- - - - - - - - - - - - R E S I D E N T E V I L 5 - - - - - - - - - - - - -
____ __ _ _
| _ \ _ __ ___ / _| ___ ___ ___ (_) ___ _ __ __ _ | |
| |_) || '__|/ _ \ | |_ / _ \/ __|/ __|| | / _ \ | '_ \ / _` || |
| __/ | | | (_) || _|| __/\__ \\__ \| || (_) || | | || (_| || |
|_| |_| \___/ |_| \___||___/|___/|_| \___/ |_| |_| \__,_||_|
__ __ _
| \/ | ___ __| | ___
| |\/| | / _ \ / _` | / _ \
| | | || (_) || (_| || __/
|_| |_| \___/ \__,_| \___|
G U I D E
--> (includes S-rank information for Normal mode and Professional mode) <--
Authored by: Berserker
Version: 1.1
Last update: 8/07/09
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
===============================================================================
TABLE OF CONTENTS
===============================================================================
-- Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . [IN00]
-- Professional Mode Basics . . . . . . . . . . . . . . . . . . . . . . [PB00]
-- Professional Mode Walkthrough . . . . . . . . . . . . . . . . . . . . [PM00]
--> Chapter 1
- Chapter 1-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM11]
- Chapter 1-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM12]
--> Chapter 2
- Chapter 2-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM21]
- Chapter 2-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM22]
- Chapter 2-3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM23]
--> Chapter 3
- Chapter 3-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM31]
- Chapter 3-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM32]
- Chapter 3-3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM33]
--> Chapter 4
- Chapter 4-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM41]
- Chapter 4-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM42]
--> Chapter 5
- Chapter 5-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM51]
- Chapter 5-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM52]
- Chapter 5-3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM53]
--> Chapter 6
- Chapter 6-1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM61]
- Chapter 6-2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM62]
- Chapter 6-3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . [PM63]
-- Professional Mode S-rank Videos . . . . . . . . . . . . . . . . . . . [SV00]
-- S-rank Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . [SG00]
-- Everything Else . . . . . . . . . . . . . . . . . . . . . . . . . . . [EE00]
===============================================================================
INTRODUCTION [IN00]
===============================================================================
- RESIDENT EVIL 4 PROFESSIONAL MODE
If you've played Resident Evil 4 on Professional Mode then you'll likely
remember how hard the game can get while attempting to beat it on the hardest
available difficulty. Professional mode was unlocked after beating Resident
Evil 4 on normal mode. The player had to start the game with only default
weapons and could not carry over any upgrades from the previous game. The
enemies were tougher, more aggressive and Leon took more damage from enemies in
Professional mode. To make matters worse, the melee vest that Leon could
obtain was not even available in Professional Mode.
- RESIDENT EVIL 5 PROFESSIONAL MODE
Resident Evil 5's Professional Mode is unlocked by finishing all chapters on
Verteran difficulty. Most of the time, a player will go into dying status with
a single attack in Professional mode and dying status only last for about 3
seconds, which doesn't give a player much time to resuscitate a fallen partner.
Luckily, all weapons and items that are gained on previous modes can be used on
Professional mode by selecting them through the main inventory screen.
Like in Resident Evil 4, normal enemies are once again much more aggressive to
the point of being complete maniacs in Professional Mode. Load up a game of
Chapter 1-1 and try the Public Assembly timed portion with only the default
handgun to see just how bad the AI Majini can get in Professional. All fixed
ammo pickups in environments are gone and all random items from barrels and
other breakable objects will usually only give a player gold, though the gold
is worth double the amount that it used to be worth in lower difficulties. A
player must bring along ammo and not depend on ammo found in the chapter while
playing Professional mode in Resident Evil 5.
- RESIDENT EVIL 5 PROFESSIONAL MODE GUIDE
This Professional Mode guide provides the reader with a full walkthrough of
Resident Evil 5's hardest mode of difficulty. Sure, I could simply tell you to
use infinite ammo and bring the infinite rocket launcher with your character
and basically be done with this guide. This guide assumes that the reader is
going through Professional Mode in single player mode with high-powered
weapons; whether you use infinite ammo or a rocket launcher or not is up to
you. I've highlighted a way to bring down each boss with normal weapons and a
rocket launcher.
This guide provides you with much more than just simple tips of a few
situations. Nearly every enemy encounter is highlighted in detail on how to
handle the fight in Professional mode. I'm not going to tell you exactly where
to go all the time in each chapter since this is a Professional mode
walkthrough and you should know the basics of the game by now.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- FULL RESIDENT EVIL 5 GUIDE BY BERSERKER
If you want to completely tear through Resident Evil 5 and get full enjoyment
out of your many playthroughs of the game then check out my full Resident Evil
5 guide (version "Haymaker") on GameFAQs:
http://www.gamefaqs.com/console/ps3/file/929198/56203
- FRESH PROFESSIONAL MODE GUIDE BY FRINKIE
If you want some tips on how to get through Professional Mode using the default
inventory and weapons as if starting a new game then check out Frinkie's
(ngc628) Fresh Professional Mode Guide on GameFAQs:
http://www.gamefaqs.com/console/ps3/file/929198/57302
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===============================================================================
PROFESSION MODE BASICS [PB00]
===============================================================================
===============================
How to unlock Professional Mode
===============================
Professional Mode is unlocked after beating all chapter on Veteran difficulty.
A player can also unlock Professional mode by joining or being invited to a
Professional mode chapter in co-op play. If the player finishes that chapter,
then Professional mode will be unlocked on the joining player's main save file.
=============================================
What is Gained From Beating Professional Mode
=============================================
The following trophy/achievement is the only unlockable that can be obtained
from finishing Professional mode:
--> War Hero
Trophy type: Gold
Gamerscore Amount: 70
Description: Complete all chapters on Professional.
======================
The Basics of Pro mode
======================
The following is a list of differences that a player will find in Professional
mode when compared to Amateur, Normal and Veteran mode:
(*) Fixed ammo (or explosive) pickups are no longer available throughout the
chapter areas.
(*) Tomato and melon breakable objects contain no items.
(*) All fixed healing items still remain in place and they are listed in
walkthrough below.
(*) All gold pickups are worth double the amount. Even 3,000 gold pickups are
now worth 6,000.
(*) Just about every enemy hit will send a character into dying status.
(*) Dying status last a sum total of 3 seconds.
(*) Enemies are now INCREDIBLY aggressive.
(*) Enemies now target the player instead of the AI partner far more than in
other modes.
(*) Enemies now rise faster once knocked down.
======================
Professional Mode Tips
======================
- HAVE A BUNCH OF AMMO IN YOUR MAIN INVENTORY
Be sure to have a big supply of ammo for each gun. You'll need a bunch of
rifle ammo for the later chapters. The rifle is also one of the better weapons
to give to the AI partner as the chapters progress.
- ENEMIES TARGET THE PLAYER
On Pro mode, a player doesn't really have to worry about the AI partner that
much. The enemies are out to target the player more than the partner this
time. The AI partner will mainly get hit from Majini that accidentally hit
that character when trying to hit the player.
- INVINCIBILITY ANIMATIONS
Use invincibility frames to your advantage. Pick up a useless item on purpose
to avoid getting hit. This is a VERY important factor in Pro mode, especially
in the Public Assembly.
- RELOAD THROUGH THE INVENTORY MENU
If you choose to play without infinite ammo, then reload through the inventory
menu often. Open the inventory menu and combine the ammo with the gun. Try to
reload during a melee attack or any other animation such as climbing or ladder
or even a shotgun blast if you're quick enough.
- RESUSCITATION > ITEM HEALING DURING DYING STATUS
A Resuscitation is much quicker than an item heal when a character is in dying
status. Healing with an item is very risky in Pro mode if the characters are
not side by side once one player gets hit.
- THE AI PARTNER SHOULD NOT STOCK HEALING ITEMS
Since the enemies will mainly target the player, the main player should store
all the healing items so that the AI partner will quickly resuscitate when the
player is hit instead of using a healing item. Heal afterward! If the AI
partner picks up an herb, request it from that character. Immediate
Resuscitation IS that important in Pro mode.
- HEALING WITH EGGS
Instead of brining along healing items such as green herbs or first aid sprays,
a player can bring along several eggs. Eggs don't take up as much space if
only one type is brought along since one type is grouped into a single
inventory slot and the egg will not be used during a resusciation like an herb
and a first aid spray will be.
- MAKE USE OF COVER MODE
Keep the AI partner in Cover mode ("Come on), so that character will stick by
the main player.
- THE BULLETPROOF VEST CAN HELP FOR BULLETS AND ARROWS
Arrows will only take half life when a character is hit with an arrow while
wearing a bullet proof vest as opposed to instant dying status. Bullets from
machine guns will not always take a character down to near dying status per
bullet when the bullet proof vest is worn on stages with Base Majini with
machine guns.
- THE MELEE VEST CAN HELP FOR SOME MELEE ATTACKS
Not all melee attacks will be fatal while the melee vest is worn by a
character. The attacks will sometimes take off around 75% of a character's
health instead of the full 100%. This will differ among attacks however. Some
melee attacks will still send a player into immediate dying status regardless
of whether the melee vest is worn or not. Really, the Bulletproof vest is more
useful, but the melee vest can help just a bit.
- TOMATOES AND MELONS HOLD NO ITEMS
Don't bother breaking stacks of tomatoes or melons since they never hold items
in Pro mode.
- FLASH ROUNDS ARE YOUR FRIEND
A grenade launcher with flash rounds is a good way to stun any Majini that have
a crossbow or any Majini that will try to run from your characters. Flash
rounds also cause Majini with cocktails to drop their cocktails while stunned
and burn themselves and any other Majini near them.
- USE FLASH EXPLOSIONS ON PARASITIC ENEMIES
Either flash rounds or flash grenades should be used to instantly kill
parasitic enemies such as Cephalos or Duvalias. They can also be used against
Bui kichwa, Adjules that showcase their plagas insides, and Kipepeos.
- CANCEL A PARASITIC ENEMY APPEARANCE WHEN POSSIBLE
An instant kill melee from behind or a tag team melee will instantly cancel any
scripted Cephalo or Duvalia transformation.
- NITROGEN ROUNDS + MACHINE GUN = DEAD LICKERS
Carry nitrogen rounds and a machine gun into a chapter where Lickers are
present. Fire a nitrogen round directly into the middle of a group of Lickers
then spray their frozen bodies with machine gun fire to instantly shatter them.
- NITROGEN ROUNDS CAN FREEZE ARMORED MAJINI, EVEN THOSE WITH A METAL SHIELD
If a heavily armored Majini is in an area, a player can use a magnum to shoot
through the Majini's armor or the player can fire a nitrogen round then shatter
the Majini. One thing that a magnum cannot do is shoot through a metal shield
however, but a nitrogen round can freeze a Majini regardless of whether it
holds a metal shield or not. The Majini will actually drop the metal shield
once frozen.
================================
Weapon Uses in Professional Mode
================================
M92F handgun
------------
When fully powered, this weapon's critical rate will cause it to instantly pop
a Majini's head through a critical shot for the majority of headshots. Aim at
a Majini's head and fire and you'll most likely get a critical headshot. The
critical headshot can ruin melee attempts when up against a crowd (using the
melee for invincibility) so it's not always good to aim for the head however.
The M92F also carries an extreme capacity of 100 bullets, so really a player
doesn't need to bring any extra handgun bullets or worry much about reloading
while using this handgun.
P9 handgun
----------
This weapon is the only handgun with a piercing propertly, which is extremely
useful against Wetland Majini that carry shields. It can also be used to shoot
through multiple enemies that stand in a crowd.
SIG P226 handgun
----------------
The P226 handgun is the most powerful handgun overall, but it has not special
properties that make it useful outside of damage. If you're just going for
sheer damage a target then this if your best bet when it comes to a handgun.
Ithaca shotgun
--------------
The Ithaca shotgun has the highest capacity and critical rate out of any of the
shotguns once it is fully upgraded. It's critical rate can give the user more
of a chance at head pops when aimed at a Majini's head when compared to other
shotguns. It might even blow off multiple heads when aimed at a crowd.
M37 shotgun
-----------
The M37 shotgun is the most powerful shotgun when fully upgraded, but it lacks
any special properties. It can still achieve critical headshots though not as
much as the Ithaca shotgun. This can be a good weapon to damage bosses with,
but the Hydra is still more damaging altogether.
Jail Breaker shotgun
--------------------
The Jail Breaker is the least damaging of all the shotgun, but it's tight
spread allows it to push back crowds or distant enemies rather easily. You
don't really want to attack that much with this weapon, you mainly just want to
blast the enemy out of your way then run by it.
Hydra shotgun
-------------
It is said to only have a firepower of 500, but this shotgun can easily be one
of the most powerful weapons to have when up against a boss or any type of
enemy. It's tight spread makes it damage for more than 500 when it is aimed at
a single target from close range. The only real flaw is that a player must get
in close range for maximum damage and the reload time can be very lengthy, so
inventory reloading it needed while using this weapon.
VZ61 machine gun
----------------
The VZ61 can ground enemies rather easily when aimed at their legs and it is
one of the more accurate machine guns. It has the highest critical rate out of
any of the machine guns, so a player can aim for the heads of a crowd of
enemies and most likely get a few critical shots while firing. The VZ61 can
also carry the most bullets at a time without the need to reload that often.
H&K MP5 machine gun
-------------------
This is an all around good machine gun to have with your character. It's
basically just as accurate as the VZ61 and it is the only machine gun that can
pierce through Wetland Majini shields or multiple enemies.
SIG 556 machine gun
-------------------
The SIG 556 has more recoil than the other two machine guns listed above, but
it has an overall good damage rate, which is higher than the VZ61 and MP5.
AK-47 machine gun
-----------------
The AK is the most damaging machine gun but it's recoil causes it to be the
mosts inaccurate in the machine gun category. If you're going for sheer damage
then this machine gun will be your best bet. The AK can be good for boss
enemies when a player wants to spam gunfire to a single portion. It also
carries the least amount of ammo at a time and has a lengthy reload time.
S75 rifle
---------
The S75 rifle is the most damaging rifle and it can carry a total of 50 bullets
when fully maxed out. This is a good sniping rifle to have with your character
in stages where a rifle is needed when a player doesn't want to worry about
bringing extra ammo. The bullet ejection per shot can leave a character open
to attack however unlike the other rifles.
Dragunov rifle
--------------
The Dragunov rifle's autofire allows a player to spam gunfire on a single
target which can make it useful for boss fights. The rifle is slightly less
accurate when compared to the S75 and PSG-1 thanks to the constant movement
while aiming through it's scope.
PSG-1 rifle
-----------
The PSG-1 rifle is autofire rifle like the Dragunov, but it it is slightly more
accurate. Once full upgraded, it's zoom will allow a player to hit targets
from an extreme distance which can make it really useful for chapters where
enemies lie in wait up ahead. The only real flaw is that it can't carry as
much ammo as the Dragunov.
S&W M29 magnum
--------------
This magnum takes a some dencent damage for a magnum, but most importantly it
can fire multiple shots at a quick rate. Since it can fire faster, this
quality actually makes it really more useful than the M500 magnum since the
M500 magnum has such a heavy recoil per shot fired - this thought is mainly up
to the player to decide though. This is an extremely good weapon to use
against bosses or any Majini with armor. All magnums have piercing, so the
shot will always go right through heavy armor but not iron shields.
L. Hawk magnum
--------------
The L. Hawk has a lower damage rate when compared to the M29 magnum and it
(arguably) has a slightly lower rate of fire per shot. The reload is very
quick, much like reloading a handgun. This magnum has the highest piercing,
but the piercing only helpt it out for going through more enemies at once since
it still cannot penetrate iron shields.
S&W M500 magnum
---------------
This magnum can be a really good boss killer, but the heavy recoil per shot can
make the M29 magnum a more favorable choice with its higher rate of fire.
Spamming a target with multiple shots from the M29 magnum will likely kill it
faster than the M500 magnum, but the M500 magnum delivers such an incredibly
heavy blow with a single shot. It's arguable which one is better and it's
really best for the player to decide.
Grenade Launcher
----------------
-- Explosive Rounds
Explosive rounds can be good for knocking down an entire crowd of Majini for
extreme damage. One explosive round may not always kill off every Majini in a
crowd, but it certainly scatter them and damages them well in the process.
-- Acid Rounds
Acid rounds are really best used against Majini groups in Professional. It
will cause a group to waver and fall from the acid damage. You don't want to
use these on Licker in Professional mode since Lickers are now powerful enough
to withstand their usual weakness in acid rounds while in Professional mode.
Acid rounds are also highly effective against Reaper enemies. Two shots to a
Reaper will make it show it's chest weak point to where a player can easily
finish it off with a high powered shot directly to the weak point.
-- Flame Rounds
Flame Rounds can be used to instantly ground a group of Majini much like an
incdeniary grenade. This can easily set them up for Chris' stomp. They fall
with their heads facing the player, so a Chris player can get a few head crush
stomps after the Majini are grounded.
-- Flash Rounds
Flash rounds are extremely useful for Professional mode. They can instantly
kill off a parasitic enemy and they can be used to simply blind a Majini before
it has the chance to attack. Flash rounds can be really useful against enemies
with projectile weapons to keep them from firing for a short while as your
character runs up to them.
These are also highly effective against Reaper enemies. Two shots to a Reaper
will make it show it's chest weak point to where a player can easily finish it
off with a high powered shot directly to the weak point.
-- Electric Rounds
Electric rounds are a good substitue for flash rounds. They can severly weaken
a parasitic enemy with one shot and finish it off most of the time with 2-3
shots. These are also effective against Reapers. Shoot a Reaper once with an
electir round then aim for its should weak point when it kneels over and shoot
it directly in that shoulder weak point to make it reveal its chest weak point.
Unlike a flash round or acide, the second shot MUST hit its shoulder weak point
directly to have effect.
-- Nitrogen Rounds
Nitrogen rounds are highly useful against Lickers. Simply shoot one toward a
Licker crowd then use a machine gun to shatter their frozen bodies. This
grenade type is also very useful against heavily armored Majini and especially
Majini with iron shields. The shot will freeze any Majini type and allow the
player to shatter the frozen Majini with a melee attack command or a gunshot
regardless of what type of armor or object that it holds.
Rocket Launcher
---------------
Do I even need to go into detail here? Most of the time a player can aim at an
enemy and shoot and the target will instantly die. Most bosses will fall to
the weapon within one hit. Sometimes a bosses weak point must be exposed and
sometimes a rocket launcher cannot be used against a boss. There are a few
bosses that require multiple rockets as well.
===============================================================================
PROFESSION MODE WALKTHROUGH [PM00]
===============================================================================
Each chapter has a list of weapons and items that a player may want to bring
along to make the chapter a bit easier. It's good to always bring along the
melee vest and bulletproof vest, but I'll always give a mention of when to
bring them if they really help out a bunch for the chapter. Usually the
bulletproof vest will help out the most, mainly for Majini with crossbows and
Majini with machine guns.
All definite healing items that can be found in the environment are listed
throughout the guide. Besides weapons hidden in metal cases, healing items are
the only definite item pickups in Professional mode.
*******************************************************************************
Pro Mode - Chapter 1-1 [PM11]
*******************************************************************************
Recommended Weapons
Main Character:
_ Hydra shotgun
_ M93R handgun
_ H&K MP5 machine gun
_ First Aid Sprays
AI Partner:
_ H&K PSG-1 rifle
_ Jail Breaker shotgun
===================
Civilian Checkpoint
===================
- Simply walk through the area and reach Reynard at the Corner Pyamy Butchery
in the far northwest. If you really need guidance with this part, then... I
don't know... there is no hope left for you, my friend. None, I'm afraid.
Poor performance indeed, dear reader.
===================
Back Alley (Area 1)
===================
- Leave the handguns when the metal case is in front of the characters and
simply equip one of the weapons from your current inventory. Both characters
must equip a weapon to trigger the cutscene in order to advance ahead.
- All breakable objects in the area will either contain double the gold that
they usually carry or some random item.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - In the room with the animal carcass lying on the table, break
the wooden crate lying on the shelf in the back of the room.
[ ] Green Herb - Lying on the shelf to the right before exiting the room with
the animal carcass via the exit door around the corner.
-------------------------------------------------------------------------------
===================
Back Alley (Area 2)
===================
- Quickly take out the knife after the cutscene with the first Majini then
slash him as he tries to rush your main character. Finish him off with a
ground stomp or any other weapon.
- In the alley where several Majini, perform a quick turn then run all the way
toward the open door past the chicken pen.
- If you choose to fight the Majini in the alley, then jump behind the railing
of the chicken pen near the open door and the Majini will have to climb over
the railing, which will limit their highly aggressive behavior. Hydra shots
mixed with an occasional grenade toss work rather well when they group
together. M93R shots as they move down the alley south work good for long
range gunfire.
If you look to the left while in the chicken pen then the Majini can be blasted
as they appear. It might pay you to toss a flash grenade into the chicken pen
before stepping inside since the chickens will attack. They won't send a
player into dying status but their attacks are annoying while trying to aim.
The AI partner will stand near the door. Even if a player issues the "Come on"
command, she will return to the door eventually.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Lying on the shelf off to the left as a character moves down the
stairs of the nearby building after exiting the alley with the Majini
horde.
[ ] Green Herb - After exiting the tunnel by climbing the ladder, this will be
on the table near the door.
-------------------------------------------------------------------------------
===============
Public Assembly
===============
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the table off to the right before entering the building
down the path.
-------------------------------------------------------------------------------
- A player can stand near the doorway and shoot the breakable objects inside
the room ahead before triggering the cutscene.
--> PUBLIC ASSEMBLY TIMED PORTION
----------------------------------- TIP -------------------------------------.
| If at any time you have problems with this Public Assembly portion, bring |
| along a grenade launcher with flash rounds and that will help greatly. |
| Shoot a flash round into a group of Majini to blind them and stop all of |
| their potential attacks right then and there. This is a perfect technique |
| for when you're surrounded. |
'-----------------------------------------------------------------------------'
If you choose to stay in the building:
A player can equip the Hydra shotgun then stand near window and blast the
Majini back over the fence as they climb it. If you choose to stay inside then
block the entry ways and blast the Majini while standing near the window. The
bookcases can be pushed only halfway so that players can shoot the Majini
through the open spaces along the sides of the bookcases. Be sure to use
handgun or file for precise aiming so that the bookcases are not destroy as
fast.
Once the Majini start to break through the barricades, get behind the fenced
portion of the inside of the building. This way the Majini will hop over it to
get to your character. Try to keep the AI behind this portion. Remember that
some Majini will drop off the hill in the back (west) portion of the house from
where you entered, so be sure to turn toward that side and defeat them quickly.
This really works better in co-op play.
If the above method doesn't work out for your characters, toss a hand grenade
toward the cracked wall of the room then move through the opening when it
breaks so that the characters can make a quick escape while the Majini are
dying or staggering from the grenade blast.
If you choose to go outside the building:
Don't worry about blocking anything. Run toward the window that faces the gate
outside and equip a hand grenade then toss it out the building as the first
wave of Majini start to climb over it. The explosion will bust open the
cracked portion of the wall which will give the characters an easy way out of
the building.
In single player, stand near the west portion of the of the wall outside of the
building. Stand with your back to the wall and take out the Hydra shotgun then
shoot any Majini that get close to the characters. This can also work well for
co-op mode as well.
In co-op mode, players can also take advantage of knowing where the enemies
spawn as shown below:
SP
.-------------.
I | SP
Gate --> I _____|
I |
I | Building
| |
| | .------------------------.
| | | SP = Enemy Spawn Point |
|_______| '------------------------'
Each player can stand near one of the enemy spawn points (fences) from the
beginning then blast the Majini back over the fences as they climb the two
fences labeled above. The only thing that can go wrong here is that a Majini
climbs over the gate and attacks a player from behind, so both players will
have to watch the gate every now and then while doing so.
--> AFTER CHRIS CONTACTS KIRKS
After the Majini break through the roof of the building they will enter the
area from the roof of the building and the portion of the area behind the
building to the east (the hill that the characters hopped down), so a player
needs to stand in the west portion of the walled area behind the gate.
Wait for the Executioner to break the gate. A player can actually stand right
by the gate and not get hit with his axe swing. The axe swing will defeat any
Majini that are in the way. Right when he breaks the gate, run to the north
then make an immediate left and hop behind the small wooden fence to the west.
Turn to the left again and climb the ladder. Players can climb the other
ladder and step onto the top roof.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the counter in the west building beside the broken down
bus.
[ ] Green Herb - In a corner on the rooftop of the shack by the broken down
bus. You'll need to climb the ladder on the south side of the middle west
building then hop over to this.
[ ] Green Herb - On a table on the second floor of the starting building.
Climb the ladder on the west side just after moving past the broken gate.
-------------------------------------------------------------------------------
The roof will keep the characters safe from the majority of the Majini waves.
They will either climb the ladder that the characters climbed to get up here or
they will climb the rooftop portion and sign on the north side of the building.
Stand on the west side of the building and keep a gun aimed ahead then fire at
any Majini that try to move up the ladder or climb the sign. Maintain this
position until the timer on the Public Assembly expires.
--> THE EXECUTIONER BOSS
** ROCKET LAUNCHER METHOD:
To kill him extremely quickly without any hassle, the rocket launcher can be
used, but BE FOREWARNED that he is COMPLETELY invincible until after the broken
gate is on the ground. Basically if you shoot him with the rocket launcher
while he is still behind the gate or the second that he breaks it then he will
only crouch over and your character will have just wasted the rocket!
** ANTI-ROCKET LAUNCHER METHOD:
Arm the Hydra shotgun or the S&W M500 magnum and run through the town then only
turn and fight him when a good majority of the area around your character can
be seen. You DO NOT want Majini to surround your character. I find it best to
lead him on top of the Executioner platform so he can be blasted while he moves
up the ramps. The surrounding Majini must climb the platforms to reach the
characters as well. Fighting him out the open isn't really that bad however
since a fully-powered Hydra can take him down within just a few shots and a
fully-powered S&W M500 magnum can take him down even quicker.
*******************************************************************************
Pro Mode - Chapter 1-2 [PM12]
*******************************************************************************
Main Character:
_ Hydra shotgun
_ H&K MP5 machine gun
_ H&K PSG-1 rifle
_ Grenade Launcher w/Flash Rounds (in case Allyson gets out of hand)
_ First Aid Sprays
AI Partner:
_ M93R handgun
_ Jail Breaker shotgun
===============
Public Assembly
===============
- The only items that are here are in the barrels in the north shack and the
one behind the fence in the waterway.
==============
Urban District
==============
--> THE URBAN AREA
- The female Majini in the alleyway will only attack once approached or once a
laser pointer hits her. Be cautious about moving too quickly into the alleyway
ahead since Majini will attack from off to the left. The Majini behind the
right fence can be avoided by simply staying away from him.
- It's really up to the player to grab the Old Building Key or not. The Ithaca
shotgun is not really needed but there is a breakable crate in the building
with it. Three Majini will attack from the south after Sheva retrieves the
key.
--------------------------------------------------------------------- ITEM LIST
[ ] First Aid Spray - On top of a metal freezer on the second floor of the
building with the chest containing the Antique Clock. The unlocked door to the
building is found shortly after the Majini in the stand breaks down the boxes
(below the stairs).
-------------------------------------------------------------------------------
- When the battle with Allyson begins, shoot her in a leg with a handgun or
machine gun then run behind her and perform an instant kill melee attack so she
won't spawn a Cephalo. A player can also perform a tag team melee to her to
stop her from becoming one as well. She is more aggressive at the start of the
battle, so she might grab your character. Don't allow the partner to knock her
off (don't press the assist button) and toss her off normally by struggling
then quickly shoot her in a leg then run behind her and kill her with an
instant kill melee; this is your best chance to get her to stand still.
- More Majini will enter the room after or during the Allyson battle, so be
sure to watch the side doors carefully and knock them back with the Hydra
shotgun. One Majini stands on the roof outside the building to the south and
he will only attack if a character steps out onto the walkway through the south
door or exits the building through the east side. A player can easily look
through the barred window on the south side and get a headshot on him with a
rifle.
- When the battle music starts after walking down the stairs to the building,
run back up the stairs then arm a rifle and face south and then shoot the
Majini that appear in the group one by one from your safe spot above the
stairs. This way, they can't get in the back of the characters.
==================
Abandoned Building
==================
- This area has no enemies. Well, unless you count the crows that fly
overhead.
================
Furnace Facility
================
--> UROBOROS BOSS
** ANTI-ROCKET LAUNCHER METHOD:
Keep in mind that any gun blasts that make contact with an arm while the
Uroboros is in the outside hallway will damage it. The damage will not be
shown by having an arm fall off but it all adds up to the impending fight in
the furnace room.
Run all the way back to the furnace room and knock over the barrel on the north
side immediately before the cutscene even plays when it enters the room. The
moment after the cutscene plays, run over to the controls for the furnace and
command the AI partner to control them. Lead Uroboros into the furnace then
quickly shoot it and run outside then flip the switch to burn it for major
damage. If you have a fully powered Hydra shotgun, pick one side of the
furnace then run against the door so that your character enters as soon as the
doors open then run up and blast it while it is stunned from the furnace
flames. Keep blasting it in the arms as it reforms and it should fall before
it attacks. Pick up the gold ring after it falls.
If you don't have the Hydra shotgun at full power, knock over the other
canister while it burns in the furnace to save yourself the time of having to
do it while it is out in the open.
Now, you need to decide whether you want to kill it normally or burn it again
in the furnace. If it burns in the furnace again, it will die. Either way,
push over the other explosive canister (if it isn't already over) and allow it
to pick it up. Either lead it back into the furnace or shoot it while on the
outside to set off the explosion then run up and blast it while tries to
recover. It's really risky to have the AI help out in closing the furnace door
since Uroboros has a tendency to target the AI partner while it stands in
place, so do it yourself.
NOTE: If the Uroboros ever reforms early while the furnace is closing, stand by
one of the closing doors and shoot it in the arms in an attempt to make it fall
again. Try you best to keep it in the furnace while the furnace closes. Most
of the time, it cannot pass up under the furnace doors as they close, but a
character can still shoot it while it is on the other side for extra damage if
nothing else.
** ROCKET LAUNCHER METHOD:
Fire a rocket at the Uroboros while it is in the hall. Simply aim at it then
shoot it to kill it.
*******************************************************************************
Pro Mode - Chapter 2-1 [PM21]
*******************************************************************************
Recommended Weapons
Main Character:
_ Hydra shotgun
_ H&K MP5 machine gun
_ H&K PSG-1 rifle
_ Grenade Launcher w/Flash Rounds
_ Bullet Proof Vest
_ First Aid Sprays
AI Partner:
_ M93R handgun
_ Jail Breaker shotgun
_ 5 Hand Grenades (so you can request them from the partner later)
_ Bullet Proof Vest
================
Storage Facility
================
There are no enemies here to worry about. Collect all the items from the
barrels and move on. Don't forget to grab the extra gold in the top right
chest.
==========
The Bridge
==========
--> METAL CONTAINER AREA
- When the characters arrive at the first C4 tripwire, aim directly up toward
the top metal container to the left and quickly shoot the Majini with the
crossbow and he will likely fall and land on the C4 tripwire. Use a handgun or
the MP5.
