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FAQ/Walkthrough by ChaosDemon

Version: 1.50 | Updated: 05/07/09

  +o-------------------------------o+                                 ;;###!!##
  |     -+=Resident Evil 5=+-       |                              ;;;##!!!###;
  |    -+=Survival Handbook=+-      |                            ;;###!###;;
  |                                 |                         ;;;##!!##;;
  | Time to ready your right hook,  |                     ;;;;##!!!#;;
  | uppercut, grab a soda (or a     |                  ;;####!!####;
  | few), and enjoy the ride.       |              ;;;;###!!!####;
  |                                 |           ;;;####!!!####;;
  +o-------------------------------o+        ;;;####!!!####;;
 `__   _    _     __    _       `___##!####!!!!!#####;;;;  ` _  _   _   _
 |  )`| ' `( '`| | `\` | ' |\` |  | ###;;;####!!!!!!#####;; |`' \ ` / | |`
`|--  |- ` `\  | |`  ) |-` | \`| `| ;;     ;;##!!!!!!!!!##;;|-  `\ /` | |`
`| `\`|_' '_ )`|`|_ /` |_' |` \|  |`       ;;###!!!!!!!!##;;|_'  `V`  |`|_|`
                                  ;;      ;;###!!!!!!###;;     `     `
  S u r v i v a l  G u i d e    ;;###;;  ;;##!!!!!!###;P l a y s t a t i o n  3
     B y  C h a o s D e m o n  ;;##!##;;;###!!!!!###;;; G a m e F A Q s
         G a m e  T i t l e    ;;##!!!!!!!##;;    Resident Evil 5
         P l a t f o r m       ;;##!!!!!!###;;    Playstation 3
         G u i d e  T y p e      ;;##!!!!#;;      FAQ/Walkthrough
         A u t h o r             ;;##!!###;;      ChaosDemon
         C o n t a c t          ;;###!!#;;        chaosdemonN[at]gmail[dot]com
         V e r s i o n          ;;####;;          1.50
         L a s t  U p d a t e   ;;;;;;            May 7, 2009

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


1. The Boss' name in this chapter is a MAJOR plot spoiler. If you have not made
it to this point in the game do NOT read ahead to it. I have also changed the
shortcut code pattern so you cannot stumble on to it by accident.

*: New or updated section.

+--------+   ______)
| ____/  |  (,  /
| ||     |     /
| ||_    |    /  n  t  r  o  d  u  c  t  i  o  n
| |/\\   |+--/----------------------------------------------------------------+
|    ))  | (______ -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [IN00]|
|   //   |+-------------------------------------------------------------------+
|  \|    |Welcome to my Resident Evil 5 FAQ/Walkthrough, everyone. If you have
+--------+seen one of my FAQs before, then you will know exactly what you are
getting into. You are going to find a complete walkthrough here, of course, and
most importantly, this is going to be 100% Spoiler Free. Because of the element
of shock in the Resident Evil games, I feel it would be unwise to ruin these
pleasant surprises for you. So if I come across an enemy/surprise, I will not
point it out in the walkthrough. This is the only case where an enemy will be
intentionally left out so any enemy that was intended to scare you will
hopefully still do so!

I also want to quickly point out this FAQ's general philosophy, and that is
"detail where necessary." The walkthrough will be focused on getting you
through the game, and not finding every single item possible. I have left
enough for you to explore so your playing experience doesn't turn into one of
robotic read and follow. Conversely, I will still stress the utmost of detail
where it is required, such as the couple of the complex puzzles in the game.

The year 2008 was a pretty big FAQing year for me, and I am starting off 2009
similarly with Resident Evil 5. I wouldn't bet on having another year like last
year, but I'm here now, so let's hope this is going to be a good one!

    -- ChaosDemon

+--------+  __     __)
| ____/  | (, )   /
| ||     |    |  /
| ||_    |    | / e  r  s  i  o  n   H i s t o r y
| |/\\   |+---|/--------------------------------------------------------------+
|    ))  |    '    -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [VH00]|
|   //   |+-------------------------------------------------------------------+
|  \|    | [ Version 0.20, March 5, 2009 ] - Added the walkthrough for Chapter
+--------+ 1-1. Also added some Game Basics and some Weapons. Big thanks to my
buddy Jeremy for picking this game up for me on his last day of vacation. I
also want to inform you that updates will be coming pretty slowly because I
have a few school projects that are due in the coming days. I'm thinking this
file will be done around the North American release of the game, or most likely
a few days after, which works out well because that's when the majority of the
readers will be getting their games, I think.

[ Version 0.21, March 13, 2009 ] - Well, here's an update. No walkthrough
progress to report, or much of anything. I figured that since I wasn't going to
get the walkthrough finished in the limited time that I have, I might as well
do something useful and add all the 50 treasure locations. So that's the only
content to report.

Sorry for the lack of updates, everyone -- I literally got done all my school
work at about 10 or 11pm on March 12. That's out of the way now, and I'm
finally ready to focus on this FAQ (and not a moment too soon I might add).

[ Version 0.56, March 16, 2009 ] - I spent most of this weekend plowing through
as much of the walkthrough as I could. It's currently up to and including parts
of Chapter 4-1. I'm starting to wonder whether I'm too old for this FAQ
nonsense now, man, sitting here and slaving away on a basic text program isn't
as glamorous as it seems.

[ Version 0.57, March 17, 2009 ] - Finished the walkthrough to Chapter 5-1.
There's really nothing else to report.

[ Version 1.00, March 18, 2009 ] - The main walkthrough is finished (finally).
This will finally allow me to work on some of the other stuff, and take a bit
of a breather. Also note that I updated my instructions for the elusive Diamond
(Marquis) in Chapter 6-3, as well as the Topaz (Oval) in Chapter 6-1 in the
Treasure Locations. Check them out!

[ Version 1.01, March 20, 2009 ] - Refined the Treasure Locations section.
Everything should be as detailed as can be, and you should have no problem
finding anything. Also added a bit about Infinite Ammo, and the New Game+. More
to come!

[ Version 1.10, March 23, 2009 ] - Added lots of new info. BSAA Emblem
Locations are up with images where required, touched up on treasures, and
started adding many strategies to the Trophy section. Also added some stuff on
Infinite Ammo. Check them out.

[ Version 1.15, March 27, 2009 ] - Started the Mercenaries section. Added some
maps and some general strategy for now. Unfortunately, I'm going to be pretty
busy with some school work again, so we are going to slow down a bit with the
updates. They will still come though.

[ Version 1.16, March 30, 2009 ] - Finished off the Mercenaries maps (more
content to come) and added a bunch of info on the game's Rank system.

[ Version 1.18, April 1, 2009 ] - Added all of the Time Bonus/combo/and Chicken
locations, except to Ship Deck and Prison. I'm not going to bother with Ship
Deck, because it will probably end up being more confusing than useful. I still
might add the info to Prison, but I didn't do it this time because I thought
the map was pretty straight forward already. I also laid the groundwork for
Weapons section, which is on the way. Stay tuned!

[ Version 1.20, April 3, 2009 ] - I started the enemies section and got a good
bulk of it done. More to come. I honestly think I might be one or two big
updates away from completing this thing. I'll just need to find a couple of
days where I can sit down and work on it for several hours in a row. Until,
then folks.

[ Version 1.30, April 7, 2009 ] - I just about added all of the sections now.
Only small updates remain, so it's safe to say this one is just about finished.
I added the "finishing combo" to the first battle against Wesker, so check that
out. I also started the Farming section, which I plan to add more to. I also
needed to hammer out the rest of the Figurine table.

[ Version 1.40, April 20, 2009 ] - What is this, an update? Why yes, you would
be right! Exams are officially finished, so I'm going to dedicate some time to
finishing this baby off. For this version, I finished off the Figurines (which
was about as fun as getting a poke in the eye), as well as started on the
Professional walkthrough (very fun). Check them out, and more is to come!

[ Version 1.45, April 27, 2009 ] - Completed Professional Walkthrough up to
Chapter 5-2. Man, 5-2 was pretty tough, so I hope you'll find that section

[ Version 1.45, April 28, 2009 ] - Went through and took care of a whole whack
of corrections. Remember to keep sending them as you spot them!

[ Version 1.50, May 7, 2009 ] - I went through and finished off the
Professional Walkthrough. Sorry for taking so long, but I started relaxing with
a couple of Big Boss/FoxHound runs on MGS4 and 3 during my brief holiday. With
this update, we are about as close to the end of the line as can be, in terms
of this FAQ. From now on, it'll mostly be housekeeping stuff, and tying up
loose ends. I hope you enjoyed this one, people!

+--------+       _____)
| ____/  |     /
| ||     |    /
| ||_    |   /    ___  a  m  e   B  a  s  i  c  s
| |/\\   |+-/------/-)--------------------------------------------------------+
|    ))  |  (_____/  -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                    [GB00]|
|   //   |+-------------------------------------------------------------------+
|  \|    |

  | 1. | Controls
I only included the default controls because I would assume that's what most
people are using. For the purposes of this FAQ, I will be using this setup. It
shouldn't get in the way of your comprehension if you're using another control
type though, because my instructions will be "control neutral"; i.e. I'll say
"Run up to the door and hit the Action Button." The same applies to any of our
Xbox 360 readers as well.

                _,.--.,_                              _,.--.,_
               |  _____ |                            | _____  |
               |-'     `'.--------------------------,'`     `-|
             ,'    __     `.      S  O  N  Y      ,'    .,.    `.
            /     |  |      \                    /     (/_\)     \
           !   __  \/  __    |  SELECT   START  !  ,-.  `-'  ,-.  |
           |  |__ >  < __|   !__     ,--.     __| ([ ])     ( O ) !
           !       /\        ___`-. ( PS ) ,-'___  `-'  ,-.  `-'  |
           |\     |__|     ,'   `. \ `--` / ,'   `.    ( X )     /|
           | `.           /       \ |    | /       \    `-'    ,' |
           |   `-.____,-. \       / |____| \       / ,-.____,-'   |
           |           ,'\ `.___,' /      \ `.___,' /`.           |
           |          /   `-.___,-'        `-.___,-'   \          |
           \         /                                  \         /
            \       /                                    \       /
             `.__,-'                                      `-.__,'

  | D. |  Control Type D (Default)
1] - Basic Controls-------------------------------
 D-Pad.....................Change Equipped Item
 Left Analog Stick.........Movement/Strafe
 Right Analog Stick........Turn
 L1 Button (hold)..........Aim Weapon
 R1 Button.................Locate Partner
 R2 Button.................Map
 L2 Button (hold)..........Ready Knife
 Triangle Button...........Inventory
 Circle Button.............Partner Action/Call Partner
 X Button..................Run/Reload
 Square Button.............Action

2] - "Advanced" Controls---------------------------
 Back on Left stick + X....Quick Turn
 L1 Button + R1 Button.....Fire Weapon/Throw Grenade
 L1 Button + X Button......Reload
 Left Stick + X Button.....Run
 L2 Button + R1 Button.....Attack with Knife

  | 2. | Breaking Down Sheva
This tag-team nonsense is new to all of us, so I'm going to try and point out
some of the bare bone basics you need to know about our new companion, Sheva.
First off, the co-op stuff is centered around two buttons, essentially, the
Circle Button and the R1 Button (on Control Type D). The Circle Button serves
as the primary "Action" button for any team-up tasks like assisted jumps. You
can also use it to call for Sheva if no "Action" is readily available.
Additionally, it has the very, very important function of focusing Chris' line
of sight to Sheva if she is in danger. If she's in danger and within melee
distance, hitting the Circle Button would result in an immediate punch/kick
from Chris to save Sheva. It's important to keep Sheva safe because if she
dies, the game is over.

Alternatively, you can also hit the Circle Button to call for help. This is
especially useful when the Majini have grabbed you. If you hit the Circle
Button and Sheva is nearby, she'll give the Majini one of those roundhouse
kicks to drop those zombies like it's hot.

You probably notice that you can "give" Sheva any of your weapons, items, etc.
It is entirely up to you whether you want to give her ammo, because you might
be able to handle everybody yourself. I find that this is usually the case in
single player. However, do keep in mind that if she dies, the game is over, so
leaving her a small window of opportunity to defend herself is probably a good
idea. You can also view her inventory and get weapons from her. To do so, pull
up the inventory and hit the Map button. This will allow you to cycle through
Sheva's inventory, and cherry pick whichever item you so choose. Try to do this
when you aren't involved in the heat of the battle for more success.

Finally, when she's in big trouble, and is actually in Dying Status, you need
to hit Circle Button to focus Chris' line of sight on her, and get close enough
until the "Resuscitate" action appears and hit the Circle Button again. Failing
to do so after a short period of time would spell game over. By the same token,
when Chris is the one who's in dying status, it will be up to Sheva to
resuscitate him. The alternative is of course game over.

  | 3. | Conserve Your Ammo
It makes sense that conserving your ammo should be a primary goal in this game,
because without any reloads, game over is likely coming pretty quickly. In some
cases, conserving ammo would just mean not getting trigger happy. However, a
lot of the times it's much more complex than that. Sometimes, you just have no
choice but to keep firing, because those damn buggers won't go down! Also,
remember to use your knife (L2 + R1) to destroy any boxes, fruit, etc, to find
items. Don't shoot them. Many of the following strategies are geared towards
this fundamental principle of ammo conservation - so please do yourself a
favour by not wasting too many shots.

  | 4. | Use the Quick-Turn
The quick turn has probably become synonymous with the Resident Evil franchise
over the years. If you've played Dead Space though, you're probably a little
bit out of the grove. This is just a quick reminder (and an important one at
that) to _always_ use the Quick-Turn to look behind you or turn around. This is
such a time-saver that there is no reason to do otherwise, and it could
sometimes be the difference between a kill and a nice hack with the rusty axe.
Get into habit of routinely checking behind you with the Quick-Turn and
immediately turning back. This is a survival horror game after all, so expect
some enemies to sneak up behind you.

  | 5. | Close the Distance
This is one of the primary strategies that flow from "Conserve Your Ammo".
You've probably noticed that Chris not only packs some heat, but also some
serious power behind his punches and kicks (he sure looks a lot "bigger" since
the last time we saw him). To utilize these attacks, you have to "stun" the
Majini with some shots with your guns first. Usually a shot to the head is the
easiest way, but shots to the arms and legs work too. Once you see the Majini
are noticeably damaged so it's grabbing the body part that you shot, sprint
towards it and hit the Action Button. An enemy hit with a punch or a kick will
create a "snowball effect" to most nearby enemies, knocking them on the ground.
Note that you need to finish the Majini off with a Stomp (Action button when
close to a downed enemy) to completely kill them in some cases.

I do want to point out that not all enemies will be stunned after a single
shot. The only time they are stunned is if they turn away from you, grab their
face, fall down to one leg, or grab their body part in pain. Getting close for
a melee attack on an enemy that is not stunned is a pretty easy to mistake to
make, so try to avoid it.

Using your melee attacks (i.e. "Closing the Distance") on a continual basis
will conserve a lot of ammo for when you really need it. There are many
different attacks, and I have included a diagram to help illustrate where you
have to shoot to initiate which attack.

        Body Part (from which direction)---->
             [Chris] Attack x
             [Sheva] Attack y
                               "Zombie Pooh" courtesy of ASCIIartfarts.com
                                   _     _
              Head (both)------>   \_ _  \//\
           [Chris] Straight      __/o o`     |
           [Sheva] Roundhouse   (/           |
                                 \__,        /
                                __\-'       /
                           .-'``\ /`"-=.-="`)
      Arm (front)----->  /`  _.-.'          \
        [Chris] Hook     \_."   ,`-._ /    /_\
        [Sheva] Twist Kick     /     /-.._/ |
                              |     /    /<----- Arm (from behind)
                             ,|    '.__.'   | [Chris] Kick
                         _  /  \     .-"".  / [Sheva] Knee
         Leg (front)--->/ \/   /`-._|     |`
       [Chris] Uppercut \  \  /     \     | <------ Leg (from behind)
       [Sheva] Somersault\   /       \    |  [Chris] Neck Breaker
                          '-'         `.  |  [Sheva] Throat Slit
                                   .-"`   \

1. The Neck Breaker and Throat Slit are both guaranteed one-hit kills.
2. "Leg (from behind)" does not mean that you have to shoot the Majini from
there. It just means that you just have to shoot them in the leg and THEN
position yourself behind to perform the manuever.
3. Both characters have attacks to downed enemies. Chris = Stomp, Sheva =
4. The attacks to the arm can be used to set up combos.
5. After "saving" your partner from a Grab (with the Partner Action Button),
the character that was grabbed can perform their "Head" attacks if the Majini
hasn't died.

  | 6. | Use the Directional Pad
There were a lot of complaints towards the controls when the demo was released,
and not being able to pause the game while messing with the inventory was
central. However, you should find that there are many "quiet spots" where no
enemies are actively pursuing you. Take this time to equip the proper
weapons/items on your Directional Pad. When you hit the Inventory button to
pull up the menu, the items at the top middle square, the middle right and left
squares, and the middle bottom square are considered equipped. Accordingly, you
can hit the corresponding direction on your D-pad to select those items/weapons
quickly. To play around with your Inventory Menu, hit the Square (Action)
Button to select an item and move to one of the "equipped" squares. Here's a
diagram to illustrate:

   Inventory HUD
     __ __ __
    |  |##|  |      Key
    |__|##|__|      +--+
    |##|  |##|      ##: Items in these "filled" squares will be equipped on the
    |##|__|##|          corresponding direction on your D-Pad.
    |  |##|  |

I don't know what the big fuss about the game not pausing was about, because
the D-Pad is VERY quick. Note that you can't toggle through the weapons while
moving, so it only works when you're standing still. It shouldn't be too much
of an issue, though, because there are many spots for you to mess around
without having to worry about enemies, as mentioned.

  | 7. | The Combustible Elements
This is another strategy based on the ammo conservation idea. I am of course
referring to the various explosive barrels scattered around the missions that
you can blow up with a single shot. When the enemies are piling up and just
keep coming, a well-timed shot to a nearby barrel can be the difference in the
fight. A single barrel triggers a huge explosion, so be careful to not be too
close. An exploded barrel also does a heap of damage, which doesn't seem
noteworthy when dealing with the basic Majini, but if you are fighting a boss
you can deal some big damage with a single Handgun bullet, which seems like a
good deal to me.

Note that the hazardous objects aren't limited to combustion. There also the
metal electrical boxes that are usually hanging from wooden poles. You can
blast them to unleash a splash of electricity around an area, damaging all who
are nearby (including Sheva). Some are on the ground as well, so always keep an
eye out.

  | 8. | Reload Animation Cancelling
You obviously know how to reload -- L1 + X Button by default. I want to point
out that, generally, you won't be able to move when reloading, so try to avoid
doing so when enemies are approaching and nearby. I say generally because there
is a way for you to perform an "Animation Cancel" technique so you can reload
and melee an enemy at the same time. This is especially useful when you're
cornered and dealing with a bunch of enemies.

  To perform the technique
 * You have to be close enough to perform a melee attack on the enemy.
 * Keep firing at the enemy until you see a melee attack prompt
 * Hit L1 + X to reload and immediately hit the Square Button to attack
 * If done correctly, Chris will perform his melee attack, and your gun will
   be reloaded at the end of the sequence.

It might be a little awkward at first, but with some practice you will always
be animation cancelling with your reloads.

   | 8a. | Inventory Reloading
This is a very advanced technique, and by far the best way to reload your main
weapon (usually a shotgun). It's essential when you get into Mercenaries, and
very desirable in story mode. To perform the technique, pull up the Inventory
HUD (Triangle Button by default), select the type of ammo of the weapon you
want to reload (Shotgun Shells) using the Action Button, and place it on the
weapon you want to reload (M3 Shotgun), in other words, you have combined the
two. If done correctly, your weapon should be reloaded. Note that it's easiest
if you put the ammo either directly above or below the weapon (see diagram).

The best part about this is it works at ANY time. When you're climbing up
ladders, when you're in dying status, when you're attacked, etc. It will work
in any situation you can think of.

   +---Diagram of Inventory Reloading usage---+

                   a: Shotgun Shells
                   b: M3 Shotgun
     __ __ __       __ __ __
    |  |  |a |     |  |  |  |  So what happened here is I combined the Shotgun
    |__|__|__|     |__|__|__|  Shells with the M3 Shotgun. However, instead of
    |  |  |b | --> |  |  |ab|  actually selecting the ammo and manually going
    |__|__|__|     |__|__|__|  "Combine", I just hit the Action Button to
    |  |  |  |     |  |  |  |  quickly select the ammo, and I "moved" it to the
    |__|__|__|     |__|__|__|  square of the M3 Shotgun, directly below.
                               Note the ideal placement of the ammo-- it's
right above the weapon, making the process very quick. Another ideal position
is putting it right below the weapon.

  | 9. | Dealing with the Majini
This section is intended to give you some basic information about the Majini.
First of all, you've probably noticed that they are terribly slow. In many
cases, it'd be possible to run right past/through a group of them unscratched.
If you ever find yourself in a heated battle, running around the terrain is
usually a good way to calm yourself down a bit. You are much faster than the
basic Majini, so always remember that.

In terms of weaponry, the basic Majini will be equipped with things like wine
bottles, axes, shovels, limiting them to melee strikes only. Their wind-up is
also very telegraphed, so you should know exactly when an attack is coming.
Ideally, you'd never want to be hit by a Majini who's directly in front of you,
because you can see exactly who's about to attack and within striking distance.
In some cases, the Majini will be armed with an incinerating crossbow. These
guys are just slightly more dangerous because of their ranged nature. Luckily,
they always take their sweet time aiming so you should have plenty of time to
take them out before they get you.

Aside from their weapons, the Majini will grab you once they're close enough.
From here, you can keep flicking the left analog stick, or hit the Partner
Action Button (Circle by default), and if Sheva is close she'll deliver a
roundhouse kick to the Majini to immediately break the grab. If you fail to do
either of those things, the Majini will reveal their true faces and bite
Chris' head. From here, only Sheva can save you so if she's not close enough
after about a second or two it is all over.

One final note I want to make about the Majini is always take advantage of the
Majini that are charging towards you. A well-placed shot to the head will drop
them instantly. Then, you can run right up and finish them off with the Stomp
to the head (one of my personal favourite moves btw).

  | 10. | Herbs & Eggs
Herbs look like small trees that have been planted, for a lack of better
description. They look like the kind that you can buy right out of your local
supermarket. As of the writing of this section, there are two different colours
of Herbs I am aware of: Green and Red. If the series holds true to the 4th
instalment of Resident Evil, there should be a Yellow herb as well.

The Green Herbs heal half of Chris' and Sheva's health, as long as she is
within distance. You might think that's pretty weaksauce, which is entirely
true. The Green is best combined with a Red Herb. If you use the new and
improved Green + Red Herb, Chris and Sheva's health will be replenished fully.

Here's a brief summary that quickly sums up the different Herbal combinations

Green = 50% of your max health
Green + Green = 60% of your max health
Green + Red = Recover 100% of your health

Ideally, you don't really need to equip a Herb for safety. In fact, it might
even be a good idea to give most of your Herbs to Sheva (save for one G+R for
emergencies). Sheva will frequently use her Herbs whenever Chris has low health
(usually when your health meter fills up only a bit of the bottom of the
meter). In a small area, she should have no problem finding you to heal, and in
a large area, you can usually sprint away from the Majini and have enough time
to use the Herb and heal yourself.

Eggs are like herbs, except they only heal one person. Here is the overview of

White = 30% of health
Brown = 60% of health
Gold Egg = 100% of health
Rotten = DO NOT EAT. Will deal damage. Use it as a weapon instead (throw it
like a grenade). Or sell for 2000 Gold.

  | 11. | Special Actions
I'm not sure if this warrants its own little section, but here it is. When
opening doors/gates, if you tap the Action Button repeatedly, Chris will kick
down the door instead slowly opening it. This can be a timesaver. Finally, the
Investigate Button will usually give you some hints, foreshadow the future,
allow you to take a look at some nice, fresh guts, among other things.

+--------+   __         __)
| ____/  |  (, )   |  /
| ||     |     |  /| /
| ||_    |     | / |/  a  l  k  t  h  r  o  u  g  h
| |/\\   |+----|/--|----------------------------------------------------------+
|    ))  |         -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [WK00]|
|   //   |+-------------------------------------------------------------------+
|  \|    |     P r e f a c e      | I want to quickly point out some things to
+--------+------------------------' keep in mind while playing through the
missions. The first thing I want to discuss is the Inventory menu. The
Inventory Menu is where you can trade items between the two characters, and
sell the treasures that you have procured. More importantly, it is the menu
where you can upgrade your weapons. If you highlight the weapon you want to
upgrade, and hit the X button, you will see the option to upgrade. For
Shotguns, I would emphasize maximizing its capacity and power first. For
handguns, such as the M92F, upgrading the Critical is umm... critical. For
Sniper Rifles, I would focus on power.

Upgrading your weapons will cost Gold. You can of course accumulate your wealth
by grabbing the Gold dropped by enemies on the battlefield. The majority of
your riches will most likely come from selling the treasures you have found
though. I have dedicated an entire section to finding treasures so please go
there if you need to find rack up some gold and quickly.

The walkthrough will follow this guide's general philosophy: detail where
necessary. I am not going to take you across the continent of Africa finding
item after item. I feel this would make the walkthrough very tedious to follow
for our readers who just want to get through the game first. I have dedicated
separate sections of the FAQ to finding the Treasures and BSAA Emblems on your
later playthroughs, because I think most of you will be playing more than once.

  | 1. | Rank System[1]
  +----+------------------------------------+                            [WK01]
The Rank System is pretty simple, but it might require just a little bit of
explanation here. For each stage, there are two categories that are entirely
fixed. That means they are the same numeric requirements, regardless of which
stage you are currently on. They are: Accuracy and Deaths.

                   |  Rank  | Accuracy  | Deaths |
                   | S Rank | 70%       |   0    |
                   | A Rank | 60-69.9%  |   1    |

Now, for each chapter, there are separate requirements for the following
categories: Enemies routed, and Clear Time. Here are the tables that denote
this information:

< 12 minutes = Stage cleared in less than 12 minutes
20+ = At least 20 enemies routed

          Table 1 - S Rank Requirements
          | Chapter | Enemies Routed |      Clear Time      |
          |  1 - 1  |      20+       |     < 12 mintues     |
          |  1 - 2  |      15+       |     < 17 minutes     |
          |  2 - 1  |      60+       |     < 23 minutes     |
          |  2 - 2  |      50+       |     < 22 minutes     |
          |  2 - 3  |      40+       |     < 9 minutes      |
          |  3 - 1  |      30+       |     < 18 minutes     |
          |  3 - 2  |      50+       |     < 19 minutes     |
          |  3 - 3  |      30+       |     < 19 minutes     |
          |  4 - 1  |      50+       |     < 23 minutes     |
          |  4 - 2  |      35+       |     < 16 minutes     |
          |  5 - 1  |       7+       |     < 12 minutes     |
          |  5 - 2  |      40+       |     < 22 minutes     |
          |  5 - 3  |      30+       |     < 38 minutes     |
          |  6 - 1  |      40+       |     < 26 minutes     |
          |  6 - 2  |      35+       |     < 23 minutes     |
          |  6 - 3  |      25+       |     < 22 minutes     |

          Table 2 - A Rank Requirements
          | Chapter | Enemies Routed |      Clear Time      |
          |  1 - 1  |    15 - 19     |     < 17 mintues     |
          |  1 - 2  |    10 - 14     |     < 18 minutes     |
          |  2 - 1  |    45 - 59     |     < 28 minutes     |
          |  2 - 2  |    35 - 49     |     < 27 minutes     |
          |  2 - 3  |    30 - 39     |     < 12 minutes     |
          |  3 - 1  |    20 - 29     |     < 22 minutes     |
          |  3 - 2  |    35 - 49     |     < 23 minutes     |
          |  3 - 3  |    20 - 29     |     < 23 minutes     |
          |  4 - 1  |    35 - 49     |     < 28 minutes     |
          |  4 - 2  |    20 - 34     |     < 20 minutes     |
          |  5 - 1  |     5 - 6      |     < 16 minutes     |
          |  5 - 2  |    25 - 39     |     < 26 minutes     |
          |  5 - 3  |    20 - 29     |     < 42 minutes     |
          |  6 - 1  |    25 - 39     |     < 31 minutes     |
          |  6 - 2  |    20 - 37     |     < 28 minutes     |
          |  6 - 3  |    15 - 24     |     < 26 minutes     |

Now there's just one more thing of note. You might have noticed that you
managed to snag a couple of S Ranks even when you had a couple of A or B
categories. That's because of what the developers call the "penalty system."
Each letter grade is worth an X amount of penalty points. S is worth 0 (duh) A
is worth 1, B is 2, and C is 3. If you wanted the S Rank, you can only have a
maximum of 2 penalty points, which means you cannot get a grade lower than B in
any category. You can also get 2 A's, with all S's for an S Rank.

Some examples:

Example #1

1. Enemies Routed: S Rank (0 penalty points)
2. Accuracy: A Rank  (1 penalty point)
3. Deaths: S Rank
4. Clear Time: A Rank (1 penalty point)
Final Rank: S Rank

Example #2

1. Enemies Routed: S Rank (0 penalty points)
2. Accuracy: S Rank (0 penalty points)
3. Deaths: S Rank (0 penalty points)
4. Clear Time: C Rank (3 penalty points)
Final Rank: A Rank (because of the three penalty points).

Example #3
1. Enemies Routed: A Rank (1 penalty point)
2. Accuracy: B Rank (2 penalty points)
3. Deaths: A Rank (1 penalty point)
4. Clear Time: B Rank (2 penalty points)
Final Rank: A Rank (6 total penalty points)

In summary:
S Rank: You can only get a maximum of 2 penalty points
A Rank: You can get 3-6 penalty points.

+---How to meet Enemies Routed quota in Chapter 6-2---+
You might have noticed that there are only about 6 Majini in this stage. To
rank up enemies routed here, you have to take out those little "blob" enemies
the boss spawns.


1. The ranking requirements are entirely thanks to the Piggyback Official
Guide. I didn't want to just take all of their info (wouldn't seem fair) so I
have only included the requirements needed for S and A Ranks.

+--------+   __         __)
| ____/  |  (, )   |  /
| ||     |     |  /| /
| ||_    |     | / |/  a  l  k  t  h  r  o  u  g  h
| |/\\   |+----|/--|----------------------------------------------------------+
|    ))  |         -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [WK11]|
|   //   |+-------------------------------------------------------------------+
|  \|    | C h a p t e r   1 - 1  | All right, it seems that it is finally time
+--------+------------------------' to get this chapter in the Resident Evil
| M92F Handgun............... [ ] | saga underway. As the game begins, you will
| N100 Gold.................. [ ] | find yourself in the midst of an African
| Green Herb................. [ ] | village. There won't be any hostiles yet,
| N100 Gold.................. [ ] | so just sprint straight ahead, and it won't
| Green Herb................. [ ] | be long before you come across a group of
| N100 Gold.................. [ ] | villagers beating on some pour fellow. Slow
| Handgun Ammo............... [ ] | down here to avoid attracting any unwanted
| Grenade.................... [ ] | attention. Follow the path past the thugs
| Green Herb................. [ ] | and sprint ahead to activate a cut scene
| N100 Gold.................. [ ] | and a check point.
| N200 Gold.................. [ ] |
| Machine Gun Ammo........... [ ] | Once the scene is over, sprint straight
| Handgun Ammo x 2........... [ ] | ahead towards the "Corner Pyamy Butcher".
| Green Herb................. [ ] | Take the path to the right when you can to
| Green Herb................. [ ] | the back alley. Look for a door to the left
| Handgun Ammo............... [ ] | and tap the Action button a few times to
| Green Herb................. [ ] | kick it open. Go up to the main inside and
| Vz.61...................... [ ] | hit the Action button to activate another
'---------------------------------'scene. At the end of the first set of
scenes, he will open up a briefcase for you to pick up the M92F Handgun. Do so,
and go up to him again to activate the next bunch of scenes.

At the conclusion of the cut scenes, Chris and Sheva will now be fully equipped
with their vests and gear. Sprint straight ahead towards the crate on the box
to pick up some Gold. Now, turn left and there's a clipboard to the right that
briefly details the Dying status. It is also reviewed in the Game Basics
section of this FAQ, so it's entirely up to you to speculate. When you're
ready, leave through the opening to your left and back outside.

Take another left past the wagon and sprint down the stairs to activate another
cut scene. Sprint straight down to the dead horse and take a right into the
shack. There are some skulls and candles to create a little bit of a mood for
you. To the right of those skulls is another door, kick it down as per usual.
Sprint towards the crate on the table to your left and knife it open for a
Green Herb. There's a barrel to the left of that with some Gold.

Now take a right a little deeper into the room and turn left when you can.
You'll find another Green Herb here. Combine it with the other to have a potent
recovery item. Now kick open the nearby door to emerge back outside. There's
another crate on the table here, so cut it open to grab some more Gold. Time to
sprint straight ahead and up the stairs. There's a door to your right, hit the
Partner Action Button (PA Button, O button by default). Then hit the Action
button to activate another cut scene.

At the end of it, open fire on the single Majini ahead. Continue to where he
was standing and turn left to see a door. Kick it open to emerge into the next
room. Turn right to find some Handgun ammo on the shelf. Now turn left and
sprint straight towards the window. Jump through with the Action button to take
a dive back outside. Turn around and you should see some boxes by the wall.
Turn right and sprint down the path ahead. Take another right when you can to
activate another cut scene.

After the scene concludes, make a Quick Turn and immediately begin your sprint.
Make your way out of the alley and into the door up ahead. Once inside, go down
the small stairs and take a left to activate a cut scene. In the north corner
of the room is a standard Grenade. There's another Green Herb on the shelf to
the left. Turn around and go straight towards the metal door. Hit the Action
Button and tell you that you can't kick it down. Now the PA Button should be
prompted, so hit that to kick the door down with Sheva.

Once in the next room, take a right towards the three barrels in the corner. Do
some slicing and dicing to pick up the N 100 Gold, N 200 Gold, and some Machine
Gun Ammo. Now make a Quick Turn and go straight towards the little hole on the
ground and jump through. Run straight ahead and take a left down the hallway.
Continue past the skeleton in the next room to find another hallway. Sprint
straight ahead to the ladder and climb up using the Action Button. There are
two Handgun Ammo on the shelf ahead, as well as another Green Herb to the right
of that. Hit the Action Button, then the PA Button to activate a loading

If you've played the demo, you should recognize that you are now in the stage
called Public Assembly. There are some subtle differences (which I'll point
out), but for the most part it's the same. Anyway, make your way down the hill
and pick up the Green Herb on the table. Then go into the shack to activate the
cut scene (hit Select to skip if you wish). When the scene is over, either tell
Sheva to push the shelves to block the window and door or do it yourself.

Now make your way to the television set and pick up the Handgun ammo on the
table. Go around and collect the rest of the stuff around the room by slicing
the fruit, chopping up the crates, etc. It won't be long now until the Majini
break down the shelf. Open fire on them through the window or let some of them
pour through so you can use your melee attacks. Just spend the next few minutes
fending off the Majini until the second cut scene initiates.

Just stay put for a while and our friend, the Executioner should make his way
inside. You won't have your Shotgun this time around, so taking him out won't
be as easy. So for now, just sprint through the big hole he opened up. Sprint
straight ahead to the locked gate. To the right is a briefcase containing the
Vz.61. Now head up the stairs directly across. Jump across a platform to find a
Green Herb. If you continue jumping to the long platform to the left, you will
find a crate with Gold on some tires. The name of the game is just to survive
for the next few minutes. I wouldn't recommend engaging the Executioner unless
you really feel like it. Otherwise, just keep running around and taking out the
Majini as you see them. When Kirk arrives with the air support, the chapter
will be over.

+--------+   __         __)
| ____/  |  (, )   |  /
| ||     |     |  /| /
| ||_    |     | / |/  a  l  k  t  h  r  o  u  g  h
| |/\\   |+----|/--|----------------------------------------------------------+
|    ))  |     '   -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [WK12]|
|   //   |+-------------------------------------------------------------------+
|  \|    | C h a p t e r   1 - 2  | Begin by sprinting straight ahead into the
+--------+------------------------' opening Kirk created. If you take a right
| Wooden Barrel x 3.......... [ ] | and up the ramp into the cabin, you can
| Handgun Ammo............... [ ] | find a Wooden Barrel in there. Head back
| Wooden Barrel.............. [ ] | outside and sprint up the hill.
| Old Building Key........... [ ] |
| Wooden Barrel.............. [ ] | When you see the hole on the ground, drop
| Fruit...................... [ ] | down to the sewer and you'll find another
| Wooden Barrel.............. [ ] | Wooden Barrel.. After that, head back to
| Crate...................... [ ] | surface and make your way to the gate by
| Ithaca M37................. [ ] | the car. Hit the Partner Action button to
| Ivory Relief............... [ ] | arrive at the next area.
| Wooden Barrel x 2.......... [ ] |
| Wooden Barrel x 3.......... [ ] | Sprint straight ahead into the house and go
| N300 Gold .x 2............. [ ] | to work on the Wooden Barrel again. Next,
| N400 Gold.................. [ ] | grab the Handgun Ammo on the table. Turn
| Handgun Ammo............... [ ] |
| N100 Gold.................. [ ] | around and go towards the door you came
| Wooden Barrel.............. [ ] | from, and take a left past the flour. You
| Wooden Barrel x 3.......... [ ] | should see the steel backdoor now, so go
| Furnace Key................ [ ] | through it. A short cut scene here. You
'---------------------------------' should see the prompt for the Assisted Jump
now. This is optional. Whether you choose to make the jump or not, your next
line of action is to take a left and then make a right towards the main street.
You'll see an enemy here, so make quick work of her and take a right past her
body. Yet another Wooden Barrel awaits you.

After that, turn around and sprint down the street. Once you reach the broken
ladder, another enemy will attack you. Dispose of him and make your way to the
ladder. This time, the Assisted Jump is necessary. Just hang tight and fight
off any enemies that present themselves. Shortly after, Sheva will be able to
grab the Old Building Key. A semi-big wave of enemies will now start attacking,
but they shouldn't be too big of a concern.

There's an opening into a small building directly in front of the ladder. Leave
through the steel door to the right. Take a left and you should see a fence.
Continue down this alley and you should see yet another Wooden Barrel. Slash it
up and continue past it to see the next passage. Sprint past the junk and take
a right towards the cardboard boxes. Continue ahead towards the stands with the
umbrellas on them. Slash the Fruit for some items. Just run past the set of
stairs and you should see another Wooden Barrel in the distance. Check it out
and take a right through the metal gate (Partner Action).

It won't be long until you see a building to the left. The Old Building Key
opens its door. Inside, you will find a Crate on the table and the Ithaca M37
hung on the wall. You should pick it up (going to need it soon). Leave the Old
Building now and head up the stairs you saw earlier to activate a brief scene.
Take out your shotgun and blast her. It will just take a few more shots than
usual to take her out. Once the big ugly thing comes out of her neck, you are
just a few more shots away. Take her out and pick up the Ivory Relief. She'll
also have the support of a few more Majini. If you're lucky though, your
shotgun will deal some splash damage to them while you're attacking the

When you dispose of everyone, leave through the steel door (it's opposite of
the one you came in from). Head down the stairs outside run straight ahead,
past the small stairs and around the crate to the right. You should see a
straight path through the hole in the wall. Sprint through the hole and you
should see a really old looking door directly in front. Take a right and check
out the two Wooden Barrels before heading through the door to the next area.

Sprint straight ahead and take a right to activate a brief scene. Continue
ahead and go through the door. Run past the couch and take a left. Ignore
any turns and just keep running straight ahead until it's not possible. Next,
you'll have to manuever left a few times, and you should see the stairs
leading upwards soon.

Once back upstairs, take a left and run straight ahead. Then, take a right when
you can. You'll now see a ladder and a Wooden Barrel in the corner. Speculate
and see what you come up with. Next, climb up the ladder. Take a left when
you're up above, and you should see two more Wooden Barrels. After you've
checked them out, Quick Turn and walk back outside to the wooden platform. Turn
right and you should see the rusty metal door. Before going through, turn left
and jump across to find a Treasure Chest. Inside, you'll find a total of N 1000
Gold. Now jump back across and Partner Action the door to initiate a scene.

