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kev
If you find this guide useful then be sure to give me a SUBSCRIPTION on Youtube
- - - - - - - - - - - www.youtube.com/BerserkerSTARS - - - - - - - - - - - - ____ _____ ____ _ ____ _____ _ _ _____
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\___/
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LEON KENNEDY
CHRIS REDFIELD
JAKE MULLER
HELENA HARPER
PIERS NIVANS
SHERRY BIRKIN
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/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_______________________________ G U I D E _________________________________/
/
\
Authored by: Berserker
\________________________
___________________________/
/
\
- Version: Kev
Last update: 4/08/13 \____________________________________ _______________________________________/
/
\
- Berserker - Tear Through the Game
Youtube _ www.berserkersblog.blogspot.com
www.youtube.com/BerserkerSTARS _
\__________________________________
_____________________________________/
/
\
- As our hiding places diminished, and they drew nearer, we turned to hope. \____________________________ But she had fled. ______________________________/
/
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/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
INGRID HUNNIGAN
ADA WONG
DEREK SIMMONS
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=-=-=-=-=-=-=-=-=-=- - T A B L E O F C O N T E N T S - -=-=-=-=-=-=-=-=-=-=-=
----
Press Ctrl + F and type in the code listed beside each section for
quicker navigation through the guide
----
Controls . . . . . .
Gameplay Basics . . .
Melee Basics . . . .
Character Melee List
Campaign Skill List .
Ranking Information .
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[BS01]
[BS02]
[BS03]
[BS04]
[BS05]
[BS06]
Chapter
Chapter
Chapter
Chapter
Chapter
1
2
3
4
5
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[CR01]
[CR02]
[CR03]
[CR04]
[CR05]
Chapter
Chapter
Chapter
Chapter
Chapter
1
2
3
4
5
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[JM01]
[JM02]
[JM03]
[JM04]
[JM05]
Chapter
Chapter
Chapter
Chapter
Chapter
1
2
3
4
5
Another Outbreak . . . .
Buried Secrets . . . . .
Going From Bad To Worse .
We're Going To China . .
There is Still Hope Left
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[LK01]
[LK02]
[LK03]
[LK04]
[LK05]
Chapter
Chapter
Chapter
Chapter
Chapter
1
2
3
4
5
More Games? . . . . . . .
A Late Birthday . . . . .
Another Night on the Town
When Boys Play Rough . .
We Go Our Separate Ways .
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[AW01]
[AW02]
[AW03]
[AW04]
[AW05]
Handguns . . . .
Shotguns . . . .
Sniper Rifles . .
Machine Pistols .
Assault Rifles .
Magnums . . . . .
Explosive Weapons
Melee Weapons . .
Explosives . . .
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[WE01]
[WE02]
[WE03]
[WE04]
[WE05]
[WE06]
[WE07]
[WE08]
[WE09]
J'avo . . . . . . .
Glava Mutations . .
Noga Mutations. . .
Ruka Mutations. . .
Telo Mutations. . .
Chrysalid Mutations
B.O.W.s . . . . . .
Zombies . . . . . .
Animals . . . . . .
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[EN01]
[EN02]
[EN03]
[EN04]
[EN05]
[EN06]
[EN07]
[EN08]
[EN09]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
\_ L E O N S. K E N N E D Y ______________________________________________/
/
\
It is the year 2013...
...and the official truth behind the Raccoon City incident that happened in
1998 along with the subsequent cover-up is about to be revealed to the public
by the US President Adam Benford. Leon Kennedy, one of the survivors of
Raccoon City, will stand as a witness to the full story and the truth. This
sets into motion the events of another biohazard outbreak from the bioterrorist
organization known as Neo-Umbrella. Neo-Umbrella releases a new variant of the
Progenitor virus known as the "C-virus" on the population surrounding Tall Oaks
University in the United States.
\_______________________ C H R I S R E D F I E L D ________________________/
/
\
It is the year 2013...
...and Piers Nivans is on his way to a bar in Europe to find former BSAA Alpha
team captain Chris Redfield. Chris Redfield has been missing for the past six
months after losing his former squad on a mission to suppress a bioterrorist
group that used the C-virus for experiments in Eastern Europe. Chris Redfield
has been called into active duty once again from the reappearance of a mutating
enemy known as "J'avo", which has been found in Waiyip, China.
\____________________________________________________ J A K E M U L L E R _/
/
\
It is the year 2013...
...and Sherry Birkin has been assigned to find a man named Jake Muller that
holds the key to finding a cure for the C-virus in his blood. Jake Muller is a
mercenary hired by Neo-Umbrella to take part in a battlefield experiment. He
survives by administering doses of the C-virus to himself, further proving that
he is immune to the virus.
-------------------------------------------------- N O H O P E L E F T . . .
Welcome to my Resident Evil 6 guide! This guide was started quite late after
RE6's release because of real life complications, but I always try to do some
type of guide for every new Resident Evil game and RE6 is definitely no
exception.
This campaign guide is now basically finished. It includes more than the
official guide and any other guide on the internet. I'll spend the rest of
this year trying to make my RE6 Mercs guide the best it can be. I plan for
this guide to be your ultimate source for Resident Evil 6. Please enjoy this
guide and let me know if there is anything you would like me to add and/or feel
free to send comments if you have the time. Visit my youtube page if you want
to see my latest Mercenaries info!
- - - - - - - - - - - - - M O T I V A T E M
If you find this walkthrough helpful, give me a
middle link on the blue bar above this guide on
subscription on youtube! I'd really appreciate
I do have a Paypal Donation email at the bottom of this guide. I really don't
want to spam my readers with that first. You come here seeking Resident Evil 6
info and that is what I want to share up front.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
----------------------------------- R E S I D E N T E V I L 6 U P D A T E S
NOTE: To receive these free updates, you must log on to PlayStation Network or
Xbox LIVE and load up Resident Evil 6. The update will automatically occur.
--------------------------- DECEMBER 2012 UPDATE ---------------------------In December of 2012, players received an update for Resident Evil 6 via each
consoles online service. The update includes the following changes.
o Update to camera options. Under "Other" the following camera options may now
be adjusted:
- Default Camera Field of View (0-15)
- Field of View When Aiming (0-15)
- Position When Aiming (0-15)
o Voice track language can now be changed under "Language" in the Audio menu.
o Ada's campaign is now playable without the need to beat any other character
chapters
o Ada's campaign can now be played cooperatively
Agent, but he only appears during co-op play.
some objects, such as opening doors or solving
these tasks. Agent teleports and spawns in an
hookshots.
o New character "Agent" has been added to all extra modes. He is playable in
The Mercenaries, Onslaught, Survivors and Predator mode. He comes with his
own weapon set and melees. All of his melees except for his coup de grace
melee are taken from other characters. His taunt is unique also.
o "No Hope" difficulty has been added.
- Skills cannot be equipped
- A character's health will not be replenished after dying and continuing
- Skill Point pickups are worth double their normal amount
--------------------------- JANUARY 2013 UPDATE ----------------------------The January 2013 update includes the following additions:
o Stage Selection is now available after selecting a chapter in campaign mode.
o Under "Option" and "Game Settings" there is now an "Auto Action Button"
option that can be activated so that certain QTEs will automatically be
performed in campaign mode.
o Session search functionality to Agent Hunt - stage, difficulty, objective,
attack reaction, and infinite ammo options are now available.
R E S I D E N T E V I L 6 R E S O U R C E S -------------------------------Resident Evil.net:
https://www.residentevil.net
Resident Evil 6 online instruction manual:
http://game.capcom.com/manual/bio6/en/agegate.html
Resident Evil 6 printable instruction manuals (PS3 and Xbox 360):
www.capcom.com/manuals/re6/
Resident Evil 6 The Mercenaries Guide:
http://www.gamefaqs.com/ps3/605603-resident-evil-6/faqs/65111
Resident Evil 6 Agent Hunt Mode Guide:
http://www.gamefaqs.com/ps3/605603-resident-evil-6/faqs/65326
Resident Evil 6 Medal/Title Guide:
http://www.gamefaqs.com/ps3/605603-resident-evil-6/faqs/65827
Resident Evil 6 Serpent Emblem Guide:
http://www.gamefaqs.com/ps3/605603-resident-evil-6/faqs/65370
R E S I D E N T E V I L G U I D E C O L L E C T I O N ---------------------by Berserker (your favorite Chris player)
Resident Evil Code: Veronica X HD
http://www.gamefaqs.com/xbox360/625527-resident-evil-code-veronica-xhd/faqs/63083
Resident Evil 4 HD
http://www.gamefaqs.com/xbox360/625523-resident-evil-4-hd/faqs/63034
Resident Evil 4: Wii Edition
http://www.gamefaqs.com/wii/938877-resident-evil-4-wii-edition/faqs/49802
Resident Evil 5
http://www.gamefaqs.com/ps3/929198-resident-evil-5/faqs/56203
-- RE5 Professional Mode
http://www.gamefaqs.com/ps3/929198-resident-evil-5/faqs/56908
-- RE5 Mercenaries
http://www.gamefaqs.com/ps3/929198-resident-evil-5/faqs/56737
-- RE5 Mercenaries Stat List
http://www.gamefaqs.com/ps3/929198-resident-evil-5/faqs/62790
-- RE5 Mercenaries Reunion
http://www.gamefaqs.com/ps3/980166-resident-evil-5-gold-edition/faqs/59792
-- RE5 Chris Mercenaries Guide
http://www.gamefaqs.com/ps3/980166-resident-evil-5-gold-edition/faqs/63196
-- RE5 Lost in Nightmares
http://www.gamefaqs.com/ps3/989571-resident-evil-5-lost-innightmares/faqs/59192
-- RE5 Desperate Escape
http://www.gamefaqs.com/ps3/991006-resident-evil-5-desperate-escape/faqs/59292
Resident Evil: Operation Raccoon City
http://www.gamefaqs.com/ps3/625677-resident-evil-operation-raccooncity/faqs/64176
Resident Evil: The Mercenaries 3D
http://www.gamefaqs.com/3ds/609524-resident-evil-the-mercenaries-3d/faqs/62693
Resident Evil Revelations
http://www.gamefaqs.com/3ds/997778-resident-evil-revelations/faqs/63742
Marvel vs Capcom 3 - Chris Guide
http://www.gamefaqs.com/xbox360/995376-marvel-vs-capcom-3-fate-of-twoworlds/faqs/62340
-------------------------------------------------------------------------------
___ [BS00]
================================================================= / \ ======
___ |
| ___
S E C T I O N I I
/ \ \___/ / \
- - - - - - - - - - ___
___ |
| ___ |
|
____
_
/ \
/ \ \___/ / \ \___/
| _ \
(_)
___ |
| ___ |
| ___ |
| ___
| |_) | __ _ ___ _ ___ ___
/ \ \___/ / \ \___/ / \ \___/ / \
| _ < / _` |/ __|| | / __|/ __| |
| ___ |
| ___ |
| ___ |
|
| |_) || (_| |\__ \| || (__ \__ \
\___/ / \ \___/ / \ \___/ / \ \___/
|____/ \__,_||___/|_| \___||___/
___ |
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/ \ \___/
\___/
\___/ BASICS
=================================== |
| ===================================
\___/
=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - B A S I C S - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Basics section covers the controls, overall gameplay basics, melee
information, character melee information, skills and ranking information. This
Basics section goes very deep with melee information since I play RE6
Mercenaries often, so you might just find something you didn't know.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
[BS01]
------------------------------------------------------------------------------C O N T R O L S
------------------------------------------------------------------------------___
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\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
______________
PLAYSTATION 3 \________________________________________________________________
------------------------------------------------------------------------------.---------------------------------------------------------------------.
|
BASIC CONTROLS
|
|=====================================================================|
| Left thumbstick
| Move
|
| Left thumbstick back + X
| Quick Turn
|
| Left thumbstick + hold X
| Dash
|
| Hold L1 + Left thumbstick + X | Dodge
|
| Right thumbstick
| Look around
|
| Right thumbstick (push)
| Switch aiming sides
|
| L1
| Ready Weapon
|
| L1 + R1
| Quick Shot
|
| L2
| Display Route Guide
|
| R1
| Physical Attack/Fire (During ready) |
| R2
| Use Herb Tablets
|
| R2 + Square
| Mix Herb Tablets
|
| Triangle
| Inventory Menu
|
| O
| Partner Action/Assist
|
| X
| Solo Action
|
| Square
| Reload/Pick Up
|
| Directional pad up/down
| Change Items/Grenades
|
| Directional pad left/right
| Change Weapons
|
'---------------------------------------------------------------------'
_________
XBOX 360 \_____________________________________________________________________
------------------------------------------------------------------------------.---------------------------------------------------------------------.
|
BASIC CONTROLS
|
|=====================================================================|
| Left thumbstick
| Move
|
| Left thumbstick back + A
| Quick Turn
|
| Left thumbstick + hold A
| Dash
|
| Hold LT + Left thumbstick + A | Dodge
|
| Right thumbstick
| Look around
|
| Right thumbstick (push)
| Switch aiming sides
|
| LT
| Ready Weapon
|
| LT + RT
| Quick Shot
|
| LB
| Display Route Guide
|
| RT
| Physical Attack/Fire (During ready) |
| RB
| Use Herb Tablets
|
| RB + X
| Mix Herb Tablets
|
| Y
| Inventory Menu
|
| B
| Partner Action/Assist
|
| A
| Solo Action
|
| X
| Reload/Pick Up
|
| Directional pad up/down
| Change Items/Grenades
|
| Directional pad left/right
| Change Weapons
|
'---------------------------------------------------------------------'
[BS02]
------------------------------------------------------------------------------G A M E P L A Y B A S I C S
------------------------------------------------------------------------------___
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\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
================
Partner Commands
================
To communicate with a partner during gameplay, hold down on the O/B button to
get the following commands.
.-----------------------.
| Partner Commands
|
|=======================|
| D-pad up
| Move in |
| D-pad down | Call
|
| D-pad left | Wait
|
| D-pad right | Follow |
| L2/LB
| Thank |
| R2/RB
| Praise |
'-----------------------'
The D-pad commands listed above have the following effects on the AI partner in
single player:
Move in
Wait
Call
Follow
=
=
=
=
AI
AI
AI
AI
partner
partner
partner
partner
moves ahead
stands in one place
follows your character
moves away from your character and stands in place
Every command can be responded to by holding the O/B button a few seconds after
the response. The response for a praise is an instant thanks after pressing
the O/B button when a player praises your character. The responses for any
other command will give a player a list of two responses as follows:
.-------------------.
| Partner Responses |
|===================|
| D-pad up | Yes |
| D-pad down | No |
'-------------------'
Players can respond to any of the commands listed above (Call, Move in, Wait,
Follow) and a player can also respond to the following instances:
- When a player is grabbed and asks for help
- When a player is waiting at a partner assist door and calls for you
-------------------------Fun with Partner Responses
-------------------------When a player gives a command, hold down on the O/B button to make a set of
responses appear. Once the responses appear, if you continue to hold the O/B
button, the responses will remain on the screen even after a response is
given. If you keep holding down the O/B button, you can keep responding even
without having a command being given to your character. So basically, with
Chris, you can keep denying the last command to your Piers partner even
though he only gave the command once for calling you toward a door.
=========
Inventory
=========
Press the Triangle/Y button to pull up your current inventory. A player can
cycle through the inventory using the right thumbstick or the directional pad.
Items can be selected and combined or discarded via the option menu that will
appear after selecting the item.
The following table shows the controls for when the inventory menu is open:
.-----------------------------------.
|
INVENTORY CONTROLS
|
|===================================|
| R2/RB
| Display Weapon Slots |
| X/A
| OK
|
| O/B
| Back
|
| Square/X | Combine
|
| Triangle/Y | Exit
|
'-----------------------------------'
NOTE: Herbs can be combined in the inventory and mixed into pills while in the
inventory. This makes it to where you don't have to go through the
R2+Square/RB+X herb mixing animation at all.
==========================
Item Pickups in Co-op Play
==========================
Items that appear throughout the game from enemy drop or from item crates will
appear differently for each player in duo play unless they are scripted items.
Both players will pick up separate items that will appear for them. Another
player cannot take your items and you cannot take the other player's items both items are separate, so both players will always have items to grab from
every single item pickup. What you grab doesn't affect the other player and
vice versa. In other words, don't ever worry about hoarding items in Resident
Evil 6 unless your inventory is getting too full.
============
Health Meter
============
Each character has a health meter with a certain amount of blocks on it
representing the amount of damage the character can receive before dying. Once
a player is attacked the health meter will lower depending on the enemy attack
sustained. Sometimes an attack will only take half of a block. A block of
health will begin to recharge if it is not fully taken after being damaged if
no attacks are received for a few seconds. All characters share this healing
factor in campaign.
==================
Herb Usage/Healing
==================
Green Herbs and Red Herbs can still be picked up in order to heal just like in
other RE games. Both herbs can be mixed via the inventory menu for greater
healing. Herbs must be mixed into pills before usage however. The characters
will automatically mix herbs in the inventory every time that pills are mixed.
Press and hold down the R2/RB button then press the Square/X button in order to
mix herbs into pills. This must all be done in real time if this button
combination is used. Press the R2/RB button to use a pill once your
character's health is lowered. Players can also use herb pills to recharge
lost stamina in the combat gauge. Multiple pills can be used in one dosage by
pressing the R2/RB buttons several times in a row. For instance, if you want
to use 3 pills to restore 3 blocks of health then press R2/RB three times in a
row.
Your character can hold several pills at once. Each pill will restore one
block of health and any stamina lost. The amount of pills that you currently
carry depends on your last herb mixture. Other herbs can be mixed and added to
the current pill total at any time.
.---------------------------------------------------.
|
Pills per herb/herb mixture
|
|===================================================|
| Green Herb
| 1 pill
|
| Green Herb + Green Herb
| 3 pills
|
| Green Herb + Green Herb + Green Herb | 6 pills
|
| Green Herb + Red Herb
| 6 pills
|
'---------------------------------------------------'
NOTE: In order to save time on mixing herbs and making them into pills, all of
the mixing can be done in the inventory menu. A player can mix herbs and
create pills with no mixing animation while climbing a ladder!
-- First Aid Spray
A First Aid Spray can be found in some areas much like herbs, but a first aid
spray cannot be found from a random enemy item drop. A first aid spray must be
equipped by pressing directional pad up or down. Once used, it will restore
all of your character's health and any lost stamina in the combat gauge. While
the first aid spray is equipped, it can be used on a partner by standing next
to the partner and pressing the O/B button when the partner assist button
prompt appears.
============
Dying Status
============
Once all of a player's health has been drained from enemy attacks, the player
will enter a state known as "dying status" where the next enemy attack
sustained will kill the player. While in dying status, the character will be
knocked to the ground and a meter will appear on the screen while the screen
changes to a bluish color. The player will have very limited control of the
character at that time.
Controls are as follows while in dying status:
.--------------------------------.
|
Dying Status Commands
|
|================================|
| L1/LT
| Ready weapon |
| R1/RT
| Fire
|
| Left Thumbstick | Move
|
'--------------------------------'
Controls are as follows for the partner not in dying status (close range):
.-----------------------------------------------.
| Controls While Partner is In Dying Status |
|===============================================|
| R2/RB | Give herb pill (restores some health) |
| O/B | Revive
|
'-----------------------------------------------'
If the player can manage to not get hit before the meter on the screen fully
charges, the player will be revived in a Danger status. While in Danger, the
player will have permanent zero stamina and any hit from an enemy attack will
kill the player. The player will still be able to do everything else normally.
If the player has a herb pill or first aid spray, health item can be used to
gain back stamina and put the player back in a normal condition. If the player
is hit once again after that, the player will go back into a dying status and
have to fight to recover.
=======
Dashing
=======
While holding the left thumbstick lightly in a direction your character will
walk. Holding the left thumbstick all the way in one direction will make your
character run. In order to dash, hold the X/A button then hold forward on the
left thumbstick. While dashing the camera angle will switch to a behind view of
your character as your character runs forward. The camera angle cannot be
controlled with the right thumbstick during a dash.
----------------------Climbing Over Obstacles
----------------------When dashing, all characters will immediately climb over any obstacles such
as platforms or ladders in front of the character. Continue to hold the X/A
button while dashing and your character will automatically climb or hop over
any type of obstacle that normally requires an X/A button prompt to climb
over.
------------Dashing Slide
------------When dashing, all characters can perform a slide by pressing the L1/LT button
once the dash has been activated for over a second. Keep holding the L1/LT
button to make your character stay on the ground and aim with their currently
equipped weapon after falling. Press in the opposite direction while
sliding to make your character quick turn and face the other direction while
sliding.
-------------Dashing Attack
-------------When dashing, your character can perform an attack by pressing the R1/RT
button once the dash has been activated for over a second. The attack will
sometimes differ per character.
--------------Push Off a Wall
--------------When dashing, if any character runs directly into a wall, that character will
push off the wall and, while still holding the dash button, a player can
quickly run to the right or left without stopping much. This keeps your
character from coming to a complete stop after hitting some sort of wall. If
your character hits an object that they cannot push off of, your character
will stop for a second and allow you to turn to the right or left just like a
push off of a wall.
==========
Roll/Dodge
==========
While holding the L1/LT button press forward or to the left or right with the
left thumbstick along with the X/A button to make your character roll in a
direction. If you keep holding the L1/LT button your character will remain on
the ground in a prone position while aiming the currently equipped weapon.
========
Lay Down
========
All characters can fall to the ground and remain on the ground in a prone
position through several methods. With some weapons, a player can fall to the
ground by holding the L1/LT button and pressing back on the left thumbstick +
X/A to fall to the ground. Holding L1/LT and pressing forward or left or right
+ X/A or will make your character fall to the ground as well. Sliding during a
dash will allow your character to fall to the ground in a prone position. No
matter the method, hold the LT button to stay on the ground.
While on the ground, your character can aim in any direction. The following
controls can be used to move on the ground:
.-----------------------------------------------------------------------------.
|
Lay Down Controls
|
|=============================================================================|
| LT (hold)
| Remain in prone position/let go to get up |
| Right thumbstick
| Aim while in prone position
|
| RT
| Attack while in prone position
|
| Left thumbstick right
| Roll to the right
|
| Left thumbstick left
| Roll to the left
|
| Left thumbstick right (lightly) | Crawl to the right
|
| Left thumbstick left (lightly) | Crawl to the left
|
| Left thumbstick forward
| Crawl forward
|
| Left thumbstick back
| Crawl fast backward
|
| Left thumbstick back (lightly) | Crawl backward
|
'-----------------------------------------------------------------------------'
==========
Take Cover
==========
Stand next to a wall or low platform then hold the L1/LT button to make your
character lean against the wall or platform. While up against a low platform,
your character will duck behind it. Press the X/A button to stand and crouch
while taking cover. Move to the edge of the cover point with the left
thumbstick to make your character lean out and aim. Press back in the opposite
direction to take cover again. To stop sticking to the wall, let go of the
L1/LT button or roll out of the cover area by pressing in a direction and
tapping the X/A button.
.---------------------------------------------------------------------------.
|
Cover Controls
|
|===========================================================================|
| L1/LT
| Stick to wall
|
| Left Thumbstick right/left | Move while against wall/Lean out of cover
|
| X/A
| Stand/Crouch and Raise/Lower from low cover |
| Left Thumbstick up/down
| Raise/Lower from low cover (hold to stay up) |
'---------------------------------------------------------------------------'
====
Duck
====
While holding the L1/LT button, tap the X/A button to make your character duck.
This can be used to avoid some enemy attacks.
===================
Recover From a Fall
===================
When characters are hit with bullets, they will shield their body with their
hands. Shortly after raising their hands, any more bullets sustained will
cause the character to stagger and fall. While your character falls to the
ground, quickly tap the X/A button to make the character perform a backward
roll while landing on the ground. This can be used to get up quicker.
[BS03]
------------------------------------------------------------------------------M E L E E B A S I C S
------------------------------------------------------------------------------___
___
___
___
___
___
___
___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
================
cause this stun for a short time on a J'avo. Any slight flinch in a J'avo's
body due to a gunshot activates this stun for a brief period. You have to be
REALLY close to the J'avo to see the melee prompt after a single shot though.
Setups for Light Stun on J'avo:
- Shot to any portion of body besides head with normal J'avo. This is a VERY
quick light stun and looks more like a stagger with a button prompt.
- Multiple shots to any portion of the body besides the head on a normal J'avo.
Arm Stun*, leg stun, body stun! These are all "light stun" setups in RE6.
- Quick shot with a weak gun
- R1, R1/RT, RT (Second melee will set up a light stun)
- Dashing shoulder ram
- When a J'avo ducks (anytime it ducks)
- When a character jumps/lands and hits a J'avo
- When a player tosses a flash grenade and makes a Mutated Arm J'avo block with
its mutated arm
* If an enemy turns its back during an arm stun, your character will do a back
heavy stun melee from up close. From a distance, when approaching the enemy, a
light stun prompt will appear, but from close range, the back heavy stun melee
will appear.
NOTE: Arm, leg and body stuns trigger randomly after weak shots to any of the
mentioned areas. Sometimes you will get the stun on the first shot and
sometimes it will take around three shots to get the stun.
-- Light Stun/Stagger (Zombie)
Zombies are slightly different when compared to J'avo when trying to get a
light stun on them. They are actually harder to stun than a normal J'avo. A
zombie will not yield a stun from a simple shot to any portion of the body
while standing next to one.
Setups for Light Stun on Zombie:
-
- Quick shot for a light stun then stand to the side of stunned enemy and press
the melee button to autotrack the enemy and hit it with the first melee
- Quick shot for a light stun then stand in front of enemy and switch to
another weapon then tap the melee button
- Shot to head on mutated arm J'avo
- Back melee attack (Elbow with Chris and Piers, etc)
- Sneak up behind an enemy (back heavy stun melee only)
- Shot to head then melee from behind (back heavy stun melee only)
- Shot to arm for arm stun then melee from close range (back heavy stun melee)
- Melee button attack directly after a light stun
NOTE: Arm stuns trigger randomly after a shot to the arm. Sometimes you will
get the stun on the first shot and sometimes it will take around three shots to
get the stun.
-- Heavy Stun (Zombie)
A Zombie is much harder to get a heavy stun on. The back heavy stun melee can
be set up with a simple shot to the arm - the zombie will turn and a player can
easily perform the back heavy stun at that time. The frontal heavy stun is
really more trouble than it worth to get on an enemy.
Setups for Heavy Stun on Zombie:
-
or doing something that hits the enemy. The enemy will remain grounded until
it gets up. When a ground melee is aimed at the head, the ground melee will
often result in a critical head explosion with proper melee aiming. It's
almost always best to aim for the head with the melee so the kill will be
instant, especially against Zombies.
NOTE: The melee performed against a grounded enemy is sometimes different when
aimed at the legs or head (Jake with bare hands).
=============
Coup De Grace
=============
A Coup De Grace is a frontal heavy stun melee that takes major damage from an
enemy. Bigger enemies such as Bloodshots and Whoppers can be hit with a
frontal heavy stun melee when they are stunned. Coup De Grace is not limited
to just bigger enemies however - it can be done on all enemy types!
A Coup De Grace attack on a basic J'avo and Zombie enemy can be set up by
hitting that enemy with ANY type of non-prompt melee after any type of stun
pose. Basically, the enemy is stunned then it is hit again with a non-prompt
melee and then placed into a heavy stun pose for a Coup De Grace setup. Nonprompt melees do not require a command prompt while standing in front of enemy
in order to perform them.
Non-prompt melees:
- Slide
- Melee button combo (R1, R1/RT, RT)
- Back Attack (R1/RT behind an enemy)
Any of the non-prompt melees mentioned above will set up a heavy stun on an
enemy that is stunned prior to the hit. So, say if you do a quick shot to a
J'avo and then slide into that J'avo, the J'avo will be in a heavy stun pose
after the stun.
The following are ways to stun an enemy:
.-----------------------------------------------------------------------------.
| Action
| Stun Type
| Stamina Usage |
|=============================================================================|
| Weak weapon shot to head
| head stun
| None
|
| Weak weapon shots to body
| light stun
| None
|
| Weak weapon shots to arm
| light stun
| None
|
| Weak weapon shots to legs
| light stun
| None
|
| Quick shot with weak weapon
| light stun
| 1 block
|
| Slide
| light stun
| 1 block
|
| Melee button combo
| light stun for second hit | 1 block
|
| Melee button combo behind enemy | light stun, heavy stun
| 1 block
|
| Shoulder Ram/Knee
| light stun
| 1 block
|
| Melee button behind enemy
| heavy stun*
| 1 block
|
'-----------------------------------------------------------------------------'
* Males only. Females perform a backward kick that grounds the enemy.
So basically, a player can get ANY of the stuns mentioned above, that aren't
already heavy stun, then hit that stunned enemy with any of the non-prompt
melees mentioned above and get a heavy stun. The player can stand in front of
the heavy stunned enemy and get a melee command for their character's Coup De
Grace melee.
character will leap down toward the enemy and grab its head then slam it into
the ground. The leg grab and face buster can easily be seen while standing on
top of a small platform in Chris' first chapter. Just stand on top of a small
platform or below a small platform and wait on a J'avo to move above or below
your character.
There is also an environmental melee for knocking an enemy off a platform.
This can only be activated when an enemy is standing right near the edge of a
platform in a stunned pose (shooting it to stun it). Once activated, your
character will ram or kick the enemy off the platform.
[BS04]
------------------------------------------------------------------------------C H A R A C T E R M E L E E L I S T
------------------------------------------------------------------------------___
___
___
___
___
___
___
___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
The following is a list of all melees per character in campaign mode. There is
also a list of extra melees that can be performed with any character.
NOTE: I am trying to calculate damage for each melee and only have a few damage
totals listed so far. The rest will come in time. The damage totals are an
"educated guess" based on trying out weapons in The Mercenaries.
___ _
_
__
_ __ _
_
_
/ __\| |__ _ __ (_) ___
/__\ ___ __| | / _|(_) ___ | | __| |
/ / | '_ \ | '__|| |/ __| / \// / _ \ / _` || |_ | | / _ \| | / _` |
/ /___ | | | || | | |\__ \ / _ \| __/| (_| || _|| || __/| || (_| |
\____/ |_| |_||_| |_||___/ \/ \_/ \___| \__,_||_| |_| \___||_| \__,_|
.-----------------------------------------------------------------------------.
| B A S I C M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Backhand | Light Stun
| Melee button from | 1 block
| 250
|
|
|
| front of enemy
|
|
|
|-----------------------------------------------------------------------------|
| Straight | Heavy Stun
| Melee button from | 1 block
| 800
|
| Punch
| (Front)
| front of enemy
|
|
|
|
| Partner Assist |
|
|
|
|
| Melee
|
|
|
|
|-----------------------------------------------------------------------------|
| Neck Break | Heavy Stun (Back)| Melee button from | 1 block
|
|
|
| Head Stun (Back) | behind enemy
|
|
|
|
| Stealth Melee
|
|
|
|
|-----------------------------------------------------------------------------|
| Body Slam | Head Stun
| Melee button from | 1 block
|
|
|
|
| front of enemy
|
|
|
|-----------------------------------------------------------------------------|
| Stomp
| Ground
| Melee button over | 1 block
| 500
|
|
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Elbow
| No Stun
| Melee button with | 1 block
|
|
|
|
| back facing enemy |
|
|
|-----------------------------------------------------------------------------|
| Shoulder | No Stun
| Melee button during | 1 block
|
|
| Ram
|
| dash
|
|
|
|-----------------------------------------------------------------------------|
| Slide
| No Stun
| Aiming button during| 1 block
|
|
|
|
| dash
|
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
|-----------------------------------------------------------------------------|
| Weak Kick | No Stun
| Melee button while | 0 blocks
|
|
|
|
| out of stamina
|
|
|
|-----------------------------------------------------------------------------|
| Breakable | No Stun
| Melee near breakable| 0 blocks
|
|
| Object
|
| object
|
|
|
| Kick
|
|
|
|
|
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| C O M B A T K N I F E M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Throat Slit| Heavy Stun (Back)| Melee button from | 1 block
|
|
|
| Head Stun (Back) | behind enemy
|
|
|
|-----------------------------------------------------------------------------|
| Ground Stab| Ground
| Melee button over | 1 block
|
|
|
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Knife Slash| No Stun
| Hold L1/LT and tap | 0 blocks
|
|
|
|
| R1/RT
|
|
|
|-----------------------------------------------------------------------------|
| Double
| No Stun
| Quick shot
| 1 block
|
|
| Knife Slash|
| (L1+R1/LT+RT)
|
|
|
|-----------------------------------------------------------------------------|
| Knife Slash| No Stun
| Hold L1/LT then left| 0 blocks
|
|
| Retreat
|
| thumbstick back + |
|
|
|
|
| R1/RT
|
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| C O M B A T K N I F E M E L E E S (EXTRA)
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Stab
| No Stun
| Hold L1/LT then tap | 0 blocks
|
|
|
|
| down + R1/RT*
|
|
|
|-----------------------------------------------------------------------------|
| Auto-track | No Stun
| Hold L1/LT then tap | 1 block
|
|
| Knife Slash|
| up + R1/RT*
|
|
|
'-----------------------------------------------------------------------------'
* While aiming, press down on the left thumbstick then tap the melee button to
perform a stab with the knife. You must continue to tap down + melee button to
perform additional stab. A player can also hold the aiming button then press
down + melee button and hold the melee button then keep tapping down on the
left thumbstick to perform extra stabs. The tapping of down has to be timed to
a certain degree. This can also be done for the auto-track knife slash to
| Stomp
| Ground
| Melee button over | 1 block
| 500
|
|
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Elbow
| No Stun
| Melee button with | 1 block
|
|
|
|
| back facing enemy |
|
|
|-----------------------------------------------------------------------------|
| Shoulder | No Stun
| Melee button during | 1 block
|
|
| Ram
|
| dash
|
|
|
|-----------------------------------------------------------------------------|
| Slide
| No Stun
| Aiming button during| 1 block
|
|
|
|
| dash
|
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
|-----------------------------------------------------------------------------|
| Weak Kick | No Stun
| Melee button while | 0 blocks
|
|
|
|
| out of stamina
|
|
|
|-----------------------------------------------------------------------------|
| Breakable | No Stun
| Melee near breakable| 0 blocks
|
|
| Object
|
| object
|
|
|
| Kick
|
|
|
|
|
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| O N E - H A N D E D G U N M E L E E S*
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Stomp
| Ground
| Melee button over | 1 block
| 500
|
|
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
'-----------------------------------------------------------------------------'
* Piers has no one-handed guns in campaign, so equip a grenade to perform onehanded melees. He can't quick shot a grenade, obviously.
.-----------------------------------------------------------------------------.
| T W O - H A N D E D G U N M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Weapon
| Ground
| Melee button over | 1 block
|
|
| Smash
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun
| Quick shot
| 1 block
|
|
| Shot
|
| (L1+R1/LT+RT)
|
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
'-----------------------------------------------------------------------------'
__
_
_ _
\ \ __ _ | | __ ___
/\/\ _ _ | || | ___ _ __
\ \ / _` || |/ // _ \ /
\ | | | || || | / _ \| '__|
/\_/ /| (_| || <| __/ / /\/\ \| |_| || || || __/| |
\___/ \__,_||_|\_\\___| \/
\/ \__,_||_||_| \___||_|
.-----------------------------------------------------------------------------.
| B A S I C M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Jumping
| Light Stun
| Melee button from | 1 block
| 250
|
| Roundhouse |
| front of enemy
|
|
|
|-----------------------------------------------------------------------------|
| Jaguar Kick| Heavy Stun
| Melee button from | 1 block
| 800
|
|
| (Front)
| front of enemy
|
|
|
|
| Partner Assist |
|
|
|
|
| Melee
|
|
|
|
|-----------------------------------------------------------------------------|
| German
| Heavy Stun (Back)| Melee button from | 1 block
|
|
| Suplex
| Head Stun (Back) | behind enemy
|
|
|
|
| Stealth Melee
|
|
|
|
|-----------------------------------------------------------------------------|
| Tornado DDT| Head Stun
| Melee button from | 1 block
|
|
|
|
| front of enemy
|
|
|
|-----------------------------------------------------------------------------|
| Stomp
| Ground
| Melee button over | 1 block
| 500
|
|
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Elbow
| No Stun
| Melee button with | 1 block
|
|
|
|
| back facing enemy |
|
|
|-----------------------------------------------------------------------------|
| Jumping
| No Stun
| Melee button during | 1 block
|
|
| Knee
|
| dash
|
|
|
|-----------------------------------------------------------------------------|
| Slide
| No Stun
| Aiming button during| 1 block
|
|
|
|
| dash
|
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
|-----------------------------------------------------------------------------|
| Weak Kick | No Stun
| Melee button while | 0 blocks
|
|
|
|
| out of stamina
|
|
|
|-----------------------------------------------------------------------------|
| Breakable | No Stun
| Melee near breakable| 0 blocks
|
|
| Object
|
| object
|
|
|
| Kick
|
|
|
|
|
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| B A R E H A N D S M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Stomp
| Ground
| Melee button over | 1 block
| 500
|
|
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Giant Swing| Ground
| Melee button over | 1 block
| 500
|
|
|
| fallen enemy's legs |
|
|
|-----------------------------------------------------------------------------|
| Punch Combo| No Stun
| Hold L1/LT and tap | 0 blocks,
|
|
|
|
| R1/RT three times | 0 blocks,
|
|
|
|
|
| 0 blocks
|
|
|-----------------------------------------------------------------------------|
| Tiger
| No Stun
| Quick shot
| 1 block
|
|
| Uppercut |
| (L1+R1/LT+RT)
|
|
|
|-----------------------------------------------------------------------------|
| Special
| No Stun
| Hold L1/LT then
| 0 blocks,
|
|
| Combo *
|
| press and hold R1/RT| 1 block,
|
|
|
|
| then release and tap| 0 blocks,
|
|
|
|
| R1/RT four times
| 1 block,
|
|
|
|
| (five hit combo)
| 1 block
|
|
|-----------------------------------------------------------------------------|
| Flip Kick**| Enemy must be
| Hold L1/LT then
| 1 block
|
|
|
| airborne or
| press and hold R1/RT|
|
|
|
| grounded
| and release
|
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
'-----------------------------------------------------------------------------'
* The first attack of this combo auto-tracks an enemy. Letting go of the R1/RT
button will perform the first attack. Use the right thumbstick to change
targets while holding the button and use the left thumbstick to dodge to the
sides while running toward an enemy during the first attack.