- While rounding the corner after the first C4 tripwire, defeat the first
Majini without disturbing the one with the crossbow in the back. The Majini
with the crossbow will run toward the ladder of the crate in the back when a
character gets near him or when he is aimed at with the laser point. Arm the
grenade launcher with flash rounds then shoot a flash round toward the metal
container near him. Run toward him and hit him with a melee or simply shoot
him then shoot the other Majini to the right. A handgun or machine gun will
work fine.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Lying in an open metal container across from the ladder that
the first crossbow Majini tries to run toward.
[ ] First Aid Spray - Walk around the side of the metal container before
passing by the second C4 tripwire then break the barrel inside to find this
item.
-------------------------------------------------------------------------------
- When the first Adjule appears past the second C4 tripwire, toss a hand
grenade at him before he reveals his plagas to finish him off or fire a flash
round at him after he reveals his plagas. A hand grenade can be tossed toward
the other Adjules but be sure to take note of the Majini with the crossbow on
top of the crate to the east. It might pay you to step back behind the south
crate while fighting the Adjules to avoid his crossbow bolts. Use the Hydra
shotgun to easily dispose of the Adjules if a hand grenade is not used, but be
sure to shoot them before they reach the characters since they are quite quick.
Step out from behind the crate and shoot the crossbow Majini afterwards.
- After dropping from the open metal container, allow the enemies from the open
area ahead to all step behind the narrow space between the containers. This
will limit the amount of enemies that the player has to fight at one time.
Step forward if they stop coming to lure more toward your position. There are
three Adjules total and one Big Man Majini then a few normal Majini.
In order to safely fight the crossbow Majini and Majini with cocktails, step
out then shoot a flash grenade toward them then quickly defeat one of them with
gunshots from a machine gun or hand gun then step behind a metal container
further ahead. Quickly step out and shoot the remainder of them before they
can fire. Sometimes the crossbow Majini that isn't on a metal container will
automatically come toward the characters while they are behind the first few
metal containers.
--> THE BRIDGE AREA
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Break the right crate lying on the bags in front of the
dumpsters before hopping across the gap in the bridge.
-------------------------------------------------------------------------------
- It might pay you to issue the "Come on" command a few times just before
hitting the explosive barrel to stop the truck since the AI partner sometimes
like to shoot the explosive barrels in the distance on Pro mode. Shoot the
explosive barrels on the other side of the bridge to take down the majority of
the Majini after stopping the truck on the bridge. Use the PSG-1 rifle to take
down the remainder of Majini in the distance. Always shoot the crossbow Majini
first.
- Before stepping into the sewer tunnel, have a hand grenade ready then toss it
right when the first Adjule appears to take down all three at one time. This
can be done for the second group at the end of the tunnel but there are only
two of them, so the Hydra shotgun will work fine in this case.
========
The Port
========
- In the waterway where the Kipepeos spawn, it's really best to shoot the
Kipepeos with the MP5 or a handgun as they bust out of the Majini bodies. A
flash round will kill them all at once, but its hard to get all of them in the
area at one time without getting hit. The lock can be shot from far away to
make the back Majini get up early but some of the Kipepeo will not appear until
the characters get close to the Majini bodies. It's possible to shoot off the
lock and run but this is really more trouble than it is worth most of the time.
--> THE MARKETPLACE
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Near the boat rack beside the building as the characters step
off the stairs that they take up shortly after exiting the sewer tunnel.
[ ] Green Herb - Inside the nearby building that is next to the green herb
pickup above.
[ ] Red Herb - Lying on the wooden table to the right of the door with the
padlock in the marketplace.
-------------------------------------------------------------------------------
- Don't break the lock on the door at the marketplace! Run in the back of the
building then jump through the window. Shoot down the port key and grab it
then stand at the window and shoot the Majini as they try to move through the
window. The AI partner has a bad temptation to hop through the window if your
character tries to slash at the Majini, so shoot them from a distance instead
and issue the "Come on" command to call the partner back if that character hops
through the window or attempts it. A Majini with a crossbow might hang around
the front portion of the building after the others have been defeated, so be
cautious when stepping back around the building. He sometimes stays on the
awning of the stand along the north portion of the area.
- After stepping off the north end of the boat, onto the dock, arm the PSG-1
rifle then look toward the east. Shoot the Majini as they move toward the
dock. Make the three bow gun Majini (one is on the back building walkway) the
main priority then shoot the Big Man Majini as he runs toward the port. The
rest of them can be taken down with any other weapon. A Majini with cocktails
is on the first building to the right but he will not step into view until the
characters climb up to the area above the dock.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Climb the wooden ladder of the first building to the right
after moving past the docks and this will be lying beside a tire on the
northeast side.
[ ] Green Herb - On a table, below the high walkway of the building to the left
after hopping over the barricade.
-------------------------------------------------------------------------------
- When the group of Majini run out of the building toward the end of the port
area, simply rush at them and blast them with the Hydra shotgun. This will
take care of the bow gun Majini among them while the shots tear through the
crowd as well.
===========
Shanty Town
===========
- Run to the north and knife slash the Majini from the safety of the other side
of the window. If the AI partner hops through the window then begin to shoot
them. You can also simply jump through the window before the Majini inside
breaks it to knock him down then perform a ground melee on him, but the other
two will be right up in your face afterwards.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Across from the back door of the Slaughterhouse.
-------------------------------------------------------------------------------
- The two Kipepeos can be taken down with a flash round or flash grenade, but
they start rather far away, so just use the MP5 or a handgun to finish them off
as they fly toward the characters. The rifle can be used as well since they
are at a distance.
- DON'T use the partner action command to boost Sheva to the roof. Both
characters should stay together! Move around the side and quickly shoot the
Majini with the cocktails when he appears on the ledge above then blast the
Kipepeo that spawns from him with the MP5 or a handgun. The characters will
have to move around the side of the dirt hill to make the other Majini bust
through the door above. Step back behind the dirt hill to avoid the bolts from
the crossbow Majini and use the Hydra shotgun on the group of Majini that rush
down the stairs. Finish off all other Majini then quickly step below the
stairs and shoot the Majini with the crossbow.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - On the counter near the portion of the building that is near the
stairs on the first floor. This is in the area where a Majini hides below the
staircase and another Majini is found on the staircase further ahead.
-------------------------------------------------------------------------------
- After defeating the Majini on the stairs, move up the stairs but quickly move
back down once the two Majini at the top appear. Let them come toward the
characters then shoot them from below the stairs.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the third floor of the building, right before getting to
the area where the partner assist action can be used to toss Sheva over to the
BG Production building. This is around the side railing of the stairs across
from some shelves.</pre><pre id="faqspan-2">
-------------------------------------------------------------------------------
- There are two ways to get past the locked door on the first floor of the
second building that the character arrive at.
1) Fire an electric round at the extreme bottom portion of the locked door.
Aim toward the door so that the grenade launcher laser is pointed toward the
center of the very bottom portion of the double doors then fire the electric
round. The electric round will break the padlock on the other side of the
door. Simply kick through the door after firing the electric round to avoid
the sniper part and the upper floor Majini. Sometimes this takes a few tries.
Listen for some battle music for confirmation that the lock was broken.
2) Perform the grenade exploit, by bouncing a hand grenade off the BG
Production building next door: Stand on the second floor of the outside
walkway then move over to the side with the yellow "Animal Health" sign.
Adjust your aim to hit the sign while the hand grenade is equipped and the hand
grenade will bounce off the sign and land in front of the locked door below;
the explosion will destroy the padlock on the door below.
- If you choose to go through the sniper portion then make sure that Chris has
the PSG-1 rifle. When the Majini appear on the other side prepare to shoot the
red barrel as they aggressively race toward Sheva's side. Most of the time,
she will stand away from the red barrel. The Majini at this part seem to focus
on trying to reach the player. The ones with the crossbows will literally
shoot at Chris from the area below the building, so be sure to survey the area
while playing with Chris and shoot them when they appear below.
- Shoot the explosive barrels to take down a good chunk of the Majini outside
the building. Don't save them for the Chainsaw Majini! We have something much
more devilish planned for him.
--------------------------------------------------------------------- ITEM LIST
Green Herb - Lying below the transformer at the bottom of the stairs before the
Chainsaw Majini fight
-------------------------------------------------------------------------------
--> CHAINSAW MAJINI BOSS
** ANTI-ROCKET LAUNCHE METHOD:
Target his head with the Hydra shotgun and shoot to stun him then run directly
behind him at the beginning of the battle, so that the characters are at the
top of the stairs. Blast him from behind and try to kill him before he
recovers. If he doesn't fall then blast him in the head again. Once he
"dies", shoot the Majini below the stairs.
Whenever a character picks up the Guard's Key, the Chainsaw Majini will rise
and go berserk once fully risen. But my reader has the cure for this sudden
change in attitude. Aim at any portion of the Chainsaw Majini's body while he
gets up and shoot him while he rises. The moment the boss music stops, you
have killed him. It only takes two Hydra shots with a fully powered Hydra. Be
sure to taunt him for me while he rises in vain after the boss music stops.
** ROCKET LAUNCHER METHOD:
Shoot him with the rocket launcher when he first appears then shoot him with
another rocket launcher when he goes into berserk status, or simply run from
him.
==========
Train Yard
==========
The only enemies here are a few crows in the sky. Don't forget about the
upcoming button prompt commands during the cutscene in the area past the gate.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Off to the left after kicking through the door in the building
while in the Train Yard area.
-------------------------------------------------------------------------------
The following list the commands for the cutscene that trigger after moving
beyond the gate:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-> COMMAND INPUT 1 (Chris)
Sequence: A Majini suddenly leaps into the air from behind a tree while on a
bike and flies toward the characters with a chain ready to hit them
but Chris turns to push Sheva out of the way.
Type: Single Button
Command: Dodge
-> COMMAND INPUT 2 (Sheva)
Sequence: As the Majini on the motorcycle drags Chris away while he is caught
on the chain, Sheva aims her guns carefully and fires at the chain to
break it and free Chris.
Type: Single Button
Command: Fire
-> COMMAND INPUT 1 (Both)
Sequence: Two Majini on motorcycles drive straight toward the characters but as
the characters prepare to dodge.
Type: Two buttons
Command: Dodge
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*******************************************************************************
Pro Mode - Chapter 2-2 [PM22]
*******************************************************************************
Recommended Weapons
Main Character:
_ Hydra shotgun
_ H&K MP5 machine gun
_ H&K PSG-1 rifle
_ Grenade Launcher w/Flash Rounds
_ Bullet Proof Vest
_ First Aid Sprays
AI Partner:
_ M93R handgun
_ Jail Breaker shotgun
_ 5 Hand Grenades or Explosive Rounds (so you can request them from the partner
later)
_ Bullet Proof Vest
=============
Train Station
=============
--> THE TRAIN AREA
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On top of the white cabinet on the northwest side of the first
room.
-------------------------------------------------------------------------------
- Allow the first few Adjules to step under the fist C4 tripwire then shoot the
C4 to kill at least two of them. One of them will most likely survive. Run
all the way back to the north in order to step away from the train carts then
take out the Hydra shotgun and wait for the other Adjule to race toward your
characters then blast him. It's best to get away from the train carts since
the Adjules like to move underneath them while they run which basically keeps
them out of view until right before they attack.
- Move around the side of the second train cart then quickly run back the way
the characters came from when the battle music for the second wave of Adjules
starts. Stand in the north and face the south then aim the Hydra shotgun ahead
and blast the Adjules as they race toward your character.
- When the characters move further around the side of the second cart, you'll
hear Majini up above. Turn around at that time and face the way the characters
just came from (to the south) and two Adjules will leap over the wooden planks
to the south. Have the Hydra shotgun ready and blast them. Run directly
toward the south end after defeating them then turn around and prepare to fight
the next two Adjules as they run at the characters from the north.
- Three Majini with crossbows are on the train carts above. Wait for them to
step into view or both characters can walk toward the north and watch for them
up above then quickly take out the rifle and shoot them from a distance
whenever the slightest bit of their bodies appear in view; the characters can
take cover behind the train carts. These crossbow Majini are much more
aggressive than usual and will actually shoot the characters while they are in
between the train carts, so be cautious after the third wave of Adjules. Don't
even try to stand out in the open and pick them off from a distance or they
will shoot the characters quickly.
- Shoot both C4 tripwires before falling down to the rail cart in the east.
Stand in the middle of the ramp area and look into the tunnel below with the
PSG-1 rifle and you'll be able to see the explosive portion of the second C4
tripwire on the right wall below in order to shoot it from a distance.
=========
The Mines
=========
--> THE DARK CAVE
- Knowing which enemies will become Cephalos is the best tips I can give you
for getting through the dark cave section with ease. Perform an instant kill
melee on the following Majini to keep them from becoming Cephalos:
1) The first Majini that appears in the water down the tunnel (very first
Majini).
2) At the T-intersection, the Majini that is in the water off to the left.
3) Of the three Majini that attack on the other side of the bridge, the one
with the mining pick will become a guaranteed Cephalo.
Shoot each of the Majini listed above in the legs then run behind them and
perform an instant kill melee. If they do become a Cephalo then quickly take
out the grenade launcher with flash rounds or a flash grenade and finish off
the Cephalo quickly with a burst of light. Some of the other Majini might
randomly spawn a Cephalo, but the ones listed above will for sure turn into
one.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - At the beginning of the tunnel lying beside a wooden crate and
the lantern.
[ ] Red Herb - When the path splits for the first time in the tunnel, this will
be down the right path.
-------------------------------------------------------------------------------
- Watch for snakes inside of the item boxes after moving across the bridge
since the snakes take some heavy damage with their bites.
-------------------------------------------------------------------- SNAKE LIST
- Inside the right wooden crate that is next to another wooden crate and a
wooden barrel off to the right shortly after getting off the bridge.
- Inside the wooden crate down the hidden path to the left shortly before
exiting the dark portion of the mines. It's near the diamond treasure chest.
-------------------------------------------------------------------------------
--> THE LIT UP CAVE
Arm the Hydra shotgun then rotate the crank. The second that the AI partner
passes up under the gate, release the handle then face the dark cave entrance
and prepare to shoot the three Majini that will attack. The final one
sometimes likes to stay concealed in the dark; keep in mind that he will toss
his weapon.
The fight in the lit up open mine area can get out of hand very easily. The
Majini are so very aggressive in this area and the Majini with crossbows have
some really good aim from their positions on the wooden platforms up above.
Make sure to have the AI partner in cover mode. Skip the cutscene as the
Majini notice the characters then quickly run directly ahead and climb the
first ladder. Do not even attempt to fight. Turn right and run to the next
ladder then climb it.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the third level of the tunnel along the right side in front
of the top portion of the ladder that the characters will have to climb.
It's beside a wooden barrel.
-------------------------------------------------------------------------------
Arm the Hydra shotgun and blast any Majini that gets in your way. A crossbow
Majini will be off to the left. Run at an angle while approaching him to avoid
his bolt that he might fire then blast him out of the way and run into the
first tunnel to the right.
The characters can defeat the majority of the Majini in the tunnel or simply
keep running. Arm the Hydra shotgun and prepare for them as they aggressively
enter the tunnel. They might come from both ends but the majority of them will
enter from the side that the characters entered from.
At the far end of the tunnel, hide behind the wooden wall to the right and wait
for the Majini with the crossbow to shoot at least once then step out and shoot
a flash round or toss a flash grenade directly toward the three grouped Majini
then quickly fight them off and get on the elevator then take it out of the
mines. The Majini with the dynamite will blow up after being blinded and only
one Majini with a crossbow should be left after the flash explosion.
WARNING: If you choose to run without killing the Majini then the Majini from
the open mine area are most likely going to be right behind the characters when
the characters get on the elevator so quickly shoot a flash round at the group
after entering the elevator.
===========
Mining Area
===========
--> OUTSIDE THE MINE
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Off to the right near the stack of steel pipes before moving
up the stairs to activate the cutscene.
[ ] Green Herb - Next to the railing at the top of the stairway in the office
building.
-------------------------------------------------------------------------------
After the cutscene, run toward the window on the west side of the building then
equip a rifle and take cover below the window. Quickly rise up and shoot the
two Majini with crossbows; one is standing in the back of the truck below and
the other is on the mountainside to the left. The one on the mountainside will
not be positioned for shooting right at the beginning of this portion, so take
advantage of this and shoot the one in the back of the truck first.
Right after shooting both crossbow Majini, look toward the truck with the
stationary gatling gun turret and shoot the Majini that approaches the truck.
Get up out of cover after shooting the Majini that moves toward the gatling gun
turret. A Majini should be coming up the stairs about that time, so take out
the Hydra shotgun and plant a full face of buckshot to that head of his.
Return to the window immediately after shooting the lone Majini that tries to
sneak up on the characters and shoot the Majini that tries to get behind the
gatling gun turret in the truck below. Another will try to get behind the
turret after him. One more Majini will move up the stairs from behind shortly,
so be ready to turn around and shoot him. A few more might move up the stairs
also.
Once the Majini stop attacking, step toward the window and shoot any stragglers
with the rifle. Survey the entire mountain range and find the Majini with the
crossbow and Majini with dynamite far in the distance then shoot each of them
to rid yourself of those nuisances. It might be easier to look on the
mountainside after the characters exit the building for a better view.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Along the left (south) path outside the building where the chest
containing the Diamond (Brilliant) is located.
-------------------------------------------------------------------------------
Beware the Majini in the outhouse before climbing the first ladder!
--> UP THE MOUNTAINSIDE
Sheva should not be hoisted up to the ladder. Both characters should stay
together and move up the mountain. Arm the Hydra shotgun and blast any Majini
with dynamite along the way. It is very important to stay moving since Majini
with dynamite will be tossing it from the path above. It's best to shoot every
Majini along the way and at least knock the Majini down to keep the AI partner
from getting hit while following your main character. A few of the Majini will
be equipped with crossbows. Don't ever stop moving for long. Race toward the
dumpster at the top.
The characters can actually push the dumpster over the side of the ledge while
Majini continue to spawn from the south. Right after the dumpster is pushed,
run to the north and drop off the ledge near the wooden railing to trigger the
cutscene for the Popokarimu fight.
If the characters stay and fight the Majini, then fire explosive rounds or toss
hand grenades down at the Majini that jump from the mountainside in the middle
of the curved path to the south that the characters just got off of.
NOTE: It is possible to move up hill and trigger the Majini then move back down
the hill and shoot them as they run toward your character. Listen for the
battle music to end to know when all of them have been defeated. Use a rifle
to shoot them as they move down the hill.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the table to the left shortly before dropping down the side
of the ledge to activate the Popokarimu boss fight.
-------------------------------------------------------------------------------
--> POPOKARIMU BOSS
Recommended Weapons:
Main Character:
- Hydra shotgun
- Grenade Launcher w/any round but electric rounds
AI Partner:
- any shotgun
** ANTO-ROCKET LAUNCHER METHOD:
Popokarimu can be knocked out of the air and stunned right at the beginning of
this battle by tossing a flash grenade at the ground or by shooting him with
any type of round from the grenade launcher except for electric rounds. Simply
aim up at him as he descends then shoot him with any type of round other than
an electric round to make him fall to the ground and roll over on his side.
Any time that Popokarimu flies during the battle, he can be knocked down with
the grenade launcher for an instant stun. If he lands on the ground before
your character can shoot him, it will take three of any type of grenade round
except electric to knock him over at that time.
Proximity Bombs can also be used to stun him while he is on the ground much
like in the lower difficulty modes but players will have to bring their own
proximity bombs because there are none in the area, even in the barrels.
Once Popokarimu falls, run up to his weak spot on the back of his tail and
blast him with the Hydra shotgun or a powerful magnum to easily kill him.
** ROCKET LAUNCHER METHOD:
A direct rocket launcher blast while Popokarimu is in the air will only make
him fall to the ground and roll over to expose the back of his tail. It will
merely stun him. Shooting him in the front portion with a rocket while he is
in the ground will do nothing. In order to take down Popokarimu with the
rocket launcher, a character must stun Popokarimu first with the grenade
launcher, flash grenade, or a proximity bomb then shoot him in the fleshy part
of the back of his tail with the rocket.
*******************************************************************************
Pro Mode - Chapter 2-3 [PM23]
*******************************************************************************
Recommended Weapons:
N/A
=======
Savanna
=======
This portion is really no different on Pro than any other mode. Instead of
telling you to refer to the walkthrough portion of my guide, I have decided to
copy and past everything here for you. Keep in mind that the AI of each
character will do what I say to do below. For instance, AI Sheva will turn and
shoot at the trucks. While playing as Chris, pay attention to what she does
and defend the other side if Majini appear on both sides.
Sheva has a slightly limited view compared to Chris, a slower overall turning
speed, and her gun has a slow startup but her gatling gun is more powerful than
Chris' machine gun. To avoid the long chamber revolving animation with the
gatling gun, tap the fire button when no enemies are present to keep it
revolving.
Chris has a greater view thanks to his higher placement on the jeep, a faster
overall turning speed, and an instant fire from his gun, but his gun is not as
powerful as the gatling gun.
Keep in mind that both player's guns can overheat if they are continuously
fired, so always take breaks. The gun will build up heat as presented on the
circular gauge around the weapon icon; when the gauge begins to fill with red
then it is overheating. When a gun fully overheats, your character will not be
able to fire it for a few seconds. With Sheva's gatling gun having a slow
startup, a player will want to let go of the button and then tap it sparingly
to avoid having to go through the full startup animation each time the gun is
about to overheat. As long as the chamber is not firing then it will cool
down; it doesn't matter if it is spinning.
--> ENEMY GROUP 1
The first group of enemies consist of several Motorcycle Majini. There's
really not too much of a strategy for this group other than shoot them all. If
they ever throw a weapon toward the jeep then shoot the weapon out of the air
to avoid taking damage.
After the first group is finished, a button tapping command will appear as the
driver makes a sudden sharp turn, so be sure to tap the on-screen button to
avoid taking damage. Both players must tap the button.
--> ENEMY GROUP 2
From this point onward, both players should work together to take down separate
teams of enemies. Chris players should focus on Motorcycle Majini thanks to
his greater view of the area below and Sheva players should focus on the trucks
that appear since her weapon is more powerful.
NOTE: In a single player game, the AI partner will usually follow the
strategies listed above.
---------------------------------- WARNING ----------------------------------.
| Once a truck begins to flame, don't continue to fire at it while it is |
| close to the jeep. Having it explode while next to the jeep will damage |
| the jeep. Wait until it moves away then finish it off with gunfire. |
'-----------------------------------------------------------------------------'
- Wave 1
Captain Stone (Josh) will contact both Chris and Sheva over the radio as a
truck drives up from the right side of the back of the jeep. Sheva should
focus on the truck to the right while Chris turns his attention toward the
Motorcycle Majini that appear on the left side. Chris can shoot them faster
and he has a wider view of them as they appear from the side.
- Wave 2
Sheva should focus on shooting the Majini in the back of the truck then she
should shoot at the front half of the truck when it comes into view. After the
truck is at least flaming, both players should turn to the immediate left and
finish off any Motorcycle Majini that appear. They will start to appear from
the left side as they slow down and drive next to the jeep so concentrate fire
on them as the jeep begins to move by them.
Another scene will showcase yet another sharp turn where both players will have
to tap a button to sustain they're grip on the vehicle.
-- CHECKPOINT
--> ENEMY GROUP 3
- Wave 1
A truck will drive up from the left side, so Sheva should focus her aim to the
left and begin to fire at the truck. Chris should keep his eye on the right
side since some Motorcycle Majini will begin to appear as the jeep catches up
to them.
-Wave 2
Motorcycle Majini armed with cocktails will drive into view from the right
side. Both Chris and Sheva should focus on these Majini since they are the
only threat for the moment and are quite numerous. Try to shoot them all
before they toss a cocktail at the jeep.
-Wave 3
Majini will slow down then come into view on both sides of the jeep after the
second wave is finished. One player can take the left and one can take the
right for this wave, but really planning it out as such is really not needed
since they drive together in the middle of the road very shortly after
appearing.
Another sharp turn cutscene will play so be prepared to press the two buttons
that appear on the screen. The players have to press either two shoulder
buttons or two face buttons for this button prompt command.
--> ENEMY GROUP 4
- Wave 1
A truck will appear from the left and another truck will appear from the right
almost simultaneously, so each player should pick a truck to focus on. Try to
take down the trucks as quickly as possible by shooting the front portion or
possibly the driver inside of the truck (shoot off the door). Immediately
after finishing off a truck, both players should turn their attention toward
the middle road as Motorcycle Majini begin to drive into view. A few
straggling Majini may appear from the back of the road. Blast them all to end
this wave.
-- CHECKPOINT
- Wave 2
The truck will stop and then suddenly turn as the viewpoint of a roadblock with
a truck and several Majini are showcased to both players. Chris players should
focus fire on the Majini while a Sheva player shoots the red barrels
surrounding the truck in the back. There are three sets of red barrels
altogether.
-- CHECKPOINT
--> ENEMY GROUP 5
- Wave 1
The jeep will drive over a bridge. Once the bridge is passed both players
should focus their aim to the right. A truck will drive up from the right side
and try to ram the jeep off the side of the cliff to the left. Both players
should focus on taking down the Majini in the back and then focus on shooting
the front end of the truck. Once the truck is destroyed a cutscene will play
eventually.
- Wave 2
Motorcycle Majini will drive up from the right side, so both players should
focus fire to the right. The scene will eventually end during the middle of
the action as a cutscene activates.
================
The Port (Night)
================
--> Ndesu boss
It is so very crucial to know Ndesu's attacks for this battle. That aspect is
so important that I'll copy and paste his attacks from the walkthrough right
here for my readers.
Close attacks:
1) Foot Stomp - Ndesu raises his right foot into the air and tries to stomp the
truck.
Avoidance: Shoot his head to cancel the attack.
2) Right Hook - Ndesu raises his right arm to the side and tries to punch both
characters.
Avoidance: Press the on-screen button inputs (press both the action and run
button on all difficulties except for Professional for a guaranteed dodge).
3) Overhead Punch - Ndesu leans back and raises both arms then tries to smash
the jeep This takes some extreme damage.
Avoidance: Aim upward then fire at his head right as he prepares to smash
the vehicle. A few precise shots to his head will stagger him and cancel
the attack. It's best to aim up and to the right of his head, this way, the
shots will hit his head right before he smashes the vehicle.
Distant Attacks:
4) Rock Toss - A cutscene will showcase Ndesu tearing up some of the ground as
he lifts a big boulder. He will lift it above his head then toss it toward
the characters. The boulder will roll toward the jeep.
Avoidance: Fire at the boulder while he holds it over his head then follow
it with fire as it rolls along the ground to break it just before it reaches
the jeep. The characters can also shoot a nearby red barrel to make him
drop the boulder, but I recommend saving the barrel for when he grabs a
wooden pole.
5) Ground Pound - Ndesu lifts both arms into the air and pounds the ground,
creating a slight earthquake.
Avoidance: Press the on-screen button inputs (press both the action and run
button on all difficulties except for Professional for a guaranteed dodge).
6) Ram - Ndesu leans his top half downward and charges a ram then he runs
toward the jeep head first.
Avoidance: Shoot him directly in his head to cancel this ram.
7) Pole Grab - Ndesu grabs a nearby wooden telephone pole from out of the
ground then walks toward the jeep with it. This is not an attack but it
leads into other close range attacks and the pole grab can be canceled.
Avoidance: If a red barrel is near Ndesu, fire at it and he will drop the
pole instantly when the blast hits him.
Pole Attacks:
8) Pole Swing - Ndesu holds the pole to his right side then swings it toward
the characters.
Avoidance: Press the on-screen button inputs (press both the action and run
button on all difficulties except for Professional for a guaranteed dodge).
9) Pole Smash - Ndesu lift both arms into the air while holding the pole then
tries to smash the jeep with the pole.
Avoidance: Aim upward as he prepares to smash the vehicle then fire at his
head to cancel the attack; just like with the overhead punch, precision fire
toward his head will cancel the attack. It's best to aim up and slightly to
the right of his head, this way, the shots will hit his head right before he
smashes the vehicle.
You should already know the basics of this battle by now. Aim and fire at
Ndesu's head to drive him away from the vehicle then shoot his Plaga as they
move out of his body. Once the Plaga are destroyed, fire at the big Plagas to
damage him.
Here's the most important factors to beating him on Professional mode:
A) The AI is not always going to cover for the player in Pro mode if Ndesu is
not hit in the head before he performs an attack that cannot be dodged, so the
player should always make sure to aim for his head and fire to cancel the
attacks that have no dodge command. Basically, always fire at his head to
cancel every attack of his.
B) Whenever Ndesu perform an attack that can be dodged, the player must press
the precise button as displayed on the screen. If ANY other button is pressed,
the attack will hit the vehicle. Simply pressing the fire button while the
dodge command is up on the screen will cause the player to get hit. It is SO
VERY IMPORTANT that you realize that tapping another button will cause the
dodge to fail. If you're holding down the fire button while the command is on
screen then that will not affect the command, so feel free to continue to hold
the dodge button and press the correct button while still holding the fire
button. Don't ever fire at him when he leans to the side to attack.
C) A Chris player should shoot the Majini with the crossbows on the back right
when they appear and shoot the Majini with the cocktails on the high walkway to
the left when he appears. The Majini will constantly reappear. Keep in mind
that the bolts from the crossbows and the cocktails can be shot out of the air.
The explosive barrel next to the Majini with the crossbows can be shot to
finish them off one time.
D) Make use of the explosive barrels around the area. The two along the sides
can be shot when Ndesu grabs a pole in order to make him drop the pole. One
explosive barrel is lying right next to Ndesu when he picks up a boulder; this
explosive barrel can be shot one time to make him drop the boulder. As already
mentioned, there is an explosive barrel next to the area where the pair of
Majini with crossbows will appear; shoot that barrel to finish both of them off
instantly one time.
E) Once Ndesu showcases his big Plagas, fire at it and do not worry about the
surrounding Majini. If both characters fire at him continuously when he
exposes his big Plagas two times then he will be defeated the second time. If
both character do not focus desperately on shooting him then he will recover
after the second time and have to be stunned again for a third time!
The most important step out of all the ones listed above is to NOT press ANY
other button when the dodge command appears. The commands actually give the
player enough time to respond, even on Pro mode.
*******************************************************************************
Pro Mode - Chapter 3-1 [PM31]
*******************************************************************************
Recommended Weapons
Main Character:
_ Hydra shotgun
_ H&K MP5 machine gun (for Wetland Majini with shields
_ Any magnum (the Hydra could really take the place of this weapon)
_ H&K PSG-1 rifle
_ Grenade Launcher w/Flash Rounds (mainly for the Duvalia)
_ First Aid Sprays
AI Partner:
_ H&K P8 handgun (for Majini with shields)
_ Jail Breaker shotgun
==========
Marshlands
==========
- If the characters venture out to the chicken island, be forewarned that the
chicken's attacks take quite a chunk of damage when they hit. It's much like
getting hit with a Majini attack in Veteran. Use a flash round to kill off the
chickens to avoid getting hit by them. It's really good to drive out to the
chicken island to pick up some extra eggs. Don't be afraid to give eggs to
your AI partner since they won't interrupt a Resuscitation.
--> OBTAINING THE RAPTOR SLATE
- The Crocodiles in the lake seem to appear quicker than usual. Run around the
left side of the lake like usual, but be sure to move quickly.
- Use either the Hydra shotgun or a hand grenade to kill the crocodile that
guards the entrance to the area in the back of the lake. You don't want to
risk having to go through all the trouble of collecting the Raptor slate over
again because you accidentally got eaten by a croc on the way back, do you?