After watching that one, grab the Handgun Ammo close to one of the bodies and
cut up the Crate on the table to find N100 Gold. Now kick open the door and
turn right down the hallway. Just follow the path straight ahead to the
elevator. Get inside and you'll now head downwards to the basement.
Immediately, you'll see a Wooden Barrel to the right. Pick up whatever is
inside and head down the hallway. Follow the path up the stairs and through the
door. Inside, two Wooden Barrels await you immediately to the right. Another
one is to the left, by some flour.

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

Once you make the shot and put it down, sprint to the Control Hub, leaving
through exit "y" and pull on the lever. You will now notice that the door is
closing _very_ slowly. If you have any Grenades, this would be a good time to
throw them in there to slow it down a little bit. Once the door closes, the
flames (```) will ignite, killing the Uroboros instantly.

Do note that if you mess up the first time, there's another tank of gas that
you can tip over, so you can restart the luring process. If you mess up the
second time, you can also try "juking" it, by running into the cremation
chamber from entrance "y", and making sure the Uroboros follows you through
(you can do so by stopping momentarily in the middle to allow it to catchup).
Then, leave through exit "z", and run ALL the way around the fence to the
Control Hub. If you've done it correctly, the Uroboros will try to walk through
the fence, realize that it can't, and try to get to you by walking through the
chamber again. IMMEDIATElY pull on the lever to initiate the burning process.
Use Grenades to slow it down if it looks like it'll escape. Both ways work
fine, but I personally think the first way is easier.

After you've defeated the Uroboros, the door should open, so leave and go down
the hallway, past the BSAA marine and inside the lift to conclude the Chapter.

+--------+   __         __)
| ____/  |  (, )   |  /
| ||     |     |  /| /
| ||_    |     | / |/  a  l  k  t  h  r  o  u  g  h
| |/\\   |+----|/--|----------------------------------------------------------+
|    ))  |     '   -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [WK21]|
|   //   |+-------------------------------------------------------------------+
|  \|    | C h a p t e r   2 - 1  | Let us begin by going over to the shiny
+--------+------------------------' briefcase to the left. You should know by
| H&K MP5 (MG)............... [ ] | now that shiny briefcases denote a weapon.
| BSAA Emblem................ [ ] | Inside is the H&K MP5 Machine Gun. Next, go
| Handgun Ammo............... [ ] | to work on the Wooden Barrel and Crate in
| N100 Gold.................. [ ] | the corner. Don't forget to shoot the very
| Jewel Bangle............... [ ] | first BSAA Emblem that's on the wall, to
| Wooden Barrel x 2.......... [ ] | the right of the door and to the left of a
| Crate...................... [ ] | barred window. After doing so, head through
| Wooden Barrel.............. [ ] | the metal door to the next area.
| Sapphire (Pear)............ [ ] |
| Port key................... [ ] | You'll now find yourself outside. Turn
| Antique Clock.............. [ ] | right and sprint towards the storage
| Wooden Barrel x 2.......... [ ] | crates. If you have a Sniper Rifle, pull it
| Green Herb x 2............. [ ] | up and look towards the sky, to the left.
| Handgun Ammo............... [ ] | You should see a crossbow-yielding Majini
| Green Herb................. [ ] | perched up top. Dispose of him and turn
| Crate x 2.................. [ ] | your attention back to ground level. Note
| Wooden Barrel x 2.......... [ ] | the little laser trap here. Take out your
| Handgun Ammo............... [ ] | Handgun (if you haven't already), and aim
| Red Herb x 2............... [ ] | towards the box on the wall to the right.
| Wooden Barrel.............. [ ] | Stay relatively clear (don't have to be too
| Hand Grenade x 2........... [ ] | far) so the explosion won't hurt you. Now
| Guard's Key................ [ ] | continue onwards into the little storage
| Ruby (Square).............. [ ] | crate maze and you should see some Majini.
| Gold bars.................. [ ] | One will charge at you immediately. The
| Topaz (Pear)............... [ ] | other doesn't really have his attention
| Sapphire (Square).......... [ ] | towards you, but he'll probably run away
| Emerald (Pear)............. [ ] | when you aim. Take him out and continue on
'---------------------------------' to the path on the right. Shortly after,
you'll see another not-so-subtle trap. You know what to do. Continue deeper
into the maze, and viola, some flesh eating dogs! If you still have your
shotgun, pull it out and start blasting. Now turn to the path on the right
(away from where the dogs came from). Another trap. Blast it and move into the
path it was protecting. Another Majini should attack you at this point, so just
be mindful. Continue on the path and you should see a ladder resting against
the crate. Up ahead you should see a mini-tunnel of sorts, so head through and
jump down.

Now turn left and you should be out of the storage crate "maze" and back
outside. A Big Man Majini awaits you here, along with a dog and a couple of
Majini. Take note of the combustible tanks by the parked car and take advantage
if you can. The Big Man Majini is the topless fatso, and while he looks tough,
a few Shotgun Shells to the beer gut would be good enough to bring it down. If
you manage to do so, you will be awarded with a Jewel Bangle. Some more basic
Majini, and a few dogs will trickle in. As always, take care of the crossbow
Majini first. Dispose of the rest of them, and make your way to the huge metal
gate behind the cars to reach the next area.

Equip your Sniper Rifle and turn left to the huge bridge. Jump across and it
won't be too long until the manic garbage truck makes its entrance. Wait for
the truck to be next to one of the various explosive barrels and blast the
barrel to tip it over. A few more Majini will start attacking now, so pick them
off. Use the explosive barrels whenever possible. Now sprint ahead on the
bridge, and you will notice that a semi-big wave of enemies will now present
themselves. Once you've made it to the other side of the bridge, you can
speculate in the buildings to find a few Wooden Barrels and crates. Otherwise,
take the note of the stairs to the left, head down and into the tunnel. Have
your shotgun ready because some pesky canine await you down there (quite a few
of them I might add). Follow the tunnel a bit and you should see a gate. Kick
it open and head to the door in the northwest of this room. Go on through to
the next area.

You should now see daylight again. Turn left into the little alcove and you
will see a Sapphire (Pear) left on the ground. Now have your shotgun ready and
run straight ahead. You will see some bodies on the ground, and some flying
parasites will hatch from them. Put down each Parasite with a single shotgun
shell each. Now shoot the lock on the gate with your Handgun and continue

Just follow the tunnel for a bit until you see fenced off sewer ahead. To the
left of that is the ladder to reach back to ground level. Sprint straight ahead
to the second canoe ahead (past the small stairs to the left) and you should
see a Green Herb. Now go down the path you ignored earlier to the beach below.
Now sprint to the right along the beach and you should make it to the market
place area. Turn right at the first market stand to the building with the
double metal doors. Blast the lock on it and kick the door. You should see a
hanging body inside, but there's also a sparkly Port key on its body. Blast it
and pick it up. Now jump through the window on the wall to the right to
initiate a brief scene and a semi-big battle.

A wave of Majini await you immediately outside, headed by a Big (Fat) one. Take
care of each of them and pick up the Jewel Bangle. Now turn right and move
ahead into the market place. Take care of the rest of Majini. Also take note of
the treasure chest in the market stand in the middle. If you have a Grenade,
you can blow up the stand to grab the chest and the Ruby (Marquise). Now use
the key on the locked gate and kick it open.

Follow the path up ahead and head down the ramp to the right. Now make your way
to the small stairs on the left. Continue along and you should see a couple of
Wooden Barrels. Slice and dice them and see what you find. I got some Gold and
some Machine Gun Ammo. Time to head back down the small stairs, and take a left
down the ramp shortly after. Now make your way to the small ladder with your
Sniper Rifle ready.

A big group of Majini await you ahead. If you have some Grenades, feel free to
launch a couple at them here. Otherwise, use your Sniper Rifle and goto work.
It won't be long until air support arrives. Continue a bit deeper into the town
and look for the ladder on the right. Climb up and take care of the single
Majini here. Now goto where the tire is and you should see a Green Herb. Time
to jump down and circle around to where the sacks of flour and big canoe is to
go around the Majini blockade.

As you continue in the next area here, stick to the left and look for the Green
Herb there. A pretty big wave of Majini await you here, so dispose of each of
them and take the path to the left to the metal gate to the next area.

You should now recognize that we are in the second stage of our demo--Shanty
Town. Begin by sprinting straight down the alley to the left. Just ignore the
Majini chatter at first and make your way to the Crate on the trunk of the car.
Now jump into the nearby window to the small Majini hideout. Grab the Handgun
Ammo on the shelf to the right. Now kick open the door and you will find a
Green Herb outside just ahead. Continue on the path to the left, and also turn
left when you can to the stand with the two crates. Continue up the ramp and
have your Shotgun ready.

Two Flying Parasites will announce their presence. Blast them with your Shotgun
and give Sheva the Assisted Jump upwards. You can circle up the hill and take
care of the Majini that start attacking. Take note of the single Majini perched
on the hill. Pick him off and also take care of the flying parasite that merges
from his body. There's a small stairs that leads to the side of the building in
the middle, and you'll find a Wooden Barrel there. Now continue up the hill to
the door.

A bunch of Majini will barge through, so have a couple of Grenades handy and
start chucking. Turn left inside and to the washroom area. A single Majini will
attack you, and he's standing also standing on a Handgun Ammo. Grab the Red
Herb on the ground and continue deeper into the room. Another Red Herb is
sitting on the table. Go into the little alcove to the left for a single Majini
and a Wooden Barrel. Now time to head up the stairs and pick off the Majini
along the way. You'll find two Hand Grenades to the left; one by the sacks of
flour and another outside on the balcony. When you're ready, continue up the
next set of stairs.

Two Wooden Barrels are up here, along with a Handgun Ammo on the shelf. When
ready, turn right outside to the balcony and perform the Assisted Jump for
Sheva across. Have your Sniper Rifle ready now and head down one level and once
again out to the balcony. Begin picking off the various Majini across. They
will be coming from the stairs to the right. Blow up the explosive barrel if
you have to. When Sheva makes her way outside, time to head down to meet her at
the gate.

Emerge outside and pick off the various Majini you come across. There are
several crates in the building across (where Sheva came from). Head inside and
procure each crate. Stay here for a while to fight off the incoming Majini.
Leave through the backdoor and turn left to find another crate. When ready,
sprint towards the huge set of stairs. A Green Herb is perched at the foot of
the stairs to the left, and there's a Wooden Barrel to the right. Now, sprint
up the stairs and it's time to do battle against your friend and mine--the
Chainsaw Majini.


  | MB. | Chainsaw Majini
MB stands for Mini-boss, by the way. When the battle begins, make a Quick Turn
and immediately sprint away. Stop a few metres away from the explosive barrel
when you see it. Wait for Chainsaw to come, and blast the barrel when he's
close. If he falls to one knee, move in and give him a melee attack. There are
a few basic Majini that present themselves, so use the explosive barrels to
dispose of them whenever possible. Time to make your way to the alley and to
the next explosive barrel to damage Chainsaw, and hopefully be able to land
 __________________ another melee attack.
|              ####|
|    X         ####| For our general strategy, we will once again turn our
|   |z|        ####| attention to the diagram. The "e"'s denote explosive
|   ,. e         |#| barrels on the battlefield. Point X is the very top of
|   ,.           |#| the big stairs, and where Chainsaw came from. Point Y is
| e ,.        ---|#| the fence wall where a bunch of Majini spawn from. There's
|   ,. z   e |   |#| of course an alley right next to it. The #'s represent
| e ,.        ---|#| areas where you don't have to go.
|  ,.            |#|
| ,.  ___________|#| The "." and "," represent your two paths. For this battle,
|_Y___________e____| our strategy consists of sprinting first to point Y
      (alley)       (which is path ".") with your Sniper Rifle. The idea is to
create some separation between you and Chainsaw, which shouldn't be very
difficult to do. Have your Sniper Rifle in scope mode and watch for Chainsaw to
approach. Before making your shot to its head, you also want to wait until it's
close enough so you can sprint to it and give it a nice melee attack. "z" in
the diagram represents roughly the area where you want Majini to be standing
when you attack. The ideal point for when you're on Point Y is right around the
explosive barrel and that really broken down truck on the right. When you're
standing at the top of the stairs on Point X, you want Chainsaw to be anywhere
on the big stairs or just at the foot of them, as noted in the diagram.

So after attacking Chainsaw at Point X, make your way back to Point Y (","
path). Just keep going from Point X to Point Y, blasting him in the head with
the Sniper Rifle and delivering a melee attack. Repeat the process until it
finally goes down. Grab the Guard key from its dead body to conclude the Mini-
Boss fight.


Time to sprint up the big stairs now, and take a left to the alley. Procure
whatever is in the barrel and use your new key to open the gate. Continue ahead
to the treasure chest to find, Ruby (Square), Gold bars, Topaz (Pear), Sapphire
(Square), and Emerald (Pear). Now make your way to the graffiti'D door to the
next area. Turn left and sprint straight down this path. Turn right up the hill
to the large metal gate. Head on through to activate a brief cut scene and
conclude the chapter.

+--------+   __         __)
| ____/  |  (, )   |  /
| ||     |     |  /| /
| ||_    |     | / |/  a  l  k  t  h  r  o  u  g  h
| |/\\   |+----|/--|----------------------------------------------------------+
|    ))  |     '   -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [WK22]|
|   //   |+-------------------------------------------------------------------+
|  \|    | C h a p t e r   2 - 2  | Begin by turning around and grabbing the
+--------+------------------------' Green Herb on the table. Also look around
| Green Herb................. [ ] | for some ammo. When you're ready, head out
| Lantern.................... [ ] | the door and to the train yard. Take a left
| Green Herb................. [ ] | once outside, and take a right between the
| Wooden Barrel.............. [ ] | two carts when you can. Sprint ahead until
| Diamond (Oval)............. [ ] | you see another one of the traps from the
| Green Herb................. [ ] | last chapter. Wait for the dogs to show up,
| Wooden Barrel.............. [ ] | and blow up the trap, hopefully taking out
| Wooden Barrel.............. [ ] | the dogs in the process.
| Dragunov (Rifle)........... [ ] |
| Green Herb................. [ ] | Now take another left, and follow the path
| Handgun Ammo............... [ ] | here. Set off the trap again and continue
| Diamond (Brilliant)........ [ ] | on. When you make it out of the train car
| Wooden Barrel x 2.......... [ ] | "sandwich", immediately take a left and
| Green Herb................. [ ] | jump on to the lumber stacks. Climb up the
| Green Herb................. [ ] | ladder to the left and you will now see
| Handgun Ammo............... [ ] | three Majini perched on top of the trains.
| Green Herb................. [ ] | They are all armed with crossbows. I would
'---------------------------------' recommend just ignoring them here. Instead,
jump from your cart to the platform on the left, with the yellow/black stripe.
Take out the Majini up ahead and then make your way down the nearby ramp. Watch
out for the trap here. Blast it and continue down the ramp, and jump down on
the left. You'll now be on a cart. Aim your weapon and blast the trap up ahead.
Wait for Sheva to catch up and then take the lift down to the next area.

You are now in the pitch black mines. Go forward to the Lantern and instruct
Sheva to pick it up. There should also be a Green Herb to the right of that.
Note that you will not have your map down here. For the first part, just keep
sprinting ahead. There will be no enemies yet. Soon you will hit a fork, take
the path to the left. Continue along this direction for a bit and you should
soon see a Majini. Take care of it and continue up the small hill while veering
to the left.

The next part is just straight ahead again, and there's another Majini waiting
you. Soon you will see a bridge with a light. Just a little farther now. A
group of about three Majini will try to take you out. Dispose of them and
continue on. You'll have to take care of a few more enemies along the way. It
won't be long until you make it to a Wooden Barrel. If you want the Diamond
(Oval), look for the hidden passage towards the left leading to the treasure
chest. When you're ready, just move on to the train tracks and you should begin
to see some more light. Make your way to the switch and start turning. Once
Sheva runs through and tells you that she'll open the gate for you, turn around
and dispose of the incoming Majini. Then, sprint through the gate to the

Inside, sprint straight across to the ladder and climb up. Turn right and kill
the Majini up ahead. Move past his body and climb up the ladder to the left
when you see it. Procure the Wooden Barrel and grab the Green Herb. Two Majini
await you on the path to the left, as well as a Wooden Barrel. Turn into the
opening to the right when you see it. You should soon a fork pretty soon, so
take the path to the right when you do. Sprint straight up until you see the
single Majini aiming his crossbow at you. Take him out and procure the Wooden
Barrel behind him. Turn right to the lift to exit the mines. Back to daylight
at last. Sprint straight up the stairs ahead and into the room to initiate a
cut scene.

Immediately following the scene, go over to the locker on the left to procure
the super effective Dragunov. This is a sniper rifle, which is very handy here.
Take cover near the window (hit the Action Button next to it), and start
picking the Majini off. Be very careful of the any Majini who go to operate the
machine gun--always look to kill that one first. After you've disposed of
everyone, turn around and pick up the Green Herb by the couch. Don't forget
about the Handgun Ammo on the shelf. Next, head down the stairs to the right of
the bookshelf with the ammo.

Some pesky Majini will be present, so watch out for his pick axe. Once you make
downstairs, leave through the metal door. Sprint straight ahead the path and
you should soon come to a single Grenade on the ground. Run past the machine
gun and to the huge ladder. Climb up and turn right. You should see a pile of
rubble here. Now jump down on to the ledge below for a checkpoint, and jump all
the way back down to the ground.

Keep an eye out for the Assisted Jump to the left. Do so and continue up the
mountain. You'll meet up with Sheva pretty soon. There are is a semi-big wave
of Majini here. Keep moving up and killing anyone in your way. Eventually, you
should see a crib of rubble. If you go up to it, you will have the Investigate
prompt telling you that you won't be able to push it alone. Move to the left,
on the short side of the crib and hit the Partner Action button to push it off
the cliff.

Move to the twin Wooden Barrels and procure whatever is inside. Be sure to grab
the Green Herb on the table to the left. When you're ready for the boss battle,
jump down the cliff to the ground below.
      (, /   )
      _ /__ /
    ) /  o p o k a r i m u            /------------------------------------'
+--(_/------------------------------+/ B o s s  B a t t l e  # 2     [BB02]
|  Chapter 2-2  | All right, this fight should be nice and easy. Begin by
'---------------' procuring all of the Proximity Mines to in the Wooden Barrels
to the left, along with the various items you will run into. In terms of guns,
I will recommend the Dragonuv, because it's likely the most powerful weapon you
have at the moment. Any Shotgun is also ideal.

Begin by circling to the lower area of the battlefield, where there's a tent.
Plant a Proximity Mine here, and lure the Popokarimu on to the explosive. Once
it stupidly sets off the mine, it will be stunned for a brief period of time.
Immediately switch to your Dragonuv and start blasting its exposed belly (it
looks vulnerable because it's a different shade than the thick skin). After
blasting it for a while, set another mine down. Putting it in the same area is
fine. Keep repeating the process until it goes down.

In terms of the enemy's attack, you obviously need to not get physically
attacked by it. On top of that, it also has this corrosive mucus that it could
spit at you. If you get caught in the mucus, you will be temporarily immobile,
unless your partner frees you. Aside from these two points, it doesn't really
present much of a threat. Focus on shooting its belly (and not the face) and
you will finish it off in no time.

+--------+   __         __)
| ____/  |  (, )   |  /
| ||     |     |  /| /
| ||_    |     | / |/  a  l  k  t  h  r  o  u  g  h
| |/\\   |+----|/--|----------------------------------------------------------+
|    ))  |     '   -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [WK23]|
|   //   |+-------------------------------------------------------------------+
|  \|    | C h a p t e r   2 - 3  | There are no items to report in this level.
+--------+------------------------' It is entirely vehicularly based so there
won't be directional challenges to speak of. Begin by opening fire on the
Majini on the motorcycles. They shouldn't pose much of a threat. Watch for the
on- screen prompt and keep tapping the button. The second wave of Motorcycle
Majini will be accompanied by a truck. It will be coming from the right, so
take care of that one first. Clear out the rest of the motorcycle guys, and
watch for the X button on-screen prompt. The third wave will begin with another
truck, this time coming from the left. Some more motorcycles will follow. Watch
for the next on-screen prompt, which is L1 + R1. The next wave consists of two
trucks with motorcycle support. The first truck comes from the left. The second
on the right.

Soon you will reach the blockade. Start by blowing up the explosive barrel to
the left of the truck. Clean up the rest of them. In the next area, a truck
will come from the right hand side, so be ready for them. Shortly after that,
it will be the motorcycle guys again. Finish them off to conclude the chase.
Watch the next cut scene and prepare for another boss battle.

      __     __)
     (, /|  /
       / | /+----------------------------------------------------------------+
    ) /  |/ d e s u  E l  G i g a n t e    /--------------------------------'
+--(_/---'-------------------------------+/ B o s s  B a t t l e  # 3 [BB03]
|  Chapter 2-3  | If you thought the last one was easy, wait till you get a
'---------------' a load of this ogre. You have a turret to use, so you don't
have to worry about wasting ammo. The only thing to watch out for is the
machine gun overheating, which happens if you hold on to the trigger for too
long. So be sure to let go of the trigger momentarily during your attacks.

Begin by opening fire on its face, non-stop. Don't be worried when he pulls up
his foot in a stomping motion, if you keep firing at him he will not be able to
stomp you. Just keep firing at him and don't bother letting go of your trigger
just yet. Once you shoot at him long enough, he will back off. After backing
off, you'll probably notice a few parasites popping out of his body. At the
same time, some Majini will show up in the area to the right. Blast the nearby
barrel to dispose of them quickly.

It's time for us to turn our attention to the parasites. Blast at whichever one
you can see, and soon he will pick up a huge boulder. Blast the nearby
Explosive Barrel to put an end to that immediately. The next phase will have
him approach you. Just keep firing at the parasites until the parasite pop out
of its spine. Go to town on that thing until it hides again. The next part is
the same, some more tiny parasites will appear. Go to work on them until the
big parasite shows itself. Blast it again. Once he picks up the telephone pole,
you will have to press L1+R1 to dodge some attacks before you can keep
attacking. Repeat the process until it does.

+--------+   __         __)
| ____/  |  (, )   |  /
| ||     |     |  /| /
| ||_    |     | / |/  a  l  k  t  h  r  o  u  g  h
| |/\\   |+----|/--|----------------------------------------------------------+
|    ))  |     '   -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [WK31]|
|   //   |+-------------------------------------------------------------------+
|  \|    | C h a p t e r   3 - 1  | Begin by going to the small island ahead
+--------+------------------------' and pick up the Beast Slate by the dead
| Beast Slate................ [ ] | BSAA agent. Go to slice and dice the skulls
| Slate Map.................. [ ] | hanging to the left to pick up a Ruby. Also
| Beetle (Brown)............. [ ] | grab the Slate Map to the left. Have
| Rocket Launcher............ [ ] | your map pulled up and sail straight to the
| Chalice (Silver)........... [ ] | target. It won't be very tricky at all, it
| Shaman Slate............... [ ] | is mostly driving straight ahead.
| Raptor Slate............... [ ] |
| Warrior's Slate............ [ ] | Look for the little alcove to the right,
| S&W M29 Magnum............. [ ] | which holds the Slate Cap. Notice the gate
| Blue Enigma................ [ ] | here. Go up to it and Investigate. It will
| Large pot.................. [ ] | tell you that you can't go through yet.
| Green Herb................. [ ] | Time to head back on to the boat. Drive the
| Machine Gun Ammo........... [ ] | boat straight ahead until you come to the
| N 100 Gold................. [ ] | abandoned ship. On board, you will find
| N 200 Gold................. [ ] | a Beetle (Brown), and near the front of the
| Ceremonial Mask............ [ ] | ship you will find a Rocket Launcher.
| Large Pot x 2...............[ ] | Procure these items and get back onto your
'---------------------------------' boat. If you want the Chalice (Silver),
sail your boat to the very top-left tip of your map. You will find an island
here with a hut. Climb the ladder to find it in a treasure chest. Get back on
your boat and pull up your map.

Drive to the X at the very top of your map first. Make your way to the pots and
masks. Shoot the sparkly mask on the very top to grab another treasure. Check
out the huts for various items. When you're ready, sprint straight into the
tribal area and you should see two broken ladders, which signals Assisted
Jumping time. The one on the left holds the Idol (Silver), while the one right
holds the Shaman Slate.

Now some pissed off tribesman will begin their attack on you. They can take
more punishment than the average Majini, so be mindful of that. The ones who
come with the shields should be dealt with your shotgun; the regular M92F won't
be able penetrate them. No enemies here should be too daunting, so fight your
way back to the boat for a checkpoint. Now let's drive your way to the X on the
right end of the map. Sheva might start firing at some Majini, but ignore that
and just keep driving the boat.

Once you arrive at the island, you'll find a large pool of water ahead. Circle
to the left, and stay along the edge. You will find a Beetle (Brown) around the
tree. Keep traveling along the edge of the water and you should soon come to
some buildings, along with a huge canoe. Go towards the buildings and make your
way to the ladder near the centre. Follow the path above and circle around
until you see a ramp leading downwards. It will lead you to a small hut
containing the Raptor Slate. After you grab it, a single Majini will appear so
dispose of him make your way back to the boat.

Let's make our way to the final X on the map. Do so by driving straight
downwards, and turning left into the strip on the map when you are there. Once
you've reached the location, you'll have to circle around to the docking point.
Once on the ground, head up the ramp and turn right. Instead of turning left
towards the cabin just yet, take the stairs down to the golden carpet and a
treasure chest. There's another Idol (Silver) here. Now turn left to the ramp
leading upwards (ignore the flat ramp). Sprint up the ramp then take a right,
and you should see a cabin up ahead. Jump through the window and procure the
Warrior's Slate in the chest--the final piece of the puzzle.

Now leave through the window you came in and fight your way back down to the
golden carpet area. Turn right to head up the ramp that leads you back towards
your boat. From there, just follow the path while veering to the left until you
see your boat and flee to safety. Now it's time to drive your boat back to the
marker--but wait, the Majini have set up a blockade. Position the boat so
you're facing the wooden structure above, where the Majini are perched. Allow
Sheva to pick them off.

After she clears out the first wave, drive the boat through the hole and allow
her to take out the next. Once they are all eliminated, the spikes will lower
and you will have a straight path to the marker. Go up to the door and
Investigate four times. Then hit the Partner Action button to open the door to
the next area.

Begin by jumping into the stream below. Turn left and follow the stream until
you get attacked. The attacker is a Majini with the crossbow at the top of a
small hut. Pick him off and proceed to the camp/tribal area. There are a
variety of items in the huts on the perimeter. Don't go over to the shiny
Magnum by the fallen soldier until you are ready for a battle. Once you are, go
over to the S&W M29 Magnum and pick it up.

A bunch of Majini with crossbows will now appear above. They really aren't very
dangerous, so position yourself so you can get a good shot, and pick them off
one-by-one. After you've gotten them all, you will be allowed to leave. Head
towards the nearby hill.

All right, this is where it could get a little dangerous. Arm your Shotgun and
pepper the Majini with shots at first. When you see the huge ones with masks
(called Giant Majini) appear, get your Rocket Launcher ready. If you see the
two Giant Majini, fire your rocket at them, and with any luck, both will be
killed instantly. Pick up the Blue Enigma that they drop and continue up the
path that they came from. Climb up the small ledge at the end of it and fend
off any of the remaining enemies. Go over to the chain and instruct Sheva to
turn on it.

Time to head down the hill and make your way to the bridge on the right. Also,
you can go around and procure the items from the huts if you like. Watch out
for the N100 Gold on the ground--it's boobied trapped, so don't bother grabbing
that one. Just cross the bridge to the other side. There's a large pot in the
corner to the left. Go up the stairs and procure the items in the hut. Next,
take a right up the ramp towards the tunnel. Go inside and procure the
Ceremonial Mask. Now leave the tunnel and make the jump to the right. Follow
the path here into the small hut and procure the two large pots. Next, head
into the trolley to conclude the chapter.

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

Don't expect a smooth ride. The water is filled with alligators, so you'll have
to follow the various on-screen L1+R1 prompts to dodge. You have to do this a
total of four times. Once the raft stops, climb up the ledge to the left and
hit the Action Button kick the button, lowering the bridge. Go over to the door
and open it. Turn left and jump across the zebra carpets again. Make your way
across the newly formed bridge, and into the tunnel.

Take note of the next two torches you come across. Blast them both to get
treasures: Ruby (Pear) and Sapphire (Square). Continue through the tunnel and
when you emerge back outside, you'll activate brief cut scene. You'll see a
couple of tents to the right. Go inside and leave through the back opening to
find two Wooden Barrels worth procuring. One of the tents also hold the very
valuable First Aid Spray. Go over to the water pipe and you'll find a Jewel
Beetle around there. Before going on, explore the small shelter to the left,
which holds two Wooden Barrels. After procuring whatever they hold, continue
along the path and you should begin to see the refineries. Go over to the metal
door and open it up.

Start by equipping your sniper rifle and picking off a couple of the Majini.
Jump down and procure the Wooden Barrel to the left. Some Majini will start
attacking you on the ground now, including a Cephalo. Clear them out and sprint
straight ahead, up the steps and directly below the structures. Make your way
to the large round Tricell tank and climb up the nearby ladder. Climb up
another ladder after that, and after procuring the Wooden Barrels, turn the
wheel to shut off one of the gas pipes.

Some Majini will start attacking you from the left of the wheel. Pick them off
and then jump down the nearby ledge. Go over to where the Majini were and
speculate the two Wooden Barrels. Then climb up the nearby ladder. Pull on the
lever and wait for the railing to get to you. Glide on over and... uh-oh! Here
comes your friend, and mine, the Chainsaw Majini. If you have any Grenades,
this would be the time to start chucking at them. You should also pick up the
nearby Proximity Mine, and place it between the wheel and the sacks of flour
(this is where he's going to climb up).

Unfortunately, this isn't going to be enough to kill him. So switch to your
Shotgun and start blasting away at its head. Be very careful to not reload when
it is within Chainsaw range. Just keep blasting at its head and moving away
when you have to reload until it dies. It will really help if you have been
upgrading the capacity of your Shotgun. After taking it down, turn the wheel to
deactivate the second gas pipe. Just one more to go.

Jump down where the Chainsaw climbed up and sprint to the large Tricell tank
again. Once again, climb up the ladder, but this time, instead of climbing up
the second ladder, follow the ramp to the left, and up the two flight of
stairs. Pull on the lever to summon the railing again. Turn on the final wheel
to deactivate the final gas pipe. Open the door, and another Chainsaw Majini
will show up. Just take care of him the same way as last time. After doing so,
once again make your way back to the large circular Tricell tank and climb up
the ladder. Finally, go down the stairs to the left and up the next few flight
of stairs.

A wave of Majini will come from where the Wooden Barrel is, so dispose of each
of them. A grenade would help here. After taking them out, turn into the
opening where the Majini came from and jump down below. Open the door and head
on over to the next area.

Watch the brief cut scene and get ready for a battle. It won't be anything
serious, because they are just a bunch of basic Majini. Your goal for now is
just to ensure nobody kills Captain Josh. Be sure to procure the several
Wooden Barrels around the room. The Majini will be coming from the two windows.
So procure all the items, and stay near Captain Josh. Soon he will activate
the elevator, so hop in and go to the 2nd level.

Sprint out of the elevator and make your way to the elevator, clearing out all
the enemies in your path. There's a Cephalo here. Again, nobody should be a
really grave threat. The Shotgun comes in very handy here. Once you make it to
the final door, Captain Josh will go to work on the control panel, and you
should see a Chainsaw Majini appear.

Don't panic--climb up the small ladder and pick up the Proximity Mine. You do
not need to kill the Chainsaw here, but just to hold it off long enough for
Joseph to open the door. Stand on the platform with your Sniper Rifle and start
picking them off. Use any Grenades you may have too. It will only take a minute
or two before the door is opened. Once it is, hop in.

After the scene is over, run down the stairs and circle around to the next set
of stairs. There's a metal door at the top of them, so go on through. On the
other side, run up and take a right on the platform. Keep going in this
direction until you find a small set of stairs leading downwards. Take note of
the two Wooden Barrels in the shelter to the right. Keep advancing until the
scene activates.

After the scene, take note of the timer above. Don't worry though, you have
plenty of time. Begin by making a Quick Turn and going to the alcove below. You
should see a little briefcase there. Open it for the lucrative Gold Bars. Now
turn up the ramp and start making your way towards your target. Blast the
Majini along the way. Again, they are just the basic kind so they should be of
no concern. Once you make it to the locked gate, shoot it down and proceed on
through. On the other side are some dogs a Big Fat Majini. Just move right past
them and down the set of stairs to the boats. Your boat is the boat on the
right. If you still have some time, you can opt to not hit the Partner Action
Button yet, and wait for the Big Man Majini to come down so you can blast him
for the Jewel Bangle. Entirely optional. Hit the Partner Action Button to
conclude the chapter.

+--------+   __         __)
| ____/  |  (, )   |  /
| ||     |     |  /| /
| ||_    |     | / |/  a  l  k  t  h  r  o  u  g  h
| |/\\   |+----|/--|----------------------------------------------------------+
|    ))  |     '   -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [WK33]|
|   //   |+-------------------------------------------------------------------+
|  \|    | C h a p t e r   3 - 3  | This chapter will take place mostly on your
+--------+------------------------' boat. Begin by equipping your Sniper Rifle
| Wooden Barrel x 2.......... [ ] | because it will come in handy. Soon your
| Handgun Ammo............... [ ] | boat will come to a halt, so when it does,
| N100 Gold.................. [ ] | climb up the platform to the left. Take
| N100 Gold.................. [ ] | care of the Majini here and jump across to
| Green Herb................. [ ] | the platform on the left. Note that for the
| N100 Gold.................. [ ] | Majini standing on unreachable platforms
| Handgun Ammo............... [ ] | across, you can blow up the large silver
| Rifle Ammo................. [ ] | cylinder gas tanks to take them out
| N100 Gold.................. [ ] | easily.
| M3 Shotgun................. [ ] |
'---------------------------------' Continue on down the ramp and you should
see a Handgun ammo in the corner. Continue along this ramp and you pull the
lever to lift the gate. Don't forget about the Wooden Barrel to the right of
the lever. Some more enemies will spill in, beginning with one of those flying
parasites. Blast them and continue back to your boat. For the next little bit,
always try to look for explosive barrels because there are a bunch of them. As
your boat approaches the first structure, there's a barrel on the left hand
side. Be sure to Duck (Action Button) when you approach the structure. There's
another pipe shortly after that.

For the next little bit, you'll just have to take some time to clear out the
various enemies with your Sniper Rifle. Switch to your Shotgun when the enemies
get close. Another stoppage is coming soon. Jump up the platform to the left
and procure the two Wooden Barrels. Make Quick Turn and follow the path here.
There's a Rifle ammo on the rusty barrel. Grab it and follow the path to see
some Majini jump down from above. Start picking them off and follow the path
left to the gate. Be sure to pick off the Majini operating the Machine Gun up
above. Continue along the path and you should see the first lever shortly.
Procure the Shotgun Shells on the rusty crate, as well as the Wooden Barrel on
the other side of the lever. Pull the lever and wait for Sheva to pull the
other one to open the gate. Be sure to pick up the M3 Shotgun before leaving.

Make your way back to the boat and hop on. It won't start moving until you pick
off some enemies, so do so. Once the boat starts moving again, it's time for a
boss battle.
       (, /
     ___/__ r v i n g                /---------------------------------------'
+--(__ /---------------------------+/ B o s s  B a t t l e  # 4        [BB04]
|  Chapter 3-3  | This battle will be pretty basic. If you have a Rocket
'---------------' Launcher, you can speed up the battle quite a bit, so I would
recommend buying one if you could afford it. Anyway, there are 4 turrets on the
ship, two there are similar to a grenade launcher, and two more that are like a
machine gun. So once again, you won't have to worry about running low on ammo,
which is always a plus. Begin by operating the turret directly in front,
because this is where Irving will be first. Take note of the four tentacles. Go
to work on them, one at a time. Watch out for the on-screen prompt to dodge,
which will be the Action + Run Buttons this time. After blasting at the
tentacles for a while, Irving will start swimming. Notice the yellow pouch on
him, just to the right of the head. As it swims, start blasting away on it.

After spending some time swimming, it will start attacking you with some
tentacles, while staying hidden. Leave the turret for now and just focus on
dodging his attacks. It won't be long before four new tentacles appear. Take
the turret closest to it now and start blasting away. Again, after taking out
the tentacles, it will start swimming with the yellow pouch exposed blast it
for a while to do some damage. After a little bit Irving might swim all the way
to the ship with its mouth open, which you'll have to dodge with the Action +
Run Buttons.

The final phase of the battle involves Irving opening his large mouth, and
exposing the human Irving on the tip of its tongue. If you have a Rocket
Launcher, you can finish the battle with a single rocket to the mouth. If not,
just use the turret and blast away until the battle concludes, signalling the
end of the chapter.

+--------+   __         __)
| ____/  |  (, )   |  /
| ||     |     |  /| /
| ||_    |     | / |/  a  l  k  t  h  r  o  u  g  h
| |/\\   |+----|/--|----------------------------------------------------------+
|    ))  |     '   -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [WK41]|
|   //   |+-------------------------------------------------------------------+
|  \|    | C h a p t e r   4 - 1  | Begin by sprinting straight ahead, into the
+--------+------------------------' small building ahead. You'll find a few
| N300 Gold.................. [ ] | small pots in here, so procure each of
| Large pot.................. [ ] | them. Leave through the exit to the left
| N100 Gold.................. [ ] | and check out the large pot outside. Once
| Topaz (Trilliant).......... [ ] | you're ready, take the path to the right
| Emerald (Pear)............. [ ] | and into the caves.
| Sapphire (Square).......... [ ] |
| Sapphire (Pear)............ [ ] | Have your shotgun ready because a new type
| Green Herb................. [ ] | of enemy will make its appearance soon.
| Proximity Mine............. [ ] | They're called the Bui Kichwa, and they
| Large Pots................. [ ] | look like large spiders. They are pretty
| Sapphire (Trilliant)....... [ ] | quick, but contrary to the old axiom, you
| Ruby (Trilliant)........... [ ] | _can_ defend speed. They will try to jump
| Flash Rounds............... [ ] | on and latch on to you, which is their
| Emerald (Square)........... [ ] | basic attack. The shotgun should be able to
| Topaz (Square)............. [ ] | dispose of them easily though.
| Ruby (Pear)................ [ ] |
| Large Pot.................. [ ] | Anyway, let us continue along the path.
'---------------------------------' Sprint past the ladder, and keep to the
left hand side--ignore the pot and the light to the right. Keep going along the
direction the left and you will soon find a single Large Pot in the corner
holding a... N100 Gold? Nope, that's not what you came for, turn to the left of
_that_ and you should find a ledge to climb up, which houses a very tucked away
treasure chest. Open it up for the Topaz (Trilliant). Now turn around and make
your way back to the ladder you sprint past at first. Take care of the Bui
Kichwa along the way.

At the top of the ladder are some more spiders, and some pots. Break each of
them and continue down the path. Take note of the single torch to the right.
Slash it with your knife to find the Emerald (Pear). Continue deeper into the
cave, and take out any Bui Kichwa along the way (and there will be lots of
them). Soon you'll come to another torch on the ground. Slash it with your
knife to find the Sapphire (Square). Once you make it to the door and the torch
to the left, you should see a sparkly object on the ground to the right. Cut it
up the Sapphire (Pear). The torch by the door also holds a secret--cutting it
up will reveal the Topaz (Pear). Now time to open up the door to the next area.

Begin by sprinting down the passageway to the left. Jump down to the area below
at the end of it. On the ground, take note of the two large pots to the left.
Procure them and head through the opening up ahead. Jump down to the ground
below when you are prompted. Down below, make a Quick Turn and go into the
small tomb behind. The sarcophagus (casket) can be explored, so go up to it and
hit the Partner Action button. You have come to what appears to be the
motherload--unfortunately, most of the gold is only worth N100 and at most
N200. Leave through the door on the left and you should find another single
torch on the table. Slash it up for another tiny treasure. Head outside to
activate a brief cut scene.