** Instead of performing his normal Cobra Strike, Jake will perform a very
powerful flip kick when he runs toward an enemy to attack when a flying or
grounded enemy is targeted with his special combo melee.
.-----------------------------------------------------------------------------.
| O N E - H A N D E D G U N M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Stomp
| Ground
| Melee button over | 1 block
| 500
|
|
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun
| Quick shot
| 1 block
|
|
| Shot
|
| (L1+R1/LT+RT)
|
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| T W O - H A N D E D G U N M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Weapon
| Ground
| Melee button over | 1 block
|
|
| Smash
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun
| Quick shot
| 1 block
|
|
| Shot
|
| (L1+R1/LT+RT)
|
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
'-----------------------------------------------------------------------------'
__ _
___ _
_
_
/ _\| |__
___ _ __ _ __ _ _
/ __\(_) _ __ | | __(_) _ __
\ \ | '_ \ / _ \| '__|| '__|| | | | /__\//| || '__|| |/ /| || '_ \
_\ \| | | || __/| | | | | |_| | / \/ \| || | | < | || | | |
\__/|_| |_| \___||_| |_|
\__, | \_____/|_||_| |_|\_\|_||_| |_|
|___/
.-----------------------------------------------------------------------------.
| B A S I C M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Roundhouse | Light Stun
| Melee button from | 1 block
| 250
|
|
|
| front of enemy
|
|
|
|-----------------------------------------------------------------------------|
| Sweep Kick | Heavy Stun
| Melee button from | 1 block
| 800
|
|
| (Front)
| front of enemy
|
|
|
|
| Partner Assist |
|
|
|
|
| Melee
|
|
|
|
|-----------------------------------------------------------------------------|
| Face Buster| Heavy Stun (Back)| Melee button from | 1 block
|
|
|
| Head Stun (Back) | behind enemy
|
|
|
|
| Stealth Melee
|
|
|
|
|-----------------------------------------------------------------------------|
| Kick Off | Head Stun
| Melee button from | 1 block
|
|
|
|
| front of enemy
|
|
|
|-----------------------------------------------------------------------------|
| Stomp
| Ground
| Melee button over | 1 block
| 500
|
|
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Back Kick | No Stun
| Melee button with | 1 block
|
|
|
|
| back facing enemy |
|
|
|-----------------------------------------------------------------------------|
| Jump Kick | No Stun
| Melee button during | 1 block
|
|
|
|
| dash
|
|
|
|-----------------------------------------------------------------------------|
| Slide
| No Stun
| Aiming button during| 1 block
|
|
|
|
| dash
|
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
|-----------------------------------------------------------------------------|
| Weak Kick | No Stun
| Melee button while | 0 blocks
|
|
|
|
| out of stamina
|
|
|
|-----------------------------------------------------------------------------|
| Breakable | No Stun
| Melee near breakable| 0 blocks
|
|
| Object
|
| object
|
|
|
| Kick
|
|
|
|
|
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| S T U N R O D M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Stun Rod | Ground
| Melee button over | 1 block
|
|
| Ground Hit |
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
.-----------------------------------------------------------------------------.
| B A S I C M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Roundhouse | Light Stun
| Melee button from | 1 block
| 250
|
|
|
| front of enemy
|
|
|
|-----------------------------------------------------------------------------|
| Judo Kick | Heavy Stun
| Melee button from | 1 block
| 800
|
|
| (Front)
| front of enemy
|
|
|
|
| Partner Assist |
|
|
|
|
| Melee
|
|
|
|
|-----------------------------------------------------------------------------|
| Bulldog
| Heavy Stun (Back)| Melee button from | 1 block
|
|
| Headlock | Head Stun (Back) | behind enemy
|
|
|
|
| Stealth Melee
|
|
|
|
|-----------------------------------------------------------------------------|
| Judo Arm | Head Stun
| Melee button from | 1 block
|
|
| Takedown |
| front of enemy
|
|
|
|-----------------------------------------------------------------------------|
| Stomp
| Ground
| Melee button over | 1 block
| 500
|
|
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Elbow
| No Stun
| Melee button with | 1 block
|
|
|
|
| back facing enemy |
|
|
|-----------------------------------------------------------------------------|
| Shoulder | No Stun
| Melee button during | 1 block
|
|
| Ram
|
| dash
|
|
|
|-----------------------------------------------------------------------------|
| Slide
| No Stun
| Aiming button during| 1 block
|
|
|
|
| dash
|
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
|-----------------------------------------------------------------------------|
| Weak Kick | No Stun
| Melee button while | 0 blocks
|
|
|
|
| out of stamina
|
|
|
|-----------------------------------------------------------------------------|
| Breakable | No Stun
| Melee near breakable| 0 blocks
|
|
| Object
|
| object
|
|
|
| Kick
|
|
|
|
|
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| S U R V I V A L K N I F E M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Ground Stab| Ground
| Melee button over | 1 block
|
|
|
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Knife Slash| No Stun
| Hold L1/LT and tap | 0 blocks
|
|
|
|
| R1/RT
|
|
|
|-----------------------------------------------------------------------------|
| Auto-track | No Stun
| Quick shot
| 1 block
|
|
| Knife Slash|
| (L1+R1/LT+RT)
|
|
|
|-----------------------------------------------------------------------------|
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun
| Quick shot
| 1 block,
|
|
| Shot Combo |
| (L1+R1/LT+RT while | 1 block,
|
|
|
|
| dual wielding then | 0 blocks,
|
|
|
|
| hold L1/LT then tap | 0 blocks,
|
|
|
|
| R1/RT four times) | 0 blocks
|
|
'-----------------------------------------------------------------------------'
_
/\ /\ ___ | | ___ _ __
__ _
/\ /\ __ _ _ __ _ __
___ _ __
/ /_/ // _ \| | / _ \| '_ \ / _` | / /_/ // _` || '__|| '_ \ / _ \| '__|
/ __ /| __/| || __/| | | || (_| | / __ /| (_| || | | |_) || __/| |
\/ /_/ \___||_| \___||_| |_| \__,_| \/ /_/ \__,_||_| | .__/ \___||_|
|_|
.-----------------------------------------------------------------------------.
| B A S I C M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Roundhouse | Light Stun
| Melee button from | 1 block
| 250
|
|
|
| front of enemy
|
|
|
|-----------------------------------------------------------------------------|
| Drop Kick | Heavy Stun
| Melee button from | 1 block
| 800
|
|
| (Front)
| front of enemy
|
|
|
|
| Partner Assist |
|
|
|
|
| Melee
|
|
|
|
|-----------------------------------------------------------------------------|
| Face Smash | Heavy Stun (Back)| Melee button from | 1 block
|
|
|
| Head Stun (Back) | behind enemy
|
|
|
|
| Stealth Melee
|
|
|
|
|-----------------------------------------------------------------------------|
| Head
| Head Stun
| Melee button from | 1 block
|
|
| Scissor
|
| front of enemy
|
|
|
|-----------------------------------------------------------------------------|
| Stomp
| Ground
| Melee button over | 1 block
| 500
|
|
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Back Kick | No Stun
| Melee button with | 1 block
|
|
|
|
| back facing enemy |
|
|
|-----------------------------------------------------------------------------|
| Jump Kick | No Stun
| Melee button during | 1 block
|
|
|
|
| dash
|
|
|
|-----------------------------------------------------------------------------|
| Slide
| No Stun
| Aiming button during| 1 block
|
|
|
|
| dash
|
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
|-----------------------------------------------------------------------------|
| Weak Kick | No Stun
| Melee button while | 0 blocks
|
|
|
|
| out of stamina
|
|
|
|-----------------------------------------------------------------------------|
| Breakable | No Stun
| Melee near breakable| 0 blocks
|
|
| Object
|
| object
|
|
|
| Kick
|
|
|
|
|
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| O N E - H A N D E D G U N M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Stomp
| Ground
| Melee button over | 1 block
| 500
|
|
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun
| Quick shot
| 1 block
|
|
| Shot
|
| (L1+R1/LT+RT)
|
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| T W O - H A N D E D G U N M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Weapon
| Ground
| Melee button over | 1 block
|
|
| Smash
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun
| Quick shot
| 1 block
|
|
| Shot
|
| (L1+R1/LT+RT)
|
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| H Y D R A M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun
| Quick shot
| 1 block
|
|
| Roll and |
| (L1+R1/LT+RT)
|
|
|
| Shoot *
|
|
|
|
|
'-----------------------------------------------------------------------------'
* Helena will roll toward the closest long range enemy and fire. If she is
close to the enemy, she will stand in place and shoot. She will only roll
when at long to mid-range from an enemy.
_
_
/_\
__| | __ _
//_\\ / _` | / _` |
/ _ \| (_| || (_| |
\_/ \_/ \__,_| \__,_|
__
__
/ / /\ \ \ ___ _ __
__ _
\ \/ \/ // _ \ | '_ \ / _` |
\ /\ /| (_) || | | || (_| |
\/ \/ \___/ |_| |_| \__, |
|___/
.-----------------------------------------------------------------------------.
| B A S I C M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Jumping
| Light Stun
| Melee button from | 1 block
| 250
|
| Roundhouse |
| front of enemy
|
|
|
|-----------------------------------------------------------------------------|
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun
| Quick shot
| 1 block
|
|
| Shot
|
| (L1+R1/LT+RT)
|
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| C R O S S B O W M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun
| Quick shot
| 1 block
|
|
| Back Flip |
| (L1+R1/LT+RT)
|
|
|
| Shot *
|
|
|
|
|
'-----------------------------------------------------------------------------'
* Ada will back flip and shoot an arrow from her crossbow. The arrow will
often pin an enemy to a wall.
_
_
/_\
__ _ ___ _ __ | |_
//_\\ / _` | / _ \| '_ \ | __|
/ _ \| (_| || __/| | | || |_
\_/ \_/ \__, | \___||_| |_| \__|
|___/
NOTE: Agent is the "co-op only" partner for Ada in Ada's campaign. He can only
be played by the joining player during Ada's campaign. He was added with the
December 2012 update for Resident Evil 6.
.-----------------------------------------------------------------------------.
| B A S I C M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Roundhouse | Light Stun
| Melee button from | 1 block
| 250
|
|
|
| front of enemy
|
|
|
|-----------------------------------------------------------------------------|
| Hammer Blow| Heavy Stun
| Melee button from | 1 block
| 800
|
|
| (Front)
| front of enemy
|
|
|
|
| Partner Assist |
|
|
|
|
| Melee
|
|
|
|
|-----------------------------------------------------------------------------|
| Neck Break | Heavy Stun (Back)| Melee button from | 1 block
|
|
|
| Head Stun (Back) | behind enemy
|
|
|
|
| Stealth Melee
|
|
|
|
|-----------------------------------------------------------------------------|
| Sleeper
| Head Stun
| Melee button from | 1 block
|
|
| Throw
|
| front of enemy
|
|
|
|-----------------------------------------------------------------------------|
| Stomp
| Ground
| Melee button over | 1 block
| 500
|
|
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Elbow
| No Stun
| Melee button with | 1 block
|
|
|
|
| back facing enemy |
|
|
|-----------------------------------------------------------------------------|
| Shoulder | No Stun
| Melee button during | 1 block
|
|
| Ram
|
| dash
|
|
|
|-----------------------------------------------------------------------------|
| Slide
| No Stun
| Aiming button during| 1 block
|
|
|
|
| dash
|
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
|-----------------------------------------------------------------------------|
| Weak Kick | No Stun
| Melee button while | 0 blocks
|
|
|
|
| out of stamina
|
|
|
|-----------------------------------------------------------------------------|
| Breakable | No Stun
| Melee near breakable| 0 blocks
|
|
| Object
|
| object
|
|
|
| Kick
|
|
|
|
|
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| O N E - H A N D E D G U N M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Stomp
| Ground
| Melee button over | 1 block
| 500
|
|
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| T W O - H A N D E D G U N M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Weapon
| Ground
| Melee button over | 1 block
|
|
| Smash
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun
| Quick shot
| 1 block
|
|
| Shot
|
| (L1+R1/LT+RT)
|
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| S U R V I V A L K N I F E M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Ground Stab| Ground
| Melee button over | 1 block
|
|
|
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Knife Slash| No Stun
| Hold L1/LT and tap | 0 blocks
|
|
|
|
| R1/RT
|
|
|
|-----------------------------------------------------------------------------|
| Auto-track | No Stun
| Quick shot
| 1 block
|
|
| Knife Slash|
| (L1+R1/LT+RT)
|
|
|
|-----------------------------------------------------------------------------|
|
|
| behind low object |
|
|
|
|
| or wall near enemy |
|
|
|
|
| while holding L1/LT |
|
|
|
|
| to take cover)
|
|
|
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| P A R T N E R A S S I S T M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Partner
| No Stun (partner | Partner Assist
| 1 block
| 800
|
| Assist
| must be grabbed) | near grabbed partner|
|
|
| Melee *
|
|
|
|
|
'-----------------------------------------------------------------------------'
* The partner assist melee for all characters will be their frontal heavy stun
melee (Chris = Straight punch, Piers = Uppercut, etc.). In some cases, the
partner assist melee will be a character's light stun melee (Chris =
backhand, Piers = Roundhouse, etc.)
.-----------------------------------------------------------------------------.
| E N E M Y S P E C I C M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Wing Tear | Ground
| Melee button while | 1 block
| KILL |
| (Noga-Let)*|
| facing wings of
|
|
|
|
|
| grounded Noga-Let |
|
|
|
|
| (flash grenade
|
|
|
|
|
| instantly grounds) |
|
|
|-----------------------------------------------------------------------------|
| Pincher
| Ground
| Melee button while | 1 block
| KILL |
| Tear
|
| facing pincher head |
|
|
| (Glava|
| of grounded Glava- |
|
|
| Smech)** |
| Smech
|
|
|
'-----------------------------------------------------------------------------'
* Noga-Lets are J'avo leg mutations where the legs turn into wings and the
J'avo flies with its torso hanging below its wings.
** Glava-Smech are J'avo head mutations where the head turns into a pincher
with an orange core in the middle of the pinchers.
[BS05]
------------------------------------------------------------------------------C A M P A I G N S K I L L L I S T
------------------------------------------------------------------------------___
___
___
___
___
___
___
___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
=============
Skills Basics
=============
Skills are extra boosts that can be equipped to each character to upgrade their
attributes. Skills can be bought in campaign mode after finishing one chapter.
From the "Play Game" menu, choose "Campaign" and then "Skill Settings" to see a
list of available skills.
=================
Purchasing Skills
=================
In order to purchase skills, a player must collect skill points. Skill points
are dropped from enemies and some of them are found in item chests throughout
the campaign. The enemy difficulty will determine the amount of skill points
dropped by each particular enemy. Skill points are represented by a chess
piece.
Skill points increase a player's overall skill point amount for every mode.
Campaign, The Mercenaries and Agent Hunt Mode all have their separate lists of
skills but all skills can be bought with skill points obtained from other
modes.
The following is a list of skill point items that can be collected:
.---------------------------------.
| Skill Point Type | Point Amount |
|=================================|
| Pawn
|
50
|
| Knight
|
100
|
| Bishop
|
300
|
| Rook (Bronze)
|
500
|
| Rook (Silver)
|
1500
|
| Rook (Gold)
|
3000
|
| Queen (Bronze) |
1000
|
| Queen (Silver) |
2500
|
| Queen (Gold)
|
5000
|
| King (Bronze)
|
2000
|
| King (Silver)
|
4000
|
| King (Gold)
|
10000
|
'---------------------------------'
================
Equipping Skills
================
A player will have a list of eight slots that can be filled with three skills
each. Up to three skills can be equipped to a character at a time in campaign
mode. The actual skill menu cannot be selected during gameplay, so it's good
to fill all eight slots with different varieties of skill listings since these
slots can be pulled up from the gameplay menu by pressing and equipped during
gameplay. To equip a set of skills during gameplay, press the Select/Back
button then choose the "Equip Skills" menu to showcase a list of your eight
skill slots.
==================
Recommended Skills
==================
Really, there is no right or wrong skill to pick - the types of skills that a
player will use basically depends on what type of player you are. Do you like
to blast enemies or do you like to clobber them with melees? Here's a few
examples of setups for player types.
-- Shotgun Player
o Firearm Lv.3 (greater damage for guns)
| 01
| 3500
| Increases chance of critical hit by 50%
|
|-----------------------------------------------------------------------------|
| 02
| 13000
| Increases chance of critical hit by 75%
|
|-----------------------------------------------------------------------------|
| 03
| 32000
| Increases chance of critical hit by 100%
|
'-----------------------------------------------------------------------------'
-- Defense
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details
|
|=============================================================================|
| 01
| 3200
| Enemies attacks take 20% less damage
|
|-----------------------------------------------------------------------------|
| 02
| 28000
| Enemies attacks take 30% less damage
|
|-----------------------------------------------------------------------------|
| 03
| 80000
| Enemies attacks take 50% less damage
|
'-----------------------------------------------------------------------------'
-- Eagle Eye
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details
|
|=============================================================================|
| 01
| 3000
| Gain an extra level of zoom on all sniper rifles |
'-----------------------------------------------------------------------------'
* Extra level of zoom is given to anti-materiel rifle, semi-auto sniper rifle
and sniper rifle
-- Field Medic
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details
|
|=============================================================================|
| 01
| 12000
| Partner gives your character 1-2 health tablets |
|
|
| for each revival (AI partner in single player) |
|-----------------------------------------------------------------------------|
| 02
| 95000
| Partner gives your character 2-3 health tablets |
|
|
| for each revival (AI partner in single player) |
'-----------------------------------------------------------------------------'
-- Firearm
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details
|
|=============================================================================|
| 01
| 12000
| Increases damage of guns by 10%
|
|-----------------------------------------------------------------------------|
| 02
| 29000
| Increases damage of guns by 20%
|
|-----------------------------------------------------------------------------|
| 03
| 75000
| Increases damage of guns by 50%
|
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details
|
|=============================================================================|
| 01
| 79000
| Infinite ammo for the Crossbow
|
'-----------------------------------------------------------------------------'
-- Infinite Grenade Launcher
How to unlock: Complete all campaigns (Chris, Jake, Leon and Ada's campaign)
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details
|
|=============================================================================|
| 01
| 99000
| Infinite ammo for the Grenade Launcher and Bear |
|
|
| Commander's alternate fire (grenade launcher)
|
'-----------------------------------------------------------------------------'
-- Infinite Handgun
How to unlock: Complete all campaigns (Chris, Jake, Leon and Ada's campaign)
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details
|
|=============================================================================|
| 01
| 79000
| Infinite ammo for the Nine-Oh-Nine, Triple Shot |
|
|
| Wing Shooter and Picador
|
'-----------------------------------------------------------------------------'
-- Infinite Machine Pistol
How to unlock: Complete all campaigns (Chris, Jake, Leon and Ada's campaign)
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details
|
|=============================================================================|
| 01
| 89000
| Infinite ammo for the MP-AF and Ammo Box 50
|
'-----------------------------------------------------------------------------'
-- Infinite Magnum
How to unlock: Complete all campaigns (Chris, Jake, Leon and Ada's campaign)
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details
|
|=============================================================================|
| 01
| 99000
| Infinite ammo for the Elephant Killer and
|
|
|
| Lightning Hawk
|
'-----------------------------------------------------------------------------'
-- Infinite Shotgun
How to unlock: Complete all campaigns (Chris, Jake, Leon and Ada's campaign)
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details
|
|=============================================================================|
| 01
| 89000
| Infinite ammo for the Assault Shotgun and Shotgun|
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details
|
|=============================================================================|
| 01
| 100
| The partner will not help your character
|
|
|
| (AI partner in single player)
|
'-----------------------------------------------------------------------------'
-- Machine Pistol Master
How to unlock: Defeat a total of 1500 enemies with any machine pistol
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details
|
|=============================================================================|
| 01
| 38000
| Increases the damage of the MP-AF and Ammo Box 50|
|
|
| by 100%
|
'-----------------------------------------------------------------------------'
-- Magnum Ammo Pickup Increase
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details
|
|=============================================================================|
| 01
| 25000
| Increases the drop rate of .50 Action-Express and|
|
|
| .500 S&W Magnum ammo
|
'-----------------------------------------------------------------------------'
-- Magnum Master
How to unlock: Defeat a total of 800 enemies with any magnum
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details
|
|=============================================================================|
| 01
| 40000
| Increases the damage of the Elephant Killer and |
|
|
| Lightning Hawk by 100%
|
'-----------------------------------------------------------------------------'
-- Melee
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details
|
|=============================================================================|
| 01
| 10000
| Increases damage of melee attack* by 10%
|
|-----------------------------------------------------------------------------|
| 02
| 25000
| Increases damage of melee attack* by 20%
|
|-----------------------------------------------------------------------------|
| 03
| 75000
| Increases damage of melee attack* by 50%
|
'-----------------------------------------------------------------------------'
* Melee attack includes basic melee attacks, stun rod attacks, combat knife
attacks, survival knife attacks and hand-to-hand attacks.
-- Piercing
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details
|
|=============================================================================|
| 01
| 12000
| Increases piercing potential by 1
|
|-----------------------------------------------------------------------------|
| 02
| 28000
| Increases piercing potential by 2
|
|-----------------------------------------------------------------------------|
| 03
| 55000
| Increases piercing potential by 3
|
'-----------------------------------------------------------------------------'
* Piercing for Crossbow and Grenade Launcher is not affected by this skill.
-- Quick Reload
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details
|
|=============================================================================|
| 01
| 10000
| Reload speed increased by 20% for all weapons
|
'-----------------------------------------------------------------------------'
-- Recovery
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details
|
|=============================================================================|
| 01
| 10000
| Red bar in dying status fills up in 10 seconds |
|
|
| instead of 15 seconds
|
|-----------------------------------------------------------------------------|
| 02
| 70000
| Red bar in dying status fills up in 10 seconds |
|
|
| instead of 15 seconds
|
'-----------------------------------------------------------------------------'
-- Rifle Ammo Pickup Increase
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details
|
|=============================================================================|
| 01
| 8000
| Increases the drop rate of 7.62 NATO ammo and
|
|
|
| 12.7mm ammo
|
'-----------------------------------------------------------------------------'
-- Rock Steady
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details
|
|=============================================================================|
| 01
| 3500
| Targeting cursor moves less when shooting
|
|-----------------------------------------------------------------------------|
| 02
| 33000
| Targeting cursor moves much less when shooting |
'-----------------------------------------------------------------------------'
-- Shooting Wild
|=============================================================================|
| 01
| 3000
| Increases strength of attacks on Zombies by 20% |
|-----------------------------------------------------------------------------|
| 02
| 25000
| Increases strength of attacks on Zombies by 50% |
'-----------------------------------------------------------------------------'
[BS06]
------------------------------------------------------------------------------R A N K I N G I N F O R M A T I O N
------------------------------------------------------------------------------___
___
___
___
___
___
___
___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
After finishing a chapter in the campaign of Resident Evil 6, a player will
receive a rank based on four different categories of how the person played. A
player will get a rank on accuracy per shot fired, the amount of player deaths,
full chapter clear time, and the amount of enemies killed in the chapter. The
rank per category will give a player a certain amount of points for each
category based on the letter rank.
The table below shows the amount of points a player will receive per category
rank:
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK
|
|==============================================================|
| RANK
| A
| B
| C
| D
|
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
Once the points are tallied, a player will receive one final rank based on the
player's overall performance in that chapter. The final rank will depend on
the total amount of points that was earned per category. The total amount of
points needed to receive each of the six possible letter rankings is listed
below.
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE
|
|=============================================================================|
| RANK
| S
| A
| B
| C
| D
| E
|
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
The tables below show the ranking requirements for each chapter of the four
campaigns of Resident Evil 6. Use the two tables above to figure out what
score it will take to get a certain final letter rank. For instance, for
Chris, Chapter 1, if I got an A for Accuracy, an A for Deaths, a B for Clear
Time and a C for Enemies Routed, my total rank would be (25+25+20+15 = 85) a Brank.
NOTE: The following tables are also listed in the campaign walkthrough.
-- RANKING REQUIREMENTS - Chris, Chapter 1
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 80 minutes or less | 70 enemies or more |
| B
| 60%
| 3
| 90 minutes
| 50 enemies
|
| C
| 50%
| 5
| 100 minutes
| 40 enemies
|
| D
| 49% or less | 6 or more | 101 minutes or more | 39 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Chris, Chapter 2
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 90 minutes or less | 70 enemies or more |
| B
| 60%
| 5
| 110 minutes
| 60 enemies
|
| C
| 50%
| 7
| 120 minutes
| 40 enemies
|
| D
| 49% or less | 8 or more | 121 minutes or more | 39 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Chris, Chapter 3
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 85 minutes or less | 55 enemies or more |
| B
| 60%
| 4
| 105 minutes
| 40 enemies
|
| C
| 50%
| 7
| 130 minutes
| 25 enemies
|
| D
| 49% or less | 8 or more | 131 minutes or more | 24 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Chris, Chapter 4
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 75 minutes or less | 55 enemies or more |
| B
| 60%
| 4
| 90 minutes
| 45 enemies
|
| C
| 50%
| 7
| 120 minutes
| 35 enemies
|
| D
| 49% or less | 8 or more | 121 minutes or more | 34 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Chris, Chapter 5
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 3 or less | 80 minutes or less | 40 enemies or more |
| B
| 60%
| 5
| 110 minutes
| 30 enemies
|
| C
| 50%
| 9
| 120 minutes
| 25 enemies
|
| D
| 49% or less | 10 or more| 121 minutes or more | 24 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Jake, Chapter 1
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 60 minutes or less | 40 enemies or more |
| B
| 60%
| 5
| 85 minutes
| 30 enemies
|
| C
| 50%
| 7
| 105 minutes
| 20 enemies
|
| D
| 49% or less | 8 or more | 106 minutes or more | 19 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Jake, Chapter 2
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 5 or less | 60 minutes or less | 50 enemies or more |
| B
| 60%
| 7
| 80 minutes
| 40 enemies
|
| C
| 50%
| 9
| 110 minutes
| 20 enemies
|
| D
| 49% or less | 10 or more| 111 minutes or more | 19 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Jake, Chapter 3
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 60 minutes or less | 55 enemies or more |
| B
| 60%
| 3
| 80 minutes
| 40 enemies
|
| C
| 50%
| 5
| 110 minutes
| 30 enemies
|
| D
| 49% or less | 6 or more | 111 minutes or more | 29 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Jake, Chapter 4
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 5 or less | 60 minutes or less | 40 enemies or more |
| B
| 60%
| 7
| 110 minutes
| 30 enemies
|
| C
| 50%
| 9
| 140 minutes
| 20 enemies
|
| D
| 49% or less | 10 or more| 141 minutes or more | 19 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Jake, Chapter 5
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 55 minutes or less | 5 enemies or more
|
| B
| 60%
| 3
| 85 minutes
| 3 enemies
|
| C
| 50%
| 5
| 110 minutes
| 2 enemies
|
| D
| 49% or less | 6 or more | 111 minutes or more | 1 enemies or less
|
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Leon, Chapter 1
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 85 minutes or less | 80 enemies or more |
| B
| 60%
| 5
| 110 minutes
| 60 enemies
|
| C
| 50%
| 7
| 130 minutes
| 40 enemies
|
| D
| 49% or less | 8 or more | 131 minutes or more | 39 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Leon, Chapter 2
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 80 minutes or less | 80 enemies or more |
| B
| 60%
| 5
| 100 minutes
| 60 enemies
|
| C
| 50%
| 7
| 120 minutes
| 40 enemies
|
| D
| 49% or less | 8 or more | 121 minutes or more | 39 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Leon, Chapter 3
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 55 minutes or less | 70 enemies or more |
| B
| 60%
| 5
| 80 minutes
| 60 enemies
|
| C
| 50%
| 9
| 100 minutes
| 40 enemies
|
| D
| 49% or less | 10 or more| 101 minutes or more | 39 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Leon, Chapter 4
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 75 minutes or less | 7 enemies or more
|
| B
| 60%
| 5
| 90 minutes
| 5 enemies
|
| C
| 50%
| 9
| 110 minutes
| 3 enemies
|
| D
| 49% or less | 10 or more| 111 minutes or more | 2 enemies or less
|
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Leon, Chapter 5
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 65 minutes or less | 60 enemies or more |
| B
| 60%
| 3
| 80 minutes
| 50 enemies
|
| C
| 50%
| 5
| 120 minutes
| 20 enemies
|
| D
| 49% or less | 6 or more | 121 minutes or more | 19 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Ada, Chapter 1
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 50 minutes or less | 45 enemies or more |
| B
| 60%
| 3
| 90 minutes
| 40 enemies
|
| C
| 50%
| 5
| 110 minutes
| 30 enemies
|
| D
| 49% or less | 6 or more | 111 minutes or more | 29 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Ada, Chapter 2
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 45 minutes or less | 30 enemies or more |
| B
| 60%
| 3
| 70 minutes
| 20 enemies
|
| C
| 50%
| 5
| 90 minutes
| 10 enemies
|
| D
| 49% or less | 6 or more | 91 minutes or more | 9 enemies or less
|
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Ada, Chapter 3
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 45 minutes or less | 40 enemies or more |
| B
| 60%
| 5
| 70 minutes
| 30 enemies
|
| C
| 50%
| 9
| 100 minutes
| 20 enemies
|
| D
| 49% or less | 10 or more| 101 minutes or more | 19 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Ada, Chapter 4
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 50 minutes or less | 15 enemies or more |
| B
| 60%
| 3
| 65 minutes
| 10 enemies
|
| C
| 50%
| 5
| 85 minutes
| 5 enemies
|
| D
| 49% or less | 6 or more | 84 minutes or more | 4 enemies or less
|
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Ada, Chapter 5
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 55 minutes or less | 40 enemies or more |
| B
| 60%
| 3
| 70 minutes
| 30 enemies
|
| C
| 50%
| 5
| 90 minutes
| 20 enemies
|
| D
| 49% or less | 6 or more | 91 minutes or more | 19 enemies or less |
'-----------------------------------------------------------------------------'
___
/
___
\
___
\
\ [WT00]
===================================== ___ |
| ___ |
| ___ |
| ___
/ \ \___/ / \ \___/ / \ \___/ / \
S E C T I O N I I I
|
| ___ |
| ___ |
|
|
|
- - - - - - - - - - - \___/ / \ \___/ / \ \___/
\___/
__
__
_ _
_
_
|
|
|
|
_
___
\ \
/ /
| || | | | | |
\___/
\___/
| |
/ \
\ \ /\ / /__ _ | || | __| |_ | |__ _ __ ___ _ _ __ _ | |__ |
|
\ \/ \/ // _` || || |/ /| __|| '_ \ | '__|/ _ \ | | | | / _` || '_ \ \___/
\ /\ /| (_| || || < | |_ | | | || | | (_) || |_| || (_| || | | | ___
\/ \/ \__,_||_||_|\_\ \__||_| |_||_| \___/ \__,_| \__, ||_| |_| / \
__/ | ___ |
|
SCENARIO WALKTHROUGH |___/ / \ \___/
==================================================================|
|======
\___/
WALKTHROUGH INTRO =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------------------This walkthrough was written while playing on NORMAL difficulty. It includes
strategies and tips that should be helpful for any difficulty however.
Everything in this walkthrough is highly detailed. Serpent Emblems and
Treasures are often listed separate from the actual walkthrough, but they are
listed in the area where they can be found.
All J'avo mutation names are listed out in the their correct terms, but I
provide extra descriptions in parentheses much of the time for readers that are
not familiar with their names. For instance, I won't tell you to "watch out
for the Glava-Begunats in the next room" or "prepare to take out the rifle and
shoot the Noga-Lets that come your way!" J'avo mutations will often be
referred to as Glava-Begunats (raging insect head) and Noga-Let (winged J'avo)
just so you can get a clear view of what I mean.
___
___
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\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
[CT00]
CAMPAIGN TIPS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-------------------------------------------------------------------------------------------------------------------------------------- TIME CONSERVATION TIPS
o When a player restarts a checkpoint, ALL the time that was taken from that
restarted gameplay will be added to total chapter time, so if you want to
make a good time for a chapter, DO NOT restart.
o In single player, pause the game during each part of spoken dialogue to get
through it quicker.
--------------------------------------------------- QUICK TIME EVENT (QTE) TIPS
o When a thumbstick shaking QTE appears on the screen, circle both the left and
right thumbsticks to make the gauge fill up faster. This is so very useful
for the harder QTE thumbstick shakes.
o For rapid button tapping QTEs, tap the button with your index finger while
holding the controller in your lap.
o Timed QTE's that have a timer needle have a certain rhythm to follow when
tapping the displayed button during the more complex timed QTEs. Watch how
fast the timer needle moves and then visualize the timing in your head before
tapping the button.
------------------------------------------------------------- COMBAT GAUGE TIPS
o When the stamina on your combat gauge is low, don't perform melees. Bullet
kill at that time to prevent your character's combat gauge from turning red.
o If your character needs a quick recharge of stamina for the combat gauge use
a herb pill to instantly recharge it or fall to the ground by tapping in a
direction along with the X/A button while a gun or grenade is equipped then
stand still to allow the combat gauge to refill quickly. It recharges at a
very high rate when laying on a character's back and staying still.
-------------------------------------------------------------------- SKILL TIPS
o One of the best skills in the game is Field Medic. This skill makes your AI
partner revive your character from dying status and give that character herb
pills. At level 1, your partner will give your character one herb pill for
each revival and at level 2, your partner will give your character two herb
pills for reach revival. You literally don't even need healing so long as
your partner is nearby with this skill. At level 2, your partner might
randomly give your character more than two herb pills.
o Combat Gauge Boost is another highly useful skill. This will add extra
blocks of stamina to your combat gauge, which allows your character to
perform more melees before burning out their full combat gauge. Using this
skill along with the Melee skill to increase melee damage can help out a
bunch for J'avo stages with a high rate of J'avo mutations, such as Chris
Chapter 4. Melee killing will cancel most J'avo appendage mutations.
o Defense and Firearm skills increase your character's defense against enemy
attacks and increase the damage that each gun will do. These skills are good
to have in zombie stages since firearms can work better than melee against
zombies and zombies can be more unpredictable and pile on a player more often
than J'avo, which can get your character hit unexpectedly at times. J'avo
are more predictable. Their AI won't hit your character after melees as
much. When it comes to zombies, they tend to ignore grace periods when your
character is stuck in an animation, such as a melee.
o Item Drop increase increases random enemy item drops. This skill can help a
lot for when your character is running low on ammo. This mainly helps out a
bunch for Chris' later stages. Chapter 4 and Chapter 5 of Chris' campaign
often take a lot of ammo to complete and this skill will give the character
more ammo drops from random enemy item drops.