- To make the first Wetland Majini fight much easier, hop through the first
window of the building that the characters come across then quickly hop back
through the window when the Wetland Majini make a sound. Shoot them from the
other side of the window and turn and shoot them if they move along the side of
the building to the right. They're so aggressive that most of them will bunch
up around the window.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Lying on the shelf near the first window in the first building
in the area where the characters collect the Raptor slate.
[ ] White Egg - Lying on the same shelf as the red herb mentioned above.
-------------------------------------------------------------------------------
--> OBTAINING THE SHAMAN SLATE
- After obtaining the Shaman Slate, stand behind the wooden railing as the
Wetland Majini enter the area. This will make it to where they will want to
hop over the railing. Shoot them back over the side of the railing with the
Hydra shotgun. There is another railing off to the right once the characters
turn to fight the Majini, but the Majini are so aggressive at this point that
moving over there can get the characters hit in the process.
- Kill off the first wave of Majini really quickly with the Hydra shotgun then
run toward the entryway to the current area and take out the PSG-1 rifle then
aim and shoot at the Majini as they move toward the entryway from the south.
All of them can be killed at a distance with the rifle. Even the one that
changes into a Duvalia can be killed with the rifle - shoot his legs then shoot
his mouth as he leans over or simply toss a flash grenade toward him from a
distance.
- Drive around the east side of the marsh while leaving in the boat since
Majini with bombs will be on the high platforms along the north portion of the
water.
--> OBTAINING THE WARRIOR SLATE
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Lying out in the water beside some tall grass and a fence
outside of the building area that contains the warrior slate. Facing the
building area from the west side that the characters enter from, this is in
an alcove to the left while moving toward the wall that surrounds the
building area. Drive toward it and allow the AI partner to pick it up.
-------------------------------------------------------------------------------
- Right when the Wetland Majini appear near the back building in the area with
the warrior slate, shoot the first two (or one) that appear(s) with the Hydra
shotgun. Run all the way back to the boat and turn around to face them. The
characters will have a good view of the entire area and the Majini will have to
move down the ramp to the west in order to reach the characters. Take out the
PSG-1 rifle and shoot them as they move down the ramp.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Lying on a shelf across from the chest that contains the Idol
(Silver) in the area with the warrior slate.
-------------------------------------------------------------------------------
- Before leaving the building area, make sure that the AI partner has either a
PSG-1 rifle. Make sure that the partner has the weapon equipped also. Issue
the "Go" command to make the AI equip the most powerful weapon or take all
other weapons away from that character. Drive toward the east exit and allow
the partner to shoot at the Majini with explosive arrows on the high platforms.
Slow down so the partner can shoot but don't stand still for long. One hit
from an explosive arrows will kill the characters.
- Back up a bit then use the turbo option (hold R1 + X) to dash down the east
water path. Run right over the Majini in the water and DO NOT STOP A BIT.
Stopping will result in death most likely since they all shoot very quickly.
As long as the boat is moving at full speed they will not hit your characters.
=======
Village
=======
- Stand in the water, right next to the BSAA emblem location at the beginning
of the water-filled ditch and equip the rifle then aim toward the Wetland
Majini on the high lookout tower in the east and shoot him.
- Don't collect the magnum unless you use the trick method for not setting off
the trap. Climb the ladder then drop into the area with the magnum to avoid
setting it off. Make sure the AI partner does NOT cross the spike holes while
ENTERING the area with the magnum. So long as the characters EXIT over the
spike holes then the trap will not go off, but if either of them moves over the
spike holes while entering the area with the magnum, that character will get
trapped.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Lying on a long table behind the southwest hut.
[ ] Red Herb - Lying on a long table behind the southwest hut.
[ ] Red Herb - Lying on the long table on the first floor of the west building.
-------------------------------------------------------------------------------
- Some of the Majini that attack in the village will hop out from the path to
the northeast. Two Wetland Majini and a Giant Majini will move out of that
path if the characters approach it. Run toward this path with the Hydra
shotgun armed then blast the two Majini and the Giant Majini as they appear.
Blast and melee the Giant Majini all the way to the ladder or shoot him with a
magnum (S&W M500) to bring him down quicker then climb the ladder. Stand a
little ways away from the dropoff with the ladder and blast the Wetland Majini
with the Hydra shotgun as they attempt to hop up the side. Even the Giant
Majini can be knocked back down if he is hit out of the air.
The main problem here is the two Wetland Majini with explosive arrows that will
attack along with the others. Stand away from the side of the hill just a bit
so that the wall below covers the characters from their arrows. Be on the
lookout for any stragglers that might appear afterwards.
- Watch for the snakes in the two pots on the altar on the other inside the
building on the other side of the bridge. Prepare to slash the pot followed by
the snake if your characters breaks one.
-------------------------------------------------------------------- SNAKE LIST
- On the other side of the bridge, this snake is inside the small pot on the
altar inside the building (left pot).
- On the other side of the bridge, this snake is inside the small pot on the
altar inside the building (right pot).
-------------------------------------------------------------------------------
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Lying on the long table on the second floor of the building in
the north that is on the other side of the bridge.
-------------------------------------------------------------------------------
*******************************************************************************
Pro Mode - Chapter 3-2 [PM32]
*******************************************************************************
Main Character:
_ Hydra shotgun (Wetland Majini)
_ H&K MP5 machine gun (Wetland Majini/Wetland Majini with shields)
_ S&W M29 magnum (for Big Man Majini; Hydra could really take the place of
this)
_ H&K PSG-1 rifle (distant Wetland Majini)
_ Grenade Launcher w/Flash Rounds (stunning Wetland Majini)
_ First Aid Sprays
AI Partner:
_ H&K P8 handgun (for Wetland Majini with shields)
_ Jail Breaker shotgun
_ 5 Proximity Bombs (request them from the partner later)
_ 5 Hand Grenades (possibly request them from the partner)
================
Execution Ground
================
- Take out the PSG-1 rifle when the Majini notice the characters and find the
three Majini with explosive arrows listed below:
a) One moves out of the tunnel in the east.
b) One stands above the ladder on the southwest middle portion.
c) One is on the lookout tower to the northeast.
The one on the lookout tower in the northeast is the least threatening one so
take him down last. Arm the Hydra shotgun and stand across from the dropoff on
the north side of the wooden walkway that the characters are on. DO NOT DROP!
Issue continuous "Come on" commands if the AI partner tries to drop. Blast the
Wetland Majini with the rifle as they move toward the walkway from below and
arm the Hydra shotgun then knock them back down the side of the dropoff when
they try to jump on top of the wooden walkway. Be on the lookout for
stragglers after falling down the side of the walkway.
- Don't break the vases on the northeast side until after defeating the rest of
the Majini since walking toward them will only make other Majini move out of
the tunnel until the bridge is raised.
- When the characters hop over the gap in the walkways and step toward the top
of the ladder, the second wave of Majini will appear. Have the Hydra shotgun
equipped ahead of time then turn back around and hop back over the gap. Blast
the two Majini that try to attack the characters on the other side. There is a
Majini with explosive arrows on the far south walkway, so line up with the ramp
to keep him from shooting the characters (the ramp will shield them). Fight
off the Majini that hop across the gap then move up the ramp and arm the PSG-1
rifle and then shoot the Majini with explosive arrows along the south ramp.
- Keep in mind that the raft portion with the crocodiles will cycle between
L1+R1/LT+RT and []+X/X+A commands randomly.
- Beware the snakes in the tall grass in the camp area. Shoot them while they
lie coiled up in the tall grass.
-------------------------------------------------------------------- SNAKE LIST
- In the back of the first patch of tall grass to the right.
- In the patch of tall grass to the north of the oil pool.
--------------------------------------------------------------------- ITEM LIST
[ ] First Aid Spray - Lying on the small table inside the second Tricell tent.
-------------------------------------------------------------------------------
====================
Oil Field - Refinery
====================
- Quickly take out the PSG-1 rifle and kill all crossbow Majini:
a) On the middle tower
b) At the top of the stairs in the southeast.
- Fall down below and toss a hand grenade as the Majini pile up. Wait until
slightly after the first Majini notices the characters so the two from the
right get caught in the blast. The hand grenade will rid the characters of the
crossbow Majini and dynamite Majini around the corner to the right if timed
well. One crossbow Majini will appear on the south platform, so inch up the
nearby stairs while facing the south then shoot him with the PSG-1 rifle when
he appears in view.
- Make the AI partner turn the valve handle on the center tower then take out
the grenade launcher with flash rounds and stand facing the north side. When
the Majini appear, shoot a flash round down at them then quickly take out the
PSG-1 rifle and shoot the Majini below with the dynamite then shoot the Majini
with the crossbow on the high platform to the left (while facing north). The
other Majini will quickly try to climb the middle tower, so use the Hydra
shotgun to finish them off.
- Ride to the south platform with the zip line. Right when the character falls
on the valve handle platform, the Chainsaw Majini will attack. Arm the Hydra
shotgun then shoot him in the head when he jumps on top of the platform in
order to stun him. Either run up on him and hit him with continuous Hydra
shots or hit him with the stun rod while close. When he falls, he will get
back up shortly and go into berserk mode, so stand over him with the Hydra or
stun rod equip and start hitting him the moment that he starts to move and he
should die when he rises. This same technique can be used against the second
chainsaw Majini as well.
- When the characters move up the stairs in the east, take out the Hydra
shotgun and run toward top of the stairs then blast the Majini as they appear
from off to the left. Tossing a hand grenade slightly before they appear can
cause them to run into it. One of them carries dynamite. A flash round from
the grenade launcher can work well to stun the first few when they step out.
============================
Oil Field - Control Facility
============================
- Use a flash round or flash grenade at any time during this part to blind all
surrounding enemies in the room when they group up.
- The first wave of enemies will arrive very quickly by hopping over the east
gate while another moves through the south window. Take out the Hydra shotgun
and stay away from east side then blast them as they appear.
- Run toward the north window and break it with the knife. Right when the
Majini wave appears from behind the window, toss a hand grenade into the room
or stand near the window and blast them back with the Hydra shotgun. The
Majini will continue to hop over the fence to the side but many of them will
continue to move through the window on the north side of the area. Two Big Man
Majini will hop through the north window toward the end of the battle. Blast
them with the Hydra shotgun or a powerful magnum. The characters can get on
the elevator immediately once Josh activates it and easily avoid the rest of
the enemies.
- Look toward the east after getting off the elevator and blast any crossbow
Majini that are on the walkway up above. They like to drop down the side of
the walkway, which will allow the characters to shoot them as they fall. Take
out the PSG-1 rifle and shoot any that try to fire at the characters from the
walkway. It's best to move around a bit to avoid the bolts from the crossbows
and to see which ones will stay on the walkway. The AI characters should
finish off any that fall off the walkway.
- Climb up to the walkway where the Majini were at then step toward the ladder
on the east side but DO NOT drop. Stepping toward the ladder will make the
next wave of crossbow Majini appear. One will drop from the window on your
side and two more will drop from the windows on the south side. Take out the
PSG-1 rifle then aim toward the south side and shoot the Majini with crossbows
as they drop. There are two of them total on the south side. The AI
characters should take care of the one that drops on your side.
- The second that Josh is lead toward the controls for the door, turn back
around and climb the ladder, drop from the next ladder and climb the next
ladder then take out the Hydra shotgun and wait for the Majini to move out of
the elevator. Once they come, stand at the top of the ladder that they try to
move up then blast them back down. Finish off as many as you can while
stunning and blasting the Chainsaw Majini in the process when he jumps onto the
platform. The chainsaw Majini will get up and go into berserk mode so stand
over him with the Hydra shotgun aimed straight at him then blast him when he
starts to move.
- Once Josh opens the door, forget about the final wave of Majini and exit
through the door.
=================
Oil Fields - Dock
=================
Place Proximity Bombs in the following places:
a) Outside the door of the small north building near the docks (NOT directly
in front of the door).
b) Outside the door of the small building on the other side of the gate (NOT
directly in front of the door).
c) A little bit away from and to the south of the gate door. While Sheva
stands at the dock, place this one a little bit away from the gate door to
her left.
d) At the very bottom of the south set of stairs that lead toward the area
where the cutscene activates.
e) On the walkway right before the cutscene activates. Place it near the left
railing while moving ahead.
Don't worry about the Majini with dynamite on the south building and the two on
the gas tanks to the southeast. Just run and avoid their dynamite. If you
place proximity bombs in the places labeled above then the explosions will go
off right when the Majini waves appear in the areas ahead. You'll have to stop
and fight the Big Man Majini if you want to defeat him. Shoot him with a
magnum to quickly get rid of him. The first set of Majini may not all fall
from the proximity bombs, but their number will be limited greatly. The same
goes for the Majini that exit the building in the small building to the north
right before the docks. The Majini that run toward the gate and Adjules that
appear along with the Big Man will all be destroyed with the bombs. Use the
Hydra shotgun to finish off any stragglers for any enemy wave.
WARNING 1: The proximity bomb method above will only work the first time
through this area. If you try to reload the checkpoint then the proximity
bombs will be gone. You'll have to quit and try again from the beginning of
this area if your character dies to place more proximity bombs.
WARNING 2: Make sure that Josh is below the staircase by the building where the
Adjules race out of and be sure to run along behind him so the enemy wave does </pre><pre id="faqspan-3">
not appear as he races by the final proximity bomb. The bomb can go off and
kill him if the timing for your character's arrival next to the building is too
slow.
Hand grenades can be tossed at each wave as they appear and a grenade launcher
with explosive rounds can knock down each wave. Hand grenades are much more
damaging than an explosive round however. The Majini are so aggressive at
these parts, the hand grenade method described in the walkthrough might not
work as well this time, but the proximity bomb method sure will! Keep in mind
that you have to place the Proximity Bombs away from the door since the enemies
have a certain frame of invincibility when first moving through a door.
Be sure to shoot the two C4 tripwires on the north set of stairs beside the
building that the Adjules and Big Man Majini exit from. In the race to the
boat, it's very easy to fall victim to these traps on accident.
*******************************************************************************
Pro Mode - Chapter 3-3 [PM33]
*******************************************************************************
Main Character:
_ Hydra shotgun (for close Town Majini)
_ H&K MP5 machine gun (for Town Majini)
_ S&W M29 magnum (for Irving boss)
_ H&K PSG-1 rifle (distant Town Majini and Irving boss)
_ Grenade Launcher w/Flash Rounds (for stunning Town Majini and killing
Kipepeos)
_ Bullet Proof Vest
_ First Aid Sprays
AI Partner:
_ Bullet Proof Vest
_ Either rifle besides S75 (don't give the partner another weapon; stock the
partner full of plenty of ammo)
===============================
Oil Field - Drilling Facilities
===============================
--> FIRST GATE SWITCH
- Immediately when this chapter begins, shoot a flash round into the water
directly behind the boat. Equip, aim, and fire right when the chapter begins.
This will blind both Majini in the boat on the right side and cause the one
with the cocktail to drop his cocktail and burn both himself and the Majini
with the crossbow that is with him.
Directly after shooting the flash round, sidestep while on the boat and allow
your AI partner to shoot the Majini in the other boat. They are aiming for
your main character with some mighty good aim, so you better dodge and let your
partner do the shooting. Be ready to resuscitate at a moments notice here.
It's hard to avoid getting hit at this part. If you have a Bullet Proof Vest
equipped to each character then that will help to make the arrows only take
half of a characters life as opposed to instant dying status.
- Shoot flash rounds into the water to quickly defeat the Kipepeos once the
boat docks; wait for them to get near the boat. Stay on the boat and shoot the
Majini to the until they stop appearing. Two Majini with cocktails are on the
back right and left top portion of the walkway, so shoot the explosive barrels
next to them in order to defeat them quickly.
- Right after pulling the switch to open the gate, move into the nearby alcove.
Shoot the Majini that runs toward the characters then step out and fire a flash
round into the water to quickly defeat the Kipepeos. Aim up toward the
explosive barrels on the high walkway to the east and fire at them with a rifle
to take down the Majini with dynamite up above.
- Before getting back on the boat, stand near it and face to the west with the
rifle equipped. Shoot any Majini that can be seen up ahead. Basically shoot
all explosive barrels and you'll get the majority of them.
- Focus on dodging the first two pipes while the AI partner shoots the Majini
up ahead while moving along the river.
- Toward the end of the boat ride, as the boat drives toward the second dock,
aim far ahead with the PSG-1 rifle and take down crossbow Majini as they appear
in view on the scope. If you don't take them down quickly then they will most
likely shoot a character. One of the Majini off to the right is near an
explosive canister so simply aim at the canister.
If they hit a character, a quick Resuscitation will provide enough
invincibility to keep both characters safe through the majority of the rest of
the way to the dock until the boat stops. A slight bit of luck comes into play
here along with quick aiming. Both the dynamite carriers and the bow gun
Majini are just as deadly, but the crossbow Majini will hit your characters
from a greater distance.
--> SECOND GATE SWITCH
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Lying along the left corner of the dock as the character get
off the boat.
-------------------------------------------------------------------------------
- When the boat stops at the dock get out and get behind the wooden wall off to
the left. Try shoot a few of the crossbow Majini as they move out onto the top
walkway. Take cover as the Majini behind the gatling gun turrets begin to
fire. Step out and aim quickly then shoot them in the head. Only step out and
shoot ONE time. Do not shoot anymore than one time before taking cover again,
or your character will most likely get hit. Make sure the AI partner is behind
the wooden wall with your character.
The crossbow Majini will shoot two times during the entire barrage of bullets
from a gatling gun, so after each crossbow Majini has shot twice then the
barrage of bullets from the gatling guns are about to stop. Take that slight
break in gunfire to aim for a Majini and kill it. It's not really that hard
once your characters get into position and you realize when to shoot.
Watch for the Majini with melee weapons that will eventually drop off the side
walkway in the back and move toward the characters from the sides. The Majini
that come from the left side are the most dangerous since the characters will
still be behind the wall and won't see them until the Majini are right next to
them most likely. Give them a face full of Hydra when they step into view.
--------------------------------------------------------------------- ITEM LIST
[ ] First Aid Spray - Inside the building in the far east. Drop off the metal
walkway directly across the wooden wall then follow it until the characters
come to a building. This item is on the table inside the building.
[ ] Red Herb - On the other side of the dock. After hopping across the gap in
the bridge, this will be to the left in a corner beside a wooden barrel.
[ ] Green Herb - On the high walkway along the south side of the middle office
building.
-------------------------------------------------------------------------------
- Once the gate is opened, move back up either one of the ladders and run
toward a gatling gun turret then use it to defeat all the Kipepeos that fly
toward the characters. A single Majini with a crossbow will fire from below
while your character is behind the gatling gun turret, so aim down and shoot
him when he appears.
===========
Patrol Boat
===========
--> IRVING BOSS
Recommended Weapons
Main Character:
_ Hydra shotgun (for hitting his tentacles)
_ S&W M29 magnum (for damaging Irving's true body)
_ H&K PSG-1 rifle (for hitting the creature's head weak point)
_ First Aid Sprays
AI Partner:
_ Some sort of rifle other than the S75 with plenty of ammo, possibly the PSG-1
_ Longbow (this can be substituted for the rifle)
** ANTI-ROCKET LAUNCHER METHOD
I'll provide you with two methods for phase 1 of the battle (hitting his top
head portion) since this boss can be quite hard on Professional mode. Try to
mix and match various portions of each method if needed.
This battle right here can get frustrating very quickly. If Irving manages to
hit a character then that character will get knocked back and the other will
have a hard time trying to resuscitate the one that got hit.
- Method 1 (Phase 1) [slower method; requires less movement]
Take control of the gatling gun turret yourself and give the AI partner the
PSG-1 rifle with tons of ammo then place it in attack mode ("Go" command).
With an AI Sheva, you could give her the Longbow.
Focus on Irving's head weak spot with the gatling gun turret then quickly shoot
the closest tentacles to your position whenever they emerge from the water.
Whenever the tentacles move back underneath the water, continue to damage his
weak spot.
Once he opens his mouth after enough damage has been made, quickly run away
from the current side of the boat. Stop whatever your character is doing and
run to the opposite side. The dodge command is not worth the trouble and a
failed attempt will most likely result in death. The positioning of the
character during the attack will sometimes throw off the timing of the dodge
command to where the button will only appear a second before the actual attack,
so it is best to just move away from the attack altogether! You can actually
rush in and get in some hits on his head weak spot after his mouth closes. The
weak spot will be on the left side.
When he moves behind the boat, fire at him until he opens his mouth then move
away from the back of the boat (toward the front) when he submerges to avoid
his attack. When his tentacles emerge all around the boat, take out the Hydra
shotgun and shoot at them while they are in view and stay away from the sides
as the tentacles reach out to grab. If one of the tentacles grabs a character,
quickly shoot the tentacle with the Hydra shotgun. If your character gets
grabbed, the AI partner will save your character. When the tentacles start to
slam the surface of the boat, quickly move to the sides or use the dodge
command to move out of the way. If a tentacle slams down on your character,
that character will enter dying status and the AI partner will most likely not
resuscitate the character because the recovery animation is too long.
- Method 2 (Phase 1) [faster method; requires more movement and partner
commands]
When Irving first appears, command your AI partner to control the gatling gun
turret. Take out the PSG-1 rifle and aim for the weak point on the creature's
head then blast it. Don't zoom in if you scope is upgraded since the zoom will
be too great.
As Irving submerges to attack with his tentacles, run over to the rocket
launcher turret and use it to blast the center portion of the tentacles while
your AI partner blasts them with the gatling gun turret. When Irving appears
again, blast the creature's head with the PSG-1 rifle again.
When he opens his mouth and prepares to move toward the boat, issue the "Come
on" command to get your AI partner to follow your main character then run to
the opposite side of the boat so both characters can get away from the attack.
The AI partner will sometimes dodge while stationed at the turret, but don't
count on this. Move along the creature's left side after its mouth closes and
quickly shoot it in the weak portion of its head with the PSG-1 rifle to damage
it a bit.
When Irving moves to the back of the boat, make the AI partner control a
machine gun turret and blast Irving with the PSG-1 rifle in his weak point
while the AI partner blast him with the gatling gun. When Irving opens his
mouth and is about to race toward the boat, issue the "Come on" command to call
your AI partner away from the turret then run to the opposite side of the boat
to dodge the attack.
When creature moves beside the boat again, go through the steps of making your
AI partner use the gatling gun turret once again while your character shoots at
him with the PSG-1.
- When Irving latches onto the back of the boat:
When Irving latches onto the back of the boat, have your AI partner use either
gatling gun turret and take out the S&W M29 magnum and fire at Irving's body
inside the open mouth. When he moves under the water, issue the "Come on"
command to have your partner follow your character and run to the opposite
side. Run back to the south side after avoiding the attack then have your AI
partner use the gatling gun turret once again.
The tentacles will emerge this time, but focus all gunfire on Irving. Shoot
him with the S&W M29 magnum right as the creature begins to emerge from the
water and the AI partner will join in with gatling gun fire aimed directly at
Irving's body. Literally keep firing and spamming him with magnum shots and,
if he is hit enough, he will move back up under the water before the tentacles
have a chance to attack. Issue the "Come on" command then run away from the
south side of the boat once again. Run back after avoiding the attack and
repeat the same steps by commanding the AI partner to use the turret then take
out the S&W M29 magnum and fire at Irving's body while it is exposed.
You really have to spam shots with the magnum while using this method. He must
be hit a bunch and you might have to waste bullets, so bring plenty of magnum
ammo with your character.
** ROCKET LAUNCHER METHOD:
Fire a rocket directly at Irving's creature body while he is swimming next to
the boat to automatically make him dive under the water and end the first phase
of the battle. It's best to aim toward his weak point then fire and allow the
rocket to travel to the right a bit and hit him in the body.
When the creature latches onto the back of the boat and exposes Irving's true
body, shoot his body with the rocket launcher. The hit has to be precise or
else it will only explode nearby him. It's best to aim a bit to the left when
he first appears for the second time since his body will move to the left when
it is first exposed.
*******************************************************************************
Pro Mode - Chapter 4-1 [PM41]
*******************************************************************************
Main Character:
_ Hydra shotgun (for close Wetland Majini)
_ H&K MP5 machine gun (for Wetland Majini with shields)
_ H&K PSG-1 rifle (for distant Wetland Majini)
_ Grenade Launcher w/Flash Rounds (for stunning Wetland Majini and killing
Bui kichwa)
_ First Aid Sprays
AI Partner:
_ H&K P8 handgun (for Wetland Majini with shields and basic Wetland Majini)
_ Either rifle besides S75
=====
Caves
=====
- The Kipepeos are not any more dangerous than they were in other modes, but
your characters are going to use quite a bit of machine gun and handgun ammo to
take each group of them down, so it's really best to use a flash round to get
rid of groups of four or more. Be sure to use a flash round on the first
Kipepeo group on the other side of the rock bridge since they are the most
numerous.
===============
Ancient Village
===============
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Once the bridge breaks, the character that falls below will
find this on a fallen pillar in the area where the Wetland Majini attack.
-------------------------------------------------------------------------------
- Activate the Wetland Majini wave by stepping to the north after the bridge
breaks. Quickly move back to the south after the Majini attack then use the
machine gun from a distance to finish them off quickly. Arm the PSG-1 rifle
then look toward the bottom of the bridge to the east and find the Majini with
the shield and the Majini with explosive arrows. Shoot them both then move
under the bridge.
- When your character moves up under the bridge, Majini will step down the
stairs ahead. Be aware that one Majini will move up from the opening in the
wall behind your character, so quickly turn to deal with the single Majini then
turn back around shoot the Majini that are on top of the stairs. Arm the MP5
to easily deal with the Majini with shields that are in the top room before
joining up with the AI partner.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Break the vase at the top of the stairs after moving up under
the bridge and this will be inside.
[ ] Green Herb - Inside the small coffin in the room with the mummified corpse
beside the room where the Majini with shields lie in ambush.
-------------------------------------------------------------------------------
- After dropping into the pit below the trapdoor, pick one hall, except for the
north hall, and run to the very end of it then turn around and face the middle
area. Arm the MP5 and blast any Majini that move toward your character. Keep
in mind that all halls have a hole in the ceiling at the end that Wetland
Majini will drop out of, so be ready to deal with one that will fall right next
to your character. Use flash rounds on Bui kichwa anytime that they appear in
groups. Take out the Hydra shotgun when the Torch Majini moves through the
north doorway then lay down fire upon him when he moves close to the
characters. The MP5 does not work that well on the Torch Majini.
- Once the characters move through the north door of the trapdoor room, arm the
rifle and shoot both of the Majini with explosive arrows below. Use the Hydra
shotgun or MP5 to deal with the rest. Use the MP5 to deal with the Wetland
Majini with shields.
- Rotate the crank then quickly move past the giant flaming fireballs and get
to the pressure pad. It's best to start out running as early as possible so
the fireballs are not as spread out while attempting to get to the pressure
pad.
=========
Labyrinth
=========
- Be sure to keep in mind the button taps during the cutscene that player
shortly after moving around the first corner in the Labyrinth area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-> COMMAND INPUT 1 (Both)
Sequence: Chris and Sheva quickly dash down the corridor as the pillars fall.
Type: Rapid button tap
Command: Run
-> COMMAND INPUT 2 (Both)
Sequence: Chris and Sheva leap over the pit that opens in the floor.
Type: Single Button
Command: Jump
-> COMMAND INPUT 3 (Both)
Sequence: Chris and Sheva quickly dash down the corridor as the pillars fall.
Type: Rapid button tap
Command: Run
-> COMMAND INPUT 4 (Both)
Sequence: Chris and Sheva leap over the pit that opens in the floor.
Type: Single Button
Command: Jump
-> COMMAND INPUT 5 (Both)
Sequence: Chris and Sheva quickly dash down the corridor as the pillars fall.
Type: Rapid button tap (Much more extended than the rest of the taps)
Command: Run
-> COMMAND INPUT 6 (Both)
Sequence: Chris and Sheva leap over the pit that opens in the floor.
Type: Single Button
Command: Jump
-> COMMAND INPUT 7 (Main player [single play] or random player [co-op])
Sequence: While both characters are standing on the other side of the final
pit, the ledge along the side falls out from underneath a character
and that character has to grab onto the side.
Type: Two Button Press
Command: Grab
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- Consider picking up the grenade launcher weapon in the metal case near the
blue statue since it will make a good weapon for the AI partner in this area.
--------------------------------------------------------------------- ITEM LIST
[ ] First Aid Spray - Break the vase in the tall grass off to the left when
entering the area with the blue statue in the northwest portion of the
labyrinth. This is in the area where the characters have to move around
the north side to get to the right side of the blue statue.
-------------------------------------------------------------------------------
- Once the characters pull the chains on the green statue head to the east, the
cutscene for the first Wetland Majini encounter in the Labyrinth will play.
Quickly get behind the nearby wall and look through the window portion of the
wall. Take out the PSG-1 rifle then shoot the two Majini with explosive
arrows; one is on the stairs and one is on the high walkway. The Torch Majini
will step around the right corner soon, so prepare to shoot him with the Hydra
shotgun from up close.
Soon a group of Wetland Majini will step around the corner to the right, so use
a flash round to blind them when they first appear then shoot them with the
Hydra shotgun. Shooting them with the Hydra shotgun without a flash round
works just as well most of the time. The Torch Majini might arrive with this
group instead of by himself. It might pay you to issue the "Go" command and
have your AI partner shoot at them with the grenade launcher if the character
has one.
A Majini with a shield will step into view once the characters move around the
corner so take out the MP5 and blast him and other Majini that run toward the
characters. Arm the rifle and look off to the left while approaching the area
around the corner then shoot the Majini with explosive arrows that will move
along the back walkway.
- Make the AI partner waits beside the top floor purple statue then take the
stairs down to the bottom floor purple statue. Right when your characters
enters the area below, and the Majini appear from up above, issue the "Come on"
command so that the AI partner will join up with your character. Rush back to
the staircase and meet up with the partner.
Move to the top walkway and defeat any Majini up above. Some Majini will move
up the stairs and a few Bui kichwa will show up from time to time. Take out
the rifle and blast the Majini from a distance as they appear. Move back down
the stairs and blast the Majini as they appear in the corridor below. Some of
them will jump off the ledge to the right at the beginning of the corridor.
This method will keep your characters from getting surrounded by the Majini and
Bui kichwa.
--> POPOKARIMU BOSS
** ANTI-ROCKET LAUNCHE METHOD
Either fight the Popokarimu boss or run from it. If the characters run then
just simply run by it when it first appears then move up the stairs until the
characters reach the top. Don't forget about the rapid button tap dodge
command during the cutscene once the characters reach the top. A flash round
can stun Popokarimu at the beginning of the battle so that your characters can
easily move by him.
If you choose to fight, then blast him with any type of grenade round except
for electric rounds three times and he will fall over. Each grenade round will
stagger him so that he won't have a chance to attack. Step around to the back
of his tail while he is stunned then arm the Hydra shotgun and blast him in the
back of his tail. If both characters have a grenade launcher at the beginning
of this battle then issue the "Go" command and spam Popokarimu with grenade
rounds to make him fall very quickly. Proximity bombs can still be used to
stun him but they're really too much trouble to fool with in the closed in area
he is fought in.
** ROCKET LAUNCHER METHOD:
Stun him by shooting three grenade rounds (other than electric rounds) then
move to the back of his tail and fire a rocket at the weak portion of his tail
to kill him.