After the scene, slice up the two pots to the left and drop down to the level
below. Proceed to the path on the left and a group of Majini will appear. Most
of them are pretty strong, so I hope you have a few grenades. Watch out for the
jumping mothers with the mask and spears. Always keep an eye out for them. Work
your way along the path to find a Green Herb near the middle. Continue up the
stairs and destroy the oncoming enemies. A Cephalo awaits you at the top of the
stairs. There's also a single large pot here, which holds a Red Herb (how
convenient). Continue along here and a wave of Majini led by two with the
shields will attack.

Blast them up and head into the tomb they came from. Push open another one of
those tombs to find more gold. Next, leave the tomb and take a left. Go through
the next opening to the left to find some pots and also Ruby (Pear) in the
casket where the skeleton is against the wall. Now continue along the path and
cross the ramp to the right, to find another sarcophagus. Uh-oh!

Once below, a large wave of basic enemies will start attacking. Dispose of each
of them. Do not leave this area until you explore each passage way, because
there are a count of 3 treasure chests down here. After procuring each of the
treasures, head towards the daylight/opening. Equip your Sniper Rifle and look
towards the statue ahead. There are a bunch of the shielded Majini there, so
wait for them to turn and take them out. Now make your way into the room and
procure all of the pots before going to the statue in the centre of the room.

This will open the door here, but will also create a series of huge fireballs
to start rolling around. Stick to the right as you run up and goto the huge
torch on that side. Manuever around the fireballs and hit the Partner Action
button the on door. Just keep sprinting ahead until you activate the brief cut

Now it's time for some ancient tomb sprinting, a la Indiana Jones. This
sequence is pretty simple. You have to constantly be hitting the Run Button and
to throw you off, the game will throw various on-screen prompts that you'll
have to tap. So the first one is the Action Button to jump over a hole on the
floor, the next is another jump with the Action Button, and IMMEDIATELY
following that jump, you have to press L1+R1 to conclude the sequence. Now jump
down the ledge below and pull on the chains to reveal a large staircase.

Sprint down the staircase towards the door on the bottom. Turn left and procure
the large pot to the left before continuing down the next flight of stairs in
the room. Turn left as soon as you have the opportunity and follow the path
here to the statue and waterfall. Hit the Investigate button and Sheva will
tell you to grab the other chain. Turn around and sprint back to where you came
from and turn left in the big hallway again. Keep going to the left and you
should be back in the room where Sheva is, but on the other side. Hit the
Partner Action button to complete the pulling.

Grab the treasure and turn around to head back into the main hallway. This
time, turn right to go up the new set of stairs and go up to the statue. Pull
on the statue and wait for Sheva to get here. This time, you'll see the stairs
become a bridge to the other side. Turn around and sprint across the new
bridge. Turn right when you are able to and keep going until the scene
initiates. Have your weapon ready for a fight. A Sniper Rifle of some sort
works well here. The Majini will be coming from a bridge to the left mainly.
Finish them off and switch to your Shotgun as you continue on. A pretty big
wave of enemies will appear here, so start blasting away.

After you've destroyed them, make your way to where the Majini are coming from.
In that small area where Majini are, just sprint straight ahead to where the
wall is and turn left. You should see a Majini with a crossbow here. Take care
of him and continue ahead, and you should see a set of stairs leading downwards
shortly. Take the stairs down then turn right immediately to go up the next set
of stairs. Here's another statue so pull on the chains.

From the statue, turn right and keep going in this direction towards the
statue. After Investigating it, turn around and sprint straight ahead until you
see the large staircase leading downwards to the left. Turn left once at the
bottom floor again, and continue straight down this hallway. Turn left into the
opening once more. You should see some Majini coming from the top. Equip your
Sniper Rifle and start going to work on them.

Some Bui Kichwa are on the ground floor here, so don't be caught off-guard.
There's a pretty large wave of enemies, so don't pull on the chains until the
coast is clear for a good minute or two. Once you do pull on the chain, wait
for Sheva to run the stairs and do the same. Pick up the treasure and turn
around. Stick to the left wall and go in this direction until you see the
burning wood and the large pots. There's a Proximity Mine here. Turn around now
and go back towards the main hallway. Sprint up the large stairs to the right
when you see them. Take a right once upstairs to the statue Sheva was at to
pick up the treasure. Quick Turn and sprint in this direction for a bit.
Instead of going downstairs right away, turn left at the small torch and keep
going in this direction to find a treasure chest containing some Flash rounds.
Now head down the stairs and turn right when you can. You should see another
one of those statues. Go over and pull the chains to initiate a boss battle.

You've dealt with one of these buggers before. But this time, believe it or
not, is going to be even easier. Begin by looking for the stairs in the corner
of the room to the right. Once you find them, sprint straight up and don't turn
around. Once you reach the very top, you'll have to hit the Run button to dodge
-- do so and this will end the battle. However, keep in mind that if you want
the Soul Gem, you'll have to defeat it normally. If you want to do so, you can
use the Proximity Mine you found earlier to stun it and blast the belly. If
you're out of explosives, you can also stun it by blasting its belly with your
weapon. Either way, defeat the boss and run up the stairs to conclude the

+--------+   __         __)
| ____/  |  (, )   |  /
| ||     |     |  /| /
| ||_    |     | / |/  a  l  k  t  h  r  o  u  g  h
| |/\\   |+----|/--|----------------------------------------------------------+
|    ))  |     '   -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [WK42]|
|   //   |+-------------------------------------------------------------------+
|  \|    | C h a p t e r   4 - 2  | Begin by sprinting up the stairs and
+--------+------------------------' turning left. You'll find two large pots
| Hand Grenade............... [ ] | here, with a Hand Grenade and Machine Gun
| Machine Gun Ammo........... [ ] | Ammo. Continue up the stairs and through
| N100 Gold x 2.............. [ ] | the opening. Just keep going straight up
| Sea Emblem................. [ ] | and you'll see two torches and a gate with
| Rifle Ammo................. [ ] | room for some emblems. Just ignore the door
| Blue Enigma................ [ ] | for now, and take a left. Continue in this
| Sapphire (Square).......... [ ] | direction until the scene initiates.
| Green Herb................. [ ] |
| Earth Emblem............... [ ] | You'll see a Majini below. Don't bother
| Large Pot x 2.............. [ ] | attacking. Just wait for it, wait for it...
| Emerald (Pear)............. [ ] | there it is! Was that wicked cool or what?
| Sky Emblem................. [ ] | Anyway, after the beam of sunlight, sprint
| Blue Enigma................ [ ] | straight ahead through the opening and take
| Diamond (Trilliant)........ [ ] | a left. Take note of the burning structure
| Idol (Gold)................ [ ] | to the top left. Equip your Sniper Rifle
| Emerald (Pear)............. [ ] | and start attacking. There are a bunch of
| Jewel Beetle............... [ ] | them with crossbows, so look for those
'---------------------------------' first. Continue along the path and you'll
see the stairs to the left. However, if you go right there are two Large pots
there. Procure the N100 Gold and go up the stairs. You'll find the Sea Emblem
on the structure to the left. 1/3 down. There's also a large pot on the right
of the emblem.

After grabbing this Emblem, you should hear the war cry of the Giant Majini.
Have your shotgun and/or Grenades ready. Go down the stairs and you will be met
with some Majini resistance. The Giant Majini is stuff, but even it won't be
able to handle an onslaught of Shotgun Shells. The Giant Majini's attacks are
pretty telegraphed, so when it looks like it'll attack, focus on not getting
hit before continuing your attack. Before heading through the opening ahead,
watch out for the sunbeam. It won't kill you, but it will do some heavy damage.
The best time to proceed is IMMEDIATELY after the sunbeam comes, and while the
ground is still burning. It won't deal any damage, and when the ground is still
burning it ensures that you have the most time until the next beam comes.

Anyway, so now that we have a little strategy in mind, head through the opening
and follow the path. Turn right when you see the stairs. Insert the Emblem for
a Checkpoint. Turn around and look to take the path to the left. You should see
another sunbeam soon. Again, wait for the ground to be burning and sprint! You
won't be able to run straight ahead, so look for the little alcove to the right
near the middle to take a break. You should also be able to see a sparkly
object on the wall. Slash it with your knife for the Sapphire (Square). After a
bit, continue along the path and turn right again for a Checkpoint. There's a
Cephalo in this hallway, so dispose of him quickly.

There's also a guy holding two torches on the stairs to the left, so be quick.
Make your way to the burning structure and make a Quick Turn. There's a Majini
with a crossbow in the balcony to the left. Majini also drop down from a ledge
to the right of where you are currently standing so keep an eye out in that
direction. Dispose of the enemies and grab the Earth Emblem.

Make a Quick Turn and go towards the stairs on the left that lead upwards.
There are two large pots here, so check them out. The adjacent path is another
one with sunbeam. Again, watch for the fire on the ground and immediately turn
right on to the path. Sprint in this direction for a while, and once again stop
in the alcove to the right near the middle. Wait for another beam to happen and
go again. Keep sprinting straight ahead until you reach the Checkpoint. Be sure
to also explore the pot to the right. Don't stop there, though, follow the path
here to reach a dead-end corner with a single torch. Slash the torch for an
Emerald (Pear). But that's not all-- (</shopping infomercial>) equip your
Sniper Rifle and look upwards, to the left. You should see a Majini standing by
a big torch. If you blast him in the head, it will shut off one of the beams.

Go back to where the checkpoint was, and explore the alternative path up ahead.
You should notice that the sunbeam is still active here. Equip your Sniper
Rifle and you should also see some shielded Majini approaching you. You don't
have to blast them, because they will destroyed by the beam. As soon as that
happens, make a full sprint across the path and don't bother turning until you
reach the next Checkpoint. There's an Assisted Jump here, and Sheva will also
be greeted with a few Majini immediately. Provide some support with your Sniper
Rifle from this side and she will soon grab the Sky Emblem--the final piece of
the puzzle.

Before you start celebrating though, turn your attention to the large pots to
the right. Soon a pretty angry Giant Majini will drop down to attack you for
stealing his emblem. If you took care of the other Majini though, it should be
just the lone Giant Majini now so it shouldn't be too difficult. Dispose of him
and pick up the Blue Enigma. Quick Turn now make your way back to the sunbeam
path. You should know how to handle it by now. Sprint straight ahead until you
see the opening to the right. Go down the stairs but don't jump the gun. Wait
at the bottom of the stairs a bit for another sunbeam. Now run straight ahead
and turn left when you can.

Once again, wait for the sunbeam. Once it appears, take a right and sprint to
the stairs on the left. Go up and insert the final Emblem on to the door.
Sprint straight up the long staircase. When you see the door, shoot the shiny
object directly above for the Diamond (Trilliant). Open the door to the next
area. Sprint straight down the stairs to the door and walk into your first
mirror puzzle.

It's not really a puzzle though. Pull up your map and begin by sprinting to the
right and circling around to the marker. Go behind the closest mirror and turn
it to the left, directly on to the mirror to solve this one quickly. Get on the
target platform now and hit the Partner Action Button to head downstairs.

Begin by sprinting towards the marker and taking a left towards the pillar. Hit
the Action Button close by to kick it down. Now make your way to the mirror
directly across from the target (diagonally). Grab it and turn it left so it's
facing the mirror in the centre. Make your way to said mirror in the centre and
turn it right, so it's facing the light. Now kick down the pillar to solve this
puzzle. Go on to the marker and hit the Partner Action button.
|           |   |           | This final puzzle is a little difficult, so I
|             s             | felt a diagram would be most helpful here. It's
|      2             3      | pretty self explanatory for the most part, but do
|                           | note that "a" is the stationery beam, which is
|             t             | not movable. Point "t" is the treasure chest, but
|-                         -| don't bother opening it because it's a trap, and
|y                         x| will it just release a bunch of Bui Kichwa.
|-            5            -| Points "y" and "x" are the two rooms that contain
|                           | a bunch of treasure. Point "s" is the statue with
|      1             4      | the ball in its mouth. Here's how to solve:
|    a                      |
|  start                    | All right, begin by going to mirror number 1, and
|___________|end|___________| turning it right so it faces the treasure chest.
Go now to mirror 2, and turn it right so it faces the mirror in the centre. The
next point is to goto mirror 3, and turn this to the right so the beam is
directed at mirror 2. This should cause the beam to be directed at the statue
and points x and y to open. Go inside to find the Beetle (Gold) in point y and
an Idol (Gold) in point x. In the room with the bunch of pots, watch out for
the snakes. I would recommend standing clear of them and blasting a bunch of
them at the same time with a single Shotgun Shell. Note that there's a Emerald
(Pear) to the left of the Idol, on the ground. It's easy to miss it.

Anyway, back to the puzzle. Go to mirror 1 and turn it left so the beam is
facing the wall. Go to mirror 5 and turn it left so it's facing point a. Now go
back to mirror 1 and turn it to the right so the beam is facing mirror 5 to
solve the puzzle. Make your way to the end-point, but make sure that you don't
touch the beam because that's an instant death. Just walk slowly to the marker
and hit the Partner Action button to conclude the chapter.

+--------+   __         __)
| ____/  |  (, )   |  /
| ||     |     |  /| /
| ||_    |     | / |/  a  l  k  t  h  r  o  u  g  h
| |/\\   |+----|/--|----------------------------------------------------------+
|    ))  |     '   -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [WK51]|
|   //   |+-------------------------------------------------------------------+
|  \|    | C h a p t e r   5 - 1  | Begin by heading up the stairs in the
+--------+------------------------' middle of the area and circling to the
| Handgun Ammo............... [ ] | stairs that leads to the opening. Move
| Red Herb................... [ ] | straight through this opening and to the
| Handgun Ammo............... [ ] | door to the next area. Open the door to the
| Lion Heart................. [ ] | left to find some Handgun Ammo, and other
| AK-74 (MG)................. [ ] | things. Pick up whatever is inside, and
| Gold Bars.................. [ ] | leave to continue down the central hallway.
| Machine Gun Ammo........... [ ] |
| Shotgun Shells............. [ ] | You should notice a brief cut scene. Forget
| Handgun Ammo............... [ ] | about it for now. You'll find a Red Herb at
| N100 Gold.................. [ ] | the end of the hallway. Turn into the
| N200 Gold.................. [ ] | nearby door when you're ready. More of the
| Machine Gun Ammo........... [ ] | flowers, HM. If you'd like, you can slash
| Handgun Ammo x 2........... [ ] | the tubes the flowers in to break them.
| Green Herb................. [ ] | Either way, circle to the right where
| N100 Gold.................. [ ] | you'll find the door to leave.
| Handgun Ammo............... [ ] |
| N100 Gold.................. [ ] | Just sprint down this hallway for a bit and
'---------------------------------' check out the wooden crate you come across.
Bust it open for some Handgun Ammo. Continue down the hallway to the door that
requires you to turn the wheel. Go inside and pull the lever directly ahead.
After the brief sequence, go to the glass and slash it open with your knife. Go
into the hallway and turn left to find the next passage. Keep going in this
direction and turn left again to activate a sequence.

Here is the Licker Beta. These guys are TOUGH man. They can eat some serious
damage before going down. Your best chance is to use the Shotgun (I hope you've
been upgrading). Blast it a few times and pick up the Lion Heart. Then,
continue down the hallway to the door. Turn it open and procure the wooden
crate inside. Next, head through the hallway. Before going up the stairs, look
for the room with a shiny briefcase. Inside is the AK-74 and also a safe with
Gold Bars.

Head up the stairs and check out the wooden crate at the top for a Machine Gun
Ammo. Pull the lever to the right of that and open the door at the end of the
hallway. Sheva comments that they probably don't hear you. Your instincts
probably tell you to proceed slowly. Let me tell you right now that your
instincts are sorely mistaken. Sprint STRAIGHT ahead down the next few
hallways. Do not stop. Keep going until you find the elevator to Investigate.
You'll see that the elevator is stalling. Don't worry. Turn around and have
some Grenades ready if you have them. Once the Lickers start pouring in, start
with Grenades (but be absolutely sure that you have a few for the upcoming boss
battle) and follow them with Sniper Rifle fire. It won't take long until the
elevator gets here. Turn around and spam the Partner Action button to conclude
this phase.

Go towards those little shelves to find various Ammo in there. Then, turn right
to activate a scene, and at the conclusion of that is another boss battle.

    __     __)
   (, /   /
     /   /+-------------------------------------------------------------------+
    /   /  8                         /---------------------------------------'
+--(___(_--------------------------+/   B o s s  B a t t l e  # 5      [BB05]
|  Chapter 5-1  | All right, begin right away by hitting L1 + R1 for a dodge.
'---------------' It's a pretty standard energy so let's not waste any time.
Take out the strongest weapon you have start firing at the little pouch on one
of its arms. Do so and it be stunned. Now move towards its mouth with a Grenade
and activate the "Toss-in" action when it prompts. If you don't have any
Grenades, blast it with your weapon.

After that, reset the process and open fire on the pouch. Once you stun it
again, toss in another Grenade. Repeat the process a few more times and this
will be history. If you don't have any Grenades this battle is a lot tougher,
so it is strongly advised that you save some Grenades for the fight. Anyway,
watch the remaining scenes to conclude the chapter.

+--------+   __         __)
| ____/  |  (, )   |  /
| ||     |     |  /| /
| ||_    |     | / |/  a  l  k  t  h  r  o  u  g  h
| |/\\   |+----|/--|----------------------------------------------------------+
|    ))  |     '   -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [WK52]|
|   //   |+-------------------------------------------------------------------+
|  \|    | C h a p t e r   5 - 2  | Let us begin by sprinting straight down the
+--------+------------------------' catwalk ahead. Go up to the door and head
| Handgun Ammo x 3........... [ ] | through to the next area. Go down the
| Rifle Ammo................. [ ] | hallway and turn right to find a bunch of
| Green Herb................. [ ] | crates plus a variety of ammo. Head through
| N100 Gold x 2.............. [ ] | the door at the end of the hallway when
| Wooden Crate x 2........... [ ] | you see it. Proceed and you should see a
| Green Herb................. [ ] | brief cinematic.
| Wooden Crate............... [ ] |
| Rifle Ammo................. [ ] | Head downstairs to where the Majini are
| N100 Gold.................. [ ] | throw a Grenade at them. A well-placed
| Rifle Ammo................. [ ] | throw should bring them all down. A few
| N100 Gold.................. [ ] | more Majini will start spilling in so take
| SIG 556 (MG)............... [ ] | care of them and continue down the hallway.
| Green Herb................. [ ] | There's a Green Herb tucked away on the
| Power Stone................ [ ] | crates to the right. Take care of the
| Wooden Crate............... [ ] | enemies and pick that one up.
| Green Herb................. [ ] |
| Dead Bride's Necklace...... [ ] | Go on through the door and take cover
'---------------------------------' behind the big tank to the left. You can do
so by using the "Against the Wall" action when you are at the corner. Equip
your Sniper Rifle and begin picking off the guy at the crates. Now emerge from
the tank and open fire on the Majini. You can also use your Grenades if you
have any to speed up the process a bit. Either way, defeat each of them and
make your way to the door. Before heading through, you might want to turn into
the little room to the left of it to find a couple of crates. Procure whatever
is inside and head through the door.

Proceed down the hallway and check out the two wooden crates. Continue on and
into the next room. You are immediately greeted by some Majini. Fight your way
up the stairs and don't forget about the four crates at the foot of each flight
of stairs. When you make up the stairs, some reinforcements will spill into the
room. There's a gas tank to the right of them, so blast it for a quick remedy.
Take cover at the wooden crates and begin the fight with the enemies in the
next room. There's another gas tank there, so look for it. Proceed to the
catwalk on the left and look for the elevator to goto the next area.

Grab the Green Herb and procure the wooden crate. Proceed down the hallway to
the left and you should see a few Licker Beta shortly. Try to see if you can
get by without getting noticed. If that fails, the worst case scenario is just
you filling their craniums with shotgun shells. Anyway, turn right at the end
of _this_ hallway to find another passage. You won't be able to avoid the
Licker Beta this time around, so start blasting away. Proceed to the end of
this hallway and turn to the left to the next door.

This next room is immediately dangerous so sprint down this catwalk and quickly
check out the two crates before jumping down below. Turn to your left and
dispatch of the Majini here. Print straight ahead and turn right to climb up
the ladder when you see it. Fast-equip to your Sniper Rifle and pick off the
Majini up ahead. Turn to the right and dispatch of the two to the left of the
conveyor belt's end. There's another guy on the ground to the left of them,

The next Majini to attack is the one at the catwalk above you. Now proceed to
the end of your own catwalk and jump down. Proceed to the yellow railing and
procure the Wooden Crates nearby. If you are still getting attacked, chances
are it's from some guy standing near the light at the end of the conveyor belt.
Speaking of which, you should head over there now. Go up the small stairs, and
jump down on to the conveyor belt through the little opening to the right. Now
you'll have to run against the conveyor's belt motion, and jump up the catwalk
to the right when you are able. Head up the stairs and open the door above to
the next area.

Some more enemies are here. Begin with the Majini at the catwalk above. Now
jump on to the conveyor belt with your Sniper Rifle handy. Look to the catwalk
above and you should see a gas tank. Blast it with your rifle to dispatch of
the Majini up there. Proceed along the conveyor belt, but check with your
Sniper Rifle every few steps for some Majini. When they drop down to the belt,
fire a bullet at a nearby gas tank to kill them instantly. Also check for the
Majini that will enter to the catwalk above. Anyway, jump up the catwalk to the
left at the end of the conveyor belt when you get there.

Just head down the nearby stairs and open up the large briefcase on the table
ahead. Inside, you will find the SIG 556, a machine gun. It's not quite as good
as the AK-74 in my view, so you might want Sheva to pick this one up. Don't
forget about the crates to the left of the dumpsters. Head up the small stairs
near the SIG 556 and continue up the next flight. Go straight ahead until you
see the next set of stairs going downwards to the right. Proceed along this
catwalk for a bit and past the egg on the wall. Turn left and you should soon
see some Machine Gun Ammo on the crate. Proceed along the catwalk to the stairs
ahead. Turn right at the top to find a bunch of crates on the table, along with
a Green Herb. Now proceed to the marker and pull the lever.

Turn around and follow the arrow downstairs. Continue on this catwalk, and go
right this time. Soon a Reaper will drop from above. Nothing some Shotgun
Shells can't handle, though. Dispose of it and pick up the Power Stone. Now run
up the stairs behind it, and proceed down the small set of stairs after to the
marker. Pull the lever to get the conveyor belt going. Drop down on to the belt
and just go towards the fire at the end at first, and switch to the conveyor
belt to the right when you are able. Run on the black strip between the two
conveyor belts until you get the prompt to pick up the Dead Bride's Necklace.
Keep running against the conveyor belt until you see the opening to the right,
to get back on to the other belt. Do so and climb up the nearby catwalk.
Proceed to the crates on the crates (lol) and check them out. Now head up the
nearby stairs and to the marker to the next area.

Follow the hallway and jump down the ledge at the bottom. Be sure to check out
the crates to the right. When you're ready, take a deep breath, and prepare for
the rematch against Uroboros.

    __     __)
   (, /   /
     /   /
    /   /+-------------------------------------------------------------------+
   (___(_ r o b o r o s (rematch)    /-------------------------------------'
+----------------------------------+/  B o s s  B a t t l e  # 6     [BB06]
|  Chapter 5-2  | This battle is completely different than the last one, and it
'---------------' will be treated as such. The only thing in common as last
time is the fact that fire is still your main weapon against him. This time,
however, the flames will come in the form of a flamethrower. When the fight
begins, immediately Quick Turn and sprint straight forward to the wall. This is
where the flamethrower is, so take note of it. You won't be able to use it yet,
because it's charging. This is something else of note--even after it finishes
charging initially, once you deplete the flames in the tank (IE the
flamethrower "ammo" goes from 100 to 0), you have to put the flamethrower back
to allow it to charge again.

For the actual strategy, take note of the three gas tanks around the area.
There's one on the centre pillar, and there's two more to the left and the
right. We aren't going to be able to strategize with the tanks this time
around, so just make sure that you damage the Urobros with them. Take some time
to deal some damage with the gas tanks while the flamethrower charge. When the
flamethrower is ready, you will get a little cut scene. Go grab the
flamethrower (if you're done blowing up the gas tanks), get right in front of
the Uroboros and start firing away. You might take a tentacle attack for your
troubles, but it's worth it if you can get hit once for emptying half of your

Speaking of the Uroboros attacks, watch for the Dodge prompt (Action Button +
Run Button). Also, watch for the Uroboros to do a little "degenerating" attack,
where it will dissipate completely, and suddenly rebuild itself close to you.
Don't get caught off-guard by this. If you get in trouble, note that there's a
First Aid Spray near the surgical chair, and another one in the cabinet to the
left of the flamethrower. If you start this battle with full health, you should
have no problem winning.

I do want to note that while your flamethrower is charging, switch to your
shotgun or Sniper Rifle and start blasting the yellow bulbs on its arms to deal
damage. Just keep charging your flamethrower, blasting it with flames, and
shooting its yellow bulbs until it goes down to conclude the chapter.

+--------+   __         __)
| ____/  |  (, )   |  /
| ||     |     |  /| /
| ||_    |     | / |/  a  l  k  t  h  r  o  u  g  h
| |/\\   |+----|/--|----------------------------------------------------------+
|    ))  |     '   -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [WK53]|
|   //   |+-------------------------------------------------------------------+
|  \|    | C h a p t e r   5 - 3  | All right, make your way to the newly
+--------+------------------------' opened door to the right. Turn to the left
| Sapphire (Marquise)........ [ ] | and climb up the ladder. Make another left
| Shotgun Shells............. [ ] | and go straight down the hallway to the
| Machine Gun Ammo........... [ ] | area where Excella was standing. Once
| Handgun Ammo............... [ ] | inside, immediately turn to the left to the
| Shotgun Shells............. [ ] | safe. Open it up to find the treasure
| N100 Gold.................. [ ] | Sapphire (Marquise).
| Machine Gun Ammo x 2....... [ ] |
| Power Stone................ [ ] | Now make your way to the right of the x-ray
| PSG-1 (Rifle).............. [ ] | to grab the Shotgun Shells and Machine Gun
| Green Herb................. [ ] | Ammo. Time to turn around and head through
| Green Herb................. [ ] | the hallway again. Turn left once you see
| Ruby (Brilliant)........... [ ] | the opening. Continue deeper into this
| Chalice (Gold)............. [ ] | room and go all the way up the stairs.
| First Aid Spray............ [ ] | There's a door at the top here, so hit the
| Magnum Rounds.............. [ ] | Partner Action button to head through the
| L. Hawk (Magnum)........... [ ] | next area.
| Sapphire (Brilliant)....... [ ] |
| Emerald (Oval)............. [ ] | Continue down the hallway and turn right to
'---------------------------------' the crates when you see them. Turn around
and go down this hallway here for a bit and you'll soon find a door. Help
yourself through and take out your Sniper Rifle. Look to the catwalk across and
you'll see an incoming wave of three Majini. Take cover behind the metal covers
if you need to. There are also some crates in the short side to the right.
After disposing of the Majini, continue down the catwalk and explore the room
to the left for some items. Whenever you're ready, make your way further down
the catwalk and soon a Reaper will descend on you. Equip your Shotgun and open
fire on the glowing bulb on its chest to deal the most damage.

After taking care of it, make a jump across the gap in the catwalk. Follow the
catwalk for a bit and another one will attack, so be ready with your Shotgun. A
Majini armed with a Stun Rod is advancing from the left, so take care of it and
sprint down that direction to the door. Two more Majini will stand in your way
towards the door, but they should be nothing new. Procure the various Wooden
Crates in here, as well as all the items on the shelf. Most importantly though,
don't forget about the PSG-1 Sniper Rifle. It's has semi-automatic
capabilities, but it's not quite as powerful as the Dragonuv.

Leave the room when you're ready and make your way down to the catwalk. Another
Reaper will attack, and you know how to take care of it. Now make your way to
the lever (marker) and pull on it. Two Majini will appear on the sliding
elevator, so open fire on them with your Sniper Rifle. When the elevator gets
here, get on it and Sheva will pull on the lever to get you across. Aim to the
right to rout the enemy to the right. When you arrive on the catwalk, you will
be greeted by a couple of Cephalo. Take care of them and wait for Sheva to get
on the elevator you came from. Once she does, pull the lever to tell her to GET

When the elevator arrives, circle to the right on the catwalk to activate a
brief cinematic. Immediately after the scene's conclusion, get out your sniper
rifle and aim to the Majini to the left of the door, holding the rocket
launcher. Pick him off and look way to the left of the catwalk to see another
Majini, who turns out to be a Cephalo. Continue along the catwalk to the left,
and a few more basic Majini will attack. Once you make up the small stairs,
you'll see yet another one with a rocket launcher. You'll also see a door, but
don't go in just yet. Follow the catwalk until you see the large window. Take
cover under it (you can lean against the wall), and ready your Grenade. Throw a
couple in there to immediately rout the Majini. Go through the nearby door when
the coast is clear.

Grab the Green Herb sitting on the controls, and don't forget about the rest of
the items on the desks, crates etc. Now kick open the door leading inside, and
follow the hallway to the next door. Hit the Partner Action button and head to
the next area. Sprint straight ahead and don't forget about the Green Herb on
the floor. Turn your attention to the bunch of crates to see what you can find.
Then, sprint directly on the catwalk to get into the room with all the body
cases again. Continue downwards and make your way to the controls on the big
circle on the bottom. Make your way to the control panel and hit the Partner
Action button.

The elevator will start spinning now. Turn your attention to the various Majini
positioned on the balconies. Aiming is a little tough, but you should still be
able to get the hang of it. The only real adjustment you have to make is to
initially direct the scope a little bit to the left of the Majini. It might
take a few practice shots before you get them all, so don't be shy to take a
few to get the timing down. Once the elevator reaches the top, turn your
attention first to the Majini standing at the top of the catwalk. Blast them
and proceed on to that long catwalk yourself. Make your way into the hallway
and to the interesting looking door to the next area.

Look towards the ceiling as you make your way down this hallway. As you
approach the exit, you should see a sparkly object near the final light. This
is the Ruby (Brilliant). Continue into the next room and take note of the
wooden crates close to the door on the right. Still staying close to this
door/building, circle around to the back and you will find a lever. Pull on it
to power the lift operator. Turn around and run forward/left and you will soon
find the machine. Don't forget about the crates to the left of that. It's
important to stock up on some stuff, because a pretty tough sequence is coming

Pull on the lever to bring down the lift. Sheva might insist, but it is
important for you to be the one to go up instead; so hit the "Command Partner"
action on the lever to get her there. Hop on to the lift and have your
strongest weapon ready for the incoming onslaught of Licker Beta. When the
first one appears, take a few steps back and open fire on it. The second one is
coming shortly after that, so be ready to take him out.

Sprint forward on the catwalk and wait for the next scene telling you that some
more are on the way. Retreat back to where the lift was and wait there-- do not
fire. With any luck, Sheva will be blasting away, and the Lickers will crawl
down towards her (they are blind, and are sensitive to sound). Switch to your
Sniper Rifle, and sprint to where the Lickers crawled down. You should also see
the Jump Down prompt there, but don't take it. Instead, start picking off the
Lickers from here. Sheva will have to tank a few shots, but it's all for a good

After disposing of these two, make your way down the catwalk to the other side.
Cut up the wooden crate for some Flame Rounds. Make your way to the catwalk
with the fence and take aim at the wall below the platform you were just on.
You should see some incoming Lickers, so pick them off with your Sniper Rifle.
Keep watching until the coast is clear, then push the junk blocking your way.
Jump down to the platform below when you're finished. Drop down into the
building and pull the lever to lower the bridge. Now open up the door and let
Sheva through.

Go first to the lockers and open them for three very valuable items: Chalice
(Gold), First Aid Spray, and Magnum Rounds. Be sure to pick up the Magnum
Rounds because they will come in handy later. Now leave this room and cross
that bridge. Be sure to blast the Topaz (Brilliant) sparkling above the doorway
before leaving to initiate the boss battle.

    __       __)
   (, )  |  /
      | /| /+-----------------------------------------------------------------+
      |/ |/ e s k e r                 /--------------------------------------'
+-----/--|--------------------------+/   B o s s  B a t t l e  # 6.5  [BB65]
|  Chapter 5-3  | Watch the scene and you will come to a shocking revelation.
'---------------' Jill will be supporting Wesker with machine gun fire. Don't
attack her, because if she dies, you will be taken to the Your Partner is Dead
screen. All right, let us begin this battle. If you want to skip this whole
first phase, turn around and Investigate the door to activate the cut scene and
go to the third paragraph. If you want to experience it, read on to the second.

Wesker will tell you that he only has seven minutes, and this translates into
real time. This first phase will only last 7 minutes. You basically just need
to run around for now, and survive. Try to minimize the damage that you take
from Jill's machine gun, and be sure to watch for the Dodge prompt to avoid
Wesker's gun shots. Finally, when you see that Wesker is dashing towards you,
repeatedly tap the Action Button, and you should soon see the "Counterattack"
prompt. If you tap the button face enough, you will indeed counter Wesker.
Don't bother shooting at him, just try to avoid Jill's attacks and counter
Wesker whenever possible. After 7 minutes pass, you will witness a brief
cinematic, and Chris will be kicked through the door.

As soon as you get kicked through the door, it is possible to do some damage to
Wesker here. Switch to your Shotgun (or Magnum, or Grenade Launcher) and start
blasting Wesker as he's attacking Sheva. It's possible to blast him until he
falls face first here. Anyway. Turn around, sprint up the stairs and just keep
going down the hallway. Keep to the right hand side and go through the opening
when you see it. Go into the room after that and push open the coffin to find
the L. Hawk (Magnum), a very powerful weapon, Sapphire (Brilliant), and Emerald
(Oval). Now turn around and leave these rooms.

Pull up your map and look for the big moving blip, which is Wesker. As it looks
like he is getting close, lean against the wall and get your shotgun ready. As
soon as you see him, open fire on him immediately. Stay in front of him for a
while, but don't bother shooting. If you see that he dashes towards you (as
opposed to walking), keep tapping the Action button to counter attack him. You
can just run around for another five minutes or so, and this battle will be
over. Watch the next scene and come back for the battle that we have all been
waiting for.

+------How to Unleash the Secret Combo-------+

If you are using Chris, it is possible to perform 5-8 strike combination on
Wesker based on on-screen prompts. To do so, you have to hide and keep blasting
him (after getting kicked through the door). Once you damage him enough, you
will see him fall slowly to his knees, before slouching forward and gasping for
air. This is the time to strike. Sprint towards him and you should see the
command prompt for Left Hook. This is the beginning of the combo, here are all
of the attacks:

(Control Type D)
1. Left Hook: Square Button (Action)
2. Right Hook: Square Button
3. Body Blow: Circle Button (Partner Action Button)
4. Heavy Blow: X Button (Sprint/Reload Button)
5. Finishing Combo: Square + X Button

I have also managed to do this immediately after the door kick. During this
time, he will be attacking Sheva. If he grabs on to her and she asks for help,
Wesker is ripe for the picking here. Instead of hitting the Partner Action
button to help, go up close and switch to your Shotgun. Keep blasting him until
he falls to the ground and the on-screen prompt should appear. Alternatively,
you can also open fire on him without having to rescue Sheva. If you were to do
it this way, you'd have to get to Wesker and start the combo before Sheva does.

       (, /
   /   /  i l l  V a l e n t i n e    /--------------------------------------'
+-(__ /-----------------------------+/  B o s s  B a t t l e  # 7      [BBZY]
|  Chapter 5-3  | You won't need any guns for this battle, so don't worry about
'---------------' those. The key to victory for you is the Action Button. Begin
by sprinting down the stairs to the larger battlefield below. Run close to Jill
and keep tapping the Action Button to have Chris call out to her. If you do
this enough, it will cause her to stop in her tracks and hold her hands to her
ears. Once that happens, run up behind her and Grab her. Sheva will now go to
grab the object out of her chest while you have to keep tapping the Run Button.
The first time won't be enough, and after she breaks free be quick to activate
the Dodge prompt to avoid getting attacked.

Sheva will also get the best of Jill here and there, where she will perform her
leg-scissor takedown. At which point sprint to Jill's body and keep tapping the
Action Button to sit down on her chest and begin the grabbing process (this is
sounding kind of wrong). Immediately after a failed attempt of grabbing, be
ready for the Dodge prompt. If you get into trouble, there are two Green Herbs
at the foot of both stairs. Just keep repeating the process to pick up the
victory and conclude the chapter.

Note, you can speed this battle up if you shoot the object on Jill's chest when
Sheva grabs her.

+--------+   __         __)
| ____/  |  (, )   |  /
| ||     |     |  /| /
| ||_    |     | / |/  a  l  k  t  h  r  o  u  g  h
| |/\\   |+----|/--|----------------------------------------------------------+
|    ))  |     '   -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [WK61]|
|   //   |+-------------------------------------------------------------------+
|  \|    | C h a p t e r   6 - 1  | Begin by jumping down to the platform
+--------+------------------------' below. Run up the stairs pick off the
| Wooden Crate............... [ ] | Majini here. A few more Majini will spill
| Machine Gun Ammo........... [ ] | in, so take care of them with your Shotgun
| Green Herb................. [ ] | or whichever. Continue up the stairs and
| N100 Gold x2............... [ ] | climb up the ladder to the left. Circle
| N300 Gold.................. [ ] | around the platform above and climb up the
| Jewel Bangle............... [ ] | long ladder here.
| Wooden Crate x2............ [ ] |
| N100 Gold x2............... [ ] | Take note of the wooden crate. Cut it up
| Wooden Crate............... [ ] | and see what you find. Equip your Sniper
| Green Herb................. [ ] | Rifle and look to the distance (behind the
| Rifle Ammo................. [ ] | wooden crate), to find some Majini. Pick
| Machine Gun Ammo........... [ ] | off each of them. The guy to keep an eye
| Green Herb................. [ ] | out for is the one who is standing on the
| Wooden Crate............... [ ] | highest level to the right. This will make
| Jail Breaker (Shotgun)..... [ ] | sense soon.
| Tanker Keycard A........... [ ] |
| Tanker Keycard B........... [ ] | Anyway, jump down the two platforms now
'---------------------------------' and rout the two dogs. Climb up the ladder
to the left and you will find a bunch of Wooden Crates. There are a few more
crates on the catwalk you are standing on. Procure everything and jump down to
the level below and go up the small stairs up ahead. Head down the stairs at
the end of the short catwalk and stick to the left. A few more dogs will peak
out so blast them with your Shotgun. Immediately after disposing of the dogs,
make a Quick Turn and you should see the Big Man Majini coming (it'll probably
be too late). Start by taking him out and grabbing the Jewel Bangle.

Continue along the path now and stick to the left. Move past the flag and jump
down to the area below. Check out the two wooden crates. Take the path to the
right now and take another right when you can. Keep going in this direction and
then take a left. Go up to the big tank looking thing, and press the Action
Button on the button to the left. Run through for a checkpoint.

Go over to the wooden crates and procure the two N100 Gold. Climb up the ladder
hit the Partner Action button push the junk up ahead. Now jump down towards the
left. Turn to the right and climb up the ladder. Slash the Wooden Crate to the
right and pick up the N100 Gold. Don't forget about the Green Herb. After
procuring it, turn to the right for a Checkpoint. Immediately make another
right and another Big Man Majini will attack. Quick dispose of it and also help
Sheva take out the other one. Move on to the green ground and wait there. Sheva
will shoot the switch soon, allowing you to ascend. Shoot the switch to the
left of the lift for Sheva as well.

Proceed to the path to the right and jump down to the area below. Drop down to
below and look for the path to the left to jump down once more. Watch out for
the jumping dog. Proceed up the nearby stairs and hit the Partner Action Button
to the next area. Begin by grabbing the Machine Gun Ammo and Green Herb on the
shelf. Now go down the stairs to the right, behind the shelf. Keep going down
the stairs until you reach the very bottom. Slash the Wooden Crate and most
importantly don't forget about the briefcase for the Jail Breaker shotgun. Now
go to the marker to initiate a cut scene.

