I'm 29 years old and live in the US, in a small town in Mississippi. Ever since I was really young, I have been a huge fan of video games since I was first introduced to them via the Atari 2600 and NES 8-bit. My favorite gaming series is the Resident Evil series followed closely by the Castlevania series. I'm a complete horror gaming junkie - survival horrors are my main cup of tea. Capcom is my favorite video game company. They hardly ever let me down when it comes to games with plenty of replay value. I enjoy being creative and hopefully that shows in my guides, specifically this one, since I have been working hard on it ever since March 13, 2009. Whenever I sit down to write a guide, I truly get "in the zone" and my perfectionist nature takes over. My constant goal is to impress myself with my own work and that is one very hard task to accomplish since, well... I am never satisfied. I believe in making a guide as thorough as possible. You're going to get your left click's worth when opening a Berserker guide. We're going to freaking tear though that game and rip that sucker apart. Whenever I sit down to write a guide, I constantly think to myself "Now, is that what I would want if I was reading this guide; if I was looking for that item, would this description help me"? I take reader comments and overall responses to other guides that I view on the web very seriously when writing my own and shape mine differently with those comments in mind. The reader knows best after all... well, most of the time. There are some that I'd like to Haymaker back to where they came from, but the majority of them shape the way I write. Overall, I write to help fellow gamers and if they can find help in my work, whether I know it or not, then that right there makes it all worthwhile! My known aliases are Berserker, berserker_kev, and Berserker93, though "Berserker" or "Kev" is preferred. If you ever surf the IGN Resident Evil boards or the Arctic Nightfall boards then look for me! I'm mainly only dedicated to my blog now however, but I still move between those two boards every now and then. Here are a few other bits of information about me: --> IGN FAQ Writer of the Month interviews: July 2005 - http://faqs.ign.com/articles/637/637797p1.html December 2008 - http://faqs.ign.com/articles/941/941068p1.html --> Berserker: Tear Through the Game (My Gaming Blog) My own site with game reviews, discussions of my guides (some), and random thoughts about video games. Feel free to post up some comments on the blog. I don't bite... well not that much... and not too viciously... http://berserkersblog.blogspot.com --> My other work can be found at both IGN and GameFAQs. IGN - http://club.ign.com/b/contrib?username=berserker_kev&which=faqs GameFAQs - http://www.gamefaqs.com/features/recognition/21400.html?type=1 ******************************************************************************* DONATIONS [DO00] ******************************************************************************* Paypal Address: berserker_kev@yahoo.com I'm not going to bore you with a huge sermon or provide tons of reasons why you should donate, but I would like to mention that I do take donations now. If you go to my site at http://berserkersblog.blogspot.com there is a Paypal donation link on the right column if you look down the page that you can use as well. All donations will be used to help make my future guides better as I am able to afford better equipment. A donation will never go toward personal gain items such as a new game or any other personal commodity for myself. Here's more of an explanation: http://berserkersblog.blogspot.com/2008/12/donations.html Be sure to email me if you donate, so I can thank you personally! Big thanks to the readers that have donated so far. You know who you are and you're some very generous people. If you don't have a Paypal account, then check out my items on Half.com and see if you can find anything that might interest you: http://shops.half.ebay.com/cadman-half_W0QQsellerZcadmanQ2dhalf I post up items on Half.com regularly and am constantly rolling back prices. My father and I share an account on eBay, hence the username. ******************************************************************************* CHEAT HAPPENS FEATURED GUIDES [CH00] ******************************************************************************* This is a list of HTML guides with pics that I have done for Cheat Happens. If you like my work in my FAQs found around the various gaming sites then you will find that these guides are similar. --> Dead Space A guide that will keep you whole as you slice your enemies to pieces! http://www.cheathappens.com/features/dead_space/ds_index.asp --> God of War: Chains of Olympus Before Kratos waged war on the gods, he was forced to serve them. www.cheathappens.com/features/god_of_war_chains_of_olympus/gowcoo_index.asp --> Lost Planet A frozen wasteland. An alien menace. An extreme soldier. The battlefield is set! http://www.cheathappens.com/features/lost_planet/lp_index.asp --> God Hand Have Fist Will Travel! http://www.cheathappens.com/features/god_hand/gh_index.asp --> Dead Rising Freelance photojournalist Frank West + a mall full of zombies + tons of stores where anything and everything is a weapon = the scoop of a lifetime! http://www.cheathappens.com/features/dead_rising/dr_index.asp --> Tomb Raider: Legend Lady Croft's next big adventure crosses multiple platforms and delivers on all! http://www.cheathappens.com/features/tomb_raider_legend/trl_index.asp --> Prince of Persia: The Two Thrones "Come, and I will tell you a tale like none you have ever heard..." http://www.cheathappens.com/features/two_thrones/poptt_index.asp ******************************************************************************* RESIDENT EVIL 5 WALLPAPERS [WA00] ******************************************************************************* The following url has a list of several Resident Evil 5 wallpapers that I have collected from around the net at the blog page below: http://berserkersblog.blogspot.com/2007/03/resident-evil-5-wallpapers.html Some are official wallpapers. Any fan made wallpapers are credited to the particular maker. ------------------------------------------------------------------------------- =============================================================================== .'` .'.' .'.' .'.' .,'.' .'`\` .' ( .' '. | | | | | ' ', ,' '. `.,_,`., `. `, ', . \ ) ,) / ,' .' .' ,.` ,' '. ,' .' , `., ` =============================================================================== ------------------------------------------------------------------------------- - - - More and more I find myself wondering if Resident Evil 5 was all worth writing for. - - - For the fantastic experience I've had in writing for the game and the fellow hardcore Resident Evil hardcore fans I have met... - - - Yeah, it was worth it. Completely worth it! - - - P R O J E C T R E S I D E N T E V I L 5 F A Q / W A L K T H R O U G H B Y B E S E R K E R C O M P L E T E ! - - - /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ ., ,. \ '. - - http://berserkersblog.blogspot.com - - .' / '. '. - - http://www.youtube.com/user/BerserkerSTARS - - .' .' '. '. ___ __ __ __ __ __ __ __ .' .' '.| / __\ /__\/__\/ _\ /__\/__\ /\ /\ /__\/__\ |.' .., /__\// /_\ / \//\ \ /_\ / \// / //_//_\ / \// ,.. ( \ '. / \/ \//__/ _ \_\ \//__/ _ \/ __ \//__/ _ \ .' / ) '. \ '.. \_____/\__/\/ \_/\__/\__/\/ \_/\/ \/\__/\/ \_/ ..' / .' '. \/\ '. .' /\/ .' '. \/\/' '\/\/ .' '.....' T E A R T H R O U G H T H E G A M E! '.....' /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/