*******************************************************************************
Pro Mode - Chapter 4-2 [PM42]
*******************************************************************************
Main Character:
_ Hydra shotgun (for close Wetland Majini)
_ H&K MP5 machine gun (for Wetland Majini with shields)
_ H&K PSG-1 rifle (for distant Wetland Majini)
_ S&W M500 magnum (for Giant Majini)
_ Grenade Launcher w/Flash Rounds (for stunning Wetland Majini and killing
Bui kichwa)
_ First Aid Sprays
AI Partner:
_ H&K P8 handgun (for Wetland Majini with shields and basic Wetland Majini)
_ Jail Breaker shotgun (for close Wetland Majini)
_ Proximity bombs (request them from partner later)
============
Worship Area
============
--> OBTAINING THE SEA EMBLEM (west)
- Activate the cutscene to make the lasers fire. Step over to the small
opening in the wall to the left of the door where the emblem slots can be
placed. Look through the small opening with the PSG-1 rifle then find the
small opening in the wall near the west laser. There is a big torch behind the
opening. Keep watching the small opening and you'll see a Majini's head move
by the left side as it bobs back and forth. Time a precise shot and shoot the
Majini in the head to deactivate the northwest sun laser. This can be rather
hard to do but it's worth it!
Another way to accomplish this task for the northwest light pillar is to arm a
rocket launcher and look toward the light pillar. Find the side of the wall in
front of the pillar that has a small opening on it. Fire the rocket so that it
hits the lit-up portion of the wall behind the torch near that opening and the
explosion will hit the Majini behind the wall. A grenade launcher with
explosive rounds can be used to hit the Majini behind the northwest pillar as
well.
- The northeast pillar can be deactivated with a rocket launcher. Aim toward
the pillar then find the torch on the east side then aim at the lit up wall
behind the torch and fire the rocket to hit the Majini that is controlling the
light pillar and deactivate that light pillar. This can only be done with a
rocket launcher until a character moves up the wooden walkway close to the
pillar.
- If the sun laser on the northwest side was deactivated by shooting the Majini
behind it, stand right outside of the left doorway that leads to the area with
the bridge in the west and take out the PSG-1 rifle then look up on the high
walkway in the back of the area to spot three Wetland Majini with explosive
arrows. Shoot all three of them and then prepare to shoot the Majini that move
down the stairs and try to cross the bridge. Shoot them all from the safety of
the doorway and use the rifle to kill them quickly. Move inside and take down
any stragglers that run down the stairs.
- Place a proximity bomb below the north side of the walkway past the bridge.
Look up and find the ledge with the torch on the back wall and place the
proximity bomb a little bit away from the wall. This will kill the Torch
Majini that drops from this ledge when the Majini wave appears. Another
proximity bomb can be placed below the stairs to kill off a few more Majini
that will appear later.
- Once the Majini appear when the characters step on top of the platform to
collect the sea emblem, move over to the stairs of the platform and arm the
Hydra shotgun then fire at them as they move toward the stairs. Take out the
magnum and shoot the Giant Majini in any skinned area. As long as he is shot
with the magnum in any skinned portion, it will cancel his attacks.
--> OBTAINING THE SKY EMBLEM (northwest)
- Near the north path, take cover behind the left corner of the wall at the top
of the stairs. Allow the laser to kill the Majini that move down the northwest
walkway.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - At the top of the stairs in the northwest, this is right
beside the left cover point before stepping out onto the north walkway.
[ ] Green Herb - On the middle of the set of stairs that Sheva is tossed to.
The AI will usually not pick this up.
-------------------------------------------------------------------------------
- Before tossing Sheva over with the Assist Jump action command, give AI Sheva
a Hydra shotgun or a magnum. Stand on the other side of the ledge and fire
flash rounds toward her side in order to stun the Majini and keep them off of
her. Shoot the flash rounds toward the wall above her to blind the Majini near
her. A Giant Majini will drop along with Sheva once she grabs the sky emblem
so take out the magnum and shoot him.
--> OBTAINING THE EARTH EMBLEM (east)
- Time some runs all the way to the east, stepping in and out of openings to
avoid the laser, then step around the wooden walkway on the far east portion
and shoot the Majini that is behind the sun laser in the northeast. This
walkway has a torch on it that has an Emerald (Pear) inside.
- Run along the second floor of the east walkway then move toward the stairs
that lead to the earth emblem from the second floor. Arm the MP5 machine gun
or the PSG-1 rifle and shoot at the Majini that move up the stairs. One of
them has explosive arrows but he will move around the left corner of the stairs
below, so the characters will be slightly concealed from his explosive arrows
while standing at the top of the stairs. Shoot him quickly when he steps into
view however. You'll likely hear a Majini yell while moving down the stairs,
so quickly move back up the stairs and fight off the remainder of the Majini.
- Move down the stairs until yet another yell can be heard then move right back
up the stairs as the Majini drop from the south wall. Many of them carry
shields so shoot them with the MP5. You need to be looking out for the Majini
with explosive arrows that will stand on the south wall (to the right of the
top of the stairs). The characters can step around the outside wall of the
second floor to the left in order to take cover from his explosive arrows.
Lead the Majini out to the second floor walkway and blast them from there if
the explosive arrow Majini is not taken down shortly after he appears on the
ledge above.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - To the left of the earth emblem.
-------------------------------------------------------------------------------
=======
Pyramid
=======
Since this area is basically made up of puzzles, rather than refer you back to
the walkthrough portion, I have posted the solutions here for my readers. All
of these diagrams are from the viewpoint of standing across from the platform
that the AI partner will get on in each room.
--> MIRROR PUZZLE 1
-----------------------.
| * = light pillar |
| 1-5 = stone mirrors |
| o = elevator mirror |
'-----------------------'
o
4 ------------------------------------------------------------ 3
| |
| * |
| | |
| 1 ---------------------------- 2
|
|
- Rotate Mirror 4 to the left one time.
o
|
4 ------------------------------------------------------------ 3
|
* |
| |
1 ---------------------------- 2
- SUMMARY FOR THE FIRST PUZZLE ROOM:
------------------------------------------.
| 1) Rotate Mirror 4 to the left one time. |
'------------------------------------------'
--> MIRROR PUZZLE 2
-----------------------.
| * = light pillar |
| 1-5 = stone mirrors |
| o = elevator mirror |
'-----------------------'
5 4
||
3 2
* --------------|| 1 o
- Knock down the pillar in between the light pillar and Mirror 1. Stand on the
east side while knocking it down to continue to the next step faster.
Obviously, you don't want to stand on the end where the beam will hit your
character so stand to the side of the pillar away from the beam.
5 4
||
3 2 ----------------------------------
|
* ----------------------------- 1 o
- Turn Mirror 2 to the right one time.
--5 4
|
|
| ||
|
|
3 ----------------------------- 2
|
* ----------------------------- 1 o
- Turn Mirror 5 to the left one time.
5 ------------------------------------------------------------ 4
| |
| |
| ||
|
|
3 ----------------------------- 2
|
* ----------------------------- 1 o
- Knock down the pillar in between Mirror 4 and the elevator mirror.
5 ------------------------------------------------------------ 4
| |
| |
| |
| |
| |
3 ----------------------------- 2 |
| |
* ----------------------------- 1 o
- SUMMARY FOR THE SECOND PUZZLE ROOM:
-----------------------------------------------------------------------.
| 1) Knock down the pillar in between the light pillar and Mirror 1. |
| 2) Turn Mirror 2 to the right one time. |
| 3) Turn Mirror 5 to the left one time. |
| 4) Knock down the pillar in between Mirror 4 and the elevator mirror. |
'-----------------------------------------------------------------------'
--> MIRROR PUZZLE 3
- If the chest in the middle of the room is opened, shoot a flash round at the
ground as the Bui kichwa surround the character.
- Two Bui kichwa will attack in the room with the impaled corpse inside the
north room, but there is really no reason to go in there other than to shoot
the BSAA emblem. Use a flash round or simply shoot them with a handgun or
machine gun.
-----------------------.
| * = light pillar |
| 1-5 = stone mirrors |
| o = elevator mirror |
'-----------------------'
|
|
5 ------------------------------------------------------------ 4
|
|
Skull Chest 3 | o
|
|
2 1 *
To avoid having to travel a great distance around the room, turn the following:
- Turn Mirror 1 to the right one time.
- Turn Mirror 2 to the right one time.
- Turn Mirror 5 to the right one time.
5 ------------------------------------------------------------ 4
| |
| |
Skull ---------------- Chest ------------------- 3 | o
| | |
| | |
2 ---------------------------------------------- 1 *
- Since snakes are so damaging, here is a vase/pot list along with the list of
snakes to look out for in the south room with the Idol (Gold) treasure. Below
is a diagram and list of the left side and right side of breakable objects:
(* take special note of pot 4 which container multiple snakes)
Idol (Gold)
V4 P3 _______ V5 V6
V2 V3 |_______| P4 V7
P2 V1 |_______| V8 V9
P1 |_______| P5
-------------------------------------------------------------------- SNAKE LIST
Vase (V1) - Inside the east room after the beam is reflected onto the skull.
--> Enemy: Snake
Pot (P2) - Inside the east room after the beam is reflected onto the skull.
--> Enemy: Snake
Pot (P4) - Inside the east room after the beam is reflected onto the skull.
--> Enemy: 3 Snakes
-------------------------------------------------------------------------------
Walk back out into the middle room with mirrors. Now, the mirrors must be
rotated so that the light beam hits the stone mirror on elevator down the north
hallway. Here is the setup the way it stands now. Remember that this is from
the viewpoint of the west side while facing the east platform with stairs.
5 ------------------------------------------------------------ 4
| |
| |
Skull ---------------- Chest ------------------- 3 | o
| | |
| | |
2 ---------------------------------------------- 1 *
- Turn Mirror 1 to the left one time.
5 ------------------------------------------------------------ 4
| |
| |
Skull Chest 3 | o
| |
| |
2 ---------------------------------------------- 1 *
|
|
- Turn Mirror 3 to the left one time.
- Turn Mirror 1 to the right one time.
5 ------------------------------------------------------------ 4
| |
| |
Skull Chest 3 ----------- | -------- o
| | |
| | |
2 ---------------------------------------------- 1 *
Turning Mirror 1 away and then turning it back will make it so that your
character is outside the beam while Mirror 3 shines toward the elevator mirror
once the beam is reflected.
- SUMMARY FOR THIRD PUZZLE ROOM:
----------------------------------------------------------------.
| 1) Turn Mirror 1 to the right one time. |
| 2) Turn Mirror 2 to the right one time. |
| 3) Turn Mirror 5 to the right one time. (opens treasure rooms) |
| 4) Turn Mirror 1 to the left one time. |
| 5) Turn Mirror 3 to the left one time. |
| 6) Turn Mirror 1 to the right one time. |
'----------------------------------------------------------------'
==================
Underground Garden
==================
- No items. Nothing. Walk ahead for a cutscene.
*******************************************************************************
Pro Mode - Chapter 5-1 [PM51]
*******************************************************************************
Recommended Weapons
Main Character:
_ Hydra shotgun (for close, single Licker Betas)
_ H&K MP5 machine gun (for quickly shattering frozen Licker Betas)
_ Grenade Launcher w/Nitrogen Rounds (for freezing Licker Beta groups)
_ 5 Proximity Bombs (for setting traps for Licker Betas)
_ 5 Hand Grenades (for tossing at groups of Licker Betas)
_ First Aid Sprays
AI Partner:
_ M93R handgun
_ Jail Breaker shotgun
==================
Underground Garden
==================
- Perform the usual item collecting then open the door on the other side of the
bridge.
======================
Progenitor Virus House
======================
The majority of this chapter segment merely serves as build-up for the
introduction of the Licker Betas, so players can easily zoom through the
beginning portion of this area.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On a crate covered with white cloth off to the right before
reaching the door at the end of the first corridor.
[ ] Green Herb - In the far northwest corner of the room with caged animals.
-------------------------------------------------------------------------------
--> FIRST FEW LICKER BETAS
- When the two Lickers attack on the southwest side of the room with caged
animals, blast each of them with a nitrogen round then use a shot from the MP5
to finish them off if the AI partner doesn't do it for your character. Don't
wait for them to group, shoot them individually. Lickers are extremely
aggressive on Pro and can take down a character very quickly.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Under the long counter in the control room that is down the
corridor and through the first door to the right shortly after the first
Licker Beta encounter.
-------------------------------------------------------------------------------
--> GROUPED LICKER BETAS
- Quietly move through the corridor with the glass panels and gently open the
door at the end of the hall. Place a proximity bomb in the middle portion of
the corridor with the locked door at the end. Kick down the door then run
ahead and place another proximity bomb in the middle of the corner up ahead
(near the right side of the corner, since they'll move around the right edge).
Move on down the corridor then press the button for the elevator.
Arm a hand grenade and stand back then watch from the end of the corridor.
When the explosion from the proximity bomb kills off a few, wait for them to
bunch up then toss a hand grenade. A direct hit will still kill off a group of
Licker Betas. Once the hand grenades are gone, shoot a nitrogen round at the
remainder then shatter them with the MP5 machine gun. Remember that the
characters can instantly use the elevator to leave the area once it opens.
There is no need to stay and fight.
=====================
Experimental Facility
=====================
Now, where the hell did all my ammo on the ammo rack go? Curse you, Takeuchi!
--> U-8 BOSS
Main Character:
_ PSG-1 rifle (for hitting U-8 in his leg weak spots)
_ VZ61 machine gun (for quickly defeating the insects U-8 releases)
_ 5 Hand Grenades (for the highly damaging "Toss in" command on U-8 when he is
stunned)
_ First Aid Sprays
AI Partner:
_ Any rifle except for S75 (for precise shots on leg weak spots)
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Along the center portion of the northwest side of the
platform.
[ ] Green Herb - Along the center portion of the east side of the platform.
-------------------------------------------------------------------------------
WARNING: Be sure to press the button command to dodge U-8's pincher attack
toward the end of the cutscene that introduces him.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-> COMMAND INPUT
Sequence: U-8 swings at Chris and Sheva with its right pincher arm.
Type: Two buttons
Command: Dodge
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
** ANTI-ROCKET LAUNCHER METHOD:
When the battle begins, be sure to move away from the area directly in front of
U-8. Staying away from his center portion is the main key to avoiding the
majority of his attacks.
ALWAYS run toward the opposite side that U-8 is moving to. If he is moving
toward the right side then run to the left. Dash right in front of him while
he moves along the platform while heading the opposite direction and he is
usually not going to take a swing at the characters since he will be too busy
moving in the current direction.
When he stops on the platform, stand at a distance and equip the PSG-1 then
blast at the center red portion of either of his side legs that hang along the
wall. When he falls onto the platform, rush over to his mouth and use the
"Toss in" command to toss a hand grenade into his mouth. Remember that your
character has to have a hand grenade in the current inventory to do this.
Keep up the same pattern of running, blasting with the PSG-1 and tossing
grenades into his mouth and he will fall shortly. When he releases insects
into the area, fire the VZ61 at the insects whenever they group around your
characters. The insects still drop plenty of ammo like in other modes. Their
hits take about as much off as a Majini attack in normal mode, so their attacks
will not put a character in instant dying status.
NOTE: If you're not good with precise aiming with a rifle, then try equipping
the AK-74 during the battle and blasting his leg weak spots with its damaging
rapid fire. It can be just as deadly.
** ROCKET LAUNCHER METHOD:
Take out the rocket launcher right when this fight starts then shoot U-8
directly in the mouth with a rocket to damage him. Make U-8 fall and expose
his mouth by shooting at the middle red portion of one of his legs with any
weapon then fire another rocket directly at his open mouth to kill him.
*******************************************************************************
Pro Mode - Chapter 5-2 [PM52]
*******************************************************************************
Recommended Weapons
Main Character:
_ Hydra shotgun (for close Base Majini)
_ H&K MP5 machine gun (for quick fire on Base Majini)
_ PSG-1 rifle (for distant Base Majini)
_ Grenade Launcher w/flash rounds (for blinding Base Majini and stunning the
Reaper)
_ Nitrogen rounds for the grenade launcher (for freezing Licker Betas and Base
Majini w/metal shields)
_ S&W M500 magnum (for the Reaper's chest weak point)
_ Bullet Proof Vest
_ First Aid Sprays
AI Partner:
_ Any rifle
_ Jail Breaker shotgun
_ Bullet Proof Vest
NOTE: No matter which rifle is chosen, the AI partner can help out quite a bit
with a rifle in this chapter. The Base Majini with machine guns will mainly be
aiming for the player, so the AI can get in some hits while the player
unknowingly draws their attention at times. The S75 really isn't a bad choice
because its shell ejection will keep the AI from spamming shots and the rifle
is the most powerful of the rifles when fully upgraded.
=====================
Experimental Facility
=====================
Simply exit the area by opening the door down the catwalk to the north.
=============
Power Station
=============
Base Majini machine gun fire takes down a character's health at an EXTREMELY
quick rate, which will result in dying status with a few bullets, so you need
to ALWAYS take cover when possible and move out to shoot them only when they
stop firing. Flash rounds from the grenade launcher work extremely well in
blinding them for a few seconds so your character can get a precise shot. A
rifle and a grenade launcher equipped with flash rounds is a really good weapon
combination to have for the next few chapters where Base Majini with machine
guns are present.
--> FIRST BASE MAJINI ROOM
- For the first few Base Majini, shoot a flash round toward the wall to the
side of the doorway up ahead then quickly get a headshot on one of them and
then take cover and defeat the rest. Take cover to the side of the door ahead
after the first wave is defeated then quickly shoot the Majini with the stun
rod as he exits through the back door and approaches the doorway in the center
of the area. Take cover then carefully shoot the other Base Majini in between
his machine gun fire.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On a covered crate through the doorway in the room with the
first group of Base Majini.
-------------------------------------------------------------------------------
--> SECOND BASE MAJINI ROOM
- If needed, use a flash round in the next area to stun the close Base Majini
then get a headshot on him with the rifle. The other Base Majini in the back
isn't as aggressive as the one in front, so carefully get a headshot on him
before moving further into the room. One more Base Majini with a machine gun
is behind a crate on the left side up ahead.
- As the Base Majini wave moves out of the back left doorway, quickly run back
to the entrance of the room then get behind the metal wall. Stand right beside
the corner across from the door so that the metal wall is to the left of the
characters then simply aim the Hydra shotgun and shoot any Base Majini that
move around the corner. They will ALL move around the corner eventually, even
the Base Majini with the machine guns.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Lying next to some tall crates in the corridor behind the
doorway in the back left portion of the room with the second Base Majini
group.
-------------------------------------------------------------------------------
</pre><pre id="faqspan-4">
- When collecting the red herb, look out for the Majini with the stun rod that
will hop down the broken set of stairs in the corridor.
--> THIRD BASE MAJINI ROOM
- Lure the Base Majini with the stun rod into the beginning corridor then shoot
him in the leg with a handgun or machine gun and run behind him then perform an
instant kill melee to keep him from becoming a Cephalo.
- Take cover near the doorway then wait for a break in the Base Majini's
gunfire then quickly go for a headshot. The Base Majini on the top level will
usually reload often, so simply shoot them in the head while they reload.
- The Majini near the metal crates at the top are so aggressive on Pro mode
that they will start to fire before your characters can even move up the
stairs. Move up either staircase very slowly then aim at a Base Majini on each
side near the crate and shoot them with the rifle. You'll have to move up both
stairs to do this. Don't move to the top!
- Move up either set of stairs then arm the machine gun and move behind (don't
use the cover command) one of the side walls at the top to avoid any machine
gun fire from the Base Majini with machine guns in the very back of the room.
Look toward the opposite side (left or right, not directly ahead) and fire at
the red explosive canister as the Majini with stun rods race around the walkway
on the other side. Run over to the opposite side wall then look toward the
opposite side and shoot the red canister as the Majini with stun rods try to
move out from that side as well. Wait for a break in gunfire from the Base
Majini on the west side of the room then run toward the set of crates and take
cover then shoot the explosive canisters behind them to finish all of them off
with a few shots.
=============================
Experimental Facility Passage
=============================
--> LICKER ROOM
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Directly across from the starting door in the area with the
Licker Betas.
-------------------------------------------------------------------------------
- A player can run by all the Licker Betas in the corridors up ahead but this
can be just as hard as fighting them. If you run by them run to the side of
each Licker when approaching one to avoid its attack. A Licker Beta will
almost always be preparing some sort of attack while a character steps by it.
- To kill the Licker Betas, move down the corridor and shoot each of them with
a nitrogen round then fire at them with the MP5 while they are frozen if they
don't break into pieces before then. Some of them will group up to where a
nitrogen round will freeze the entire group. Don't ever try to lure them
together since their attacks are too fast to allow them to linger in front of
your characters for too long. If they are in a group then take advantage of
that and aim in between them to freeze multiple Licker Betas. Very distant
Licker Betas can be easily shot and killed with the rifle; make sure that the
tongue impale will not hit your character though.
======================
Missile Area 1st Floor
======================
Look off the walkway and keep in mind the high walkway with the red canister in
the south.
--> CONVEYOR BELT AREA 1
- MAJOR TIP FOR THIS AREA: While standing near the ladder, face to the east
then take out a hand grenade and toss it down at the Majini with the metal mask
right below the ladder. Toss it so that it hits him and makes him explode in
the direct hit range. QUICKLY, while the hand grenade bounces, take out the
rifle and aim at the Majini on the bottom floor along the far east side then
shoot him in the head before he fully finishes yelling. This will cancel the
battle where the Base Majini attack below. Remember that you can restart and
try again from the top walkway.
(Just in case you activate them use the tips below.)
- Fall off the ladder then use the shotgun and rifle to shoot the Majini on
your current side. Look up on the high walkway to the west and shoot the red
explosive canister next to the Majini that tosses flash grenades.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - On a metal crate to the right after falling off the dropoff.
-------------------------------------------------------------------------------
- Hide behind the walls and take shots with the rifle whenever there is a break
in gunfire. If the Majini become too aggressive with their machine gun fire,
take out the grenade launcher with flash rounds and fire a flash round toward
the other side to stun them then shoot them with the rifle. Two can play at
this stunning game.
- Look to the east after moving ahead and find the Majini with grenades
strapped to his chest on the high walkway on the other side then shoot his
grenade strap with the rifle before he tosses pipe bombs toward your current
side.
- Move over toward the stack of tall crates along the east portion of the
opposite side then look up on the stairway to the north and shoot the Majini
that tosses pipe bombs from the front of the exit door up above to keep from
having to face off with him later.
--> CONVEYOR BELT AREA 2
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - After kicking down the door, step through the doorway and this
will be on a crate around the left corner.
-------------------------------------------------------------------------------
The most effective way to get through the second conveyor belt area with ease
is to arm a rifle and shoot the Majini up ahead the moment that they step into
view. Move SLOWLY along the conveyor belt and this part will be easy.
MAJOR TIP: Stand in the middle of the conveyor belt so that the characters are
standing on the metal ends of the two conveyor belts. This way, the characters
will not constantly move backwards while attempting to make precise shots.
This can make a BIG difference in the difficulty of this portion.
- Before getting off the walkway, arm the rifle and shoot the Majini on the
first overhead walkway and the Majini on the second overhead walkway in the
back.
TIP: The Majini with metal shields in this area can be instantly frozen by
shooting a nitrogen round at them. This is really not needed if the explosive
canisters are shot but it might come in handy for the final Majini with a metal
shield that moves up the set of stairs once the character reach the very end of
the conveyor belt.
- Before moving too far down the conveyor belt, look toward the furthest
walkway on the opposite end and shoot the explosive canister next to the Majini
with pipe bombs to kill him off quick. Move toward the middle portion, then,
when you see the slightest movement of enemies up ahead (Majini with metal
shields), aim toward them and shoot the explosive canisters along the sides of
them to kill off the Majini with metal shields.
- Look on the high walkway in the back before too long while moving ahead and
shoot the next Majini with pipe bombs then prepare to shoot the explosive
canisters on the conveyor belt ahead to defeat two more Majini with metal
shields that step onto the conveyor belt.
- Toward the end, watch as the two Majini with pipe bombs race out onto the
high walkway at the other end. QUICKLY shoot both of them with the rifle twice
to kill each of them off. Try to shoot them before they can toss a pipe bomb.
More Majini with metal shields will arrive shortly after the Majini with pipe
bombs, so prepare to shoot an explosive canister near them.
- The two final Majini with pipe bombs on the high walkway are the only real
hard part about this conveyor belt portion since their pipe bombs can travel
very far along the conveyor belt. When the battle music stops that doesn't
mean that everything is over with yet. Two more Majini with metal shields will
move up the stairs of the platform near the lever at the end, so stay on the
conveyor belt and allow them to step on then shoot an explosive canister near
them. Up close Hydra shots will stop them from attacking if you happen to get
off early, but you better keep shooting and find an opening somewhere.
--> AREA NEAR REAPER EGGS
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - On the long table with crates behind the area with the two
levers that the characters pull to activate the power to the lever back at
the conveyor belt with the test subjects on it.
-------------------------------------------------------------------------------
- Arm the grenade launcher and shoot the Reaper with two flash rounds when it
falls then shoot its chest weak point with one shot from a fully-powered S&W
M500 magnum. Come on, Come on!
==========================
Uroboros Research Facility
==========================
--> UROBOROS MKONO BOSS
Recommended Weapons
Main Character:
_ Grenade Launcher with flame rounds (for stunning Uroboros and damaging its
tentacle weak points)
_ First Aid Sprays
AI Partner:
_ S75 rifle (this mainly keeps the AI from spamming ammo and it will help out a
bunch in damaging Uroboros as well)
** ANTI-ROCKET LAUNCHER METHOD:
Bring three sets of flame rounds with your main character. On Pro mode, this
battle is all about spamming Uroboros with flame rounds. A character does not
even need to worry about using the flamethrower and going through the usual
method of taking off his arms to limit his attacks if flame rounds are used.
Simply stun him with a flame round then get right up on him while he is stunned
and shoot his tentacle weak points with flame rounds. One flame round will
damage his weak points extremely bad and about three shots can destroy each
one. The only bad part about using flame rounds is that a flame round will not
stun him long, so you're going to have to hit him with a flame round to stun
him, shoot a tentacle weak point about two times with precise aiming, hit him
with a flame round again, shoot him in a tentacle weak point and so on. When
you go to stun him, wait until he is about to attack to make sure that he is
fully recovered before shooting another flame round.
The aiming is sometimes hard to manage with a grenade launcher when trying to
hit a tentacle weak point with a flame round, but it is very much worth the
effort since a flame round will destroy each weak point very quickly. What can
be a difficult boss fight is nothing but a mere pebble in your path when flame
rounds are used on Uroboros Mkono.
Uroboros's physical attacks will all send a character into dying status. If he
sends his arm along the ground toward your character then be sure to use the
button prompt dodge command to avoid it or that attack will instantly kill the
targeted character. It will send that character into dying status and that
character will die before even recovering from the fall.
** ROCKET LAUNCHER METHOD:
Shoot Uroboros with the rocket launcher when he first appears on the screen.
--------------------------------------------------------------------- ITEM LIST
[ ] First Aid Spray - On the floor to the right of the chair in the west
portion of the room.
[ ] First Aid Spay - Inside a glass case on the middle shelf on the northeast
side of the room. The glass MUST be broken first in order to collect this
item.
[ ] Green Herb - Inside an open glass case on the bottom portion of the
northeast side of the room.
-------------------------------------------------------------------------------
*******************************************************************************
Pro Mode - Chapter 5-3 [PM53]
*******************************************************************************
Recommended Weapons
Main Character:
_ Hydra shotgun (for close Base Majini)
_ H&K MP5 machine gun (for quick fire on Base Majini)
_ PSG-1 rifle (for distant Base Majini)
_ Grenade Launcher w/flash rounds (for blinding Base Majini and stunning
Reapers)
_ Nitrogen rounds for the grenade launcher (for freezing Licker Betas)
_ S&W M500 magnum (for the Reaper's chest weak point)
_ Bullet Proof Vest
_ First Aid Sprays
AI Partner:
_ Any rifle
_ Jail Breaker shotgun
_ Proximity Bombs (request from partner later)
_ Bullet Proof Vest
==========================
Uroboros Research Facility
==========================
No enemies or threats here, so collect the items in the control room, shoot the
BSAA emblem for kicks and exit out to the Missile Area.
======================
Missile Area 2nd Floor
======================
- Shoot the Majini with machine guns as they first appear while your characters
are on the north side of the catwalk. Your characters won't even need to take
cover if you aim toward them the moment they appear then shoot them. Shoot
them before breaking the tall crates off to the right when first stepping onto
the catwalk to kill them early.
- Try to shoot many of the Majini that race out of the room on the south
catwalk quickly. Get behind the wall and shoot the stun rod Majini as they
appear on the side of the west gap. Don't even let them hop over to your side
before killing them with the rifle.
- For the Reapers, shoot them with two flash rounds to make them expose their
chest weak points then simply aim and shoot the weak point with the S&W M500
magnum to finish them off with one shot if it is fully powered. Even on
Professional mode, the Reapers appearances in this area are based on chance.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - On the shelf in the room with the PSG-1 rifle in the metal case.
-------------------------------------------------------------------------------
- Use the rifle to shoot the Big Man Majini and the Majini with pipe bombs on
the lift as it approaches. Make sure that your main character moves across the
lift instead of the AI partner.
- While moving across the lift, immediately take out the rifle and shoot the
Majini with the machine gun that appears on the west walkway. There is no
cover here, so shoot him fast! Instead of aiming for the legs of the Majini
with metal shields on the other side, shoot them both with nitrogen rounds then
finish them off with a melee. They will both turn into Cephalos if they are
finished off normally.
- Hide behind the cover wall on the other side of the lift and shoot the rocket
launcher Majini like normal. This part really isn't that much harder than any
other mode considering a rocket launcher hit has always caused an instant dying
status anyway. Use flash rounds to defeat the rocket launcher Majini that turn
into Cephalos.
- Stand near the lift then look through the windows of the office with the
rifle and shoot the Majini with the rocket launcher inside to keep from having
to shoot him later; aim for his shoulders since he will have metal mask on.
When approaching the office, make the AI partner open the door to the office by
shouting the "Go" command then quickly fire a nitrogen round at the three
Majini inside the office to freeze them all. Shatter them with weapon fire
then continue on.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Inside the office room, on the left side of the controls while
facing them.
-------------------------------------------------------------------------------
===============
Moving Platform
===============
Be sure to stay moving the entire while the platform rises for this segment.
There is little cover and the character cannot afford to get hit by the machine
gun fire that much at all. When aiming at a Majini with the rifle, go for a
quick shot then move again. Don't stand still for long.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - In the corner directly ahead while starting in the corridor
that leads to the moving platform.
-------------------------------------------------------------------------------
- Right after pulling the lever to start the platform's ascent, rush behind the
center portion of the platform to take cover from the gunfire of the Majini
that rush out from the west catwalk that the characters just got off of.
- Quickly shoot the Majini on the east walkway when he rushes out to grab the
lever. The lift is constantly rotating but the characters can still get hit
with machine gun fire rather easily, so shoot him quickly then step behind the
middle portion of the platform or run to the side.
- A Majini on a north platform will begin to fire down at the characters
shortly, so move behind the south end of the platform to avoid his gunfire.
- When the lift stops for the second time, quickly run to the southwest side
and shoot the Majini that holds the lever.