After the scene, begin by kicking down the door in front. Turn to the left into
the opening and have your Sniper Rifle ready. Start blasting away at the
Majini. Take a quick scan of the whole room and pick them off. After that,
continue down the catwalk and drop down to the area below. Proceed along and
take cover behind the crates. As you fight to the middle of the crates, a brief
cut scene will initiate. A Gatling Gun Majini will approach from the stairs to
the right.

Have your Shotgun ready, and don't be afraid to get nasty and get right in his
grill. Shoot him with your weapon and go for the melee attack. Some really cool
ones like the Haymaker and the Backhand can be used, so check them out! After
taking him out, pick up the Tanker Keycard A. You're likely going to be on the
stairs where the Gatling Gun Majini was, so move across to the stairs on the
side of the marker (check your map), and move across the catwalk to the safe.
Open it up for the second keycard. Go over to your marker and use the keycards
to conclude the chapter.


* Notes
1. If you come across a Majini that, after dying, has its whole body taken over
by a parasite that doesn't resemble the Cephalo, you need to shoot the parasite
on its leg to damage it. After a few shots, it will drop to its knees and
reveal its head, at which point you must shoot its face. It's called a
Duvalia, by the way.

2. If you are looking for the elusive Topaz (Oval) treasure, you must kill the
Majini operating the crane (that eventually drops the cage on Sheva) at the
very beginning the level and pick it up on the ground later. Check the Treasure
Locations for details.

+--------+   __         __)
| ____/  |  (, )   |  /
| ||     |     |  /| /
| ||_    |     | / |/  a  l  k  t  h  r  o  u  g  h
| |/\\   |+----|/--|----------------------------------------------------------+
|    ))  |     '   -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [WK62]|
|   //   |+-------------------------------------------------------------------+
|  \|    | C h a p t e r   6 - 2  | This is going to be a pretty short chapter.
+--------+------------------------' Begin by going down the stairs and taking
| Green Herb................. [ ] | a right. Go towards the pile who knows what
| Rifle Ammo................. [ ] | to activate a cut scene.
| Chalice (Gold)............. [ ] |
| Bridge Keycard............. [ ] | You're going to get one of those
| Wooden Crate x 2........... [ ] | interactive sequences, but it's pretty
'---------------------------------' simple. Begin by watching for the first
Dodge (which will be the Action Button), almost immediately after that is the
Partner Action Button. Then, Action Button again, and quickly Partner Action
once more. After that, you'll have to hit the L1+R1 Buttons, before repeatedly
tapping the Run Button to complete the sequence.

Once inside, just sprint straight down the hallway, but be ready to hit the
Duck Button when it's prompted. It will happen right before the Green Herb.
Next, turn into the door immediately to the right and look for the opening to
the left shortly after. Take the hallway for a bit, and another Duck sequence
is coming up. Shortly after that, make your way through the door to the left.
Inspect the two lockers for Rifle Ammo (you will soon need all the ammo you can
get). After that, kick open the door to your right to emerge back into the

Turn left and head towards the stairs while tapping the Action Button because
one more Duck sequence will happen. Run up the stairs and turn left into the
room. Look for the lockers; the one in the middle holds a Chalice (Gold). Grab
the Green Herb on the table and leave the room. You should notice a Majini on
the ground up above. If you have learned anything from this game, it should be
that never believe a zombie on the ground is dead for a moment. Indeed, that
Majini will spring to life, so blast it and continue down the hallway. Great--
more of them. If you have a few Grenades, this would be a good time to do
something really, really cool.

Either way, the Duvalia will drop a Bridge Keycard, so pick it up and head
through the door at the end of the hallway. Use the Keycard on the door to the
right and proceed up the stairs in this next room. Turn left up one more set of
stairs and hit the Partner Action Button to emerge back outside. Procure the
two nearby Wooden Crates, and head up the stairs and through the gate for a
boss battle.

    /      x c e l l a  G i o n n e   /--------------------------------------'
+--(_____)--------------------------+/  B o s s  B a t t l e  # 8    [BB08]
|  Chapter 6-2  | Am I the only one who was just a bit disappointed we don't
'---------------' get to see that hot piece of ass anymore? Anyway... this
fight will be fairly simple. It will help if you have some high powered weapons
like an upgraded Shotgun or L.Hawk at your disposal. Begin by turning around
and using the Bridge Keycard to grab the Stinger Missile. Now lock on to one of
the four orange bulbs (you have to follow the bulb with your Right Analog stick
as it moves to ensure it locks on), and fire a missile at the bulb to take one
down instantly. Drop the Stinger temporarily and open fire on another bulb with
one of your high-powered weapons.

Try to see which bulb Sheva is attacking, so you can concentrate on one
together to bring it down faster. Also keep an eye out for the little parasites
she spits on to the deck. They will go down from even a single M92F shot, so
save the heavy mustard for Excella. Work down the 4 orange bulbs and eventually
she will show one giant bulb (you'll know when you see it). Pick up the Stinger
Missile, lock-on, and fire a missile at it.

She will now have this phase where all of her bulbs will be raised to the sky
(and will change colour, to pink I think). At this point it is absolutely
crucial that you shoot down one of them, otherwise it will be game over. After
you shoot one of them down, the fight will reset, and you will have to shoot at
the orange bulbs until she shows the big bulb again. At this point, you might
find it useful to climb up the ladder, because all those parasites are probably
filling up the bottom deck by now. You just need to repeat the process until
this fight ends, and thus concluding the chapter.

+--------+   __         __)
| ____/  |  (, )   |  /
| ||     |     |  /| /
| ||_    |     | / |/  a  l  k  t  h  r  o  u  g  h
| |/\\   |+----|/--|----------------------------------------------------------+
|    ))  |     '   -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [WK63]|
|   //   |+-------------------------------------------------------------------+
|  \|    | C h a p t e r   6 - 3  | Kick open the gate and head down the stairs
+--------+------------------------' below. Circle around to the ship door and
| Power Stone x 2............ [ ] | hit the Partner Action button to initiate
| Proximity Mine x 2......... [ ] | a cut scene. After watching it, run
| First Aid Spray............ [ ] | straight ahead and take a right up the
| Green Herb x 7............. [ ] | small stairs. Go to the elevator and take
| Flash Grenade.............. [ ] | it to the floor below. Equip your Sniper
| Red Herb................... [ ] | Rifle and pick off the Majini below, to
| Nitrogen Rounds............ [ ] | right and near the lever.
| Electric Rounds............ [ ] |
| Hangar Card A.............. [ ] | Turn to the left and pick off the guy with
| Hangar Card B.............. [ ] | the Stun Rod across the room. Next move
| Green Herb................. [ ] | further left along the catwalk and rout the
| Rifle Ammo................. [ ] | Majini below. Look slightly to the right of
| Hand Grenade............... [ ] | the one you just killed to see another one
| Diamond (Marquise)......... [ ] | hiding between the two crates. Now continue
| Green Herb................. [ ] | to the catwalk on the left and jump down on
'---------------------------------' to the floor below. Before jumping down to
the opening on the left, pick off the Majini that is barely visible, in the
corner to the right near the puddle. Jump down now and climb up the ladder. Go
up the stairs to the right, and follow the path left. Pull the lever at the end
to open the bulkhead (it opens very slowly, so each time you open a bulkhead
there will be a wave of enemies to deal with). Turn around now, and go down the
stairs and turn right. Two Majini will immediately charge.

Go back to where the lever was, and have your weapon in aim mode for the
incoming Cephalo--there should be two of them. Go down the stairs and take
cover at the middle (of the three) structures and pick off the Majini up ahead.
After jumping across to the other platform, watch out for the rocket launcher
yielding Majini to the left. Clean up the rest of them and go pull on the lever
to open another bulkhead.

Make a Quick Turn and get ready for the incoming Reaper. As soon as it appears,
open fire on its belly with your Shotgun to make quick work them. Pick up the
Power Stones and just stay put right near the newly opened bulkhead door for
now. Wait a bit until the Gatling Gun Majini appear from the ground on the
platform across. If you have any Grenades, it's a good time to spam them all
here, because they are pretty much useless for the final parts of the game.
If you are getting in a lot of trouble, look for the ladder to go up to the
catwalk above. There are two doors here, if you goto the one on the left, you
will find two Proximity Mines on a table and a First Aid Spray.

If you set the Proximity Mines at the foot of the door, as soon as the Gatling
Gun Majini come in they will be dealt heavy damage. Follow with all the
Grenades that you have with Shotgun Fire immediately behind it. I would also
strongly recommend having your L.Hawk here, because it helps a lot. If you need
Ammo, upgrade its capacity. The key is to stick and move--don't stay put for
too long. The Gatling Gun Majini needs to fire many shots before any of them
land, so maintaining your movement is key. There are many Green Herbs scattered
around in just about every crate you find, so be on the lookout for those as

If you are STILL having trouble, perhaps you should consider going back to
Chapter 3-1 and picking up the Rocket Launcher, or buying one. A single Rocket
Launcher blast will stop the Gatling Gun Majini in their tracks.

    __       __)
   (, )  |  /
      | /| /+-----------------------------------------------------------------+
      |/ |/ e s k e r                 /--------------------------------------'
+-----/--|--------------------------+/     F i n a l  B a t t l e      [BB09]
|  Chapter 6-3  | All I can say is, here we go. Begin by immediately turning
'---------------' to the right and running to this corner to find a lever.
Pulling on it will turn off the light in this section. Run to each of the
corners to shut off the lights, because this will help conceal you to be able
to attack Wesker without him seeing and blinking away. After you have shut off
all the lights, return to your starting point and you'll find a glass container
holding a Rocket Launcher. You'll need to slash the glass with your knife, of
course. Pick up the Rocket Launcher and pull up your map.

Watch for the big blip again, which is Wesker. Get pretty close to him, but
stay hidden. Use the structures in the middle to your advantage. When it looks
like he's close enough for you to land a rocket, fire it at him and if you did
it correctly, there will be a brief cinematic where he grabs the rocket with
his hands and hold it off. Immediately sprint closer to him, and fire a shotgun
shell (because it has splash damage) on the rocket--note that Sheva might have
also fired at the rocket. Either way, it will blow up Wesker's face, and you
need to immediately run up to him and hit the Action Button to Restrain him. If
Sheva is nearby, and she should be, she will inject Wesker with the syringe,
and finish him off.

If Sheva wasn't close enough, Wesker will break free. If that's the case,
return to the starting point and climb up the ladders. You'll find a glass case
(similar to the one containing the Rocket Launcher) with a bunch of extra
rockets in there, so go up there to grab another one and try again. After you
pull it off successfully, you will initiate a cut scene.

Don't get too comfortable watching this scene, because Wesker will eventually
charge at Chris (it happens on the ship as immediately after he says "complete
global saturation"). You should just be constantly tapping the Action Button
(for Dodge) if you are not sure what I'm talking about. After that, follow the
on-screen prompts that consist mostly of the Action Button, but the final
action is L1+R1 to "save". When this scene concludes, it's time for the
absolute final battle.

  | 1. | Volcano Stage
Begin by turning to the left and procuring the Wooden Crates. You will find
some much-needed ammo here. After you've gotten everything, advance along the
path to initiate a cut scene.

| Diamond (Marquis) |
If you want the Diamond (Marquis), turn around and go towards the bridge, but
don't walk on it. Shoot the rock that appears to be the same type of rock as
the bridge, and it sticks out to the right. Hit it a few times, and if you've
done it correctly, the rock should collapse. Now walk on to the bridge, and let
it collapse. Once you are on the bottom, turn to the left and jump along the
rocks here. You should see it the Diamond now. Retrieve it and jump back to
where you were when you dropped.

| Battle continued |
Whether you grabbed the Diamond (Marquis) or not, you still have Wesker to deal
with. Begin by walking on to the bridge and allowing it to collapse. Move up
the nearby hill and grab the Green Herb if you'd like. You will see Wesker
approaching. Move to the ledge right next to the small hill so you can get a
glimpse of his back as he moves up. After you see the sequence showing the
glowing bulb behind his back, blast it and you will see some yellow fluid spill

Hit him a few more times, and he will jump over to the ledge where Sheva is
standing. Eventually she will be forced off the cliff and is in danger. Don't
bother going to her, because you won't be able to. Instead, aim at Wesker and
blast him a few times to get his attention to you. You will now have to hit the
Square Button to dodge a few of his attacks to allow Sheva to get to safety.
After that, drop down to the ledge below on the right, and begin pushing the
boulder. Follow the on-screen sequences to push the boulder over.

When Sheva gets to safety, spend the next little bit retreating to where you
were when you dropped. This will initiate the final phase of the fight. When he
does the thing where he sticks up his arm, you have to run behind him and blast
his orange bulb. The best way to do this is to run past him and make a Quick
Turn when you are behind (L.Hawk is invaluable in this fight).

There are a couple of attacks you need to watch out for. One is when he sticks
his arm into the ground. When he does this, he's trying to attack you with one
of his tentacles, so just run around the arena and you should be fine. The next
is a tentacle swing, it is usually accompanied with an on-screen prompt, so
keep an eye out for that.

You just need to repeat the process until you see the orange bulb in the front.
As soon as it does, blast it and it will stagger him. Run up behind him and the
Restrain prompt should be activated. Do so and Sheva will go gangsta style on
him before concluding the battle. Alternatively, you can also defeat him by
constantly blasting his orange bulb. Whichever method you choose, after you
defeat him, there's one more on-screen prompt to do in the cut scene that
follows, and the game is over. Sit back after that and watch the final cut
scenes. Congrats!

+--------+      __     __)
| ____/  |     (, /|  /
| ||     |       / | /
| ||_    |    ) /  |/ e w  G a m e  +
| |/\\   |+--(_/---'----------------------------------------------------------+
|    ))  |         -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [WKNG]|
|   //   |+-------------------------------------------------------------------+
|  \|    | After you've cleared the game once, the next time you goto start a
+--------+ new playthrough, you will see the option "New Game+" instead of
"New Game." Playing a New Game+ will allow you to keep your entire Inventory,
which you will receive when the Informant opens his briefcase of weapons in
Chapter 1-1.

Clearing the game once also opens the door to a bunch of goodies. In the Bonus
Features menu, you will find Costumes, and the like, which you can purchase for
0 pints. They really are just rewards for shooting all 30 BSAA Emblems. You
will also be allowed to play through the Mercenaries Mode, which you should be
familiar with if you've played Resident Evil 4. You can unlock characters for
that mode, and also accumulate points for spending in the Bonus Features menu.
Finally, you will also have the Infinite Ammo option, which I want to go into
some detail about because there will likely be questions about it.

         (, /    )
       )  / ____) o n u s  F e a t u r e s      /----------------------------'
+------(_/-(----------------------------------+/  U n l o c k a b l e s  [WKBF]
| New Game+ | The Bonus Features is of course revealed after you complete the
'-----------' game once. Inside, you will find a bunch of collectibles and
Infinite Ammo. Each of those collectibles have requirements attached to them,
so they can only be accessed after you do a certain tasks. Here are the tables
denoting all of that information.

|                        C o s t u m e s                          |
|            Type             |      Additional Requirements      |
| Chris (Safari)              | Complete all chapters             |
| Sheva (Clubbin')            | Complete all chapters             |
| Chris (S.T.A.R.S.)          | 30 BSAA Emblems                   |
| Sheva (Tribal)              | 25 BSAA Emblems                   |

 * All costumes require you to complete all chapters. Sheva (Clubbin') and
   Chris (S.T.A.R.S.) will require you to get get 25 and 30 BSAA emblems
   respectively. These are called the Additional Requirements. They also
   require 0 points to "purchase" so the 0s have been omitted.


|                         F i l t e r s                           |
|            Type             |      Additional Requirements      |
| Filter (Classic Horror)     | Amateur Difficulty or above       |
| Filter (Retro)              | Normal Difficulty or above        |
| Filter (Noise)              | Veteran Difficulty or above.      |

 * All Filters carry a "complete all chapters" requirement. Each Filter require
   you to play on a certain difficulty to unlock. They can also be "purchased"
   for 0 points, which have been omitted from the table.


|                       F i g u r i n e s                         |
|         Name            | Points | Requirements                 |
| Chris (BSAA)            |   0    | None                         |
| Sheva (BSAA)            |   0    | None                         |
| Josh                    |  500   | Complete Chapter 3-3 &       |
|                         |        | 10 BSAA Emblems              |
| Jill (Brainwashed)      |  500   | Complete Chapter 5-3 &       |
|                         |        | 10 BSAA Emblems              |
| Wesker                  |  500   | Complete Chapter 5-3 &       |
|                         |        | 10 BSAA Emblems              |
| Excella                 |  500   | Complete Chapter 5-3 &       |
|                         |        | 10 BSAA Emblems              |
| Irving                  |  500   | Complete Chapter 2-3 &       |
|                         |        | 10 BSAA Emblems              |
| Spencer                 |  500   | Complete Chapter 6-3 &       |
|                         |        | 10 BSAA Emblems              |
| DeChant                 |  500   | Complete Chapter 1-2 &       |
|                         |        | 5 BSAA Emblems               |
| Dave                    |  500   | Complete Chapter 2-3 &       |
|                         |        | 5 BSAA Emblems               |
| Kirk                    |  500   | Complete Chapter 1-2 &       |
|                         |        | 5 BSAA Emblems               |
| Reynard                 |  500   | Complete Chapter 1-2 &       |
|                         |        | 5 BSAA Emblems               |
| Majini (Town A)         |  500   | Complete Chapter 1-2         |
| Majini (Town B)         |  500   | Complete Chapter 2-3         |
| Majini (Town C)         |  500   | Complete Chapter 2-3         |
| Majini (Town D)         |  500   | Complete Chapter 1-2         |
| Majini (Cephalo)        |  500   | Complete Chapter 2-3 &       |
|                         |        | 5 BSAA Emblems               |
| Majini (Agitator)       |  500   | Complete Chapter 1-2 &       |
|                         |        | 5 BSAA Emblems               |
| Majini (Wetlands A)     |  500   | Complete Chapter 3-3         |
| Majini (Wetlands B)     |  500   | Complete Chapter 4-2         |
| Majini (Wetlands C)     |  500   | Complete Chapter 3-3         |
| Giant Majini            |  500   | Complete Chapter 4-2 &       |
|                         |        | 10 BSAA Emblems              |
| Majini (Base A)         |  500   | Complete Chapter 5-3         |
| Majini (Base B)         |  500   | Complete Chapter 5-3         |
| Majini (Duvalia)        |  500   | Complete Chapter 6-3 &       |
|                         |        | 5 BSAA Emblems               |
| Reaper                  |  500   | Complete Chapter 6-3 &       |
|                         |        | 5 BSAA Emblems               |
| Big Man Majini          |  500   | Complete Chapter 1-2 &       |
|                         |        | 5 BSAA Emblems               |
| Chainsaw Majini         |  500   | Complete Chapter 2-3 &       |
|                         |        | 10 BSAA Emblems              |
| Gatling Gun Majini      |  500   | Complete Chapter 6-3 &       |
|                         |        | 10 BSAA Emblems              |
| Motorcycle Majini       |  500   | Complete Chapter 2-3 &       |
|                         |        | 5 BSAA Emblems               |
| Uroboros                |  500   | Complete Chapter 5-3 &       |
|                         |        | 10 BSAA Emblems              |
| Licker Beta             |  500   | Complete Chapter 5-3 &       |
|                         |        | 5 BSAA Emblems               |
| Kipepeo                 |  500   | Complete Chapter 4-2         |
| Bui Kichwa              |  500   | Complete Chapter 4-2         |
| Adjule                  |  500   | Complete Chapter 4-2 &       |
|                         |        | 5 BSAA Emblems               |
| Crocodile               |  500   | Complete Chapter 3-3 &       |
|                         |        | 5 BSAA Emblems               |
| Uroboros Aheri          |  500   | Complete Chapter 6-3 &       |
|                         |        | 30 BSAA Emblems              |
| U-8                     |  500   | Complete Chapter 5-3 &       |
|                         |        | 10 BSAA Emblems              |
| Popokarimu              |  500   | Complete Chapter 2-3 &       |
|                         |        | 10 BSAA Emblems              |
| Ndesu                   |  500   | Complete Chapter 2-3 &       |
|                         |        | 10 BSAA Emblems              |
| Irving (Transformed)    |  500   | Complete Chapter 3-3 &       |
|                         |        | 5 BSAA Emblems               |
| Chris (Rare)            |  500   | Complete all chapters* &     |
|                         |        | 25 BSAA Emblems              |
| Sheva (Rare)            |  500   | Complete all chapters &      |
|                         |        | 25 BSAA Emblems              |
| Jill (Rare)             |  500   | Achieve A Rank on all chapter|
| Wesker (Rare)           |  500   | Achieve S Rank on all chapter|

   * Note: The "Complete all chapters" requirement for Chris (Rare), along with
           Sheva (Rare) can be achieved on any difficulty.

       (, /
     ___/__ n f i n i t e  A m m o         /----------------------------------'
+--(__ /---------------------------------+/  H o w - t o  &  M o r e  [WKIF]
|  New Game+ | You've probably noticed the Infinite Ammo option if you ever
'------------' decided to re-play a chapter. The only problem is, it doesn't
seem to do anything, you're wondering. I'm not sure why Capcom made this
process with so many steps, but here is the breakdown on how to get the
Infinite Ammo working:

   1. Upgrade the gun you want Infinite Ammo for completely. IE, Damage,
      Capacity, Piercing, etc. Basically, this first step means that it will
      not be possible to upgrade the gun further in any way.

   2. Go into the Bonus Features and you will find a list of things you can
      purchase with points. Note: these are points you accumulate by achieving
      ranks (S-Rank, B-Rank, etc), and shooting BSAA Emblems in the missions.
      Scroll down the list until you find the option buy Infinite Ammo for your
      weapon. The price will be heftier as the gun gets better. If you need
      more points, you can replay some easy chapters to accumulate them.

   3. Go into the "Special Settings" menu now, and goto Infinite Ammo. Turn
      this on.

   4. Start your game/the chapter of your choice, and change the Infinite Ammo
      Option to Yes.

   5. If you've done it correctly, the weapon will have the infinite symbol in
      place of the amount of ammo remaining, and you do not have to reload.

Having the infinite ammo is very helpful when you're going after Emblems or
treasures because you can dispose of the enemies quickly and focus on the task
at hand.

Table of Infinite Ammo Prices
|  Weapon Name          | Price         |
| M92F    [Handguns]    | 6,000 pts     |
| H&K P8                | 10,000 pts    |
| SIG P226              | 10,000 pts    |
| M93R                  | 20,000 pts    |
|                       |               |
| Ithacha M37 [Shotguns]| 8,000 pts     |
| M3                    | 12,000 pts    |
| Jail Breaker          | 12,000 pts    |
| Hydra                 | 20,000 pts    |
|                       |               |
| Vz.61 [Machine Guns]  | 6,000 pts     |
| AK-74                 | 15,000 pts    |
| H&K MP5               | 10,000 pts    |
| SIG 556               | 15,000 pts    |
|                       |               |
| S75 [Sniper Rifles]   | 15,000 pts    |
| Dragunov SVD          | 15,000 pts    |
| H&K PSG-1             | 15,000 pts    |
|                       |               |
| S&W M29 [Magnums]     | 15,000 pts    |
| L. Hawk               | 15,000 pts    |
| S&W M500              | 20,000 pts    |


1. The Infinite Ammo does not work on Mercenaries Mode.

2. The Rocket Launcher requires a separate process completely to unlock
unlimited ammo. You have to beat the game under 5 hours.

3. Gatling Gun and Longbow have infinite ammo the moment they are unlocked.
Just be sure to turn on the option under Special Settings.

4. Having Infinite Ammo on would not stop you from earning trophies. IE if you
need to complete the game on Professional, and you have Infinite Ammo on, you
will still get the trophy. Whether you _should_ be doing it is another question

+--------+      _____)
| ____/  |    /
| ||     |    )__
| ||_    |  /       n  e  m  i  e  s
| |/\\   |+(______)-----------------------------------------------------------+
|    ))  |         -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [EN00]|
|   //   |+-------------------------------------------------------------------+
|  \|    |

+---Danger Ratings---+
1. Minimal: Very basic enemies. Won't be very difficult to bring down.
2. Moderate: A little more dangerous. Increased danger mostly from more armour
   or more firepower.
3. Potent: A dangerous enemy that will bring you down if you are not ready.
4. Extreme: Very dangerous enemy. Approach with great caution or it could be
   game over.
5. GTFO: If there was actually a choice, I'd be running.

+---Basic Enemies---+
- These are the enemies you'll find the most of.

  | 1. | Town Majini
- Danger Rating: Minimal
- Weapon of Choice: Melee tools + Crossbow/Malikov
- Found in: Chapters 1 & 2

- Description: These are the Majini that are dressed in pedestrian clothes.
They usually come equipped with a melee weapon of some kind--whether it'd be a
rusty axe, butcher knife, or whatever. Do note that the ranged variants that
use the Crossbow or Malikov are just slightly more dangerous. You should always
start with those ones.

- Attacks: Weapon swing (or shoot arrows, etc)
           Grab (From the back--it holds you still)
           Forward Grab (followed by bite on the head)

   * Their strongest attack is the forward grab. It's followed by a struggle,
     or you can call for help from Sheva. If you can't struggle out of it (it
     is more difficult if you have lower health), they will reveal their plagas
     and bite your face.

- Weakness: The Town Majini are the most basic enemies in the game. You can
literally kill one by shooting at it blindly. Still, in the interests of ammo
conservation, focus on the headshot, or stunning them + melee attack.

  | 2. | Tribal Majini
- Danger Rating: Moderate
- Weapon of Choice: Spears, crossbows, shields
- Found in: Chapters 3 & 4

- Description: You probably know who these guys are. They make their first
appearance in Chapter 3-1. Their weapons are pretty much what you'd expect from
a tribe.

- Attacks: Weapon Swing (or shoot arrows, etc)
           Spear Impale 1 (impales you and suspends you in the air)
           Jumping Impale (jump towards, impaling you onto the ground)

   * Either impale attack is pretty serious business. When fighting a group of
     Tribal Majini, always be on the lookout for the Dodge prompt. It's usually
     a combination of two buttons.

- Weakness: Because these jerks have shields, the best approach has to be a
weapon with a high piercing rating (magnum comes to mind) so you can blast
right through it. They can take much more punishment than the Town Majini (even
without their shields) so look to use more heavy-duty weapons against them. If
you don't have a piercing weapon, you're going to have to go for the legs
(which are left unprotected) and follow with a bone-crushing Uppercut or Neck

  | 3. | Base Majini
- Danger Rating: Moderate
- Weapon of Choice: Various guns--AK-74, Rocket Launcher + Stun Rod + Grenades
- Found in: Chapters 5 & 6

- Description: These guys look like they were part of the African Marine corps.
They come covered in full camouflage, and in some cases with helmets and
kneepads. They also have a tendency to carry tactical shields.

- Attacks: Depends on what weapon they have

   * Do watch out for the Rocket Launcher ones. A single rocket will put you in
     Dying Status, so it is absolutely essential that you goto work on these
     ones first.

- Weakness: If they come with shields, a single Hand Grenade is probably your
best friend. In other cases, a shotgun is probably good enough. Do note that if
they have their helmets or kneepads on, you'll need a magnum of some sort to
penetrate their defences. If you ever see the ones with the Grenades strapped
on their chest, you need to blast one of them to kill it immediately. With any
luck, it will also deal some collateral damage to the nearby Majini.

- These are the enemies that usually reveal themselves after you kill a Majini.
For example, you ever shoot down a Town Majini and a big parasite comes out of
its head? That would be a B.O.W.

  | 1. | Cephalo
- Danger Rating: Moderate
- Weapon of Choice: Their own heads?
- Found in: All chapters.

- Description: Their description is pretty much covered in the introductory
section. Remember the blond girl who calls for help in Chapter 1-2? Well, after
beating her a big parasite comes out of her head--she is now a Cephalo.

- Attacks: Parasite swing. Upon the revealing of the parasite, the host body
           will approach you, in an attempt to attack you with its head.

- Weakness: The best way to deal with it is with a Flash Grenade. A single
explosion will bring it down immediately. The old-fashioned way involves
shooting at the parasite (why didn't I think of that?) to knock it down. Then,
follow up with a stomp. If you have a Magnum, you don't have to aim at the
parasite, but a couple of body shots will do the trick.

  | 2. | Kipepeo
- Danger Rating: Minimal
- Weapon of Choice: None
- Found in: Chapters 1 & 2

- Description: These are the flying B.O.W.'s that derailed Kirk's helicopter in
Chapter 2-1. They look like smaller version of the Zerg Mutalisks if you've
played Starcraft before.

- Attacks: Head clamp
           * This attack is equivalent to a grab. It will fly close to your
             head, and when it is close enough it will clamp on to it with its

- Weakness: Pretty much everywhere. There's no set weakspot to attack from what
I've seen. A single shotgun shell should be enough to bring it down. A couple
of handgun shots will be enough also.

  | 3. | Duvalia
- Danger Rating: Potent
- Weapon of Choice: Its own head again.
- Found in: Chapter 6

- Description: These ones have the big bulb-like parasite on its head, and also
part of the Las Plagas on its left leg. The bulb exterior is also heavily
armoured, so you won't have much luck going for it directly.

- Attacks: Envelop
   * If it gets close enough, it will devour you whole and spit you back
     out. This will put you into Dying Status immediately.

- Weakness: A single Flash Grenade will once again give this friendly
looking beast the coup de grace. If you don't have any, you absolutely must go
for the parasite on its leg. Do so and it should drop to one knee while
revealing the parasite inside the bulb. A couple of shots to the parasite
inside will now do the trick.

- Some of these guys are so tough that they might as well be considered bosses.
Also of note is they will most likely drop a pretty expensive treasure of
sorts. I have also listed those for your convenience.

  | 1. | The Executioner
- Danger Rating: Potent
- Weapon of Choice: An oversized axe.
- Found in: Chapter 1-1
- Drops: Gold Ring

- Description: You should know who this guy is. He's got the black mask on and
yields a big axe.

- Attacks: Axe Swing

   * If you get caught in the axe swing animation, you will be put into Dying
     Status immediately. The thing to watch out for is you will get axed even
     if you are grabbed from behind by a Town Majini. This isn't the case with
     some other enemies so it's noteworthy. The Grab attack will deal a little
     bit of damage for a few seconds while he holds you up.

- Weakness: The head is the way to go. In Chapter 1-1, you will have to rely on
your Sniper Rifle. Stun him with a powerful bullet and follow with the melee
attack to send it staggering. Rinse and repeat. Pepper him with any Grenades
you may have as well.

  | 2. | Chainsaw Majini
- Danger Rating: Extreme
- Weapon of Choice: Chainsaw (what? I was expecting a crossbow).
- Found in: Chapter 2-1, Chapter 3-2, Chapter 3-3
- Drops: Venom Fang

- Description: You know him. He's got the flour sack over his head, and is not
wearing a shirt. He also yields a chainsaw.

- Attacks: Chainsaw combination (3-4 wild swings in a row)
           Decapitation (Instant death)

   * If you get caught with a single swing from the chainsaw combo, you will go
     into Dying Status immediately. The Decapitation takes a bit of a wind-up,
     and if you see him stand there holding the chainsaw up, he is ready to
     attack. If you get decapitated the game is over. This usually happens when
     you make the mistake of reloading close to him.

- Weakness: Once again, you must goto the head. A couple of Shotgun Shells up
close will be enough to stun it for a melee strike. The Chainsaw Majini is very
durable, but also pretty slow. You must use the terrain to your advantage at
all times. The safest way to attack is probably creating a lot of separation
and blasting it with a Sniper Rifle. A Magnum would also be awesome if you have
the ammo. The Shotgun also works if you are up close, but if you employ this
strategy, always keep an eye out for your ammo. If you make the mistake of
reloading the Shotgun up close, you will be decapitated.

  | 3. | Giant Majini
- Danger Rating: Extreme
- Weapon of Choice: None (aka Gangsta Style)
- Found in: Chapters 3 & 4
- Drops: Blue Enigma

- Description: These are the tribal leaders with the masks. They also do the
battle cry.

- Attacks: Flying Stomp
           Melee strike (if up close)

   * This attack involves jumping into mid-air and using you like a landing
     platform. Luckily, this attack is also pretty telegraphed, in the sense
     that it always seems to be preceded by the battle cry.

- Weakness: Go to the body. The mask also acts as a helmet of sorts because you
won't be able to penetrate it. Focus on working the body and stunning it, and
following with a melee attack. The Giant Majini is probably among the most
durable opponent in the game. It will take a LOT of punishment before going
down. Try to go crazy with Grenades on this guy if you can, because there won't
be many threats more dangerous than the Giant Majini.

  | 4. | Reaper
- Danger Rating: GTFO
- Weapon of Choice: Arm Blades
- Found in: Chapters 5 & 6
- Drops: Power Stone

- Description: These are the enemies that look like gigantic bugs.

- Attacks: Blade Swipe
           Smoke Screen
           Impale (Instant Death)

   * The Impale attack can only be performed from up close. There is also no
     delay before it happens. If it is close enough, it will Impale you right
     away, thus ending the game. The Blade Swipe will be performed when

- Weakness: The Reapers are probably the most dangerous non-boss enemies in the
game. The key to success is to not get trigger happy with them. Shooting non-
weak areas will only cause the Reaper to emit the Smoke Screen, making it much
more difficult to attack. Its weak point is the yellow bulb on its chest, and
also on its back. The one on the chest reveals itself periodically (about every
2-3 seconds). Do not stand still. Keep backing away until you the bulb reveals
itself and attack.

The Sniper Rifle works well when you fight them in Chapter 6-3. Once you strike
the bulb on the chest, it will drop on to its knees, at which point it's time
to turn your attention to the bulbs on its back. Electric Rounds from the
Grenade Launcher also work very well. The absolute name of the game against the
Reaper is accuracy. You can empty out two-four clips on the Reaper and if you
don't hit one of the weakspot's it will not go down. A powerful handgun, sniper
rifle, or ranged Shotgun (Hydra, Jail breaker) works well.

  | 5. | Licker Beta
- Danger Rating: GTFO
- Weapon of Choice: Claws/tongue
- Found in: Chapters 5 & 6
- Drops: Lion Heart

- Description: The "frog" enemies that are blind. You'll first encounter them
in Chapter 5-1.

- Attacks: Claw Swipe
           Tongue Stab/Choke
           Jumping Attack

   * The Tongue Choke is probably the most annoying attack from this freak.
     Luckily, you should be able to avoid it if you watch for Licker to wind-up
     the attack by pulling its head back. You can counter the Jumping Attack
     with a stiff uppercut if you can activate the on-screen prompt quick
     enough. If it actually manages to catch you with the attack, it will
     follow by pinning you down. If your partner doesn't free you, it will be
     game over. That attack is especially deadly if you go up the elevator to
     face them in Chapter 5-3.

- Weakness: The Lickers are predominately short-to-middle ranged enemies.
Keeping a safe distance from them will severely limit their potency. This means
the best class to fight them with is the Sniper Rifle. Go for the heads, and if
possible take a few shots at their underbellies, where they also seem to take a
great deal of damage. Handguns and Machine Guns are just a waste so don't
bother with those. Don't be shy to rain explosives on the Licker Beta, because
there aren't many threats greater than the Licker Betas in Resident Evil 5.

 Quick Sumamry:
   + Keep a safe distance
   + Use the Sniper Rifle
   + Throw everything at it--there aren't many enemies more dangerous!
   + Use Grenade Launcher w/ Nitrogen make quick work of a large group

  | 6. | Gatling Gun Majini
- Danger Rating: GTFO
- Weapon of Choice: Gatling Gun (wtf? I was expecting something else)
- Found in: Chapter 6

- Description: They're those huge guys that carry the huge machine (Gatling)
gun. Looks like a higher rank of the Base Majini.

- Attacks: Machine Gun Fire (Stuns)

   * They have a huge weapon, and it seems that they don't really know how to
     use them. They'll fire many "practice" shots into the air before finally
     letting them off towards you. Note that if you get hit with too many of
     the bullets, they will stun you and put you on to the ground.

- Weakness: The Gatling Gun Majini by themselves really aren't that powerful.
However, when they come with a group of Base Majini (which they do) they become
exponentially more dangerous. They can take a seemingly unlimited amount of
punishment, but luckily it's very easy to tell when the attacks are coming, so
you should be able to take cover. The main weapon against them is probably the
melee attack. You'll notice that when you go for a melee attack, it turns into
this slow-motion strike. The GGMs are probably the enemies to use your Magnum
ammo for. Look to stun them as much as you can with explosives and powerful

It's also very important to never stay too still against these guys. The
biggest mistake you can make is charge towards the Gatling Gun Majini with the
intention of using a melee attack, but fail to stun it. The key to success is
to utilize the animation where they shoot the guns into the air.

+--------+        _______)
| ____/  |      (, /
| ||     |        /___,
| ||_    |     ) /     a  r  m  i  n  g
| |/\\   |+---(_/-------------------------------------------------------------+
|    ))  |         -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [WKFA]|
|   //   |+-------------------------------------------------------------------+
|  \|    | This section was created for readers that need Gold, and not sure
+--------+ where to begin looking. Using this section, hopefully you can
quickly farm up enough Gold to upgrade whatever weapon you want. Do note that
some of these tasks are pretty repetitive. All of them involve finding a
favourable area in the game and constantly restarting the checkpoints. It is
recommended that you have Infinite Ammo on during your farming expeditions.

  |1. | Chapter 5-2 (The Licker Hallways)
  + Lion Heart x 5........... [ ]
+ Total Gold: Approximately 12,500

  | 2. | Chapter 5-3
  + Sapphire (Marquise)...... [ ]
+ Total Gold: 3000

This one is very simple. Begin the chapter and head through the door into the
room with the fans. Climb up the ladder and take a left down the long hallway
into the room with the X-rays. Inside, immediately turn left to find the
Sapphire (Marquise), worth 3000 Gold. Rinse and repeat for some very fast cash.

  | 3. | Chapter 5-3 (Full playthrough)
(Recommended that you go grab a Rocket Launcher, or a couple from Chapter 3-1)
  + Sapphire (Marquise)...... [ ] (3,000 Gold ea.)
  + Power Stone x 2.......... [ ] (5,000 Gold ea.)
  + Royal Necklace........... [ ] (5,000 Gold ea.)
  + Ruby (Brilliant)......... [ ] (2,500 Gold ea.)
  + Lion Heart............... [ ] (2,500 Gold ea.)
  + Chalice (Gold)........... [ ] (3,000 Gold ea.)
  + Topaz (Brilliant)........ [ ] (2,500 Gold ea.)
  + Sapphire (Oval).......... [ ] (2,000 Gold ea.)
  + Emerald (Oval)........... [ ] (2,000 Gold ea.)
  + Sapphire (Brilliant)..... [ ] (2,500 Gold ea.)
  + Heart of Africa.......... [ ] (10,000 Gold ea.)
  + Emerald (Brilliant)...... [ ] (2,500 Gold ea.)
+ Total: 42,500 Gold (at least)

Where to find them: (refer to Treasure Locations for detailed instructions).

  1. Sapphire Marquise: See above

  2. Power Stone x 2: You will find these after dismantling the two Reapers
     near the beginning of the chapter on the catwalks. There
     might be a chance that a third Reaper will drop as well.

  3. Royal Necklace: Find it in the control room, after clearing all of the
     catwalks and the Rocket Launcher Majini.

  4. Ruby (Brilliant): After leaving the room with the rotating elevator, make
     your way towards the next room, and look up at the cave ceiling. You
     should see a glint by the final light.