------------------------------------------------------------------- WEAPON TIPS
o Remote bombs can be your main source of damage against any big enemy or boss
that has a lot of health. These are perfect for Whoppers in Leon's campaign
(blade arm) and Ruka-Khvatanje (insect arm) and heavy stun Noga-Skakanje
(grasshopper legs)
o Ruka-SRP (blade arm) and Ruka-Khvatanje (insect arm) can be shot in the head
to set up an instant heavy stun for a heavy stun melee.
o A J'avo that is hit with a melee while in any sort of stun pose will enter a
heavy stun pose. A good way to set a J'avo up for a heavy stun is to
headshot the J'avo then slide into the J'avo while it staggers. Players can
also quick shot then slide into a J'avo, though that takes more stamina.
Another way to do this is to headshot (or light stun a J'avo) then stand next
to the J'avo so that the button prompt for melee appear and then quickly
switch to another weapon and press R1/RT for the first melee in that
character's melee button combo. The first melee will hit and heavy stun the
staggering J'avo. All of this works on J'avo and many of their mutations Ruka-Bedem (shield arm), Glava-Smech (pincher head), Ruka-SRP (blade arm),
Ruka-Khvatanje (insect arm).
o Hitting a J'avo with a back attack (elbow) from a male will heavy stun most
J'avo types (run behind a J'avo then press the melee button while your
character's back is turned). This will work on the J'avo mutations mentioned
above also as well as Noga-Skakanje (grasshopper legs). It's best to quick
shot Noga-Skakanje then run behind them and hit them with a back melee, just
so they stand still.
o Shooting J'avo with acid rounds will often stun them. It will damage them
badly and stun them to where they can most likely be finished off with one
melee while they stagger. Acid rounds are highly effective against NogaSkakanje (grasshopper legs) - it will stun them in a heavy stun pose and
allow a player to hit them with a Coup De Grace melee.
o Chrysalids can be destroyed, but they take MUCH firepower to destroy them.
It's often best just to let the J'avo mutate and hatch outside of the
Chrysalid.
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___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
[PR00]
\_____________________________________________________________________________/
/ __
_
\
/ / ___ ___ _ __ \_______________/ /\ /\ ___ | | ___ _ __
__ _
/ / / _ \ / _ \ | '_ \ /
PRELUDE
\ / /_/ // _ \| | / _ \| '_ \ / _` |
/ /___| __/| (_) || | | |\_______________// __ /| __/| || __/| | | || (_| |
\____/ \___| \___/ |_| |_|/
\\/ /_/ \___||_| \___||_| |_| \__,_|
\_____________________________________________________________________________/
/
\
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - P R E L U D E - N O H O P E L E F T
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - July 1, 2013
Tatchi, China
HIGH-RISE AREA - STREET
Once Resident Evil 6 is turned on for the first time, a player will play the
Prelude after starting up the game. The Prelude only allows a player to play
as Leon. The prelude is single player only. It is basically a tutorial for
the gameplay of RE6.
Control will be given back to the player while Leon offers Helena a shoulder.
Move forward and Leon will automatically duck under the pole and step beside
the van in the alley. A player can only move forward for now. Any pressing of
the left thumbstick will cause Leon to move forward.
Leon and Helena will stumble as a
up with the partner assist button
her arm. Carry Helena in between
Walk up to the door at the end of
Use the X/A button when the button prompt appears to try to open the door. The
wood that is nailed to the door keeps the door shut tight however. Leon will
stare at a steel pipe off to the left. Press the X/A button to take the steel
pipe. Leon will place the steel pipe behind the wood piece on the door and get
ready to pry it loose.
A Quick Time Event (QTE) gauge will appear on the screen. Press the Square/X
button as the timer needle on the gauge reaches the green portion of the gauge.
Do this three time in a row. Each time another gauge appears, the timer needle
will get faster. Leon will eventually pry the wood piece off the door and open
the door. Enter the room ahead.
HIGH-RISE AREA - BUILDING ROOM
A helicopter searchlight will pass by outside as Leon drags Helena into the
hall ahead. Leon will take cover behind the first wall. Cover is a new
feature for RE6 that will be discussed later in this prelude walkthrough. Drag
Helena along the blood-soaked floor up ahead. The characters will pass by a
few dead bodies. Press the X/A button when prompted to do so up ahead to
examine the dead BSAA soldier that is slumped against the wall below the
window.
Walk past the soldier and enter the corridor to the side of him. Leon will
automatically duck up under the poles along the corridor. A cutscene will
trigger as he lays Helena to the side.
HIGH-RISE AREA - BACK ALLEY
--GREEN HERB--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Hunnigan will contact Leon after he puts the green herb in his... pocket?
Hunnigan will go over the instructions for mixing a herb into a herb tablet.
You see, in Resident Evil 6, the characters must convert a herb into a tablet
before using it. Start by pressing the Triangle/Y button to open Leon's
inventory menu. Leon will have two green herbs in his inventory - the
scoundrel already had one!
The game wants the player to mix herbs the long way, and we'll have to play
along with it for now, but I'll tell you a better way afterwards. Start by
tapping the X/A button to select the first green herb. Select the leaf icon
with a plus sign to the left of it - this is the "combine" command. The cursor
will automatically select the other green herb after choosing to combine. If
there was a red herb in the inventory, it would have chosen the red herb over
the green herb since red herbs take priority when combining unless players
manually select a green herb. Select the second green herb followed by the
leaf icon to combine the two.
Leon will now have a --G+G HERB MIXTURE-- in his inventory. The number of
green circles on the herb paper in the menu is the number of herb tablets that
will be created by changing it into tablets. Press the X/A button once again.
Choose the tablet icon with the arrow to the left of it. This will change the
G+G herb mixture into herb tablets. The number of herb tables are displayed to
the right of Leon's life gauge on your screen - he will get three tablets for
the current mixture. Normally, a player will press the R2/RB button to make
your character take one. Each one will replenish one block of health. Press
the Triangle/Y button to close the inventory if you haven't already.
--------------------------------------------------------------------------- TIP
A better way to mix herbs in the menu is to highlight a herb then press
Square/X to select the herb. This does two of the above steps in one since
Square/X = combine in the inventory menu. Choose the herb to combine it with
(it will choose a herb for you) then press the Square/X button again to combine
them instantly. Get used to mixing herbs quickly through inventory. Once a
player is adjusted to mixing them, you can literally open the inventory with
Triangle/Y then tap Square/X, Square/X followed by X/A, X/A to mix herbs and
convert them to pills very quickly. Be sure to do this.
Another way to mix herbs and change them into tablets during gameplay is by
pressing R2/RB + Square/X, but this will make your character go through a
mixing animation. While the inventory is up, your character does not have to
perform any animation. Keep in mind that the inventory can be opened while
performing animations such as climbing ladders or performing a melee attack, so
a player can mix herbs and turn them into tablets while climbing a ladder, for
instance!
--------------------------------------------------------------------------------> Objective: Attend to Helena's injuries
Approach Helena and press the R2/RB button to give her a herb tablet when the
button prompt appears. A cutscene will trigger. The BSAA zombie will attack
after the cutscene. Hold the L1/LT button to hold up Leon's Wing Shooter
handgun then tap the R1/RT button while aiming at the zombie's head to stagger
it...?
No, the zombie will grab Leon. It will strangle him for stealing its smokes -
how dare you steal my herbs to smoke for yourself!? Get your own drugs! Shake
the left thumbstick to break free as the thumbstick shaking icon appears. Be
ready to shake the left thumbstick once again while Leon continues to wrestle
with the zombie. When the timed button press gauge appears on the screen, tap
the R1/RT button as the timer needle moves over the green portion of the gauge
to the right. Leon will stab the zombie in the head.
NOTE: During these thumbstick shaking QTEs, it's best to circle both
thumbsticks (right and left). When both thumbsticks are used, the QTE gauge
will fill up faster.
--> Objective: Attend to Helena's injuries
Alright, let's approach Helena and try again. Tap the R2/RB button again near
Helena to give her a herb tablet. I swear, if a Licker attacks after this, my
Leon will melee that Licker as hard as possible with a roundhouse for +5
seconds. Oh wait, wrong mode! A cutscene will trigger.
A player can now display the route guide by pressing the L2/LB button. This
makes Leon pull out a PDA and it will make the screen change color and show the
main objective route. One thing is for sure... getting lost in a Resident Evil
is so yesterday. We now have objective markers to help us even more along
those linear paths!
Players are now free to do anything. Let's go over some basics here. Use
directional pad left and right to cycle through your weapons. Leon starts with
a Wing Shooter and survival knife normally, but during this part he has several
weapons. Keep the Wing Shooter equipped for now. Items can be changed by
pressing directional pad up or down. While aiming Leon's Wing Shooter with the
L1/LT button, take out another Wing Shooter by tapping the Triangle/Y button.
Perform the same sequence again to switch back to one. Leon reloads slower
when he has two Wing Shooters equipped. Press the Square/X button to reload
when needed.
The white target marker on the screen is located down the linear corridor with
the lone door at the end of it up ahead, so I guess that is the way Leon must
go! Move down the corridor and use the X/A button to open the door. Leon can
only slowly open a door at the moment, but later a player can double tap the
X/A button to open a door quicker.
HIGH-RISE AREA - STAIRWAY
Follow the corridor ahead. Let's talk about cover controls a bit. Try taking
cover behind the wall above the stairs by pressing and holding the L1/LT button
while against the wall. Leon will stick to the wall as long as the L1/LT
button is held down. Move to the edge of the wall with the left thumbstick to
make Leon move out of cover and aim. Let go of the thumbstick to move back
into cover. Leon can also duck and stand up while stuck to a wall by tapping
the X/A button.
Move down the stairs up ahead. Aw hell, something is going down outside! The
building will shake as Leon runs ahead. Use the partner assist button (O/B) to
open the door at the bottom of the stairs.
HIGH-RISE AREA - CROWDED STREET
Use the X/A button to hop over the railing after the cutscene. The controls
for selecting weapons and fighting will be displayed as zombies attack out in
the street. Aim with the L1/LT button and blast a zombie in the head with
R1/RT button while the Wing Shooter is equipped to get a head stun stagger.
Run toward the zombie then press the R1/RT button in front of it to perform
Leon's head stun melee.
The characters in RE6 can melee attack without button prompts by pressing the
R1/RT button twice in a row. The second melee attack will set up a light stun
on an enemy. In RE6, there are light stuns, head stuns, heavy stuns and enemy
grounding. A melee can be done for each stun type. Refer to the in-depth
melee section in the basic section for more info on this because it would take
a damn long time to explain it that in-depth here.
Players need to at least know about the quick shot however, so I'll go over
that really quick. Press R1+L1/RT+LT together at the same time to perform an
auto-targeting shot with your currently equipped weapon. This will set the
targeted enemy up for a light stun. When Leon has two Wing Shooters equipped,
perform a quick shot then continue to hold down the L1/LT button and keep
tapping R1/RT to perform a combination of quick shots.
A quick shot takes a bar of stamina from the combat gauge. Each melee takes a
bar of stamina from the combat gauge also. Once the combat gauge is fully used
up, your character will enter a tired state and the combat gauge will turn red
then slowly recharge. While in that tired state, a player can only perform a
weak kick for a melee and the player can't dash. The combat gauge will slowly
recharge depending on what your character is currently doing.
Anyway, fight through the zombies up ahead. Take out the shotgun and blast
them to the side if you like. Some zombies will drop random items such as ammo
so be sure to grab the pickups with the Square/X button. A zombie will knock
aside a steel rack along the street in between the cars up ahead and the next
path in between the cars will be open to the characters. The tutorial for the
quick shot will be displayed. Quick shot the zombie then overpower melee his
ass then continue ahead. You know that all characters actually have wrestling
holds as melees in RE6? Yeah, the developers are watching too much of that WWE
Raw.
While attacking the zombies, you might notice an R1/RT button prompt before
their attacks when in close range - that is the counter prompt. When the R1/RT
button is pressed as the counter prompt appears during an attack, the character
will counter the enemy attack and damage the enemy. This is a valuable
technique to learn, but it really requires a player to learn an enemy's full
attack list. I'll type up an enemy attack list eventually. See my RE6
Mercenaries guide when that time comes.
Move in between the cars until a cutscene plays where an airplane falls off a
building and hits a fuel tank on the streets below. A fire will start and a
fuel tank will explode. Hold the X/A button then hold toward the screen with
the left thumbstick to dash away from the oncoming flames. A cutscene will
plays as the camera turns to the side to show a helicopter up ahead. A BSAA
soldier will be in the helicopter and will motion for the characters to get in
the helicopter.
Run straight ahead and run against the cars up ahead while holding the X/A
button to climb onto them or hop up to them. While dashing, your character
will immediately perform any X/A button prompt actions ahead of the character
without the need to tap the button. Dash toward the opening on the side of the
helicopter ahead.
HIGH-RISE AREA - HELICOPTER
Be ready to shake the left thumbstick to throw off the zombie that grabs Leon.
Tap the Square/X button while Leon tries to fly the helicopter. When the
zombie grabs Helena in the back of the helicopter, press the R1/RT button when
the timer needle on the QTE gauge passes by the green portion. It's kind of
funny to keep missing and watch her struggle at times though. Leon can't fail
this part!
Shoot the zombie two times and Helena will be saved. Prepare to shake the left
thumbstick while Leon flies the helicopter.
HIGH-RISE AREA - LOBBY
Wow, look at that huge monolith up ahead. It's... it's the marker! Come on
and say it with me now! "Make us whole again, Isaac!" Use the X/A button to
hop over the railing and fall to the bottom floor of the stadium below. Walk
ahead for a cutscene that will end the prelude.
NOTE: In a way, it doesn't matter which campaign a player starts after the
prelude, but I would recommend starting with either Chris' campaign or Jake's
campaign first. Leave Leon's campaign for last. Leon's campaign has a spoiler
for Chris' campaign about halfway through it. Jake's campaign has a spoiler
for Leon's campaign toward the end, but that story element is made obvious
pretty early in Leon's campaign. Either way, you can't spoil too much of
another story by playing either of the three campaigns first really. RE6 does
a very good job at making each campaign feel like a separate story.
___
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___
___
___
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___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ ___ _
_
___ _
\
/ __\| |__ _ __ (_) ___ \______________________/ / _ \(_) ___ _ __ ___
/ / | '_ \ | '__|| |/ __|/
CHRIS CAMPAIGN
\ / /_)/| | / _ \| '__|/ __|
/ /___ | | | || | | |\__ \\______________________// ___/ | || __/| | \__ \
\____/ |_| |_||_| |_||___//
\\/
|_| \___||_| |___/
\_____________________________________________________________________________/
/
\
-- RANKING REQUIREMENTS
CHRIS, CHAPTER 1
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 80 minutes or less | 70 enemies or more |
| B
| 60%
| 3
| 90 minutes
| 50 enemies
|
| C
| 50%
| 5
| 100 minutes
| 40 enemies
|
| D
| 49% or less | 6 or more | 101 minutes or more | 39 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK
|
|==============================================================|
| RANK
| A
| B
| C
| D
|
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE
|
|=============================================================================|
| RANK
| S
| A
| B
| C
| D
| E
|
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[CR01]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - C H A P T E R 1 - T H E F A L L E N H E R O
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - June 30, 2013
Waiyip, China
_________________________
_____________________________________________________/ STAGE 1-1 -- MAIN STREET
------------------------------------------------------------------------------MAIN STREET - HELICOPTER
The BSAA's Alpha team is on the scene! Chris and Piers will start out in a
helicopter. Both the Chris player and the Piers player will have to press the
partner assist button to use the rope in front of the character in order to
rappel down to the warehouse below.
MAIN STREET - WAREHOUSE
Follow the ramp along the side of the building to move to the bottom of the
building. Hop off the ledge at the bottom of the ramp to fall to the bottom
floor. Find the two --TALL CRATES-- behind the green tarp on the bottom floor
and break them for some extra pickups. Both players need to use the partner
assist button to open the double door entrance to the warehouse.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Alright, stand back team and get ready to blow those B.O.W.s to bits once we
open those doors, Alpha team...
MAIN STREET - BLOCKED STREET
Oh, it's only the press that was making all that racket on the other side.
Can't we just shoot them anyway? No? Alright.
A news reporter will be waiting as the two characters open the door. They all
want a statement from the man who stuffed Wesker into a volcano. Just how did
you come up with the strength to punch that boulder into your former S.T.A.R.S.
team captain, sir? Whatever happened to that forgettable partner that helped
you put an end to Wesker's scheme in Africa? Sharon... I mean, Sheva, wasn't
it? What's Jill doing these days? Have you finally got any of that sweet ass
yet? Are you still taking steroids? The BSAA will push the reporter aside.
Follow the street directly ahead. Civilians will rush down the street as the
BSAA makes their way to the back. A BSAA vehicle will move ahead. A rocket
will hit the two BSAA vehicles at the end of the street once the characters
reach the end.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* The first character that walks forward after opening the warehouse door will
shove the news reporter aside.
* While dashing down the street, if your character moves up against a civilian,
that character will actually bump into the civilian with a special animation.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HQ will contact Alpha team and tell them to change their destination by heading
through the nearby building. Walk over to the double door entrance to the
building off to the left after the vehicles explode at the end of the street.
The Chinese guy will grab the character that moves toward the doors. Use the
partner assist button to open the double doors to the building.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* The first character that walks toward the doors at the end of the street will
get grabbed and shaken by the Chinese guy that is on his knees.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MAIN STREET - BUTCHER SHOP
HQ will contact all teams while the characters move to the back of the
corridor. Alright Alpha team, we need to reach the Ace of Spades building!
Move up the stairs off to the left. As the characters enter the corridor above
the stairs, there will be a --WOODEN CRATE-- and a --TALL CRATE-- in the alcove
to the left. These particular item boxes will always contain a --GREEN HERB-and a --RED HERB--.
Take both items and combine them in the inventory. Press the Triangle/Y button
to bring up the inventory, then quickly tap Square, Square/X, X to combine the
two herbs and then tap X, X/A, A to make herb pills out of them. This can all
be done by pressing R2 + Square/RB + X to mix the herbs and make them into
pills but your character must always go through a mixing animation. By using
the inventory to do it all, there is no animation!
NOTE: When combining herbs in the inventory, the cursor will always
green herb after selecting red herb or a red herb after selecting a
You'll need to manually move toward a green herb after a green herb
if a red herb is in your inventory.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
move to a
green herb.
is selected
- - - ITEMS
[
[
-
]
]
-
Herb (Green), [ ]
- - - - - - - - Wooden Crate x 1,
- - - - - - - - -
Herb (Red)
- - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
To use herb pills, tap the R2/RB button. They will replenish one block of
health at a time and refill all of a character's stamina in the combat gauge
below the health bars in your HUD. Many herb pills can be used at once if your
character's life is low by tapping the R2/RB button multiple times. Tap the
R2/RB button four times to take four herb pills to restore four blocks of
health for instance.
As the characters move by the windows along the right wall, enemy gunfire will
shoot through the windows and break the glass. Enter the butcher room with the
hanging meat pieces up ahead.
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 1
[SE01]
Location: Main Street - Butcher Shop
After stepping off the streets from the start of Chapter 1, Chris and Piers
will enter a building and enemy gunfire will break the windows on the right
side of the wall after the two characters move up the stairs. They will arrive
at a butcher room with hanging meat pieces. There is a serpent emblem on the
lower shelf against the left wall before reaching the door in that room.
*******************************************************************************
Break the --WOODEN CRATE-- on the
button to open the door. Tap the
yeah! Screw suspense, just blast
- - - - - - - - - - - - - - - - [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - -
As the characters move toward the body that is leaning off the railing to the
right outside, it will fall off the side of the building. Look below and some
civilians will run out from the building across the street.
MAIN STREET - BUILDING
Machine gun fire will break the windows off to the right and an explosion will
make the characters stagger while moving ahead. HQ will contact all teams once
again. Walk into the corridor off to the left up ahead then move past the
wooden table and step over to the gap. There is some guy with a mask in the
alley below holding two civilians at gunpoint with his machine gun. The guy
with the gun will blast the two civilians then look up toward the characters
and run to the right like his life depended on it. He knows that look from
Redfield.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
While up in the building, if players shoot at the masked person (J'avo) before
he shoots the two civilians, the J'avo will run to the right and not kill the
civilians. Your character will speak some extra dialogue while doing this.
This will also give players a medal at the end of the chapter.
.--------.
MEDAL: Rescued a hostage from certain death
| [ME148]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Drop to the alley below.
MAIN STREET - ALLEY
Follow the narrow area in between the buildings off to the right. Both players
need to use the partner assist button to open the door.
MAIN STREET - STREET
The characters will be face to face with the masked guy that killed the two
civilians a few seconds ago. This enemy is known as a "J'avo". It can
regenerate all of its body parts when damaged. It can also mutate its body
parts based on where it is shot in some cases. This particular J'avo will not
mutate, but J'avo will start to mutate later, so killing them with melee or
blasting/crushing their head becomes important.
Kill this J'avo by shooting it in the head. Run up to it while it staggers
from the headshot and perform your character's head stun melee with the melee
button (R1/RT) when the melee button prompt appears when in close range to the
stunned J'avo. Finish off the J'avo with a ground melee by standing over it
and pressing the melee button.
Step to the back of
by overhead. Yeah,
and... Well, damn.
building and causes
HQ will contact Alpha team and tell them to move through a back alley to reach
the Ace of Spades. After Piers asks Chris about his memory, Chris will still
not remember what has caused him to go all shitface in that bar for the past
few months.
Players can crawl/slide up under the helicopter debris but there is nothing in
the wreckage or near the dead J'avo bodies. Find the two --TALL CRATES-- and
the --WOODEN CRATE-- across from the double doors at the end of the street and
break them open for some extra pickups. Use the partner assist button to open
the double doors at the end of the street and end this portion of the chapter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_________________________
_____________________________________________________/ STAGE 1-2 -- BACK STREET
------------------------------------------------------------------------------BACK STREET - STREETS
Once the characters kick the door open, two J'avo will attack. They are all
armed with swords, so enter the room and blast the J'avo then melee attack
them. The best way to set J'avo up for a melee attack is to use the quick shot
(R1+L1/RT+LT). This will stagger any J'avo that it hits and set them for a
light stun melee - approach the J'avo for a melee button prompt. Another good
way to stun a J'avo is to shoot it in the head then perform a head stun melee
from close range. J'avo can be staggered by shooting them in the body, arms or
legs as well. Shooting them in different portions of the body will randomly
stun them, so it might take more shots to a certain body portion to stun a
J'avo at times.
There are two more J'avo in the back of the kitchen. They are both hiding
behind the pillars and near the back door. Run toward them and shoot them then
melee attack them. Don't overuse melee however. The stamina on your combat
gauge on your HUD below your character's life bar will get used up per melee.
It will slowly recharge based on what your character is doing. Kick open the
door off to the right in the back of the room.
NOTE 1: The fastest way to recharge your combat gauge in story mode is to make
your character lay down on his back. Hold the L1/LT button then press in a
direction with the left thumbstick along with the dash (X/A) button and
continue to hold L1/LT to stay on the ground. Stay still and the combat gauge
will recharge very quickly.
NOTE 2: Each time the two characters kill all enemies in a room with J'avo, the
BSAA soldiers in your team will yell out "All clear!" Listen for this, since
it's a good way to tell when an area is free from enemies.
BACK STREET - ALLEY OUTSIDE KITCHEN
Use the partner assist button to open the door that the BSAA soldiers stand
next to.
BACK STREET - STORAGE ROOM
"All clear", says your BSAA squad as the characters enter the room. Basically,
there are no enemies in this area! Hop over the counter across from the
entrance door and break open the two --TALL CRATES-- near the surrounding
walls.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Approach the door in the back of the room. A J'avo will bust through it and
grab one of the BSAA soldiers and pull him into the alley outside. Step out
into the alley.
BACK STREET - ALLEY OUTSIDE STORAGE ROOM
Quickly kill the J'avo while he recovers from attacking the BSAA soldier.
Thankfully, your attacked squad buddy is alright. Kill off the two J'avo down
the corridor up ahead. They are armed with swords. Another J'avo will step
out from the corridor to the right in the back.
HQ will contact all teams as one team gets pinned down. Two more J'avo with
swords are down the next corridor and off to the left. Move down the corridor
and kill the J'avo then find the door at the end. Break the two --TALL
CRATES-- along the sides of the area then use the partner assist button to open
the door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Eliminate the mutated J'avo
Piers will contact HQ and tell them about the J'avo mutation after the
cutscene. Remember those J'avo mutations that I mentioned earlier? Well, the
J'avo in here is the first J'avo mutation that the characters will run into.
This J'avo mutation has a blade arm and is known as a "Ruka-SRP". This J'avo
mutation normally occurs when a J'avo is shot in the arm. This J'avo will
start the battle already mutated however. When a J'avo is mutated, it is often
stronger, and its strengths and weaknesses change a bit.
NOTE: Before fighting the Ruka-SRP, quickly blast the J'avo with the machine
gun up the stairs off to the left. He is standing right near the railing. If
a player doesn't shoot him quickly, he will chip away at the characters health
with his machine gun.
A Ruka-SRP will attack with its blade arm and it has some wide swings, so it's
very dangerous at close range. It often swings its arms twice in a row.
Players can't get the same stun types on this mutated J'avo like they can with
normal J'avo. A quick shot will stagger it briefly and set it up for a light
stun melee, but there is a better way to stun it. Blast the Ruka-SRP J'avo in
the head to get a heavy stun on it. While it is stunned, run up to it to get a
melee prompt command for your character's frontal heavy stun melee (Coup De
Grace). This will take some extreme damage from any enemy. It won't kill the
Ruka-SRP instantly, but it will be very close to death after a Coup De Grace
melee.
NOTE: If you stand close to a Ruka-SRP and it raises its arm over its head to
hit your character with an overhead smash, this attack can be countered with
the melee button (R1/RT) to instantly kill that J'avo. Press the melee button
just before the J'avo hits your character overhead. The animation for the
counter is pretty brutal and over-the-top also.
There is also a normal J'avo with a sword in the room along with the Ruka-SRP don't let him sneak up on your character. The normal J'avo in this room can
mutate into Ruka-SRPs if they are shot in the arms. Blast them in the head,
body or legs to avoid having them mutate.
--> Objective: Proceed along Route 9
Two of the BSAA soldiers will stay in this room and two will follow the
characters to "Route 9'er". Move up the stairs in the back of the room then
kick open the door at the top.
BACK STREET - ALLEY LEADING TO BUILDING
Fall off the catwalk ledge then break the --TALL CRATE-- near the door. Use
the partner assist command to kick open the door to the right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE: A player REALLY needs to learn to use cover to your advantage in Chris'
chapters starting with this next fight. Hold the L1/LT button while standing
up against a wall to lean against it. While leaning against a wall, tap the
X/A button to duck and raise up. Move to an edge with the left thumbstick and
hold in the direction of a side to make your character stick his head and arms
out then press R1/RT to fire your weapon. Keep holding the L1/LT button then
let go of the direction with the left thumbstick to move back behind cover.
For low cover areas, use the X/A button to duck in and out of cover or press
and hold up on the left thumbstick to rise up then let go to duck back down.
Once Chris and Piers kick through the next door, take cover behind one of the
crates up ahead immediately to avoid the machine gunfire from the J'avo at the
end of the alley. Stay behind a crate and peep out to fire at the J'avo when
they try to shoot. Piers' rifle works excellent for this part. Don't even try
to melee kill in this alley or the J'avo will chip away at your character's
health with their machine guns. Melee is not near as invincible as it was in
RE5, so don't go charging into gunfire and think you can take shelter in an
invincibility frame of a melee animation anymore. It doesn't work that way in
RE6.
Kill all the J'avo directly ahead before moving on. When the two characters
move ahead, the garage door to the right will open up and three J'avo with
swords will attack. Alright, now it's time to overpower melee some more! Rush
toward the trio of J'avo and finish them off with your character's wrestling
holds... I mean "unique" RE6 melees. Step into the garage area and break the
two --TALL CRATES-- near the shelves inside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - There is one more --TALL CRATE-- against the wall to the right further down the
alley. Find the door off to the left at the end of the alley then kick that
sucker open.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BACK STREET - BUILDING ENTRANCE
Break the --WOODEN CRATE-- on the table off to the left then destroy the --TALL
CRATE-- near the shelf up ahead. The tall crate has a serpent emblem behind it
as mentioned below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1, [ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 1
[SE02]
Location: Back Street - Building Entrance
When Chris and Piers enter the first alley where they must take cover and fight
off a group of J'avo with machine guns and three J'avo with swords attack from
a garage off to the right when they move further down the alley, they will open
the door at the end of the alley and enter a building. Inside the building,
break the tall crate near the shelf directly ahead and this serpent emblem will
be on the shelf behind that tall crate.
*******************************************************************************
Move up the stairs off to the left. Something will bang against the side of
the right shutter at the top. Kick open the door at the top.
BACK STREET - BURNING STAIRWAY
HQ will contact Alpha team and mention that they lost contact with their recon
team. Kick the next door off its hinges with that uber Redfield boot.
J'avo are in this room, so take cover... wait, no. They are only armed with
puny swords and there are three of them, so don't take cover. Rush toward them
and set up stuns with the quick shot or head shot them, then melee attack them.
Run up the stairs in the back of the room.
BACK STREET - SECOND FLOOR OF BUILDING
While passing by the door to the left, the door will eventually break as a BSAA
soldier is thrown through it. A Ruka-SRP with two blade arms will dash through
the door shortly. Be prepared for him and blast him in the head then hit him
with a frontal heavy stun melee to damage him badly. Bravo team will contact
HQ over the radio shortly. They're taking heavy casualties over there!
Enter the room that the Ruka-SRP broke out of and break the --TALL CRATE-- near
the door off to the right inside.
NOTE: Don't kick open the door on the other side of the first room since a
Ruka-SRP will break through the door right across from that door and likely hit
your character shortly after entering the outside hallway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Step back out into the hall then open the next door down the corridor. Break
open the --TALL CRATE-- then prepare to fight another Ruka-SRP J'avo mutation
through the hole in the wall off to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Step back out into the hall then use the partner assist button to open the
white double doors at the end of the corridor to end this portion of the
chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
______________________
________________________________________________________/ STAGE 1-3 -- ROOFTOPS
------------------------------------------------------------------------------ROOFTOPS - BELOW THE ROOFTOPS
Turn to the right and fall off the current platform. This is a good place to
learn about how effective the dash can be for quickly climbing and hopping over
obstacles. Hold the dash button then run toward the raised area up ahead and
your character will quickly hop up to it. Keep holding forward along with the
dash button and your character will hop off the edge then climb the ladder up
ahead. Break open the three --TALL CRATES-- for extra pickups then climb the
ladder to the left.
A cutscene will play for the first player that climbs the ladder. The cutscene
will show the J'avo enemies on the rooftop above.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ROOFTOPS - ROOFTOP OF BURNING BUILDING
Several J'avo are on the high platforms at the top of the roof. The first
group is on the left platform after climbing the ladder and the second group is
on the platform in the back. Shoot them from a distance. Some of them might
fall once they are shot.
NOTE 1: Run over to a J'avo that is on a small platform above your character to
get an environmental melee command to pull him down while standing below him.
You can also position your character on a small platform above a J'avo and get
a melee command while standing above the J'avo when it is close to the
platform. Each of these commands are environmental melees (leg grab and face
smash).
NOTE 2: The two J'avo on the furthest platform in the back have some high
health amounts. Be ready to shoot them a bunch to kill them. It's best to
head crush them with a ground melee after knocking them to the ground with a
light stun melee set up from a quick shot.
There are no hidden items on the rooftop. Move over to the pole that extends
toward the building across from the current building then climb up to the
platform in front of it. Both Chris and Piers will need to slide across the
pole using the partner assist button. A cutscene will take place.
Both players will be broken up after the cutscene. Piers will be on the
rooftop across from the last building and Chris will be hanging on a lower pipe
in between the buildings. Unfortunately, J'avo will move out the windows of
the building below Chris and start to shoot at him from the walkway.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
ROOFTOPS - WALKWAY ACROSS FROM POLE
The Piers player needs to take out the Anti-Materiel rifle and shoot the J'avo
on the balcony beside Chris. They are to Chris' left and there are four of
them. While Chris climbs across, continue to kill them off since the Chris
player cannot fight back right now. Eventually two J'avo will move out onto
the rooftop of the building that Chris is headed to. Be sure to at least shoot
the J'avo that Chris cannot reach on the high walkway of that building. You
can leave the lower J'avo to the big guy as he falls to the other side. All of
the J'avo on the surrounding rooftops will mutate into Noga-Lets (with wings)
if they are shot in the legs.
NOTE: The Piers player can toss a hand grenade on top of the balcony beside
Chris as he climbs across the pipe. A perfect grenade toss will kill off all
J'avo instantly. Be sure to aim for the very front of the balcony and toss the
hand grenade away from Chris so he doesn't get hit. If you toss the grenade
too far back, it might bounce into a window.
--> Objective: Reunite with you partner
Once Chris is on the other side, the Piers player can move to the other
buildings in the back of him. To the left of Piers' firing position are two
--TALL CRATES--. Climb up the tall ladder to the rooftop behinds Piers.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ROOFTOPS - ROOFTOP ACROSS FROM POLE
Chris will be getting swamped with J'avo on the buildings to the left of Piers.
The Piers player can provide cover fire for Chris with either of his weapons.
It's a good idea to use Piers' rifle to target the J'avo on the other side.
While aiming with Piers' rifle, press the Y button to switch to the thermal
scope to easily see the J'avo. Press in on the right stick to toggle zoom on
and off. There are three --TALL CRATES-- to the right of Piers while on the
building rooftop past the beginning area. Fall down the stairs on the other
side of the building.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE: There is a single J'avo on Chris' side that will be standing and waiting
before Chris even climbs the ladder. While Chris is climbing the ladder on the
other side, quickly take out the rifle and find that lone J'avo then kill it.
While Chris makes his way across the other rooftop, J'avo will start to exit
the buildings in greater number on his side. Look up on the rooftops to see
J'avo positioned on the high areas. Aim for the J'avo that are high up on the
rooftops and blast them with Piers' rifle. Try not to shoot the J'avo in their
arms or legs or they will mutate into Ruka-SRPs or Noga-Lets. Be sure to clear
out any Noga-Lets for the Chris player since they can be the most annoying
enemies on his side.
NOTE 1: The Piers player must pause and watch the cutscene of the J'avo exiting
the building on Chris' side.
NOTE 2: Try your best to keep the Chris player on the camera while moving.
Literally, tilt the camera to the left to face the Chris player and have Piers
move to the right to keep Chris in view.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ROOFTOPS - ROOFTOP ACROSS FROM CHRIS' BUILDING
Check the right side of the building to find four --FLASH GRENADES-- lying on
the ground and there are also four --TALL CRATES-- on that side as well. One
tall crate is further in the back. Hop over the gap in between the next two
buildings. The Chris player should be near the door there or he should be on
the walkway leading to the building by now.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Flash Grenade x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Use the ladder to the left of the exit door to climb up to the raised platform
and provide cover fire for the Chris player. Break the two --TALL CRATES-- on
that rooftop for some extra items.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE: When the Chris player reaches the far side of the rooftops, three NogaLets will spawn from off in the distance next to the Chris player then attack
that player. Be sure to shoot any annoying Noga-Lets since they can pile up
greatly on Chris' side at times.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
ROOFTOPS - POLE BETWEEN ROOFTOPS
Well, it seems that Chris' memory is starting to return. Well, at least he's
remembering that he's completely jacked up now. You know, the results from
that weight gain supplement he started on before he went to Africa - Chris went
from string bean to muscle machine after Umbrella fell.
Chris will start out hanging on a pipe in between the two buildings. Keep
tapping the Square/X button to climb across the pipe that Chris hangs onto.
Chris cannot fight back while climbing. Hopefully your Piers partner is
watching out for your Chris and shooting at the four J'avo that will exit the
building to the left and the two J'avo that exit the building directly ahead.
If your Chris gets hit with a grenade blast then... that's partially this guide
writer's fault (read Piers strategy).
Fall to the building on the other side then climb the ladder off to the right.
Your Piers partner might have left the lower J'avo on the building for Chris to
uber backhand or straight punch its ass off the side. BRING THE PAIN!
ROOFTOPS - ROOFTOP ACROSS FROM POLE
A fence blocks off the left side of the building. Climb the ladder and fall
off the left side of the platform up above. Break the two --TALL CRATES-- by
the fence then hop over the raised platform to the side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A few J'avo will attack eventually. Shoot and boulder punch through them and
hop over the gap in the rooftop.
NOTE: Be on the lookout for J'avo that are high up on the rooftops. They will
often be equipped with machine guns and will constantly fire down on Chris.