- Stand on the north side of the center portion of the platform as it ascends
to the very top so that your characters are on the opposite side of the stairs
as the platform moves up to them. Allow the Majini with machine guns to move
along the stairs then take out the rifle and step out to the side then blast
them one by one. Shoot them all quickly since the middle portion of the
platform does not provide full cover and they are slightly more persistent in
trying to shoot your characters this time.
If this part gives you problems then try finding the stairway up above as the
lift rises and you'll see the Majini through the catwalk as they rush toward
the stairs. They are all grouped. Fire a nitrogen round at them to hit the
whole crowd. It's possible to freeze them then shoot them with an explosive
round very quickly to shatter them. If you don't have an explosive round then
shoot them with the Hydra shotgun while aiming up at their frozen bodies to
shatter them. Both methods work rather well.
=====================
Monarch Room Entrance
=====================
Recommended Weapons
Main Character:
_ Grenade Launcher with nitrogen rounds (for freezing Licker Betas)
_ H&K MP5 machine gun (for shattering frozen Licker Betas)
_ Proximity Bombs (for placing along catwalk bridge)
_ 5 Hand Grenades (for big groups of Licker Betas)
_ First Aid Sprays
AI Partner:
_ S75 rifle (this mainly keeps the AI from spamming ammo and it will help out a
bunch in damaging the Lickers as well)
- Shoot the first two Licker Betas along the catwalk with a nitrogen round then
shatter each of their frozen bodies with the MP5 machine gun. Along the way to
the other side of the high walkway, you'll need to shoot another Licker Beta
with a nitrogen round as it climbs up the right side of the walkway.
- Place a proximity bomb directly after shooting the Licker that is on the
walkway near the bridge (back up a bit and place it). Place another proximity
bomb a little ways past the center of the north walkway and place another along
the catwalk bridge with the crate at the end. Place another on the catwalk
bridge right before pushing the crate. Run to the end and begin to push the
crate. Count the proximity bombs as they go off then turn and face the Licker
Beta group behind your character and fire a nitrogen round at them then finish
off the frozen Lickers with the MP5. A player could also toss a few hand
grenades at them from time to time instead of using up the nitrogen rounds.
-------------------------------- CO-OP TIP ----------------------------------.
| During a Co-op game, the player that stays on the bottom floor can equip a |
| grenade launcher with nitrogen rounds then fire at the Lickers as they move |
| up the wall to the high walkway. Freeze them while they climb then take |
| take out a machine gun and shatter them with gunfire. The partner can also |
| fire nitrogen rounds up onto the catwalk and shatter the Lickers with a |
| machine gun by shooting through the grated floor. |
'-----------------------------------------------------------------------------'
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On the rooftop of the building. This is to the right when
dropping from the catwalk bridge after pushing the crate.
[ ] First Aid Spray - Inside the middle locker after dropping into the
building.
-------------------------------------------------------------------------------
--> JILL AND WESKER BOSS [JWPRO]
Recommended Weapons
Main Character:
_ Grenade Launcher with flash rounds (for stopping Wesker's attacks)
_ Flash Grenades (for possibly stopping Jill's attacks)
_ S&W M500 or S&W M29 magnum (for shooting Wesker)
_ First Aid Sprays
AI Partner:
_ Nothing
This battle requires a lot of strategizing and thought while being played on
Pro mode. Jill is the main problem with this portion of the battle. Her
machine guns will instantly kill a character most of the time if she aims and
fires at the character. Don't equip the AI partner with any sort of weapon or
else that character will be more inclined to go after Jill during this battle.
You do NOT want that to happen.
This battle also requires luck to some degree because Jill can sometimes
interrupt your plans. Be ready to pause the game hit and select restart if the
AI partner or your character is ever knocked into dying status.
Once again, this description is ALL based on single player. The fight would be
much easier with a human partner, but single player is the core concept of this
Pro mode walkthrough. If you want to get through the battle easily then scroll
on down to the rocket launcher method.
- Getting past the door
Have a grenade launcher with flash rounds equipped as you current weapon or
equip it very quickly at the beginning of this battle; it's really good to have
the grenade launcher with flash rounds equipped after the cutscene where Wesker
kicks your character through the door. Naturally, you'll want to run toward
the door to the right and examine it so that the cutscene where Wesker will
kick your main character through the door will play to end the middle room
battle, but on Pro mode, Jill can end your little cutscene exploit while you
attempt it.
Right when the battle begins, run toward Jill's left side then circle to her
backside and allow her to turn. When she turns (or begins to turn), run toward
the door. You're basically running around her clockwise. This will make it to
where she will not fire her machine gun while your character heads toward the
door.
The door cannot be examined while Wesker talks, so you'll always have those few
seconds open to attack. There is no way to cancel his words. He will even
talk while dodging an attack. Check the door when you can to cancel the battle
in the middle room. Try to make sure that your AI partner is not directly
behind your main character.
- On the other side of the door
Wesker will be in the doorway and your main character will be in the corner on
the other side of the door as the battle resumes. If you're AI partner was not
directly behind your main character when the cutscene was triggered then you AI
partner should be far enough away from Wesker to avoid his attack if he attacks
the partner. If your AI partner was right behind your character when the
cutscen was triggered then that character will be right next to the open door
while standing near Wesker. Wesker will perform one of the following actions
while standing next to the partner:
a) Walk away from the partner and head toward your main character
b) Fire his handgun at your main character
c) Dash toward your character
d) Jump and kick your AI partner immediately
Wesker's attacks are nearly immediate after the cutscene, so, if your partner
was right next to him when the last cutscene ended then you'll have to have a
grenade launcher with flash rounds equipped DIRECTLY AFTER THE CUTSCENE and
fire a flash round as soon as the battle resumes. Your character will aim at
the wall and fire. A flash round is fast enough to keep him from hitting the
AI partner. If this technique is not used, then Wesker might hit your AI
partner and send that character into dying status. Wesker will block the door
and your character won't be able to reach the AI partner if Wesker kicks the
partner.
Using the fast equip to equip the grenade launcher as the battle resumes will
make the flash round shot too slow to interrupt Wesker and a flash grenade
takes too long as well. Once the flash round is shot, Wesker will instantly
stop whatever he is doing then immediately dash toward your character, so
quickly run up the stairs and the AI partner will your main character. If the
AI partner was far enough way and a flash round was not fired then that
character will follow the main character up the stairs then also. The battle
will go on as normal now
** ANTI-ROCKET LAUNCHER METHOD
- Stay out of Jill's way
The absolute most important part of the rest of this battle is to stay away
from Jill. If she is even on the screen and your character is not taking cover
then you run a high risk of getting hit with her machine guns. The bulletproof
vest will help out a bit in absorbing some of the damage from the machine guns
but Jill is still very dangerous to be on the screen with. In single player,
restraining her yourself will do nothing since the AI partner will not join in
and throw her.
One thing you DO NOT want the AI partner to do is to go after Jill. Having the
AI partner run about its usual course of trying to restrain and knock out Jill
is extremely risky and basically a death sentence for that character since Jill
will almost always eventually fire her machine guns at that character. Make
sure that the partner is right behind your character or on the other side away
from Jill!
- Hitting Wesker the first time
NOTE: Remember that if your character misses any of the shots below then, if
you're quick enough, your character can wait until Wesker moves right toward
the character (directly in front of him an starting up the animation for an
attack) then quickly shoot Wesker right as he performs an attack (his kick) and
stun him with that shot. Shoot him again to set him up for a melee combo.
Run up the stairs and stop at the top of the second staircase. Take out the
magnum and aim down toward the corner.
________
| |
|___||___|
|___||___|
|___||___|
|___|
| <-- stand here
| |
Wait for Wesker to move by the corner and blast him twice. He should have lost
sight of your character and should be open to attack. After firing at Wesker,
run up to him and perform a melee combo.
CHRIS MELEE COMBO
Commands = Left Hook - Right Hook - Body Blow - Heavy Blow - Finishing Combo
-----------------------------------------------------------------------------.
| BUTTONS | Action | Action | Assist | Run | Action + Run |
| PS3 | [] | [] | O | X | [] + X |
| X360 | X | X | B | A | X + A |
'-----------------------------------------------------------------------------'
* The "Left Hook" command starts the combination and the rest of the commands
are timed presses.
SHEVA MELEE COMBO
Commands = Reverse - High Kick - Front - Knee - Double Heel
Kick Kick Strike Hop
-----------------------------------------------------------------------------.
| BUTTONS | Action | Action | Assist | Run | Action + Run |
| PS3 | [] | [] | O | X | [] + X |
| X360 | X | X | B | A | X + A |
'-----------------------------------------------------------------------------'
* The "Reverse Kick" command starts the combination and the rest of the
commands are timed presses.
Directly after the melee combo, turn and run down the hall to the north. Run
behind the first turn to the left then stand near the wall and wait for Wesker
to move around the corner.
| |
| |________
| |
|________<-- stand here
| |
| |
| |
| |
Shoot Wesker as he rounds the corner then run up and perform a melee attack to
him. He might stay in the hall for a bit while attempting to find your
character. DO NOT enter the east hall again though because Jill should be in
that hall right about now. The melee combo that your character performs to
Wesker will keep that character invincible from Jill's machine gun fire. If
Jill tries to round the corner then keep aiming and she will back flip every
time since your character will be aiming at her.
Wesker might fall and retreat right here, but if he does not run off then run
further down the hall to the west. You're going to have run toward the next
turn to the left outside of the northwest room and wait for Wesker there.
_____________________________
| |
___________ |________
| | stand | |
| _______<-- here |__________ |
| | | |_______
| | |
| | |___________
This is really one of your final chances to take down Wesker because Jill will
have more open area to move around and the AI partner will choose to go after
Jill shortly after the AI partner enters the northwest room. Wesker will move
by the corner marked above rather quickly since he will not have a corner to
turn, so don't aim the magnum directly toward the corner area. Aim it a little
to the left since Wesker will move rather fast. He should fall within the
first shot from either the M500 or M29 magnum if your character has already
shot him four times and performed a melee twice on him.
** ROCKET LAUNCHER METHOD
In order to use the rocket launcher on Wesker, you'll have to perform all the
steps listed above in relation to getting through the door. After you're
through the door, run north along the east hall until your characters reaches
the first turn to the left. Move down that hall then equip the rocket launcher
and stand then aim at the corner that Wesker will move around while following
your character.
Wesker will lose sight of your character halfway down the east hall, so blast
him with the rocket launcher when he moves around the corner then shoot the
rocket with a gun while he holds it. Once again, you'll have to shoot the
rocket with a weapon just like in the chapter 6-3 boss fight with Wesker. It's
possible to shoot him from the top of the staircase as labeled in the Anti-
rocket launcher method, but that shot can be risky, since he sometimes doesn't
lose sight of your character while moving up the stairs.
--------------------------------------------------------------------- ITEM LIST
- MIDDLE ROOM
[ ] Green Herb - To the right of the west staircase.
[ ] Green Herb - To the left of the west staircase.
- SECOND FLOOR
[ ] Red Herb - West side of hall, near middle, in a corner.
[ ] Red Herb - On west balcony, southwest end.
-------------------------------------------------------------------------------
--> JILL BOSS
Recommended Weapons
Main Character:
_ Grenade Launcher with flash rounds (for a quick stun on Jill)
_ Flash Grenades (for a quick stun on Jill [flash rounds are more instant])
_ Any handgun (for shooting the device on Jill's chest)
_ First Aid Sprays
AI Partner:
_ Any handgun (for shooting the device on Jill's chest)
** ANTI-ROCKET LAUNCHER METHOD:
So long as your main character brings along a grenade launcher with flash
rounds or some flash grenades (flash rounds are better), the battle with Jill
alone is a piece of cake. The Entreat command with Chris is basically useless
at this point.
At the beginning of the battle, immediately move down either set of stairs.
Wait for Jill to flip to the middle of the room then aim down toward the floor
in front of her then fire a flash round. The flash round will stun her and
allow the AI partner to grab her from behind.
Approach the restrained Jill and fire at her chest device with a handgun. Any
single fire handgun will do. All weapons take the same amount of damage from
the device. Either perform 7 shots with handgun or 7 shots with magnum then
tear off her device from a ground tear action command. Which will you choose?
Right after shooting the device each time, approach Jill from the front to get
the "Throw" command while in front of her. Toss her to the ground. She won't
allow a player to do it the first few times, but every other time except for
the first few times that she is tossed the floor, a player can get a "Tear Off"
command while standing over her, so a player can activate that command while
standing next to her grounded body after a few knockdowns to the floor.
DO NOT attempt the "Tear Off" command. Jill will escape the hold and counter
with a punch to which your character will have to dodge with a button prompt
command. The command will cycle randomly between the action and run button so
be prepared to press either. Because of the random button command cycling, you
really need to skip the "Tear Off" command altogether and just go for gun shots
while she is retrained instead. If Jill hits a character, then that character
is dead right then and there. The recovery animation last too long for a
resuscitation on Pro mode, so a partner can't do a thing once a character is
hit by Jill's counter punch. It's not like your chances for device shots are
that limited anyway since she can be easily restunned with flash rounds. Knife
slash or shoot Jill with a low powered machine gun to make her get up quicker.
The battle is really simple if flash rounds or flash grenades are used. Simply
shoot or toss a flash explosive near her then allow the AI partner to grab her.
If the AI partner does not restrain her, then try to get behind Jill yourself
and restrain her so that the AI partner will shoot Jill's device. Restun her
with a flash round after she gets up from being stunned then repeat the process
of retraining her then shooting her device. While standing in front of Jill as
she gets up, you can sometimes make it to where Jill stands up with the AI
partner behind her and the AI partner will automatically restrain her, saving
you the trouble of using a flash round!
Always shoot the device when you're able to since that will take more damage
from it. The only time a player will want to perform a "Tear Off" command is
when Jill is grounded after a throw since her device can't be hit with gunfire
at that time.
If Jill ever manages to run to the second floor, simply step under the floor
and wait for her to move back down. Cancel all of her machine gun attacks with
a flash round or flash grenade. Without the use of flash explosives, the AI
partner will continue to follow Jill and Jill will eventually hit the AI
partner. This battle is extremely hard while only using the Entreat command
and attempting to grab Jill randomly.
** ROCKET LAUNCHER METHOD:
The rocket launcher seems to take off just as much damage as any other weapon
when shot at the device. You'll need to use the anti-rocket launcher method
this time or bring about 7 rocket launchers with your character. Perhaps I
would recommend the infinite rocket launcher in this case. Go ahead, you may
use it. Now hold Jill carefully Sheva and let Chris blast that mean ole'
device with a rocket. Those target practice sessions with Forrest Speyer will
finally pay off!
-- Extra Strategies for Jill fight:
Method 1:
While fighting Jill, arm the grenade launcher with flash rounds and shoot a
flash round near her to stun her in place from the beginning. Have the AI
partner equipped with a handgun then get behind Jill while she is stunned then
restrain Jill yourself so the AI partner can shoot. Face Jill's legs as she
gets up and she should rise with her back to your character, so spam the action
button to restrain her. Try to restrain her then the AI partner will help out
by shooting her chest device. Allow Jill to lie on the ground and don't
perform a ground tear. All the rest of the restrains should be performed in
the same way but your character will have to face her head after the second
shot in order for her back to be facing your character once she gets up.
Simply face her head and tap the action button as she gets up to restrain her
so the AI partner will shoot her chest device.
Entreat her if you must, but restrains should work fine as long as your main
character faces her head portion. Keep this pattern up until her chest device
has been shot 6 times then perform a ground tear to tear it off and end the
battle. Ground tears prior to six shots will only screw up the process of
entreating and restraining her. It doesn't really make it any quicker by
performing a ground tear and you'll have to chase after Jill more after dodging
her counter attack since your character will roll away from her during the
dodge. Knife slash Jill or shoot her once with a low powered machine gun to
make her get up faster.
NOTE: In order to avoid using flash rounds at all, move down the left staircase
right as the battle starts and tap the action button to quickly entreat Jill
while playing as Chris and she will stagger as she runs directly ahead to where
she can be easily restrained. This command will only appear for a slight
second if you're extremely fast in moving down the left set of stairs.
The key part to getting through this battle quickly is to know which way she
will turn after each knockdown so your character can quickly restrain her.
Face her legs after shooting the device and throwing her down once then face
her head after shooting the device for the second time and tossing her down.
Always face her head for any throw after two shots. Don't let the AI partner
attempt to retrain her since the AI partner will only end up annoying the hell
out of the player with random throws from her front side instead of restrains
from behind.
Method 2:
A player can actually still use the Entreat command while fighting Jill on Pro,
but you'll need to make sure that Jill is trying to attack your character. Her
attacks can be easily sidestepped while using Type B or D controls. Simply
step around her attacks then Entreat her while dodging. The problem here is
that she will sometimes go after the AI partner however.
Method 3:
http://www.youtube.com/watch?v=ik_xWOejbOs
The player in the next video we have here is quickly restraining Jill at the
beginning of the battle and allowing the AI partner to shoot the device then
throw here. The AI partner is armed with a handgun. The player is moving
forward just a bit after the AI partner throws Jill so that the AI partner
moves behind Jill.
The player uses a flash round to stun Jill so that the AI partner will grab
her. Directly after each shot to the device the player shoots another flash
round at Jill to both stun her and keep the AI partner in place. The AI
partner responds with an automatic restraint after the blinding flash each time
since the AI partner doesn't have time to move. This method works with both
characters.
The device only takes 6 shots, so it can be torn off after the sixth shot after
the AI partner tosses Jill to the floor. This method actually works extremely
well and is easy to do and it will definitely help for a better overall time
with the Jill battle.
Method 4:
http://www.youtube.com/watch?v=k4DPhPyL4Bo
As you can see, the player in the video above is running down the left set of
stairs right as the battle with Jill begins. If you watch closely, a quick
"Entreat" command appears since he is meeting Jill right when he reaches the
bottom of the stairs. The player is quickly Entreating Jill before she runs
by. The Entreat stuns Jill right when she stops.
The player shoots the device while Jill is stunned then quickly shoots her in
the chest to stagger her. The player quickly shoots the device and then the
chest multiple times, one right after the other, to damage the device then
stagger her with another shot. The VZ61 machine gun that is used does little
damage for each body shot so it won't kill Jill. The staggering shots are also
keeping the AI partner from grabbing Jill. Notice how the AI partner only
grabs Jill once the shots have ceased. This method can be very hard and the
beginning Entreat is luck based since Jill will sometimes not run directly
ahead as the battle starts.
*******************************************************************************
Pro Mode - Chapter 6-1 [PM61]
*******************************************************************************
Recommended Weapons
Main Character:
_ Hydra shotgun (for close Base Majini)
_ H&K MP5 machine gun (for quick fire on Base Majini)
_ PSG-1 rifle (for distant Base Majini)
_ Grenade Launcher w/flash rounds (for blinding Base Majini and killing plagas
Adjules)
_ S&W M500 magnum (for Gatling Gun Majini [Hydra can suffice])
_ First Aid Sprays
AI Partner:
_ Any rifle
_ Jail Breaker shotgun
_ Proximity Bombs (request from partner later)
=========
Ship Deck
=========
- Take out the PSG-1 rifle then look up on the tower to the northeast and shoot
the Majini armed with pipe bombs on the second platform from the top. One of
the stun rod Majini can be seen on the top platform as well, so shoot him too.
Stand at the south end of the walkway below the ladder that the characters drop
from and use the rifle to shoot the Majini with stun rods before they get close
to your characters.
- Climb the ladders to reach the very top of the tower then take out the PSG-1
rifle and look on top of the crane tower to the southwest then shoot the Majini
across from the lever to cancel the cage drop later in the level, which will
make this level so much easier!
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Use the ladder behind the tower to climb up to the north
walkway on the ship then collect this from near the side railing to the
left.
-------------------------------------------------------------------------------
- Move up the staircase on the north side with your character's back turned
(walk backwards up the stairs) then quickly blast the Adjules with the Hydra
shotgun whenever they jump out of the metal container. Return to the bottom of
the stairs then turn and shoot the other Majini that move down the stairs. Be
sure to use the Hydra shotgun to shoot the Majini that move down the stairs
since they will be rather close. One of them will change into a Cephalo, so
take out the grenade launcher with flash rounds and shoot it.
- Don't move down the second set of stairs but instead take out the rifle and
look to the left below the stairs to spot the Big Man Majini lying in wait.
Shoot him from the top of the stairs and kill him before moving down the
stairs.
- One of the Adjules up ahead will arrive with his plagas exposed so shoot a
flash round toward both of them then take out the Hydra shotgun and finish off
the other Adjule and the Majini. When the single Majini appears further ahead,
shoot him in the leg with a handgun or machine gun then rush behind and perform
an instant kill melee attack to keep him from changing into a Duvalia. A
character could simply shoot a flash round toward him if he changes.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Lying in a space below a crate shortly after turning to the left
after the Big Man Majini encounter.
[ ] First Aid Spray - Lying near two breakable tall crates in the area where
the cage trap would normally drop.
[ ] Green Herb - Lying near some sandbags off to the left after climbing the
ladder near the first aid spray pickup.
-------------------------------------------------------------------------------
- Use the Hydra shotgun to easily deal with the two Big Man Majini near the
lifts. Be sure to rush toward the area where your AI partner gets off of the
lift. It doesn't really matter which route your character takes, but quickly
meet up with the AI partner in case the Adjules hit that character.
- If you want to grab the gold in the safe to the north, have the grenade
launcher with flash rounds ready before pressing the button to the lift in the
north then shoot the plagas Adjule from the other side after the lift moves up
to easily defeat him.
=========
Ship Hold
=========
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - In the first room, this is on a shelf to the left before
moving down the stairs.
[ ] Green Herb - On a shelf on the west side of the room where the characters
meet Excella. This is off to the left near the exit door.
-------------------------------------------------------------------------------
--> ROOM WITH MAJINI LOOKOUTS
Be sure to request all weapons from the AI partner before entering this room.
Stand on the walkway and shoot the following Majini lookouts in the order
displayed below so your characters can avoid all the Majini that would normally
attack in the room below:
a) The Majini on the walkway directly across from the door.
b) The Majini on the high walkway across from the walkway (look up and to the
south).
c) The Majini behind the crates below (left).
d) The Majini behind the crates below (right).
e) The Majini around the side of the walkway to the east. He's behind the
cover wall. MAKE SURE to take cover behind the wall near him and then pop
out and shoot him in the head. Otherwise, he might notice your characters
if a character simply steps out from behind the wall.
f) The Majini that climbs up the ladder from below while the characters are on
the east walkway.
Shoot all of the above Majini and the alarm will not go off and your characters
can easily make it through the room below.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Next to a crate on the first floor on the south side. It's
near some oil canisters.
-------------------------------------------------------------------------------
- Arm the Hydra shotgun and shoot all the Majini with machine guns in the
tunnel that leads to the other side of the ship hold. Shoot them quickly when
they first notice your characters to avoid having them fire their machine guns
if they carry one. Perform an instant kill melee on the Majini that drops from
the ladder at the end of the tunnel to keep him from becoming a Duvalia or
simply kill him normally and shoot a flash round.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - In between the crates off to the right after climbing the ladder
that leads out of the tunnel.
[ ] Green Herb - On the second floor walkway to the north in the area where the
characters battle the Gatling Gun Majini.
[ ] Green Herb - On the bottom floor in the area where the characters fight the
Gatling Gun Majini. This is on a crate along the north side of the room.
-------------------------------------------------------------------------------
--> GATLING GUN MAJINI BOSS
** ANTI ROCKET LAUNCHER METHOD:
Hide behind a cover point on the center set of crates and wait for the Gatling
Gun Majini to move down the stairs. If he shoots toward the AI partner, rush
at him with your character. Hit him with a Hydra shotgun blast from up close
then run up and melee him as he slides back. Shoot him again with the Hydra
from close range then run up a melee. Keep pushing him back with constant
shotgun blasts and melees and he will fall very quickly.
The characters can also drop back into the tunnel and plant proximity bombs
along the tunnel then shoot him with the magnum whenever he is stunned from an
explosion. With how narrow the tunnel is, he has to walk over each proximity
bomb, so simply lay them out and hide behind a wall then jump out and fire the
magnum at him while he is stunned.
** ROCKET LAUNCHER METHOD:
Point the rocket launcher at him when the battle begins and fire. Yawn.
--> ROCKET LAUNCHER MAJINI AREA
This area is not any different than playing it on any other mode since the
rocket hits are always instant dying status anyway. Hide behind the crates and
shoot the Majini with rocket launchers when there is a break in their rocket
launcher fire. Two of them are on the walkway across from the characters (left
and right sides) and one of them is on the floor in between the two walkways.
Try to shoot one of the rocket launcher Majini on the walkway from the
beginning in order to stagger him and this will keep two rockets from
destroying the first two crates. Kill the wounded rocket launcher Majini off
after taking cover from the first rocket. Shoot the one below with a headshot
and then finally shoot the other one on the walkway.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - On a covered crate off to the right at the starting of the
room with the rocket launcher Majini.</pre><pre id="faqspan-5">
-------------------------------------------------------------------------------
*******************************************************************************
Pro Mode - Chapter 6-2 [PM62]
*******************************************************************************
Recommended Weapons
Main Character:
_ Hydra shotgun (for close Base Majini)
_ H&K MP5 machine gun (for quick fire on Base Majini)
_ First Aid Sprays
AI Partner:
_ Any rifle
_ Jail Breaker shotgun
=========
Main Deck
=========
The button taps during the cutscene are the only threats to survival here. The
following list the commands for the second cutscene:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-> COMMAND INPUT 1
Sequence: The Uroboros tentacle quickly moves toward the characters as they
move up the stairs to the walkway above and it tries to smash them
against the wall as they attempt to jump to the right.
Type: Single button pres/Slightly rapid button press
Command: Dodge
-> COMMAND INPUT 2
Sequence: The tentacle continues to follow the characters as they run along the
walkway then it tries to slap them as the characters attempt to jump
and roll.
Type: Single button press/Slightly rapid button press
Command: Dodge
-> COMMAND INPUT 3
Sequence: The characters recover from the roll and the tentacle rakes across
the top portion of the walkway but the characters jump and roll out
of the way again.
Type: Single button press/Slightly rapid button press
Command: Dodge
-> COMMAND INPUT 4
Sequence: The characters look up to see a tentacle and quickly jump out of the
way of the tentacle as it tries to smash them almost directly after
they roll from the last tentacle strike.
Type: Single button press/Slightly rapid button press
Command: Dodge
-> COMMAND INPUT 5
Sequence: The characters rush to the end of the walkway and one of them climbs
a crate then that character turns to pull the other one up as a
tentacle heads for them to smash them against the crate.
Type: Two button press
Command: Climb over
-> COMMAND INPUT 6
Sequence: The characters run past the crate as the tentacle continues to
follow. The tentacle races up the stairs after them and tries to
smash them against the middle portion of the stairs from overhead as
they attempt to jump away from it.
Type: Rapid button press (much more extended than the last few)
Command: Run
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
======
Bridge
======
Be sure to watch for all the overhead tentacles along the way:
- Before reaching the first green herb
- While approaching the dead Majini body in the hall outside the room with the
Chalice (Gold) treasure
- Right before reaching the stairs outside the room with the dead Majini body
inside
They all still require an action button press in order to dodge them, even on
Pro mode. They won't send a character into dying status with the first hit but
they take quite a bit of damage.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - In the corner of the first hall before turning left to enter
the room down the hall. A tentacle will try to grab the characters before
reaching this.
[ ] Green Herb - On a table in the room with the second Chalice (Gold)
treasure. This is in the room to the left after moving up the stairs.
-------------------------------------------------------------------------------
- Once the characters move up the stairs, arm a machine gun then aim down and
shoot the first Majini that lies in the hall ahead to make him get up. Kill
him off then shoot at the Majini to the right down the hall to the left and he
will get up along with a few others. Blast them all with your weapon of choice
then get ready to kill off a fully armored Majini.
Use a flash round to stun him if he dashes or blast the armored Majini with
Hydra shotgun to push him back. He will change into a Duvalia if he isn't
killed with an instant kill melee from behind. You'll have to aim down at his
feet in order to get a leg stun on him. Shoot a flash round at the Duvalia if
the Majini changes into one.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - Behind the top floor control panel in the control room where the
Uroboros can viewed through the window. Move up either set of stairs to
reach it.
-------------------------------------------------------------------------------
--> UROBOROS AHERI BOSS
Recommended Weapons
Main Character:
_ Grenade Launcher with flame rounds (for killing Uroboros blobs and damaging
the core of the Uroboros)
_ Flame Rounds (load your inventory with tons of flame round ammo)
AI Partner:
_ S75 rifle (for shooting the tentacles to weaken them)
_ First Aid Sprays
** ANTI ROCKET LAUNCHER METHOD:
- Making the most of the inventory
Have the AI partner's inventory filled with nothing but the S75 rifle, rifle
ammo and have all the rest as healing items. Your character should have the
grenade launcher and tons of flame rounds. The AI partner should do the
healing this time since you're main character is going to be very busy!
Throughout this battle, pick a back corner on the bottom floor and DO NOT move
from that corner. You want both characters to stay together. The AI partner
will heal your character very well since the AI character will stay in the
corner with your character providing an almost instant Resuscitation or heal
when needed.
Flame Rounds are absolutely essential to have in this battle because of the
Uroboros blobs. The Uroboros blobs and the command dodging are some of the
hardest factors to overcome in this battle on Pro mode but if you have the
right equipment setup a shown above then the battle isn't that bad at all, but
you still have to be very careful.
With the S75 rifle, the AI partner will help out greatly for this battle since
that character will be firing with a very damaging weapon if fully powered at
that character won't be able to waste too much ammo because of the constant
bullet ejection. Thanks to the S75's high capacity, only one extra slot of
rifle ammo is really needed to help out for this battle. The AI partner has
some real good pinpoint aiming for hitting the tentacles also!
- Revealing the core for the fist time
At the start of the battle, equip the grenade launcher. You can actually point
toward the left side and shoot one of the glowing tentacles rather easily with
a flame round to damage it badly. Run over to the LTD laser portion in the
middle of the area and pick up the LTD with your main character. Run over to a
corner and put your back to it. Find a darkened tentacle among the two
tentacles then aim at it and fire.
Directly after firing, drop the LTD and allow it to recharge then fire flame
rounds at the Uroboros blobs that will land on the platform. One flame round
can finish off a whole group. These enemies will appear after each tentacle is
damaged badly or destroyed. They're attacks will not send a character into
dying status right off, but each attack will take around 25% of a characters
life and the Uroboros substance that covers a character will drain that
characters health down to near dying status.
Pick up the LTD after the majority of the Uroboros blobs have been finished and
the LTD should be nearing full recharge. The AI partner should take care of
any single blobs that are left most of the time. Quickly aim up at the other
tentacle and lock onto it then fire.
Immediately after shooting the final tentacle, while the core of the Uroboros
is preparing to reveal itself, lay down the LTD laser and fire flame rounds at
the surrounding Uroboros blobs. Once the majority of them have been killed
off, aim toward the core of the Uroboros and fire two flame rounds at it to
damage it badly then pick up the LTD and lock onto the core then fire the laser
at it. This will severely damage the Uroboros core. Lay down the LTD once
again and fire flame rounds at the Uroboros blobs that land on the platform.