  5. Lion Heart: A single Licker Beta will drop this during the big attack.

  6. Chalice (Gold): Grab it in the lockers after making your way into the
     locked building.

  7. Topaz (Brilliant): Shoot it above the door leading to the Boss Battle.

  8. Sapphire (Oval): After getting kicked through the door by Wesker, go into
     the room with the coffins and look immediately to the right to find a lone

  9. Emerald (Oval): Look for the stone coffin that requires an Assisted Push
     to open.

 10. Sapphire (Brilliant): Same as above.

 11. Heart of Africa: After Wesker kicks you through the door, go hide yourself
     in the room. Make sure Wesker doesn't see you, and blast a rocket at him.
     Go up to him with a magnum and start lighting him up. If done correctly,
     the fight should end immediately. Go grab the HoA between the staircase.

 12. Emerald (Brilliant): As soon as the battle with ____ (without Wesker),
     go up the stairs on the right and keep going in this direction to find
     two pots. Grab it from the one of the left.

  | 4. | Chapter 6-3
  + Diamond (Marquise)....... [ ]
+ Total Gold: 5000

This is probably one of the best ones to exploit. Make your way in Chapter 6-3
to the absolute final battle (in the area with very high temperature). Right at
the start of the battle, recall that there's the point where you have to cross
the bridge (and it collapses). Instead of crossing, shoot the rock that sticks
out to the right of the bridge until that crumbles. Now, step on to the bridge.
After the brief sequence, turn left and jump along the platforms to reach this
one. Restart the checkpoint and repeat.

+--------+       _____
| ____/  |     (, /   )
| ||     |       /___,
| ||_    |    ) /     r o f e s s i o n a l   W a l k t h r o u g h
| |/\\   |+--(_/--------------------------------------------------------------+
|    ))  |         -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [WKPF]|
|   //   |+-------------------------------------------------------------------+
|  \|    | All right guys, this is arguably going to be the best part of the
+--------+ FAQ. This is, as you guessed it, going to attempt to get you through
by far, the most challenging aspect of Resident Evil 5: the Professional
difficulty. Since you likely have played through the game at least once on
Veteran, I would expect that you would know where to go in a general sense.
That's why the format of this walkthrough won't be the same as the one for
Normal mode. Indeed, what I'm going to do is identify "key points" of each
chapter, which are areas where you are likely to run into trouble, and
hopefully give you the strategy needed to get through.

                        +--- H o w  t o  U n l o c k ---+
Professional mode will be unlocked when you clear every chapter on Veteran
mode. Alternatively, you can play co-op online with someone who is hosting on
Professional and you will be able to unlock it this way as well.

                        +--- G a m e  B a s i c s ---+

Let's be realistic here. You won't want to be going into a gunfight with a
knife. The Professional mode is going to take you to the limit, and you will be
frustrated for many parts of the game. Therefore, it doesn't make sense for you
to attempt the feat unless you can make it the easiest as possible by having
the proper equipment. We will begin our strategizing for Professional mode with
a rundown of the weapons you need, and some basic differences that you will

    Hydra (SG).. This one is absolutely required. It is pretty much a slightly
                 weaker Magnum that uses Shotgun Shells. In addition, its range
                 is far superior to the M3 or Ithaca. Up close, it is by far
                 the most powerful shotgun, dealing over 1500 damage when fully
                 upgraded. It's going to cost you, but it's worth it. I would
                 get this one before springing for a Gatling Gun or the like.

    Longbow..... No, I am not going to be asking you to be playing Sheva
                 (unless you want to). Sheva is very dangerous with the Sniper
                 Rifle, so that would be the alternative for her if you can't
                 afford the Longbow, which is optional. The rationale is very
                 simple-- once you have the Longbow you will not have to worry
                 about Sheva wasting precious ammo and you can't start hoarding

    RPG-7....... This is required as well. It's also free, so I don't want to
                 hear about you being too lazy to goto Chapter 3-1 to get it.
                 I have pointed out the RPG-7's location several times in the
                 walkthrough, and it's also in the Weapons section. It's
                 important for one reason only: boss battles. Your ammo supply
                 is going to be pretty crippled in Professional, so the last
                 thing you need is to waste it on bosses. Yes, you will still
                 need to set up the RPG-7 with some basic gun fire, but once
                 the boss is stunned, there aren't many that can take a single
                 RPG-7 rocket without going down.

    H&K P8 (HG). It could also be a powerful handgun of some sort--I like the
                 P8. The rationale is again very simple, Handgun ammo are the
                 most abundant in the game. It doesn't make any sense for you
                 to not take advantage of this. The M92F is OK, but it's power
                 is very mediocre, so you won't be getting a lot of stuns for
                 melee attacks. The P8 is a lot more powerful, and it's also
                 have a Piercing ability, which is a potential ammo saver in
                 its own right. Basically, you just need a pretty good Handgun,
                 and it doesn't have to be this one.

  | Differences in Pro |

1. Can you say insta-dy? (with Sheva complaints)

   In Professional, any enemy attack (with the exception of grabs) will put
   you into dying status immediately. It doesn't sound too bad at first, but
   when you combine this fact with the Sheva's reluctance to Resuscitate, then
   you have a problem. For whatever reason (though I think we know why), Sheva
   is very slow to hit Circle (>_>) to Resuscitate, even when she's right
   beside you. She does seem to be go a little faster if you keep hitting
   Circle to call out to her though ("I'm not...gonna make it!" "HELP..me!" I'm
   not... gonna make it!"), so when you are in dying status tap Circle

2. Chris Redfield: the target practice

   To top it off, the AI is going to be coming after YOU, the player. You will
   become the focus of their attacks, and you will notice this. Just be mindful
   of this reality.

3. How did that hit me?

   But we're not going to stop there-- yes, the AI seems to be able to shoot
   their arrows in a curveball motion or something, and you will find some
   shots that hit you are not only unlikely, but damn near impossible. Also, be
   aware that they seem to react much more quickly.

4. No more fixed ammo

   In Pro, the game developers have taken it upon themselves to take out every
   single case of fixed ammo in the game. So this means any ammo that you
   remember being on the table, on the shelf, in the drawer, etc, is gone.
   However, do note that any fixed ammo found in a wooden barrel will still be

5. Loots-a-plenty

   Each N Gold that you find can be worth N200, N400, or N600, so everything
   is more. You can consider this a positive I guess, because once you start
   piling up on them they start to make a difference.

  | General Strategies |

1. Be alert

   This has to be the number key in Professional. Do not get caught up in
   "tunnel vision", and you MUST constantly be checking each direction for
   incoming enemies.

2. Find favourable spots

   When fighting a wave of enemies, a favourable spot is one where you can't
   be attacked from behind, which is a huge advantage. This usually involves
   going up against a wall of some sort, and this will be the focus of our
   Professional walkthrough.

3. Abuse the checkpoints

   Every time a checkpoint happens, you can restart and go back into the
   Inventory. This might not mean much in Normal or Veteran, but in Pro, this
   is a HUGE advantage. You should have a general idea of what to expect in
   each area, and once you make it to a tough one (say against Lickers), it
   makes sense to goto the Inventory and stock up either on First Aid Sprays
   or powerhouse weapons.

4. Don't neglect your health

   Although you might think that since everything is instant-dying that there's
   no reason to heal yourself anymore, you are mistaken. The less health you
   have, the smaller the Dying meter is going to be, and the less time Sheva
   will have to save you. Also, when your health is low Chris seems to move a
   bit slower, which can be annoying.

                            +--- Chapter 1-1 ---+
  | Key Points |

1. Public Assembly Showdown

   The most obvious key point, and probably only one is the Public Assembly
   portion of the map, where you get attacked by an endless number of Town
   Majini. As soon as you walk into the empty house, which activates the cut
   scene with the Agitator (guy with megaphone), skip the scene and head
   outside through the door. Turn left and go up to the fence/gate. The
   majority of the Majini will be coming through here. Sheva with her Longbow
   will be very serviceable here. Another spawn point is immediately to the
   right, right above the car. The Majini will only be coming from these two
   spots so fend them off until the next scene initiates for the next phase.

   From the gate you were standing by, move to the corner to the left, right
   against the wall. The Majini will still be spilling in from the gate, as
   well as above the car, but they will also be coming from the corner to the
   right of the car, so this is the safest temporary spot. As soon as the
   Executioner makes his appearance, and breaks down the gate, it's time to
   sprint out. Look for the first ladder immediately to the right, and climb
   up. (Note: if you have a Hand Grenade you can blow up the gate without
   waiting for the Executioner).

   This is where we are going to do the final portion of the battle. The Majini
   will be coming from the ladder you just climbed up on, as well as from a
   wooden catwalk to the left. The best thing to do is just to stand right
   above the ladder and pick everybody off, while keeping a close eye to your
   right. The Executioner is going to be coming from this direction, so be
   ready to meet him with your Hydra. Once you are up here, you should be able
   to hold them off until the stage ends.

                            +--- Chapter 1-2 ---+
  | Key Points |

1. Old Building Key

   When you toss Sheva up to go grab the Old Building Key, you will be below
   alone. If you get caught with anything here, it is all but game over. So,
   make your way to the alley right behind the ladder and stay here. You won't
   be able to get attacked from behind and will be able to see any incoming
   Majini. Once Sheva gets the key, stay put until she jumps back down before
   resuming the game.

2. Boss Battle with Uroboros

   Chapter 1-2 is probably one of the easiest chapters, so I'm not going to
   belabour any other points. Let's cut right to the chase. The battleplan will
   remain the same--knock over the gas tanks and lure him into the chamber.
   Once he's in, blast it and stun him. Run back outside to pull the lever
   down. Again, you have to stun Uroboros at an advantageous spot, so it can't
   come out before the doors finish closing. Note that successfully burning it
   once will not be enough. You'll have to do it twice.

                            +--- Chapter 2-1 ---+
  | Key Points |

1. The Docks

   This is the only point I want to discuss here, and it's after opening the
   gate with the key. Make your way into the docks and to the ladder on the
   right. After climbing up, immediately go to the wall on the left--it's
   possible to lean against it. Stay here and wait for the air support to
   arrive. Though be careful because a Big Man Majini or some other guy might
   approach you. No problem, because you should see them coming. Once you see,
   get off the wall and take a few steps back (away from them) and get your
   weapon ready. The air support is going to help dispatch this whole wave

   Next, jump over the blockade and to the final area before you get to the
   the demo stage. A bunch of enemies will come out from the room. If you have
   any Grenade, it's time to use it. Your Hydra will also be awesome here,
   because of its range and splash capabilities. You don't need to take them
   out, so you can just make a break for the door on the left.

                            +--- Chapter 2-2 ---+
  | Key Points |

1. The Opening

   The very beginning of the stage is pretty dangerous. As soon as you go
   outside, and between the train carts, you will find the first pack of dogs
   by the first trap. Note that in order to kill the first wave by triggering
   the explosive is going to take perfect timing on Professional, because they
   have more health. After disposing of the first wave, notice the lumber
   stacks immediately after turning the corner. This is another spawn point
   for the dogs. There will be a few more coming from directly across of this
   pile as well, so behind you. Don't be caught off guard.

Here's an image to help out, the spawn point is circled:


   In terms of the Majini with the crossbow, you should be able to take out
   one of them by looking above, to the right. Try to aim at the crossbow
   sticking out to do damage. Keep looking above and try to take out the
   Majini from below. You will be in a good spot here because it will be
   difficult for them to hit you with the arrows. Sometimes, they won't be
   position themselves so they're visible, but don't worry, because there's
   a good spot for you to fight them on top of the ladder stacks, and right
   in front of the ladder.

Here's another image:


   As you can see, if you stay here you will be very safe from the arrows,
   and you will also be able to pick them off. You can look to the left and
   take out the other one if he's there. The one that's normally standing right
   above the ladder should probably be taken out from below, before getting
   on the lumber stacks.

2. The Mines

    The actual tavern isn't anything that should worry you. However, once you
    reach the end of the tunnel, you should remember that this is where the
    huge wave of Majini comes in. Be the one who turns the first crank to open
    the gate and be sure to turn around to look back inside the tunnel to take
    out the oncoming Majini. When Sheva gets the gate open, head through and
    immediately turn left into the small alcove (opening) here:



    Stay put and pick off the Majini from here. When the coast is clear for a
    good 30 seconds to a minute, make your way up. Don't forget about the
    Majini perched on the top of the platform. At the top, there are two
    crossbow Majini, but again, they have a long wind up. Throw a grenade here
    if you have one. Otherwise, stay close to the wall on the left and open

3. The Mining Area (back outside)

    You should be able to navigate the opening part fine. In the beginning,
    just make sure you pick off the one with the turret, always. When you see
    that there aren't any more enemies outside, turn around, because chances
    that guy downstairs is up here now.

    After disposing of the Majini from here, head outside. Turn left to where
    the treasure chest and Diamond (Brilliant) are (it's behind the turret).
    The treasure isn't our main focus though-- go up to the treasure chest and
    make a Quick Turn. Continue in this direction for a bit, and look directly
    ahead, upwards. You should be able to see a Majini operating a bombing
    device. He is very dangerous, so dispose of him:



    There's one final point I want to discuss. After climbing up the long
    ladder, and you have to drop down for a Checkpoint, before dropping down
    again back to the ground. This is right before the assisted jump if you
    recall, but don't do that. Instead, stay down here, in the corner against
    the fence and the rocks. Majini will be coming from the path to the right,
    and above (where you dropped down from). Don't budge from here and pick off
    the rest of 'em.

                            +--- Chapter 2-3 ---+
  | Key Points |

1. Ndesu

    All right this is probably one of the toughest feats on Professional at
    first, so I'm going to be spending a lot of time breaking this fight down.
    First, we will have to establish a few ground rules that will apply for the
    duration of the battle:

 * Play as Sheva

    AI Chris for whatever reason, is much more accurate than AI Sheva. Sheva's
    turret is also much better in my opinion. This isn't a very must or
    anything, but I started having a little more success when I changed it up.

 * Do not miss an on-screen prompt (IE do not panic)

    If you are playing a good game, ideally you will only be taking damage from
    the Majini. There is absolutely no reason for you to mess up an on-screen
    prompt (Duck, Grab), because it is designed to be YOUR advantage. If you
    pull it off successfully, it will give you a very brief invincibility
    animation, which will also allow your turret to recharge. The most likely
    way you will mess up is probably by trying to hit the button to fast. Don't
    do that--take a good look before hitting the button. I estimate that you
    would have a good half second to take a look before having to press it.
    This point is VERY important to your success in this match.

 * Take out the Majini first

    When faced with a choice of whether to blast at the large exposed parasite,
    or the Majini, always take out the Majini. You can always make up for the
    1-2 seconds of missed damage, but there's no way to recover your health.
    This is a battle of attrition and you aren't going to take out the Ndesu
    unless it's the third time the parasite is exposed anyway, so it makes no
    sense to keep attacking the Ndesu while you are getting worked.

* Take advantage of the stagger animations

    Before we go on, let's make sure that you understand how to read the
    HUD. The circle shows your vehicles health, inside the circle is a little
    meter that fills upwards (in red). This is your turret meter. When it fills
    up completely, your turret has overheated, and you are as good as done. Do
    not EVER let the turret overheat. This is one of the most amateur mistakes
    you can make, and you will take heavy damage, enough to make it impossible
    to win.

    So this leads me to the current point: which is to take advantage of the
    stagger animations. Whenever you shoot the Ndesu enough that he grabs his
    face, or staggers back, you should be doing one of two things. If the Ndesu
    is right up to your screen, let your turret cooldown for about a second or
    so, or until it looks like he is right to attack again. I should note that
    if Ndesu is so close, I don't think it's possible for the Majini on the
    right to attack you, but the lone guy on the balcony to the left still
    needs to be checked.

    Now if the Ndesu staggers back, you need to check the Majini on the right.
    The nearby oil drum respawns every few minutes or so, so feel free to blast
    it for a quick way to take them out. Don't forget to check the balcony too.
    This is something you need to be doing for the entire fight. Keep checking
    the Majini whenever the Ndesu staggers.

    So to review, remember that whenever you stagger the Ndesu, 1)always let
    your turret cooldown, 2)check the Majini on the right if he moves away.

* Use the Oil Drums

    From what I've seen, Ndesu will never make his way to the drum close to the
    two Majini to the right. However, the one immediately to the left of that
    is one you need to take advantage of. Whenever Ndesu makes his way back
    here (usually to throw a rock or grab a pole), you need to blow it up to
    deal some damage. Also, the one on the left just behind the cable pole is
    one you can blow up when Ndseu has the large parasite exposed.


2. Ndesu's attacks

* Attack [some button]<--- this means it's an on-screen prompt attack.

[Close attacks]

* Side punch [Action or Partner Action Button]

  This attack is the one that will ensure you pick up the victory. The only two
  commands are the Square and Circle buttons by default. Do NOT mess up.

* Double-hammer fist

  This one is where he clamps his hands together and throws it downwards. This
  is not an on-screen prompt so you will have to rely on your turret to stagger

* Stomp

  Same as above.

* Horizontal Cable pole swing [Action or Partner Action Button]

  This is a prompt attack, so it's very similar to a side-punch.

  * Vertical Cable pole swing

    This is a very dangerous attack. When he pulls up the pole and swings it
    from 12 o'clock to 6 o'clock, fire at it like CRAZY. If there are parasites
    try to aim for ones that will ensure you spray plenty of bullets into it,
    like the ones on the stomach or chest. Sometimes this one is very difficult
    to avoid, but as long as you don't mess up on the side punch or horizontal
    swing, you will be able to take a vertical swing and not be in too much

[Ranged attacks]

* Boulder throw

  This one is straight forward. You need to keep shooting at the boulder until
  it breaks to avoid the damage.

* Shockwave [Partner Action Button]

  The attack is where Ndesu winds up as if he were doing the double-hammer
  fist, but instead slams his hands into the crowd, creating a big, you
  guessed it, shockwave. The key to recognizing this is it will come from afar,
  about where he would pick up the boulder. Most of the time, this attack will
  be very easy to avoid, however, there are a few times where the prompt
  flashes very quickly, making it near impossible to do. Just know that
  whenever a shockwave comes, it's always going to be the Circle (PA) Button.
  Don't fault yourself if you get caught here. Again, if you have been avoiding
  the basic attacks successfully, you can afford to get hit with one.

* Charge

  This is where it will lower its head, and make like a bull charging towards
  your vehicle. Only way to stop it is to fill it with turret, so don't stop
  firing until it staggers!

Using the guidelines above, as well as knowing the attacks should be enough to
get you through. Note that you will need to attack its large parasite THREE
times before it dies. Good luck, and let me know if you need more help!


                            +--- Chapter 3-1 ---+
  | Key Points |

1. The Door Slates
  - We will begin our coverage of Chapter 3-1 at the very beginning, where
    Chris and Sheva have to collect the four slates. Note that you won't have
    to go grab the map because you should know where everything is. Grab the
    Beast Slate from the first island and proceed to...

   a. The Northern Island

      This is probably one of the tougher ones out of the four. After you grab
      the slate, it will spawn probably the biggest wave of Tribal Majini of
      the three islands. The Hydra is going to be the weapon that gets you
      through this. You should just stay put and open fire on the Majini
      coming from directly in front. You can also use your Sniper Rifle here.
      A word of caution though, one guy is going to try and sneak up on you
      on the right, and he will come right at the beginning of the wave, so be
      on the lookout.

      Slowly make your way back to the boat, taking the time to plow through
      each enemy with your Hydra. It's pretty hard to move past them, and you
      probably won't be able to do it unless they miss one first. Watch out for
      the Dodge prompt, which signals a guy looking to impale you with his
      spear. Also be on the lookout for those wanting to throw their spears.
      If you see them coming, you should be able to avoid them by moving to the
      left or right. Ideally, you'd want to shoot them before they throw the

      There's also a Duvalia here now. As always, go for the parasite on its
      leg first, before attacking the one inside the head. You can also use a
      Flash Grenade to quickly dispose of it. There are plenty of enemies here,
      but the biggest advantage is they all seem to come from directly in front
      (except for that guy to the right). If you stay alert, and constantly
      check for the ones with the spears (Dodge prompt + wind-up for throw),
      and you should be fine.

   b. The Eastern Island

      This one has very few enemies, and is probably the easiest one. Watch out
      for the crocodiles though, because they can be a little annoying. Do note
      that you can attack them (1 Magnum bullet and 2 Hydra shots to kill).
      However, the best way to avoid them is probably to circle along the outer
      rim of the water:


      Once you make it to the croc standing in the way of the ladder though,
      you should go ahead and blast it to speed things up a bit. After you
      climb the ladder, go straight for the Slate, which is past the first
      cabin you see, and at the bottom of a wooden ramp leading downwards.
      After you open the chest, a guy is coming from the window to the right,
      so be ready. Blast him and jump out. There is a very small wave of
      enemies that will attack now. You should be able to get past them with
      no problems. Circle back to your boat and to the final island in the

  c. The Southwest Island

      You should go ahead and grab the Silver Idol from the chest near the
      carpet. Next, head up the ramp immediately to your left and make your way
      to the final slate. The enemies are going to start crowding up here. Take
      advantage of any invincibility frames (picking up items) and try to do so
      when you see an attack coming. Immediately go for the chest when you get
      inside, and head back out through the window you just came in. By now,
      a huge wave of enemies will be building up. Clear them out with your
      Hydra, but be very careful here because it's nice and claustrophobic in
      here, and you never know if you get caught with something in your blind
      spot. As long as you focus on killing every enemy, and not try to move
      past anyone, you should be able to make it back to the boat.

      The final part of the opening sequence I want to discuss is the boat ride
      back. Recall that some traps will spring now and a wave of Majini perched
      on a wooden catwalk as well as one in a watchtower will attempt to stop
      you. Make sure Sheva has a Sniper Rifle here. If you're still, she will
      have a 100% accuracy in taking each of them out. You need to focus on
      avoiding the arrow shots, because getting hit with one will end the game
      immediately. Note that not all of the shots are properly aimed, and some
      of these are designed for you to drive into them yourself. In general
      though, you'd want to stay still for about a second (which should result
      in a kill for Sheva), and then focus on avoiding their return shots.
      So to reiterate, just stay put for a second, move to the left/right after
      a kill, and stay still again. Try not to drive into any arrows.

  d. The Village Stand-off
     - Equip: L. Hawk (or Magnum)
              Proximity Mines (if you have them)

      The Majini will make one last-ditch effort to stop the BSAA duo in their
      tracks. This will take place in the Village area of the map
      (think Mercenaries) and could be one of the most intense battles in
      recent memory. When you enter the village, grab the Red + Green Herbs on
      the table way to the left, behind the first cabin. That's everything
      though (there's another Red Herb on the table in the cabin with the
      ladder), so make your way up the ramp to where the crank is, but be ready
      to immediately turn around when the Majini appear. Make a break to the
      open area with all the traps on the floor, and head to the corner with
      the two pots:


      This is the area to mount our attack. From here, you will see all
      incoming Majini. As you recall, the Giant Majini (with the masks) will
      be leading the charge here. Take out your Magnum and start lighting up
      their exposed torsos (don't bother with the masks; can't hurt them
      there). Each of them will eat about 5 Magnum bullets before going down.
      Don't bother running up for melee attacks, because when the animation
      ends there's no guarantee of where the camera will be, so you might end
      up getting caught from the side by some other Majini. When you take out
      the two Giant Majini, the others should stop spawning. However, don't get
      too focused on them and neglect the others, because they are just as
      dangerous on Professional. Instead, try picking off any of the basic
      Majini as they get close with your Hydra, and switching back to your
      Magnum to deal with the Giant Majini whenever possible.

      After this battle, you can go grab the S&W M29 from the fallen BSAA
      soldier (which will net you 6 Magnum bullets when sold), and finish up
      the rest of the tasks to conclude the chapter.

                            +--- Chapter 3-2 ---+
  | Key Points |

1. The Opening

   Equip your Sniper Rifle and start opening fire on the Majini below. Focus on
   the ones trying to climb up the ladder to the left, because they will have
   to go through here to reach you. You don't have to go anywhere until you
   pick off everybody and the music stops.

   Once you make it closer to the crank, another fresh batch of enemies will
   spawn. The one to look out for has a crossbow, and you can see him if you
   look under the catwalk and to about where the button is. The rest of them
   will come

2. The Oil Refinery
    - Sniper Rifle
    - Magnum

   Begin with your Sniper Rifle in hand. Look to the right, and you should be
   able to see a Majini with a crossbow. Next, look to the left and you will
   see another Majini by the first wheel. Now equip a Hand Grenade and drop
   down below. Soon, a single Majini will come from the right and point/yell
   stuff at you. Don't throw the Grenade yet. Instead, wait for two more Majini
   to come from the right, and use the Grenade to take out all of them. Note
   that the guy who points is a Cephalo, but if you blow him up with a Grenade,
   or use the Neck Breaker melee attack on him, the Cephalo will not spawn.

   Next, be ready for some Majini to come from the left, from the area below
   the catwalks. Dispose of them and make your way to the ladder leading to
   the first wheel. Go over to the right, and look through the structure
   towards the area that is only reachable with the zip line. You should see
   a single Majini with a crossbow here. He is very dangerous, but you are safe
   from this spot so fire through the holes to pick him off.

   Now climb up, and instruct Sheva to turn the wheel. Three Majini will spawn
   from where the barrels are. You can either snipe them from where Sheva is,
   or you can go down and get right in their faces with your Shotgun/Grenades.

   The next guy you have to take care of is the one with the crossbow standing
   at the top of the nearby ladder. Stand as close as to the ladder/wall as
   you can and look up. If you can't see him, move back slightly and try again.
   Dispose of him and climb up to the zip line. Glide over and a Chainsaw
   Majini will immediately spawn. Take out your Magnum and start lighting him
   up from here. The idea is to keep staggering him and prevent him from even
   getting off his platform. After about 4 shots, he will go down for the first
   time. Reload your weapon. Don't go anywhere though, because it will
   "resurrect". So once again, stay on the safety of your platform, blast it
   3 times, but don't kill it yet. Let it drop down now and finish it off so
   you can pick up the Venom Fang after. But before you do that, turn the wheel
   to turn off the gas.

   One more to go. This one should be easy. The Chainsaw Majini won't be an
   issue if you have the Hydra. When you make your way to the marker, there
   will be a group of Town Majini. Use your Grenades here, and throw a couple
   of them. The Majini will be nice and bunched up.

3. Protecting Captain Stone

   a. Phase One

      The first phase is when Stone tries to get the elevator working again.
      This will be one of the easier phases. Your Hydra will be the weapon that
      gets you through this phase. Just make sure you constantly check the
      two windows, as well as the fences. Note that a single attack on Stone
      will spell game over, so stay close to him.

   b. Phase Two

      This phase is after getting into the elevator and going up to the second
      floor. Stay close to the elevator at first, and look to the right. A
      single Majini should jump down so dispose of him. Time to make your way
      to the console/the final door. Focus on dodging the arrow attacks by
      strafing. The Hydra is probably the ideal weapon here again. After you
      take out the first two guys with the crossbows, I find that it's best to
      "bull rush" the rest of the way. Just sprint straight ahead and blowing
      everybody up with your Hydra. This is the hardest phase of the escape.
      It helps if you can get lucky and not run into any of the arrows. Also,
      try to make sure you kill everybody, because any survivors will "carry
      over" to the next phase, and will make life a little more difficult. You
      can make sure your shots deal the most damage by aiming to the upper

   c. Final Phase

      This is where Stone works on the control console to get the door open.
      Have your Hydra ready and just stand under the ladder. Look up, and wait
      for the idiots to come. Keep blasting them as they drop down, and they
      will be dead before they hit the ground. The fully upgraded Hydra will
      even make sure the Chainsaw Majini dies just as he hits the ground. This
      is probably the easiest phase of this part.

                            +--- Chapter 3-3 ---+
  | Key Points |
* You'll need a few rocket launchers to speed up the boss battle

1. The Opening

   To start there are two boats to your left and right. Begin with your Hydra
   in hand, and blast the group of three to the right. Continue with several
   rounds at them, until you see that they fall down and disintegrate. The
   two on the left are pretty dangerous. Note that it is possible to avoid
   their arrow shots by moving back and forth on your small boat. That should
   be your focus at first-- to avoid their shots. As soon as they fire, they
   have to ready their weapons again, and this is absolutely the time to

2. When the boat is moving

   You will be able to get through the moving parts without damage as long as
   shoot every explosive barrel/oil rig that you see.

3. The first stop

   Quick Turn and open fire on all the enemies. Blast the oil rigs on the left
   and right corners to take out those two clowns. Note you will need to shoot
   at the higher portions of the oil rig on the left to blow it up. The rest of
   the enemies are all melee so you should be able to work your way to the
   lever without further trouble.

   After pulling on the lever, some more enemies will spawn. There are two guys
   above, standing on the middle catwalk. There's a nice little alcove for you
   to hide out to the left--but it's not really necessary. You should be able
   to fight your way back to the boat without much trouble. When the boat gets
   going, you'll reach a checkpoint. Restart the game and equip a first aid
   spray if you don't have full health. You should also have another one handy
   for the second stop (there won't be another checkpoint until the boss

4. Before the second stop

   Point #2 still applies--keep blasting the explosives. Do note that the guys
   standing on the pipes you have to duck under cannot hurt you, so don't
   bother with them. I also want to point out a pretty dangerous enemy in this
   phase. He's found right before the boat stops for the second time. On the
   left, you'll see a shirtless guy preparing a stick of dynamite. TAKE HIM
   OUT. If he throws the dynamite on to the boat, the game will end

5. The second stop

   There's a Green Herb/Red Herb to the left and right. Forget about the Red
   Herb for now, because going to grab it will put you in no man's land when
   the turrets start firing. Anyway, jump on to the catwalk to the left, and
   make your way to the protective wall. You should be able to take out one of
   the Majini operating the turrets as they are getting ready if your fast.
   Otherwise, just lean against the wall and wait for the idiots to overheat
   their guns. As soon as that happens, pop out and pick one off with your
   Sniper Rifle. Do the same with the other guy. Now look for the guy with the
   crossbow on the right, and dispose of him. It's safe now to make your way to
   the lever. Pull on the first one and let Sheva run across.

   After the levers are pulled, run down the hill and you should see a single
   Majini. Take care of him and head to the corner on the right. There's a guy
   with a crossbow across the area, on the other side. He's standing on the
   ground. Dispose of him and wait here for the Kipepeo. Take care of each of
   them and head through the gate. There are a few more Majini with crossbows/
   dynamite here, so advance with caution back to the boat.

6. The Boss Battle

   Have your Rocket Launchers ready. You'll need at least two. When the battle
   begins, Irving will be swimming on the left. Aim with your Rocket Launcher
   and shoot one at the thumping bulb at the front. Restart if you miss. If
   you manage to connect, you'll skip the whole first phase with the tentacles,
   and get right to the final phase where Irving reveals himself on the
   monster's tongue. Blast the rocket on Irving, and make sure you hit him
   right-on to conclude the chapter.

                            +--- Chapter 4-1 ---+
  | Key Points |

+---Enemy Profile---+
 - Tribal Majini (spears)

   These guys are by far the number one threats of the chapter. The dodge
   prompt comes and goes VERY quickly. In fact, the best way to avoid them is
   probably by dodging manually--that is to run backwards, or something. They
   should always be your first targets, and you must always keep an eye out.

1. Bui Kichwa caves (opening)
   - AK-74 (or other Machine Gun)

   You're probably scrambling to find a legitimate use of your MGs, and you
   probably don't have to look further. Use your MG to navigate the Bui Kichwa
   in the opening areas of the stage. When you get into the long cave right
   before the door, you can literally fire your AK in a straight line, and wait
   for the Bui Kichwa to move into your line of fire. Also, I would recommend
   avoiding the treasure to make things easier.

2. The broken bridge

   Drop down and immediately look up into the hole above with your Hydra.
   Blast the Majini as he drops to quickly dispose of this one. Now, move to
   this corner and look to the right to easily take out three more jumping


   From here, a guy with a shield will approach, but your Hydra will be able to
   blow right through it. Beyond him, watch out for the guy with the crossbow.
   Hide behind the nearby ledge to avoid the arrows, and immediately following
   a miss, pop out and blast him. There are a few more enemies as you make your
   way up the stairs.

   The group I want to focus on is the one with the spears inside the room. If
   you hug the left wall and inspect the room with your Sniper Rifle, you
   should be able to take out one of them. Now, switch to your Hydra and
   advance. Try to blast both of them with your shells and kill them quickly.
   Their jumping attacks are very dangerous. Make your way now to the last
   coffin that will drop you down below (don't forget to Land).

3. The four hallways & "Indiana Jones" run

   As soon as you drop down from the trap, sprint directly ahead to the stone
   door. This is the best spot to fight. The Bui Kichwa will obviously be the
   first to go. When the door opens, some guys will be pouring through, so
   greet them with a few big Shotgun rounds. Once they've been taken care of,
   you must turn your attention to the Majini by the lever outside. They have
   shields, but they aren't durable enough to tank the Sniper Rifle shots.
   After you clean them out, collect the treasures and activate the lever.

   You should remember that to get past the big fireballs, you have to stick
   to the right, and wait for the balls to bounce off of each other to create
   an opening. After you get through, and everything settle downs again, you
   should note that there are many cases of Shotgun Shells and Rifle Ammo in
   the pots this time. Take some time to procure everything. If you don't care
   about your accuracy, consider shooting them to speed up the process.

   In terms of the next sequence, which I have loosely coined the "Indiana
   Jones" part, just keep in mind that you will have to press the buttons
   aggressively. Don't think of this sequence as a time to sit back, because
   if you aren't hitting them quickly enough, the game will end. To reiterate:

   * Run (X Button by default)
   * Jump (Square or Circle button)
   * Run
   * Jump
   * Grab (tap L1+R1, always)

4. The Labyrinth

   Only point I want to discuss is after pulling on the statue for the second
   (I think) time, and the Majini start coming from up the stairs. You should
   start picking them off with your Sniper Rifle here. Try not to let any of
   them through, because as soon as one trickles through, it "opens the
   floodgates", because you'd turn your attention to that one guy, giving the
   rest the opportunity to come. Try to start sniping at the stairs, and if
   anybody gets beyond that, you still have a good chance when they ready to
   make their jump across the gap.

   The final note I want to make is about the boss battle. Again, remember that
   it's possible to skip it altogether (which is best). To do so, make a break
   for the stairs, on the right (when the battle begins) and sprint. Remember
   that there's a on-screen prompt at the top of the stairs.

                            +--- Chapter 4-2 ---+
  | Key Points |
Important Weapon
- Sniper Rifle of your choice (PSG is mine)

1. The three emblems

   Begin the stage by sprinting straight up, until you see the door that
   requires the emblems. From here, turn left and you should see the lone
   Majini. Kill him, and go straight through the immediate opening on the
   other side and to the first emblem location:


   As soon as you get inside, stop and look towards the burning structure to
   see the Majini with crossbows. Pick them off with your Sniper Rifle. One of
   them will also try to charge at you. Quickly turn your attention to the
   hole to the top left of the burning structure. You will see a line of Majini
   looking to jump down. Shoot them with your Sniper Rifle, and if you're lucky
   you can take out many of them at a time due to piercing.

   You should go next to the top-left portion of the map, which is where you
   must do the Assisted Jump for Sheva to get across. Support Sheva with Sniper
   Rifle fire. The best case scenario is the enemies will grab her, which
   means the guy with the spears won't jump at her. After she grabs the emblem,
   a Giant Majini will appear. Cut it down with your Magnum, and go back to the
   hallway with the beam.

   Run first to the middle, and wait at the opening (this is where the Green
   Herb was). Instead of going downstairs, wait for the beam to burn the ground
   again, and sprint straight up the hill. Do not stop until the Checkpoint
   initiates. Now, continue ahead and turn left when you can to a little hidden
   passage. From here, look towards the sunlight to the left and above. You
   should see a lone Majini here. Blast him to stop the beams in this area.
   Now make your way to the final emblem area. You can do so by running
   straight ahead of the path you neglected to get the spot to shoot the Majini
   operating the sunbeam machine.

   The key to this final emblem is to stay where you are and shoot the enemies
   from here. When the music stops, go down a little bit and a couple more will
   appear. Dispose of them and retreat back to your spot to deal with the final
   wave. Insert the emblems and finish the puzzles to conclude the chapter.

                            +--- Chapter 5-1 ---+
  | Key Points |

1. Lickers
   - Grenade Launcher w/ Nitrogen Rounds
   - The gun you have the most ammo of for clean up

   The most obvious point to begin the walkthrough is a discussion on the
   Lickers. When they first appear, by breaking through the glass, use your
   Hydra to fend off the two of them. After heading through the next hallway
   and heading up the stairs, you'll find the Partner Action door leading to
   the next group of Lickers. You can avoid these ones by going slowly. Do not
   run, and when you get to the first door, open it normally, and don't kick it
   down. The next door is going to be the Partner Action one. This will alert
   the Lickers, so start running.

   When you make it to the elevator, switch to your Grenade Launcher w/
   Nitrogen Rounds to do some heavy damage on the Lickers as they come in. You
   can also use your Sniper Rifle here, but the Grenade Launcher is better. If
   you want to meet the Enemies Routed quota, stay put and clear out the
   hallway. If not, just go into the elevator when it comes.

2. U-8 (Boss battle)
   - Rocket Launcher

   Don't waste any time. The first thing to do is the dodge prompt (L1+R1).
   Next, shoot at one of the soft spots on its arms with your Hydra. Its mouth
   will now open. Blast it with the Rocket Launcher and follow up with 3-4
   Hydra shots to finish off the battle.

                            +--- Chapter 5-2 ---+
  | Key Points |

1. The Base Majini

   I want to make two quick points about the Base Majini. They're pretty
   dangerous but they have two glaring weaknesses that you have to exploit. One
   is their reload animations. When they do, they will not hide, giving you a
   perfect window to strike. The second one is their tendency to taunt. This
   isn't as prevalent as the lower difficulties, but it still happens.

2. The Opening (Power Station)
   * Grenade Launcher w/ Explosive Rounds (or Rocket Launcher if you're poor)

   Our discussion begins with the BSAA duo standing on top of a staircase and
   looking down at three Base Majini. Walk down a couple of steps and have your
   Sniper Rifle ready. The idea is you want the black structure cover you from
   fire. If you're on the right spot, you should probably see mostly their
   lower bodies. Anyway, watch the guy walk until he's as right beside the guy
   on the left. Headshot the guy walking and immediately put two more shots
   into the guy on the left to put him down. With any luck, the one on the
   right should be hiding behind the wall. Or, he might be doing some ninja
   stuff and rolling around. Either way, he should be an easy one.

   After taking that last guy out, equip your Hydra and sprint straight ahead
   to the door. Two guys will come through, so greet them like any good
   American and with Shotgun shells to the face. There's also a Green Herb on
   the crates that you can combine with a Red one shortly.

   In the next room, begin by sticking to the left and use the Take cover
   prompt on the big tank. Just stay put for a bit and wait for the guy with
   the AK-74 to reload before you attack him. Now, get off the wall (but stay
   close to it) and look to the corner in the far right of the room. Pick him
   off with your Sniper Rifle. All right, now reveal yourself a little more,
   but do NOT advance forward. Just make sure you see the guy hiding behind
   the crate on the left. Take him out.

   All right, time to sprint to that opening in the left corner. Wait at around
   the middle crates and they should start pouring out. Immediately begin
   filling the room with Explosive Rounds. If you didn't advance far enough,
   another wave might continue to come out, but this group will circle to the
   right and try to get closer. They won't attack right away. Even for the guys
   hiding behind the metal plate, the explosion from the Grenade Launcher will
   be enough to hit them. Try not to worry about aim here and just keep
   shooting. Watch out for the Flash Grenade. If you get it, just move to one

   After you've taken care of them, go into that opening the Majini came from
   and sprint to the Red Herb in the corner. Immediately quick turn (do not hit
   the crates). A Stun rod Majini will spawn in here, just wait a few seconds.
   He can be very problematic if you weren't expecting him to come. Take him
   out and head through the door.