ROOFTOPS - ROOFTOP ACROSS FROM PIERS' BUILDING
J'avo may be on this rooftop on the other side of the fence up ahead. Climb
the ladder on the platform off to the right then hop to the other side. Kill
any J'avo that attack Chris. They will be on the walkway up ahead (look up)
and they will move out from the opening off to the left. Break the two --TALL
CRATES-- off to the right along the way around the corner. If a J'avo suddenly
dies in front of Chris without Chris doing anything, he is not dying from the
fear of Chris' melees - that is your Piers partner supporting you!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE: As HQ contacts Alpha team via radio, three Noga-Lets (with wings) will
spawn from behind the building off to the left near the back of the building
that Chris is on - they will spawn to the left of the two upcoming tall crates.
Kill off any leftover J'avo on the other side of the building then run past the
ladder and break the two --TALL CRATES-- off to the right in the back of the
building.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Climb the ladder and break the next --TALL CRATE-- directly ahead. There might
be a J'avo on the walkway if it hasn't been shot by Piers yet.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ROOFTOPS - WALKWAYS
Follow the walkway up ahead and leap off the end. Chris will land on a
platform with a small water tower. Fall below and Piers should be waiting for
Chris.
NOTE: Chris can leap over the gap and go back and collect any items or kick
open any tall crates that Piers might have missed. It's really a good idea to
do this since Chris can collect the four flash grenades on Piers side. Even if
Piers collected them, they will still remain there for Chris!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
ROOFTOPS - WALKWAYS
J'avo will attack Chris and Piers from the back building as the two characters
move forward. Two of the J'avo are positioned high up on the building across
the bridge, so be sure to find them and shoot them or they will continually
blast the characters. Break the two --TALL CRATES-- off to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Move over to the next rooftop and kill any J'avo that remain then climb the
ladder on the left side of the rooftop. Follow the platform around the right
side then fall off the high area via the dropoff to the left. Break the --TALL
CRATE-- to the left then kick open the door below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ROOFTOPS - OUTSIDE THE TENEMENT BUILDING
Move around the side of the middle platform then run across the board to reach
the Area Outside the Tenement Building (Ace of Spades). There are three --TALL
CRATES-- against the left wall that can be broken. Check on the back right
portion of the current rooftop and there are three --FLASH GRENADES-- lying on
a platform.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Flash Grenade x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Before long, J'avo will start to attack. Bravo team will contact Chris and
Piers and tell them to hold out until they arrive.
--> Objective: Hold out until Bravo Team arrives
The first two J'avo always drop from the catwalk above the two tall crates.
Players can easily plan for their arrival by shooting them as they try to fall.
J'avo will eventually swarm the area and attack. It's a good idea to use flash
grenades here to stop long distance J'avo from shooting your character. The
flash grenades will also set up a J'avo for a heavy stun melee. You could also
just blow up a whole group of enemies with a hand grenade or shoot one of the
four explosive barrels found around the area. The explosive barrel on the
higher building is extremely useful for when Javo start to spawn up there and
shoot at the characters. Just blast the barrel to get rid of them all with one
explosion.
NOTE 1: Like what is mentioned below, flash grenades will set up a heavy stun
on a J'avo. Move in front of or behind the J'avo for two different melee
prompts for both Chris and Piers during this stun.
NOTE 2: There is a tall ladder that leads to a platform in the back of the
area. While this might not seem useful, the Piers player can climb it to snipe
enemies from a distance with his rifle.
Eventually, a cutscene will trigger and Bravo team will arrive. Bravo team is
here to ruin your melee kill setups and kick ass! They will wipe the floor
with the rest of the J'avo and keep you from enjoying some more ball-busting
melee kills. Basically, they are saying this area is now done - we hope you
enjoyed the demo, but you'll now have to preorder the full game. Hey wait,
this is the full game!? Nevermind. You see, this was the Chris portion of the
game on the RE6 Dragon's Dogma demo.
Walk over to the double doors and use the partner assist button near them (both
players) to move on to the next portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
______________________
________________________________________________________/ STAGE 1-4 -- TENEMENT
------------------------------------------------------------------------------TENEMENT - TENEMENT BUILDING ENTRANCE
The eighth floor has tons of corridors with food spread around the area in
boxes. This floor has several J'avo with machine guns that are hiding around
the sides of the wall at the corners of the corridors. Kill the J'avo by
shooting them in their upper bodies to keep them from mutating into NogaTrchanje.
Noga-Trchanje are when a J'avo forms spider legs from shooting off its legs.
These mutations have increased movement speed and can climb walls and ceilings.
They have a very annoying jump attack. They are very weak and fall easily to a
single ground melee, but hitting them with a ground melee can be hard since
they don't stand in one place for too long. Standing right next to one will
give your character a ground melee prompt. The creatures can be stunned with
flash grenades and they can also be staggered with a quick shot in order to
quickly stomp them.
NOTE: Noga-Trchanje have some very predictable moves that are pretty easy to
counter. They will always lean back shortly before they jump at your
character. A counter prompt for stopping the attack will appear right as they
leap. While they are on a ceiling, they will try to hit your character and the
player will get a counter prompt right before that attack. The ceiling attack
is the easiest attack to counter since they have such a long start-up animation
for it - you can see it coming and prepare to press the R1/RT button ahead of
time.
Flash grenades can help out for this floor if J'avo surround a player from
several sides and start to shoot. Just toss a flash grenade to blind the J'avo
and set them up for a heavy stun melee.
Once the area is secure, step back to the entrance door then face the wall
ahead. More forward and turn to the left then look off to the left and enter
the room through the doorway then break the two --TALL CRATES-- inside that
room. Move to the back of the corridor then break the two --TALL CRATES-- off
to the left. Kick open the door to the left of the two tall crates.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TENEMENT - STAIRWAY
Move down the stairs and stop at the doorway that leads to the seventh floor.
Kick open that door.
TENEMENT - SEVENTH FLOOR
Break the --WOODEN CRATE-- on the table to the left after stepping into the
room. Walk through the next three doorways in the rooms behind the reception
counter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - J'avo will attack in the long corridor that stretches to the right. Defeat
them and don't shoot them in the legs to avoid Noga-Trchanje mutations. Break
the --WOODEN CRATE-- on the floor to the left. While moving down the corridor,
the alcove to the left will have two --TALL CRATES-- in it. Run to the end of
the corridor, but don't open the door there just yet! Break the three --TALL
CRATES-- down the right corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1, [ ] Tall Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE: Arm a flash grenade before opening the door and prepare to toss the flash
grenade after it is opened.
Open the door with a kick. Immediately toss a flash grenade to ground all the
Noga-Trchanje that are on the ceiling in the room. They will all fall to the
floor and be open to ground melees. Run into the room and stomp them all.
Move into the room with the reception counter then enter the room with the
refrigerator, bed and sofa. Make a right and enter the room with the tables
and sofa. HQ will contact Alpha team and tell them that they are in the area
with hostages. A woman's voice can be heard from behind the door to the right.
Before opening the door, run into the small room directly ahead and break the
three --TALL CRATES-- inside that room. Walk over to the door on the right
side of the room and open it with the partner assist button.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Noga-Trchanje will exit the room and carry off the two hostages. They will run
to different floors. If you are playing as Piers, arm the Anti-Materiel rifle
DIRECTLY after the cutscene and quick shot the second Noga-Trchanje that exits
the room to immediately save the female hostage and save you the trouble of
having to hunt down that Noga-Trchanje.
If the creature gets away then follow it. The Noga-Trchanje that carries the
female hostage will remain on the seventh floor. It will run around the
entrance area of the current floor and carry the hostage. Find it and shoot it
to kill it and make it drop the hostage.
--> Objective: Rescue the hostage on the eighth floor
There is nothing in the room where the hostages were held. The second hostage
has been taken up to the eighth floor. Return to the stairs.
A total of six Noga-Trchanje will attack on the way back. Two of them will be
in the room right before reaching the stairs. Use flash grenades to stun them
if your character still has any left. Other than flash grenades, quick shot
them from a distance and ground melee them or blast their front J'avo body in
the head with one of your weapons.
TENEMENT - STAIRWAY
The Noga-Trchanje that carries the hostage will be seen in a quick cutscene
when the characters step back into the eighth floor room. Noga-Trchanje will
attack the characters throughout the corridors of this floor.
Find the Noga-Trchanje that holds the hostage and blast the creature. The
Noga-Trchanje that holds the hostage will have a marker over him that can be
seen through walls, so it's easy to keep up with him. This particular hostage
carrier moves around very fast and moves around the floor quite randomly. It's
best to try to sneak up on him and actually wait for him to move down a
corridor then fire at him. Once again, if you are playing Piers, just shrug
when he appears in front of Piers and quick shot the little ass with your AntiMateriel rifle.
Once the Noga-Trchanje that carries the hostage is killed, it will drop the
hostage and the next objective will be issued by HQ.
--> Objective: Rescue the hostage on the first floor
There is one more hostage on the first floor. Run back to the stairs.
TENEMENT - STAIRWAY
The stairway only goes to the sixth floor. The stairs are blocked by a simple
table and blockade that could be easily moved, but I guess Chris' memory hasn't
returned well enough to boulder punch them out of the way, so... open the door
to the sixth floor.
TENEMENT - SIXTH FLOOR (BUTCHERY)
Break the --WOODEN CRATE-- across from the door. There is another --WOODEN
CRATE-- on the other side of the hole in the floor. After passing by the hole
in the floor off to the left, the camera will show a burning police car on the
street below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Alright, now let's talk about tall crates. There are two --TALL CRATES-behind the counter with meat off to the right when stepping back into the first
corridor to the right. Step back out into the corridor then move behind the
counter to the left with meat above it and break the two --TALL CRATES-- in
that area also.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 1
[SE04]
Location: Tenement - Sixth Floor (Butchery)
After Chris and Piers rescue the second hostage in the Tenement building (Ace
of Spades), they will have to move down to the sixth floor to save the final
hostage. While on the sixth floor, find the two tall crates behind the counter
with meat hanging above it and pans on the counter down the first corridor to
the right after stepping into the corridor area. This counter is the counter
off to the left. There is a serpent emblem on top of a cabinet next to a metal
meat storage behind that counter.
*******************************************************************************
*********************************** TREASURE **********************************
Campaign: Chris, Chapter 1
Location: Tenement - Sixth Floor (Butchery)
Contents: 2000 Skill Points
After Chris and Piers rescue the second hostage in the Tenement building (Ace
of Spades), they will have to move down to the sixth floor to save the final
hostage. While on the sixth floor, face the elevator doors in the back of the
area and this treasure chest will be in an alcove along the left corridor. The
chest is across from some stacked white and blue boxes. This chest contains
2000 skill points.
*******************************************************************************
Facing the elevator doors, look to the right and break the --TALL CRATE-- down
the right corridor. Run back to the elevator doors and open them with the X/A
button then step inside and press the partner assist button to ride the
elevator down to the first floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TENEMENT - ELEVATOR
Delta team will talk over the radio to HQ about saving the hostages on the
fifteenth floor. Shortly after the message is heard over radio, the elevator
will stop and the light will go out. Move to the left side or back side of the
elevator to get an X/A button prompt to investigate the ceiling. Use the
partner assist button to have Chris boost Piers up to the ceiling. Piers will
open up the ceiling panel and climb up on top of the elevator.
TENEMENT - ELEVATOR SHAFT
The Piers player needs to step beside the hole in the ceiling and use the
partner assist button to help Chris up through the ceiling. A J'avo with a
rocket launcher will fire a rocket into the elevator as Chris pulls up and both
Chris and Piers will fly toward the walkways on both sides of the elevator.
The rocket launcher J'avo is on a catwalk above the walkway that Piers is on.
The Chris player should look up and shoot the rocket launcher J'avo. The Piers
player can look directly up and shoot through the catwalk floor to hit the
rocket launcher J'avo also. The Piers player will be able to break the
--WOODEN CRATE-- and the --TALL CRATE-- on the right side of the elevator door
and the Chris player will be able to break the --WOODEN CRATE-- and --TALL
CRATE-- on the left side of the elevator door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2, [ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Both characters need to move toward the elevator door across from the breakable
objects on each walkway. Use the partner assist button to make the characters
pull the door open that leads to the third floor. Three J'avo with heavy
machine guns will shoot toward the elevator. Toss a hand grenade at them, if
you have more than two, while taking cover behind the elevator door or blast
them with a gun while inside the elevator. Tap the X/A button when the button
prompt appears while next to the ledge by each side of the elevator door to
make the characters step onto the third floor.
TENEMENT - THIRD FLOOR (KITCHEN)
Several J'avo will enter the back portion of the room from the left corridor in
the back of the room. Toss a hand grenade toward them when they first run into
the area and prepare to toss another hand grenade as they mutate into NogaTrchanje. The hand grenade will hit their legs, so you NEED to have another to
kill their mutations if a hand grenade is used. The J'avo that appear have a
lot of health, so a hand grenade is highly advised here. A flash grenade can
work well to stun them and set them up for a heavy stun melee, but keep in mind
that there are a bunch of J'avo that attack.
While standing with the elevator doors to your character's back, break the two
--TALL CRATES-- in the kitchen area off to the right. There are three --TALL
CRATES-- against the right wall near the very back of the room and two --WOODEN
CRATES-- off to the left in front the door to the stairway. Open the door to
the stairway on the back left portion of the room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2, [ ] Tall Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TENEMENT - STAIRWAY
Run down to the second floor then open that door. Delta team will contact HQ
along the way.
TENEMENT - SECOND FLOOR
The hostage is below the middle the area, but screw the hostage right now. We
got some breakable objects to destroy! The path ahead is blocked, so move
along the right corridor and break the --WOODEN CRATE-- and the --TALL CRATE-in the alcove off to the right. Delta team will contact HQ again and mention
that they are out of the building. HQ will commence bombing of the building
once Alpha team has made it out.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1, [ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Don't move down either of the ladders off to the left just yet - the ladders
that are above the hostage. Run to the end of the left corridor along the
opposite side of the area and break the --WOODEN CRATE-- and --TALL CRATE-- at
the far end. Find the --WOODEN CRATE-- below the ladder to the left closest to
the last two breakable objects then hop down the ladder and break it. It's on
the fence ceiling. While still on the fence ceiling, where the wooden crate
was, hop over the portion of the ceiling that separates the two fence ceiling
areas then find the --WOODEN CRATE-- beside the two ladders above the hostage.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 3, [ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Chris, Chapter 1
Location: Tenement - Second Floor
Contents: 5000 Skill Points
Once Chris and Piers get out of the elevator, shortly before a rocket launcher
J'avo destroys the elevator, they will be ambushed by several J'avo in the
third floor kitchen area of the Tenement building. The two characters will run
down some stairs afterwards and then arrive on the second floor of the Tenement
building. The middle area of the third floor has a fence ceiling on it and the
final hostage for the main objective is in the room below. Don't drop down
there just yet. Run to the opposite side of the room that the characters enter
from and find the brown chest below a wall sign and to the left of a shelf.
Open the chest to find 5000 skill points.
*******************************************************************************
TENEMENT - FIRST FLOOR
The three J'avo in the room below can be shot while standing on the fence
ceiling or they can be killed after dropping down to the room below. Stand
over the hole on the side without railing and use the partner assist button to
drop below. Fight off any of the J'avo that are still in the room. They can
mutate into Ruka-SRP (blade arm), so don't shoot their arms.
NOTE: Be sure to equip a weak weapon IMMEDIATELY after killing the final J'avo
in the room. DO NOT have a grenade or the Anti-Materiel rifle equipped at that
time since the characters will have to make precise shots to save the final
hostage.
A J'avo with a sword will fall down from the hole in the ceiling and grab the
hostage. Carefully aim at him and shoot him in any portion of his body to kill
the J'avo. Make sure to have a weak weapon equipped. It's hard to make
precision shots with an Anti-Materiel rifle from close range obviously. Once
the hostage is saved, the characters will contact HQ and then HQ will tell them
to get to the extraction point.
--> Objective: Get to the extraction point
Find the door in the room and kick it open. A BSAA soldier will be near the
doorway to the loading bay and he will take the hostage with him. Step toward
the doorway. A cutscene will trigger as an explosion goes off when Chris and
Piers try to exit.
--> Objective: Get clear of the building
HQ will tell Chris and Piers to get out of the building through the third
floor. The characters need to rush toward the elevator shaft on the current
floor (across the room from the blocked doorway) and climb the ladder in the
shaft. Hop down into the shaft with the burning elevator then quickly climb
the ladder off to the left. HQ will contact Chris and Piers and tell them to
get out now! Rush over to the door along the walkway to the left after
climbing the ladder then use the partner assist command to open it.
TENEMENT - SECOND FLOOR
out to
to the
a left
to the
TENEMENT - STAIRWAY
Move up the stairs and run through the doorway on the third floor at the top.
TENEMENT - THIRD FLOOR
The floor will start to crumble. Run to the right and J'avo will start to
attack from that direction. Ignore them and run by them and then continue to
the right until the characters can pass by the floor off to the left. Dash
along the floor and run to the hole in the wall in the back of the room.
The floor will crumble underneath the last player that gets to the floor in
front of the ledge. Shake the left thumbstick to pull up - the partner can
approach the side of the ledge and pull the hanging player up by using the
partner assist button while standing above the character. Run toward the ledge
up ahead and press the partner assist button to get out of the building.
Hopping out of the building will trigger a cutscene that will end this chapter.
___
___
___
___
___
___
___
___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ ___ _
_
___ _
\
/ __\| |__ _ __ (_) ___ \______________________/ / _ \(_) ___ _ __ ___
/ / | '_ \ | '__|| |/ __|/
CHRIS CAMPAIGN
\ / /_)/| | / _ \| '__|/ __|
/ /___ | | | || | | |\__ \\______________________// ___/ | || __/| | \__ \
\____/ |_| |_||_| |_||___//
\\/
|_| \___||_| |___/
\_____________________________________________________________________________/
/
\
-- RANKING REQUIREMENTS
CHRIS, CHAPTER 2
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 90 minutes or less | 70 enemies or more |
| B
| 60%
| 5
| 110 minutes
| 60 enemies
|
| C
| 50%
| 7
| 120 minutes
| 40 enemies
|
| D
| 49% or less | 8 or more | 121 minutes or more | 39 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK
|
|==============================================================|
| RANK
| A
| B
| C
| D
|
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE
|
|=============================================================================|
| RANK
| S
| A
| B
| C
| D
| E
|
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[CR02]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - C H A P T E R 2 - T R A G E D Y I N E U R O P E
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - December 24, 2012
Edonia, Eastern Europe
____________________________________
__________________________________________/ STAGE 2-1 -- CITY IN EASTERN EUROPE
------------------------------------------------------------------------------CITY IN EASTERN EUROPE - STREET TO OVERHEAD BRIDGE
--> Objective: Bring the city under control
NOTE: Players will be taken back six months during this chapter. This full
chapter is a flashback chapter. Basically, you are playing with the Chris that
remembers he crushed Wesker with a boulder shortly before throwing his crippled
ass into a volcano. Chris is more confident and he even has different praises
than the modern day Chris we left in the last chapter. Try them out! Hold the
partner assist button and tap R1/RT for different phrases than before.
Both players will start out in vehicles as they move in between two buildings
then onto the street ahead. The Chris player will be on top of an APC and the
Piers player will be in the passenger seat of an armored vehicle in front of
the APC. A rocket will hit the armored vehicle that Piers is in and tump it
over. Both characters will get out as the vehicles stop in front of a warzone
of J'avo up ahead. The Chris player will hop out from the top of the APC and
the Piers player will get out on the left side of the armored vehicle.
NOTE: The APC can actually run over a player if you stand in front of it, so
stay out of its way! This only knocks the player down, but... it still doesn't
look good for your overall appearance while playing online.
Many J'avo are up ahead and more will come in a few seconds. There are two
J'avos with sniper rifles that both players should take note of and there is
also a J'avo manning a gun turret and a J'avo with a rocket launcher along the
upper buildings. Be sure to find them all while fighting the J'avo in the
area. The Piers player should be the main character to take out these longrange enemies.
-- Sniper J'avo Locations:
a) behind the second set of sandbags
b) up in a distant window on the left side of the area
-- Rocket Launcher J'avo Location:
a) Find the highest window of the building along the left side of the distant
bridge and the J'avo with the rocket launcher will be looking out a
window. He can be seen easily from the top of the platform above the
stairs past the area where the vehicle pulls up to let out J'avo.
b) Find the walkway above the gun turret off to the right in the background
and there is a J'avo near the portion without railing that has a rocket
launcher.
-- J'avo with Gun Turret Location:
Find the turret to the right of the bridge in the back and shoot the J'avo
that controls the turret.
While moving ahead, a vehicle with J'avo inside will drive up and block the
road. A few J'avo will get out of it and attack. The APC that the characters
started out in will move on ahead as the fight progresses. Try to take cover
behind some sandbags or a vehicle because the gunfire can really chip away at a
player's health here. It's best to bullet kill in this area instead of melee
kill out in the open.
The J'avo that you fight here can mutate their arms if a player shoots them in
the arms. These J'avo are known as "Ruka-Bedem". These J'avo will form a
shield out of their arm skin tissue. When they have a shield, they will hold
it in front of them to block bullets then move forward and try to ram your
character. The ram can be countered or you can just move out of the way of it
- it's pretty slow. Shoot them in the legs to stagger them or hit them up
close with a melee to stun them. A quick shot from close range will often set
them up for melee.
Hitting Ruka-Bedem from behind is the way to stagger them. Hitting them with a
melee combo (R1, R1/RT, RT) and having both attacks hit them from behind will
set them up for a heavy stun melee and hitting them with your character's back
melee (run behind the enemy then press R1/RT while your character's back is
turned) will set them up for a heavy stun melee as well!
The J'avo in this area can also mutate into a Telo-Magla once they are
defeated. A Telo-Magla is a moth mutation that sprays out a poison gas in the
area where it mutates. The poison gas will slowly drain a player's health when
the player is next to it. The J'avo will also revive afterward without a
shirt. It will be extremely weak at that point, so just finish it off. TeloMagla is not a mutation to worry about so long as player's keep their distance
from a dying J'avo. It's actually the weakest J'avo mutation of all! The
J'avo can be killed off as it performs this mutation to stop the mutation and
the attack. This mutation is caused from the J'avo taking damage in its body.
There is a --TALL CRATE-- on the left wall up under the area with the pillars
and there is another --TALL CRATE-- in the small room on the left side of the
area up ahead. Your main task at the moment is to reach the stairs near the
overhead bridge. There is a sealed gate below the bridge so the APC can't get
to the street behind it at the moment. Move to the back of the area and clean
the area of J'avo then move up the stairs off to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CITY IN EASTERN EUROPE - BRIDGE AREA
Pick up the --RED HERB-- on the ground to the left after moving up the stairs.
Enter the building and kill the J'avo inside with uber Redfield melees. Step
into the back room before walking out to the bridge to find a --TALL CRATE-and two --WOODEN CRATES-- inside. Step out on the bridge and use the partner
command at the door on the other side to trigger a cutscene.
NOTE: There is a weapon and some more pickups inside the room behind the locked
door, but the characters will have to backtrack in order to get them later.
Both players need to drive off the enemy in the cutscene in order to backtrack
to it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CITY IN EASTERN EUROPE - BRIDGE
After the cutscene, both players will be put back in control of Chris and Piers
as the giant enemy from the prior cutscene moves toward the bridge. This big
enemy is called an "Ogroman". Hey, it beats another El Gigante, right? Both
players can shoot at the creature, but it doesn't do any good. Ogroman cannot
be killed or wounded at this time. The creature will pick up a vehicle and
toss it toward the characters. He has some really bad aim since he appears to
miss every time. Eventually Orgroman will get closer to the bridge and both
characters will leap off the bridge and land on the street below.
Alright, I think we should run. Finn better hurry the hell up with that APC!
Your objective here is to reach a high place in order to fight Ogroman easier.
There are two areas where both players can get up ahead. One area is the
wooden platform up the ladder directly ahead off to the left (character's
right). There is also a long corridor up the stairs off to the right
(character's left) just as both characters step down the street away from the
bridge.
NOTE: There is a ladder in the very back of the street that can be used to
climb up to the upper corridor along the right side of the area (character's
left).
--> Objective: Hold out for the armored vehicle
It's best to move up the stairs off to the right (character's left) and get
inside the top corridor. There are three breakable --TALL CRATES-- in the
corridor. Hop over the low wall and the pipe to get to the back portions of
the corridor. The Ogroman will attack by breaking open the wall with punches.
You want him to break the wall, so allow him to attack!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Ogroman's weak point is the red growth on his back. Once he breaks open a
portion of the wall, blast him in the red growth on his back and continue to
shoot him until he starts to yell. He will stagger and lean up against the
side of the building. When he does this, run toward him and stand next to him
to get a melee prompt. When the melee is activated, prepare to tap the X/A
button while your character grabs the bone on his back and pulls on it. If you
tap the button fast enough, your character will pull that bone out of his back
and impale that sucker right in his growth spot with his own back bone. It's a
good idea to use your index finger to tap the X/A button since it requires some
fast tapping here. If you fail the QTE button tapping then the Ogroman will
grab the character and squeeze the character, so shake the left thumbstick to
break free.
NOTE 1: As the Ogroman attacks, J'avo will move toward your characters and
attack as well. There are not too many of them, and if a player performs a
melee attack on the Ogroman early, then the characters won't even have to worry
about them.
NOTE 2: In co-op play, a player can get inside the building on one side and the
other player can get on the wooden walkway on the other side and both players
will surround the Ogroman and can easily hit him in his red growth to stun him.
A cutscene will play as the Ogroman is driven off by the APC. That Ogroman
better be lucky that the APC arrived before Chris and Piers had the chance to
open a Pandora's Box on that ass.
--> Objective: Bring the city under control
Your main route is to follow the APC now, but it's best to return back to the
bridge at this point in order to fetch the items in the room on the bridge.
Both players should move back up the stairs and step out onto the bridge then
open the door on the other side with the partner action command. Pick up the
++ASSAULT SHOTGUN++ on the gun rack in the back of the room then grab the
--FIRST AID SPRAY-- on the box inside. There is also a breakable --TALL
This next street has two sandbag piles on it and there is a destroyed building
area to the left and an upper ledge on the right. The upper ledge often has a
sniper J'avo on it so keep that in mind. If a player enters the destroyed
building area off to the left, you can move up the stairs in the back then hop
over to a platform with a J'avo on it and kill him. This platform is the
perfect place for a Piers player to get since that player can shoot at the
surrounding enemies with his rifle. Players can easily kill the sniper J'avo
in the upper corridor on the other side of the area from the platform across
from him. The APC will hit a mine eventually and be destroyed.
NOTE: Sometimes the snipers J'avo in this area do not appear. It seems random
per playthrough whether they will be in this area or not.
While both players move to the back of the area, a vehicle filled with J'avo
will eventually drive up and several J'avo will hop off of it. Two sniper
J'avo might hop out of the vehicle and immediately get behind the sandbags off
to the left and start shooting. Don't let the sniper J'avo get the chance to
take cover - kill them as they run toward cover. If they get behind the
sandbags and both players are at long range, toss a hand grenade or a flash
grenade behind the sandbags if needed. Going through the destroyed building is
also an easy way to get close to any J'avo that stand at a distance and fire.
There are two breakable --TALL CRATES-- on top of the ledge on the right side
of the area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The J'avo in this area can still mutate into Ruka-Bedem (with shields), so
don't shoot them in the arms much. They can also mutate into Telo-Magla (moth
form), so keep your distance after killing them. Kill all the J'avo then move
to the back of the street. Piers will order Finn to blow open the fence up
ahead with some explosives. The explosion is not big at all, so there is no
need to move away from the fence while it goes off. Hop down into the Train
Yard below the fence.
A train car blocks the exit up ahead. Finn will set up some explosives near it
to clear the car but both players need to guard him while he sets the
explosives. A meter will display on Finn that will show how much longer it
will take him to set the explosives.
--> Objective: Cover Finn Macauley
Immediately look up on the middle train cart off to the right and kill the
J'avo with the rocket launcher on top of the train cart. He will almost always
start blasting at players right from the start. The Piers player should climb
up one of the nearby ladders and kill J'avo with his sniper. Climb the ladder
to the immediate left while in the back of the Train Yard and break open the
--TALL CRATE-- and --WOODEN CRATE-- at the top - this area is a great high area
for a Piers player to get. There is also another --TALL CRATE-- behind the
small wall off to the left below this high platform.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The Chris player should move further back into the right portion of the Train
Yard. There are two breakable --TALL CRATES-- inside the middle cart so be
sure to break them open eventually. Find the ladder on the opposite side of
the middle train cart and climb it. Face the high platform up ahead and J'avo
will spawn from a high ledge and drop to the platform and then take cover
behind the sandbags on top. Some of the J'avo will fall down and try to climb
the middle train cart or attack from below. Shoot at the J'avo as they drop
and try to watch for the J'avo that have rocket launchers. Be sure to kill
them first! Pick them out and blast them quickly. If they hit a player with a
rocket, it will take off two blocks of health per hit on normal mode.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 2
[SE05]
Location: City in Eastern Europe - Train Yard
While defending Finn as he lays explosives near the train cart in the Train
Yard, this serpent emblem can be seen through the windows of the room below the
high platform in the far right of the area. If you climb up on the middle
train cart, you can easily look down at the building below the area where the
J'avo spawn (off to the right) and see this emblem through the windows.
*******************************************************************************
The J'avo in this area can mutate and spawn as Ruka-Bedem. They can also
mutate into Talo-Magla while dying. Talo-Magla are no big deal though. It's
good for the Chris player to stay on top of the middle cart and kill the J'avo
that spawn so the player can easily kill off the rocket launcher J'avo as they
spawn - they often stay up high. The Piers player should try to pick out
rocket launcher J'avo and shoot them as well, since they are by far the most
dangerous J'avo types in the Train Yard.
--> Objective: Find Finn Macauley
Eventually Finn will call out to the characters and say that the explosives are
ready. At this time, both characters need to run toward him to trigger a
cutscene. J'avo will most likely still be in the area, but both players can
end the battle by running toward Finn after receiving the objective above. A
cutscene will trigger afterwards that will end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
________________________
______________________________________________________/ STAGE 2-2 -- THE BRIDGE
------------------------------------------------------------------------------THE BRIDGE - NEAR THE BRIDGE
Move down the stairs to the left and HQ will contact Alpha team. The main
destination (City Hall) is across the bridge up ahead. There is a BSAA soldier
that is wounded on the bridge and requires saving.
--> Objective: Rescue the BSAA operative
Grab the --GREEN HERB-- on the oil drum below the stairs near the fence off to
the right then break the two --TALL CRATES-- near the broken wall across from
the green herb pickup. While moving further ahead there is a --WOODEN CRATE-off to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Walk toward the bridge. The Chris player will have to toss the Piers player
across the gap in front of the doorway directly ahead. The two characters will
be split up for the beginning of this part of the area.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The armored vehicle will move out of the way at the front of the bridge and let
Chris onto the bridge. Finn will rush ahead to find the injured BSAA soldier.
THE BRIDGE - STEEL BEAST BRIDGE
Step onto the bridge. An explosion will go off and the bridge will start to
slant downward on the side that Chris is on.
While Chris is crouched down on the slanted surface of the bridge, quickly
climb to the left to avoid the burning car that is about to fall on the right
side of the bridge slope. Tap the X/A button to crawl faster, but keep in mind
that tapping the button will take stamina from the combat gauge. Crawl up
toward Finn on the left side of the slope and he will help Chris back up to the
bridge. Players need to be fast during this part. If Chris moves too slow, he
will fall off the bridge and die!
Finn will start to administer first aid to the fallen BSAA soldier. HQ will
contact Alpha team and tell them about a T-42 tank that is moving into position
on the other side of the bridge.
--> Objective: Destroy the tank
Be sure to take cover often here. Don't just rush out into the line
often unless moving to another cover point Run and slide behind the
sandbags across from the gun turret where the J'avo is stationed and
shoot the J'avo behind the gun turret. There is also a J'avo with a
rifle on a high catwalk in the back of the bridge.
fire that
group of
try to
sniper
Since Chris doesn't have a long range weapon, a hand grenade or flash grenade
can help out for the J'avo behind the turret. The Piers player should help out
for killing off the enemies with his anti-materiel rifle from long if the Chris
player waits behind a cover area however. The Piers player is the main star of
the show for this segment. The Chris player is very limited in what Chris can
do here.
Move further onto the bridge after the J'avo are killed on the current side.
Get behind the truck across from the tank and wait there. J'avo will attack
Chris from up ahead. They will rush toward him and move behind the truck then
attack there. They will mutate into Ruka-Bedem (shield arm) and Noga-Oklop
(armored legs) when shot in the arms or legs. Wait for them behind the truck
or the crates and do not step out in front of the tank's line of fire.
Eventually the tank will move toward Chris and allow Piers to shoot the fuel
tank on the truck in the back of the T-42 tank to destroy the tank.
--> Objective: Reunite with your partner
Chris can move out into the open once the tank is destroyed. Another sniper
rifle J'avo will step out onto the high walkway in the back of the bridge and
fire at Chris so prepare to snipe him with the assault rifle or handgun. More
J'avo will rush Chris soon as well. They will still mutate into Ruka-Bedem and
Noga-Oklop when the shot in the arms or legs.
Find the ladder on the back side of the bridge and climb it. Chris will
mention that he is heading for the upper level of the bridge and that Piers
needs to meet him up top. Climb the next ladder at the top of the first
ladder. Move along the catwalk and break the --TALL CRATE-- and the --WOODEN
CRATE-- off to the left along the catwalk. Move up the next ladder to go
higher on the bridge.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Chris will reach the top of the bridge after climbing. Run over to the --TALL
CRATE-- off to the left up ahead and break it. Kick down the ladder near the
tall crate so the Piers player can move up to the top of the bridge. Piers
will be coming down the lower catwalks shortly. Be sure to watch out for J'avo
on the top portion of the bridge - they will mutate into Ruka-Bedem and NogaOklop when shot in the arms or legs still.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Once Piers lands on the other side, the Piers player needs to move down the
stairs off to the left in the corridor ahead. The BSAA soldier will tell him
that he needs to equip his thermal scope to see, but the area is not really
that dark. Hold the anti-materiel rifle with the L1/LT button then tap the
Triangle/Y button to use the thermal scope. This allows the player to see any
type of body heat in white through the scope.
--> Objective: Destroy the tank
A tank will appear on the bridge eventually and the Piers player needs to help
take down that vehicle. Piers will run into a few J'avo while moving along the
corridor at the bottom of the stairs. These J'avo can mutate their arms and
legs. They will mutate into Ruka-Bedem (arm shields) and Noga-Oklop (leg
armor). Avoid shooting them in their arms and legs to avoid the mutations.
They can form both mutations at the same time.
Piers will run into about six J'avo in the tunnel. It's a good idea to use the
shotgun for this area to kill the J'avo quickly so they don't mount up on
Piers. There is a --TALL CRATE-- against the wall near the window up the first
set of stairs to the right. While continuing down the dark corridor, there
will be two --TALL CRATES-- against the wall to the right across from a torch.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Step into the corridor with windows then run up the stairs in the very back.
The BSAA soldier will tell Piers that he can get a full view of the bridge from
the high platform at the top. Break the two --TALL CRATES-- off to the right
after getting on the high platform and facing the bridge. The BSAA soldier
will work on opening the door on the high platform while Piers is up on the
high platform with him.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - THE BRIDGE - HIGH PLATFORM
Alright, Raiden, it's time to play sniper! Piers has a rifle that could blow
the balls off Raiden's sniper though!
Arm the anti-materiel rifle and then look toward the bridge. It's a good idea
to use the thermal scope here (Triangle/Y while looking through the scope) to
more easily make out the J'avo on the bridge. The Piers player needs to
provide support fire to the Chris player during this part.
Be sure to shoot the J'avo that are stationed behind gun turrets when looking
toward the bridge. They are the main J'avo that Chris will be having problems
with. Keep in mind that hitting the J'avo in the arms will make them mutate
into Ruka-Bedem and shooting their legs will make them mutate into Noga-Oklop.
Try to shoot their upper half to avoid creating an army of J'avo mutations for
the Chris player.
Chris will call Piers attention to the tank. Piers can't very well destroy a
tank with just a rifle though. There is a red fuel tank on the truck behind
the tank, but the tank will be covering it. The Chris player will have to lure
the tank away from the back of the bridge. Once the tank moves forward, find
the red fuel tank on the back of the truck on the back portion of the bridge
and shoot it with the anti-materiel rifle. The anti-materiel rifle's scope
bounces around a bunch, but you should be able to hit the fuel tank eventually.
Obviously, you don't want the thermal scope equipped for an object that doesn't
give off heat... right?