- Revealing the core for the second time
While firing at the Uroboros blobs, after the core has been damage, the four
tentacles of the Uroboros will rise into the air and prepare to smash the
platform, so quickly fire a flame round up at one of the tentacles to cancel
the attack. This shot will not produce any Uroboros blobs on the platform.
When the four tentacles are on the screen, pick up the LTD laser while the AI
partner shoots the with the S75 rifle then try to find a darkened tentacle and
then lock onto it and fire. Try to always find the tentacle that the AI
partner has been firing at and this will help out a bunch in aiming at it since
it will be slower.
You'll need to go through a pattern of firing the LTD laser, laying it down,
firing flame rounds at the Uroboros blobs, picking up the LTD laser, firing
again until all tentacles are gone. Remember that destroying or highly
damaging a tentacle will always make Uroboros blobs rain down on the platform,
so always be prepared to handle them with flame rounds.
The portion of the battle where all four tentacles are on the screen at the
same time is the most dangerous part of the battle since the tentacles will ram
toward your character and try to smash the character. The Uroboros tentacles
will glow brightly shortly before they ram. You'll get a button prompt dodge
command to dodge the attack shortly before the ram. It is possible to quickly
arm the grenade launcher and shoot a flame round at the glowing tentacle to
cancel it's attack and it is also possible to quickly pick up an item before
the attack so that the attack passes right through your character during the
item pickup invincibility animation.
By standing in a corner, your characters will be so close together that the AI
partner will instantly heal your character out of dying status even with a
healing item, so mistakes can be made here and you'll still be able to
continue.
When the core reveals itself again, sweep the platform of Uroboros blobs by
firing flame rounds at them then fire two flame rounds at the core. Pick up
the LTD laser and fire. The second laser shot should finish off the Uroboros.
** ROCKET LAUNCHER METHOD:
The Uroboros must be shot in its core for a one hit kill with the rocket
launcher so use the method described above until the core is revealed then
shoot the core with the rocket launcher to finish off the Uroboros.
*******************************************************************************
Pro Mode - Chapter 6-3 [PM63]
*******************************************************************************
Recommended Weapons
Main Character:
_ Hydra shotgun (for close Base Majini)
_ H&K MP5 machine gun (for quick fire on Base Majini)
_ PSG-1 rifle (for distant Base Majini and distant Gatling Gun Majini)
_ Grenade Launcher w/flash rounds (for blinding Base Majini and stunning
Reapers)
_ S&W M29 magnum (for the Reaper's chest weak point and distant heavy fire for
Gatling Gun Majini)
_ Bullet Proof Vest
_ Melee Vest (the Chris player needs this for the final boss battle)
_ First Aid Sprays
AI Partner:
_ S75 rifle
_ Jail Breaker shotgun
_ Proximity Bombs (request from partner later; see tip for Gatling Gun Majini)
_ Bullet Proof Vest
===========
Bridge Deck
===========
Nothing really special here, so get to the Bridge
======
Bridge
======
Get to the Engine Room and let's stop this impending Biohazard! *snicker*
===========
Engine Room
===========
- Stand at the starting position and begin shooting the Majini around the area
with the rifle. Shoot the Majini near the lever to the right up ahead and the
Majini on the high walkway to the left up ahead. Shoot the two Majini around
the missiles below (right and left side). The Majini down the walkway to the
left will get killed by an explosion as the characters approach him
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - At the end of the walkway to the left as it stretches to the
east. This is in a left corner at the end.
-------------------------------------------------------------------------------
- Look down into the shallow water and shoot the Majini before hopping down
into the water.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - Around the side of the metal pillar near the lever that opens
the first bulkhead door.
-------------------------------------------------------------------------------
--> OPENING THE FIRST BULKHEAD DOOR
- Immediately after using the lever to open the first bulkhead door, turn to
the west and move in between the metal pillar and the wall so that the Majini
on the high south walkway cannot hit your characters with pipe bombs. Arm the
Hydra shotgun then immediately start to blast the Majini that move around the
side of the metal pillar (they drop from a high ledge up above). Carefully
move around the side of the pillar then take out the Hydra shotgun and blast
any Majini that move up the stairs toward your characters. The Majini with
stun rods can move pretty quickly, so remain aiming. Watch out for any Majini
that might drop from the overhead ledge near the pillar also. Take out the
rifle to shoot any distant Majini but remain primarily focused on the Majini
that will move up the stairs.
- Rush behind the first north pillar in the middle of the room as the bulkhead
doors begin to open since Majini with machine guns will soon start to fire from
the other bulkhead room to the south. Take out the rifle and shoot them when
there is a break in their gunfire. Shoot them as they try to jump over the gap
and shoot the machine gun Majini in the very back of the next room; the Majini
in the very back have less accurate aim, but don't always count on that. Make
sure to survey the area before and while moving on. Straggler Majini with
machine guns can catch a player off guard so very easily in this area.
- Hop over the gap then look toward the staircase off to the left (in the back
of the area) with your rifle then quickly shoot the Majini with the rocket
launcher as he steps into his usual position. Scan the high walkway to the
south then shoot the second rocket launcher Majini on that walkway.
- Stand behind a cover point and shoot at any Majini that try to move over the
railings in the center of the area. Finish them off before they can get to
your characters. Majini with machine guns will begin to enter the area from
the west walkway, so look on that walkway and shoot them as they try to jump
toward the middle area. Two waves of them will appear. Be very cautious while
moving to the south since there are sometimes straggler machine gun Majini that
can easily finish off your fine run on Pro mode.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - In front of the second left pillar in the second bulkhead
room.
[ ] Green Herb - On the north end of the right walkway. Use the ladder to get
up on this walkway.
[ ] Green Herb - In a corner along the south side of the left area with
standing water below the side of the middle walkway.
[ ] Green Herb - At the north end of the right area with standing water below
the side of the middle walkway.
[ ] First Aid Spray - Step onto the high walkway in the south and this will be
on a table inside the left (east) room.
[ ] Red Herb - Step onto the high walkway in the south and this will be on a
metal crate inside the right (west) room.
-------------------------------------------------------------------------------
--> THE REAPERS
** ANTI-ROCKET LAUNCHER METHOD:
Wait for both Reapers to gather on the middle walkway after pulling the levers
- run around the walkway and dodge their attacks until they step together.
While they are grouped, fire a flash round twice at both of them to make them
expose their chest weak points. Shoot each of them in the their chest weak
point with a shot from the S&W M29 magnum to finish both of them off with one
shot each.
** ROCKET LAUNCHER METHOD:
Fire a rocket at each of the Reapers as they appear. They don't arrive at the
same times, so it's easy to fire a rocket at them both as they move toward the
characters.
--> THE GATLING GUN MAJINI
** ANTI-ROCKET LAUNCHER METHOD:
Don't even think about heading for the stationary gatling gun to take on the
Gatling Gun Majini or they will easily kill both characters along the way. Oh,
surely you kid, Berserker, we can just use flash rounds to blind them and then
get to the gatling gun, right? No, the yellow one wears sunglasses and is
immune to flash explosives.
Run all the way back to the far north and stand in the middle of the walkway
against the north wall. Arm the PSG-1 rifle and have the AI arm the S75 rifle;
take the shotgun or any other weapon away from the AI partner if needed.
Right when the Gatling Gun Majini show themselves, start firing at them with
the PSG-1 rifle and the AI partner will fire at them with the S75. Don't take
cover at the moment, just stand out in the open and shoot. Try to shoot them
in the head, but don't constantly go for headshots. You mainly want to spam
them with gunfire. Headshots will instantly stun them and a few shots anywhere
on there body will stun them eventually. Blast any Majini that try to move
toward your characters while doing this. Switch to the S&W M29 magnum when the
Gatling Gun Majini get close and shoot them with it. A few shots from the
magnum will knock them out of their attacks and stun them.
The Gatling Gun Majini in the yellow outfit is the weaker of the two, so
concentrate the most on him to bring him down so you'll only have to deal with
one, but spread fire between both of them to stun them as they move toward your
characters. Eventually, your characters will most likely have to take cover
behind a nearby pillar to avoid gunfire but there should only be one left by
then and he shouldn't have much health left.
TIP: To make the above battle ever easier, place a few proximity bombs along
the path of the red Gatling Gun Majini. Place one right beside the first metal
pillar to the west and one beside the second metal pillar to the west while
moving back toward the north bulkhead door. This will stun him while he walks
toward the characters and help out a lot in damaging him. For precise
placement of the bombs, look at the floor next to the west pillars; the yellow
line signifies the red Gatling Gun Majini's path to the north usually. Make
sure to place them far enough apart to where one explosion doesn't set off the
other proximity bomb.
** ROCKET LAUNCHER METHOD:
Stand on the middle walkway right near the bars of the bulkhead door after
defeating the two Reapers and face the room behind the bars. Find the portion
of the floor in between the two lifts that the Gatling Gun Majini will rise
from and aim toward that area. After the cutscene that introduces the two
Gatling Gun Majini, aim toward the floor in between the two lifts that they
rise from then quickly fire a rocket at the floor in between them so that the
explosion of the rocket hits them both and this will kill both of them
instantly.
--------------------------------------------------------------------- ITEM LIST
[ ] First Aid Spray - At the top of the right (west) high platform in the third
bulkhead room.
[ ] Green Herb - Move down the stairs on the right (west) side of the third
bulkhead room and this will be in the back corner behind the stairs.
-------------------------------------------------------------------------------
TIP: Before exiting the area, equip the grenade launcher with flash rounds to
get a helpful edge on the next boss battle.
--> WESKER BOSS
Recommended Weapons
Main Character:
_ H&K MP5 machine gun (for hitting the rocket that Wesker grabs)
_ S&W M29 magnum (for weakening Wesker once the rocket launcher is out of ammo)
_ Grenade Launcher w/flash rounds (for canceling Wesker's attacks while he
chases the AI partner; this basically draws his attention toward the main
player)
_ First Aid Sprays
AI Partner:
_ Any magnum
** ANTI-ROCKET LAUNCHER METHOD (well sorta'):
Right when this battle begins, Wesker might try to shoot at your characters, so
be ready to dodge his handgun fire. If your main character has the grenade
launcher with flash rounds equipped right from the beginning of the battle,
then quickly point at the floor and fire a flash round to cancel any attacks
that Wesker might perform.
Shut off all the lights in the area like normal; as usual, this will reduce
Wesker's visibility while he attempts to find the characters. If Wesker is
dashing toward your character while that character is near a lever, DO NOT
issue a command to turn off the light since Wesker is likely to hit your
character before or after the lever pull.
Stand near a lever and get the AI partner to shut it off and that character
will shut off the rest of the lights in the area. The AI partner needs to be
kept busy so that the AI character will not try to engage in combat with Wesker
at the moment. If Wesker follows your character then that is excellent since
you can easily dodge his attacks by stepping away from him. If Wesker tries to
go after the AI partner then shoot a flash round at him to make him run toward
your main character. Run to the northwest and break the glass on the case then
take the RPG-7 NVS.
This battle hasn't really changed all that much except for one little tiny
thing. One rocket. Whenever a character takes the RPG-7 NVS from the glass
case along the northwest side of the area, the rocket that comes loaded in the
RPG is the ONLY rocket that can be found in the area. The tall crate to the
northeast and tall crate on the high northeast walkway that usually contained
RPG rounds only have a random item and the glass case on the second floor does
not have any rockets inside.
Make that one rocket count! Shoot him with the rocket when he has lost sight
of your characters then shoot the rocket with a weak weapon and rush in for the
restrain. It will fail, but it's always fun to try in vain for the first time,
right? This first restrain does not have to be activated in order to finally
restrain and inject him the second time.
Once the rocket has been used, the remainder of the battle must be spent
weakening Wesker with a magnum and melee combos. Wait for him to lose sight of
your characters then fire at him twice with any magnum to make him stagger.
Run up and perform a melee combo on him while he staggers.
CHRIS MELEE COMBO
Commands = Left Hook - Right Hook - Body Blow - Heavy Blow - Finishing Combo
-----------------------------------------------------------------------------.
| BUTTONS | Action | Action | Assist | Run | Action + Run |
| PS3 | [] | [] | O | X | [] + X |
| X360 | X | X | B | A | X + A |
'-----------------------------------------------------------------------------'
* The "Left Hook" command starts the combination and the rest of the commands
are timed presses.
SHEVA MELEE COMBO
Commands = Reverse - High Kick - Front - Knee - Double Heel
Kick Kick Strike Hop
-----------------------------------------------------------------------------.
| BUTTONS | Action | Action | Assist | Run | Action + Run |
| PS3 | [] | [] | O | X | [] + X |
| X360 | X | X | B | A | X + A |
'-----------------------------------------------------------------------------'
* The "Reverse Kick" command starts the combination and the rest of the
commands are timed presses.
Constantly stun Wesker with two magnum shots then run up and perform a melee
combo to him. Wesker is much more inclined to kick the levers in order to turn
the lights back on Pro mode, so a character can easily fire at him while he
tries. Try not to let him turn them back on or your characters will have to go
through the trouble of turning it back off to darken the area.
The main problem with taking on Wesker with a magnum is that the AI partner
tends to stick around and attempt to take him on solo. This can be bad, but it
can be used to your advantage if your character runs away from Wesker. While
the AI partner is near him, shoot at Wesker to damage him then run up and
perform a melee combo again.
Eventually, he will fall and your character will be able to get a "Restrain"
command from behind him once again. When the restrain command is activated for
the second time, the AI partner will inject Wesker with the suppressant and the
battle will end.
** ROCKET LAUNCHER METHOD:
To save on purchasing two rocket launchers, use the RPG-7 NVS for the first
rocket launcher hit then bring your own rocket launcher into the battle and
fire the second rocket while Wesker holds the first rocket then run up and
restrain him to have your AI partner inject him then end the battle.
With the infinite rocket launcher, a player can simply spam rockets on Wesker.
Fire a rocket then fire another rocket while he holds the first. A player will
have to do this two times (four rockets) in order to weaken him enough to where
the characters can inject him however.
The following list the commands for the cutscene after the first Wesker fight:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-> COMMAND INPUT 1
Sequence: After Wesker says: "Uroboros will be released into the atmosphere
ensuring complete global saturation", he will dash toward both
characters and try to impale one of them with his arm.
Type: Single button press (Possible two button press on Pro mode)
Command: Dodge
Player: Both (If a player fails, then that player's character gets impaled
with Wesker's arm.)
-> COMMAND INPUT 2
Sequence: When Wesker jumps to the wall and Chris aims his gun up toward Wesker
as Wesker prepares to fire his own gun.
Type: Single button press
Command: Fire
Player: Chris
-> COMMAND INPUT 3
Sequence: When Wesker grabs Sheva by the throat and holds her by the neck.
Type: Left analog shake
Command: Break Free
Player: Sheva
-> COMMAND INPUT 4
Sequence: When Sheva turns to shoot Wesker shortly after Chris runs toward the
lever in the back of the plane.
Type: Single button press
Command: Fire
Player: Sheva
Special Note: Command Input 4 is kind of worth failing at least once to view
the unique death that takes place. Wesker will jump toward Chris and twist his
neck from overhead before falling.
-> COMMAND INPUT 5
Sequence: Shortly after the flashbacks of Jill and Chris at the Spencer Estate
when Sheva prepares to let go of the metal railing as Wesker grapples
her leg.
Type: Two buttons
Command: Help
Player: Chris
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> MUTATED WESKER BOSS
Recommended Weapons
Main Character:
_ Hydra shotgun (for easily hitting Wesker's back weak point during the final
portion of the battle)
_ PSG-1 rifle (for hitting Wesker while he chases after the AI partner in the
first few portions of the battle)
_ S&W M29 magnum w/plenty of ammo (for hitting Wesker's frontal weak point)
_ First Aid Sprays
AI Partner:
_ Any rifle (for hitting Wesker while he chases your main character)
_ Any magnum (for hitting Wesker's frontal weak point)*
* The AI partner sometimes spams gunfire with this weapon a bit too much, so
giving it to that character is up to the player.
--------------------------------------------------------------------- ITEM LIST
[ ] Red Herb - In between the two tall crates to the right after turning to
toward the plane.
-------------------------------------------------------------------------------
Nothing has really changed for the beginning portions of this battle. Run from
him like normal until the characters are forced to split up. The main obstacle
that either character really needs to focus on is dodging Wesker's Uroboros
projectiles since they will send a character into immediate dying status on Pro
mode. Make sure to hit the dodge button commands as they appear to dodge
these. Remember that during the cutscene when Sheva pulls herself up, a Chris
player will have to continue to dodge the Uroboros projectiles as Wesker fires
them toward Chris.
Each character should shoot Wesker like normal from a distance while he chases
after the partner. Use a rifle and fire at him. Sheva players will need to
focus on hitting his back weak point while he walks toward Chris. Chris
players won't have to worry about hitting any particular area while Wesker
chases after Sheva.
--------------------------------------------------------------------- ITEM LIST
[ ] Green Herb - To the left while moving up the path that leads to the center
rock platform.
[ ] Green Herb - At the very end of the path before Sheva jumps across the
boulder that Chris pushes into the lava. Only Sheva players can obtain
this.
-------------------------------------------------------------------------------
The following is the list of command inputs for the Chris and Sheva players
during the first part of this fight:
- - - - - - - - - - - - - - - - - - - CHRIS - - - - - - - - - - - - - - - - - -
-> COMMAND INPUT 1
Sequence: Chris pushes the boulder.
Type: Rapid button press
Command: Push
-> COMMAND INPUT 2
Sequence: Chris begins to lift up on the boulder.
Type: Left analog rotation
Command: Push
-> COMMAND INPUT 3
Sequence: Chris begins to punch the boulder.
Type: Hook
Command: Rapid button press (random and constantly changing)
-> COMMAND INPUT 4
Sequence: Chris pushes the boulder into the lava lake.
Type: Ram
Command: Two button press
- - - - - - - - - - - - - - - - - - - SHEVA - - - - - - - - - - - - - - - - - -
-> COMMAND INPUT
Sequence: Sheva holds onto the side of the ledge and struggles in maintaining
her grip.
Type: Climb Up
Command: Button Mash
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
** ANTI-ROCKET LAUNCHER METHOD:
Once both characters meet, constantly try to move behind Wesker. If he grabs
your character, press the assist button to make the AI partner knock him off.
If he grabs the AI partner, free that character yourself with a partner assist
melee command (assist button near the character). Aim at Wesker's back weak
point whenever he performs a right arm attack and blast the back weak point
with the Hydra shotgun to stun him.
Once his back weak point is shot, use the "Come on" command to call the AI
partner away from Wesker then allow Wesker to perform his Uroboros spiral
attack. If the Chris player has a melee vest equipped then that player can
survive Sheva's slashes on Pro mode, but a Chris player that is not equipped
with a melee vest will most certainly die by Sheva's hand since her stabs will
easily kill the Chris player. A Chris player with a melee vest can approach
Wesker's backside after his Uroboros spiral attack to get a "Restrain" command.
A Chris player needs to be sure to tap the run button as quickly as possible
while Sheva slashes Wesker. Start pressing the button before the rapid button
prompt command appears. Sheva should only take about half of Chris' life if
the melee vest is equipped to the Chris player.
In order to take Wesker down without using the restrain command, a player must
shoot him in his frontal weak point with a magnum. Use the S&W M29 to aim at
the orange weak point in the center portion of his chest and fire at the weak
point to damage him. If Wesker does not turn toward your characters or if he
attacks, simply shoot him anywhere on his body with the magnum to make him face
your character and expose his frontal weak point. He will eventually hide the
weak point again and you'll need to get behind him and shoot his back weak
point with the Hydra shotgun.
Always use the Hydra shotgun or a Jail Breaker shotgun to hit his back weak
point since you really won't have time to aim and its close spread will surely
hit the weak point if the shot is fired at his back while the weak point is
exposed. There are times where the weak point will not be exposed. It is only
exposed when Wesker performs a right arm attack, but it's best to constantly
try to move to the back of Wesker and see if his back weak point is exposed
since getting behind him will usually allow the character to avoid his attacks
in the process.
It is not hard to take down Wesker without the hold and cut commands but it
will take a bit more work than usual. He can be killed when he is stunned for
the second time if your characters spam his frontal weak point with magnum fire
both times.
** ROCKET LAUNCHER METHOD:
Bring a Hydra shotgun with your character and then get behind Wesker and fire
at his back weak point with a shotgun blast. Remember that he will only
showcase the back weak point during a right arm attack. When he exposes his
frontal weak point, aim at it then fire a rocket directly at it. If he tries
to attack or turn to the side, quickly take out a powerful weapon then shoot
him to make him face forward then shoot him with the rocket launcher.
- Faster method with rocket launcher
While playing as Chris, anytime before or up until Wesker chases the characters
to the end of the rock ledge, aim up at the weak rock ledge that a character
must shoot to obtain the Diamond (Marquise) treasure then shoot it with the
rocket launcher (or the far right top portion with a shotgun) to make it
crumble before Chris has to drop from the ledge.
With Chris, immediately after falling, turn to the north (left) then hop over
to the ledge with the Diamond (Marquise) treasure. DON'T move over to the
treasure however, turn around to face Wesker instead. Wait for him to jump
onto middle rock that leads to the ledge where your character is and wait for
him to raise his right arm. Quickly leap back to the rock that he is on then
leap back to the starting ledge where Chris dropped. Quick turn and aim at
Wesker then fire a rocket at his back weak point to finish the battle.
The following list the command for the final cutscene:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-> COMMAND INPUT
Sequence: While the ending cutscene plays, right when Chris and Sheva aim with
their rocket launchers.
Type: Two button press
Command: Fire
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
===============================================================================
PROFESSION MODE S-RANK PLAYTHROUGH BY SAIRENTO27/SILENT_ZONE7 [SV00]
===============================================================================
The following videos showcase an S-rank playthrough of Professional mode by
Sairento27 on youtube. The playthrough is recorded with unskipped cutscenes
and all treasures and BSAA emblems are collected.
View the playlist of all videos here:
http://www.youtube.com/user/SairentoZ7#play/user/587552F0FC22126A
And check out Sairento27's youtube page here:
http://www.youtube.com/user/SairentoZ7
-------------------------------
Professional Mode S-rank Videos
-------------------------------
Part 01 - Civilian Checkpoint -
http://www.youtube.com/watch?v=mGlOJv4iUqA
Part 02 - Public Assembly -
http://www.youtube.com/watch?v=acWFMh72XoA
Part 03 - Urban District -
http://www.youtube.com/watch?v=F2yte7Qw0P0
Part 04 - Abandoned Building -
http://www.youtube.com/watch?v=cHrd1WpnKUk
Part 05 - Uroboros Boss -
http://www.youtube.com/watch?v=phmhB32WNpQ
Part 06 - Storage Facility -
http://www.youtube.com/watch?v=nh9TCjT-JcM
Part 07 - The Port -
http://www.youtube.com/watch?v=BUdJL_WN4pM
Part 08 - Shanty Town -
http://www.youtube.com/watch?v=AkwgrsZ06F8
Part 09 - Train Station -
http://www.youtube.com/watch?v=WEMP59FDXOU
Part 10 - The Mines -
http://www.youtube.com/watch?v=Hu9ysWXPALA
Part 11 - Mining Area/Boss -
http://www.youtube.com/watch?v=Y-I4UwMqDTk
Part 12 - Savannah -
http://www.youtube.com/watch?v=i1dh61BORiI
Part 13 - Ndesu Boss -
http://www.youtube.com/watch?v=CuvlynfZ5lI
Part 14 - Marshlands -
http://www.youtube.com/watch?v=1xEnwNi0F1I
Part 15 - Shaman Plate -
http://www.youtube.com/watch?v=bJogXmSepjY
Part 16 - Village -
http://www.youtube.com/watch?v=bwbGnbXyVlI
Part 17 - Execution Grounds -
http://www.youtube.com/watch?v=y1h_tx7vGfY
Part 18 - Oil Field Refinery -
http://www.youtube.com/watch?v=4tA0NoHlOKQ
Part 19 - Oil Field CF -
http://www.youtube.com/watch?v=efU3hj9djKo
Part 20 - Oil Field DF -
http://www.youtube.com/watch?v=KcDg346hAjM
Part 21 - Patrol Boat Boss -
http://www.youtube.com/watch?v=JavwcJQBKnI
Part 22 - Caves -
http://www.youtube.com/watch?v=DESAszkvbPI
Part 23 - Ancient Village -
http://www.youtube.com/watch?v=gPek_PeF_Og
Part 24 - Labyrinth/Mini-boss -
http://www.youtube.com/watch?v=q1JEPTJxPqI
Part 25 - Worship Area -
http://www.youtube.com/watch?v=UOyWmrdNAho
Part 26 - Pyramid -
http://www.youtube.com/watch?v=r7eEGZGBAKY
Part 27 - Underground Garden -
http://www.youtube.com/watch?v=QC7mXgan0cE
Part 28 - U-8 Boss -
http://www.youtube.com/watch?v=ZeHJ7VHDtRk
Part 29 - Power Station -
http://www.youtube.com/watch?v=1_5kY4H9PFA
Part 30 - Missile Area (1st) -
http://www.youtube.com/watch?v=5m7_Tcax9es
Part 31 - Uroboros Mkono Boss -
http://www.youtube.com/watch?v=q_iFAQ5a2Ls
Part 32 - Missile Area (2nd) -
http://www.youtube.com/watch?v=4JZkPFfPJzo
Part 33 - Platform/Monarch R. -
http://www.youtube.com/watch?v=1AYF9Kx5CV8
Part 34 - Monarch Room Boss -
http://www.youtube.com/watch?v=NgtR_efyB2I
Part 35 - Monarch Room Boss -
http://www.youtube.com/watch?v=-ZPL-vzx48g
Part 36 - Ship Deck -
http://www.youtube.com/watch?v=BzW25JfyRe4
Part 37 - Ship Deck (Cont.) -
http://www.youtube.com/watch?v=Vlg2wDnCd2k
Part 38 - Ship Hold -
http://www.youtube.com/watch?v=rUIAu0w2g-I
Part 39 - Bridge/Uroboros A -
http://www.youtube.com/watch?v=gz4dsaC6Urg
Part 40 - Engine Room -
http://www.youtube.com/watch?v=1pVVhCOehms
Part 41 - Hangar Boss -
http://www.youtube.com/watch?v=4WXAxaYxfp8
Part 42 - Final Boss -
http://www.youtube.com/watch?v=QFnuE2jBdQs
Part 43 - Ending and Credits -
http://www.youtube.com/watch?v=ifrtFIiTJms
===============================================================================
S-RANK GUIDE [SG00]
===============================================================================
The following section lists information on how to S-rank each chapter on normal
mode. These tips are meant for normal mode, but they can still work on
Professional Mode as well. For S-ranking Professional, I recommend looking at
the video section above.
========
OVERVIEW
========
A player will need to achieve an S-rank on at least one difficulty in order to
unlock the Wesker (rare) figure to complete the figures list. This section
will give a player tips on how to minimize time, maintain accuracy, kill more
enemies and avoid death. Each chapter section in the guide breaks down each
stage based on the tips that I give a reader for each category if there is a
noticeable method for obtaining it easily. The categories are: Accuracy,
Enemies Routed, Deaths and Time.
===============
S-RANK CRITERIA
===============
The following is a breakdown and description of all the categories that player
is graded on at the end of each stage.
-- ACCURACY
Accuracy is determined by taking the shots that a player has fired divided by
the total number of times that an enemy is actually hit. An enemy must be hit
while it is still living. Shooting an enemy while it is dying or literally on
the floor dead will not count as a hit and will count against accuracy. Any
shot that does not hit an enemy will count as a shot missed.
Explosive shots such as grenade rounds must hit some type of enemy in order to
count as a hit. The hit does not have to be direct with a grenade round so
long as the shot's area effect hits an enemy. Melee weapons do not count
against accuracy even when a strike does not hit.
-- ENEMIES ROUTED
Enemies Routed stands for the number of enemies that have been defeated in a
chapter. Majini, boss enemies and even animals count toward this category. A
player can shoot crows, snakes, and rats among other type of animals found in
the various environments in a chapter in order to boost kills.
-- DEATHS
This represents the number of times that a player's character died and the
player chose to continue. Always choose to not continue then start over from
the prior save at the last checkpoint. Each accepted continue will count
against a player.
-- CLEAR TIME
Clear time is a player's total time taken to complete a stage. Time will not
continue to count down when the game is paused.
===========
S-RANK TIPS
===========
INFINITE AMMO DOES NOT COUNT AGAINST RANK
There is not penalty for using infinite ammo or a rocket launcher so a player
can easily use these options while attempting an S-rank.
RESTART OFTEN IF SOMETHING IS SCREWED UP
Each checkpoint retains all the current stats the player has accomplished up to
that checkpoint, so restarting over at a checkpoint will not retain anything
that was done up until that point. Long story short, if your character enters
dying status, you miss a shot or take too long then quickly restart from the
previous checkpoint to have another try without retaining the flaws of your
previous attempt; Restarting wipes your slate clean. This is most useful for
gamers that want to S-rank Professional mode.
RESTART IF YOU NEED TO GRAB OR PURCHASE A WEAPON OR ITEM
Just like what is mentioned above, restarting will not count against you, so
restart at the last checkpoint if you need to grab an item from the main
inventory or purchase an item.
PAUSING THE GAME DOES NOT EFFECT TIME
Simply put, pausing the game at any point does not effect the time category for
your chapter ranking. You could be at one full minute on the chapter segment
timer then pause the game and read over my full Resident Evil 5 guide on
GameFAQs from start to finish then come back in the next three days that it
takes to read it thoroughly and still be at one minute on the timer clock.
EQUIP ANY GRENADE TYPE TO RUN FASTER
Instead of having a gun equipped all the time, equip any type of grenade while
running through a stage in order to make your character move a bit quicker than
usual.
===============================================================================
Chapter 1-1 - S-rank tips
===============================================================================
--> Chapter 1-1 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 20+ | 15 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <12'00" | 17'00" | 22'00" | 22'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
Recommended Weapons:
M29 magnum
Grenade Launcher w/explosive rounds
Rocket Launcher
== Back Alley ==
-- ENEMIES ROUTED: Toss a flash grenade or shoot a flash round at the crows
that are on the dead dog carcass down the stairs near the beginning for some
extra kills.
-- TIME: Run by the first Majini that attacks. Simply move to the side as he
dashes then exit the room.
-- TIME: Avoid the mob of Majini in the alley. Quick turn and run to the door
behind the characters.
-- ENEMIES ROUTED: On your way to the door while being chased by the Majini in
the back alley, a player can toss a flash grenade over the fence of the chicken
pen to defeat the two chickens inside for two extra kills. The fence will be
to the right just before reaching the door.
-- ENERMIES ROUTED: A player can toss a flash grenade or shoot a flash round at
the rates in the underground tunnel for some extra kills.
-- TIME: It's best not to fight any enemies until the Public Assembly is
reached since you can get all of your kills at the Public Assembly. You're
confined in that area for a certain amount of time, so use that time to gain
kills.
== Public Assembly ==
-- TIME: Run against the gate as the Executioner breaks the gate and get out
into the town area as quickly as possible. The gate swing from the Executioner
CANNOT hit your characters. The longer a character stays behind the gate
portion, the longer the stage will last. Getting past the gate is what will
start the timer for the Public Assembly battle.
-- TIME/ENEMIES ROUTED: Fire a rocket at the Executioner ONLY after he fully
breaks the gate. He is immune to damage while behind the gate and a few frames
after he breaks the gate. Run into the town immediately after he breaks the
gate then turn and fire a rocket at him. He can so easily be taken down with
the M29 magnum as well. Your call.