   All right. In this next hallway, just continue along to the end but don't
   go any further. Instead, hug the left wall here and pick off the Majini. You
   shouldn't lean against it (Take cover prompt), instead just stand next to
   it. These guys like to taunt a lot so try to take advantage. You can take
   out each of the Majini from where you are now, and it is not necessary to
   move away from the wall. The last guy on the left, behind the metal plate
   will require you to lean against the wall to watch him until he taunts/

   Next, move up the stairs to the left, to about the middle. Look ahead with
   your Sniper Rifle and you should see another Majini. If not, move up a few
   more steps. After killing him, you should see two more behind him. Take them
   out too. With any luck, the piercing from your Sniper Rifle should create a
   massive explosion from the tanks behind these two. If not, just fire a
   couple of shots in that direction to manually set it off. Do not go
   anywhere until you can create this explosion. This should take care of the
   remaining Majini. If not, and they still come in, use the gas tank on the
   right side of the room. You can take cover on the wall at the top of the
   stairs. You don't have to lean against it, instead, just stand next to it,
   which is what you did when you first entered the room. Go to the elevator to
   the next room.

2. The Licker Hallways
   * Grenade Launcher w/ Nitrogen Rounds

   This will be very easy with your Nitrogen Rounds. Just make your way through
   the hallways and blast the rounds. Clean up with whatever weapon you have
   the most ammo of (usually Handgun). I do want to note that when you get to
   the second hallway, it's very easy to run past a couple of Lickers coming
   out of the vents if you are going too fast. Aside from that, you should be
   well-versed in dealing with them.

3. The Conveyor Belt: part I

   The next chunk of the chapter is probably going to be the toughest, so pay
   close attention. Begin by heading down the ladder and immediately turning
   left. Blast this guy with your Hydra. The next sequence might be worth
   watching because it'll show you where each Majini will be positioned.
   Anyway, take out your Sniper Rifle and blast the guy on the far left, on
   your side of the belt. Now, make your way to the metal plate to the very
   right. Hug the plate, and stick to the right side. Take out your handgun and
   look to the guy with the AK-74. Note: if you are getting Flash Grenade'D
   as you try to aim, don't panic and stay still. You are safe as long as you
   are behind the metal plate, because the two Majini on your side are dead.

   Anyway, if the guy with the AK-74 is attacking, look for the guy on the
   catwalk in the ceiling instead. He's the @#$! throwing the Flash Grenades,
   and he's also got an explosive gas tank right beside him. Turn your
   attention now to the Majini with the AK. He should be reloading by now. If
   not, move to the left side of the metal plate and take out the guy beside
   him. This guy is arguably more dangerous because of his dynamite (1 hit KO).

   After taking care of the two on that catwalk, stay where you are and look
   for the other two Majini on the other side. There's one standing on the
   stairs (to the left of the two you just killed), and the other is a little
   farther left. They are basically just standing in a straight line though,
   so they should be easy pickings. As you make your way to the ladder to climb
   over, look for the guy standing on a higher platform.

   When you climb, take this temporary invincibility frame to see if there are
   enemies you missed below. Clean them up and make your way to the marker.
   Be aware that there will be one more guy waiting right in front of the door,
   so don't get caught off guard.

4. The Conveyor Belt: Part II

   The second part should be much easier. Begin by grabbing the Green Herb.
   Look to the catwalk directly above and wait for the Majini to run across:


(Note the smaller circle is about where the second guy I want you to attack is)

   Before getting on the conveyor belt, lean real close to the railing and look
   ahead on the conveyor belt. Try to spot the Majini through the cracks of
   all the steel. If you can't see him, reposition yourself. He's there, trust
   me. When you get him, jump on to the conveyor belt, and make sure you're
   standing on the MIDDLE. Note that the middle portion of the belts do not
   move! This is a huge advantage and will make going through the belt a LOT

   All right, so advance on the belt, but slowly. Keep checking your Sniper
   Rifle above/ahead for a catwalk and another Majini. Take him out using the
   explosive tank. Continue along, slowly again, and keep checking your Sniper
   Rifle for any Majini that run on the belt. Take them out with explosive
   tanks again. Just continue to advance slowly and checking ahead. Note that
   when you get to the end of the belt, you need to check the catwalk for
   three more Majini. As long as you are far enough (which you will be by
   going slowly) you will be able to take them out with no problems. They're
   not the end though, because three final Majini with shields will jump on
   the belt as you get to the end. Let them on, and retreat (still on the
   centre strip). Now look for any explosive tanks to blow up on them before
   sprinting to the opening to safety.

5. The Reaper

   Nothing really special here. Just remember that it will take a few more
   shots to bring it down. Even if you connect with the bulb on the heart, it
   won't go down. It will probably go down on its knee now, so you'll have to
   blast the one on its back, and then blast the one on the chest two more
   times. Just remember to use your Sniper Rifle, and keep backing up until a
   bulb reveals itself. Then, just fire at whatever bulb that shows up to
   finish. Again, do not fire at it unless you are firing at a bulb to avoid
   the smokescreen.

6. Uroboros

   One rocket launcher shot to the yellow bulbs will end this fight instantly.

                            +--- Chapter 5-3 ---+
  | Key Points |

1. The Reapers

   You will have much more room to work with this time. So, our strategy is
   going to be using the Hydra. Move a fair bit away from the Reaper and stay
   put with your Hydra pointed at its chest. Give it a few seconds and the flap
   will open up to reveal the bulb. Take a shot and fire the bulbs on its back
   before shooting it two more on the chest to finish it off. There are three
   in total and you can see where they are going to drop by identifying their
   eggs in the ceiling.

2. The Opening Catwalks

   When you enter this room, immediately head to the plate but don't take
   cover. Instead, take out one (or maybe even two) of the Majini that are
   still moving to their spots. Next, take cover behind the plate and wait for
   them to reload before peeking out to pick them off. Continue along the
   catwalk to the next metal plate and take cover. A few more Majini will be
   hiding behind the plate directly across. Look for them to the left/right of
   the plate.

3.  Moving Platform & Rocket Launcher Catwalks

    This point is referring to the moving platform the Big Man Majini and two
    Base Majini are standing on. They should be able to take out. I want to
    focus on when you actually get on the moving platform to go across. As soon
    as you get on, take out your Sniper Rifle and look to the right. Two Majini
    will spawn here, one with an AK-74 and another with a tactical shield.
    Pick off the one with the AK first and you should also be able to take out
    the one with the shield as it makes its way to you. When it reveals itself
    as a Cephalo, switch to your Hydra and turn your attention to the Majini
    with the shield coming from the left. He's a Cephalo as well.

    If for whatever reason you find yourself in trouble here, you can easily
    dispatch of the shielded Majini by making them jump over the gap between
    the catwalks on the right--they will have to let their shields down to
    do so.

    As soon as you get off the moving platform, make your way to the left and
    you should see a brief sequence with a bunch of Majini spilling out. The
    goal here is to work from plate-to-plate so to speak. Move to the first
    plate and take cover on the right of it. Look for the first Majini with the
    Rocket Launcher close to the door of the control room. It will take a few
    shots. If you see a rocket coming, get back behind the wall.

    Move to the next metal plate and take cover here. Just keep moving from
    plate-to-plate and picking off the Rocket Launcher guys. Watch out for the
    Stun Rod ones who might try to sneak up on you.

4. Rotating Elevator
  * One rocket launcher will make this go a lot smoother. I'll provide an
    alternate strategy as well.

  * Make sure to have a couple of healing items available

   The key to success on the rotating elevator is to use the elevator's centre,
   the metal pillar/structures for cover. As soon as the elevator starts
   moving, three Majini armed with AK-74's will appear on the catwalk that you
   came from. Position yourself so you will have the centre of the elevator
   between you and the catwalk.

   a. First Stop

   When the elevator stops for the first time, the balcony is going to be at
   about the same level as you. Only one balcony has Majini on it, and all you
   have to blast is the guy operating the lever to get the elevator moving
   again. Once you do so, make sure to once again keep the centre of the
   elevator between you and the remaining Majini.

   b. Second Stop

   For the second stop, the balcony is below your rotating elevator. However,
   watch out for the "decoy" balcony here. Don't waste any ammo on them. The
   guy you have to shoot will always have his hand on the lever.

   c. The Final Stop

   After the second stop, have your rocket launcher ready if you have it and
   look up. Keep an eye on the catwalk because this is where the Majini will
   be coming. As soon as you see the Majini approach, blast the rocket to take
   them all out at once.

   If you don't have the rocket launcher, it will just be a little more
   difficult. Our focus here will be to position yourself to make sure that
   you will have the centre pillar/structures of the elevator for cover you
   from the Majini standing along the curved catwalk. Once the elevator stops,
   you should start by taking out the Majini to the right (or at the very
   bottom of the curved catwalk). For the other three, keep manuevering
   yourself and looking between the cracks of the centre structure until you
   can pick them off:


   There are three along the catwalk as that curves down, and also two more on
   the straight one. For the two on the straight catwalk, you'll have to circle
   to the right so you can see them through the cracks from here.

5. The Lickers

   Make sure Sheva has a Sniper Rifle here, and you'll need a Sniper Rifle OR
   Grenade Launcher w/ Nitrogen Rounds, AND the Hydra (of course). Be the one
   who goes up the elevator and let's get ready to do this.

   The first two Lickers can be handled with the Hydra. The Hydra is superior
   to the Magnum here because the Hydra shots will actually stagger them and
   stop their more dangerous attacks (tongue stab/choke + leaping attack).
   Continue along the catwalk and you'll see another sequence. Have your Hydra
   ready and blast the Licker climbing up on the wall to the right of the

   Now make your way to the pile of junk you're supposed to push, but don't
   push it. Instead, make a quick turn and from here, you will be able to see
   the Lickers climb up on both walls. Pick them off from here, and if any gets
   through use your Hydra to clean them up.

   If you have the Grenade Launcher w/ Nitrogen Rounds you can just sit back
   and start turning them into stone.

6. Wesker + Jill Boss Battle
* You will need a Rocket Launcher

   Normally this would be one of the more fun battles in the game. However, on
   Professional this is an absolute killer. That's mainly because Sheva sucks
   and will get destroyed by Jill if given time. Therefore, we must, for the
   sake of your sanity, end this as fast as we can.

   All right, begin by switching to your Hydra and immediately going to the
   door and investigating. As soon as you the sequence ends, just fire your
   Hydra directly ahead a couple of times. The idea is to hit Wesker before he
   is able to catch Sheva with the kick. If he does, just Restart because you
   won't be able to save her. After two shots, make a full sprint up the stairs
   and down the long hallway, but stop once you get to the end of it:


   Make a Quick Turn and have your Rocket Launcher ready. Go into the scope and
   watch the stairs you just came from for Wesker. The best time to let go of
   the Rocket is when you start to see his head. By the time he makes it to
   the top of the stairs, he'll have to grab the rocket. Once he does, blast it
   and runaway (make sure to call Sheva with you) to conclude the battle. Do
   note that it's best to launch the rocket when he says something like "You
   can't hide forever!", i.e. something that tells you he doesn't know where
   you are.

7. Jill

   This one is pretty dangerous and can be frustrating. The key to victory here
   is to close the distance! Her machine guns are very, very dangerous and if
   she starts blasting try to take cover behind the nearest pillar. Whenever
   Sheva is the one who Restrains her, shoot the thing on her chest and then
   use the Throw prompt. Next, get on her chest and start grabbing! (Yes I got
   it too). When she gets up, be ready for the Dodge Prompt, which will be
   either be the Square or X Button by default.

   Note that there are certain points where it is worth shooting her. Usually,
   the Handgun is enough to stun. For example, when she's climbing up the wall,
   she is ripe for a shot to knock her right off. From there, you will be able
   to Entreat her again. Again, you must close the distance on her so you will
   be able to Entreat as much as possible. Whenever you see her reaching for
   her gun, hide behind the pillar. Rinse, and repeat until the battle

                            +--- Chapter 6-1 ---+
  | Key Points |
* Have at least 1 Flash Grenade handy for the Duvalia (should have like 5 to be
* The Stunrod will take out the Duvalia with one hit as well, but you would
put yourself in danger of being swallowed.

1. Ship Deck (exterior)

   All right. This might seem pretty tough at first, but hopefully with this
   strategy you will be able to get through without too much trouble. When the
   Chapter begins, don't move a muscle. Instead, switch to your Sniper Rifle
   and look to the long raft slightly to the left. At the top of the balcony,
   you should see a single Majini strapped with Grenades. Take him out and
   jump off your platform and up the stairs ahead. You should see another
   Majini who's going to point at you. Shoot him in the head and immediately
   turn around and run back to the platform you were just on.

   Many Majinis that are heavily armoured will start pouring in now. You are
   safe from where you are though, and you should be able to blow up each of
   them as they try to climb up with your Hydra. I'm not sure if this is the
   best--but I focus my fire on their exposed arms with the Hydra. The ones
   without helmets should obviously be targeted at their heads.

   All right, after taking them out continue along and climb all the way up
   the raft (which was where the very first guy you killed was standing). Go
   to the balcony with the wooden crates and look outwards (this is the
   direction that you came from). You should see the crane. Take out the one
   close to the control console (to the right) and the rest of them as well.

   Now, get off the raft and jump down to the back of the ship. Go up the
   stairs to the right and it will activate a sequence. Immediately make a
   Quick Turn and blast the two dogs with your Hydra. Next, turn your
   attention to the two Majini. They are both heavily armoured, so you will
   have to either hit their legs or their arms. One of them will turn into a
   Cephalo. If you more than one Flash Grenade, go ahead and use it. Otherwise,
   your Hydra from up close will take it down in no-time.

   After taking care of these two, continue along the path until more dogs
   appear. IMMEDIATELY Quick Turn and run back up the stairs. Run back to where
   you fought the first couple dogs and take out this wave. There are two dogs,
   a Big Man Majini, and another armoured Majini. Your Hydra will get you
   through this wave.

   Continue along the path after this, but don't get too comfortable, because
   there's a Majini with a Stun Rod that will try to catch you off-guard from
   the right:


   After this, it will be smooth sailing. Just remember that when you make it
   close to the door that will take you to the interior of the ship, a single
   dog will try to catch you off-guard. Don't get caught by this one because
   Sheva will not be close enough to Resuscitate. You should be able to avoid
   it by sprinting straight off the platform.

2. Ship Interior

   The walkthrough will resume when you make it to the first room with all
   the Majini (immediately following the Excella cut scene basically). Begin
   by moving to the metal plate on the left. Blast a Majini an unsuspecting
   Majini from here. The rest of them won't be very difficult to take out, as
   long as you attack when they reload. You should be able to take out each of
   them from where you are. Stay behind the plate and watch for where the fire
   is coming from to plan your attacks. Beware of any Majini that might try to
   sneak past your Sniper Rifle and attack you from up close.

   After you take out the first batch of Majini, head on down to where they
   are and another alarm will sound. At this point, two crates will have
   Majini jumping out of them. The best spot to go now is to lean against
   this wall, that is between a few oil canisters and one of the crates that
   the Majini spill out from:


   Lean where the Green Herb is and you will be able to take out each Majini
   from here. Watch out for the Majini that appear on the catwalk you were just
   on though. Note there are actually two crates the Majini jump out of, one
   is right above where you are leaning, and the second one is across the room.
   You should be able to see it from where you are standing. You should be
   able to take out all of the enemies except for one from behind this wall.
   Just don't forget to check the catwalk mentioned before. When you're ready,
   leave the safety of the wall and take out the guy standing behind the
   crates. Jump into the hatch on the foor next.

   In the hallway below, advance slowly with your Hydra ready. There are a few
   enemies down here but they'll be nice and close so your Hydra will make
   quick work of them.

3. The Gatling Gun Majini

   There's only one so it will be easy. Take cover at the crate and keep an
   eye on the gas tank to the right. When the Gatling Gun Majini gets close,
   blast the tank and create a huge explosion. Next, move right up to him and
   have your Hydra ready. Blast a shell, use the melee attack, rinse and repeat
   until it goes down. Grab the card from the safe and open the door.

4. Rocket Launcher Majini

   From my experience, it's best to not take cover behind the crates. Instead,
   just open fire on them as soon as you come in. Start with the guy directly
   in front on the opposing catwalk. The Hydra will work here. Don't forget
   that there is one more guy in the space below, between the two catwalks.
   Take the elevator to conclude this lengthy chapter.

                            +--- Chapter 6-2 ---+
  | Key Points |
* You must have an RPG-7 Rocket Launcher

1. The Ship Interior

   I just want to point out that when you are advancing in the main hallway
   with the tentacle to the left, as well as directly in front (occurs shortly
   after Sheva says "It's TEARING THROUGH THE SHIP!"), you should stick as
   close to the right as possible. The tentacle on the left has the tendency to
   get a smack in, which would likely spell game over:


   As always, keep an eye out for the Dodge prompt. Don't press the wrong
   button and you will be fine. The Duvalia carries the Bridge keycard, as you

2. The Boss Battle

   Don't waste any time, pull out your Magnum if you've got some ammo and goto
   work on the bulbs. If you don't have any ammo, the Hydra will suffice. As
   soon as you take out the two bulbs, the creature's core will reveal itself.
   Shoot it with your RPG-7 to conclude the chapter.

                            +--- Chapter 6-3 ---+
  | Key Points |
* You must have a Rocket Launcher. Two would be ideal, though not necessary.

1. The Opening

   Our coverage begins when you've taken the elevator to the ship's main deck.
   You will be able to take out the first group of enemies from exactly where
   you are standing when the checkpoint begins. Look directly across and a
   little to the left to find the first Majini. There's another just to the
   right of him, below. You'll have to move to the right a bit to see him. It's
   safe now to make your way down through the catwalk on the left.

   After you drop down the first catwalk, you'll have to drop down again before
   being able to continue. Don't forget about the guy standing below in the


   Make your way to the first lever and get the bulkhead opening. Turn around
   and move to the following spot (X), facing to the right:


   From here, you will be able to pick off each enemy as they come. Routinely
   check the catwalk above because some enemies will spawn there. If you keep
   an eye on Sheva, she usually spots them very quickly so you can do that
   instead of checking if you'd like. When you are standing on the above spot
   and nothing's happening, feel free to check to the right (the area you came
   from) and see if you can spot a few Majini this way.

   When the coast is pretty clear on your side, go down to the three pillars
   right in front of the bulkhead door and take cover. Use your Sniper Rifle to
   pick off the various Majini on the otherside of the bulkhead. One enemy I
   want to note is the guy with the rocket launcher standing on the top of
   the catwalk way across the room:


   By now the bulkhead should be open so make your way across. As you approach
   the two levers in this room, look to the left and take out the guy with the
   Rocket Launcher here (there's another with an AK-74 as well). The coast
   should be clear for you to pull on the lever. Don't worry about any incoming
   enemies at this point unless it looks like they're going to get a shot on
   you. That's because as soon as you successfully pull the lever, it will
   activate a checkpoint and if you pause the game and goto "Restart" you will
   be able to skip the next wave of enemies.

2. The Reapers

   As always, have your Sniper Rifle ready and look for a shot on the chest.
   Again, if they get close and you still aren't able to get a shot on it,
   switch to your Hydra and keep backing up, while waiting for the opening.

3. The Gatling Gun Majini

   This is what you have your Rocket Launcher for. Without it, this could be
   one of the most frustrating points in the game, so you must have one for the
   sake of your sanity. As soon as the bulkhead opens, the sequence will
   activate, showing the two Gatling Gun Majini appearing. Shoot the rocket
   on to the ground between them to take both of them out:


   Next, sprint to their bodies and grab the two keycards before exiting
   through the door behind them.

4. Wesker ("human" form)
   - You'll need a L.Hawk or Magnum of your choice

   You'll have to go around and switch off all the lights to begin with. First
   thing to note is there are no additional rockets upstairs. As you probably
   know by now, Wesker is pretty useless in the dark. When he goes on a rant,
   it usually means he has no idea where the heck you are. This is the time
   to strike with your Mangum. Blast him a few times and eventually, he will
   slowly fall to his knees and slump forward. As soon as you see this
   animation begin, sprint towards him and begin the Finishing Combo:

(Control Type D)
1. Left Hook: Square Button (Action)
2. Right Hook: Square Button
3. Body Blow: Circle Button (Partner Action Button)
4. Heavy Blow: X Button (Sprint/Reload Button)
5. Finishing Combo: Square + X Button

   Immediately following the combo, position yourself so that when Wesker gets
   up he'd have his back towards you. Take a shot with your Magnum and see
   if you can hit him. If yes, keep shooting and start the combo process again.
   If no, move away and wait for him to say something again before opening
   fire. Combo him three times and go grab the Rocket Launcher from the glass
   container in the only area of the room with light. Wait for him to say
   something and launch the rocket at him. Once he catches it, start sprinting
   towards him and hope your partner blows it up. If after about a second of
   running and she doesn't, blow it up yourself. Go over to Wesker and
   Restrain him to conclude the battle.

5. Wesker (Volcano)
* If you have another Rocket Launcher, you can speed this up

   Begin by moving to the bridge and dropping down below. Go up to the main
   platform and position yourself along the edge so you can see Wesker's back
   as he makes his way up the path. Blast him a couple of times to finish this
   first phase.

   For the next part, he's going to jump over to where Sheva's standing. Wait
   for Sheva to call for help and blast Wesker a few times with your Sniper
   Rifle. He'll turn his attention to you now, so follow the Dodge prompts
   to avoid getting hit. When the help prompt is over, it's time to drop down
   to the BOULDER (will be a perennial favourite in the GameFAQs Character
   Contest IMO). Follow the on-screen prompt to initiate the final phase of
   the battle.

   The key is to force him to reveal the bulb on his chest. To do that, you
   have to shoot the bulb on his back when he's sticking his arm up and
   readying an attack. Just like before, when he sticks up his arm, sprint
   straight past him and make a Quick Turn to be in position. The Hydra works
   well in this situation because your arm doesn't have to be perfect for one
   of the three shells to connect. Once you hit him on the back, the bulb on
   his chest will reveal. If you have a rocket launcher, use it now to end the
   battle. If not, just whip out your Magnum and start firing. As soon as the
   bulb on his chest reveals, and you blast it, Wesker will be stunned. At
   this point, you (Chris) can run up behind him and hit "Restrain", as Sheva
   goes gangsta style on him. If you can pull this off, the battle will end.

+--------+   __         __)
| ____/  |  (, )   |  /
| ||     |     |  /| /
| ||_    |     | / |/  e  a  p  o  n  s
| |/\\   |+----|/--|----------------------------------------------------------+
|    ))  |     '   -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [WP00]|
|   //   |+-------------------------------------------------------------------+
|  \|    |

                    +---Explanation of Stat Categories---+

  | 1. | Firepower
Pretty self explanatory. However, do note that a weapon's firepower does not
mean DPS, or damage per second, which is the best measure for power in my view.
DPS measures power per shot and firing rate.

For example, the S&W M500 Magnum (Wesker Midnight's gun) has a whooping 5000
firepower when fully upgraded. Compare it to the L. Hawk now, which has a 3000
firepower when fully upgraded. On the face of things, it would be easy to
conclude that the M500 is much more powerful. However, once you factor in the
firing rate, this conclusion becomes problematic.

The M500 Magnum is considerably slower than the L. Hawk. I would venture to
guess that there is a full second before the next shot. So, we would say that
the M500 has a damage per second of about 5000. When we consider the L. Hawk,
it would probably be fair to say that you can get off two shots per second,
making its DPS 6000, effectively greater than the M500. So what I'm trying to
get at is, always consider the firing rate before making your judgment for

  | 2. | Piercing
Piercing is a commonality in heavy duty weapons like magnums or shotguns. The
most important thing to note is the greater the stat, the more enemies in a
line you can kill with one shot. So basically, the more "penetrating" your shot
is. Penetrating shots can also be useful if you need to make contact with some
structures behind the target.

For example, using a weapon of high piercing, you can kill a Majini, and blow
up the oil canister behind it, killing the incoming wave, all in one shot. So
bouncing off this penetrating analysis, a high rating would also allow you to
deal with the Tribal Majini more effectively. Often, the Tribal Majini will
have wooden shields. A weapon with high piercing can shoot right through these
shields, as if they didn't exist. Weapons with high piercing are also useful if
you want to shoot down wooden doors instead of opening them.

  | 3. | Critical
You might have noticed that, occasionally, you are able to blow some Majini's
head right the hell off, so the little Uroboros "sprout" can be seen
immediately. This is what we call a critical attack, an attack that kills the
enemy instantly. The first thing to note is the critical attack only works on
the basic Majini (Tribal, Town, Base/Army, etc).

The critical stat is central to handguns and other weaker weapons. Because
these type of weapons don't have much power, in order to maintain some
effectiveness as you progress through the game, the developers have introduced
the critical stat. So basically, the higher this stat, the more likely you are
to score one of those critical attacks, killing the Majini instantly. For
weapons like the M92F, upgrading the Critical is absolutely essential. It will
give you a huge advantage in the earlier stages.

  | 4. | Reload Speed
Reload Speed varies by a several tenths of a second usually. Rarely (if ever)
will you have the case where your upgrades increase in 1-second increments.
Anyway, I would probably upgrade Reload Speed last. You should be taking
advantage of advanced reloading methods, like animation cancelling, and
inventory reloading anyway.

  | 5. | Attack Range
This might seem pretty self-explanatory at first, and you're right-- but it's a
little different when you upgrade a Shotgun. Instead of upgrading it's
distance, as in how far you can shoot, the stat will upgrade the splash radius
of the shot. You might have noticed that each time you pull the trigger, you
can see several shells being launched. So, the more you upgrade your attack
range, the more space will be between each shell. This stat really isn't that
useful. Up close, which is where the shotguns thrive, you should be able to
blow up several enemies with one shot anyway. I would focus more on upgrading
the Shotgun power and capacity over this one.

  | 6. | Scope
This one doesn't really need an in-depth explanation. It upgrades how much you
can zoom with a Sniper Rifle. Generally, I say the Sniper Rifles zoom in enough
by default. Upgrading it further seems a bit of a waste to me. Besides, the
more time you spend playing around with the zoom, the slower you are firing
your shots, which could be potentially problematic.

+---ChaosDemon's Seal of Approval---+

If you see a weapon with *chaos* next to it, this means that I have considered
it ideal for Majini slaying or survival horroring, and have given it my "seal
of approval". I considered all of its objective attributes (firepower, piercing
etc), but also a very subjective stat in its usefulness to the game, both in
Mercenaries and in Story Mode.

  Ex: M3 Shotgun *chaos* = ChaosDemon's seal of approval!

+---Secret Weapons---+
Here is the list of weapons that you need to fully upgrade before they appear
for purchase on the buy menu.

    * M92F Pistol - Unlocks the [M93R]
    * S&W M29 Magnum - Unlocks the [S&W 500 Magnum]
    * Ithaca M93 Shotgun - Unlocks the [Hydra Triple Barrel Shotgun]
    * VZ61 Machine Gun - Unlocks the [Gatling Gun] (for Chris only)
    * S75 Rifle - Unlocks the [Longbow] (for Sheva only)

The handgun class primarily serves as your set up for a couple of melee
attacks. As the game wears on, the Handguns become less and less effective
because of the powerful enemies that present themselves. Can you really
picture yourself blowing a Licker Beta away with a M92F? With that said, they
are still pretty effective against your run-of-the-mill enemies, like the basic
Majini. The biggest attribute for the handgun class is how dang common the ammo
is (it is especially frustrating when you need Shotgun Shells, but you break
open a couple of barrels to only find this nonsense).

  | 1. | M92F
                Cost: 2,000 Gold
   Firepower (start): 150
   Firepower   (max): 250
Reload Speed (start): 1.70 seconds
Reload Speed   (max): 1.36 seconds
    Capacity (start): 10x
    Capacity   (max): 100x
  Critical % (start): 1%
  Critical %   (max): 4%

This is your primary handgun for the game. It is about as standard as they
come, with a mediocre firing rate and damage done. However, it does come fully
equipped with a laser sight, so it will make aiming a lot easier. You should of
course take advantage of the accuracy of this weapon, and look to mix in some
melee attacks whenever possible. The ammo of choice is of course the Handgun
Ammo (what else). The most important attribute to upgrade is the Critical %.
When you combine that with this weapon's awesome accuracy, you have a pretty
dangerous weapon.

  | 2. | H&K P8
                Cost: 4,000 Gold
   Firepower (start): 140
   Firepower   (max): 300
Reload Speed (start): 1.53 seconds
Reload Speed   (max): 0.85 seconds
    Capacity (start): 9x
    Capacity   (max): 25x
    Piercing (start): 1
    Piercing   (max): %

The P8 is a formidable handgun for the later stages of the game. It can only
be purchased, so you are going to have to shell out the cash here. The handguns
as a class start losing formidability as the game drags on. As you gain more
and more ammo for your power weapons like the Shotgun, you're going to find
that handguns are used less and less. However, the P8 is still a good choice to
set up a neck breaker or two. It's always good idea to have an extra handgun,
because of how dang common the ammo is. For the P8, the thing that stands out
the most is probably its piercing. Four is very impressive for a handgun,
because even the powerful M500 magnum only maxes out at 3.

  | 3. | SIG P226
                Cost: 4,000 Gold
   Firepower (start): 180
   Firepower   (max): 480
Reload Speed (start): 1.70 seconds
Reload Speed   (max): 1.62 seconds
    Capacity (start): 8x
    Capacity   (max): 16x

This weapon bares a sexy resemblance to the Socom used by Solid Snake in MGS1.
However, that's about where the compliments end. The SIG P226 doesn't really
offer anything worth noting. It maxes out at 480 power, which is the top of its
class. It's also available for purchase only, so I can't really recommend this

  | 4. | M93R [Unlock by fully upgrading M92F]
                Cost: 30,000 Gold
   Firepower (start): 170
   Firepower   (max): 400
Reload Speed (start): 1.70 seconds
Reload Speed   (max): 1.36 seconds
    Capacity (start): 10x
    Capacity   (max): 30x

The M93R (or Beretta 93R) is a very impressive weapon, and for 30,000 Loonies,
it had better be. The first thing to note is its extreme capacity for a
handgun. This can probably be explained with the fact that it's not really a
handgun. It serves more as a mini-submachine gun with its 3-round burst
capabilities. This is an added bonus because of how dang often the Handgun
Ammo drops. You basically have a submachine gun here that uses Handgun Ammo
which is just a positive at the end of the day. It also carries a hefty tag,
and because burst fire weapons are probably the least desirable in Resident
Evil 5, I still can't quite recommend this one.

The Shotguns are my personal favourite class. It is among the most versatile
because of its ability to cut down powerful enemies and be very effective in
crowd control (which makes this akin to an explosive). For the Shotguns, the
first thing to note is they are the most powerful when you go right up to the
enemies. You have to take them down in-yo-face style. They start losing power
the farther away the enemy, so when working on an enemy in the distance, it
might be ideal to switch to an alternative.

  | 1. | Ithaca M37 *chaos*
                Cost: 2,000 Gold
   Firepower (start): 200
   Firepower   (max): 400
Reload Speed (start): 3.00 seconds
Reload Speed   (max): 2.40 seconds
    Capacity (start): 6x
    Capacity   (max): 25x
  Critical % (start): 1%
  Critical %   (max): 2%

The M37 is your shotgun. It packs some serious heat in the shots, so it is
absolutely your boss/mini-boss weapon. It also comes with some splash
capabilities, so be sure to take advantage of that whenever you can. Whenever
you feel like an enemy isn't taking damage from you, or a little overwhelmed
from the number of opponents, the M37 is usually a nice remedy. The key to
success here is upgrading its capacity. Twenty five shells for a Shotgun is
incredible because reload is often the biggest setback of this class. Power
isn't really worth it at first because it only takes you up to 400 anyway. The
M37 was able to earn the seal of approval for its capacity and capacity only.
I can't even fathom having 25 shells to blow away before having to reload.
That's amazing. The Ithaca M37 would have benefited from some more power, but
it is a starter weapon after all.

  | 2. | M3 *chaos*
                Cost: 4,000 Gold
   Firepower (start): 300
   Firepower   (max): 900
Reload Speed (start): 3.00 seconds
Reload Speed   (max): 2.70 seconds
    Capacity (start): 6x
    Capacity   (max): 10x

The M3 appears to be the most powerful shotgun in the game, but this is
probably not the case. From experience, I can safely say that the Hydra is much
more powerful. However, that doesn't mean that the M3 isn't still one hell of a
weapon. The M3, like most shotguns, is the most effective when you are right in
the enemy's face. It seems that it suffers the greatest setback from the
distance, where its firepower is greatly limited. It is not recommended that
you engage with these weapon from afar. It's also got the smallest capacity of
any shotgun. However, because upgrading is so inexpensive, and most people
aren't going to have a lot of Gold in their first runs, the M3 is an essential
part of your arsenal.

  | 3. | Jail Breaker
                Cost: 4,000 Gold
   Firepower (start): 180
   Firepower   (max): 350
Reload Speed (start): 2.52 seconds
Reload Speed   (max): 1.82 seconds
    Capacity (start): 5x
    Capacity   (max): 15x
Attack Range (start): 7
  Attack Range (max): 15

This bad boy is pretty bizarre. Probably the most noteworthy aspect of this
weapon is it has long distance capabilities. From what I've seen, its firepower
(albeit lacklustre) deals the same amount of damage from up close and from far

  | 4. | Hydra [Unlock by fully upgrading Ithaca M37] *chaos*
                Cost: 30,000 Gold
   Firepower (start): 280
   Firepower   (max): 550
Reload Speed (start): 3.67 seconds
Reload Speed   (max): 3.30 seconds
    Capacity (start): 4x
    Capacity   (max): 10x
Attack Range (start): 7
  Attack Range (max): 15

The Hydra is the most powerful shotgun in the game. Don't let the firepower
rating fool you, because I think that's actually talking about firepower per
shell (Hydra fires three per command). If you can save up enough to unlock this
one before going on a run on Veteran on Professional, it will help lots.

                            +---Machine Guns---+
The Machine Guns are one of the weakest classes in the game (definitely in the
bottom two). Resident Evil 5 seems to place emphasis on either speed or power,
and the Machine Gun falls in the middle of that. Speed comes from melee
attacks, and the power to cut down powerful enemies. The most relevant use of
the MGs are probably when you are involved in a battle from a semi-distance.
Like, not far enough to use your Sniper Rifle, but not close enough for the
Shotgun either. An example of these battles can be found in Chapter 5, when you
have to hide behind the crates and stuff. Other than that, I normally just
chuck all of my MGs to Sheva. >___>

  | 1. | Vz.61
                Cost: 2,000 Gold
   Firepower (start): 50
   Firepower   (max): 100
Reload Speed (start): 2.83 seconds
Reload Speed   (max): 2.27 seconds
    Capacity (start): 50
    Capacity   (max): 300
  Critical % (start): 1%
  Critical %   (max): 3%

  | 2. | AK-74
                Cost: 4,000 Gold
   Firepower (start): 90
   Firepower   (max): 250
Reload Speed (start): 2.83 seconds
Reload Speed   (max): 2.55 seconds
    Capacity (start): 30
    Capacity   (max): 50

  | 3. | H&K MP5
                Cost: 2,000 Gold
   Firepower (start): 60
   Firepower   (max): 120
Reload Speed (start): 2.70 seconds
Reload Speed   (max): 2.10 seconds
    Capacity (start): 45
    Capacity   (max): 150
    Piercing (start): 2
       Piecing (max): 4

  | 4. | SIG 556
                Cost: 2,000 Gold
   Firepower (start): 80
   Firepower   (max): 180
Reload Speed (start): 2.55 seconds
Reload Speed   (max): 1.42 seconds
    Capacity (start): 40
    Capacity   (max): 80

                              +---Sniper Rifles---+

  | 1. | S75 *chaos*
                Cost: 2,000 Gold
   Firepower (start): 750
   Firepower   (max): 2000
Reload Speed (start): 3.67 seconds
Reload Speed   (max): 3.30 seconds
    Capacity (start): 6
    Capacity   (max): 50

The S75 is a weapon of range and power. There isn't much of a firing rate to
speak of here. It is your standard Sniper Rifle, so it comes with an adjustable
scope. Its shells are very powerful, so whenever you're taking on a heavy duty
opponent, don't be afraid to break it out, even in close range. It will take a
little more practice to be able to manuever it effectively from close range,
but it's not something that should overwhelm you. You should get used to using
it in short range because you will find that most of the time, you won't have
too many opportunities to pick off the Majini from afar. That's just the nature
of the game-- the enemies appear when you get there. As you can probably guess,
you'll need the Rifle Ammo for the bullets. It becomes less useful as you find
more power Sniper Rifles like the Dragunov. However, it's incredible maximum
capacity of 50 rounds might make you consider keeping it.

  | 2. | Dragunov SVD
                Cost: 4,000 Gold
   Firepower (start): 650
   Firepower   (max): 1300
Reload Speed (start): 2.83 seconds
Reload Speed   (max): 2.41 seconds
    Capacity (start): 7x
    Capacity   (max): 18x

  | 3. | H&K PSG-1
                Cost: 4,000 Gold
   Firepower (start): 600
   Firepower   (max): 1200
Reload Speed (start): 2.55 seconds
Reload Speed   (max): 1.70 seconds
    Capacity (start): 5x
    Capacity   (max): 15x
       Scope (start): *
         Scope (max): **

The Magnums have to be the most powerful class in a shot-by-shot measure. They
are absolutely your anti-boss or semi-boss weapons because of the huge stunning
ability and overall power. There are a couple of drawbacks worth mentioning
though: one is the ammo is ridiculously rare. That really forces you to
consider this gun as a "special" class. Another small drawback is the recoil
from this class. There will be a pretty big interval between shots (except for
the L.Hawk), making its consistent use not really possible. To sum up, the two
most noteworthy aspects of Magnums are its power and piercing.

  Tip to stock up on Magnum Ammo
(on a difficulty lower than Professional)

  * In Chapter 3-1, in the Village area (after inserting all of the slates),
    there is a total of 18 Magnum ammo to be earned, very quickly. There's a
    case in the building to the left, with a ladder inside. There's another one
    in one of the pots in the trap area:


    Finally, go over to the shiny object by the fallen BSAA soldier. This is
    the S&W M29. Now, pause the game, and go restart. Sell the M29 and it will
    net you 6 more Magnum shells, for a total of 18.

  | 1. | S&W M29
                Cost: 4,000 Gold
   Firepower (start): 1500
   Firepower   (max): 3200
Reload Speed (start): 3.53 seconds
Reload Speed   (max): 2.83 seconds
    Capacity (start): 6
    Capacity   (max): 12
    Piercing (start): 2
      Piercing (max): 3

  | 2. | L.Hawk *chaos*
                Cost: 5,000 Gold
   Firepower (start): 1400
   Firepower   (max): 3000
Reload Speed (start): 1.70 seconds
Reload Speed   (max): 1.36 seconds
    Capacity (start): 5
    Capacity   (max): 8
    Piercing (start): 3
      Piercing (max): 7

The L.Hawk is found in the tomb during the boss battle with Wesker in Chapter
5-3. In my opinion, it is the best Magnum in the game. As I have explained in
quite detail, when you factor in firing speed, I believe the L.Hawk can deal
more damage than the M500. It's also free and that always helps. I'm definitely
recommending this one because it will help you cut down the Gatling Gun Majini
in Chapter 6, and is also invaluable on your subsequent playthroughs.

  | 3. | S&W M500 [Unlock by fully upgrading the S&W M29]
                Cost: 30,000 Gold
   Firepower (start): 2100
   Firepower   (max): 5000
Reload Speed (start): 3.53 seconds
Reload Speed   (max): 3.18 seconds
    Capacity (start): 6
    Capacity   (max): 12
    Piercing (start): 2
      Piercing (max): 3

                            +---Explosive Class---+
The Explosive Class is your trump card. A well-placed Hand Grenade or Rocket
Launcher can immediately win you a battle that you are otherwise losing. The
explosives really shine when you are in a battle against a durable enemy like
the Gatling Gun Majini. Of course, they also possess the ability to blow up an
entire wave of enemies with one throw.

  | 1. | Hand Grenade
                Cost: Can't be bought
           Damage[1]: 1500
   Area of effect[1]: 1000

  | 2. | Incendiary Grenade
                Cost: Can't be bought
              Damage: 500
      Area of effect: 500

  | 3. | Flash Grenade
                Cost: 2,000 Gold
              Damage: Stuns Enemy

The Flash Grenade is one of the most important weapons in Mercenaries, because
it is able to bring down a Cephalo or Duvalia with a single explosion. These
enemies are dangerous because they have a knack to ruin your combos. In Story
Mode though, you can probably get away with not using them at all.

  | 4. | Proximity Bomb
                Cost: 1,500 Gold
              Damage: 1500
      Area of effect: 1000

  | 5. | Grenade Launcher
                Cost: 10,000 Gold
    Explosive Rounds: 1000 damage
     Electric Rounds: 400 damage (stun effect)
         Acid Rounds: 500 damage (pierces armour)
     Nitrogen Rounds: 100 damage
        Flame Rounds: 500 damage
        Flash Rounds: 100 damage

  | 6. | Rocket Launcher *chaos*
               Cost: 10,000 Gold

The Rocket Launcher is, by far, the most powerful weapon in the game. It is a
guaranteed one-hit destruction of any enemy you might otherwise consider
tough. Gatling Gun Majini? One rocket will blow an entire group away. The
Executioner? PUH-LEEZE. Not a chance. I guess the thing to point out about the
Rocket Launcher is where to get it for free.