--> Objective: Reunite with your partner
Chris will congratulate Piers on a job well done. The BSAA soldier will open
the door on the high platform. Chris will mention that he is headed for the
upper level of the bridge and that Piers should meet him up top. Move down the
stairs behind the doorway and prepare to fight a few J'avo along the way.
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 2
[SE06]
Location: The Bridge - Steel Beast Bridge (shoot from High Platform)
While playing as Piers, he will have to shoot a fuel tank on the back of a
truck to destroy a tank on a large bridge for Chris. After shooting the fuel
tank, Chris will tell Piers to meet him on the bridge. The BSAA soldier in the
back of Piers will open the door on the high platform that Piers is on. Move
down the stairs of the walkway past the doorway and look up on the bridge to
see this serpent emblem on a steel beam near the top of the bridge. This is up
above a truck near the starting side (right side) of the bridge. It's very
easy to make out because of its light blue color against the dark colored
beams.
NOTE: The Chris player can shoot this emblem, but you need a grenade launcher
with explosive rounds to do so (so you'll have to repeat the chapter later).
Aim toward the beam on the bridge near it and shoot it and the splash damage
will hit the emblem. It's really more trouble than it's worth if you ask me.
*******************************************************************************
The J'avo that Piers will fight while moving up the stairs can mutate into
Noga-Oklop so avoid shooting them in the legs. Break the --WOODEN CRATE-- on
the oil drum off to the right and the --TALL CRATE-- off to the left while
moving up the stairs near the end of the walkway. Step up onto the top of the
bridge from the stairs.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - THE BRIDGE - STEEL BEAST BRIDGE (TOP)
Move out onto the bridge and find the open train cart. J'avo will attack Piers
along the way, so be ready to blast them. Climb up into the back of the train
cart that is connected to another train cart. Fall out the other side of the
train cart. J'avo will start to fire at Piers from the catwalks of the bridge
below. Run over to the left and fall down the ledge near the red and white
railing.
THE BRIDGE - STEEL BEAST BRIDGE (UPPER CATWALKS)
Blast the J'avo that attack then start to break the --WOODEN CRATE-- near the
railing to the right and the two --TALL CRATES-- near the railing directly
ahead. The Chris player needs to lower the ladder by kicking it down so the
Piers player can climb up. There should be a tall crate in front of the ladder
that Piers climbs up, unless the Chris player has already broken it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
THE BRIDGE - STEEL BEAST BRIDGE (TOP)
end. Even though Chris could beat the hell out of large rocks and knock them
off ledges a few years back, metal containers seem to be like a kryptonite to
the aged superhero of today.
Enemy reinforcements will arrive after pushing the metal container off the side
of the bridge. Another tank will roll out onto the bridge on the opposite
side. Finn is on the bottom portion of the bridge with a wounded member of
Bravo team. Piers tells Finn to drag the soldier up to the top of the bridge
with him while they wait on him.
--> Objective: Hold off enemies until Finn arrives
A rail cannon will show up on the bridge, but it will not fire at the
characters at the moment. Players definitely need to take cover here to avoid
the sniper rifle fire and rocket launcher rockets from the other side. With
Piers, arm the anti-materiel rifle and look back toward the rail cannon then
shoot any sniper rifle or rocket launcher J'avo. They will both appear either
to the side of the tank or on top of the tank.
It's a good idea for the Chris player to stick to cover and shoot the J'avo
that run toward your side of the bridge. The J'avo will parachute out of
airplanes and land on the bridge. There will be two waves of J'avo that will
parachute. J'avo with knives will rush toward the characters side as well.
The J'avo here can mutate into Telo-Magla (poison moths) and Noga-Oklop
(armored legs).
When shot in the arms during this battle, the J'avo can mutate into the RukaKhvantanje that has a long insect arm. This J'avo mutation is dangerous from
long range. It has a long range arm grab where the J'avo will quickly grab a
character and slam the character to the ground. A player can't counter the
grab. It will grab a player out of cover also. Be on the lookout for this
grab when one of these mutations is in the area and roll to the side to avoid
it. Be sure to kill any Ruka-Khvantanje mutations quick before they get too
close.
NOTE: A player can aim up toward the J'avo on parachutes and shoot their
parachutes with a weak weapon to put holes in the parachutes and make the J'avo
fall to the bridge. It will automatically kill the J'avo. This is a very
quick way to kill them!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Kill a J'avo with a parachute by shooting its parachute while it falls to get
an extra medal at the end of this chapter.
.--------.
MEDAL: Killed a paratrooper enemy in mid-air
| [ME151]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Cover Finn Macauley
Finn will eventually arrive on your side of the bridge. He will lay the BSAA
soldier down in the back of the bridge and Chris will order him to blow up the
bridge. Finn will lay down explosives behind the sandbags. Your job here is
to cover Finn while he lays down the explosives. J'avo will start to rush
toward the players' side but they will not parachute onto the bridge anymore.
Once Finn is finished planting the explosives, Chris will order Alpha team to
fall back and find cover. Rush further to the back of the bridge on your side.
--> Set explosives
The rail cannon will move toward your side of the bridge and Chris will tell
Finn to delay detonating the explosives. The rail cannon will move toward the
other side and Finn will detonate the explosives then a cutscene will trigger
that will end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
___________________________________
___________________________________________/ STAGE 2-3 -- IN FRONT OF CITY HALL
------------------------------------------------------------------------------IN FRONT OF CITY HALL - STREETS
longer it will take him. Once it fills up, he will be done. Your job is to
protect Finn while he prepares the explosives. The main threat to Finn is that
big lug out in the streets - yeah, that ugly excuse for an El Gigante.
To damage the Ogroman, shoot the red growth that sticks out of his back - any
weapon (handgun) will work just fine. Any weapon fire to the red growth will
take health from his total HP amount. Shoot him while he is near the building
that your character is on since he will eventually fall over and lean against
the building. Step toward him while he leans against the building for a button
prompt melee command then press the R1/RT button to start the melee sequence.
Regardless of which character you have, your character will leap onto the back
of the Ogroman and pull a bone out of his back then stab his red growth on his
back with the bone. A player will have to tap the X/A button to pull the bone
out of the back of the creature, so be prepared to spam that button! And yes,
even the lovely Sherry Birkin will pull out that bone and jab it straight into
the growth on the Ogroman's back if you are controlling her.
NOTE 1: Be sure to keep the Ogroman on the opposite side of the gap that Finn
is one. If the Ogroman gets near Finn, Finn will start to blast it and won't
work on the explosives.
NOTE 2: There are a total of three cables along the buildings in this area that
can be used to stun the Ogromans the characters will fight here. In order to
use them to your advantage, an Ogroman has to be lead into them. The Ogroman
will literally walk right into them and allow it to stun him. One is on the
side of the building near the start, one is out on the street near the first
building with the turret on top and one is right outside the gate where the
third anti-aircraft gun is. There is a red and white striped pole at the
bottom of each one to signify it's location.
Try to always damage the Ogroman by shooting him in the red growth on his back
and then perform a melee to him when he leans against the side of the building.
It's important that he stays next to the building since that is the only way
your character can get up onto him when he leans over. It's really best to
kill this Ogroman since more trouble is on the way later (another Ogroman) and
it will join up with this Ogroman if he is still around! The Ogroman will drop
--4000 SKILL POINTS-- once he is defeated.
Once Finn has set the explosives, they will explode in eight seconds, so don't
get near the anti-aircraft gun at that time. Once the explosives have gone
off, the next anti-aircraft gun must be found. Exit the building by going back
downstairs. J'avo will be out on the streets, so prepare to blast them.
NOTE: There is a building off to the right as you exit the current building
that has two --TALL CRATES-- on the side of it and a gatling gun on top of it.
Move up the ladder on either side of the building to get up to the top floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - **ANTI-AIRCRAFT GUN 2** is on top of the building across the street from the
last building that all the characters were in. Move around the right side of
the building to find a red door. Wait on Finn if he hasn't gotten there yet
and he will place explosives on the door and blow it open. There is a --TALL
CRATE-- next to the stairs on the bottom floor of the building.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Ignore the opening off to the left on the first floor now. The door down there
cannot be opened just yet. Move up the stairs and fight off the J'avo along
the way. Climb up the ladder to get to the rooftop. The second anti-aircraft
gun will be off to the left. Finn will run toward it and start to plant
explosives on it.
Once again, all characters need to guard Finn. There is a J'avo on a gatling
gun turret on the building across the street, so try to blast him out of the
turret seat. Your main threat will be the J'avo that will fall from the wall
behind the sandbags. Be ready to kill them off as they appear and don't let
them get close to Finn or he will start to blast them and stop preparing the
explosives.
Once Finn is done, move away from the anti-aircraft gun as the explosives are
about to go off. Once again, you'll have eight seconds to move away from it.
Once the explosives have gone off, another Ogroman will start to climb over a
building in the background. Don't worry much about him now. Finn will tell
everyone to head to the underground passage below the building. Move back down
the ladder. Run back down the stairs and find the opening with the ladder
along the bottom floor of the building. Fall down into that opening.
IN FRONT OF CITY HALL - UNDERGROUND PASSAGE
Finn will set explosives on the door in the basement room and blow open the
door. Move into the passage and follow the corridor. There is a --WOODEN
CRATE-- along a platform along the left wall and a --GREEN HERB-- in a sewer
pipe along the right wall. Move around the corner to the left and go through
the door. Break the --TALL CRATE-- and --WOODEN CRATE-- down the right
corridor then move down the opposite side of the corridor to find another
--TALL CRATE-- and --WOODEN CRATE-- off to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Follow the next corridor off to the right and you will find a --RED HERB-- on
the floor near the right wall, and two --WOODEN CRATES-- and a --TALL CRATE-against the back wall of the alcove up ahead. Watch out about moving below the
overhead sewer lid near these pickups since the Ogroman will open it up and try
to grab or smash a character from above.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Move through the next gate door and break the --TALL CRATE-- against the wall
of the alcove up ahead. There is another overhead sewer lid, so watch out
about passing under it since the Ogroman will try to attack from above through
the hole. The door at the end of the corridor is locked from the other side
and it has a breakable wooden crate behind it. Players will have to come in
from the back way to get this and I'll direct you to that later.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Follow the corridor off to the left. The right corridor leads to a dead end,
so continue down the next left corridor afterwards. Eventually a ladder will
be up ahead. Go ahead and climb the ladder then lift the bar that locks the
door above the ladder if isn't already unlocked. This will ensure that your
character can get back to the building that the characters are headed for.
Fall back down into the underground passage again and move down the corridor to
the left after unlocking the door above. Climb the ladder at the end of the
corridor.
IN FRONT OF CITY HALL - STREETS
Move up the stairs of the building. There is a --WOODEN CRATE-- on top of the
building near the stairs and a --TALL CRATE-- near the gatling gun on the
building. There is a gap in the building that can be hopped across. The third
anti-aircraft gun is not on this building, but the Ogroman must be weakened
here in order to accomplish the full objective for this area. Finn might go
ahead and go to **ANTI-AIRCRAFT GUN 3** which is on the other side of the gate
near the opposite end of the current building (fall off the far left end of the
building to reach it). Your character will have to climb the ladder of the
building off to the left while standing in front of the gate then fall off the
side of the building to the right to get past the gate.
NOTE: The Ogroman will destroy the gate that blocks
anti-aircraft gun eventually, so players won't have
- - - - - - - - - - - - - - - - - - - - - - - - - [ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - -
While up on the building, run to the opposite side and kick down the ladder on
that end. This will be your way back up to the building while fighting the
Ogroman. J'avo's with sniper rifles are positioned on the building across from
the current building, so kill them off with long range weapon fire as they
appear. They will keep appearing! Get inside the turret on the building and
blast the Ogroman in the mouth to make him fall over. Make sure that he is
near the building so he will lean against it.
NOTE: While standing at a distance from the Ogroman, he will eventually pick up
a truck and toss it toward the characters. Move far away from him when he does
this. It can kill your character with one hit! He can toss it up on the
building or down the street. Just make sure to watch him closely. If he grabs
a vehicle, stop everything and focus on dodging the vehicle toss.
Move close to the Ogroman while he leans against the building to get a melee
command once again. When your character jumps onto his back, your character
will grab the metal rod sticking out of his back and pull the red growth out of
his back. A player will have to shake the left thumbstick to pull the growth
out of his back. Be sure to rotate both thumbsticks for this QTE since it is
tougher than usual. To kill the Ogroman the rest of the way, just shoot him in
the red growth on his back and perform the bone stabbing melee on him when he
leans against the side of the building once again, just like with the first
Ogroman. If the Ogroman is still around after all three anti-aircraft guns
have been blown up, BSAA helicopters will kill him off. In order for them to
kill him off, the growth on his back needs to be pulled out of his back!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Leap on the second Ogroman's back and use the melee command and QTE thumbstick
shaking sequence to pull the red growth out of his back to get a medal at the
end of this chapter.
.----------.
MEDAL: Defeated the giant B.O.W. through its weak spot
| [ME150-1]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE: If the Ogroman moves toward the gate on the side with the third antiaircraft gun, he will hit a power cable and get electrified and he will be
stunned instantly.
Once again, the third anti-aircraft gun is past the gate on the opposite end of
the current building. To reach it, move to the far end and fall off the left
side of the building. While Finn arms the final set of explosives, J'avo will
fall off the building to the left of him and attack. You don't really have to
worry much about protecting him. It's really best to keep your distance from
Finn since he will not work on the explosives if the Ogroman is in his area.
Players can just go ahead and kill off the second Ogroman while waiting on
Finn. The Ogroman will drop --4000 SKILL POINTS-- once it is defeated.
Players barely have time to collect the skill points if the BSAA helicopters
kill the Ogroman since the cutscene that ends this portion of the chapter will
play shortly after he starts to dissolve. If you want those skill points, you
better grab them as he dissolves (the second they appear) or the cutscene will
end this part. Slide under the dissolving Ogroman's body to get to the skill
points if you have to.
NOTE: Near the third anti-aircraft gun is an opening with a ladder that leads
to the underground passage that your character was just in. This is the side
with the locked door however. Drop down there and break the --WOODEN CRATE-there. The door in the passage can be unlocked, although it does very little
good by the time it can be reached.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_______________________
_______________________________________________________/ STAGE 2-4 -- CITY HALL
------------------------------------------------------------------------------CITY HALL - FOYER
by stepping around either the far left or right side with the pillars and step
into the corridor below the stairs. This serpent emblem is on the wall along
the top portion of one of the walls. It's in between two paintings.
*******************************************************************************
CITY HALL - SECOND FLOOR HALLWAY
Wow, I get a sense of horror atmosphere in this room. It's like... something I
hardly ever feel in a Resident Evil game anymore. Look at that blood on the
wall and the human organs on the desk to the side and the blood that stretches
down the corridor up ahead... Damn, we have got to get to the other end and
see what happened here. If a dog busts through that window at the end... I'll
die from a fanboygasm.
Follow the corridor up ahead. Some person in a blue dress will be peeping
around the corner at the other end of the corridor. That person will quickly
leave once noticed. While a player moves down the next corridor to follow the
person, a J'avo will bust through the door off to the left and attack. Blast
him and enter the room.
CITY HALL - LIBRARY
There are a bunch of pickups in the Library room and a few things to break, so
we have to sabotage and steal everything. Start out your cleansing of the room
by breaking the --TALL CRATE-- off to the left and the --WOODEN CRATE-- on the
right side of the back of the room. Snatch the --9MM AMMO-- and
--12-GAUGE SHELLS-- on the shelf in the back left portion of the room. There
are also some --12-GAUGE SHELLS-- on the desk to the left of the chair.
Reenter the hallway outside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo, [ ] 12-Gauge Shells x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CITY HALL - SECOND FLOOR HALLWAY
Step into the restroom down the hall and break the --TALL CRATE-- in that room.
Approach the door at the end of the hall then open it. You can't kick the door
because that would ruin this amazing suspense...
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CITY HALL - MEETING ROOM (SECOND FLOOR)
The camera will show some more cocoons on the floor below near the tables.
These cocoons are called "Chrysalids". Walk to the left side of the walkway
then drop off the ledge off to the right at the end.
--> Objective: Eliminate all enemies
A creature will start to bust out of one of the Chrysalids eventually. This
creature is called a "Napad". It is a hard-shelled J'avo mutation that attacks
with some heavy aggression. It will punch players from close range and try to
ram a player from long range. A Napad's hard shell can be broken apart with
heavy gunfire, such as a shotgun blast. When the Napad's shell is broken open,
it's red inner flesh will be revealed. The flesh can be shot to damage the
creature more than shooting its shell. Shooting it from close range will stun
the creature and set it up for a melee.
Melees do not take off much damage from a Napad, but a melee will break its
shell, so it does serve that one purpose. It's actually better to try to go
for its main weak point when it is stunned. The creature's main weak point is
on its back. Melee attack or blow off the shell portion on its back to reveal
a purple spot on its fleshy back. Shoot that purple spot on its back to take
some intense damage from the creature. Kill the Napads in this room quickly
since more will hatch as time progresses. The characters must fight a total of
three Napads in this area. They will all hatch from the surrounding
Chrysalids.
NOTE: Piers anti-materiel rifle takes off a BUNCH of damage from Napads when he
hits them in their fleshy areas. Hit one in the back purple spot to damage it
very badly! Just standing at a distance with Piers and shooting the Napads
with his anti-materiel rifle from the front side will kill them off very
quickly also.
Each Napad will drop --1500 SKILL POINTS-- once it has been defeated.
--> Objective: Search city hall
There are some --12-GAUGE SHELLS-- on the sofa near the door in the back of the
room. There are also two --WOODEN CRATES-- and two --TALL CRATES-- to break
around the room. Finn will set explosives on the door in the room and detonate
them to blow the door open. Step into the corridor through the doorway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 12-Gauge Shells
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CITY HALL - FIRST FLOOR HALLWAY
Break the two --WOODEN CRATES-- and the --TALL CRATE-- in the
the left. Follow the winding corridors off to the right then
door at the end.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] Tall Crate x 1, [ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
corridor off to
kick open the
BREAKABLE OBJECTS
- - - - - - - - -
Three J'avo with gatling guns will attack after entering this room. The first
two take cover behind a pillar and a crate and the last J'avo is behind the
wall off to the left in the back of the room. Blast them with a gun or just
toss a flash grenade and hit them with heavy stun melees. A flash grenade
works perfectly if you have one.
Enter the room through the open doorway on the right side of the current room
and pick up the --RED HERB-- on the desk and --12-GAUGE SHELLS-- off the shelf
inside. There is also a --TALL CRATE-- on the left side of the room. Use the
partner assist button to open the door off to the left in the Storage Room back
outside. A cutscene will trigger shortly.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 12-Gauge Shells, [ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CITY HALL - PATIENT ROOM
--> Objective: Escape from city hall
C-virus? Neo-Umbrella? Well, it's not very original, but I think Ada is
telling the truth or either too many of those RE fanfics got to her head. It's
strange how Ada went from femme fatale spy to City Hall employee. Hmm.
Check out the right portion of the room
--GREEN HERB-- on the left side of that
- - - - - - - - - - - - - - - - - - - [ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - -
Break the --TALL CRATE-- near the debris that blocks the left corridor. Ada is
waiting at the door off to the left at the end of the corridor. Use the
partner assist button to open the door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CITY HALL - FOYER
The Chrysalids in the Foyer are hatching and Napads are attacking the BSAA
soldiers in the Foyer. There are altogether five Napads that will attack in
the Foyer. Don't try to fight them off unless you have plenty of ammo and
health. They will each drop --1500 SKILL POINTS--, but fighting them is really
not worth it on your first playthrough.
It's best to run up the stairs and follow Ada to the door in the middle of the
second floor walkway. Use the partner assist button to open the door.
CITY HALL - MEETING ROOM (SECOND FLOOR)
There are two --TALL CRATES-- near the railing in the middle of the walkway off
to the left. The Chrysalids in the area will start to hatch and a new enemy
will emerge from them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Eliminate all enemies
This new reptilian enemy is known as a "Strelats". These J'avo mutations have
increased mobility that allows them to scurry throughout an area very quickly.
They attack by firing out spikes from the their mouths and they let off a gas
from close range that will stun a character. They can be knocked down with
shotgun blasts from close range or a shot from Piers' anti-materiel rifle.
Strelats are weak to melee. It's a good idea to use quick shots to hit them
since they move so fast at times. They can be set up for melee by hitting them
with a dashing ram. Approach the stunned Strelats to get an R1/RT button
prompt while it is stunned. Press the button and tap the buttons that appear
on the QTE indicator to knee the creature three times. This melee takes some
intense damage from a Strelats.
A total of three Strelats will attack on the second floor. They can leap up to
the third floor through the ceiling, but they will always move back down to the
second floor walkway. Each Strelats will drop --1000 SKILL POINTS-- once
defeated.
--> Escape from city hall
Ada will lead the characters toward the door on the other side of the room she's good at helping others find their way along linear paths, I guess. Finn
will set explosives on the locked door at the other end of the second floor
walkway and blow it open. Step into the corridor ahead.
CITY HALL - WAREHOUSE CORRIDOR
Break the --WOODEN CRATE-- on the long crate up ahead then fall off the ledge
to the right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CITY HALL - WAREHOUSE
A Napad will exit a Chrysalid from a high ledge in the warehouse. Kill him off
before entering the rest of the warehouse. Two Strelats will start to scurry
toward the characters further in the warehouse. The Chrysalid to the side will
hatch after the two Strelats are defeated and another Napad will hop out of it.
A Chrysalid can be destroyed with enough damage delivered to it from gunfire.
It will not leave behind any type of item however.
Climb the ladder off to the left while stepping back into the Warehouse. This
ladder is below where the Chysalid was that the first Napad hatched from.
Break the --WOODEN CRATE-- on the shelf at the top then fall back down.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Like already mentioned, two Strelats will attack in the corridor ahead and a
Napad will hatch from the first Chrysalid once the Strelats are finished off it
the Chrysalid wasn't destroyed. A third Strelats will attack further in the
Warehouse. Strelats will drop --1000 SKILL POINTS-- once defeated and the
Napads will drop --1500 SKILL POINTS-- once defeated.
After the first turn to the left, slide up under the small opening below the
wooden planks or take the left corridor (long way) around to the door across
from the planks and open the door. Move up the stairs and break the --WOODEN
CRATE-- and --TALL CRATE-- on the top shelf. Fall off the shelf then move
toward the light that comes from the ceiling to move further into the warehouse
area below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Chris will mention that the team is almost out. Break the two --TALL CRATES-in the alcove off to the left before moving down the stairs in the back of the
warehouse. Use the partner assist button to open the door down the corridor
below the stairs to trigger a cutscene that will end this chapter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ___
___
___
___
___
___
___
___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ ___ _
_
___ _
\
/ __\| |__ _ __ (_) ___ \______________________/ / _ \(_) ___ _ __ ___
/ / | '_ \ | '__|| |/ __|/
CHRIS CAMPAIGN
\ / /_)/| | / _ \| '__|/ __|
/ /___ | | | || | | |\__ \\______________________// ___/ | || __/| | \__ \
\____/ |_| |_||_| |_||___//
\\/
|_| \___||_| |___/
\_____________________________________________________________________________/
/
\
-- RANKING REQUIREMENTS
CHRIS, CHAPTER 3
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 85 minutes or less | 55 enemies or more |
| B
| 60%
| 4
| 105 minutes
| 40 enemies
|
| C
| 50%
| 7
| 130 minutes
| 25 enemies
|
| D
| 49% or less | 8 or more | 131 minutes or more | 24 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK
|
|==============================================================|
| RANK
| A
| B
| C
| D
|
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE
|
|=============================================================================|
| RANK
| S
| A
| B
| C
| D
| E
|
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[CR03]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - C H A P T E R 3 - C O N F L I C T
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - June 30, 2013
Waiyip, China
_______________________________
_______________________________________________/ STAGE 3-1 -- POISAWAN ENTRANCE
------------------------------------------------------------------------------POISAWAN ENTRANCE - RUINS OF TENEMENT BUILDING
Chris Redfield's memory has returned... and someone's ass is now grass once he
finds her.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Many of Chris' commands change for this portion of the chapter. He will say
different phrases for most commands now. He sounds very belligerent with his
responses, especially his praises and thanks phrases.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Head for mission objective
Fall off the side of the current floor that Chris and Piers start out on. Move
to the back of the flaming debris and find the ramp that leads upwards in the
back. A cutscene will trigger and a giant snake will appear then turn
transparent with its stealth cloaking. It will grab a BSAA soldier in its
mouth then slither off up the ramp and into the alley ahead. Chris will order
Piers, Marco and the rest of his BSAA team to follow him and find this new
B.O.W.
--> Objective: Rescue the BSAA operative
Move up the ramp and step out onto the alley above.
POISAWAN ENTRANCE - ALLEY
Follow the alley up head. A few blood spots and pieces of slime that drips off
overhead objects will show the way the snake went.
The characters will come upon a playground off to the right along with the red
gate that leads to the next destination. Be sure to look around the playground
if this if your first time through the game. You get medals at the end of the
chapter for activating the hidden animations in the playground area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Both characters can stand at the top of the yellow slide in the playground
area to get a special X/A button prompt while standing at the top. The
character will slide down the slide a different way depending on which
character activates the command. The command will keep appearing at the top
of the slide.
* The Chris player can stand near the panda animal in the playground and get a
special X/A button prompt on its left side. When you activate the command,
Chris will ride the panda then perform a pose on it afterwards. The Piers
player cannot interact with the panda.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Stand at the top of the yellow slide and activate the action command to slide
down the slide to gain an extra medal at the end of this chapter.
.----------.
MEDAL: Slid down the slide
| [ME152-2]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Join up with your partner at the gate then use the partner assist button to
open the gate.
POISAWAN ENTRANCE - DESERTED STREET
A trail of blood shows the way the B.O.W. took. Check the street over for
extra pickups.
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 3
[SE09]
Location: Poisawan Entrance - Deserted Street
When Chris and Piers open and step through the red gate in front of the
playground, look off to the left side across the street ahead to see this
emblem on top of a large crate that is behind the railing on that side. The
emblem is in front of a box. It can be hit with melee.
*******************************************************************************
Follow the street to the back and pick up the --GREEN HERB-- off the table near
the green stand at the end of the street. There is also a --TALL CRATE-- near
the roadblock to the right before moving up the ladder and a --WOODEN CRATE-in front of the fence behind the ladder. Climb up the ladder when you're done
searching the area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Fall off the ledge after climbing the ladder to land in the alley behind the
fence. Use the partner assist button to kick down the door up ahead. Two
J'avo with swords will attack down the corridor to the right. Kill them off
then climb the ladder off to the right past the two stacked crates.
Hop over the small wall off to the left on top of the building. The first
player that tries to climb the ladder off to the right will fall back down
after Ruka-SRP J'avo fall off the roof. These Ruka-SRP mutations have two
blade arms. Blast them in the head to set them up for a heavy stun melee then
hit them with a melee from close range to damage them heavily. Climb the
ladder after killing them. Break the two --TALL CRATES-- in front of the door
at the top of the ladder then kick open the door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - POISAWAN ENTRANCE - BULDING WITH CRATES
NOTE: Equip a flash grenade and toss it into each of the rooms with three J'avo
ahead then quickly perform a frontal heavy stun melee from their front side
while they are stunned to instantly kill them before they have a chance to
mutate.
Take cover behind the nearest crate while entering the building since J'avo
with machine guns will fire at the characters from the back of the room. All
the J'avo in this area will mutate into Glava-Sluz after being damaged. GlavaSluz have an insect head that shoots out webbing. The webbing will stun a
character in place for a while - shake the left thumbstick to break free.
These J'avo are not much of a threat and are more annoying than dangerous.
Blast their insect heads with a shotgun then head stomp them while they are on
the ground.
Three more J'avo with machine guns will attack in the room around the left
corner. Many of them will mutate into Glava-Sluz unless they are killed off
with a melee. Kick open the door off to the left.
Snatch the --FIRST AID SPRAY-- off the large crate on the left side of the next
room and then break open the --TALL CRATE-- and the --WOODEN CRATE-- along the
right wall. Use the partner assist button to open the door on the other side
to end this portion of the chapter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
________________________________
______________________________________________/ STAGE 3-2 -- POISAWAN COURTYARD
------------------------------------------------------------------------------POISAWAN COURTYARD - ROOFTOPS
As for breakable objects, there is a --TALL CRATE-- to the right of where the
characters start and two --TALL CRATES-- down the ladder and around the wall to
the left below the starting walkway. There are also two --TALL CRATES-- near a
green tarp before reaching the ramp on the opposite side and a set of three
--TALL CRATES-- below the ramp. Break the tall crates if ammo is needed.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 8
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once all J'avo are defeated, the helicopter will fire a missile into the
courtyard below then leave the area. Chris will order his men to forget about
Jake and Sherry and resume the search for that B.O.W.
--> Objective: Head for mission objective
Find the red double doors along the side of the building and use the partner
assist button near the doors to have a BSAA soldier lay explosives on it and
blast the doors open.
NOTE: The soldier that lays out the explosives on the door is Marco of Alpha
team. He actually becomes more of a major character in this segment as it
progresses.
POISAWAN COURTYARD - BUILDING
Move up the stairwell then climb up the ladder through the doorway to the right
at the top. There are a total of five --TALL CRATES-- on the rooftop so get to
breaking them. Walk over to the ledge with the red blockade on the floor in
front of it and leap over to the next building.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Use the partner assist button to kick open the door on the next building.
POISAWAN COURTYARD - BUILDING ROOFTOP
Quickly step into the small room through the doorway ahead. There is a dead
J'avo off to the left inside the room. Grab the --FIRST AID SPRAY-- and
++GRENADE LAUNCHER++ off the floor then take the two pickups of --40MM
EXPLOSIVE ROUNDS--. The grenade launcher will be a great weapon for the fight
ahead and many other upcoming areas. It's awesome how Chris doesn't get
cheated out of a grenade launcher this time like he did back at the Spencer
Mansion.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] First Aid Spray, [ ] ++GRENADE LAUNCHER++, [ ] 40MM Explosive Rounds x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The attack helicopter will hover over the area. It's ready for round 2. Let's
bring that chopper down hard team! Get up on any of the rooftops by climbing
any of the surrounding ladders.
BOSS BATTLE
- - - - - A T T A C K
C H O P P E R =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This will only chip away at a player's life gauge from the start, but it can
knock a player down and take away a full block of health.
o Gatling Gun Fire - The chopper fires off its gatling guns on each side of the
chopper below the wings. These bullets will knock a player down and take a
full block of health.
o Missile Fire - The chopper fires off its missiles. This attack is going to
knock a player down and take away almost two blocks of health per hit! Be
sure to take cover!
--------------------------------------------------------------------------------> Objective: Shoot down the helicopter
The cover on the rooftops for this area sucks - it is complete ass and doesn't
help out very much for dodging the helicopter's gunfire or missiles. When the
chopper is in the air and flying above the rooftop, it's best to fall down a
ladder and take cover in the room where the grenade launcher was found or stay
next to a wall. The chopper's attacks are very damaging and the chopper will
spam attacks while it is above the rooftops. The only cover areas are a few
low areas that the characters can duck behind but all the chopper has to do is
fly to the opposite side of that cover area then light up your character with
gunfire. It's far better just to hop off the rooftop and get behind a wall
when the chopper is above the rooftop.
Watch for the lights to shine on the rooftop to know when the helicopter is
above the roof - you can also just watch for the red target marker. When the
lights are not there or you think the helicopter is about to leave, climb back
up to the rooftop. The helicopter will always fly around the side of a distant
building eventually then come back. When it comes back, it will have J'avo on
a rope below it and it will let them out at a building below. When it does
this bear down on the chopper by spamming it with explosive rounds. Spam the
chopper with explosive rounds until it moves back to the roof. Once it moves
back over the rooftop, drop below again and wait for it to leave. It will
repeat the same pattern again. If players only shoot it while it lets out
J'avo via the rope, it should be finished off after attacking it the third
time.
DO NOT waste your explosive rounds by shooting at the helicopter when it flies
at a long distance from the characters. It will take nearly all explosive
rounds to destroy the helicopter. Try to make every shot count.
One of the main problems with this battle are the J'avo and Noga-Skakanje
(grasshopper legs) that will spawn and attack the characters. The normal J'avo
can mutate into Noga-Skakanje and Ruka-SRP (blade arms). The Noga-Skakanje can
actually mutate their arms into a Ruka-SRP blade arm so you'll have a major
mutation on your hands at times. It's best to shoot these J'avo with a shotgun
or Piers' anti-materiel rifle. You need to hit them with something that will
knock them down and get them out of your way. Try not to melee them too much
or the characters will be left open to the chopper's gunfire.
NOTE: In co-op play, both players can stay on the rooftop and take the damage
while both spam the helicopter with explosive rounds to make this battle very
quick. The battle isn't near as hard when both characters spam the helicopter
with explosive rounds.
Find the ladder with the two red blockades on the ground in front of it and
fall down that ladder then break the two --TALL CRATES-- off to the left then
move to the right and break the three --TALL CRATES-- near the fence off to the
right for some extra pickups. These include green herbs and 40MM Explosive
Rounds inside of them. They will always have the same pickups!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
POISAWAN COURTYARD - WALKWAY BELOW ROOFTOP
The characters will step through a doorway with a green door to the side and
enter a living quarters area. There is a serpent emblem in the bedroom area
off to the left. Enter the bathroom directly ahead and break the --TALL
CRATE-- inside. There is also a --WOODEN CRATE-- in the small room off to the
right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 3
[SE10]
Location: Poisawan Inner Area - Living Quarters (Bedroom)
When Chris and Piers defeat the attack helicopter, they will enter a building.
They will pass by a dead BSAA soldier and then enter a living quarters area
down the hall ahead. While in the living quarters, there is a bathroom
directly ahead. Turn to the left and step past the game table with the cards
on it then turn right. Enter the bedroom and then look off to the right to
find this emblem on top of the lower bunk bed.
*******************************************************************************
Step past the table with chairs around it up ahead on the other side of the
room then move through the doorway on that side. Follow the corridor to the
right. The snake will bust through the door at the end of the hall then
slither down the right corridor. Move down the stairs and use the partner
assist button to open the door at the bottom.
The characters will raise their guns while moving ahead then a cutscene will
play while stepping into the next corridor.
POISAWAN INNER AREA - CORRIDORS
Wow, Chris is turning into a regular little Anakin Skywalker here. Remember,
Chris, hate leads to suffering!
Follow the blood trail down the corridor ahead then step through the doorway on
the right. The blood trail leads to the left, but don't go that way just yet.
Run down the right corridor then step around the corner to the left and break
the --TALL CRATE-- in that dead end corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - At the end of the blood trail,
sprawled out in some garbage.
didn't make it. Move down the
assist button to kick open the
corridor.
The BSAA team will check out the next room while holding up their weapons. The
room is clear! Break the --TALL CRATE-- to the right of the tray in the next
room. There is another --TALL CRATE-- off to the left in the room with the
seats to the left. Step through the doorway off to the right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The snake will bust through the ceiling in the next room and claim another BSAA
soldiers. Reid! Nooooo! Blood will fall out of the hole in the ceiling.
Make a right and kick open the green door. The snake will move out of a window
to the left then move along the walkway with railing and slither off the side
of the railing to the floor below. Walk over to ledge without railing and grab
the ladder using the X/A button and your character will slide to the floor
below.
POISAWAN INNER AREA - BASEMENT LEVEL
An air condition unit will fall while moving ahead. Use the partner assist
button to push it into the gap ahead. A cutscene will play afterwards and the
characters will get split up.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
POISAWAN INNER AREA - FIRST FLOOR
Chris will fall to the first floor. He will radio in to the rest of his team.
Piers is on the third floor and Marco is on the second floor. Jeff has not
been found yet.
Follow the dark corridor ahead then break the two --TALL CRATES-- in the alcove
to the right at the T-intersection. Move along the left corridor then enter
the room through the doorway off to the left. Break the --TALL CRATE-- in the
back of the room. The body of Reid is near the flashlight and the blood pool.
The body can be examined. This is the guy that got pulled through the ceiling
earlier. Exit the room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Back outside, follow the corridor to the stairs off to the left. Marco will
contact Chris and mention that he can hear Jeff screaming. Chris will order
Marco to hold his position. Break the --TALL CRATE-- down the corridor to the
left before moving up the stairs.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The Piers player should meet Chris on the second floor.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
POISAWAN INNER AREA - THIRD FLOOR
Piers will wind up on the third floor. He will contact Chris while in a third
floor corridor. Marco will contact Chris and mention that he can't find Jeff.
Marco is on the second floor and he says the B.O.W. is on the second floor.