-- ENEMIES ROUTED: Use a magnum to finish off the Majini at the Public
Assembly. Be sure to aim carefully and don't shoot at a Majini that tries to
dodge to the side. Any type of explosive will work well also. Make sure that
you hit an enemy if a grenade launcher is used since failure to hit anything
with its spread will decrease accuracy.
===============================================================================
Chapter 1-2 - S-rank tips
===============================================================================
--> Chapter 1-2 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 15+ | 10 | 7 | <6 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <13'00" | 18'00" | 23'00" | 23'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
Recommended Weapons:
M29 magnum
Rocket Launcher
== Urban District ==
-- TIME: All Majini in the stage can be run by but a few of them need to be
killed in order to gain the kill amount for the chapter.
-- ENEMIES ROUTED: Shoot enough Majini along the way to satisfy the kill amount
for this chapter. Count them as you shoot them then only shoot the required
amount to save time.
-- TIME: Don't grab the old building key. Don't even hoist Sheva up either of
the ladders. Simply run by them.
-- TIME: Don't enter the building along the way to gain the extra treasure
inside.
-- TIME: Walk toward the fence off to the left before entering the building
with Allyson then aim upward and toss a hand grenade behind the locked gate
behind the fence and the explosion will likely break the lock so a character
can kick through it after fighting Allyson. Kick through the door later and
the characters can fight a few of the Majini early as they move down the
alleyway behind the gate.
-- TIME: When Allyson appears, shoot her with the M29 magnum twice - once to
kill her then once to kill the Cephalo that spawns from her. To hell with
time-consuming flash explosives and instant kill melees gained from random leg
stuns.
-- ENEMIES ROUTED: Defeat most of the Majini that try to enter the room after
defeating Allyson to secure the kill amount for this chapter. Kills can still
be gained on the rats and crows at the Abandoned Building however.
== Abandoned Building ==
-- ENEMIES ROUTED: Toss a flash grenade or shoot a flash round at the rates </pre><pre id="faqspan-6">
along the twisting hallways that lead to the stairs where the black slime drips
from the ceiling to gain some extra kills.
-- ENEMIES ROUTED: A player can aim toward the water tower where the BSAA
emblem is in the Abandoned building and shoot a flash round toward it to kill
off the crows that fly in the air for extra kills.
== Furnace Facility ==
-- TIME: Right after the cutscene, while the characters are in the hall facing
Uroboros, fire a rocket at the boss to instantly end the battle.
===============================================================================
Chapter 2-1 - S-rank tips
===============================================================================
--> Chapter 2-1 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 60+ | 45 | 30 | <29 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <23'00" | 28'00" | 33'00" | 33'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
Recommended Weapons:
M29 magnum
PSG-1 rifle
Grenade Launcher w/explosive rounds and electric rounds
Hand Grenades
Flash Grenades/Flash Rounds
Rocket Launcher
== Storage Facility ==
-- ENEMIES ROUTED: Toss a flash grenade or shoot a flash round at the rats in
the back of the room for some extra kills.
-- TIME: Don't even collect anything. Run to the door then exit the area.
== The Bridge ==
-- TIME: After moving past the first C4 tripwire, toss a flash grenade at the
Majini with the crossbow behind the crates up ahead to keep him from running
toward the ladder. Shoot all the Majini with a magnum while they are stunned.
-- TIME: Toss a flash grenade or shoot a flash round at the plagas Adjule that
appears then fire explosive rounds at the rest of the Adjules.
-- TIME: Use a combination of explosive rounds and the magnum to defeat the
Adjules, Majini and Big Man Majini. Toss a flash grenade into the open area to
blind the Majini with crossbows and cocktails then quickly shoot them with the
magnum or a rifle.
-- TIME: After hopping over the gap in the bridge, fire a rocket from the
rocket launcher directly at the truck instead of shooting the nearby red
barrel. The truck will crash faster. Simply run to the left of it as it
slides by to save time.
-- TIME: Toss a hand grenade or shoot an explosive round at each wave of
Adjules in the sewer tunnel.
-- ENEMIES ROUTED: Toss a flash grenade or shoot a flash round at the rats near
the exit door in the sewer tunnel for some extra kills.
== Docks ==
-- TIME: In the waterway area where the Kipepeos first spawn, run by all the
Kipepeos as they begin to spawn then shoot the lock on the door at with a
magnum. Kick through the door then rush into the tunnel. Turn back around
while they are all spawned then throw a flash grenade or shoot a flash round to
defeat them all at once.
-- ENEMIES ROUTED: Toss a flash grenade or shoot a flash round at the rats in
the sewer tunnel for some extra kills.
-- TIME: When approaching the door with the lock in the marketplace area, toss
a hand grenade toward the door while running up to it to break the lock quicker
so your main character can kick it open after the explosion without having to
aim and shoot the lock. Don't enter the building from the window in the back
since that will take longer.
-- TIME: Use explosive rounds to easily defeat the grouped Majini when they
move down the street in the area where Kirk appears in the helicopter. It's a
good idea to use the rifle for some of the more distant Majini.
== Shanty Town ==
-- TIME: At the beginning, kick through the blue door and run right by the
building then move up the path ahead. Don't even worry about the Majini in the
first building.
-- TIME: Fire the rocket launcher or fire an explosive round at the Majini that
move down the stairs from the second building. Try to destroy the wooden door
at the top with the same blast to avoid having to kick through it along the
way.
-- TIME: When the characters reach the locked door that Sheva normally has to
unlock from the other side, aim toward it with the grenade launcher then shoot
the extreme bottom portion of the door with an electric round from the current
side to break the padlock on the other side. The laser of the grenade launcher
must point toward the very bottom of the door and it must be in the center.
Kick through the door and skip the Majini on the top floor of the building.
-- ENEMIES ROUTED: Be sure to fight the Majini outside the building for the
extra kills.
-- TIME: After the cutscene where the Chainsaw Majini appears, fire a rocket
from the rocket launcher at him. Turn back around and shoot some of the Majini
that jump over the cars below the stairs for some extra kills. Don't forget to
grab the key from the Chainsaw Majini's body; it's easy to do while in a hurry.
== Train Yard ==
-- ENEMIES ROUTED: A player can toss a flash grenade or shoot a flash round at
the crows that are perched on the large metal crate near the building for extra
kills. They can also be shot out of the air, but this will require more work
obviously.
-- DEATHS: Make sure not to fail any of the commands during the cutscene that
plays after stepping beyond the gate. If you fail then choose not to continue
and start over to keep deaths at 0. The following list the commands for the
cutscene:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-> COMMAND INPUT 1 (Chris)
Sequence: A Majini suddenly leaps into the air from behind a tree while on a
bike and flies toward the characters with a chain ready to hit them
but Chris turns to push Sheva out of the way.
Type: Single Button
Command: Dodge
-> COMMAND INPUT 2 (Sheva)
Sequence: As the Majini on the motorcycle drags Chris away while he is caught
on the chain, Sheva aims her guns carefully and fires at the chain to
break it and free Chris.
Type: Single Button
Command: Fire
-> COMMAND INPUT 1 (Both)
Sequence: Two Majini on motorcycles drive straight toward the characters but as
the characters prepare to dodge.
Type: Two buttons
Command: Dodge
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
===============================================================================
Chapter 2-2 - S-rank tips
===============================================================================
--> Chapter 2-2 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 50+ | 35 | 20 | <19 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <22'00" | 27'00" | 32'00" | 32'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
Recommended Weapons:
M29 magnum
PSG-1 rifle
Flash Grenades
Rocket Launcher
Mixed Red and Green Herb or First Aid Spray
-- TIME: Arm a grenade launcher and use explosive rounds to quickly kill the
Adjules.
-- TIME: Have a mixed herb ready then fall onto the mine cart without shooting
the C4. Take the damage from the first C4 hit then heal and run to the end then
exit.
-- TIME In the dark cave, equip the M29 magnum then shoot each Majini and the
Cephalo that spawns from it very quickly; use two quick shots. Instant kill
melees take too long.
-- TIME: When the characters reach the lit-up cave portion of the mines, shoot
a few Majini on the ground level then run directly toward the ladder. Climb up
to the third floor via the right side then fight off a few Majini. Move
through the middle tunnel then toss a flash grenade at the three Majini at the
end. This will cause the one with dynamite to explode and kill the one by him
along with himself, so just shoot the other then step onto the elevator.
-- TIME: Use the PSG-1 rifle to shoot many of the Majini near the mountainside
while in the building at the Mining Area. Wait until the Majini stop moving
toward the gatling gun (should be three) then quickly exit the building. And
continue toward the mountainside ahead.
-- TIME: Don't boost Sheva up the side of the mountain. Stay together then
race up the mountain while shooting Majini. Carry some healing items with your
characters since the dynamite can take off quite a bit. Push the crate on the
very top of the mountain a bit early after defeating the first group of
surrounding Majini. A player does not have to defeat all the Majini on the
mountainside in order to satisfy the kill amount for the stage is most of the
Majini up until this point have been defeated.
POPOKARIMU BOSS
-- TIME: Toss a flash grenade at the ground when the Popokarimu boss battle
begins to instantly knock him out of the air and stun him. Run directly over
to the back of his tail then shoot the red fleshy portion with the rocket
launcher to defeat him.
===============================================================================
Chapter 2-3 - S-rank tips
===============================================================================
--> Chapter 2-3 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 40+ | 30 | 20 | <19 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <09'00" | 12'00" | 15'00" | 15'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
-- ACCURACY: With the number of bullets that will need to be shot during the
first portion of this stage, it's rather hard to maintain a good accuracy at
that time. Aim for the Majini's motorcycles and shoot to make them explode
instantly.
During the Ndesu fight is basically when a player can make up for all the
missed shots. Try to focus on hitting Ndesu as much as possible and be a bit
hesitant in shooting too much when he is at a distance. For the most part, a
player shouldn't have any problem in achieving around 70% accuracy for the
chapter.
-- TIME: Time is really only a factor in this chapter during the Ndesu fight.
Try to focus on his plagas as much as possible and be sure to focus all
firepower on his big plaga when it moves out of his back.
-- ENEMIES ROUTED: You'll have no problem gaining the require kill amount.
Make sure to attempt to defeat all Motorcycle Majini most of all.
-- DEATHS: Death can be one of the biggest issues during the Ndesu fight,
especially on higher difficulties. DON'T continue if you die. Simply choose
"No" then start from the checkpoint of the Ndesu fight after loading your saved
game again. To avoid having to load up a game, choose to restart if the jeep's
health is incredibly low during the battle.
===============================================================================
Chapter 3-1 - S-rank tips
===============================================================================
--> Chapter 3-1 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 30+ | 20 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <18'00" | 22'00" | 26'00" | 26'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
Recommended Weapons:
M29 Magnum
Grenade Launcher w/explosive rounds
Flash Grenades
PSG-1 rifle (for partner mainly)
--> ACCURACY
-- ACCURACY: Toss a flash grenade at some of the groups of Wetland Majini in
this stage to stun them all then quickly shoot them with the M29 magnum to
easily defeat them with little hassle while they are blinded.
-- TIME: When docking the boat at any area, drive at full speed directly toward
the wooden dock and watch for the "Get Out" command then immediately press the
action button to dock quickly in order to save time.
-- TIME: Obviously, you don't want to collect any of the extra pickups such as
the rocket launcher or venture out to the chicken island in the middle of the
lake.
-- TIME: Immediately pick up the Beast Slate from the first area then step back
on the boat. Drive to the west portion to collect the Warrior Slate.
-- TIME/ENEMIES ROUTED: Fight off the Wetland Majini on the way to obtaining
the Warrior Slate in the northwest house. Shoot them on the way to the
building then shoot them while exiting the building and make sure the battle
music stops before leaving in order to confirm that all have been defeated.
-- TIME: Make sure that the AI partner has a rifle before leaving on the boat
so that character can easily shoot the Majini on the high platform while
leaving the Warrior Slate area.
-- TIME: Drive to the east then collect the Raptor Slate next. Finish off the
crocodile that blocks the path in the far east by shooting him with a magnum.
Fight off the Wetland Majini like normal, collect the Raptor Slate then exit
the area and make your way to the Shaman Slate in the north.
-- ENEMIES ROUTED: The chicken in the area with the Shaman Slate can be
defeated for an extra kill and the chickens at the chicken island can all be
defeated for extra kills. Toss a flash grenade at a chicken to kill it easily.
-- TIME/ENEMIES ROUTED: Immediately boost Sheva up to the right tower in order
to collect the Shaman Slate. Use a combination of the M29 magnum and the
grenade launcher with explosive rounds to quickly defeat the Wetland Majini
that attack. Use grenade rounds for grouped Wetland Majini and the magnum for
single Wetland Majini. Toss a flash grenade at the Duvalia when it spawns from
a Wetland Majini.
-- ENEMIES ROUTED: You'll need to use a rifle to take out the Majini on the
tower that overlooks the waterway, or simply run by him to save time. Either
way, toss flash grenades at the crows along the first few tree branches while
moving down the waterway then have a flash grenade ready to kill off the crows
on the dead BSAA soldier body down the right path in the Village.
-- TIME: Rush toward the area with the crank in the northeast section of the
Village then round the corner and immediately shoot the Majini and the Giant
Majini with the M29 magnum. Use the piercing fire to shoot through the Majini
and hit the Giant Majini. Climb to the raised area and instruct the AI partner
to use the crank. Stand near the hill and shoot the Majini as they jump on top
of the raised area. Let them come to you for the most part. Only drop when
they stop appearing as much then kill off the stragglers on the way to the
bridge.
-- ENEMIES ROUTED: The two snakes inside the pots on the floor of the north
building on the other side of the bridge can be defeated for extra kills.
===============================================================================
Chapter 3-2 - S-rank tips
===============================================================================
--> Chapter 3-2 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 50+ | 35 | 20 | <19 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <19'00" | 23'00" | 27'00" | 27'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
Recommended Weapons:
M29 magnum
PSG-1 rifle
Grenade Launcher w/explosive rounds
Proximity Bombs
Hand Grenades
Flash Grenades
-- ENEMIES ROUTED: There are a vast majority of enemies in this chapter, so a
player can easily afford to leave the Control Facility and the Docks early if
all other enemies are defeated in other areas.
-- TIME: When the characters reach the railing the overlooks the Execution
Ground, take out the PSG-1 rifle and shoot the Majini with explosive arrows on
the north tower then shoot the other Majini with explosive arrows on the
walkway to the south. Another Majini with explosive arrows will exit the
tunnel to the east so be ready to shoot him as well. Shoot as many Wetland
Majini with the rifle as you can then fall down the ladder. Arm the magnum and
shoot the rest of the Majini that appear along the way to the gap that the
characters have to leap across. Toss flash grenades to stun the Majini then
shoot them if they ever start to dodge too much. Be ready for Kipepeo
spawnings as well by aiming upward and shooting at them or tossing a flash
grenade at that time.
-- TIME: Order the AI partner to turn to the crank then have a flash grenade
ready to toss at the Wetland Majini as they arrive. Shoot them with the magnum
until they start to mount up then toss a flash grenade at them to stun them and
shoot them with the M29 magnum. A grenade launcher with explosive rounds can
be used at this point as well.
-- TIME: The raft dodge command will always be L1+R1/LT+RT on normal but it
will cycle between L1+R1/LT+RT and []+X/X+A on higher difficulties. Quickly
climb off the raft once it nears the end. Don't wait for it to stop.
-- ENEMIES ROUTED: Kill the snakes at the camp site for some extra enemy kills.
At the camp site, arm flash grenades and toss one into the tall patch of grass
to the right at the beginning then toss another into the tall patch of grass
past the middle oil drum. The snakes are closest to the north end of each
patch of grass. Make sure the cutscene plays before tossing the first flash
grenade.
== Refinery ==
-- TIME: Take out the rifle and shoot the Majini with crossbows on the left and
right towers. Fall down the ladder then rush ahead and wait for the Majini to
pile up then shoot them with an explosive round. One extra Majini appears on
the south high platform so shoot him whenever your character move up to the
next high area. A player can always use flash grenades to blind the Majini at
the Refinery if they become too numerous then shoot them with the magnum while
they are stunned.
-- TIME: Rotate the north valve handle first by moving up the south set of
stairs and using the zipline to ride over to it. Defeat the Chainsaw Majini
(blue pants) with a rocket launcher.
-- TIME: Order the partner to rotate the middle valve handle to turn off the
flames that block the way to the northwest platform then quickly drop down the
side and wait for the Majini to appear on the north side then quickly shoot
them all with the magnum after the cutscene. Be sure to shoot the one with the
crossbow on the high platform. Climb up to the high platform and use the
zipline to ride across to the south valve handle. Rotate the south valve while
the Chainsaw Majini with red pants moves toward the character. Run from him
and don't fight him to save time. Move up the middle set of the stairs to the
east.
-- TIME: Have a grenade launcher with explosive rounds ready to shoot the group
of Majini that move out of the corner at the end of the east walkway. The AI
partner will likely be further behind your character if you chose to run from
the Chainsaw Majini but wait by the exit door and the partner will catch up
before the Chainsaw Majini gets to the door.
== Control Facility ==
-- TIME: The first group of Majini at the Control Facility can all be easily
defeated with a magnum. Stand by the north window (break it with the knife)
and wait for the second wave. Once they appear, fire at them through the
window opening. More Majini will climb the gate on the east side, so turn to
deal with them and fire at any more than move through the north window,
including the two Big Man Majini.
-- TIME: Constantly move ahead on the second floor of the Control Facility and
fire at the Majini with crossbows as your main character moves near them.
Proximity Bombs can be placed along the second floor walkway to defeat some of
the Majini that will appear in the final wave a bit earlier than usual. Hop
down to the door at the end.
-- TIME: Arm the rifle when the final wave of Majini appear and shoot them from
a distance until Josh disables the lock on the door. It's best to go ahead and
climb back up to the first high platform to get a better view. The final wave
will appear shortly after Josh makes his way to the controls and says "Dammit,
is everything locked down!?" The Chainsaw Majini will most likely make his way
near the high walkway so take out the rocket launcher and blast him or shoot
him with the magnum to quickly finish him off.
== Docks ==
-- TIME: Place a Proximity Bomb in the following place at the Docks:
a) A little bit away from the front portion of the iron gate next to where the
AI partner stand near the railing to look at the boat up ahead.
b) At the top or middle of the first set of stairs along the way to the boat.
After the cutscene, arm some hand grenades and toss them at each wave of Majini
along the way that don't get hit by proximity bombs. The grenade launcher with
explosive rounds can work well too, but it takes slightly less damage leaving
some Majini alive after the explosion at times. Take out the M29 magnum and
shoot the Big Man Majini in the third wave of enemies (the one with Adjules).
Don't worry about the Majini with dynamite on the high towers and gas tanks;
simply run right by them.
===============================================================================
Chapter 3-3 - S-rank tips
===============================================================================
--> Chapter 3-3 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 30+ | 20 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <19'00" | 23'00" | 27'00" | 22'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
Recommended Weapons:
M29 magnum
PSG-1 rifle
Flash Grenades/Flash Rounds
== Drilling Facilities ==
-- ENEMIES ROUTED: Arm a flash grenade and toss it into the water at the
beginning to make the Majini on the right boat drop his cocktail and burn his
partner and himself. Take out the PSG-1 rifle and shoot the Majini in the
other boat. If the cocktail Majini don't drop their cocktails then the flash
grenade will at least blind them all to where you can easily shoot them.
-- ACCURACY: Only shoot explosive barrels and canisters along the way to the
first docking area since there is always a Majini standing near them.
-- TIME: When the boat docks for the first time, get off and arm the rifle then
shoot the Kipepeo and Majini that attack. A flash grenade doesn't seem to work
that well here. Shoot the closest explosive canisters on the back side of the
area to finish off the Majini with cocktails up above.
-- TIME: After pulling the lever, quick turn and arm the rifle then shoot the
approaching Kipepeo enemies and Majini along the high walkway that are armed
with dynamite. Try to shoot an explosive canister near the dynamite Majini if
possible. A flash grenade can be thrown to get rid of the Kipepeo enemies very
quickly, but the rifle works just as well really. Run back to the boat and
immediately get on the boat without shooting any Majini up ahead early.
-- ACCURACY: For the second boat ride, focus mainly on shooting red barrels.
Only shoot Majini if they are very close while the boat approaches to maintain
accuracy.
-- TIME: The characters will still need to hide behind the cover wall to avoid
the gatling gun fire in the second docking area. Don't stand back and attempt
to shoot every single Majini from the cover area. Shoot only the ones with
crossbows and cocktails before approaching the back area to save time.
-- TIME: Immediately run toward a lever in the back then make the AI partner
grapple one lever then leap across the gap in the middle and pull the other
one. Arm some flash grenades and run back to the boat. When Kipepeos appear,
toss a flash grenade below them. Don't spend much time with them if the
majority of other enemies in this stage have been killed. Toss a flash grenade
at the first wave along the way to the boat then get on the boat and leave
behind the rest. Some of them can be shot or finished with a flash grenade as
the boat departs.
== Patrol Boat ==
IRVING BOSS
-- TIME: On the Patrol Boat, hit Irving with a rocket from the rocket launcher.
Hit him anywhere on his creature body to make him immediately yell and move up
under the water; it's best to aim for his weak spot on his head then fire the
rocket and it will hit him in his body as he swims. When he reveals his true
body, fire at rocket directly at his true body to finish off the boss. This
second rocket shot is the hardest because the shot must be direct to finish him
off, so restart if necessary. Right when he appears for the second time, his
true body will always move to the left at the start so aim a little to the left
and then shoot.
===============================================================================
Chapter 4-1 - S-rank tips
===============================================================================
--> Chapter 4-1 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 50+ | 35 | 20 | <19 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <21'00" | 28'00" | 33'00" | 33'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
Recommended Weapons
M29 magnum
PSG-1 rifle
Grenade Launcher w/explosive rounds
Flash Grenades (bring two sets) or Flash Rounds (make sure they kill or blind
something for accuracy purposes)
--> TIME
-- TIME/ENEMIES ROUTED: Use flash grenades to take out any groups of Bui kichwa
in this chapter. You'll mainly want to use flash grenades on the big grouped
in the beginning cave.
-- TIME: Approach the first wooden ladder while tossing flash grenades at the
Bui kichwa at the beginning then climb the ladder. Don't even activate the Bui
kichwa appearances further down the tunnel. If every other enemy is shot, then
their kills will not be needed.
== Ancient Village ==
-- ENEMIES ROUTED: Shoot the spiders along the walls of the Ancient Village
area to get some extra kills. There are three along the way to the bridge that
breaks. One is found directly after falling from the stairway, one is to the
left of the casket that can be opened and one is behind an open casket before
getting to the bridge.
-- TIME: Use a mixture of flash grenades or flash rounds and magnum shots to
defeat the Wetland Majini and the Bui kichwa after falling through the
trapdoor.
-- TIME: Drop down the high area outside of the trap area then arm the grenade
launcher with explosive rounds and shoot the Wetland Majini that attack. The
magnum can be used as well but they tend to group so the grenade launcher works
rather well here.
-- TIME: Turn the crank immediately after fighting off the enemies then run and
avoid the fireballs and then get past the closing door. Run immediately to the
door down the stairs after the cutscene then exit the Ancient Village area.
== Labyrinth ==
-- DEATHS: Make sure not to fail any of the commands during the cutscene
shortly after entering the Labyrinth area. If you fail then choose not to
continue and start over to keep deaths at 0. The following list the commands
for the cutscene:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-> COMMAND INPUT 1 (Both)
Sequence: Chris and Sheva quickly dash down the corridor as the pillars fall.
Type: Rapid button tap
Command: Run
-> COMMAND INPUT 2 (Both)
Sequence: Chris and Sheva leap over the pit that opens in the floor.
Type: Single Button
Command: Jump
-> COMMAND INPUT 3 (Both)
Sequence: Chris and Sheva quickly dash down the corridor as the pillars fall.
Type: Rapid button tap
Command: Run
-> COMMAND INPUT 4 (Both)
Sequence: Chris and Sheva leap over the pit that opens in the floor.
Type: Single Button
Command: Jump
-> COMMAND INPUT 5 (Both)
Sequence: Chris and Sheva quickly dash down the corridor as the pillars fall.
Type: Rapid button tap (Much more extended than the rest of the taps)
Command: Run
-> COMMAND INPUT 6 (Both)
Sequence: Chris and Sheva leap over the pit that opens in the floor.
Type: Single Button
Command: Jump
-> COMMAND INPUT 7 (Main player [single play] or random player [co-op])
Sequence: While both characters are standing on the other side of the final
pit, the ledge along the side falls out from underneath a character
and that character has to grab onto the side.
Type: Two Button Press
Command: Grab
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- ENEMIES ROUTED: Toss flash grenades in the Labyrinth area whenever bats can
be heard overhead to get some extra kills as the flash explosion knocks them
out of the air. It's best to do this in the area with the blue status.
-- TIME: Run straight toward either side of the blue statue in the labyrinth
and command the partner to pull one chain then quickly run to the next chain.
Don't grab the treasure to save time! Exit via the east end instead of the
south to continue ahead.
-- TIME: Arm the rifle when fighting the first group of Majini in the Labyrinth
then shoot the ones with the explosive arrows on the stairs and the high ledge
first then shoot them remainder of them with explosive rounds from the grenade
launcher as they move around the corner to to the right. A second wave will
appear after the first initial wave.
-- TIME: Command the AI partner to grapple the top floor purple statue then run
below and toss a flash grenade as the first few Bui kichwa that emerge from the
ground. Pull the chain while the enemies appear and stay in ready status so
that the partner will run back to the chain instead of coming to join your main
character. Fight off the Majini and Bui kichwa afterward and try to defeat
most of them. It's very possible to leave some and still get the required
number of enemy kills even if you skipped some of the Bui kichwa in the cave
area at the beginning though if the majority of other enemies have been killed.
POPOKARIMU BOSS
-- TIME: When the Popokarimu boss appears after pulling the chains of the red
statue, run right by him and run up the stairs. Run all way to the exit door.
Be sure to press the precise button commands that appear on the screen in order
to dodge his attack or suffer instant death.
===============================================================================
Chapter 4-2 - S-rank tips
===============================================================================
--> Chapter 4-2 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 35+ | 20 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <16'00" | 20'00" | 24'00" | 24'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
Recommended Weapons:
M29 magnum
PSG-1 rifle
Rocket Launcher
Grenade Launcher w/explosive rounds
Proximity Bombs
Flash Grenade/Flash Rounds
== Worship Area ==
-- ENEMIES ROUTED: Right before moving up the second set of stairs at the
beginning, toss a flash grenade at the ground below the overhead arch to kill
the bats that hang overhead.
-- TIME: Don't go back to the door and place the emblems on the door for this
part. Only place them once all of them are collected.
-- TIME: Arm a rocket launcher and look toward the northwest light pillar.
Find the side of the wall in front of the pillar that has a small opening on
it. Fire the rocket so that it hits the lit-up portion of the wall behind the
torch near that opening and the explosion will hit the Majini behind the wall.
A grenade launcher with explosive rounds can be used to hit the Majini behind
the northwest pillar as well.
-- TIME: The northeast pillar can be deactivated with a rocket launcher as
well. Aim toward the pillar then find the torch on the east side then aim at
the lit up wall behind the torch and fire the rocket to hit the Majini that is
controlling the light pillar and deactivate that light pillar. This can only
be done with a rocket launcher until a character moves up the wooden walkway
close to the pillar.
-- TIME: Arm a rifle before stepping into the west area with the sea emblem
then shoot all of the Wetland Majini with explosive arrows on the top platform.
Enter the area then arm the rifle again and shoot the Majini as they move down
the stairs.
-- TIME: A Proximity bomb can be placed below the damaged portion of the north
wall (with the torch on the back portion of the cave wall above) in order to
kill the torch Majini that hops down from it after collecting the sea emblem.
Place the bomb on the path that leads toward the center walkway and not
directly below the wall.
-- TIME: Shoot both Giant Majini in the west and northwest area with the rocket
launcher or a magnum.
-- TIME: Give Sheva a magnum before boosting her over to the area with the sky
emblem. Arm the rocket launcher and be ready to fire at the Giant Majini as he
falls down the ledge in the north.
-- TIME: When moving into the east area with the Earth emblem, enter from the
second floor by moving across the path to the east of the area with the sky
emblem. After killing off the Wetland Majini and obtaining the emblem, fall
off the second floor walkway back up the stairs instead of moving through the
tunnel to save time then rush to the middle door and place the emblems on the
door.
== Pyramid ==
-- ENEMIES ROUTED: At the beginning of the pyramid area, toss a flash grenade
to defeat the snake and the spider that crawls along the floor. Find the
second spider in the middle of the stairs then shoot it as well.
-- ENEMIES ROUTED: In the third puzzle room a player can enter the north room
and use a flash grenade to defeat the Bui kichwa enemies that appear. This is
really not needed and takes up extra time though since there are only two.
-- ENEMIES ROUTED: Open the chest in the third puzzle room and toss a flash
grenade at the vast group of Bui kichwa enemies to gain quite a few kills for
this chapter. Be sure to do this in order to for sure get the require amount
of kills for this chapter.
-- TIME: Puzzle solutions listed below.
- FIRST PUZZLE ROOM SOLUTION
The following is a diagram that shows the fastest way to solve the first puzzle
room. The diagram shows the way that the beams will reflect when the puzzle is
finished. Turn the mirrors in the direction displayed in the summary.
o
|
4 ------------------------------------------------------------ 3
|
* |
| |
1 ---------------------------- 2
SUMMARY FOR THE FIRST PUZZLE ROOM:
------------------------------------------.
| 1) Rotate Mirror 4 to the left one time. |
'------------------------------------------'
- SECOND PUZZLE ROOM SOLUTION
The following is a diagram that shows the fastest way to solve the second
puzzle room. The diagram shows the way that the beams will reflect when the
puzzle is finished. Turn the mirrors in the direction displayed in the
summary.
5 ------------------------------------------------------------ 4
| |
| |
| |
| |
| |
3 ----------------------------- 2 |
| |
* ----------------------------- 1 o
SUMMARY FOR THE SECOND PUZZLE ROOM:
-----------------------------------------------------------------------.
| 1) Knock down the pillar in between the light pillar and Mirror 1. |
| 2) Turn Mirror 2 to the right one time. |
| 3) Turn Mirror 5 to the left one time. |
| 4) Knock down the pillar in between Mirror 4 and the elevator mirror. |
'-----------------------------------------------------------------------'
- THIRD PUZZLE ROOM SOLUTION
The following is a diagram that shows the fastest way to solve the third puzzle
room. The diagram shows the way that the beams will reflect when the puzzle is
finished. Turn the mirrors in the direction displayed in the summary. Keep in
mind that this particular diagram show the fastest way to exit the room and not
obtain the treasure so it is different from the one in my walkthrough for the
main game of Resident Evil 5.