In the very beginning of Chapter 3-1, you and Sheva get off a boat. Immediately
get back on the boat, and drive to the top left tip of the map. You should see
a little dot there-- that's the abandoned ship. Find the abandoned ship and you
will also find the Rocket Launcher at the front of the vessel. Use this to your
advantage-- there are literally going to be tough enemies in every chapter from
4-2 onwards. It would be a pretty good habit to go back to Chapter 3-1 to grab
a Rocket Launcher after completing each chapter.

Ok... I know I'm going to get complaints for that suggestion, so here, off the
top of my head is where I think you should have a Rocket Launcher:

Chapter 5-3: Boss Battle (for the male boss)
Chapter 6-2: Boss Battle
Chapter 6-3: For the Gatling Gun Majini

                           +---Special Class---+

  | 1. | Gatling Gun (Chris Only)
     Cost: 50,000 Gold
Firepower: 450
   Reload: 1.0 second
 Capacity: Unlimited
   Unlock: By fully upgrading the Vz.61 and purchasing from Buy Menu.

The Gatling Gun is more of a flashy weapon than anything, and I personally
won't recommend it. It's pretty cool because you don't ever have to reload, but
that's about where the compliments end for me. It's so dang expensive that your
money is better spent elsewhere (Hydra). Eventually, you'll need to buy it if
you want to beat this game 100% but that's the only time you should IMO.

  | 2. | Longbow (Sheva Only)
     Cost: 50,000 Gold
Firepower: 1500
   Reload: 1.0 second
 Capacity: Unlimited
   Unlock: By fully upgrading the S75 Sniper Rifle and purchasing from Buy

The Longbow is a pretty cool weapon. It's got Sniper Rifle power but Handgun
speed -- what a deadly combination. However, drawbacks are pretty quickly
identified. One is it does not have the laser sight, so you'll actually have to
take some time to master the technique. Second is it's available for Sheva
only, so unless you are doing a playthrough with Sheva it's not really worth
it. I suppose you can make a case for wanting the weapon so Sheva won't have to
constantly waste ammo (seeing how it has unlimited capacity).


1. Thanks to the Official Guide for Damage and Area of Effect data for the

+--------+      ______
| ____/  |     (, /    )
| ||     |       /---(
| ||_    |   )  / ____) S A A   E m b l e m s
| |/\\   |+--(_/-(------------------------------------------------------------+
|    ))  |         -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [BE00]|
|   //   |+-------------------------------------------------------------------+
|  \|    | All right, here are the 30 BSAA Emblem locations in the game. Again,
+--------+ I have stressed the detail where necessary idea, because I felt
adding 30+ links to the section kind of clogs it up. The instructions
themselves are very detailed already so you should have no problem finding most
of them.

                        +---C h a p t e r  1 - 2---+

  | 1. | BSAA Emblem #01 (1/3)
Go down the alley with the Majini who jumps out of the boxes. Turn right when
you can and turn into the building that is locked from the inside through the
door under the stairs. Go up the stairs and head out into the balcony
immediately to the left. Go to the far end of the balcony and look across. Just
beyond the sacks of flour, on the wall and immediately to the left of the
pillar separating the two sides is the Emblem

  | 2. | BSAA Emblem #02 (2/3)
Right after defeating the blond woman, you have to make your way into the
broken down building to continue the chapter. After navigating the basement
level, you will come to some stairs leading upwards. Go up the stairs and turn
right to find a dead BSAA soldier who is just about to collapse. Continue past
him to find a ladder. As soon as you climb up the ladder look upwards towards
the water tank. You will see it in the middle, between the wood crossings

  | 3. | BSAA Emblem #03 (3/3)
After the boss battle, you will have to go through the final hallway leading to
the elevator and the conclusion of the chapter. If you turn to the right in the
hallway, you can look through the fence and see the Emblem next to the left of
the fan. It will be very easy to spot.

                        +---C h a p t e r  2 - 1---+

  | 4. | BSAA Emblem #04 (1/5)
You probably grabbed this one already. It's in the very first room of the
chapter. You will see to the right of the door to leave, and to the left of the
window with bars.

  | 5. | BSAA Emblem #05 (2/5)
After crossing the bridge with the truck, turn down the stairs to the left. As
you go down the stairs though, look towards the structure with the white cloth
and you will find the Emblem on the bottom right corner of the structure.

  | 6. | BSAA Emblem #06 (3/5)
After going through the tunnel with the dogs and you make your way to the
market area with the Port Key (and the treasure chest in the centre of the
stands), if you immediately turn right upon entering the market place, you will
see a small stand. Go to the side with the window and the flames decoration at
the bottom. Go right up to the window and aim up, you should see a slither of
the Emblem here so blast it.

  | 7. | BSAA Emblem #07 (4/5)
Recall that after opening the gate with the Port Key, you can explore some
boats before climbing up a small ladder to the next area. Immediately after
climbing up the ladder, climb up another ladder to the right to get on top of a
small house. Turn left to where the tire is and look across to the building
across. In the second opening from the right, you will find the Emblem.

  | 8. | BSAA Emblem #08 (5/5)
Near the end of the chapter you will have to perform an Assisted Jump with
Sheva and throw her to the roof of the building across the street. Before doing
so, turn around and look to the roof, to the right. You will see that the
Emblem is right in front of a little chimney with metal rods sticking out of

                        +---C h a p t e r  2 - 2---+

  | 9. | BSAA Emblem #09 (1/3)
Right in the beginning of the chapter, after dealing with the dogs and the
traps for the first time, you will have to climb up a ladder to get on the top
of the train cars. Jump to the train car immediately to the right. Now turn to
the left and aim your Sniper Rifle to the electrical pole and look to the top,
on the right to find this one.

  | 10. | BSAA Emblem #10 (2/3)
Near the end of the pitch black tunnel, you'll find come to an area with
waterfalls on both sides. Near the middle of the bridge, turn to the right and
look towards the water here to spot the Emblem.

  | 11. | BSAA Emblem #11 (3/3)
Near the end of the chapter, after climbing up the long ladder, if you turn to
the left there's a Majini and a rock. Instead of going over to the rock, stay
near the top of the ladder, and look towards the several buildings in the
distance. You should see a set of buildings that look kind of like a staircase.
Well, on the "step" on the very bottom, you will find the Emblem there, against
the wall of the second "step".



                        +---C h a p t e r  3 - 1---+

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



  | 13. | BSAA Emblem #13 (2/4)
Drive your boat to the top-left tip of the map to find a secret hideout. Go to
the hut and look up inside, you will find the Emblem in the very middle.

  | 14. | BSAA Emblem #14 (3/4)
Drive your boat to the very middle of the map to find the chicken farm. Get off
your boat and don't move too much. The BSAA Emblem is under the hut on this
island. Get out your Sniper Rifle and look under the hut from the wooden
catwalk. You'll have to look a little bit to the right to get a good shot.

You can get a good glimpse of the emblem if you drive your boat to the back of
the hut.

  | 15. | BSAA Emblem #15 (4/4)
Secure all of the ancient artefacts from the islands in the beginning so you
can open the door at the marker. Jump into the swamp and turn to the right. You
will see the Emblem in a little window if you look towards the wall of the
wooden walk you just jumped down from.

                        +---C h a p t e r  3 - 2---+

  | 16. | BSAA Emblem #16 (1/2)
Make your way to the area with the Tricell tents. Head into the first tent to
the right and leave through the back. Once outside, turn left and look to the
space between the two tents. You will see the Emblem tucked away here.

  | 17. | BSAA Emblem #17 (2/2)
When Captain Josh secures the boat on the other side of the dock and the
timer starts, make a Quick Turn and turn into the little building to the right.
You will find the emblem in the corner of the wall to the right.

                        +---C h a p t e r  3 - 3---+

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



                         +---C h a p t e r  4 - 1---+

  | 19. | BSAA Emblem #19 (1/3)
Make your way through the opening and you should soon come to the scene showing
the entrance of the Bui Kichwa (spider enemies). Dispose of them and move past
the ladder, sticking to the right. Turn right again and look for the waterfall
in the distance. Go up to the wooden railing and look for the Emblem in the
corner to the right of the waterfall.

  | 20. | BSAA Emblem #20 (2/3)
After navigating the opening cave involving the spiders (see Emblem #18), it
will take you to a door. Head through the door and you will be standing on a
balcony in an ancient ruins area. Look towards the left at the object
reflecting the sunlight. Look below it with your Sniper Rifle to see the Emblem
in the middle.



  | 21. | BSAA Emblem #21 (3/3)
After pulling on the chains to reveal the large staircase, head on through. As
soon as you descend this first set of stairs, turn to the left and look above
with your Sniper Rifle. You will find the Emblem on the wall.


                         +---C h a p t e r  4 - 2---+

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

                        +---C h a p t e r  5 - 1---+

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

                        +---C h a p t e r  5 - 2---+

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

                        +---C h a p t e r  5 - 3---+

  | 25. | BSAA Emblem #25 (1/3)
At the very first room of the chapter, head through the newly opened door into
the next room. The emblem is here. You will see a couple of huge fans on the
wall in here. Go right up against the barricades blocking the fans and look at
the fan on the right. Keep looking at a few spots left of that fan on the right
and you should see the Emblem peek through as the fan is doing its rotations.


  | 26. | BSAA Emblem #26 (2/3)
Make your way to the room with the rotating elevator, but don't activate it
just yet. Instead, go up to the control console, look above, and slowly look
left (so you are slowly looking behind you). The first balcony you see is where
the Emblem is. The Emblem is attached to the bottom of the balcony so look

  | 27. | BSAA Emblem #27 (3/3)
This is probably the easiest of the three in this chapter. Make your way to the
final room before the boss battle, the one with the bridge and the massive
Licker Beta (frog) attacks. As soon as you enter the room, turn to the elevator
on the left, and circle around the squared-hole until you are stopped by a
wooden palette. Aim towards the hole under the elevator and it will be right

                        +---C h a p t e r  6 - 1---+

  | 28. | BSAA Emblem #28 (1/3)
This one is completely hidden. Near the start of the chapter, make your way to
the platform where you can climb up the long ladder, but don't climb up.
Instead, face the side opposite of the flag and take note of the twin
exhaust pipes directly ahead. Look between them with your Sniper Rifle to see a
very long pillar in the distance. Aim to the very top of that pillar and you
should see the BSAA Emblem glinting. Blast it to lock up this elusive emblem.



  | 29. | BSAA Emblem #29 (2/3)
Make your way to the area where Sheva gets captured by the cage. Turn to the
left of the Sheva's cage and you will find some Majini pour out of the storage
crate above. Have a Hand Grenade handy and throw it into the storage crate to
procure this elusive emblem.

  | 30. | BSAA Emblem #30 (3/3)
As soon as the scene with Excella is over, turn to the right and look above
into those cabinets on the wall. You will find the Emblem here. Blast it for
the final gem of this glorified witch hunt.

+--------+   ________)
| ____/  |  (,   /
| ||     |      /
| ||_    |  )  /  r  e  a  s  u  r  e   L  o  c  a  t  i  o  n  s
| |/\\   |+---/---------------------------------------------------------------+
|    ))  | (_/    -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-=+-                    [TL00]|
|   //   |+-------------------------------------------------------------------+
|  \|    |This is the first section I've worked on since my stupid school work
+--------+hiatus. Everything might seem a little rushed, because it's like 1 AM
in the morning here (just a few hours away from the NA release!) I hope you
understand enough of them to find these instructions useful. A better version
is coming soon, I promise! (Update: I have since updated all the instructions).

Note that this section will help you obtain the silver trophy "They Belong in a
Museum". Remember that you do NOT have to keep the treasures after finding
them. You can sell them and still obtain the trophy! Also, you have to into the
Inventory (Item Management Menu) to receive the trophy!

Finally note that this list is organized to match exactly how they would appear
in your inventory. The best way to go about this is to check this list with
your current inventory, and identify the ones that you are missing. I recommend
downloading this file to your computer, and opening it up in Notepad. Then, go
into treasures section and you delete the treasures that you already have from
the list to make things go easier.

  | 1. | Gold Ring
I've run into this one on multiple occasions, but this location is to take out
the Executioner. Taking him out within the 5 minute window or so might be
difficult at first, but try to throw everything you have at him--Grenades,
Sniper Rifle, etc. The more powerful the weapon the better.

  | 2. | Ivory Relief
Take care of the blond woman (turns out to be a Cephalo) who initially asks for
help in Chapter 1-2 and she will drop this.

  | 3. | Dead Bride's Necklace
After restoring the power of the conveyor belt in Chapter 5-2, if you run on
the black strip between the conveyor belts farthest from the lever (IE, not the
conveyor belt you initially drop down on), you should be able to pick this one
up. Also in Chapter 6-1, recall that there are some Majini with Rocket
Launchers blocking the hallway leading to the Tricell elevator to the end of
the chapter. The Majini in this room will drop this one.

  | 4. | Royal Necklace
About halfway through Chapter 5-3, you will encounter some Majini with Rocket
Launchers guarding the control room. You will find the Royal Necklace on the
desk and in a briefcase, in addition to a Green Herb.

  | 5. | Jewel Bangle
This one is dropped by chance by a Big Man Majini. If you don't know which one
that is, it's the really fat one who attacks with punches. There's also one in
Chapter 5-3 when you get off the moving platform to the other side (the
platform that you need to restore power to reach; and will have a Big Fat
Majini with two Grenade Majini on it at first).

  | 6. | Venom Fang
This one is dropped by any Chainsaw Majini after the first one you encounter. I
picked mine up in Chapter 3-2.

  | 7. | Antique Clock
In Chapter 1-2, recall that there's an alley where a Majini jumps out from the
boxes. Also recall that there's a building that's locked from the inside. If
you continue down this alley, and turn right, you will be able to enter the
building through the door under the stairs. Once inside, go up the stairs, turn
right past the television and to the balcony. Open the treasure chest to the
left to the left to find it.

  | 8. | Chalice (Silver)
In Chapter 3-1, drive your boat to the very top-left tip of your map. You will
find a little island with a hut. Climb the ladder and you will find this one in
a treasure chest.

  | 9. | Chalice (Gold)
You'll find this one in Chapter 5-3, in the lockers in the room right before
the boss battle. You will also find the Topaz (Brilliant) right above the exit
to the boss battle.

  | 10. | Idol (Silver)
Recall in Chapter 3-1 there are two assisted jumps for Sheva. The first jump is
to the left, which holds the Idol (Silver) you are seeking, and the second is
one of the slates needed to open the door. All of this takes place in the
island at the very top of the map.

  | 11. | Idol (Gold)
Recall the mirror puzzles in Chapter 4-2. If you direct the beam of light to
the statue instead of turning the mirror to solve the puzzle, this will unlock
a bunch of treasure chambers. You will find the Idol (Gold) in one of those. If
you forgot how to work the puzzle, goto the walkthrough.

  | 12. | Ceremonial Mask
At the end of Chapter 3-1, recall that there is a tunnel near the conclusion of
the chapter, just before the trolley. You will find a treasure chest inside
containing this one.

  | 13. | Jewel Beetle
You'll find this one in Chapter 3-2. It's by the water pipe in the area with
the two Tricell tents.

  | 14. | Beetle (Brown)
You'll find this one on the chicken farm in Chapter 3-1. The chicken farm is in
the very centre of the lake at the beginning. There are some dead fish hanging
to the left on the farm, and if you look just to the left of _that_ you'll find
this one on the wooden base.

  | 15. | Beetle (Gold)
Recall the mirror puzzles in Chapter 4-2. If you direct the beam of light to
the statue instead of turning the mirror to solve the puzzle, this will unlock
a bunch of treasure chambers. You will find the Beetle (Gold) in one of those.

  | 16. | Topaz (Pear)
There are a bunch of these lying around. First one to note is in Chapter 2-1.
You find this one in one of the corners by the boat.

  | 17. | Ruby (Pear)
There are a lot of these ones as well. You'll find one right at the very
beginning of Chapter 3-1, if you slash the skull with your knife.

  | 18. | Sapphire (Pear)
Just in case you need help finding this one, you'll find one in Chapter 4-1,
near the boss fight. Recall that there are some chains near the end of the
chapter. If you pull on them, they will trigger a set of stairs to appear.
You'll find the Sapphire (pear) in the upper level.

  | 19. | Emerald (Pear)
These are all over the place. After defeating the Chainsaw Majini in Chapter 2-
1, and you grab the Guard's Key from it, you'll find a treasure chest at the
corner of the alley. The treasure is in there.

  | 20. | Diamond (Pear)
In Chapter 2-2, recall that there's a stationary machine gun for your use. If
you make your way to the long ladder behind it, you should be able to see a
shiny object on top. Blast it, and that's the Diamond (Pear). Go directly to
Diamond (Square).

  | 21. | Topaz (Square)
You'll find one at the beginning of Chapter 4-1, among other places. Shortly
after entering the village at the beginning, you'll have to eventually drop
down a ledge, before dropping down again. You should be able to identify a
shiny object here, so blast it for the Topaz.

  | 22. | Ruby (Square)
You'll find it in the treasure chest after defeating the Chainsaw Majini for
the first time in Chapter 2-1.

  | 23. | Sapphire (Square)
You'll find one right at the beginning of Chapter 4-2. Look for it in a torch
in one of the various alcoves in the beginning of the chapter.

  | 24. | Emerald (Square)
You'll find one of these as you complete the statue puzzle in Chapter 4-2. Lots
of these lying around.

  | 25. | Diamond (Square)
In Chapter 2-2, recall that there is a series of two Assisted Jumps. Circle up
the hill and drop down on to the ledge that you helped Sheva jumped on. Look on
the mountain wall to the top-left. You will see a shiny object here so blast it
and the treasure will conveniently drop on to the ledge you are standing on.

  | 26. | Topaz (Oval)
In Chapter 6-1, recall that Sheva will caught by a cage near the start, by some
Majini operating a crane. Your goal is to prevent this from actually happening,
and here's how: When you go for the Topaz, begin the chapter and work your way
up the stairs to the right and climb up the initial ladder. Climb up the long
ladder on this platform so you can get all the way to the top. Go to the
railing where the wooden crates are, and look outwards with your Sniper Rifle.
There's a Majini on the right, near the bottom. Pick him off and keep looking
above him until you see another Majini at the very top. Blast him, and he's the
one who drops the Topaz. Also look for the Crane Operator so you don't have to
waste time to lift it yourself. This step is optional though.

After that, make your way to the area that requires the Keycard, and do the
sequence where you have to push the junk. After pushing it, drop down to the
left and climb up the ladder directly in front. The Topaz (Oval) should be
around where that lone Green Herb is.

  | 27. | Ruby (Oval)
You'll find it right at the end of Chapter 4-1, before the boss battle. Go to
the final (red) statue, and you'll find the treasure after pulling on the

  | 28. | Sapphire (Oval)
During the first encounter with Wesker and ____ in Chapter 5-3, there's the
sequence where Wesker kicks you through the door. Turn around and sprint
through the corridor into the room containing the coffins. You'll find it in a
pot on a shelf to the right, immediately after entering the first room with the

  | 29. | Emerald (Oval)
During the first encounter with Wesker and ____ in Chapter 5-3, there's the
sequence where Wesker kicks you through the door. Turn around and sprint
through the corridor into the room containing the coffins. Go to the coffin
that requires an Assisted Push to open to find it.

  | 30. | Diamond (Oval)
This one is in the Mines of Chapter 2-2. As you make your way through the
mines, and begin to see the light at the end of the tunnel, keep looking for a
path to the left that will lead you to the treasure chest containing this one.

  | 31. | Topaz (Trilliant)
You'll find it in Chapter 4-1, right at the beginning. Recall that there's a
ladder right at the start of the chapter. Instead of climbing up, explore the
area on the ground first. You should be able to see a single pot after going
left for a while. Turn to the left of _that_ to find a secret ledge leading to
the treasure chest.

  | 32. | Ruby (Trilliant)
Recall that in Chapter 4-1 there are a series of Assisted Push coffins. After
you find the last one, it'll drop you down to a tomb where you are ambushed by
enemies. There's treasure chest down here that holds this one. Don't leave
until you find it.

  | 33. | Sapphire (Trilliant)
Same as above, except it's in another treasure chest in one of the paths down
in Chapter 4-1.

  | 34. | Emerald (Trilliant)
Same as above, except it's in another treasure chest in one of the paths down
in Chapter 4-1.

  | 35. | Diamond (Trilliant)
After inserting the final Emblem in Chapter 4-2, shoot this one above the
doorway before you leave.

  | 36. | Topaz (Brilliant)
You'll find it in Chapter 5-3, right after lowering the bridge by pulling the
lever inside the locked room, look for it above the doorway before entering the

  | 37. | Ruby (Brilliant)
Recall that there's a room with a rotating elevator in Chapter 5-3. Leave this
room on the catwalk and goto the door. Open it, and keep looking towards the
ceiling as you move through this area. You will see the treasure glinting near
the final light of the exit of the tunnel, in the sand area.

  | 38. | Sapphire (Brilliant)
During the first encounter with Wesker and ____ in Chapter 5-3, there's the
sequence where Wesker kicks you through the door. Turn around and sprint
through the corridor into the room containing the coffins. Search through the
coffins and you'll soon find one that's similar to what you opened in Chapter
4. You'll need Sheva to help you out.

  | 39. | Emerald (Brilliant)
Right at the beginning of the boss fight with _____ (without Wesker), sprint up
the staircase to the right. Keep following the path right until you see a bunch
of pots. You'll find it in there.

  | 40. | Diamond (Brilliant)
Recall in Chapter 2-2 that there's a machine gun the Majini attack you with.
After you dispose of the guy using the machine gun, make your way outside and
towards the gun. Look for a small ladder to the left, shortly before the
platform where the machine gun is, and you'll find the treasure chest to the
left of that.

  | 41. | Topaz (Marquise)
In Chapter 1-1, recall that there's a point where you have to jump through a
window, before getting attacked by a swarm of Majini. Instead of running like
usual, stay put and open fire on them. After you have defeated all of them,
you will get the Topaz. It really helps if you have a weapon with Infinite Ammo
here. If you want to learn how, read the Infinite Ammo section.

  | 42. | Ruby (Marquise)
In Chapter 2-1, recall that you have to shoot the Port Key from a dead body.
Shortly before that, there is a market stand with a treasure chest in it. The
only way to grab it is to throw a grenade at the stand and destroy it.

  | 43. | Sapphire (Marquise)
You'll find this one in the beginning of Chapter 5-3. Head through the opening
and go up the stairs. Take the path to the left to the room with the x-rays.
You'll find this one in the safe to the left when you come in.

  | 44. | Emerald (Marquise)
This one is in the beginning of Chapter 3-3. Make your way to the machine guns,
and find the ladder above the gate that leads to the next area. There's a
little house between the two machine guns and you'll find the treasure in

  | 45. | Diamond (Marquise)
Recall that in Chapter 6-3, Wesker will eventually take you to the volcano.
Also recall that there's a bridge that collapses in the beginning. Begin the
search for this one right BEFORE stepping on to the bridge and collapsing it:

Turn around and go towards the bridge, but don't walk on it. Shoot the rock
that appears to be the same type of rock as the bridge, and it sticks out to
the right. Hit it a few times, and if you've done it correctly, the rock should
collapse. Now walk on to the bridge, and let it collapse. Once you are on the
bottom, turn to the left and jump along the rocks here. You should see it the
Diamond now. Retrieve it and jump back to where you were when you dropped.

  | 46. | Power Stone
You'll have to kill a Reaper to pick this one up. The Reaper is that large
insect that's capable of creating a duplicate of itself. They make their first
appearance in Chapter 5-2, so look there.

  | 47. | Lion Heart
These are dropped by Licker Betas. They are blind, and you will find them in
the beginning of Chapter 5-1.

  | 48. | Blue Enigma
These are dropped by the Giant Majini. You'll find them at the end of Chapter

  | 49. | Soul Gem
Kill the boss in Chapter 4-1 without going up stairs. Instead, you will need to
do so by wearing it down with your guns and grenades.

  | 50. | Heart of Africa
You will find this one in the fight against Wesker and ____. I highly recommend
purchasing a Rocket Launcher for this. If you can't afford it, you can find one
on the abandoned ship in Chapter 3-1 (the ship can be found by driving to the
top-left of the map).

After the battle begins, Investigate that door to the right, and Wesker will
kick you through. Go into hiding, and when Wesker isn't looking, shoot him with
the rocket. He will catch it, so blast the rocket to create a huge explosion.
Go up to him with your Shotgun, or L.Hawk, and start blasting away. If you've
done it correctly, the fight will end immediately. It's now time to battle with
____, go down the stairs and you will find the Heart of Africa between the two
set of stairs. This should also earn you the Bad Blood trophy.

+--------+   ________)
| ____/  |  (,   /
| ||     |      /
| ||_    |  )  /  r  o  p  h  i  e  s
| |/\\   |+---/---------------------------------------------------------------+
|    ))  | (_/    -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-=+-                    [TR00]|
|   //   |+-------------------------------------------------------------------+
|  \|    |Here is the list of Trophies, just for your reference. I will
+--------+have some strategies to get each of these as the FAQ progresses. For
now, I have just listed them so you don't have to keep pausing the game to
check the PSN while playing.


*** NOTE ***
  You do NOT have to get the Versus Trophies for Platnium; you just need the
  ones listed in this FAQ!

Completion Trophies (21 Total)
|  T r o p h y  N a m e             |  R e q u i r e m e n t s                |
| Resident Evil 5 Platinum Trophy   | Obtain all trophies in the game.        |
| Completed Chapter 1-1 (Bronze)    | Complete Chapter 1-1 on any difficulty. |
| Completed Chapter 1-2 (Bronze)    | Complete Chapter 1-2 on any difficulty. |
| Completed Chapter 2-1 (Bronze)    | Complete Chapter 2-1 on any difficulty. |
| Completed Chapter 2-2 (Bronze)    | Complete Chapter 2-2 on any difficulty. |
| Completed Chapter 2-3 (Bronze)    | Complete Chapter 2-3 on any difficulty. |
| Completed Chapter 3-1 (Bronze)    | Complete Chapter 3-1 on any difficulty. |
| Completed Chapter 3-2 (Bronze)    | Complete Chapter 3-1 on any difficulty. |
| Completed Chapter 3-3 (Bronze)    | Complete Chapter 3-3 on any difficulty. |
| Completed Chapter 4-1 (Bronze)    | Complete Chapter 4-1 on any difficulty. |
| Completed Chapter 4-1 (Bronze)    | Complete Chapter 4-2 on any difficulty. |
| Completed Chapter 5-1 (Bronze)    | Complete Chapter 5-1 on any difficulty. |
| Completed Chapter 5-2 (Bronze)    | Complete Chapter 5-2 on any difficulty. |
| Completed Chapter 5-3 (Bronze)    | Complete Chapter 5-3 on any difficulty. |
| Completed Chapter 6-1 (Bronze)    | Complete Chapter 6-1 on any difficulty. |
| Completed Chapter 6-2 (Bronze)    | Complete Chapter 6-2 on any difficulty. |
| Completed Chapter 6-3 (Bronze)    | Complete Chapter 6-3 on any difficulty. |
| Recruit (Bronze)                  | Complete all chapters on Amateur.*      |
| Soldier (Bronze)                  | Complete all chapters on Normal.*       |
| Veteran (Silver)                  | Complete all chapters on Veteran.       |
| Secret Trophy - War Hero (Gold)   | Complete all chapters on Professional.  |

* You can also get these trophies playing on the higher difficulty. E.g. if you
complete the game on Normal, you will get the Recruit trophy as well.

  | 22. | Egg Hunt (Bronze)
Find all 4 types of eggs (equip all 4 in your inventory to receive this

The four types of eggs are: 1)White, 2)Brown, 3)Rotten, and 4)Gold. Rotten eggs
are predominately dropped by the Majini, you will find a bunch of them in
Chapter 4-1 and 4-2. So begin by doing a play through of the chapter until you
pick one up.

The next place to be is the Chicken Farm in Chapter 3-1. The Chicken farm is in
the middle of the map when you are in the boat, so drive there. If you haven't
already, you can secure the White Egg to the right of the hut, outside. Now
wait for about a minute and look for one of the chickens to lay a Gold egg.
After a minute has passed and there are no eggs, get back on your boat and get
right back to the chicken farm. Keep waiting for about a minute for the eggs
and coming back when there's nothing. You can also find the Brown egg here.

  | 23. | All Dressed Up (Silver)
Purchase all available alternative costumes in Bonus Features.

 - To get this one you have to first shoot all 30 Emblems so all the Bonus
Features are available to you. All you have to do then is to into Bonus
Features and "Purchase" all of the costumes for 0 pts each. Note that you will
not receive the trophy until you do that last step.

  | 24. | Stockpile (Silver)
Obtain all available weapons.

 - Self explanatory. There are some "secret" weapons that can only be obtained
if you upgrade these weapons to the max:

    * M92F Pistol - Unlocks the [M93R]
    * S&W M29 Magnum - Unlocks the [S&W 500 Magnum]
    * Ithaca M93 Shotgun - Unlocks the [Hydra Triple Barrel Shotgun]
    * VZ61 Machine Gun - Unlocks the [Gatling Gun] (for Chris only)
    * S75 Rifle - Unlocks the [Longbow] (for Sheva only)

Once you've unlocked each weapon you have to buy them from the Inventory.

Also, here's a checklist to help you out:

| Stockpile Checklist                      |
|1. Handguns                               |
|                                          |
| M92F................................ [ ] |
| H&K P8.............................. [ ] |
| SIG P226............................ [ ] |
| M93R................................ [ ] |
|                                          |
|2. Shotguns                               |
|                                          |
| Ithaca M37.......................... [ ] |
| M3.................................. [ ] |
| Jail Breaker........................ [ ] |
| Hydra............................... [ ] |
|                                          |
|3. Machine Guns                           |
|                                          |
| VZ61................................ [ ] |
| AK74................................ [ ] |
| H&K MP5............................. [ ] |
| SIG 556............................. [ ] |
|                                          |
|4. Rifles                                 |
|                                          |
| S75................................. [ ] |
| Dragunov SVD........................ [ ] |
| H&K PSG-1........................... [ ] |
|                                          |
|5. Magnums                                |
|                                          |
| S&W M29............................. [ ] |
| L. Hawk............................. [ ] |
| S&W M500............................ [ ] |
|                                          |
|6. The Rest                               |
|                                          |
| Grenade Launcher.................... [ ] |
| Rocket Launcher..................... [ ] |
| Stun Rod............................ [ ] |
| Gatling Gun......................... [ ] |
| Longbow............................. [ ] |
| Proximity Bomb...................... [ ] |
| Hand Grenade........................ [ ] |
| Incendiary Grenade.................. [ ] |
| Flash Grenade....................... [ ] |

  | 25. | Take It to the Max (Silver)
Completely upgrade all weapons.

- Pretty self-explanatory again. Upgrading weapons require Gold, so do a few
treasure hunt runs (using the Treasure or Farming sections of the FAQ) to
assist you.

  | 26. | They Belong in a Museum (Silver)
Obtain all treasures in the game.

- You will not receive the trophy until you go into the Inventory and hit R2 to
"look" at your treasures.

  | 27. | Badge of Honor (Silver)
Find all the BSAA emblems.

  | 28. | They're ACTION Figures! (Silver)
Collect all the figurines.

- Figurines can bought from the Bonus Features menu. You must first have shot
all 30 Emblems so every figurine is available to you. Also, you need to clear
the game on Veteran. Buying the figures will require points (by achieving ranks
in the missions or Mercenaries).

  | 29. | A Friend in Need (Bronze)
Save partner 10 times when HELP is displayed.

- You will probably get this one as you play through the game. There really
isn't any trick to it.

  | 30. | Lifeguard (Bronze)
Save partner 10 times when DYING is displayed.

- Same as above.

  | 31. | Exploding Heads (Bronze)
Pull off 20 headshots.

- I'm not too sure on this but I think they have to be critical headshots.
Either way you should probably have this by the time you beat the game.

  | 32. | A Cut Above (Bronze)
Defeat 5 enemies with the Knife.

- The best way to achieve this one is in Chapter 1-1. When you make it into the
house in Public Assembly, and the Majini start pouring in (at the command of
the megaphone guy), if you go up to the window you can keep slashing them as
they try to climb in. You won't get hurt from the ones trying to come into the
window, but watch out for the other guys who come in from the door.

  | 33. | Cattle Prod (Bronze)
Defeat 30 enemies with the Stun rod.

- The Stun Rod can be bought from the Inventory Menu after completing Chapter
2-3. A good way to get this is with the similar strategy as "A Cut Above".

  | 34. | Crowd Control (Bronze)
Defeat 30 enemies with the Gatling gun.

- As mentioned above, the Gatling Gun is unlocked after you upgrade the Vz.61
to the max. You must then purchase it for 50,000 points. The best, best part to
get this one is in Chapter 1-1. Recall that there's this alley after jumping
out of the window where the good guys get ambushed by a hoard of Majini. Need I
say more? Fire up the gun and time to have some fun.

  | 35. | Bull's-eye (Bronze)
Defeat 30 enemies with the Longbow.

- As mentioned above, the Longbow is unlocked after upgrading the S75 Rifle to
the max. You can also get it in the same spot as above (but it won't be as

  | 36. | Get Physical (Bronze)
Defeat 20 enemies with physical attacks.

- This is another trophy you will probably end up with during the course of
your playthrough. Physical attacks mean melee attacks, of course.

  | 37. | The Works (Bronze)
Chain the maximum number of combos together in one go.

The best way to get this one is against a Big Man Majini (fat shirtless guy).
Empty out Sheva's inventory (so she has no weapons) and head to Chapter 2-1.
There's a Majini right at the beginning of the chapter. You should also have a
Flash Grenade (not required). When the Big Man Majini approaches you, either
throw the Grenade or hit him with your shotgun to stun. Then, move in with a
melee strike. With any luck, Sheva (the weaponless one) will follow up and at
this point hit square for the final blow.

Alternatively, you can try this strategy from ResidentGear31 of the GameFAQs
Message Boards:

1. To start, you need a few Flash grenades, I took 5 in case, and a second
controller. That's it!

2. Start a game on chapter 2-1 on Amateur. Press start on the second

3. Go outside the starting room and clear the area with Chris until you get to
the part where you have to drop down off a container into the large area with a
few dogs and the fat man Majini. Stop with Chris and don't drop off the ledge

4. Pick up the second controller and run Sheva to where Chris is standing on
the container. Make Sheva drop off the ledge and then back her into the corner
right behind you and have her face towards the opening. Place the controller
right near you within reach.

5. Pick up the first controller and have Chris enter the area and start killing
the dogs and everything else EXCEPT the fat man Majini.

6. When the fatman is alone lure him into the narrow alley where Sheva is
standing while backing Chris near Sheva.

7. As the fat man nears Chris and attempts an attack run behind him, he's very
slow on Amateur, and throw a flash grenade. Feel free to throw other flash
grenades too to set yourself up properly. You want to get it where the fat man
is between Chris and Sheva with them both facing him.

8. As the fat man is stunned from the flash run up to him with Chris and press
square to start the combo. Quickly pick up, or leave it on the couch next to
you, the second controller for Sheva and press square for the second hit. Then
press square on the first controller with Chris to finish the combo and get
your trophy!

- If you screwed up or messed up somehow just pause and restart. The check
point is right before you drop down off the container so it's very fast to
reload and try again. You can do this on any difficulty but Amateur is
obviously the easiest.

  | 38. | Lead Aspirin (Silver)
Defeat a Majini with a headshot while it's jumping.

- This can be a little difficult. You need to get a critical hit head shot
(blast somebody's head off) while they are jumping either from above or towards
you. It's probably easier to get this while they are jumping towards you. Equip
your fully upgrade shotgun and go to Chapter 1-1. Recall when you are waiting
for Kirk to blow open the gate that there's this little gap up the stairs and
along the fence. This is also a Majini spawning point. Run around with a bunch
of enemies and lead them to this gap. Jump across, and wait for them to jump
towards you. Have your Shotgun and aim up, towards their heads.

  | 39. | Fireworks (Bronze)
Shoot an enemy Molotov cocktail, dynamite stick, or hand grenade.

- You will find many Majini who have explosives, predominately in the earlier
chapters. Your goal is to shoot them when they are thrown at you, or when they
are still holding on to them. Won't be too difficult to do.

  | 40. | Be the Knife (Silver)
Deflect a bow gun arrow with your knife.

The best point to try this is right at the beginning of Chapter 2-2: Train
Station. Recall that when you climb up onto one of the train cars there are
three Majini with crossbows. It helps if Sheva doesn't have any weapons so she
won't kill them. Just stand where you can see all three of them (which is right
after you actually climb onto the car) and start deflecting. To deflect, you
just need to take a swipe with your knife so (L1 + R2) by default.

  | 41. | Meat Shower (Bronze)
Defeat 3 Majini with one grenade or proximity bomb.

Get this from Mercenaries. Or, you can get it in the alley in Chapter 1-1 when
the huge group of Majini come after you.

  | 42. | Go into the Light (Bronze)
Defeat 2 enemies with one flash grenade.

This one has to be done on two Cephalo, because only they actually get
"defeated" with the flash grenade. In Chapter 3-2, right after you defeat all
of the Chainsaw Majini and turn off all the gas pipes, recall that if you
continue along the path a bunch of Town Majini start attacking. Two of them
will always turn into Cephalo.

Alternatively, you can goto Chapter 5-3. Recall that around the
beginning/middle of the chapter, you'll have to actually find off two Reapers.

  | 43. | Ride the Lightning (Bronze)
Defeat a Majini using the electric current from a transformer.

- The transformer are those electric boxes found on the floor. You will find
one on the foot of the long stairs during the battle with the Chainsaw Majini.
It might be easiest to try for this one in Mercenaries mode, in the Public
Assembly stage. There's one of the electric boxes beside

  | 44. | Stop, Drop, & Roll (Bronze)
Defeat 3 Majini at once by setting oil canisters on fire.

- Oil canisters refer to those little cans of combustibles found in mostly in
Chapter 1. The best spot to get this one is in The Mercenaries in the Public
Assembly, because you can just let a big group of Majini build up and start

But do note that the oil canisters cannot kill any Majini with full health.
Therefore, you will have to soften up the Majini before blowing up them up. The
best way to do this is to use a melee attack (I used Wesker's Mustang Kick) on
each Majini, and lead three who survive to the canisters. Here is a map showing
you where the two oil canister locations are:

          P u b l i c  A s s e m b l y  M a p

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

  | 45. | Baptism by Fire (Bronze)
Defeat 3 Majini at once with a drum or gas tank explosion.

- These are any of the orange tanks found in the various chapters.

  | 46. | Masters of Removing (Bronze)
Work together to save someone special.

- You will get this one ONLY if Sheva is restraining ____ when you are removing
the device in Chapter 5-3. I.E. you will NOT get it if you have ____ "mounted"
and are trying to remove it yourself. If you are doing it right, Sheva will be
standing behind _____ and restraining her arms.

  | 47. | Secret Trophy - Bad Blood (Bronze)
During the first fight with Wesker in Chapter 5-3, get kicked through the door.
Then, damage him enough to end the fight immediately. The best way to do this
is to use a Rocket Launcher, and shoot at rocket him while he's not looking.
He will grab the rocket, so blow it up and go up to him and shoot until it is
over. You can also hide and keep blasting him with a Magnum and doing the
finishing combo (check Chapter 5-3 Boss 6.5 in the Walkthrough).

  | 48. | Drive By (Silver)
Stop an armored truck by taking out the driver.