Piers needs to move down the second floor from his current area.
Break the --TALL CRATE-- to the right when Piers reaches the T-intersection.
Move down the corridor to the left and break the two --TALL CRATES-- in the
room off to the left - the room has a dead body in it. Continue to follow the
outside corridor then kick down the red door off to the right at the end.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Break the --WOODEN CRATE-- on the tray off to the right and break the --TALL
CRATE-- in the small room to the right. Walk over to the hole in the floor in
the back right portion of the room then fall off the side to land on the second
floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - POISAWAN INNER AREA - SECOND FLOOR
The snake will slither behind Piers then move out a window as Piers lands on
the second floor. Enter the room with the shelf full of boxes then use the X/A
button to remove the bar that is locking the red door then kick through it.
The Chris player should be on the second floor by now. The Piers player can
move down to the first floor via the stairs off to the left and collect some of
the items in breakable crates that Chris busted open.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
POISAWAN INNER AREA - SECOND FLOOR
Once both players meet up on the second floor, use the partner assist button to
open the red door across from the blocked stairs that lead to the third floor.
The snake will attack Marco as he joins back up with the team then it will
enter the room ahead and move down into a hole.
--> Objective: Track the B.O.W.
Alright, you little ass, it's time for Chris to have some new snakeskin boots.
The new style with stealth cloaking! Chris can kick ass with transparent feet
then.
Move past the spinning chair off to the right and drop to the floor below.
POISAWAN INNER AREA - FIRST FLOOR
The body of Jeff is on the ground right near the hole in the ceiling. His body
can be examined like all the rest of the dead BSAA soldiers. Use the partner
assist button to open the double doors in the room that the characters fall to.
A cutscene will play as the characters step into the next area.
BOSS BATTLE
- - - - - POISAWAN INNER AREA - MEAT CELLAR
I L U Z I J A =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Snake Bite - Iluzija will open its mouth then suddenly strike forward and
bite. Roll to the side to dodge this.
o Body Squeeze - Iluzija opens its mouth then moves forward slowly. If it
hits a character it will wrap its body around the character. Shake the left
thumbstick to break free.
o Takedown - Iluzija hangs from the ceiling with its mouth open then strikes
forward and pins a character to the ground with its jaws. Prepare to press
the R1/RT button when the timed QTE indicator appears to avoid taking damage.
--------------------------------------------------------------------------------> Objective: Defeat the B.O.W.
Following the cutscene, Chris and Piers will be face-to-face with the B.O.W.
they have been chasing. The name of the snake is "Iluzija". Iluzija has an
obvious strategy of attack that a player can see coming a mile away. The snake
will always enter the room by moving down from a portion of the ceiling while
it is transparent. The transparency is easy to see if you keep circling the
camera when trying to look for the snake. Once the snake is in view, blast it
with a gun to make it show itself.
NOTE: While aiming toward the snake, your laser color will light it up. Lines
of whatever color your gun laser is will move throughout the portion of the
snake that you aim at. This is a great method to use to see it, so constantly
aim in the direction your character looks!
The snake's weak point is its mouth, so take out the assault shotgun and give
it some buckshot right in the throat while at close range to it. Iluzija's
attacks can be cancelled by blasting it in the mouth. The shotgun works
perfectly for this battle. The grenade launcher's explosive rounds can be used
to hit the snake's mouth, but really that's going overboard when the shotgun
works so well and there will be plenty of shotgun ammo in the next room for the
gun.
If you blast the creature in the mouth all the time, it really can't even
attack your character much. If the snake ever suddenly moves backwards while
up on your character and opens its mouth, immediately roll to a side to avoid
its oncoming strike attack. Once Chris yells out "You killed my men!" the
battle in the first room is almost over. The snake will slither through the
air duct in the back of the room. Before following the creature, move into the
outside corridor to the left of the air duct and break the two --TALL CRATES-at the end of the right corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Crawl into the air duct and prepare to shoot while inside. Iluzija will break
through the top of the vent in the middle and try to bite the first player that
crawls into the air duct. Ready your shotgun while in the air duct and give it
a face full of buckshot when it opens its mouth. Once the characters climb out
to the next room, Iluzija will eventually appear again and the same battle from
the last room will continue.
POISAWAN INNER AREA - ROOM ACROSS FROM AIR DUCT
Iluzija will coil around the first player that enters the next room, so prepare
to shake the left thumbstick to break free. The snake will go back to its
usual pattern of attacking for a while. Iluzija attacks the same way in the
second room. Blast it in the mouth to make it leave. It will move to another
room. Break the four --TALL CRATES-- in the room before exiting. The exit
door is off to the left across from the wall with windows.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - POISAWAN INNER AREA - CEMENT STORAGE
Pick up the --12-GAUGE SHELLS-- on the floor in front of the door while
entering the next room and then find the --12-GAUGE SHELLS-- on the stack of
cement bags to the right. There are also two more pickups of --12-GAUGE
SHELLS-- on the other side of the room. One is on the stack of cement bags on
that side and one is on the floor near the fallen boxes on that side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 12-Gauge Shells x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once again, the snake fights the same way in this room. It will start to move
closer to the characters and it will open its mouth while next to them. When
it does this, blast it directly in the mouth.
Eventually Iluzija will grab Marco in its mouth. Blast the snake in the
head/mouth when it grabs him. The snake will eventually drop Marco then haul
ass out the corridor and move up the ladder.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
--> Objective: Track the B.O.W.
Man, Chris is going to tear off this thing's head and shit down its neck then
crush its body with a boulder once he finally gets a hold this thing.
Before exiting the room via the ladder, find the air duct below a long pink
light. The air duct is to the right of the inceninerators while facing them.
Climb through this vent to find a hidden room on the other side.
POISAWAN INNER AREA - HIDDEN ROOM
Break the --WOODEN CRATE-- and --TALL CRATE-- in the room and be sure to find
the two --GREEN HERBS-- on the surrounding shelves inside. There is also a
brown item chest containing --10000 SKILL POINTS-- inside! Climb back through
the vent and reenter the Cement Storage.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green) x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Chris, Chapter 3
Location: Poisawan Inner Area - Hidden Room (through air duct of Cement
Storage)
Contents: 10000 Skill Points
After Chris and Piers fight Iluzija (stealth cloaked snake) in the Cement
Storage room, it will slither away and move up a ladder. Find the air duct
with the long pink light above it in the Cement Storage and crawl through it.
Chris and Piers will climb over to a hidden room. There are two breakable
objects in the room, two green herbs and a brown chest inside that contains a
whopping 10000 skill points!
*******************************************************************************
POISAWAN INNER AREA - CEMENT STORAGE
Move up the ladder through the corridor that the snake went into then use the
partner assist button to open the door at the top.
POISAWAN INNER AREA - WATER CHANNEL AREA
to run through it. If the top player pulls the lever, the cable will electrify
the water below. The first time the lever is pulled, the plug will come out of
the outlet on the other side, but our good boy Marco plugs it back in... and
suffers one hell of a shock!
Are you thinking what I'm thinking... or better yet, have you played Resident
Evil 3: Nemesis and remember how Jill beat the Grave Digger boss? If so, you
already know what to do here. If you still don't get it, the player that is in
the water channel needs to lure Iluzija through the puddle then the top player
needs to pull the lever to fry that snake.
Snake skin boots for everybody! Oh yeah!
--> Objective: Track Ada Wong
Fall back down into the water channel then run over to the other side and
the X/A button to grab Marco's hand while he holds his hand down from the
above to get back on the other side. He will help both players up. Pick
the --RED HERB-- off to the right after pulling up.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
use
ledge
up
ITEMS
- - -
Don't try to move across that cable to the side or it will shock your character
and take damage! Enter the corridor through the open doorway. Chris will
start to talk about catching Ada while following the corridor. Use the partner
assist command to open the double doors off to the left at the end of the hall.
A cutscene will trigger.
POISAWAN INNER AREA - DARK ROOM
them.
Hop across the wooden walkways on the left side of the area and break the two
--TALL CRATES-- near the boat on the far side. Break the --WOODEN CRATE-- and
two --TALL CRATES-- on the wooden platform to the right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 4, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Move out onto the green boat past the two oil drums. Climb to the top of the
boat then hop over to the next boat. Move to the end of the boat then leap
over to the area in front of the door. Break the three surrounding --TALL
CRATES-- then use the partner assist button to open the door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - STILT HOUSING AREA - DOCKS NEAR BANQUET BUILDING
Dash off to the left and climb the ladder in the back of the building to reach
the second floor. Step inside the banquet room to the left and break the two
--VASES-- inside to pick up some 40MM Explosive Rounds. There is a --RED
HERB-- across from the first entrance of the room and a --GREEN HERB-- behind
the vase on the right side of the room. The banquet room on the other side of
the second floor has three --VASES-- in it and a --GREEN HERB-- near a cabinet
across from the first entrance your character comes to.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green) x 2, [ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Vase x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - J'avo will attack the characters in the banquet rooms. They will mutate into
Glava-Sluz (insect head that shoots webbing) at times. The attack helicopter
will stay outside the building and will fire its gatling guns and machine gun
toward the building. It will actually kill off some of the J'avo at times. It
is no different from the first attack helicopter that Chris and Piers fought
earlier during the Jake and Sherry crossover segment.
Arm the grenade launcher with explosive rounds and run outside and then blast
the attack helicopter constantly! Taking cover behind the railings doesn't
really matter here - a player is nearly destined to get hit here with the J'avo
that constantly respawn while fighting the helicopter and the fact that that
the helicopter is almost constantly firing at your character. Just about every
time your character rises up from cover to fire an explosive round, the
helicopter will immediately fire and hit your character while recovering.
Thankfully, there are tons of healing items in the rooms as described up above.
The healing items are very much needed here.
It's best to go all out on the helicopter at this part. It not as durable as
the last attack helicopter that the characters fought, so it will be defeated
quickly. After it is defeated, the building will catch on fire.
NOTE: You have plenty of time to pick up any items or break any vases while the
building burns. It's amazing that the characters can't die by staying behind
too long, but I guess the developers didn't think about quick deaths here... or
annoying thumbstick shaking, or more stupid button tapping... eh, nevermind.
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 3
[SE11]
Location: Stilt Housing Area - Banquet Building
After fighting the attack helicopter in the stilt housing area, the Banquet
Building that Chris and Piers are on will catch on fire. While it is on fire,
players have time to search for this emblem. Step to the outside walkway of
the second floor and look out toward the water then find the stilt house to the
left. It is the stilt house closest to the crane in the background. This
emblem is along one of the top wooden poles that sticks out of that house. To
see it really well, stand to the right of the second metal tray that is against
the railing and then look up and to the left a bit. Chris can shoot this with
his assault rifle.
*******************************************************************************
Run to the far left side of the balcony and leap off the building. A cutscene
will play after leaping off the building.
STILT HOUSING AREA - DOCKS ACROSS FROM BANQUET BUILDING
arm), but that nearly seems like a kitten compared to what you just got through
with, I'm sure. Another wave of J'avo will race toward the ladder in the back
of the wooden platform up ahead then fall off and attack - they can mutate into
Ruka-SRP as well!
*********************************** TREASURE **********************************
Campaign: Chris, Chapter 3
Location: Stilt Housing Area - Docks Across From Banquet Building
Contents: 4000 Skill Points
After Chris and Piers defeat the attack helicopter over at the Banquet
Building, they will leap off that building and a cutscene will play where the
building will sink. While moving along the docks ahead, the characters will
fight a wave of three J'avo then a second wave of several J'avo. Look behind
the large crate with two blue oil drums near it when the ladder can be seen in
the distance and this chest will be behind the oil drums. Open it to collect
4000 skill points!
*******************************************************************************
Climb the ladder on the other side of the wooden platform. Break the --WOODEN
CRATE-- and two --TALL CRATES-- off to the right then move down the corridor
and use the partner assist button to open the double doors at the end of the
corridor to end this segment of the chapter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_____________________________________
_________________________________________/ STAGE 3-5 -- MEDICAL RESEARCH CENTER
------------------------------------------------------------------------------MEDICAL RESEARCH CENTER
As the characters dash down the corridor, a group of lasers will form on the
opposite side then move toward the characters. There is a gap in the bottom
right portion of the laser wall. Be ready for the oncoming lasers and stay to
the right then slide up under the gap in the lasers near the right bottom
portion of the wall - the first laser wall will always have a gap in the bottom
right portion of it. If your character is hit, that character will suffer
electric shock damage and be staggered as the lasers move through your
character.
The objective here is to reach the elevator up ahead and stand near each of the
electric circuits on the sides of the elevator and break them with melee
attacks. While standing directly in front of the circuits, a player will get
an R1/RT button prompt in order to break them with melee. Hit them with melee
and your partner should hit the other with melee. Help the partner if your
character finishes early. Once the circuits are destroyed, run forward quickly
and get on the elevator.
NOTE 1: The circuits can be hit with any type of attack such as gunfire or an
explosive. One of the best ways to ensure that your team beats the other team
is to toss a hand grenade toward the locked door with circuits on the sides of
it directly after sliding. Your character will need to move away from the
explosion while getting up, but this should destroy at least one of the
circuits instantly.
NOTE 2: In single player, if you mess up at anytime at this part or the next
part coming up, quickly press Select/Back and then press down and the X/A
button to restart. The characters will restart back outside the door.
The team that gets on the elevator will go to Room 01. The team that fails to
get on the elevator will have to take the stairs and that team will go to Room
00.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ELEVATOR ROUTE -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MEDICAL RESEARCH CENTER - OUTSIDE ROOM 01
Since all of my readers are winners, I will describe what happens if your team
makes it on the elevator first.
--> Objective: Track Ada Wong
The elevator will take the characters up to the doors that lead to Room 01.
There are three --TALL CRATES-- and two item chests in the surrounding
corridors outside of the elevator doors. One of the tall crates holds a
--FIRST AID SPRAY--. The two chests hold --2000 SKILL POINTS-- each! Use the
partner assist command to open the double doors that lead to Room 01.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Chris, Chapter 3 AND Leon, Chapter 4
Location: Medical Research Center - Outside Room 01
Contents: 2000 Skill Points
While Chris and Piers are in the crossover segment with Leon Kennedy and Helena
Harper inside the Medical Research Facility, they will have to rush down a
corridor and dodge a wall of lasers to make it to an elevator - stay to the
right while dashing and slide under the gap in the laser wall along the right
side. Break the circuits on the right and left side of the elevator door up
ahead with melee attacks, gunfire or explosives. The first team to destroy
both circuits and step onto the elevator behind the door, will get to ride the
elevator up to Room 01.
While outside of Room 01, this chest is off to the left and contains 2000 skill
points.
Campaign: Chris, Chapter 3 AND Leon, Chapter 4
Location: Medical Research Center - Outside Room 01
Contents: 2000 Skill Points
While Chris and Piers are in the crossover segment with Leon Kennedy and Helena
Harper inside the Medical Research Facility, they will have to rush down a
corridor and dodge a wall of lasers to make it to an elevator - stay to the
right while dashing and slide under the gap in the laser wall along the right
side. Break the circuits on the right and left side of the elevator door up
ahead with melee attacks, gunfire or explosives. The first team to destroy
both circuits and step onto the elevator behind the door, will get to ride the
elevator up to Room 01.
While outside of Room 01, this chest is down the corridor to the right of the
elevator and contains 2000 skill points.
*******************************************************************************
MEDICAL RESEARCH CENTER - ROOM 01
Break the three --TALL CRATES-- spread around the room. All of the tall crates
have --12-GAUGE SHOTGUN SHELLS-- in them. Chris and Piers will need this ammo
for what is about to happen in the room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 12-Gauge Shotgun Shells x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Before walking to the other side of the room, notice the metal panel on the
right wall of the room. Keep that panel in mind. Walk to the opposite side of
the room and use the X/A button to try to open the door. The character will
try to open the door but it is sealed. A voice will confirm the lockdown of
the area and the testing of prototypes - yeah, it doesn't look good, does it?
A cutscene will trigger eventually.
NOTE: IMMEDIATELY after the trying to open the door, walk over to the metal
panel on the left side of the wall. Be sure to do this to get a head start on
getting over to it. If you do this with the AI partner in single player, your
team WILL be the first one out. If you don't want out first then don't remove
the metal panel at all.
--> Objective: Undo the locks on the barriers
NOTE: The team that can solve the control panel puzzle the fastest in either
Room 00 or Room 01 will get out first and get access to the item chests outside
of the room. The team that finishes second will get trapped back in the room
as the security system short circuits for a few brief seconds. The scene in
the following catwalk area will differ slightly depending on which team gets
out first. What will change is that your character will take a different route
when chasing Ada depending on whether your team is the first or second team out
of the Prototype Testing Rooms.
Ada has just activated a prototype testing procedure that releases floor mines
into each of the surrounding rooms. These mines start out with a bluish color
in the middle of them. When they hit a character, the blue will change to red
and the mine will prepare to explode. The mines can be blasted and destroyed
with a shotgun from close range or you can allow one to touch your character
then quickly roll or run away from it.
In order to get out of the room, one player must stand near the metal panel on
the side wall and use the X/A button to interact with it when the prompt
appears. The player must tap the Square/X button rapidly to break open the
panel and get to the circuitry inside. The player needs to interact with the
control panel again and enter a QTE timed button press sequence as displayed on
the screen in order to shut down the room's security. The player will have to
do this several times and each QTE gets worse. This will disable the floor
mines.
NOTE: While in single player in either room, the AI partner will automatically
push in front of the player character and solve the circuitry puzzle on the
control panel. The actual player cannot go through the QTE sequence to break
into the control panel and disable the security system.
The other player must guard the player that is working on the control panel by
shooting any floor mines that move close to the player that is at the control
panel. Take out the shotgun and wait for a floor mine to approach the player
then open fire on it from close range. Try to make sure it is in close range.
If it suddenly turns red, blast it quickly to destroy it before it blows up.
NOTE: Another good way to make the floor mines explode is to just run around
the room and run over them then move away from each one. This surprisingly
works extremely well for destroying them and making sure they leave your
partner alone. Basically, you are the bait!
The floor mines will deactivate and the door to the side will unlock. The
security system will announce a security break in the room of players that
solved the control panel puzzle first. For the team that fails to get out of
the room first, that team must stay behind for a few seconds longer. The doors
will open on their side, but the doors will quickly close again and the floor
mines will reactivate. The voice on the intercom will distort and the floor
mines will shut down again eventually and then the doors will open.
NOTE: Skip down to "CORRIDOR OUTSIDE PROTOTYPE TESTING ROOMS" to continue.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- STAIRS ROUTE -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Alright, so you read someone else's guide and have come to mine seeking help
for your failures... Well, here we go, this is the stairs route.
MEDICAL RESEARCH CENTER - STAIRS TO UPPER FLOOR
The elevator shaft will be locked, so open the door down the corridor to the
right. Move up the stairs then kick open the door at the top.
MEDICAL RESEARCH CENTER - OUTSIDE ROOM 00
Well, thankfully, your character does get five --TALL CRATES-- off to the left
before entering Room 00, so you didn't lose out on items at least. The
characters will get one --FIRST AID SPRAY-- in the final crate. Use the
partner assist button to open the door to Room 00.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[
[
-
]
]
-
(The rest of the info below is basically copied and pasted with minimal changes
from the Room 01 description. I'm not trying to KB spam here, just trying to
be thorough.)
Before walking to the other side of the room, notice the metal panel on the
right wall of the room. Keep that panel in mind. Walk to the opposite side of
the room and use the X/A button to try to open the door. The character will
try to open the door but it is sealed. A voice will confirm the lockdown of
the area and the testing of prototypes - yeah, it doesn't look good, does it?
A cutscene will trigger eventually.
NOTE: IMMEDIATELY after the trying to open the door, walk over to
panel on the right side of the wall. Be sure to do this to get a
getting over to it. If you do this with the AI partner in single
team WILL be the first one out. If you don't want out first then
the metal panel at all.
the metal
head start on
player, your
don't remove
NOTE: While in single player and in either room, the AI partner will
automatically push in front of the player character and solve the circuitry
puzzle on the control panel. The actual player cannot go through the QTE
sequence to break into the control panel and disable the security system.
The other player must guard the player that is working on the control panel by
shooting any floor mines that move close to the player that is at the control
panel. Take out the shotgun and wait for a floor mine to approach the player
then open fire on it from close range. Try to make sure it is in close range.
If it suddenly turns red, blast it quickly to destroy it before it blows up.
NOTE: Another good way to make the floor mines explode is to just run around
the room and run over them then move away from each one. This surprisingly
works extremely well for destroying them and making sure they leave your
partner alone. Basically, you are the bait!
The floor mines will deactivate and the door to the side will unlock. The
security system will announce a security break in the room of players that
solved the control panel puzzle first. For the team that fails to get out of
the room first, that team must stay behind for a few seconds longer. The doors
will open on their side, but the doors will quickly close again and the floor
mines will reactivate. The voice on the intercom will distort and the floor
mines will shut down again eventually and then the doors will open.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MEDICAL RESEARCH CENTER - CORRIDOR OUTSIDE PROTOTYPE TESTING ROOMS
The team that gets outside first will get access to three item chests. The
chests contain 4000 skill points in one chest and 5000 skill points in two
other chests. Basically you get 14000 skill points!
*********************************** TREASURE **********************************
Campaign: Chris, Chapter 3 AND Leon, Chapter 4
Location: Medical Research Center - Corridor Outside Prototype Testing Rooms
Contents: 4000 Skill Points
While Chris and Piers are in the crossover segment with Leon Kennedy and Helena
Harper inside the Medical Research Facility, they will enter either Room 00 or
Room 01. The first player that can open the control panel on the wall and
solve each of the control panel puzzles (timed button press QTEs) will get to
step out into the next corridor first and gain access to three item chest
containing skill points.
This chest is off to the right and contains 4000 skill points.
Campaign: Chris, Chapter 3 AND Leon, Chapter 4
Location: Medical Research Center - Corridor Outside Prototype Testing Rooms
Contents: 5000 Skill Points
While Chris and Piers are in the crossover segment with Leon Kennedy and Helena
Harper inside the Medical Research Facility, they will enter either Room 00 or
Room 01. The first player that can open the control panel on the wall and
solve each of the control panel puzzles (timed button press QTEs) will get to
step out into the next corridor first and gain access to three item chest
containing skill points.
This chest is off to the left and contains 5000 skill points.
Campaign: Chris, Chapter 3 AND Leon, Chapter 3
Use the partner assist command to hop off the catwalk ledge to the left. Move
along the catwalk ahead and the other team will exit above and follow Ada. Run
down the catwalk to the left directly ahead. Follow the catwalk and make
another left. Ada will be in view and she will toss a smoke grenade at the
characters then disappear up ahead. Keep following the catwalk while the
characters cough.
Ada will grapple to a higher walkway. Follow the corridor at the corner up
ahead as it moves to the left. Run to the end and use the partner assist
button to open the door at the end of the corridor. A cutscene will trigger.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=- TOP ROUTE (MADE IT OUT LAST)-=-=-=-=-=-=-=-=-=-=-=-=
MEDICAL RESEARCH CENTER - CATWALK AREA (TOP)
Run down the catwalk ahead. Ada will be on a lower catwalk ahead of the bottom
two characters. Ada will toss a smoke grenade at the characters on the bottom
- the smoke grenade will make the top set of characters cough as they run
through the smoke. Continue to run and a cutscene will play where Ada will
grapple to a platform across from your area.
Dash to the end of the current catwalk then make a left and follow the catwalk
that stretches across the middle of the area. Fall off the catwalk when your
character reaches the dropoff at the very end.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_______________________________
_______________________________________________/ STAGE 3-6 -- MAIN THOROUGHFARE
------------------------------------------------------------------------------MAIN THOROUGHFARE
during the cutscene. Once again, they are hot on Ada's trail. The Piers
player will be the driver throughout much of this segment, so I'll only refer
to the Chris player sometimes. The Chris player will eventually take over as
the driver however and the roles for Chris and Piers will change. A player
will either drive the military jeep or take control of the gatling gun turret
on the back of the vehicle. The controls for each of the tasks are labeled
below.
.------------------------.
| Military Jeep Controls |
|========================|
| L1/LT | Brake
|
| R1/RT | Accelerator
|
| X/A | Boost
|
'------------------------'
.-----------------------------.
| Gun Controls
|
|=============================|
| R1/RT
| Fire gun |
| Right thumbstick | Aim gun |
'-----------------------------'
Both players need to watch the health gauge of the military jeep, which is
displayed in green on the bottom portion of the screen. The blue gauge is the
boost gauge. The boost is activated by the driver by pressing the X/A button.
Once a boost is used, the boost gauge will begin to refill slowly. It's best
to use the boost on straightaways during this driving sequence. Ada will
activate her boost often and so should Chris and Piers in their military jeep.
If Ada gets more than several meters away from the military jeep (around 300
meters) at any time during the driving segments, the game will end.
Keep the accelerator button held down the majority of the time. Let go of the
accelerator button and allow the jeep to coast when the vehicle comes upon a
turn. Don't ever use the brake.
The player that controls the gun will need to blast the jeeps with J'avo in
them that appear every so often. Blast them to avoid having them collide into
the jeep to avoid damage. Hitting walls will damage the jeep, enemy gunfire
can damage the jeep and hitting enemy vehicles can damage the jeep as well.
The player that controls the gatling gun does not have to worry about having
the gun overheat or running out of bullets. Just fire away and constantly try
to defeat the J'avo jeeps!
Chris and Piers will start out on a straightaway, so immediately hit boost
while holding the accelerator to move on ahead and follow Ada. Yeah, power
drive! I'll list out turns and obstacles throughout the next few portions of
this stage. I also list character quotes just so my reader knows how far into
the stage I am at that point.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
A few J'avo in jeeps will appear in the view as the jeep gets to a turn to the
right, so be prepared to blast them while Piers drives ahead. There are around
four jeeps that attack. Try your best to shoot them all and make the jeeps
tump over. If the jeeps get behind your jeep, don't worry about them unless
the J'avo move along the sides of your jeep.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Turns/Obstacles:
o
o
o
o
o
o
Sharp right
Left turn (middle blockades)
Right turn (middle blockades)
Sharp right
Sharp left
Ramp
Piers: "You're not getting rid of us that easily! I'm the best driver the
BSAA's got!"
The traffic will start to pick up here. Be prepared to dodge cars that will be
moving along the street beside your jeep. They will be driving along. Just
pass them quickly.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
J'avo will continue to pull up in jeeps so shoot at them while Piers drives
once again! Too bad Chris couldn't throw rocks at them.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Turns/Obstacles:
o Left turn
o Right turn (middle blockades)
o Sharp left
Left turn
Right turn
Right turn
Left turn
Right turn
After the cutscene, the characters will wind up on the train tracks along the
left side of the interstate. Be ready to move over to the left to avoid an
oncoming train. The jeep will get back on the road during a cutscene
afterwards.
MAIN THOROUGHFARE - PARKING GARAGE
Follow Ada into the tunnel up ahead. Be prepared to make a sharp right. A
cutscene will show Ada speed ahead.
--> Objective: Track Ada Wong
The jeep will be driving down the tunnel afterwards. The jeep will drive into
a garage. Follow the yellow line to the left and then turn while following it
to the right after reaching the wall. The jeep will move up a ramp to the next
level of the garage.
On the second level of the garage, J'avo in jeeps will lie in ambush. They are
armed with machine guns and rocket launchers. Quickly kill off the J'avo but
try to single out the ones with rocket launchers and kill them first. The
Chris player should aim for the J'avo that squat in front of the jeeps at first
(rocket launcher J'avo) and shoot them then start to shoot the vehicles with
the gatling gun and shoot them until they blow up.
The Piers player should shoot the J'avo that stand on the garage floor (outside
the vehicles) to make sure they all are killed quickly (since they have rocket
launchers). Piers will be shooting with his anti-materiel rifle, so he can't
shoot near as fast as the Chris player. The anti-materiel rifle can destroy
the jeeps at this part though!
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 3
[SE12]
Location: Main Thoroughfare - Parking Garage
During the driving part where Chris and Piers are in a military jeep chasing
after Ada, after entering a tunnel, Ada will speed up during a cutscene and the
jeep will coast through a garage. Once the jeep reaches the second level of
the garage, J'avo will lie in ambush and fire at the jeep. While shooting back
at the J'avo, look above the central jeep that the J'avo are in and look for
the bus in the background. This emblem is inside one of the top windows of
that bus. Chris can shoot this emblem with the gatling gun and Piers can shoot
it with his rifle!
*******************************************************************************
Eventually a J'avo will get inside a jeep and drive out of the garage after all
other J'avo are defeated. Drive directly ahead and then make a right after
reaching the wall past the bus then get on the ramp off to the right that goes
to the third floor of the garage. Drive toward the wall of the next portion of
the garage then make a right and drive out of the garage through the hole in
the wall.
MAIN THOROUGHFARE - BACK OUT ON THE STREET
.-----------------------------.
| Gun Controls
|
|=============================|
| R1/RT
| Fire gun |
| Right thumbstick | Aim gun |
'-----------------------------'
Turns/Obstacles:
o
o
o
o
Try your best to speed ahead of the J'avo in the jeeps ahead. If the jeep can
make it past them, they won't be able to shoot rockets at the jeep. Chris will
eventually have to dodge rockets up ahead by moving to the sides as the J'avo
fire rockets from jeeps. Be sure to dodge rockets by moving to either side or
suffer some damage to the jeep!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Be sure to destroy many of the J'avo that are in jeeps after Chris dodges the
buses in the middle of the street. Many of the J'avo in these jeeps will have
rocket launchers and will fire them quickly. Focus all fire on the vehicles
near the jeep and don't let up!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Turns/Obstacles:
o
o
o
o
o
o
Left turn
Right turn
Right turn to get on ramp
Left turn to get off the ramp
Right turn
Sharp left (It's really one hell of a left!)
o Right turn
o Left turn
Really be on your guard about dodging rockets while playing as Chris here. The
rockets can really mount up. Constantly dodge to the right and left to avoid
them as the J'avo in the jeeps shoot rockets.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Two jeeps with J'avo that have rocket launchers are up ahead, so blast them.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
HQ: "HQ to Alpha! We've spotted an aircraft carrier of unknown origin in the
harbor."
Turns/Obstacles:
o Right turn
o Left turn
The road splits into two parts here. Your jeep will be on the right side.
Boost to get past the J'avo with rocket launchers that pull up beside Chris.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Blast any jeeps on Ada's side and your side. Two jeeps will bump against your
jeep and move ahead of the jeep. Blast them!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Move to the left after coming off the right side of the road and then drive
through the gate. Another left turn is coming up and then a cutscene will
trigger that will finish this chapter!
___
___
___
___
___
___
___
___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ ___ _
_
___ _
\
/ __\| |__ _ __ (_) ___ \______________________/ / _ \(_) ___ _ __ ___
/ / | '_ \ | '__|| |/ __|/
CHRIS CAMPAIGN
\ / /_)/| | / _ \| '__|/ __|
/ /___ | | | || | | |\__ \\______________________// ___/ | || __/| | \__ \
\____/ |_| |_||_| |_||___//
\\/
|_| \___||_| |___/
\_____________________________________________________________________________/
/
\
-- RANKING REQUIREMENTS
CHRIS, CHAPTER 4
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 75 minutes or less | 55 enemies or more |
| B
| 60%
| 4
| 90 minutes
| 45 enemies
|
| C
| 50%
| 7
| 120 minutes
| 35 enemies
|
| D
| 49% or less | 8 or more | 121 minutes or more | 34 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK
|
|==============================================================|
| RANK
| A
| B
| C
| D
|
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE
|
|=============================================================================|
| RANK
| S
| A
| B
| C
| D
| E
|
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[CR04]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - C H A P T E R 4 - V E N G E A N C E
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - June 30, 2013
Waiyip, China
_________________________
_____________________________________________________/ STAGE 4-1 -- REAR HANGAR
------------------------------------------------------------------------------REAR HANGAR - ENTRANCE AREA
Chris and Piers will wake up in the aircraft carrier that they jumped to while
inside the military jeep at the end of the last chapter. From the start, the
Piers player will be attacked by a Neo-Umbrella J'avo that has a knife.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Chris player should aim toward the Neo-Umbrella J'avo that attacks Piers
and shoot it off of him. In co-op play, the Piers player can knock off the
J'avo by shaking the thumbstick fast enough, but in single player, you MUST
save the AI Piers by blasting the Neo-Umbrella J'avo or the Piers partner will
die and the game will end.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Shake the left thumbstick to struggle with the Neo-Umbrella J'avo and throw him
off Piers.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Neo-Umbrella J'avo in
bit tougher than standard
will knock off the helmet
current area will run off
One J'avo is waiting inside the room and one J'avo will rush down the stairs
after the Chris and Piers step inside.
The J'avo in this area can all mutate into Glava-Smech, Telo-Eksplozija and
Ruka-Khvatanje (insect arm). Glava-Smech is a head mutation where the head
will separate into pinchers. These J'avo only have one attack where they will
rush toward a character with their pincher heads and grab a character then
clamp down on that character while holding the character into the air. They
are predictable, yet their attack is hard to stop once they start it. They
have high health amounts, so it will take more firepower than your standard
Arm the semi-auto sniper rifle and step out to the catwalk ahead then take
cover behind the outside railing. There are three sniper rifle J'avo on the
high walkway in the very back of the hangar. They each have red explosive
barrels near them. Since they are dumb enough to stand on a walkway and fire
at their enemies from near an explosive barrel, just try to find the explosive
barrels near them and shoot the barrel to kill each one of them off. There are
three sniper rifle J'avo and three explosive barrels on the highest back
walkway - one is on the left side and two are on the right side. It's like
explosive barrels are magnetized to enemies in these later RE games...
Once all sniper rifle J'avo are taken care of Chris will contact HQ. "Alpha to
HQ. We're closing in on Ada Wong." Break the two --TALL CRATES-- and the
--WOODEN CRATE-- on the right side of the platform. Reenter the room beside
the catwalk then drop down the ladder off to the left. Kick down the next
ladder off to the left then fall back down to the hangar.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The characters will see Ada in the back of the hangar during a cutscene. She
will go through a doorway in the middle of the back area. Several Neo-Umbrella
J'avo will move toward Chris and Piers and attack. Try to keep some sort of
cover area near your character to avoid sudden gunfire from the J'avo then race
toward them and stun them with a quick shot then knock them to the ground and
crush their head with a ground melee. Headshots and head stun melees can work
just as well also. Keep flash grenades handy for J'avo groups in this area.
Find the transport helicopter on the right side
with two blades) and then step inside and break
the cockpit.
- - - - - - - - - - - - - - - - - - - - - - - [ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - -
Chris and Piers will be on a second floor walkway. Run across the walkway then
use the X/A button to investigate the middle portion with the gap. The
characters will see a missile, which would work well for opening that bulkhead
door. Use the partner assist button near the gap to have Chris toss Piers to
the other side of the walkway. A cutscene will play as the walkways rotate
inward shortly after the characters start to move.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Hop over the gap and prepare to face Ruka-Bedem (shield arm) and another NeoUmbrella J'avo. The J'avo will attack in two waves. The first wave has two
J'avo that will mutate into Ruka-Bedem and another J'avo that can possibly
mutate into Ruka-Bedem when shot. More J'avo will appear that mutate into RukaBedem as well. One of the J'avo that are killed off will form a Chrysalid then
mutate into a Napad.
The second wave has several J'avo in it that can mutate into Ruka-Bedem, GlavaSmech (pincher head) and Telo-Eksplozija (explosive). Be prepared to deal with
all of these J'avo mutations. Some of the J'avo will mutate as they appear.
Try to finish all of the J'avo off with melee (knock them to the ground then
head crush) to avoid having them mutate. The Chris player can actually run
from the Napad if you choose to (since Chris has to climb over a pole and all).
Run to the other end of the walkway and move by the stacked crates. Follow the
walkway in the middle. Chris will have to climb across a pole to get to the
other side. Grab the pole with the X/A button then crawl across by tapping the
Square/X button rapidly. I guess that muscle memory is still there. Yeah,
Redfield power!
Three Neo-Umbrella J'avo with sniper rifles will move out the door of the high
walkway in the back of the room and start to aim for Chris. The Piers player
will have to shoot them for Chris. Be sure to motivate your Piers partner by
holding the partner assist button and pressing the praise button (R2/RB) while
climbing across. It makes the moment look more badass. The Chris player
should prepare to deal with the Neo-Umbrella J'avo that will be moving across
the walkway from the side that Piers came from. They will try to sneak up
behind Piers while Chris moves to the end of the pole, so be ready to overpower
melee their asses when Chris drops to the other side.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Hop over the gap up ahead and get ready to face the Neo-Umbrella J'avo that are
headed toward Piers. One will immediately mutate into Ruka-Bedem (shield arm)
and another will likely mutate into Glava-Smech (pincher head). Use the
shotgun here to quickly kill off the enemies so they don't pile up. Try to
kill off the Ruka-Bedem immediately with close range attacks from the back to
keep it from ramming Piers while fighting the other J'avo. As usual, a flash
grenade can help out for this part.