5 ------------------------------------------------------------ 4
| |
| |
Skull Chest 3 ----------- | -------- o
| | |
| | |
2 ---------------------------------------------- 1 *
SUMMARY FOR THIRD PUZZLE ROOM:
----------------------------------------------------------------.
| 1) Turn Mirror 2 to the right one time. |
| 2) Turn Mirror 1 to the right one time. |
| 3) Turn Mirror 3 to the left one time. |
| 4) Turn Mirror 5 to the right one time. |
'----------------------------------------------------------------'
===============================================================================
Chapter 5-1 - S-rank tips
===============================================================================
--> Chapter 5-1 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 7+ | 5 | 4 | <3 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <12'00" | 16'00" | 20'00" | 20'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
Recommended Weapons:
M29 magnum
Rocket Launcher
Grenade Launcher w/nitrogen rounds
Proximity Bombs
Flash Grenade/Flash Rounds
== Underground Garden ==
-- TIME: At the start of the Underground Garden area, simply run up the stairs
that lead to the Progenitor flowers then run down the opposite set of the
stairs and then open the door at the end of the path ahead. Don't stop to
collect anything.
== Progenitor Virus House ==
-- TIME: Don't make any stops along the way and kick through doors all up until
the characters get to the room with the caged animals.
-- ENEMIES ROUTED: Kill all the animals inside the cages in the holding area of
the Progenitor Virus House by tossing flash grenades at them or shooting flash
rounds nearby them. You'll be a heartless bastard for killing innocent caged
animals, but you'll gain the majority of the required kill amount for this
chapter in this very room by being so cruel.
-- TIME: Fire a nitrogen round at each Licker then shoot it with any weapon to
shatter it.
-- TIME/ENEMIES ROUTED: In the holding area with Lickers run to the door and
kick it open the kick the next door with the partner assist command. Who care
if your character alert them since time of the essence. Place at least one or
two proximity bombs in the hallway that leads to the elevator (place them far
apart to avoid having them set each other off) then call the elevator by using
the button next to it. The Proximity bombs will give your characters the
required kill amount for sure if the two Lickers and caged animals were
finished earlier, so just get inside the elevator once it open and leave. Use
nitrogen rounds if the Lickers ever get too close to the elevator and fire with
any weapon to shatter them.
== Experimental Facility ==
U-8 BOSS
-- DEATHS: Make sure not to fail the command during the introduction cutscene
to the U-8 fight. If you fail then choose not to continue and start over to
keep deaths at 0. The following list the command for the cutscene:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-> COMMAND INPUT
Sequence: U-8 swings at Chris and Sheva with its right pincher arm.
Type: Two buttons
Command: Dodge
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- TIME: During the start of the U-8 battle, take out the rocket launcher and
aim directly at U-8's mouth while he has it open at the beginning then shoot a
rocket directly into his mouth to finish him on normal mode. On Professional
mode, it will take two rockets to the mouth to finish him off. He's severely
weakened after one rocket though, so a few magnum shots will finish him also.
===============================================================================
Chapter 5-2 - S-rank tips
===============================================================================
--> Chapter 5-2 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 40+ | 25 | 15 | <14 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <22'00" | 26'00" | 30'00" | 30'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
Recommended Weapons:
M29 magnum
PSG-1 rifle
Grenade Launcher w/nitrogen rounds.
Rocket Launcher
Flash grenade/rounds
Hand Grenades
== Missile Area: First Floor ==
-- TIME: Don't spend too much time worrying about taking cover in the first
area with Base Majini. Simply run down the stairs in the first area and toss a
hand grenade at the first three. Take out the rifle and shoot any survivors.
Move on ahead and aim the rifle at the door then shoot the Base Majini as they
open the door to enter the room.
-- TIME: In the second area, immediately take out the rifle and shoot the Base
Majini behind the closest set of metal crates then take cover behind that set
of crates. Pop up and shoot the rest of the Base Majini quickly. Don't worry
about triggering the single Base Majini that moves down the broken staircase in
the side room to the left. You'll get your kill amount without having to
defeat him.
-- TIME: In the third area with Base Majini, move down the hall with the magnum
equipped then quickly shoot the closest Base Majini behind the metal crates
outside the hall. Carefully aim at the Majini with the stun rod that moves
down the stairs and shoot him twice - once to kill the Majini and the second
time to kill the Cephalo that spawns from him. Take out the rifle and shoot
the other two Base Majini when they pop up from behind the railing up ahead.
-- TIME: Move up the right set of stairs with the rifle equipped then shoot
the Base Majini that can be seen. Look toward the very back of the area while
still on the stairs and find the explosive canister on the opposite side of the
room. It can just barely be seen through the railings if you stand in the
middle of the right set of stairs and look toward the back of the room with the
rifle. Shoot that explosive canister to take out the entire crowd of Majini
with machine guns and Majini with stun rods. Quickly shoot the other Majini
with the machine gun up the stairs then exit the area.
-- TIME In the area with the Lickers, a character MUST defeat them in order to
satisfy the amount of kills for this chapter if the upcoming Base Majini
conveyor belt battle is skipped. Use Nitrogen Rounds to freeze them then
shatter them with any gun. On an actual timed run, you'll want to simply run </pre><pre id="faqspan-7">
by the Lickers and reach the door at the end.
-- TIME: While on the high railing in the room with the conveyor belts, run to
the far end with the ladder but DON'T drop just yet. There are two Majini
below that will call others to your attention but they can be defeated quickly
to where the battle below can be avoided. Take out a hand grenade and toss it
down at the Majini with the metal mask right below the ladder. Toss it so that
it hits him and makes him explode in the direct hit range. QUICKLY, while the
hand grenade bounces, take out the rifle and aim at the Majini on the bottom
floor along the far east side then shoot him in the head before he fully
finishes yelling. This will cancel the battle where the Base Majini attack
below. Remember that you can restart and try again from the top walkway if the
Base Majin are alerted.
-- TIME Run along the middle portions of all conveyor belts to move faster
along them.
-- TIME: Shoot the Majini on the high walkways before getting on the second
conveyor belt. Stay along the middle portion of the conveyor belt to keep from
moving backward the whole time. Shoot the explosive canisters as much as
possible and be wary of the Majini on the high walkway, especially the two with
pipe bombs at the end - shoot them as soon as possible. If any Majini with
metal shields ever get too close to your characters then shoot them with
nitrogen rounds to freeze the Majini then shatter them with gunfire.
-- TIME: Shoot the Reaper with the rocket launcher right when he appears. Be
careful about running too close to the area where he drops to avoid getting hit
by the rocket blast radius.
-- TIME: Right after pulling the lever to turn on the conveyor belt with test
subjects on it, hop off the side then wait for the first set of metal crates to
move by. Run as fast you can to the east along the conveyor belt then quickly
run to the left just as your main character passes by the railing to the left
to reach the end without having to go the long way around; your character will
make it past the railing before the metal crates move down the conveyor belt.
Climb up onto the platform then exit the area like normal. The AI partner can
sometimes screw up this trick.
UROBOROS MKONO BOSS
-- TIME: Right at the beginning of the battle with Uroboros Mkono, take out the
rocket launcher then fire a rocket directly at it to finish off the Uroboros
with a single shot and end the chapter.
===============================================================================
Chapter 5-3 - S-rank tips
===============================================================================
--> Chapter 5-3 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 30+ | 20 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <38'00" | 42'00" | 48'00" | 48'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
Recommended Weapons:
M29 magnum
PSG-1 rifle
Rocket Launcher
Grenade Launcher w/nitrogen rounds
Flash grenade/flash rounds
M92F handgun (for AI partner)
== Experimental Facility ==
-- TIME: Run through the open door in the room where Uroboros Mkono was fought
in the last chapter and move toward the ladder to the left then climb the
ladder and follow the hall to the right then exit the area. Don't collect any
pickups to save time.
== Missile Area: Second Floor ==
-- TIME: Take cover and shoot the Base Majini with machine guns in the Second
Floor Missile Area like normal.
-- TIME: Arm the rocket launcher and shoot any possible Reapers that fall from
the eggs attached to the ceiling.
-- TIME: Remember that a player has to enter the room to the left of the lift
in order to pull a lever inside that will activate the lever to the lift. Make
the AI partner control the lever then get on the lift. Arm the rifle and shoot
the Majini with the machine gun on the far walkway off to the right while the
lift moves across. Arm the grenade launcher with nitrogen rounds then shoot
and freeze both Majini with metal shields on the opposite side and shatter them
with gunfire to finish them without hassle and also cancel their Cephalo
spawning.
-- TIME: The Majini with rocket launchers and stun rods can be taken down by
using a rifle as usual. Have a flash grenade or flash round ready for the
Cephalo that two of them will spawn.
-- TIME: When approaching the office, make the AI partner open the door to the
office by shouting the "Go" command then quickly fire a nitrogen round at the
three Majini inside the office to freeze them all. Shatter them with weapon
fire then continue on.
== Moving Platform ==
-- TIME/ACCURACY: While on the moving platform, only shoot the Majini with near
the levers to save on both time and accuracy. The first Majini that holds a
lever is on an east platform and the second Majini that holds a lever is on a
west platform.
-- TIME After both Majini are shot, once the platform rises to the top, a
character can arm the rocket launcher and fire a rocket directly at the group
of Majini that move along the catwalk up above while they head to the stairs.
Shoot them through the grated floor of the catwalk. Other than the explosion
from a rocket launcher a grenade launcher with explosive rounds will wound them
a bit. Use a rifle like normal while taking cover behind the center portion of
the platform to shoot them once the platform rises all the way otherwise.
== Monarch Room: Entrance ==
-- TIME: Remember that a player has to activate the elevator by pulling a lever
behind the building in the Monarch Room Entrance before anything else. Ride
the elevator up to the catwalk then use freeze rounds to freeze the first two
Lickers. Run along the high walkway then freeze and shatter the first Licker
off to the right that climbs onto the walkway. Place proximity bombs along the
walkway and then place a few along the catwalk. That leads to the crate.
Begin to push the crate and listen as the explosions go off. Try to push it as
far as you can then only turn to fight the Lickers when they get too close.
Freeze them with nitrogen rounds then shatter them with gunshots.
== Monarch Room ==
JILL AND WESKER BOSS
-- TIME: When the battle with Jill and Wesker begins, immediately run to the
door off to the right and examine it to trigger the cutscene where Wesker will
kick your main character through the door. Run up both sets of stairs in the
hallway behind the door then arm the rocket launcher and turn around while at
the top of the second set of stairs. Wait for Wesker to move around the corner
after he moves up the first staircase then fire a rocket at him then shoot it
to make him leave.
NOTE: If Wesker turns and moves back down the staircase and heads toward the
middle of the Monarch Room then he will leap up to the balcony on the other
side and come around the way. It's best to simply restart when he does this in
order to save time.
NOTE 2: Sometimes Wesker will not lose sight of the characters while rounding
the stair corner, so the rocket will miss as he dodges. If he does this then
it is best to restart instead of running down the corridor to the next corner.
JILL BOSS
-- TIME:
Method 1:
While fighting Jill, arm the grenade launcher with flash rounds and shoot a
flash round near her to stun her in place from the beginning. Have the AI
partner equipped with a handgun then get behind Jill while she is stunned then
restrain Jill yourself so the AI partner can shoot. Face Jill's legs as she
gets up and she should rise with her back to your character, so spam the action
button to restrain her. Try to restrain her then the AI partner will help out
by shooting her chest device. Allow Jill to lie on the ground and don't
perform a ground tear. All the rest of the restrains should be performed in
the same way but your character will have to face her head after the second
shot in order for her back to be facing your character once she gets up.
Simply face her head and tap the action button as she gets up to restrain her
so the AI partner will shoot her chest device.
Entreat her if you must, but restrains should work fine as long as your main
character faces her head portion. Keep this pattern up until her chest device
has been shot 6 times then perform a ground tear to tear it off and end the
battle. Ground tears prior to six shots will only screw up the process of
entreating and restraining her. It doesn't really make it any quicker by
performing a ground tear and you'll have to chase after Jill more after dodging
her counter attack since your character will roll away from her during the
dodge. Knife slash Jill or shoot her once with a low powered machine gun to
make her get up faster.
NOTE: In order to avoid using flash rounds at all, move down the left staircase
right as the battle starts and tap the action button to quickly entreat Jill
while playing as Chris and she will stagger as she runs directly ahead to where
she can be easily restrained. This command will only appear for a slight
second if you're extremely fast in moving down the left set of stairs.
The key part to getting through this battle quickly is to know which way she
will turn after each knockdown so your character can quickly restrain her.
Face her legs after shooting the device and throwing her down once then face
her head after shooting the device for the second time and tossing her down.
Always face her head for any throw after two shots. Don't let the AI partner
attempt to retrain her since the AI partner will only end up annoying the hell
out of the player with random throws from her front side instead of restrains
from behind.
Method 2:
http://www.youtube.com/watch?v=ik_xWOejbOs
The player in the next video we have here is quickly restraining Jill at the
beginning of the battle and allowing the AI partner to shoot the device then
throw here. The AI partner is armed with a handgun. The player is moving
forward just a bit after the AI partner throws Jill so that the AI partner
moves behind Jill.
The player uses a flash round to stun Jill so that the AI partner will grab
her. Directly after each shot to the device the player shoots another flash
round at Jill to both stun her and keep the AI partner in place. The AI
partner responds with an automatic restraint after the blinding flash each time
since the AI partner doesn't have time to move. This method works with both
characters.
The device only takes 6 shots, so it can be torn off after the sixth shot after
the AI partner tosses Jill to the floor. This method actually works extremely
well and is easy to do and it will definitely help for a better overall time
with the Jill battle.
Method 3:
http://www.youtube.com/watch?v=k4DPhPyL4Bo
As you can see, the player in the video above is running down the left set of
stairs right as the battle with Jill begins. If you watch closely, a quick
"Entreat" command appears since he is meeting Jill right when he reaches the
bottom of the stairs. The player is quickly Entreating Jill before she runs
by. The Entreat stuns Jill right when she stops.
The player shoots the device while Jill is stunned then quickly shoots her in
the chest to stagger her. The player quickly shoots the device and then the
chest multiple times, one right after the other, to damage the device then
stagger her with another shot. The VZ61 machine gun that is used does little
damage for each body shot so it won't kill Jill. The staggering shots are also
keeping the AI partner from grabbing Jill. Notice how the AI partner only
grabs Jill once the shots have ceased. This method can be very hard and the
beginning Entreat is luck based since Jill will sometimes not run directly
ahead as the battle starts.
===============================================================================
Chapter 6-1 - S-rank tips
===============================================================================
--> Chapter 6-1 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 40+ | 25 | 14 | <14 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <26'00" | 31'00" | 36'00" | 36'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
Recommended Weapons
M29 magnum
PSG-1 rifle
Rocket Launcher
Grenade Launcher w/explosive and nitrogen rounds.
Flash Grenades/Flash Rounds
== Ship Deck ==
-- TIME: From the start, turn to the south and shoot the Majini behind the vent
structure. He is on a nearby walkway. Fight off the Majini up ahead as like
normal and defeat them all for kills. Remember that the magnum's piercing will
shoot right through their metal armor.
-- TIME: Climb up to the very top of the nearby tower then shoot the Majini
near the crane lever on the crane platform to the south to cancel the cage trap
later on in the level.
-- ENEMIES ROUTED: Shoot the two Majini that stand on the very top of the crane
and shoot the Majini above the first ladder that leads to the crane platform.
-- TIME: Walk backwards up the first set of stairs below the tower so that your
character will be facing the Adjules as they pop out of the crate. Shoot them
with explosive rounds from the grenade gun in order to hit them easily. One of
the Majini along the stairs will form a Cephalo so prepare to shoot him twice
with the magnum.
Fire at the Majini and Big Man Majini with the M29 magnum. One of the Adjules
will have his plagas revealed, so shoot it with a flash round or toss a flash
grenade at it. When the Majini up ahead spawns a Duvalia, take out a flash
grenade or flash round and use the flash explosive to easily kill the Duvalia.
He can also be shot with a nitrogen round and shattered to instantly kill the
Majini without the spawning. This is the final Majini right before dropping
from a ladder.
-- TIME/ENEMIES ROUTED: Use the grenade launcher with explosive rounds to
easily finish off the Adjules that attack while on your way to the exit door in
the far south. Be sure to kill all the Adjules in the area, even the one
behind the lift that can be raised to obtain the 3,000 gold pickup. He is a
plagas Adjule so kill him with a flash explosive.
== SHIP HOLD ==
-- TIME: Be sure to request all weapons from the AI partner before entering the
room with the Majini lookouts. Stand on the walkway and shoot the following
Majini lookouts in the order displayed below so your characters can avoid all
the Majini that would normally attack in the room below:
a) The Majini on the walkway directly across from the door.
b) The Majini on the high walkway across from the walkway (look up and to the
south).
c) The Majini behind the crates below (left).
d) The Majini behind the crates below (right).
e) The Majini around the side of the walkway to the east. He's behind the
cover wall. MAKE SURE to take cover behind the wall near him and then pop
out and shoot him in the head. Otherwise, he might notice your characters
if a character simply steps out from behind the wall.
f) The Majini that climbs up the ladder from below while the characters are on
the east walkway.
Shoot all of the above Majini and the alarm will not go off and your characters
can easily make it through the room below without having to worry about the
usual Majini that would normally attack if spotted.
-- TIME: Shoot most of the Majini in the tunnel with the M29 magnum while your
characters rushes down the tunnel. The Majini before the last will form a
Cephalo so shoot him twice the magnum to kill the Majini then the Cephalo. The
final Majini that drops from the ladder will form a Duvalia so quickly shoot
him with a nitrogen round when he falls then shatter him with gunfire to cancel
the Duvalia spawning.
-- TIME: Arm the rocket launcher then shoot the Gatling Run Majini as he moves
down the stairs.
-- ENEMIES ROUTED: In the area with the rocket launcher Majini, a player can
fall down to the lower floor BEFORE killing off all the Majini with rocket
launchers to make Bui kichwa enemies move out of a crate to the right. This
can help a player that is lacking kills for this chapter. Simply use a flash
grenade or flash round to kill them all with one light explosion. If you
skipped out on the cage dropping sequence then you MUST get the Bui kichwa
kills in order to get the full kill amount needed for an S-rank in kills on
this chapter.
===============================================================================
Chapter 6-2 - S-rank tips
===============================================================================
--> Chapter 6-2 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 35+ | 20 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <22'00" | 28'00" | 33'00" | 33'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
Recommended Weapons:
M29 magnum
PSG-1 rifle
Rocket Launcher
Grenade Launcher w/flame rounds and nitrogen rounds
NOTE: Gaining the required amount of enemy kills for this chapter will increase
your time taken quite a bit, so you're going to have to give up on a speed run
if you want the require enemy kills for this chapter. Enemy kills will
basically be gained through the Uroboros blobs during the Uroboros Aheri boss
fight.
== Main Deck ==
-- DEATHS: Make sure not to fail any of the commands during the second
cutscene. If you fail then choose not to continue and start over to keep
deaths at 0. The following list the commands for the second cutscene:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-> COMMAND INPUT 1
Sequence: The Uroboros tentacle quickly moves toward the characters as they
move up the stairs to the walkway above and it tries to smash them
against the wall as they attempt to jump to the right.
Type: Single button pres/Slightly rapid button press
Command: Dodge
-> COMMAND INPUT 2
Sequence: The tentacle continues to follow the characters as they run along the
walkway then it tries to slap them as the characters attempt to jump
and roll.
Type: Single button press/Slightly rapid button press
Command: Dodge
-> COMMAND INPUT 3
Sequence: The characters recover from the roll and the tentacle rakes across
the top portion of the walkway but the characters jump and roll out
of the way again.
Type: Single button press/Slightly rapid button press
Command: Dodge
-> COMMAND INPUT 4
Sequence: The characters look up to see a tentacle and quickly jump out of the
way of the tentacle as it tries to smash them almost directly after
they roll from the last tentacle strike.
Type: Single button press/Slightly rapid button press
Command: Dodge
-> COMMAND INPUT 5
Sequence: The characters rush to the end of the walkway and one of them climbs
a crate then that character turns to pull the other one up as a
tentacle heads for them to smash them against the crate.
Type: Two button press
Command: Climb over
-> COMMAND INPUT 6
Sequence: The characters run past the crate as the tentacle continues to
follow. The tentacle races up the stairs after them and tries to
smash them against the middle portion of the stairs from overhead as
they attempt to jump away from it.
Type: Rapid button press (much more extended than the last few)
Command: Run
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== Bridge ==
-- TIME: To speed up the process of moving through the ship's corridors, fire a
single flame round at most of the Uroboros tentacles that bar the halls to make
them retract into the ceiling and allow quick passage through the halls without
having to take the long way around. Be sure to dodge the tentacles that move
through the ceiling by pressing the action button when the dodge prompt
appears. On any difficulty the dodge command is always the action button.
-- ENEMIES ROUTED: Shooting the third Uroboros tentacle is basically useless
since a player needs to move down the opposite hallway with the Majini bodies
to defeat the Majini there in order to gain a higher kill amount. Move down
that hallway then allow the Majini to get up then quickly defeat them with the
M29 magnum. Shoot the one that appears from down the hall to the right with a
nitrogen round to keep him from changing into a Duvalia then shatter him.
== Bridge Deck ==
UROBOROS AHERI BOSS
-- ENEMIES ROUTED: During the fight with Uroboros Aheri, allow the AI partner
to shoot the tentacles with the PSG-1 rifle while your character aims for them
with the L.T.D. laser targeting device. After each laser shot, lay down the
L.T.D. and fire flame rounds at the Uroboros blobs that land on the platform.
Incendiary grenades work well also, but flame rounds seem to work better.
The Uroboros blobs in this chapter MUST be defeated in order to gain the
required kill amount for this chapter. A player must make Uroboros Aheri
reveal its central core a total of four times on Normal mode in order to make
it spawn enough Uroboros blobs to gain the required kill amount for this
chapter. And this does take in the fact that your character finished the
Majini in the hallway while inside the ship. It is best to NOT fire the L.T.D.
laser at the Uroboros weak point so as not to end the battle early.
-- ACCURACY: Accuracy will not be decreased while firing a flame round so long
as the flame rounds (or the fire spread) actually hit an Uroboros blob. The AI
partner can work against the player here however since the AI partner can
easily shoot an Uroboros blob that your character fires at and the flame shot
will count against your rank if the flame round does not hit anything. Aim
carefully and cautiously.
-- TIME: Once Uroboros Aheri's central core weak spot is revealed (for the
third time), arm the rocket launcher and fire a rocket directly at the central
core to finish the battle.
===============================================================================
Chapter 6-3 - S-rank tips
===============================================================================
--> Chapter 6-3 Ranking Table <--
.-----------------------------------------------------------.
| RANKS | S | A | B | C |
|===========================================================|
| ACCURACY | 70%+ | 60-69.9% | 50-59.9% | 0-49.9% |
|-----------------------------------------------------------|
| ENEMIES ROUTED | 25+ | 15 | 10 | <9 |
|-----------------------------------------------------------|
| DEATHS | 0 | 1 | 2 | 3+ |
|-----------------------------------------------------------|
| CLEAR TIME | <22'00" | 26'00" | 30'00" | 30'01"+|
'-----------------------------------------------------------'
< = less than or equal to + = greater than
Recommended Weapons:
M29 magnum
PSG-1 rifle
Rocket Launcher
== Bridge Deck/Bridge ==
-- TIME: Rush through the first few areas before the characters finish their
dialogue.
== Engine Room ==
-- TIME: Use the PSG-1 to defeat the Base Majini in the first room. Shoot them
from the railing of the first walkway. Run to the lever to open the first
bulkhead door then pull it. While the door opens, take out the M29 magnum to
shoot Majini on the way to the first door while it opens. Use the rifle to
defeat any long range Base Majini. Begin to shoot the Majini with machine guns
from behind the bars of the doorway while the door still opens.
-- TIME: Rush into the second room then begin to fire at the Majini that move
down the left walkway first of all. Take out the rocket launcher Majini on the
left walkway and back center walkway most importantly. Once the Base Majini
have been thinned out, the characters can move further into the room. The rest
of the Base Majini waves will come from the walkway off to the right, so look
that way to take down the rest of them. Be right by the levers as the Base
Majini stop entering the area then pull the levers immediately afterward.
-- TIME: Use the rocket launcher to defeat the two Reapers that attack after
opening the second bulkhead door.
-- TIME/ENEMIES ROUTED: Aim in between the center of the holes in the floor
where the Gatling Gun Majini appear in the third room then shoot a rocket in
between the Gatling Gun Majini to hit them both with one rocket right when they
appear. Collect the keycards then immediately exit the room. Don't even worry
about the extra Majini that appear along with the Gatling Gun Majini. If
you've defeated all the other Majini in this area, then you you'll already have
a little bit over the amount of enemy kills to skip them.
-- TIME: Rush down the hall after the exiting the final bulkhead room then
quickly open the door before the character finish their dialogue.
== Hangar ==
WESKER BOSS
-- TIME: Run to the southwest light and turn if off yourself without any help
from the AI partner. Depending on what Wesker does at the beginning of this
battle, he might lose sight of your characters while they stand at the
southwest light. You might want to restart and hope for this. When he loses
sight of your character, fire a rocket at him then quickly hit him with another
rocket while he is holding the first. Run up to him and restrain him while he
kneels then the AI partner will inject him to finish the battle.
-- DEATHS: Make sure not to fail any of the commands during the cutscene
following the Wesker fight. If you fail then choose not to continue and start
over to keep deaths at 0. The following list the commands for the cutscene:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-> COMMAND INPUT 1
Sequence: After Wesker says: "Uroboros will be released into the atmosphere
ensuring complete global saturation", he will dash toward both
characters and try to impale one of them with his arm.
Type: Single button press (Possible two button press on Pro mode)
Command: Dodge
Player: Both (If a player fails, then that player's character gets impaled
with Wesker's arm.)
-> COMMAND INPUT 2
Sequence: When Wesker jumps to the wall and Chris aims his gun up toward Wesker
as Wesker prepares to fire his own gun.
Type: Single button press
Command: Fire
Player: Chris
-> COMMAND INPUT 3
Sequence: When Wesker grabs Sheva by the throat and holds her by the neck.
Type: Left analog shake
Command: Break Free
Player: Sheva
-> COMMAND INPUT 4
Sequence: When Sheva turns to shoot Wesker shortly after Chris runs toward the
lever in the back of the plane.
Type: Single button press
Command: Fire
Player: Sheva
Special Note: Command Input 4 is kind of worth failing at least once to view
the unique death that takes place. Wesker will jump toward Chris and twist his
neck from overhead before falling.
-> COMMAND INPUT 5
Sequence: Shortly after the flashbacks of Jill and Chris at the Spencer Estate
when Sheva prepares to let go of the metal railing as Wesker grapples
her leg.
Type: Two buttons
Command: Help
Player: Chris
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== Volcano ==
MUTATED WESKER BOSS
NOTE: Don't give AI Sheva any type of weapon for this fight. Restart and take
it away if necessary.
-- TIME: It's much faster to finish this area quickly while playing as Chris.
Anytime before or up until Wesker chases the characters to the end of the rock
ledge, aim up at the weak rock ledge that a character must shoot to obtain the
Diamond (Marquise) treasure then shoot it with the rocket launcher to make it
crumble before Chris has to drop from the ledge. The rocket launcher explosion
will hit it more easily than other weapon where one must be precise.
With Chris, immediately after falling, turn to the north (left) then hop over
to the ledge with the Diamond (Marquise) treasure. DON'T move over to the
treasure however, turn around to face Wesker instead. Wait for him to jump
onto middle rock that leads to the ledge where your character is and wait for
him to raise his right arm. Quickly leap back to the rock that he is on then
leap back to the starting ledge where Chris dropped. Quick turn and aim at
Wesker then fire a rocket at his back weak point to finish the battle.
Just in case, the following is the list of command inputs for the Chris and
Sheva players during the first part of this fight: (Using the method above, a
player should have to make it this far though)
- - - - - - - - - - - - - - - - - - - CHRIS - - - - - - - - - - - - - - - - - -
-> COMMAND INPUT 1
Sequence: Chris pushes the boulder.
Type: Rapid button press
Command: Push
-> COMMAND INPUT 2
Sequence: Chris begins to lift up on the boulder.
Type: Left analog rotation
Command: Push
-> COMMAND INPUT 3
Sequence: Chris begins to punch the boulder.
Type: Hook
Command: Rapid button press (random and constantly changing)
-> COMMAND INPUT 4
Sequence: Chris pushes the boulder into the lava lake.
Type: Ram
Command: Two button press
- - - - - - - - - - - - - - - - - - - SHEVA - - - - - - - - - - - - - - - - - -
-> COMMAND INPUT
Sequence: Sheva holds onto the side of the ledge and struggles in maintaining
her grip.
Type: Climb Up
Command: Button Mash
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- DEATHS: Make sure not to fail the single command during the cutscene
following the Mutated Wesker fight. If you fail then choose not to continue
and start over to keep deaths at 0. The following list the command for the
cutscene:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-> COMMAND INPUT
Sequence: While the ending cutscene plays, right when Chris and Sheva aim with
their rocket launchers.
Type: Two button press
Command: Fire
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Congrats. You should have just S-ranked all chapters now!
===============================================================================
EVERYTHING ELSE [EE00]
===============================================================================
*******************************************************************************
UPDATES
*******************************************************************************
6/26/09 - Full Professional Walkthrough guide is complete.
6/30/09 - Updated the mention of using an electric round to break the padlock
on the door in Shanty Town in chapter 2-1.
7/10/09 - Major update here. Added my S-rank guide from my main walkthrough to
the bottom of this guide and also added a section for S-rank Professional
Videos by Sairento27/Silent_Zone7. I considered making a separate S-rank
Guide, but decided not to since the S-rank guide in my main guide is rather
brief.
7/17/09 - A mention of using eggs instead of herbs and first aid sprays was
added to the tips section.
7/24/09 - Added information about the uses of each weapon in Professional mode.
8/07/09 - Added a link to the Fresh Professional Mode Guide by Frinkie in the
intro.
*******************************************************************************
COPYRIGHT
*******************************************************************************
This document Copyright 2009 Kevin Hall (Berserker)
Resident Evil 5 Copyright 2009 Capcom Ltd.
This document is for private and personal use only. Do not try to sell this
document for profit. This is a free document and should remain free. Do not
try to reproduce this document in any way, shape, or form. Do not alter this
FAQ in any way. Use of this guide on any other web site, besides the sites
that have contacted me, or as a part of any public display is strictly
prohibited, and a violation of copyright.
If you want to use this FAQ on your site, then contact me for permission first.
This FAQ can only be found on a few sites as of now and I am keeping a list of
those sites. Contact me if you want to use it.
*******************************************************************************
SPECIAL THANKS
*******************************************************************************
- all my online friends that have helped to make Resident Evil 5 an absolute
blast to play and work on.
- MJW for his extra Professional Mode tips on knife slashing the final boss
along with some other advice.
- Sairento27/Silent_Zone7 for allowing me to link to his youtube videos.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
, ,.
\ '. /\
http://berserkersblog.blogspot.com /\ .' /
'. '. .' .'
'. '. ___ __ __ __ __ __ __ __ .' .'
'.| / __\ /__\/__\/ _\ /__\/__\ /\ /\ /__\/__\ |.'
.., /__\// /_\ / \//\ \ /_\ / \// / //_//_\ / \// ,..
( \ '. / \/ \//__/ _ \_\ \//__/ _ \/ __ \//__/ _ \ .' / )
'. \ '.. \_____/\__/\/ \_/\__/\__/\/ \_/\/ \/\__/\/ \_/ ..' / .'
'. \/\ '. .' /\/ .'
'. \/\/' '\/\/ .'
'.....' T E A R T H R O U G H T H E G A M E! '.....'
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/