- You get this one by taking out one of the drivers in Chapter 2-3 during the
vehicle chase. Focus on shooting down the plating blocking the windows of the
front before picking off the driver.

  | 49. | Egg on Your Face (Bronze)
Defeat a Majini with a rotten egg.

- Shoot the Majini a few times with a weapon, and finish it off by throwing the
Rotten Egg. You can throw it like it's a grenade.

  | 50. | Heart Stopper (Bronze)
Defeat Licker Beta (the frog) by stabbing it in the heart. You first need to
knock it on to its back by blasting it with a Shotgun. Then, stand over it and
keep pressing the Action Button close. You will soon get the prompt to stab,
which will earn you the trophy.

  | 51. | Who Do You Trust?
Build up a high level of trust with your partner.

- You can do this by "thanking" Sheva by hitting the Partner Action button. You
can only thank her when she:

  1. Gives Chris Ammo.
  2. Heals Chris.
  3. When Sheva gets a critical hit headshot.

If you are having trouble, try starting a mission with Sheva having an empty
inventory. Find a secluded spot and give her all of your items/weapons. Then,
request for them back and keep thanking her.


+--------+     __     __)
| ____/  |    (, /|  /|
| ||     |      / | / |
| ||_    |   ) /  |/  |_ e r c e n a r i e s  I n - d e p t h
| |/\\   |+-(_/---'-----------------------------------------------------------+
|    ))  |           -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                    [MR00]|
|   //   |+-------------------------------------------------------------------+
|  \|    | Welcome to the Mercenaries section, everyone! Mercenaries is
+--------+ absolutely my favourite aspect of Resident Evil, and I play it
whenever I can. Unfortunately, we are just about to head into finals season, so
again, we're probably going to experience some delays in the progress
department. However, I spent the last few days coming up with some maps and
laying the ground work for you to succeed. I know I'm going to enjoy writing
this section, so happy reading! Note that when this section is complete, it's
going to follow the format of Public Assembly, detailing each time bonus, combo
time, and chicken. But for now they will just be the maps as I work through

  | 1. | Important Ranks
Here are the important ranks for Mercenaries. Everything below these are
kind of pointless and not worth noting:

SS Rank: 90,000 pts, 150,000 pts if duo
 S Rank: 60,000 pts, 120,000 pts if duo
 A Rank: 40,000 pts (Unlocks new character) 80,000 pts if duo
 B Rank: 20,000 pts (Unlocks new stage), 40,000 pts if duo

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

  | 2. | Basics
- The maps detail all the floors. So by default, you are not going to be able
to identify each structure until you go up some stairs, or down some stairs.

- ===, |||, etc represent stairs on the maps

- # represents unwalkable terrain

- The name of the game is to rout as many enemies as you can. Standard enemies
will earn you 300-400 points per kill, while B.O.W's (Cephalo, Licker Beta, Big
Man Majini) will earn you 800-1000 points and Bosses (Giant Majini, Chainsaw
Majini) will earn you anywhere from 5000 to 10 000 pts.

- It is ideal for you to "combo" the enemies as well. This means to kill each
enemy within about a 10 second window to keep the combo going.

- Combo Time markers (c on the maps), when activated, will add 1000 points to
each combo kill.

- If you discard a gun (ie your handgun) the enemies will no longer drop that
ammo. This is ideal if you have a machine gun or a shotgun.

- You can reload with the inventory by moving (Action Button) the ammo on to
the weapon. You can do this at ANY time, whether you are climbing up ladders,
getting attacked by enemies, etc

- Put the ammo either directly above or below the gun, so you can do it really

- Don't pick up every grenade you see. Hand Grenades are good enough. Flash
Grenades are also very useful, because they can bring down the B.O.W.'s with
one explosion.

- Be very mindful of Cephalo/Duvalia. These guys can be really annoying because
they are essentially "combo breakers". If you see a parasite exploding out of a
Majini's head, either unload a Flash Grenade immediately, or take 1 shot at the
B.O.W, then kill a basic Majini before going back to the B.O.W again to keep
your combo going.

- You get a 5 second bonus for killing an enemy with a melee attack

- When you start, don't bother attacking any enemies at first. Instead, go
around and find the Time Bonuses and punch them all. I started having much more
success when I did this.

- By now you should have a big group of enemies on you, lead them to a Combo
Time and start racking them up.

- Find the chicken and blast it for 2000 points right away. You can also use it
to continue a combo. Note there are two chickens in The Mines.

- Chris (BSAA) is awesome. Discard the M92F so you will have unlimited Shotgun
Shells to pick up. Go up close to deal lots of damage (especially on the

- Take time to play through a single map several times. Your scores will almost
increase exponentially.

- Before anyone asks, my favourite is Wesker (Midnight).

  | 3. | Table of Points for Bosses
,-----------------------------. Although bosses are not terribly ideal when
|       Boss         | Points | going for the massive scores (in the 6 figure
|--------------------|--------| range), they will go a long way in helping you
| Executioner        | 5,000  | unlocking a new character and achieving the
| Giant Majini       | 5,000  | A Rank. This is especially in the case in the
| Reaper             | 6,000  | later stages, where enemies like the Gatling
| Gatling Gun Majini | 10,000 | Gun Majini and the Executioner+ yields more
| Chainsaw Majini    | 7,000  | than 10,000 points (25 or 35% of what's
| Executioner+       | 15,000 | needed!)
Therefore, it is absolutely essential that you take advantage by taking them
down. Use your Grenades, and Proximity Mines, with Shogun/Magnum support to
wear them out quickly. Be very mindful of their powerful attacks.

                 +---C h a r a c t e r  O v e r v i e w----+
Item Setup
 __ __ __
|  |a |  | "a" represents the corresponding direction on your control pad, as
|__|__|__| "b" the left direction, and so on.
|b |  |c |
|  |d |  |

 -  S o l o  C h a r a c t e r s  -

  | 1. | Chris (BSSA)
,-----------------------. Chris is a very powerful starting character. As
| a: Hand Grenade x5    | mentioned above, it is absolutely essential for you
| b: M92F Handgun       | to drop the M92F Handgun so you will have unlimited
| c: Ithaca M37 Shotgun | Shotgun Shells to pick up. He also comes with a First
| d: First Aid Spray    | Aid Spray, so don't hesitate to use it if you get in
'-----------------------' trouble. For Chris, the key is to get up close and
personal with the Shotgun, to make sure the enemy takes the maximum damage
possible. If you are close enough, most Majini will go down with a single shot.
Not even the B.O.W's or bosses can take many shots from your shotgun. I firmly
believe that Chris (BSAA) is among the most powerful characters in the game in
the earlier stages, but as you venture deeper into the Mercenaries Mode you
might want to consider switching up.

  | 2. | Albert Wesker (Midnight) [Unlock in The Mines]
,-----------------------. Wesker is a power, power, power kind of guy. You can
| a: Hand Grenade x5    | play him in two different ways, each are equally
| b: H&K P8 Handgun     | effective. The first way is the standard--go around,
| c: S&W M500 Magnum    | procure all of the Time Bonuses, and picking off the
| d: Proximity Mine x5  | Majini as they build up with your S&W M500 Magnum
'-----------------------' (while discarding the Handgun). The second way is to
take advantage of the extremely powerful "Cobra Strike" melee attack, which can
be set up with a stunning blast to the face with the H&K P8, while accumulating
a bunch of 5 second bonuses in the process. You should still hang on to the
Magnum in this case, because you will need to it take down powerful enemies.

Speaking of which, the Magnum is the most powerful weapon in the game, hands
down. However, it's also very slow. When using the Magnum, make sure to take
proper aim before firing. It's also got a very small clip (6) so it is ideal
for you to use the Inventory Reload as much as possible. It is capable of
bringing down even the Bosses with one or two shots, so always use it for
heavy duty clean-up.

The Proximity Mines are also very awesome. When you are getting chased by a big
group of enemies, drop one on the ground to take them down instantly. You can
also use it for bosses, but you have the Magnum for that, so I would say using
it to rack up a bunch of kills is much more ideal.

Finally, I want to talk about Wesker's special attacks. He's the only one in
the game who has them. They are as follows:

   1. Dash: R3 Button (press down on the right analog stick)
   2. Change Direction during Dash: Right Analog Stick + Run Button
   3. Knee Attack: R1 Button during Dash.

(I'm not sure if the 360 has an equivalent of pressing down on the Right Analog
Stick. Please let me know.)

The Dash is very useful, but it will deplete some of Wesker's health when used.
You can use it to escape when cornered. It is also very useful when say, you
are running low on time, but you know there's a Time Bonus up ahead. Dash your
way over there and knock it down.

  | 3. | Chris (Safari) [Unlock in Village]
,-----------------------. The Safari version of Chris is pretty similar to the
| a: Rocket Launcher x2 | BSAA version. I would say the same strategy applies--
| b: SIG P226 Handgun   | ditch the P226 and use your Shotgun to eat up the
| c: M3 Shotgun         | competition. Safari is ideal in the later stages,
'-----------------------' when our friends the Gatling Gun Majini and the
Executioner makes their appearances. Having a Rocket Launcher to cut them down
quickly will open up the door to more combinations and even more Boss farming.
The M3 Shotgun is more powerful on paper, but it comes at the cost of a
downgraded capacity compared to the Ithaca. It is important, then, for you to
utilize the inventory reloads frequently. Basically, every reason why Chris
(BSAA) is a good solo character applies to his Safari variation as well, except
the Rocket Launchers of course.

|                              Map Navigation                                 |
| If you can identify some characteristics of the stage when you look at      |
| these maps, you will be in a much better shape to find them useful. To help |
| you become familiar with these maps, I recommend having one next to you as  |
| play through a stage. Take a glance at my map, and compare it to the one in |
| the game (R2 by default). I think you will quickly be able to identify      |
| where you are in the game in the ASCII map this way. Once you become        |
| familiar with the general setup of the level, you will be able to see, "hey,|
| there's a time bonus" on these maps and procure it immediately.             |


     1. P u b l i c  A s s e m b l y

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

  | 1. | Using this map
Most of the convoluted stuff on the bottom are structures on the 2nd floor. You
will have to either climb a ladder or go up the stairs to reveal those parts of
the map. The two buildings on the right (on top of each other) really don't
have anything useful. You'll find some Grenades and stuff in there, but aside
from that, going there really isn't required. The top portion should be pretty
clear--this is where the that strip of sewage is, along with the small cabin to
the right.

  | 2. | The Time Bonuses
Once you get the hang of the map, you should be able to find them (this applies
to all maps). But just in case, here are some written instructions to
compliment the map above:

  1. This one is actually down where the sewers are, in the same strip as the

  2. This is the small cabin just above the sewers. There's a little ramp
     leading to it.

  3. If you keep an eye out for this one, you can't miss it.

  4. This is right outside the house to the side here.

  5. This is INSIDE the house.

  6. Go up the nearby stairs and turn left to find this one on the roof of the
     house of number 5.

  7. This is on the bus.

  8. Climb up the ladder to find this one immediately. You can't miss it.

  | 3. | Finding the Combo Times

  a. This is right beside the ladder leading to the sewers below.

  b. This is inside the bus, so below the Time Bonus.

  c. It's tucked away in a corner to the right of the Time Bonus, in the
     shades on the same level.

  d. If you drop down from the hole on the roof of this house (or enter through
     the door/window) you will find it. Just note that it's inside.

  | 4. | The Chicken
The chicken is found in the sewers portion of the map, at the very top. To get
down to the sewers, you can either take the ladder at the top left portion of
the map, or you can jump down the platform/stairs labelled jump.


     2.  T h e  M i n e s

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

  | 1. | Using this map
This one is probably as straight forward as it gets. The two arcs at the top
represent the upper levels of the stage. The design in the centre that makes
the circle look like a Pokeball is also an elevated terrain. The bottom parts
is obviously the actual caves.

To reach the top arc, where the Time Bonus and the Chicken are, you must climb
up the ladder in the middle circle (which is the ground) on the top, then
circle around to the ladder on the right of the map.

Note that the Time Bonus on the very left is a whopping 90 seconds bonus, which
can be reached by climbing up the nearby ladder.

Be very careful of the Reaper on this stage. It can really be a nightmare if
you are not careful. When it appears, back away from it, and look for the
emblem in its chest to reveal itself, then blast it. Carelessness when a Reaper
is present is a quick way to die. Note that I have labelled where the proximity
mines are, because they can be very useful in not only dealing with the special
enemies, but also a large wave of Majini.

  | 2. | The Time Bonuses

  1. This one is found in a little tunnel of sorts.

  2. At the end of the suspended bridge.

  3. First you have to climb up one of the ladders from the ground floor to
     the 2nd level up. Then, circle around to the nearby ladder and climb up
     to find this one all the way at the top of a small platform.

  4. It's in the tunnel. You have to climb up from the ground to the 2nd level.
     Then, go to the ladder on the right of the map and climb up there.

  5. To the right shortly after entering the tunnel.

  6. Shortly after entering the tunnel, you should see a fork to the right,
     that leads upwards. It's in there. FYI this is the same area where you
     would find the Diamond (Oval) in Chapter 2-2.

  7. Remember the fork we noted in #6? Instead of going up the hill, take a
     left and you will find it with a combo bonus.

  8. From #7, go to the next area of the cave and keep sticking to the left.

  | 3. | Finding the Combo Times

  a. Find this one on the 3rd level. Climb up the ladder to the right of the
     map and circle to the treasure chest here.

  b. This one is on the ground, just behind wheel where you would open the door
     for your partner in Story Mode, and close to the nearby ladder to the 2nd

  c. After entering the tunnel, look for the hill to the right. You'll find
     this in the treasure chest at the top of the hill.

  d. You probably won't have any trouble finding this one. Shortly after
     entering the tunnel, you will come to the fork mentioned in c. Instead of
     going up the hill, stick to the path to the left to find it.

  | 4. | The Chickens
The one at the top of the map is found in a tunnel at the 3rd level. First
climb up the ladder on the ground to the 2nd level, and goto the ladder on the
right of the map. From there, you should be able to see the entrance to the

The second one is more straight forward. Upon entering the tunnels portion of
the map, if you go deeper in you should be able to see a small passage to the
right. It looks like a hill. You'll find the chicken along this passage.


      3.  T h e  V i l l a g e

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

  | 1. | Using this map
The map consists of two main levels. The stuff at the top of the map is
predominately the upper levels. There are also some 2 storey buildings spread
out across the camp area. Other than these two notes, the map is probably as
straight forward as it gets.

  | 2. | The Time Bonuses

  1. Behind the circular cottage (which you go inside to find some pots).

  2. Inside the building, to the left of the entrance.

  3. Is on the ground, in that area where you found in the Magnum in the story

  4. Up the stairs, and on the 2nd floor of this building.

  5. It's in a little alcove on the ground.

  6. Up the nearby stairs from #5, and you will find it here.

  7. It's in the tunnel after going up the suspension bridge on the 2nd level.

  8. After getting the one in the tunnel, go outside and turn right (as if you
     were heading to the chapter exit in story mode), and jump across the gap.
     You'll find it in the cottage here. (Worth 90 seconds!)

  | 3. | Finding the Combo Times

  a. This is on the ground outside. It's close to the spawn point--and you
     can't miss it.

  b. Up the ladder inside this building.

  c. This one is on the GROUND. So enter through the opening of the circular
     area (with the traps at the entrance) and find it there.

  d. This one is on the 2nd level. Go up the stairs at the top of the map and
     turn left. Open that door with the baton on it to find this one.

  | 4. | The Chicken
The chicken is on the ground in the circular camp area, where you found combo


      4. A n c i e n t  R u i n s

      |          l  |
      |      ,---   |                  ,-----.                    [Legend]
      |_  t__|###|  |                  |sp  c|      ____        *: Chicken
       /  /######|  |                  '-, ,-'     |####|       t: Time Bonus
      /  /#######|  |                    | |       |####'-.-.   c: Combo Time
     |  |########|  |                    | |       |######|t|   l: Ladder
     |  |########|  |                    | |       |######| |  sp: Spawn point
     |  |########|  |____________________| |-------|######| |   =: Stairs
     |_______) /              ____ _______ |l_________  '---
               `-------------| |=| |####|    |########\  |
                            _| |#| |####'-| |-'########\  |
  [Unlockables]            |_  |#|2|######| ||#######,--  |
 A Rank: Sheva (Clubbin')   _| |#| |######| ||######/___  |____
 B Rank: Experimental      |_  |#| |######| |#######   t| _    |
         Facility           _| |#| |####|  1  |####| |_| |#|  |
                           |_  ||| |||||-_  _,_|||c   _| |#|  |
  [Enemies]                  |_|=| |----  | |#######  _| |#|  |
1. Giant Majini                |=| |######| |#####,#  _| |#|  |  __    ,---.
2. Duvalia                        |  _|####| |#####|c |_| |#|  |||  ,--/ t   \
3. Cephalo                       |  |##|      |####| |_|  -----||  ||| c    /
4. Tribal Majini                 |  |##|      |####| | |_  ___|||_/--,_____/
                                |-  |==|___    __|#| |     |
               ,---------,      |   ,#####|===|####| |t ___|
              / _____   /       |   \#####|===  |==|___|
             /c/     | |  ______|    \###'-===_-'--
             |/      |  -`______   _  \####|  -|
          _______    |   /      / \ \  * 3 |   |_
         |       |   |  |      '---' ------|c sp |
         |       |   |  |                  |_____|
         |    t  |   /==|
               |     -`

  | 1. | Using this map
Although the map may look very convoluted, this might actually be one of the
simpler stages. The three islands on the top left, bottom left, and middle
right are where you grabbed your Emblems during the Story Mode. Each of them
holds valuable Time Bonuses. When you go for the Time Bonus at the top left,
you can jump across the two platforms to go quickly, instead of opting for the
ladder at the top.

The island at the very top is where you would leave Chapter 4-1 if you were
playing story mode. It's a pretty good spot to stand when you have a group of
enemies incoming because you can see them all.

There's no best way to navigate the Ancient Ruins. Because this stage is so
open-ended, I can't really establish a logical path like the other maps. So, I
have decided to identify only the first 3, to help you become familiar with the
ASCII map and you should be able to take over from there.

  | 2. | The Time Bonuses

  1. This is in the very centre of the map, and should be the Time Bonus you
  use as a marker to build familiarity with the ASCII map. IE, you should
  telling yourself that "if I go right from here, it will bring me to #2, etc."

  2. As stated, from number 1, if you turn to the stairs on the right
  (assuming you came from the spawn point at the top) to find this one.

  3. From #2, sprint straight down the passage and turn left to find the alcove
  containing this one. Also where the chicken is.

  | 3. | The Chicken
As mentioned, it is found right where Time Bonus #3 is.


      5. E x p e r i m e n t a l  F a c i l i t y

                                 | l |    2 |
                            .----'   |--    |
                            |           |   |
                            |           |   |_______
                        ,---'--------,  |           |    2nd floor/
       from here   .----|            |__|------     |      3rd floor
           l       |    | spawn      |l             |
        .----------|----|a           |_________     |
        |       |b |----|____________|  |1          |      [Legend]
        |       |  |----|               |-----------'     *: Chicken
        |       |__|----|               |*_|            1-7: Time Bonus
        |          |----|  		                a-d: Combo Time
        |          |----|                                 l: ladder
        |   stairs | 3  |
                                |              |
                                | ,-----  ---  |
                                | |            |   ___
 [Unlockables]      ,-----------'       6      |  |   |
A Rank: Chris       |             ___  ______  |  |___|
       (S.T.A.R.S)  |   |-------'              |             Basement/
B Rank: Missile     '---'       -----  |-------`  ,---.     1st Floor
        Area        | l |           |  |          |   |
                    |   |           |  |          '---'
                  __|   |____       |  |_          ___________
                 |           |      |    \        |           |
  [Enemies]      |  _________|_     |    c|       |           |
1. Licker Beta   | |  to here |     |    /------. |           |
2. RPG-7 Majini  | |_l____    |_____|   -'      | |           |
3. Duvalia       |        |   |stair|  |        |_|5          |
4. Base Majini   |d_______|   |_____|  |          |___________,
                          |   |     |  |     spawn|___|   |--|
                          |   |     |  |         7|       |--|
                          |   |    _|  |__________|       |--|_
                          |   |     |           `---------'   |
                          |   |_____|           ______________|
                          |             |   |   |
                          |             |   |   |
                          `---------'   |   |   |

  | 1. | Using this map
The Experimental Facility consists of a nice and small stage, making getting
around and pounding the Time Bonuses an easy task to do. Note that the two maps
are split up into the 2nd floor/3rd floor and Basement/1st floor. Watch out for
the Rocket Launcher Majini here. Your friends, the Licker Beta will also make
appearances, so be very careful of them.

The part of the map labelled "From here" is where you would enter the
Basement/1st floor from the 2nd/3rd floors.

  | 2. | The Time Bonuses
Note: it is probably easiest if you quit the game if you don't get spawned in
the 2nd/3rd floors. It will be a lot easier to follow if you start there.

  1. From the spawn, jump down the platform and turn right to see a little
     alcove. Chicken is here as well.

  2. Go down the hallway across from #1 and you'll find this one here.

  3. Go down the flight of stairs after you see the flower bed with the
     sprinklers. You'll find it along the route.

  4. After jumping down the ladder labelled "From here", continue down the next
     hallway and look to the right to find it.

  5. From #4, walk on to the catwalk and procure it to the left when you get

  6. Jump on to the platforms from #5 to make it to this one.

  7. This is can be reached from #6 if you goto the nearby ladder.

  | 3. | Finding the Combo Times

  a. Right behind you at the spawn point. You miss it if you are careless.

  b. Turn to the right before you jump down the "From here" portion of the map.

  c. When you reach Time Bonus #4, sprint straight ahead towards #6 and keep an
     eye out to the right to find it.

  d. You'll find this one when you jump down the ladder near #6 and to the
     second spawn point.

  | 4. | The Chickens
Very easy to spot. In the alcove to the right when you jump down from the spawn
point in 2nd/3rd floor.


      6.  M i s s i l e  A r e a

       __    ______________________  ____ _____
      |p .__|                      ||////|     |          [Legend]
      |8         l              l  ||////|     |       *: Chicken
    ,-----------,-.-------------,-.-|////|     |    1-10: Time Bonus
    |///////////| |///////////7 | | |////|    -|     a-d: Combo Time
    '-----------'-'-------------'-'-|////|   d-|       f: First Aid Spray
      |----.|||          ,----. _l__|////|_|||-|       p: Proximity Mine
      |spawn|            |  __||______|//|      |      l: Ladder
      |__________________| |______  |////|l  .--'    ///: Conveyor Belt
                         | |      | |////|___|
   [Unlockables]         | |  c   | |////|               [Enemies]
 A Rank: Sheva (Tribal)  | |      | |////|            1. Gatling Gun Majini
 B Rank: Ship Deck       | |  p   |_|////|            2. Town Majini
                         | |      | |////|            3. Cephalo
                         | |______|_|////|_________
                         |  ____   __________  e   |
                         | |  l | | |////|   |     |
                         | |    | | |////|   |____p|
                         | |____| | |////|
                    _____|__     _| |////|
                   |       |____|  ||////|--------.
                   |  4    ||||||__||////|        |
           missiles|       | 5  | |___9__|l  f    |
                   |       |____|   |////|-|      |
                   |       |        |////| |   6  |
                   `-----  |____.---|////|_|      |
                         |  ||||.___|////|_       |
                         |________| |////| '------'
                         |        | |////|
                         | .----. | |////|---.
                        -` | 10 | | |////|   |
                       '_  |    | `.-----------------.
                         | |----'.----------------. 2|
                         | |-----.         | |     | |
                         | |     |        .--      | |
                         | | l   |_       |        | |
                         | |     | `._____|        | |
                         | |     |                 | |
                         | |  ___|               l | |
                        ,------------,b f *        | |
                      .-|_ _______   |-------------| |
                      |/|   a     |  |///////////3/| |
                      | |         |  |_____________| |
                      '-|1 spawn                     |

  | 1. | Using this map
First thing to note is the notation for a conveyor belt--which is ///. You
should remember that each conveyor belt can go two directions, either
left/right, or up/down. Simple enough right? Ok. In terms of navigation, the
area in the top left (where the spawn is) is where you first encounter the
conveyor belt in the story mode. Most of the action consists of taking the long
vertical conveyor belt and jumping off at various areas to find the goodies.

Gatling Gun Majini is the boss of the Missile Area. They are pretty tough, but
they also yield 10,000 points plus a First Aid Spray. The key to beating down
any durable boss is the same--never stay too still.

  | 2. | Finding the Time Bonuses

  1. This is found when you spawn in the control room. You can't miss it. If
  you spawned in the other location, you have to make your way up the ladder on
  the bottom right of the map (where the Chicken/combo time are).

  2. After exiting the control room spawn point, turn right on the catwalk
  and continue in this direction to find it.

  3. This is on the conveyor adjacent to the table with the combo time, and
  first aid spray. The chicken is also around here.

  4. Drop down from the catwalk close to where #10 is and find this one up

  5. Climb up the ladder slightly ahead of #4 and to the right. Then, jump to
  this one.

  6. There are stairs to the right of #4 that leads to the little area where
  you'll find this one.

  7. Make your way to the combo time and proximity mine on top of one another
  and enter the conveyor belt. Turn left and sprint in this direction. When you
  can leave the conveyor belt to the right, do so, and head through the door.
  Go down the stairs from here. Drop on to the conveyor belt to find it.

  8. You'll have to climb up the ladder below #7 and walk across the catwalk to
  drop down to this side.

  9. This is on the conveyor belt, and not on a catwalk as it appears.

 10. I have no frickin' clue.

  | 3. | Finding the Combo Times

  a. Inside the control room spawn point.

  b. Drop down from one of the ladders on the catwalk close to the control

  c. It's on the table. Follow the path from #4 to find it.

  d. On the table right beside the door leading to the conveyor belt.

  | 4. | The Chicken
Drop down from the catwalk close to the control room to find it down there.


      7. S h i p  D e c k

                                 ,--.                 [Legend]
                                 | t|               *: Chicken
                               ,-| *|-,             t: Time Bonus
                           _,-'        '-,_         c: Combo Time
   [Enemies]              / \ _.-------.c/ \        r: Rocket Launchers
1. Chainsaw Majini       /   `|   l     |`  \       l: ladder
2. Town Majini          /     |         |    \      p: Proximity Mine
                       ,      |  __l_ |-|     ,    aa: Railing
                      /        \/    \|-|      \
                     ,         |  _l  | |       .
                    -          | /t \ | |       -
                    /          ||    || |        \
                   ,           ',\__/ ,-|         ,
                   ,       ______`---`'-'____      ,
                  |       |   _______________|     |
                  ,       |  |        |    l|       ,
                 ,        |  |        '--, t |      ,
                 -        |  |           |   |_____  -
                +         |  |           |___      \ +
                /     ____|  |_           ___|___   \ \
               .     |    |==||          |       |  |  .
                `____|    |==||          |     l '__|_`
               ||   |     |==||          |          c \
              | |_c_|l____    |          |  ___________\
             .            |   |          | |            ,
             /            | t |          | |             \
            |      _______|   '----------' '--------,    |
            .---, |_______      ,---. ,-. ,-. ,-.---.    .
            |   |         |    l|   | | | | | | | t |    |
            |   |_________|_____|___|_|_| |_|_|_|  _|__  |
            |   |||||||   | |       |   | |     | |l  |  |
            |   |     t   | |       |   | |     | |   |  |
            |   |---------' '-,-.-------' '-----'-'   |  |
            |   |             |l|   |   | |     |l    |  |
            |   |l______  ____| |_  | __| |  ___|_____|  |
            |   || | | | |    |   | | |   | |     |l  |  |
            |   || | | | |    |l  | | |   |_|     |   |  |
            |   ||t|-'-' | ,--'   | | |   |   ,-----. |  |
            |l__||_|     | |     l| | |   |   |   | | |  |
            | |l_  c|    |_|____  | |l|___|___|___| |_|  |
            |  _|t|__      t   l| |       |   |     l |  |
            | |p   aa|    __    |_|      _|_  |_______| _|
            | '------'   |  |-------,   |   | |   |  _ |r|<--- there they are!
            |      |    l|  |       |   |l  | |   | |=| -|
            |      '-----'  |       '---|   '-' --'-'=|  |
            |          |   c|           |       | | t |  |
            |          |____|           |_______| |   |  |
            |                              ,------|   |  |
            |                              |  stair.--'  |
            |                              |_______|     |
            |                                            |
            |                                            |

  | 1. | The Rocket Launchers
There are two rocket launchers on this stage, which are very useful when a
bunch of the Chainsaw Majini pour in. To reach them you have to make your way
to the railing (labelled aa on the map) and glide over. And to do _that_, first
you have to make your way to that console situated just before the area where
Sheva gets caught in the cage is. Go through the gate here (with a Time Bonus
on the other side), and up the stairs. Follow to the end of the catwalk and
climb up the ladders to find the railing. Note the Combo Time, Time Bonus, and
even Proximity Mine up here as well.

  | 2. | Using this map
This map looks nice and crappy at the bottom. Don't be intimidated though--just
know that there really isn't very much space to walk around on the ground. Most
of your navigation of the lower portion of the map involves climbing up the
ladders and moving from storage crate to storage crate.

I'm not going to bother with the written instructions for the Time Bonuses and
such on this one--because it will probably end up being more confusing than
useful, as mentioned. The best thing to do is to focus on becoming familiar
with it.


      8. P r i s o n

          2nd Floor/3rd Floor                      _________
                                                  ||||||||  |
                                                  | t       |
                   ,-------------,--------------. |_________|
                   | t   _   ,__/     |        _|
                   |  _,` `-`         |____    |
                   | | .______t___        /`_  |    [Legend]
                   | |   ______   `-.____/   , |   *: Chicken
                   | |  |######| |#######\   | |   t: Time Bonus
                   | |  |######| |########|  | |   c: Combo Time
              _____| |__|#####,---.#######,  | |   l: Ladder
             /     __|  |#####| t |######,   / |   p: Proximity Mine
            |to    |    ,-----,   ,------.  ,= |
            |here l|    |     `---'      /  ,=_|
            .      |  c |      |t|       |  |      [Unlockables]
             \     |`.__|______| |_______|__|    A Rank: Wesker (S.T.A.R.S)
              `----'    |           c    |  |    B Rank: None
                   |                     |  |
                   |____|                |__|

           Basement/1st Floor
                      ` t|
                   ____\ |_
               _,-`        |_____________________
            ,-` \_          ,--___               `,__________
             \   /      ___|######|_____________    |||||||  |
              `./   ,`  |                 |t    |        *   |
                `   |   |                 |     |  ___p__c___|
                |   |   |----- -----------|     |  \
               /    |                     |         |--.
               |    |   .-----------------,  ---,   .c |
               ,    |   |            spawn|    ||  |`--`   [Enemies]
              .  l  |   |l    __   __    l|   _||  /      1. Executioner+
              |-----|   \    |##| |##|    |  |-||  |___   2. Cephalo
              ,     |    |   |##| |##|    |  |-|,  `   \  3. Town Majini
              .from .--, |   |##| |##|    |  |-.    ._l_\
              |here |--| |   `--` `--`    |  `-|\   |
              ,     |--| |                | t  ||   |
              \-----|--|_|________________|    ||   `--.
               \ l  |t                    .  | ||   .t |
                \   |------   ---.        |  | ||  |`--`
                `.  |            |        |  | ||  |
                 \  '-  ---------|        |  | |\   \
                  \              `________|__| \/   ,
                   `,__  ___.    `..######\        /
                       -`    `,    /####,-`    _.-`

  | 1. | The Executioner+
You will encounter a new type of Executioner in this stage. He's basically the
same as before in terms of attacks--one drop of the axe will put you to dying
status. The only difference comes from the Executioner+'s incredible
durability. Even with the M500 Magnum, he can eat like 5-7 rounds. It's pretty
nuts. My best advice is to use all sorts of explosives on this guy, and keep
moving. In combat sports they call it a "stick and move" strategy--blast him,
stun him, melee him, and get the hell out.

Be very, very careful of his axe attack. In other cases, such as the Chainsaw
Majini, you are immune to an attack from the boss if a Majini is holding you--
not the case against The Executioner. If you get attacked by the axe attack
animation, you WILL be put immediately into Dying Status. When you defeat this
nasty bugger, he will drop a First Aid Spray to replenish your health.

  | 2. | Using this map
This one is not too difficult. Most of the Time Bonuses are exactly as you see
them on this map. The only exception is the one just below the middle (square)
platform in floor 2nd/3rd. That one is actually below that platform, so you
will have to make your way below to procure it. As usual, focus on building up
your time and stringing together big combos as the Majini pile up. Beyond
bringing down a bunch of Majini, the key to scoring the A rank and to unlock
Wesker (S.T.A.R.S) is bringing down as many of The Executioner+ as you can.
Each one is worth 15000 points, so if you manage to take down two, then you are
well on your way.


+--------+   )   ___
| ____/  |  (__/_____)
| ||     |    /
| ||_    |   /      l  o  s  i  n  g
| |/\\   |+-/-----------------------------------------------------------------+
|    ))  | (_______) -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                    [CC00]|
|   //   |+-------------------------------------------------------------------+
|  \|    | Well, here we are, another FAQ completed. Resident Evil 5 was met
+--------+ with quite a bit of criticism (RE 4.5 anyone), but I can honestly
say that I enjoyed this game very much. There's just so much replayability and
so much stuff to unlock that it's definitely a bang for your buck. You also
have to find a friend to play this game with, because that has to be the way
Capcom intended this game to be enjoyed. I'm also always a sucker for excellent
graphics, and I think Resident Evil 5 represents the pinnacle in that
department as of April 2009, the writing of this message.

As for this FAQ, I really hope you enjoyed this one. I really did my best to
come up with the best guide I possibly could, and I hope it shows. It's been a
while since I wrote one, so I thought I would make this one count. My focus
from the start was to create a guide that was truly just that--a guide. I
didn't want to make a file that would play the game for you, and I hope I
succeeded there. I have also did my best to provide the highest level of
spoiler protection, and I haven't received any complaints for spoiling the game
yet, so I hope that worked. Also, to my surprise, there really weren't many
enemies in this game that would make the average gamer jump, I think. The only
one was the guy in the alley in 1-2, which I conveniently left out of the
walkthrough for your enjoyment.

Finally, I would have to say that my FAQing future looks bleak at best from
here on in. Through this writing process, I have come to realize that I'm no
longer 14 or 15, and finding the time to sit down and really hammer out a guide
is getting increasingly difficult at my age (19). Also, I'm just getting deeper
and deeper into my university education, and it won't get easier. I really
don't know if you'll ever see a FAQ from me again, but I also don't want to
officially announce my "retirement", because we all know how sturdy those are.

If this is indeed my last FAQ, I want to personally thank all of my readers
over the last 8 years. Although most of my FAQs were pretty much unreadable
during the beginning of my run, I hope I at least made up for a bit of that
with my more recent projects. Thanks for the entertaining e-mails and
especially those that managed to make me laugh (albeit accidently most of the
time). I also want to thank Dallas for all of the advice during my early years,
AstroBlue for the same advice, and especially in the department of ASCII grey-
scale art. Without him, you probably wouldn't find that "5" logo at the top of
this file.

Thanks to CJayC for posting those very poorly written FAQs of mine in the early
days, which is what arguably got this 8 year hobby started. SBAllen, thanks for
awarding me with my very first FAQ of the Month Award, which became a FAQ goal
of mine and having won one will make "hanging them up" easier. I can't forget
Stephen Ng of IGN, for sending me Street Fighter IV, naming me FAQ Writer of
the Month, as well as being there to exchange pointers for Resident Evil 5 and
to talk casually about the perilous issues of modern FAQ writing.

Sorry for making such a long-winded closing there, but I really needed to get
everybody in. Although judging by this closing, you might think that I'm as
good as gone, don't be so sure! I'll give it some more thought here and there,
and if the right game presents itself during a favourable time, you will see
me again. Until then, everyone. Keep playing the games and doing the homework.

  --- ChaosDemon

If you have any questions, comments, or suggestions, please feel free to drop
me an email any time at chaosdemonN[at]gmail[dot]com. Please try to make sure
your question isn't already answered in the FAQ before e-mailing. I understand
it would be quite unreasonable to expect you to read the entire FAQ before
thinking about contacting me. However, I do expect that you make a pretty good
effort to find your answer by using the CTRL+F function, and searching for your
answer. If I receive an e-mail that seems like the reader didn't even bother to
try, I will not answer it. Usually though, I am pretty good with e-mails so I
am going to do my best to respond to all legitimate messages. Also, note that
there is an extra "N" after the "demon": chaosdemonN[at]gmail[dot]com.

Also, if you are writing to thank me, it's really not necessary. I do this
mostly for fun, and I don't really expect anything in return. Thanks for those
who have taken the time to extend their gratitude, but the best way to thank me
is probably by hitting "Recommend" in the black bar at the very top (if you are
reading at GameFAQs).

+--------+   )   ___
| ____/  |  (__/_____)
| ||     |    /
| ||_    |   /      r  e  d  i  t  s
| |/\\   |+-/-----------------------------------------------------------------+
|    ))  | (_______) -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                    [CR00]|
|   //   |+-------------------------------------------------------------------+
|  \|    |

ASCII Art Farts: For the "Zombie Pooh" in the Game Basics section.

IkaeYokohama: For a correction in the Herb section.

Keibalaipry: For a finding an error in the Ranking information.

Lemur_H: For information on Infinite Ammo.

Lokado: For a quick-jump correction in the walkthrough.

Luke M: For correction in Treasure section.

osrevad: For his PS1 controller that I slightly modified to create a
PS3 equivalent.

Nikki: For a correction in the Treasures section.

ResidentGear31: For the excellent strategy to get "The Works."

SBAllen: For hosting this FAQ, dealing with my Feedback tickets, and keeping
the GameFAQs train running.

Tyler C: For correction in Chapter 3-3.

+--------+     _
| ____/  | ___/__)
| ||     |(, /
| ||_    |  /  e  g  a  l   D i s c l a i m e r
| |/\\   |+/------------------------------------------------------------------+
|    ))  | (_____  -+=-+=-=+-=+-=+-=+-=+-=+-=+-=+-                      [LD00]|
|   //   |+------)------------------------------------------------------------+
|  \|    |This FAQ is copyright (c) 2009 ChaosDemon. Please do not post this
+--------+FAQ on your website without asking for permission first. However,
if I granted you permission to host one of my FAQs before, feel free to host
this one without asking for my permission again. This applies to all future
FAQs written as well. If I grant you permission to host this FAQ, you now have
my permission to host any FAQ I may write in the future without re-obtaining my
permission. I hope this makes life a little easier for you webmasters.
Otherwise, you can email me at chaosdemonN [at]gmail[dot]com to ask for
permission. I will very rarely deny permission but I do have some very
reasonable requirements that I must ask of you when posting this guide:

* Please do not place any ads on the same page as the FAQ
* Please do not edit this FAQ (like adding or deleting text)
* Please present this FAQ as close to the way you see here on GameFAQs as

Copyright 2009. All rights reserved.

Just another FAQ brought to you by...
______________                        _____
__  ____/__  /_______ ________________  __ \___________ ________________
_  /    __  __ \  __ `/  __ \_  ___/_  / / /  _ \_  __ `__ \  __ \_  __ \
/ /___  _  / / / /_/ // /_/ /(__  )_  /_/ //  __/  / / / / / /_/ /  / / /
\____/  /_/ /_/\__,_/ \____//____/ /_____/ \___//_/ /_/ /_/\____//_/ /_/

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         ;;  ;;        @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
          ;;;;            @@@@@@@@@@@@@@@@@@@@@@@@@

              --- A  C h a o s D e m o n  P r o d u c t i o n ---


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