The Piers player needs to move to the
missile once all J'avo are defeated.
must climb across an overhead pole to
mess with the missile just yet. Wait
When the Chris player starts to climb across the pole, arm the semi-auto sniper
rifle and watch the back high walkway across from the missile as Neo-Umbrella
J'avo with sniper rifles exit the middle room. Equip the sniper rifle and
shoot them while they try to shoot Chris. There should be three of them. They
are not stupid enough to stand near explosive barrels this time, so you'll have
to pinpoint aim and blast their slender bodies. They might mutate into TeloEksplozija but that doesn't matter with how far away they are.
NOTE: As the Chris player moves across the pipe, Neo-Umbrella J'avo will start
to move down the walkway on the side that Piers came from. Hopefully the Chris
player will deal with these enemies as he falls to your side. They can get to
Piers while he shoots the sniper rifle J'avo at times though.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
When both players join, they should take that time to wipe out all J'avo that
are on the walkway. Neo-Umbrella J'avo will attack and mutate into Ruka-Bedem
and one will form a Chrysalid that will hatch into a Napad that will drop
--1500 SKILL POINTS-- once defeated. Make sure that all three snipers on the
far walkway have been killed also.
Examine the crank to the side of the missile with the X/A button then rotate
the left analog to move the crank and make the missile face the bulkhead door
against the far wall. One player must continue to hold the crank while the
other player hotwires the missile. In co-op play, one player will have to
interact with the open panel on the side of the missile then the other player
will have to hotwire the missile by pressing the button that will be displayed
in the precision QTE sequence as the timer needle on the gauge moves by the
green areas. In single player, the AI partner will hotwire the missile. The
missile will fire toward the bulkhead door and destroy it. Now, Chris and
Piers need to raise the stairs in the back of the hangar.
Chris and Piers can get back to the bottom floor by dropping from the ladder
below where the missile was positioned. Fall off the next platform that the
characters land on.
REAR HANGAR - ENTRANCE AREA
Several Neo-Umbrella J'avo will attack in the hangar. This particular J'avo
group can get quite dangerous with the exaggerated mutations that can occur
here. They will mutate into Ruka-Bedem (shield arm), Glava-Smech (pincher
head) and Ruka-Khvatanje (insect arm). This is definitely a fight where
players will want to use a flash grenade for crowd control and to set up some
damaging heavy stun melees.
Snipers will step out on the stairs on the left side of the hangar once again
and more Neo-Umbrella will move into the area. They will all mutate into the
same mutations from last time that might include Telo-Eksplozija. One of the
sniper J'avo will form a Chrysalid then mutate into a Napad.
Make your way over to the double doors on the right side of the hangar. Some
more J'avo will be on the right side and they can mutate into any of the J'avo
mutations that are common in the hangar. Two J'avos with heavy machine guns
will be guarding the double doors in the corridor. One of them will form a
Chrysalid and mutate into a Napad once defeated.
There is a door off to the left that can be opened with the partner assist
button, but ignore that door for now - save that door for when the stairs are
raised in that direction. Find the ladder on the large gray container to the
right of the corridor with the double doors and climb that ladder then break
the two --TALL CRATES-- on that container. Get back to the corridor with the
double doors and open them with the partner assist button.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Chris and Piers will step out to the exterior portion of the aircraft carrier.
Look out into the ocean to see a boat with a large searchlight on it. This
searchlight will start to follow the characters eventually while they move
ahead.
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 4
[SE14]
Location: Rear Hangar - Aircraft Carrier Exterior
Chris and Piers will eventually use the partner assist command to open a white
set of double doors on the right portion of the rear hanger in order to get
outside and find the lever to lower the stairs in the hangar. When they first
exit out of the hangar to the exterior portion of the aircraft carrier, equip
the semi-auto sniper rifle and look toward the light on the boat out in the
ocean. Find the tower on the boat that is above the light and this serpent
emblem will be on that tower. Blast it with the semi-auto sniper rifle!
*******************************************************************************
The corridor to the right and the stairs to the right
but it's best to move up the stairs in order to break
near the railing off to the right. Drop off the side
and the characters will land on the catwalk just past
- - - - - - - - - - - - - - - - - - - - - - - - - - [ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - -
Hop across the gap in the catwalk and climb up to the next platform. The boat
in the distance will start to fire at Chris and Piers but it won't hit them.
Move up the both sets of stairs on the other side of the platform. Again, the
boat will fire at the characters, but not hit them. Break the --TALL CRATE-and the --WOODEN CRATE-- near the railing off to the right at the top of the
second set of stairs then climb up the nearby ladder.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Follow the next walkway with crates to the stairs at the end. Move around the
right corner at the top of the stairs and use the partner assist button to open
the double doors on the right wall.
REAR HANGAR - STAIRS CONTROL ROOM
Now the characters are in the control room with the lever that will raise the
stairs in the hangar. While stepping toward the lever, the camera will switch
to a fixed camera angle - try not to get lost in the outer edges of the camera
angle here. Approach the lever and use the X/A button to pull it and raise the
stairs in the rear hangar below.
--> Objective: Track Ada Wong
HQ will contact Alpha team after pulling the lever. Yup, that's right. Tell
our boys to hang in there while we do all the hero stuff! Kick down the ladder
off to the side and fall to the platform below then move down the stairs to
reenter the bottom floor of the hangar.
REAR HANGAR - ENTRANCE AREA
J'avo will attack on the way down the stairs and they will most likely mutate.
An airplane with a J'avo inside will lower into the middle of the hangar while
on an elevator. It will fire at the characters while they move around the
hangar.
The airplane can be stopped. Arm the semi-auto sniper rifle and look toward
the airplane to see a Neo-Umbrella J'avo in the pilot seat. Blast him with the
sniper rifle to kill him and stop the plane from attacking the characters. He
can be seen very easily from the far left side of the platform on the bottom of
the stairs. Be sure to kill off the pilot or Chris and Piers will have to
dodge the airplane's guns throughout the hangar as they move toward the back.
NOTE 1: If the airplane does not lower and start to shoot, that's because you
haven't blown open the bulkhead door yet. Both objectives must be completed
before the plane will lower and attack in the hangar.
NOTE 2: If Neo-Umbrella J'avo do not attack while the characters are on the
stairs, that's because they are waiting in the middle of the hangar.
The characters are back on the beginning side of the hangar. Neo-Umbrella will
attack throughout the hangar. Your main destination is the gate off to the
left of the double doors that Chris and Piers opened to reach the exterior
portion of the aircraft carrier. The J'avo can get highly annoying on the way
back with how they spread apart in large groups. Most of them have heavy
machine guns that will knock Chris and Piers down with rapid fire. Use flash
grenades to stun several J'avo that are spread apart then hit them with a heavy
stun melee. They will still mutate into all the forms of J'avo mutations that
the characters have faced in the hangar before if not melee killed.
The J'avo will come in heavy number as Chris and Piers run to the back of the
hangar. They will stop if players kill enough, but there are a bunch of them!
One of them will form a Chrysalid and mutate into a Mesets. A Mesets is a bird
J'avo that can fly and swoop down and grab the characters from the air. Blast
it out of the air with gunfire or wait for it to land then unload on it with
heavy firepower from close range. A Mesets is really nothing when it finally
lands, it's only really a threat in the air.
Reach the door to the left of the double doors that Chris and Piers opened to
reach the carrier's exterior then use the partner assist command to open the
single door to the left of the double door corridor to have access to the back
portion of the hangar.
Follow the corridor behind the door then make a left at the control panels up
ahead. Exit the control room area through the door on the other side to step
back out into the hangar. Some stray Neo-Umbrella J'avo might attack out here.
Turn to the left after exiting the control room then turn all the way around
and run to the back wall outside the control room. Search the shelves with
black containers with green lights on them carefully for one --WOODEN CRATE-on one of the shelves off to the right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Run toward the opposite side of the hangar to find the stairs that were lowered
earlier. Move up those stairs then follow the catwalk to the right to reach
the destroyed bulkhead door and the door behind it. Use the partner assist
button to open the door behind the destroyed bulkhead door. Walk ahead to
trigger a cutscene. Use the partner assist command at the next door to end
this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
____________________
__________________________________________________________/ STAGE 4-2 -- BRIDGE
------------------------------------------------------------------------------BRIDGE - HANGAR CORRIDOR
Look, it's Ada! She's wearing a new sexy red suit to throw us off. After her!
Rush ahead and use the X/A button to grab the handle and open the door to the
room she moves into. Ada moves through a doorway then makes the door lock
behind her.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* If you are playing Piers at this part, the AI Chris partner will
automatically open the door that Ada closes and he rushes after her like a
raging bear. It's very amusing to see his chasing animation at this part.
He literally rages. ROOOAAAAR! Berserker Chris want to tear through Ada
Wong! She killed my men and Berserker Chris will now smack her with a lamp
post from 42nd street! ROOOARRR!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A Neo-Umbrella J'avo will bust through the door to the left of the one that Ada
locks. Open the door he comes through after killing him.
BRIDGE - PROJECTION ROOM
It's a good idea to have a flash grenade ready for this next room. Two J'avo
with heavy machine guns will fire from behind the counter in the back of the
room and Noga-Trchanje (spider legs) will attack from the floor and ceilings.
The immense amount of sudden firepower and the quickness of the Noga-Trchanje
is why a flash grenade can work well.
Open the door to the outside corridor then enter the room through the doorway
to the right. Make a left and enter the shower area before moving further down
the corridor at the end.
BRIDGE - SHOWER AREA
There is a Neo-Umbrella J'avo in the fourth shower to the right. Kill him then
move all the way to the door at the end and pick up the --GREEN HERB-- in the
sink before leaving. Step back out into the corridor then use the partner
assist button to open the double doors off to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BRIDGE - CLEANING ROOM
A J'avo with a machine gun is hiding behind the doorway to the right in the
corridor at the top of the stairs and a Ruka-SRP will open the door off to the
left and both will attack. Blast the J'avo with the machine gun first then
kill off the Ruka-SRP with a headshot and heavy stun melee (Coup De Grace).
Move through the doorway to the right and follow the outside corridor around
the side of the tanks then pick up the --12-GAUGE SHELLS-- from the railing at
the end. Run back into the corridor then open the next door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 12-Gauge Shells
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BRIDGE - TRAINING ROOM
Chris and Piers will step into a room with targets along the walls and lockers
and filing cabinets in the middle of the area.
*********************************** TREASURE **********************************
Campaign: Chris, Chapter 4
Location: Bridge - Training Room
Contents: 2000 Skill Points
While on the Bridge area of the ship, where Chris and Piers search through
several rooms to find Ada, they will reach a corridor above some stairs where
the two will fight a J'avo with a machine gun and a Ruka-SRP (blade arm).
Before moving up those stairs, a mutating Ruka-SRP will attack them. Enter the
Training Room through the door down the corridor to the left. This room has
targets on the walls and lockers and filing cabinets in the middle of the room.
Find the brown briefcase on the crate across from the exit door in the back of
the room then open it to find 2000 skill points.
*******************************************************************************
Exit the room through the door on the opposite side.
BRIDGE - BUNK BED ROOM
Ada can be seen up ahead as Chris and Piers step to the back of the room.
Three Neo-Umbrella J'avo will enter the room from the door in the back. These
J'avo have a very dangerous mutation combination and both can be triggered all
at once. They will all mutate unless players toss a flash grenade and hit them
all with heavy stun melees - which I recommend. They can mutate into Ruka-SRP
(blade arm) and Glava-Begunats.
A Glava-Beganuts is when the head of a J'avo splits into three insect heads.
These J'avo break out into a berserker rage where they will rush toward a
character and do nothing but swipe to each side with their weapon. The J'avo
in this room can mutate into Ruka-SRP when shot in the arm and Glava-Beganuts
when shot in the head... or both at the same time! A Glava-Beganuts with a
Ruka-SRP blade arm is quite scary when it attacks. Keep in mind that the
Glava-Beganuts' attacks can be countered, so if it ever starts to attack from
close range, tap the R1/RT button for a possible counter to kill it off. A
Glava-Beganuts' head is the weakest portion of its body. While it is grounded,
a head crush melee is an instant kill usually.
NOTE: Glava-Beganuts constantly try to hit a player with their berserker
attacks, so falling to the floor on your character's back will avoid the
majority of their attacks when they rush forward since they all hit high. They
have a close range grab, but they have to stop raging in order to do that.
Step into the hallway through the door up ahead.
BRIDGE - HALLWAY BESIDE BUNK BED ROOM
Grab the --GREEN HERB-- in the corner to the right of the next door and then
try to open the door that Ada went through. While standing next to the door,
Neo-Umbrella J'avo will bust through the windows off to the right. More J'avo
will enter the corridor from the room Chris and Piers just came from. This
battle really needs a fist full of boomstick, so pull out the shotgun and find
a corner then blast the J'avo that pile up in the corridor. Some of them will
mutate into Ruka-SRP (blade arm). Finish them off and the door that Ada went
through will open once all of the J'avo are defeated.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Track Ada Wong
Move up the stairs past the door that opened.
BRIDGE - MESS HALL CORRIDOR
Chris and Piers will pass by some tables off to the right. Follow the corridor
to the left. Step through the doorway along the left walkway then sneak up on
the Neo-Umbrella J'avo inside the next room and stealth melee him then break
open the --WOODEN CRATE-- and four --TALL CRATES-- in the room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1, [ ] Tall Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Step back into the outside corridor then use the partner assist button to open
the double doors down the left side of the corridor.
BRIDGE - COMMAND BRIDGE
Three Noga-Trchanje (spider legs) will crawl along the ceiling or the floor
behind the bridge doorway up ahead. Take out a rifle and blast them from long
range before they get close. As usual, they can be hit with stomps from up
close. Enter the Command Bridge room through the doorway up ahead.
Ada can be seen through a window off to the right. When the characters
approach the doorway on the other side of the bridge, a Gnezdo will move
through the doorway and attack - it hatches out of a Chrysalid shell, though
it's hard to see before it breaks. Shoot the Gnezdo's insect swarm to make a
big bug appear then bear down on that big bug with heavy firepower. This
Gnezdo will drop --2500 SKILL POINTS-- after being defeated. Move through the
doorway with the red button on the wall to the left of it after defeating the
Gnezdo. Hop through the window.
BRIDGE - EXTERIOR WALKWAY
Ada will hookshot to a higher ledge outside. Run over the doorway to the right
on the outside walkway and move up the stairs. Crush the two --TALL CRATES-under some of that Redfield boot then use the partner assist button to open the
double doors off to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BRIDGE - RADAR ROOM
A few J'avo will attack in this room and they can mutate into Ruka-SRP (blade
arm) and Glava-Beganuts (raging insect head), or both at the same time! There
are only three J'avo just like the last time they had these mutation
possibilities though, so take out the shotgun and blast the J'avo and their
mutations. Target the head of Glava-Beganuts and try to knock them down then
crush their head with a melee for an instant kill. Break the two --WOODEN
CRATES-- on the counter along the left side of the room. Step into the
Communications Room ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BRIDGE - COMMUNICATIONS ROOM
There is a lone Neo-Umbrella J'avo behind all the control panels on the other
side of the communications room. More J'avo will bust through the windows
along the left side of the room as the character move to the back. They might
mutate, so take out the trusty shotgun and have at them!
Break the two --TALL CRATES-- across from the valve handle on the other side of
the room. One player needs to rotate the valve handle and the other player
needs to guard that player from the three Noga-Trchanje (spider legs) that
enter the room from the other side. Rotating the valve handle will make a trap
door open and a ladder will fall down in the middle of the room. Climb the
ladder.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BRIDGE - STAIRWAY
See all the pickups below? Get those then move up the stairs and climb the
ladder at the top.
*********************************** TREASURE **********************************
Campaign: Chris, Chapter 4
Location: Bridge - Stairway
Contents: 5000 Skill Points
When Chris and Piers reach the Communications Room, one character will have to
rotate a valve handle while the other character defends the partner against
Noga-Trchanje (spider legs). Rotating the valve handle will make a ladder fall
through a trap door in the middle of the room. Climb that ladder then look on
the boxes to the right below the stairs to the side and open the briefcase to
find 5000 skill points.
*******************************************************************************
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 4
[SE15]
Location: Bridge - Stairway
When Chris and Piers reach the Communications Room, one character will have to
rotate a valve handle while the other character defends the partner against
Noga-Trchanje (spider legs). Rotating the valve handle will make a ladder fall
through a trap door in the middle of the room. Climb that ladder then move
toward the bottom of the first set of stairs. Look below the steps to see this
emblem to the left of two stacked black boxes with green lights on them.
*******************************************************************************
BRIDGE - SMALL STORAGE AREA
There are several pickups to the right of the double doors up ahead. Snatch
the --GREEN HERB-- off the floor and the two pickups of --9MM AMMO-- off the
shelf then break the --TALL CRATES--. The tall crates in this room seem to
always have a --GREEN HERB-- and a --RED HERB-- inside of them... or else I'm
just a lucky Chris player twice in a row! Kind of like my luck with some
scores in RE5 Mercenaries.
Anyway, use the partner assist button to open the double doors to trigger a
cutscene. The characters will ride a elevator to the bottom floor after the
cutscene as HQ speaks with them. They can't be controlled at that time, but
this portion of the chapter will end when they reach the bottom.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9mm Ammo x 2, [ ] Herb (Green) x 2, [ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
____________________________
__________________________________________________/ STAGE 4-3 -- FORWARD HANGAR
------------------------------------------------------------------------------FORWARD HANGAR - CONTROL PANEL CORRIDOR
NOTE: The aircraft carrier will continue to shake every few minutes throughout
the rest of the characters' time on it. This will get annoying when fighting
enemies since the shaking doesn't appear to affect them!
Examine the control panel with the three blinking lights next to the double
doors up ahead. The control panel requires three different passcodes to unlock
the doors.
NOTE: The control panel with the three blinking lights MUST be examined in
order to pick up the item (Passcode A) in the corridor ahead and open the door
in that corridor.
--> Objective: Get all the passcodes
Alright, who's up for fetch and retrieve missions? Raise your hand and be
noticed. I thought so. This one isn't too bad though.
Run down the corridor to the side and break the --TALL CRATE-- in the corner to
the right before reaching the body in the back. Pick up **PASSCODE A** from
the floor near the dead Neo-Umbrella J'avo body. Open the door off to the
right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The following is a fully labeled map of the rest of the surrounding area. Be
sure to use it for the maze of corridor ahead. A player starts at the "START"
area while on the stairs facing the two Rasklapanje that I'm about to mention:
____________________________________________________________
|
stairs
flooded |
| _________________________
_________________________ f |
| |
| |
|l |
| | ___________________ | |____________________
|o |
___| | |
| | |
| PASS B|
|o |
|
| |
SP2
| | | WC
| WC
|
|d |
|
| |
_______| | | partner >|
|
|e |
|
|__|_ ____ |
| | assist >|
|
|d |
|
| |_______ | ___________|________|
| |
| ___________
| | FAS | | |
| |
| | ER HG | |__________|__| |_______________
__ | |__________
| |
|
locked door <|
| | | | |
|
| | ________|______________ _________________ | | | |
AR |
| |
|
| ^| | WC WC
| | | | | |__________|
| |
|_______| ^| |
| | | | | |
|
| |
SP1
|
^| |
| | _| |__|
WC |
| |
|
____ ^|__|
| |
| |__________|
| |__________ ____| | locked door
|__|__|______ |
WC |
|
|
|PASS C WC
|
|s _____________________|
|____________| |__________|
|t |
|
| |
_|e |
WC
|
____________| |__________
| a |
|
| |
|
| m |
|
|
|
|
|
|____________| |__________|
|
|
WC |
| |
|
|_____________________|______________ ____________________| |
|
s t e a m
locked door <|
|
|__ _____________________________________________________________|
START
.--------------------------------------------------------------------------.
| MAP ABREVIATIONS
|
|==========================================================================|
| PASS B
| Passcode B
|
| PASS C
| Passcode C
|
| SP1
| 5000 Skill Points
|
| SP2
| 2000 Skill Points
|
| ER
| 40MM Explosive Rounds
|
| AR
| 40MM Acid Rounds
|
| HG
| Hand Grenade
|
| FAS
| First Aid Spray
|
| WC
| Wooden Crate (Item Crate)
|
| Locked door < | door that is locked from left side (unlocked from right) |
| Locked door ^ | door that is locked from above (unlocked from below)
|
'--------------------------------------------------------------------------'
This map shows the directions that I take when describing the next few rooms.
It shows the exact path that I describe basically.
____________________________________________________________
|
^ > > > > > > > > > > > > > > |
| _________________________ ^ _________________________ v |
| |
| ^|
|v |
| | ___________________ | ^|____________________
|v |
___| | |
| | ^|
| PASS B|
|v |
|
| |
SP2
| | ^| WC
| WC
|
|v |
|
| | ^
_______| | ^|
|
|
|v |
|
|__|_ ^ ____ |
| ^|> > > > > |
|
|v |
| ^> > > > > ^ > > | |_______ | > ___________|________|
|v |
| ^ ___________ v | | FAS | | ^|
|v |
| ^| ER HG | v |__________|__| ^|_______________
__ |v |__________
| ^|
| v > > > > > > > > ^
| | | |v |
|
| ^| ________|_____________
________________ | | | |v > > > AR |
| ^|
|
| | |
| | | | |v |__________|
| ^|
|_______| | |
| | | | |v |
|
| ^|
SP1
| < < < ^ | |
| | _| |__|v > > > WC |
| ^|
^
| v ____^ |__|
| |
|v |__________|
| ^|__________ ^ ____| v |
^
|__|__|______ v |
WC |
| ^< < < < < < ^ < < < v |
^
|PASS C WC < v > > >
|
| _____________________|
^
|____________|v |__________|
| |
|
^
|v |
_| |
WC
|
^
____________|v |__________
|
| ^ > > > > > > > > > > > >
^_^
|
|v |
|
|
| ^
|
\|/ ^
|
v
|
| > > >
| < LEAVE | ^
|____________|v |__________|
| ^|
WC |
/ \ ^
|v |
| ^|_____________________|______________ ^____________________|v |
| ^
< < < < < < < < < < < v |
|__ ^ _____________________________________________________________|
START
FORWARD HANGAR - OUTSIDE CORRIDOR BLOCKED BY STEAM
Prepare to meet a new enemy after opening the door. That blue tall thing below
the stairs that just reproduced during the cutscene is called a Rasklapanje.
These things can kill a character instantly with a grab while they are whole if
a player doesn't shake the left thumbstick after getting grabbed. Rasklapanje
break apart once they have sustained enough damage. Every portion of the
creature is alive. It will attack by throwing off its hands at long range so
the hands can try to jump and strangle a player - shake the left thumbstick to
break free.
While broken in half, the torso and the legs will still attack. A
Rasklapanje's appendages can all be knocked out and the characters will receive
items from them, but they are not dead. A Rasklapanje will revive after a few
minutes to attack some more. It will try to reform its full body. Chris and
Piers will face several Rasklapanje in this next area. They might fight the
same one a few times in a row if players choose to damage the creatures.
Fighting them is better than just running away all the time, but if you can run
away easily then do so.
When fighting them, damage them with the shotgun or grenade launcher with
explosive rounds. It's good to damage them with the shotgun while they are
whole and allow all appendages of a Rasklapanje to gather then shoot them all
with an explosive round or toss a hand grenade at them. Any weapon works for
damaging them, but don't use something really weak like a handgun. To kill a
Rasklapanje hand, stand over it until your character gets a melee command then
press R1/RT to make your character pick up the hand and toss it. If your
character stands near certain objects, the character will perform a special
kill on the Rasklapanje hand (such as a microwave or toilet) when the melee
button is pressed to pick it up.
Players can really just run past the first two Rasklapanje in the room below
the stairs. The corridor to the right and the corridor up ahead in the first
room is blocked by steam, so kick open the door to the right before reaching
the steam directly ahead.
FORWARD HANGAR - KITCHEN
The room will catch on fire during a cutscene as the characters step to the
back of the room and the room will lockdown. A Rasklapanje will attack.
--> Objective: Survive the attack
It's a good idea to go ahead and defeat the Rasklapanje in the Kitchen. Blast
it with a shotgun to break it in half then blast its torso and legs to knock it
out. There is a --WOODEN CRATE-- near the microwave in the back of the room
and another --WOODEN CRATE-- on the counter on the left side of the room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Stand near a pot of hot water and grab a Rasklapanje hand with the melee
button when the button prompt appears while standing over it to make your
character stick the hand in the water.
* Stand near the microwave and grab a Rasklapanje hand with the melee button
when the button prompt appears while standing near it to toss the hand into
the microwave.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Allow a Rasklapanje's hand to move close to a microwave then pick it up with
the melee command to have your character kill it by sticking it in the
microwave to gain an extra medal at the end of this chapter.
.----------.
MEDAL: Put a B.O.W.s hand into the microwave
| [ME146-1]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE: If you don't want to waste your ammo on the Rasklapanje in the Kitchen,
the door will automatically open in the room once a certain amount of time has
passed by (around one minute). Just dodge it until then.
Break the two --WOODEN CRATES-- on the tables along the left side of the
Cafeteria. There are three doors in the Cafeteria that can be opened. While
still in the doorway of the Kitchen and facing the Cafeteria area, open the
door to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRA INFO
If players can collect all the passcodes without unlocking any of the one-way
doors, a medal will be earned. If you follow my map and just backtrack the way
you came from, you will not unlock any one-way doors.
.---------.
MEDAL: Cleared the stage without opening the one-way doors
| [ME154] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - FORWARD HANGAR - CORRIDOR
Don't unlock the door directly ahead. That door does not need to be unlocked.
Move down the corridor to the left. The character will make a left then a
right while moving along the corridor and then a door will be on the wall to
the right. Kick open that door.
FORWARD HANGAR - GUEST ROOM 1
Open the brown briefcase on the table and collect the --5000 SKILL POINTS-inside. Move to the bathroom in the back of Guest Room 1 and collect the
--50MM EXPLOSIVE ROUNDS-- on the floor to the left of the sink then take the
--HAND GRENADE-- off the right side of the sink. Leave the room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 50MM Explosive Rounds, [ ] Hand Grenade
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Stand near the toilet in the bathroom and grab a Rasklapanje hand with the
melee button when the button prompt appears while standing over it to make
your character stick the hand in the toilet and flush it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Chris, Chapter 4
Location: Forward Hangar - Guest Room 1
Contents: 5000 Skill Points
After entering the Cafeteria in the maze area with Rasklapanje, open the first
door to the left. Do not open the locked door directly ahead. Move down to
the corridor to the left. The characters will make a left then a right while
following the corridor ahead. Kick down the door off to the right to enter
Guest Room 1. Open the brown briefcase on the table inside to get 5000 skill
points.
*******************************************************************************
FORWARD HANGAR - CORRIDOR
While still in the doorway of the Guest Room, your character needs to move down
the corridor to the right. The characters will pass by a red light off to the
right and then pass through a doorway. Steam will be to your left and it will
cover a doorway at that end. Follow the corridor to the right. Move down that
corridor until your character reaches a room with blue lighting. After walking
through the doorway to that room, turn right and enter the corridor with a
bright overhead light then open the door off to the left.
FORWARD HANGAR - GUEST ROOM 2
Open the brown briefcase on the table with the dead body and collect the --2000
SKILL POINTS--. While still in the same room, find the corridor across from
the table then enter that restroom and collect the --FIRST AID SPRAY-- off the
sink. Lave the room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Stand near the toilet in the bathroom and grab a Rasklapanje hand with the
melee button when the button prompt appears while standing over it to make
your character stick the hand in the toilet and flush it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Chris, Chapter 4
Location: Forward Hangar - Guest Room 2
Contents: 2000 Skill Points
After entering the Cafeteria in the maze area with Rasklapanje, open the first
door to the left. Do not open the locked door directly ahead. Move down to
the corridor to the left. The characters will make a left then a right while
following the corridor ahead. The door to the right is Guest Room 1, which has
5000 skill points in it, but that is not this certain treasure. Keep following
the corridor directly ahead from the Guest Room 1 door.
The characters will pass by a red light off to the right and then pass through
a doorway. Steam will be to your left and it will cover a doorway at that end.
Follow the corridor to the right. Move down that corridor until your character
reaches a room with blue lighting. After walking through the doorway of that
room, turn right and enter the corridor with a bright overhead light then open
the door off to the left. Open the briefcase on the table with the dead body
and 2000 skill points are inside.
*******************************************************************************
FORWARD HANGAR - CORRIDOR
While still in the doorway of Guest Room 2, move down the corridor to the left.
Your character will make a right then a left. The first door to the right is
the locked door that you saw while exiting the cafeteria. If you unlocked it,
that door will be open. If you didn't unlock it (like I said not to), that
door will be closed. It doesn't matter either way.
Move down the corridor to the left. There is a bunch of blood on the walls
beside the doorway. Open the door to the right.
FORWARD HANGAR - EXAMINATION ROOM
The Chris player will get pulled into the next room by a Rasklapanje as both
characters open the door. The Chris player needs to move away from the
Rasklapanje to avoid its grab immediately following the cutscene where Chris
gets grabbed. Either fight the Rasklapanje or avoid it. The main objective
here is to open the door back up with the partner assist button. Both
characters will have to stand on opposite sides of the door then use the
partner assist button to open the door. It will stay open this time. Break
the --WOODEN CRATE-- on the table off to the left and collect **PASSCODE B**
from off the floor near that table. The Chris player can do all the item
collection then open the door along with the Piers player - it doesn't matter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Exit both rooms of the Examination Room. The characters will have to kick open
the door to step back out in the hall.
FORWARD HANGAR - CORRIDOR
While still in the doorway of the Examination Room, your character needs to
move down the corridor to the right. A dead body is slumped over against the
wall of the corridor ahead. Turn right and move down the stairs into the
flooded area below. Make a right while following the corridor then move up the
stairs and toward the doorway.
There is a door to the left just past the doorway. Kick it open and collect
the --40MM ACID ROUNDS-- inside the locker in the back of the room. Both
characters will be in a room with bunk beds. The next few rooms will have bunk
beds in them as well. Step back out into the corridor then turn left and enter
the next door off to the left. There is a --WOODEN CRATE-- on the lower bunk
bed to the right in the back of the room. Break it then exit that bunk bed
room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 40MM Acid Rounds
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Turn left while back in the outside corridor then enter the next room to the
left. Run to the back of the bunk bed room and break the --WOODEN CRATE-- on
the lower bunk bed to the left. Step out of the bunk bed room and kick open
the door directly across from the current room. A J'avo body hangs from the
ceiling in the back of the room. Break the --WOODEN CRATE-- on the back lower
bunk bed to the right then collect **PASSCODE C** from the floor below the
hanging dead J'avo. Leave the current bunk bed room and make a right back out
in the corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Enter the next bunk bed
on the first lower bunk
crate and continue down
- - - - - - - - - - - [ ] Wooden Crate x 1
- - - - - - - - - - - -
room to the right and then break the --WOODEN CRATE-bed to the left. Leave the room after breaking the
the corridor to the right.
- - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
- - - - - - - - - - - - - - - - - - - - - - - - - - - -
The characters will pass through a doorway then a door will be down the
corridor to the right. Unlock the door at the end of the corridor then kick
through it. Steam will cover the doorway directly ahead. Kick through the
door to the right to get back to the Cafeteria.
Go back through the Kitchen to the left after Chris and Piers step back into
the Cafeteria. Exit through the door on the opposite side of the Kitchen. Run
back up the stairs to the left outside.
FORWARD HANGAR - CONTROL PANEL CORRIDOR
Chris and Piers are back in the room with the doors that require three
passcodes to open. If you followed the guide up above, that was written by
your favorite Chris Redfield player, then the characters should have all of
them. Interact with the control panel near the door back down the left
corridor to unlock the double doors. The character that uses the control panel
will have to do this three times - once for each passcode.
--> Objective: Use a jet to stop the missile launch
Enter the corridor ahead.
FORWARD HANGAR - PASSAGE
Break the two --TALL CRATES-to open the white door at the
- - - - - - - - - - - - - - [ ] Wooden Crate x 1
- - - - - - - - - - - - - - -
NOTE: Before moving to the left be sure to have some sort of weak weapon
equipped for this next sequence and have it fully loaded. You need a weapon
that your character can spam - handgun, machine gun, assault rifle, etc. Don't
move ahead with a rifle or it will be very hard to make precise shots.
Walk to the left once your character is equipped with weapon that can be fired
rapidly.
A Rasklapanje's two halves will bust through the vent on the left wall and
knock the characters onto a pipe that is above some lava below. The action
will switch to slow motion. Shoot the Rasklapanje's body parts (torso, legs
and two arms) to knock them all into the lava below. The characters will pull
back up onto the walkway.
Run to the right and follow the corridor. Kick open the door at the end of the
walkway.
FORWARD HANGAR - CORRIDOR TO HANGAR DECK
That --TALL CRATE-- at the end of the corridor seems so lonely and out of
place. Run over to it and kick it to fix that. Walk over to the double doors
to the right of the tall crate and use the partner assist command to open them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - FORWARD HANGAR - AIRPLANE HANGAR
Move forward to trigger a cutscene that will end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
___________________________________________
___________________________________/ STAGE 4-4 -- AIRSACE OVER AIRCRAFT CARRIER
------------------------------------------------------------------------------AIRSPACE - OVER AIRCRAFT CARRIER
below and fire missiles at them. Line up the middle circle on the screen with
an anti-aircraft gun on the carrier and then press the fire button after the
green diamond on the screen lines up with the red target mark on each antiaircraft gun at least once. The controls for missile targeting are listed
below.
.----------------------------.
| MISSILE TARGETING CONTROLS |
|============================|
| L1/LT
| Zoom in |
| R1/RT
| Fire
|
| Right Thumbstick | Lock on |
'----------------------------'
The first target to lock-on to is the tower in the middle of the aircraft
carrier. Lock-on to the middle tower and destroy it and then a cutscene will
play. The missile is preparing to launch!
Piers will have to lock-on to one of the seven anti-aircraft guns afterwards
and destroy each one individually. Always try to lock-on to the closest antiaircraft guns since the targeting cursor will lock-on to closer targets much
faster than distant targets. The missiles can miss distant targets even with a
lock-on.
The Piers player's task is quite easy for this battle so long as the Chris
player maintains a steady flight control. If the Chris player dodges to the
side too much or performs barrel rolls constantly or get hits often then it
will mess up the Piers player's aiming. HQ will confirm when all anti-aircraft
guns have been destroyed.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--> Objective: Stop the missile from launching
A J'avo will activate the virus missile from a control panel during a cutscene.
Chris will let Piers off onto the aircraft carrier shortly after the countdown
for the missile launch has started. Both players now have a total of four
minutes to stop the missile launch - a timer will appear. The rest of this
portion of the chapter must be done without that four minute time limit.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
AIRSPACE - NEAR AIRCRAFT CARRIER
Chris will stay in the cockpit of the VTOL jet and let Piers out of the plane.
The Chris player will have to support Piers from the jet while the Piers player
blows up containers and stops the missile launch. The controls are basically
the same here, but Chris has little area to move the VTOL jet - just right to
left basically.
.--------------------------------.
| COCKPIT CONTROLS
|
|================================|
| Left thumbstick | Move jet
|
| Right thumbstick | Adjust aim |
| L1/LT
| Aim
|
| R1/RT
| Fire
|
| R2/RB
| Barrel Roll |
'--------------------------------'
While Piers arms the first explosive near the first red container, a group of
J'avo will run toward Piers from below the jet. Find the red explosive barrel
off to the left and shoot it as the J'avo run by it. This will kill off a few
of the J'avo. Aim toward Piers' location with the L1/LT button and blast the
rest of the J'avo that the explosion didn't kill using the jet's barrel gun.
Follow Piers by aiming toward the aircraft carrier to find him. He will run
down a corridor in between an explosive barrel and a container then run toward
the next red container. Javo will exit the high walkways of the aircraft
carrier while Piers arms the second explosive near the second red container.
One of the J'avo has a sniper rifle and that will be the most annoying one for
the Piers player while he arms the next explosive. Aim toward the back
walkways of the aircraft carrier and find the walkway that is below a blue
light on the wall and that is where the J'avo with the sniper rifle is located.
Blast him with the jet's barrel gun to get rid of that nuisance. A few more
J'avo will be next to him also. Blast them all.
An Ogroman will notice Piers now. All the Chris player really has to do at
this point is blast the Ogroman in the face to stagger him and keep him away
from Piers. Piers will disarm the missile by using the control panel in the
trailer on the right side of the aircraft carrier. Keep the Ogroman busy by
blasting him in the face.
--> Objective: Reunite with your partner
Piers will narrowly escape a stomp from the Ogroman. Blast the Ogroman in the
face while Piers runs toward the crane on the aircraft carrier and climbs it.
Continue to blast the Ogroman in the face while Piers runs along the top of the
crane. Piers will hop over to the VTOL jet that Chris is in eventually. Chris
doesn't have to steady the jet so Piers can hop into it.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
AIRSPACE - TOP OF AIRCRAFT CARRIER
The Piers player will start out on the aircraft carrier. Piers must move ahead
and lay out bombs to destroy the red containers that are in his path while
moving toward the virus missile.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRA INFO
This medal can be received by playing as either Chris or Piers during the final
segment of Chris, Chapter 4. When Chris lets Piers off onto the aircraft
carrier, the Piers player must reach the virus missile in less than three
minutes.
.---------.
MEDAL: Reached the missile in 3 minutes or less
| [ME153] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Approach the first red container directly
it to start a QTE sequence. A gauge with
the Square/X button when the timer needle
the gauge. The Piers player will have to
While laying out the explosives and setting them up to blow, J'avo will move in
behind Piers and attack. It is the Chris player's job to cover the Piers
player while he lays out the explosives at this part, so don't worry about the
J'avo while playing as Piers.
After blowing up the first container, run forward (past the crates) then hop
over the metal beams up ahead. Turn to the right to see another stack of beams
and a serpent emblem as mentioned below.
******************************** SERPENT EMBLEM *******************************
[SE16]
While playing as Piers during the portion of Chapter 4 where both Chris and
Piers are inside the fighter jet, Chris will eventually let Piers out on the
aircraft carrier. As Piers, move forward and step up to the red container up
ahead. Use the X/A button to lay out explosives then press the buttons as
indicated on the QTE gauge that pops up. After blowing up the first red
container, move forward and hop over the stack of metal beams up ahead. Turn
to the right and look at the tire off to the right near the next stack of beams
to see a serpent emblem inside of it. Blast it with a weapon then continue
toward the next red container.
*******************************************************************************
Hop over the next set of beams or run to the left and around them. Move
through the space off to the right. Piers will move past a red explosive
barrel. Turn left further ahead and another red container will be blocking
Piers path. It has blue oil drums in front of it.
Approach the red container and use the X/A button to lay out explosives when
Piers gets the prompt when standing near it. Get ready to press the Square/X
button during another QTE sequence with a timer needle. Once again, the Piers
player will have to go through three QTE sequences. The timer needle moves
much faster here making the final QTE sequence a bit harder than usual.
NOTE: A J'avo with a sniper rifle will be aiming at Piers while he lays out the
second explosive. If the Chris player doesn't hit him eventually, take out the
semi-auto sniper rifle and turn around then look up on the high walkways of the
aircraft carrier to the right to find him then blast him (he's right below a
blue light). He will be a major nuisance if Chris doesn't shoot him.
An Ogroman will be released. Piers will start out looking at the Ogroman,
which can mess up a player's current positioning. Look to the left to see the
new path ahead. Follow that path as it stretches to the left. The console to
deactivate the virus missile is up in the trailer off to the right. Move
toward the side of the trailer then hop up on top of it with the X/A button
when the button prompt appears while standing next to it.
Move toward the center of the control panel then press the X/A button to
interact with the controls and start to abort the virus missile launch. Once
again, the Piers player will have to go through some more fun QTE sequences
where a gauge with a timer needle appears and you'll have to time Square/X
button presses four times in a row. This time, the developers want the Piers
to player to suffer through four of the QTEs!
--> Objective: Reunite with your partner
Piers will roll out of the way to avoid getting squashed by the Ogroman during
a cutscene and then control will be given back to the player as Piers continues
to haul ass forward. Piers will already be dashing when the player gets
control of him again. Dash toward the black and yellow crane directly ahead
then climb the ladder on it. While on top of the crane, quickly run to the
left while the camera displays a fixed third person view of Piers. Prepare to
press the X/A button to leap back into the VTOL jet at the end of the crane if you're holding the dash button, Piers will leap without the need of tapping
the dash button.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
AIRSPACE - NEAR AIRCRAFT CARRIER
Chris and Piers will now be back in the VTOL jet. Even after disabling the
missile launch, it is still about to launch! The Ogroman on the aircraft
carrier will be standing in front of the virus missile. Chris and Piers must
now shoot the Ogroman to make him move then target the virus missile behind him
and shoot it.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Chris player can't really do much here with just the VTOL jet's barrel gun,
but let's pretend like Chris is helping! Aim at the Ogroman's head and fire at
his head while Piers launches missiles at the Ogroman. When the Ogroman moves,
target the virus missile behind him then shoot it.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Line up the targeting cursor with the Ogroman's face and fire missiles at his
face. Fire two missiles at his face and he should move out of the way. Target
the virus missile after the Ogroman moves out of the way then fire one of the
VTOL jet's missiles at the virus missile to trigger a cutscene that will end
this chapter.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
___
___
___
___
___
___
___
___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ ___ _
_
___ _
\
/ __\| |__ _ __ (_) ___ \______________________/ / _ \(_) ___ _ __ ___
/ / | '_ \ | '__|| |/ __|/
CHRIS CAMPAIGN
\ / /_)/| | / _ \| '__|/ __|
/ /___ | | | || | | |\__ \\______________________// ___/ | || __/| | \__ \
\____/ |_| |_||_| |_||___//
\\/
|_| \___||_| |___/
\_____________________________________________________________________________/
/
\
-- RANKING REQUIREMENTS
CHRIS, CHAPTER 5
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 3 or less | 80 minutes or less | 40 enemies or more |
| B
| 60%
| 5
| 110 minutes
| 30 enemies
|
| C
| 50%
| 9
| 120 minutes
| 25 enemies
|
| D
| 49% or less | 10 or more| 121 minutes or more | 24 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK
|
|==============================================================|
| RANK
| A
| B
| C
| D
|
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE
|
|=============================================================================|
| RANK
| S
| A
| B
| C
| D
| E
|
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[CR05]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
C H A P T E R 5 - T H E R O O T O F T H E P R O B L E M
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - July 1, 2013
Chinese Waters
_________________________________
_____________________________________________/ STAGE 5-1 -- UNDERWATER FACILITY
------------------------------------------------------------------------------UNDERWATER FACILITY - ELEVATOR CORRIDOR
Break the three --METAL TALL CRATES-- after reaching the next area. The Chris
player must toss the Piers player over the gap to the right using the partner
assist button while standing next to it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 5
[SE17]
Location: Underwater Facility - Underneath the Cargo Bay
After Chris and Piers set Jake and Sherry free in the Surveillance Room, they
will crawl through an air duct. Fall down the ladder to the left of the gap in
the Cargo Bay after stepping out of the air duct. While looking through the
wind tunnel with the fan below the ladder, find the pipe on the wall along the
other side of the wind tunnel to see a serpent emblem on it. Blast the serpent
emblem through the fan blades. Both Chris and Piers can shoot this. Piers
will have to shoot it then climb back up the ladder.
*******************************************************************************
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
UNDERWATER FACILITY - CARGO BAY
The Chris player needs to hop down the ladder to the left.
UNDERWATER FACILITY - UNDERNEATH THE CARGO BAY
Piers should pull the lever to shut off the first fan blade for Chris. Crawl
through the wind tunnel behind the fan once it stops. Chris will exit out to a
large area below the Cargo Bay. Find the --METAL TALL CRATE-- on the other
side of the first pillar across from the wind tunnel then break it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Sounds of some intense firing will be coming from the Cargo Bay up above.
J'avo are firing at Piers with gun turrets. Step to the other side of the room
below the Cargo Bay. Another fan blocks a second wind tunnel on the right side
of the room. The Piers player will need to pull the second lever found on the
far side of the Cargo Bay up above in order to stop the fan. Break the --METAL
TALL CRATE-- against the left wall while waiting on Piers.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Crawl into the next wind tunnel once the fan stops. The back of the tunnel is
blocked by bars. There is an air duct off to the right though. Crawl into the
air duct and Chris will start to slide to the floor below.
UNDERWATER FACILITY - CORRIDOR OUTSIDE THE COMMAND CENTER
Piers must find the lever in the room that will stop the blades of the first
fan below the Cargo Bay. This will allow Chris to get through the first wind
tunnel below the Cargo Bay. The lever is directly to the right of where Piers
lands after being tossed over the gap. Pull the lever with the X/A button to
stop the first fan below.
Neo-Umbrella J'avo will enter the Cargo Bay. Two of the J'avo will run toward
the gun turrets on the right side of the room. One J'avo with a rocket
launcher will step out along the overhead catwalks and one J'avo with a sniper
rifle will take cover behind a pillar directly ahead. All of them will start
to fire at Piers. Take cover behind the crates next to the lever that Piers
just pulled. Kill off the sniper rifle J'avo and the J'avo with the rocket
launcher on the overhead walkway with the semi-auto sniper rifle - they are by
the next lever on the middle portion of the current side of the room and
it to stop the fan blade of the second wind tunnel below the Cargo Bay.
will allow Chris to crawl through the second wind tunnel below. Chris
reach an elevator and get back to the Piers player soon. The elevator
is on the side of the Cargo Bay behind the gatling gun turrets.
There is one more J'avo with a rocket launcher on the back high walkway. He
needs to be killed before handling the J'avo behind the turrets. Take cover
behind the large tank to the right of the lever used to turn off the second fan
and find him on the back high walkway then take out the semi-auto sniper rifle
and blast him.
To kill the J'avo behind the turrets, rush out toward them when they stop
firing then quick shot one of them and knock him down and kill him then do the
same to the other. The Piers player might want to just spam gunfire on them
instead of using melee. Even if they do mutate, at least they won't use the
turret again. Glava-Smech (pincher head) is a common mutation in this area.
Find the --METAL TALL CRATE-- beside the right gun turret on the right side of
the room. It's beside a big steel crate.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
UNDERWATER FACILITY - CARGO BAY
Chris and Piers will meet up again in the Cargo Bay once Chris takes the
elevator up to the Cargo Bay. Both characters should focus on killing off the
remaining J'avo.
Open the door to the elevator by tapping the X/A button near the elevator
button on the left side of the door then walk over to the control panel on the
left side of the elevator and ride it down to the next floor after both
characters are on the elevator.
CORRIDOR OUTSIDE THE COMMAND CENTER
The elevator will stop at a corridor on a lower floor. Walk over to the double
doors off to the left in the corridor then use the partner assist button to
open them.
UNDERWATER FACILITY - COMMAND CENTER
Two J'avo will move through the back door of the room as Chris and Piers step
away from the door. More J'avo will eventually step through the door in the
back. Do not leave this room until J'avo stop running through the door. All
of them will most likely mutate into Glava-Smech mutations (pincher head) and
possibly a Ruka-Bedem (shield arm). Players might want to toss a flash grenade
while the J'avo are still human and melee kill them to prevent the Glava-Smech
mutations. The mutations occur instantly after a few bullets and then all of a
sudden, the characters will have several Glava-Smechs!
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 5
[SE18]
Location: Underwater Facility - Command Center
When Chris and Piers get on the elevator in the Cargo Bay and ride the elevator
down to the next floor, they will have to use the partner assist button to pry
open the double doors off to the side and then they will enter a Command Center
where several J'avo will attack and mutate into Glava-Smechs (pincher head)
often when hit. Fight them and kill them all off.
When all of them are killed, run back to the entrance double doors of the
Command Center and stand with your character's back to the doors. Aim and look
off to the right then look up to see this serpent emblem on the high wall to
the right. It's above the wall to the far right of the entrance door while
standing in front of the door. It's on the left side of a hole in the wall.
This is above a spawn point in the next corridor. Very tricky placement here.
*******************************************************************************
One way to stop the Glava-Smech mutations in the Command Center is to fire only
at the legs of J'avo. They will not mutate if a player only shoots them in the
legs. If you shoot them in the body or the head prepare to fight some GlavaSmechs. Several J'avo will attack, so stay in the Command Center until they
stop. Break the --METAL TALL CRATE-- by the back wall near the next sliding
door before leaving.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - UNDERWATER FACILITY - CORRIDOR OUTSIDE EXPERIMENT ROOM
Do not stay in the corridor and collect the surrounding items in the corridor
until after the J'avo in the room through the sliding door up ahead are killed.
The little asses will enter the corridor and shoot the characters with rockets.
Run over to the sliding door and step into the next room.
I'll go ahead and mention the items in this corridor just so I don't have to
retype the room name over again. There are two --METAL TALL CRATES-- on the
right wall while moving down the corridor. There is an item chest in the back
of the room that contains --40MM ACID ROUNDS-- and --40MM NITROGEN ROUNDS--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 40MM Acid Rounds, [ ] 40MM Nitrogen Rounds
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Chris, Chapter 5
Location: Underwater Facility - Corridor Outside Experiment Room
Contents: 40MM Acid Rounds, 40MM Nitrogen Rounds
Once Chris and Piers take the elevator to the floor below after exiting the
Cargo Bay, they will enter a Command Center and fight several J'avo that mutate
into Glava-Smechs (pincher head). In the next corridor after that room, this
chest will be down the corridor to the left of the sliding door that leads to
the Experiment Room. It will be near a few stacked crates.
*******************************************************************************
UNDERWATER FACILITY - EXPERIMENT ROOM
The two Neo-Umbrella J'avo in this room have rocket launchers and they will be
in the back left portion of the room when Chris and Piers enter. Quickly slide
and take cover behind the chair closest to the door on your side. Toss a hand
grenade over to the other side of the room to knock them both down. One of
them might mutate into a Glava-Smech or Telo-Eksplozija. There is a --METAL
TALL CRATE-- to the left of the exit door in this room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Reenter the corridor and grab the items there. Step back into the Experiment
Room and move through the sliding door on the other side.
UNDERWATER FACILITY - CORRIDOR WITH ELEVATOR
Find the lever off the left then pull it with the X/A button to power the
elevator to the side. Walk over to the elevator button on the left side of the
elevator door then press the button. Step into the elevator once the elevator
door opens and use the X/A button to press the button on the right side of the
elevator once both characters are inside. The elevator will take Chris and
Piers to an even lower floor. Step out into the Pressurization Chamber once
the door opens.
UNDERWATER FACILITY - PRESSURIZATION CHAMBER
All is silent in the Pressurization Chamber for the moment. Notice all the
levers beside the conveyor belts along the sides of the room. There are a
total of five levers around the bottom portion of the room. Take a look around
the room a bit.
Climb the ladder off to the left while stepping away from the elevator door
then break the two --METAL TALL CRATES-- on the catwalks above the room - there
is one right near the ladder and one on the opposite side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Walk over to the two levers on the opposite sides of the next door on the
bottom floor. Both characters need to use the partner assist button to pull
the levers on both sides of the door. The airlock for the room will start. It
will take two minutes for the pressure-lock corridor outside the door to
connect to the current room. It will also take another one minute and thirty
seconds to pressurize the current room once the pressure-lock corridor is
connected outside.
--> Objective: Hold off the enemy
Chris and Piers must fight off the J'avos in the surrounding chamber and
survive in the room for three minutes and thirty seconds until the door on the
bottom floor is safe to open. Neo-Umbrella J'avo will spawn from the
surrounding area and run over to a lever in between a set of conveyor belts
then pull the levers to release Chrysalids that will hatch into Napads and
Gnezdo. Each lever pull will make two Chrysalids move out of the conveyor belt
doors and hatch. Not only do the characters have to worry about Chrysalid
mutations, but the J'avo will also mutate into Ruka-SRP and Ruka-Bedem when
shot in the arms. Two Neo-Umbrella J'avo armed with sniper rifles will spawn
on the second floor catwalks and constantly fire at Chris and Piers. This room
can get very ugly if the Neo-Umbrella J'avo are allowed to pull several levers.
NOTE: The Neo-Umbrella J'avo with green eyes on their helmets are the ones that
will pull the levers in the room. The first J'avo that pulls a lever in the
cutscene is a red eye J'avo, but all the rest will have green eyes. They will
pull a lever unless interrupted. They come equipped with heavy machine guns.
The Neo-Umbrella J'avo with sniper rifles are really the worst part about this
room. They have great aim and will shoot players right after melees.
Literally, while performing a backhand with Chris, they keep the laser on him
then shoot him the moment he finishes. They can shoot through the catwalk
floors also. There's basically nowhere to get on the bottom floor in order to
keep them from shooting a player.
o The Quick Shot Method
The Quick Shot with a shotgun works well for damaging Neo-Umbrella J'avo in the
room and it can be used to shoot the J'avo with green eyes that try to run
toward levers to pull them. Instead of standing in one place, it's best to
stay on the move - circle the room. The main reason to circle the room is
because of the Neo-Umbrella J'avo with sniper rifles that remain on the high
catwalks. Try to keep melees to a minimum to avoid standing in place - this
allows the sniper rifle J'avo to shoot your character.
o The "Take Advantage of Enemy Stupidity" method
The Neo-Umbrella J'avo in this area are not bright to go the other way if both
characters constantly move to one side of the top catwalk then hop back down
the other side of the catwalk. Both sides have ladders. Players can climb to
the top catwalks and stay just long enough to kill off the sniper rifle J'avo
and allow the Napads to gather up top then fall back down to the bottom floor
and run around for a while until the sniper rifle J'avo become annoying again.
Climb back up at that time and kill the sniper rifle J'avo again then wait for
the Napads to gather once again then hop back down. This method will get a
player hit every now and then, but it works surprisingly well for surviving.
NOTE: Keep in mind that your character is NOT invincible while climbing a
ladder.
o Chrysalid Spawning Diagram
The following shows the exact Chrysalid lineup for each conveyor belt along
with a number that shows the order that the Neo-Umbrella J'avo will pull the
levers in. Using this diagram players can literally stand by a lever once
certain ones have been pulled then just yawn and shoot the little asses that
run toward the next lever. Keep in mind that the J'avo with helmets that have
green eyes will be the ones that will pull the lever. The J'avo will always
pull the levers in the sequence shown below.
_______________________________________________
/
/
\
Napad Gnezdo
Napad Napad
\
/
| | | |
/ / / /
\
|
| | | | / / / /
|
|
| | | | / / / /
|
|
|___|!|___| /___/!/___/
|
|
_______
|
|
/
\
|
| *J'avo Spawn Point |
|
ENTRANCE |
|
(2F)
\_______/
|
|
___ ___
___ ___
|
|
/ /! / /
\ \ !\ \
|
|
/ / / /
\ \ \ \
|
|
/ / / /
\ \ \ \
|
\
/ / / /
\ \ \ \
/
\ Gnezdo Napad
Gnezdo Napad /
\
5
EXIT
2
/
\_______________________________________________/
/
Napad Napad
\ \ \ \
\ \ \ \
\ \ \ \
\___\!\___\
* J'avo Spawn Point (2F) = The spawn point for J'avo in the Pressurization
Chamber is to the left of the exit door on the top floor. Don't stand by the
spawn point, but keep it in mind. While waiting for a J'avo with green eyes to
appear, look up on the catwalks and look toward their spawn point.
o Extra Tips
- Napads are weak to nitrogen rounds. Hit them with a nitrogen round then
melee the frozen Napad. Two nitrogen rounds and two melees will shatter
them.
- Gnezdos are weak to acid rounds. Two shots with acid rounds will often
kill a Gnezdo.
- Blast the sniper rifle J'avo with explosive rounds from the bottom floor to
instantly kill them if needed.
Once pressurization of the chamber has been complete, run over to the exit door
and press the partner assist button near it to leave. If the enemies mount up
and the AI partner will not join your character, move up one of the ladders to
get on the overhead catwalks so the remaining enemies will move up after your
character then fall down the opposite ladder. This will make the enemies get
up on the catwalks and clear the bottom floor somewhat to make it easier to
leave. Stepping through the door will end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
__________________________
____________________________________________________/ STAGE 5-2 -- LOWER LEVELS
------------------------------------------------------------------------------LOWER LEVELS - LOWER LEVEL LIFT AREA
NOTE: The left lift is the easier side since the characters on that side won't
have to deal with rocket launcher J'avo in doorways along the sidewalls.
=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEFT SIDE LIFT GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=
As the lift ascends, Neo-Umbrella J'avo will fall onto the lifts and attack in
groups of two. They can mutate into Noga-Let (winged J'avo) when shot in the
legs and Telo-Magla (poison moths) when shot in the body. There will be three
waves of two groups and then a sniper will start to fire from a doorway across
from the characters. Be sure to watch for the sniper laser! Find the NeoUmbrella J'avo with the rifle and blast him - he's in a doorway along the wall.
More Neo-Umbrella J'avo will fall onto the elevator and another J'avo with a
sniper rifle will be in a nearby door as the lift continues to move up. The
players on the other side will have to deal with J'avo in doorways that are
equipped with rocket launchers. They shouldn't be a problem for the left side
players though.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=- RIGHT SIDE LIFT GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=Neo-Umbrella J'avo will fall in groups of two and attack on the right lift as
well, but they will start to fall a bit later than on the other side. Some of
the J'avo might mutate into Noga-Let when shot in the legs. After the first
few waves of Neo-Umbrella J'avo, a J'avo with a rocket launcher will be on a
doorway to the side of the lift. He will start out on the right while facing
the wall then the lift will move and he will be off to the left. Be sure to
shoot him quickly or he will highly damage a player with his rockets.
Be on the lookout for a laser that signifies a sniper rifle J'avo - it might
shoot from the other side of the room - left side. More Neo-Umbrella J'avo
will fall before too long. The lift will pass by a J'avo with a sniper rifle
and another rocket launcher J'avo in a doorway. They will both appear off to
the right while facing the wall. Be on the lookout for one more sniper rifle
J'avo in a doorway as the lift ascends.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
A cutscene will trigger once the lifts reach the top.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
__________________________
____________________________________________________/ STAGE 5-3 -- UPPER LEVELS
------------------------------------------------------------------------------UPPER LEVELS - LIFT AREA
The huge cocoon in the facility has hatched and the B.O.W. inside is now pissed
at the world. This large B.O.W. is known as "Haos".
NOTE: This next part is basically a race to the top floor. Haos will chase
after Chris and Piers and destroy the walkways while the two characters run
ahead. If you want to survive, you do NOT make mistakes. If your character
slows down too much while running from a missed slide or a button press made
too late to climb, your character is dead. In single player, you need to
remain side by side with your AI partner most of the time. Hold the dash
button the entire time while moving ahead. Do not stop to reload while moving
ahead unless Haos blocks the way with his left arm and the characters are
forced to shoot him.
--> Objective: Escape from the B.O.W.
arm out of the way. It only takes a few shots from a weak weapon such as a
handgun or machine gun. Haos only has one attack during this fight that he
will use over and over until he is damaged enough to make him raise his left
arm. Stay to the right to avoid his arm if he attacks.
------------------------------------------------------------------ BOSS ATTACKS
o Straight Punch - Haos holds back his right arm and then slams his fist
forward and hits the wall in front of him.
------------------------------------------------------------------------------Quickly, run to the opposite side of the walkway and hop over the pipe cover on
the walkway then continue to dash forward. The camera will stay in front of
the characters then it will switch to a behind view as the characters reach
another pipe cover along the walkway. A player must slide under this pipe
cover in order to get by it. The slide needs to be perfect - don't bump
against the pipe cover and do not stay on the ground and recover long
afterwards. Do not crawl. Crawl = death. This is literally the make or break
point of this running sequence.
Climb up to the higher platform up ahead then quickly climb over the pipe cover
on that platform and pull up to the next higher platform. Run ahead and pull
up to the next higher platform. Dash ahead and follow the walkway then climb
over the pipe cover along the walkway. Hop to the lower platform below then
hop across the gap and follow the next walkway further upwards. Hop over the
next pipe cover at the top of the walkway then climb to the high platform
above.
Chris and Piers will reach another high platform that requires Chris to boost
the Piers player up to it. As Piers, use the partner assist button to hop up
to it while Chris is in ready position then walk over to the ledge that Chris
is below and use the partner assist button to offer a hand to the big guy.
Leap off the other side of the platform to land on the next walkway below.
Haos will get even madder than mad and slam down his left arm again to block
the characters path. Aim at him with a weak weapon and blast him. After he
has taken enough damage, he will raise his left arm and let the characters
pass. Once more, Chris will have to boost Piers up to the high platform up
ahead. Use the partner assist button to help Piers leap up to the high ledge.
Haos will grab the platform that Chris is on and hold it up into the air. The
Chris player will have to rapidly tap the X/A button to keep Chris hanging on
the side of the platform here. The Piers player can only stand and watch.
Once Chris falls, move forward and climb up to the next higher platform. Run
inside the elevator off to the characters' right. The doors will close
automatically and the elevator will take the characters to a higher floor.
UPPER LEVELS - B.O.W. TESTING CHAMBER
The elevator will take the characters up to a room filled with shallow water.
Water flows down the sides of the right wall. There is a large gap in the
middle of the room. Haos will pull itself through the hatch in the floor in
the middle of the room as the characters step deeper into the room. The floor
will seal and Haos will start to attack.
BOSS BATTLE
- - - - - --> Objective: Defeat the gigantic B.O.W.
H A O S =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
____________________________________
__________________________________________/ STAGE 5-4 -- EMERGENCY ESCAPE ROUTE
------------------------------------------------------------------------------EMERGENCY ESCAPE ROUTE - EMERGENCY ESCAPE TUNNEL 1
Alright, the escape pods are up ahead. Let's pretend that we didn't see that
disturbance in the water in the last room when Chris and Piers left the B.O.W.
Testing Chamber - it was most likely some goldfish in the water or something
like that.
Pick up the --40MM ACID ROUNDS-- and the --12-GAUGE SHELLS-- on the sides of
the floor in the corridor ahead. Run toward the first doorway up ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 40MM Acid Rounds, [ ] 12-Gauge Shells
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Escape from the B.O.W.
Uh oh, that wasn't a goldfish in the water. It wasn't a Big Daddy from
Bioshock either. It's Haos once again! Haos grapples the top portion of the
tunnel that the characters are in from the watery area outside.
The tunnel will shake and throw the characters off balance. The bulkhead door
in the corridor ahead will start to lower. Move up the floor (now a ramp) and
tap the X/A button while crawling to quickly move up under the bulkhead door as
it closes.
As the characters get up in the next room, Haos will slam his left arm through
the left side of the wall of the tunnel ahead and water will start to flood
into the room. Quickly take out a gun and blast him in his arm. It only takes
a few shots from a handgun or machine gun to make him raise his arm into the
air. Once he raises his arm, quickly dash up under his arm and then slide up
under the closing bulkhead door down the corridor.
Haos will slam his hand into the side of the tunnel and break the glass on the
left side of the next portion of the tunnel. Quickly run ahead and slide up
under the next bulkhead door as it closes. While moving toward the closing
bulkhead door in the next corridor, Haos will punch through the left side of
the tunnel with his left hand and water will flow into the tunnel. Pfft,
amateur... Blast him in his hand to make him raise his hand then dash forward
and slide up under the next closing bulkhead door.
Quickly run to the closing bulkhead door of the next corridor and run up under
it. The corridor will shake and the floor will fall out from underneath Piers.
Chris will grab the closing bulkhead door and keep it open with his mighty
strength. The Chris player must tap the X/A button to keep the door from
closing and the Piers player must also tap the X/A button to climb up the
sloped floor and move up under the door.
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 5
[SE19]
Location: Emergency Escape Route - Emergency Escape Tunnel 1
After the first fight with Haos, Chris and Piers will enter a tunnel where they
must run forward and slide under bulkhead doors to reach the other side.
Before reaching the final compartment, the floor will fall out from below Piers
and he will have to hang on to the side of the floor and climb up while Chris
holds the bulkhead door open.
After pulling up to the next portion of the corridor, look off to the left
portion of the corridor then look down. There is a serpent emblem lying in the
middle of the two pipes near the bulkhead door that just closed behind the
characters.
*******************************************************************************
Use the partner assist button to pry the doors open at the end of the corridor.
EMERGENCY ESCAPE ROUTE - EMERGENCY ESCAPE TUNNEL 2
| R1/RT
| Weak kick
|
'------------------------------------------------------------'
Face Haos and hold the L1/LT button to aim at him then press the R1/RT button
to fire at Haos to trigger a cutscene.
--> Objective: Escape the underwater facility
Haos will form a Chrysalid shell after the cutscene. This is a great time to
get familiar with Piers' new attack methods. He can aim his right arm with the
L1/LT button much like a gun weapon. While holding the aim button, tap or hold
R1/RT to fire a single shot of electricity or charge electricity then fire it
forward to unleash an electrical storm. Piers can also perform a weak kick
with the R1/RT button while standing normally. A player can still roll to the
right or left or forward or backward with Piers.
All of Piers' attacks will now take health away from his life gauge. The
health will slowly return - no matter how many blocks of health Piers loses,
the blocks will always recharge. His combat gauge will remain red. He cannot
dash and he cannot melee anymore (besides the weak kick). His stamina is
completely gone.
Look around the sides of the room to find a total
and three --WOODEN CRATES--. They are located on
right and left of the exit door. Two of the tall
of Haos' Chrysalid while facing him.
- - - - - - - - - - - - - - - - - - - - - - - - [ ] Metal Tall Crate x 4, [ ] Wooden Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: It may be a good idea to leave the breakable objects in this room until
the boss fight in the room starts. The breakable objects will have a greater
possibility of spawning ammo if a player actually needs ammo during the battle,
and they will most likely only spawn skill points if the player doesn't need
ammo before the battle. The crates will not respawn during the boss battle
ahead.
The alarm will go off as Chris and Piers step toward the door in the back of
the room. The door is sealed because of the pressure abnormality in the room.
Pressure must be restored to a normal level in order to open the door in the
back of the room. Press the X/A button while standing in front of the control
panel to the right of the door. Depressurization will be initialized once the
button on the control panel is pressed.
--> Objective: Defeat the gigantic B.O.W.
Haos will break out of his Chrysalid once the depressurization sequence has
started. This next battle with Haos is the toughest battle yet, but it's not
as bad if you're reading your favorite Chris player's RE6 guide, like you are
right now! No matter what strategies I give you, this next battle can be hard
with Chris if you are running low on ammo. Piers will be your main savior if
so. An AI Piers can nearly win this next battle for a Chris player if you
allow him to. This is also the last battle with Haos. This is also the final
battle in Chris' scenario, so don't hold back!
BOSS BATTLE
- - - - - H A O S =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
He will slam his arms into the ground and literally trample a character.
Whenever he manages to get a character on the ground, quickly hold the L1/LT
button to aim then press hard in one direction to roll out of the way of the
rest of his attacks. Rolling to dodge his other attacks in this battle can be
important as well. It's best to stay away from Haos and watch his attacks very
closely.
His most dangerous attacks are when he slams the floor and makes tentacles rise
up from the floor. These tentacles will either move toward your character
instantly and pull your character toward him or they will stand in place for a
few seconds then suddenly strike out in several directions. Get behind a crate
or get really far back when the tentacles spread out in several directions.
When he pulls you toward him with a tentacle, immediately get up and run toward
the screen since he will likely perform his double arm grab then. This grab
cannot be escaped unless a partner uses the partner assist button while next to
Haos or the partner blasts him with a weapon. The full unbroken grab will
instantly kill a player. While in single player, spam the partner assist
button when grabbed so that the AI partner will damage Haos and free your
character. He will sometimes perform his arm slam after a tentacle grab though
- a player will have roll to the side to avoid this.
Haos' weak points have changed for this battle. His major weak points are now
the two glowing organ sacks on the sides of his back. They glow an orange
color. They almost look like a Lost Planet heat source on an Akrid. Shoot him
in the organ sacks with a weapon that can be aimed with precision. The semiauto sniper rifle works well and just about any other weapon can help for
damaging him also. Explosive rounds can work well, but they often hit too big
of an area on the creature to be useful when aiming at such a small area.
Haos can be stunned by shooting him in his head. Shooting him in his head is
really the best way to make him stand still in order to shoot his organ sacks
on his back. A few shots to the head with most weapons will stun him in place.
At that time, a player can get right next to either side of the creature and
blast his back organs on each side. Hitting him in the head with Chris can be
a major problem at times with how much he moves around. A few grenade rounds
to the head with acid or explosive will stun him quickly usually. The assault
shotgun can work well also. It's often best to let Piers stun Haos most of the
time. The AI Piers in single player will eventually stun him and shoot off his
organ sacks if you allow him to.
NOTE: Sometimes flash grenades will instantly stun Haos. I can't get this to
work all the time though. The flashbang will instantly stun him sometimes and
not even affect him other times.
Once both of the organs on his back side have been destroyed, his body will
separate. His bottom half will fall off and explode - the explosion can hit a
player, so stay back! Haos will form a Chrysalid shell to restore his body.
Do not let him restore himself! Bear down on him with any type of heavy
firepower. It takes a lot of firepower with Chris to break him - around five
explosive rounds, etc. A charged electric storm blast from Piers will
instantly destroy the Chrysalid also. Blast the Chrysalid until it shatters.
An injured Haos will fall out of the shell. Approach him at that time with
either character to get a melee button prompt while standing near him. Press
the R1/RT button at that time to stab the creature in his chest organ. Chris
will use his combat knife and Piers will use his right arm to stab Haos.
Haos will climb on top of a crate and form a Chrysalid then regenerate his
lower half when he breaks out of the shell seconds later. A player can't
destroy the Chrysalid while Haos is up on a crate. Repeat the pattern of
destroying his side organs three times and stabbing him three times. Haos is
not a hard boss once his means of attack are recognized and once his stun
method and true weaknesses are understood. His sudden attacks are the hardest
part about fighting him. He will literally lash out at a player like a crazed
RE fanboy that wants a return to old school fixed angles in the next RE game.
He really can get that violent.
-------------------------------------------------------- FIGHTING HAOS AS PIERS
Piers has a great advantage over Chris for this battle, so a Piers player can
become the savior of the battle for a Chris player that is in need of ammo
mainly because... Piers does not need ammo! Piers uses his health as his ammo.
It's really best to fire at Haos with single shots most of the time. Hold the
L1/LT button then tap the R1/RT button. This is a much more precise shot than
the charged electric storm. The electric storm is very damaging, but aiming it
is quite hard. Only use the electric storm to instantly destroy Haos'
Chrysalid.
Aim at Haos' head and try to stun him in place with enough electric shots to
his head. When he is stunned, both players can move to the side of him then
blast his organ sacks. Continue to blast Haos in the side organs with a single
shot. The electric storm shot fires too randomly for pinpoint aiming even from
close range. Be sure to watch Piers' health since each shot will drain his
health bar. It will constantly recharge, but don't overdo it with attacks.
Take breaks and move to the side when Piers only has a few blocks of health to
allow Piers' health to recharge.
------------------------------------------------------------------------------NOTE: When playing as Chris with an AI Piers partner, if your Chris is running
low on ammo, just run from Haos and allow Piers to damage him. You NEED to
have ammo to bust Haos' Chrysalid shell though. The Piers AI partner will not
bust the Chrysalid shell for a player.
After stabbing Haos in his chest organ three times, Haos will knock Chris to
the side and attack Piers.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Piers will stab the creature in the chest organ with his right arm. The Piers
player will have to tap the X/A button at that time to shock Haos. The Piers
player will need to go through three QTE button tappings to hold Haos in place.
NOTE: The Piers player really should fail the QTE sequence above at least once.
The death animation is so sudden and hilarious. SPLAT!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Chris player will be in dying status once knocked back. Use the left
thumbstick to crawl toward Haos while Piers shocks the creature then press the
partner assist button when the prompt appears in order to stab Haos in his
chest organ. Rotate the left thumbstick to make Chris twist the knife and gut
Haos' chest organ.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
EMERGENCY ESCAPE ROUTE - LOADING BAY (AFTERMATH)
the players needs to approach the door with the valve handle in the back
room. Press the X/A button while standing in front of the door then
the left thumbstick to rotate the valve handle. Use the partner assist
to open the door.
ESCAPE CORRIDOR
The facility can no longer handle the outside water pressure. The place is
about to cave in! It's time to haul ass out of here!
This part is timed. The platforms will collapse shortly after Chris and Piers
step across them. Dash ahead and leap over the first two gaps. The Piers
player must stand in front of each of the hardened Chrysalid walls up ahead and
perform a charged electrical storm shot directly toward them in order to
shatter them. Hold the L1/LT button then hold the R1/RT button to charge a
shot while aiming toward one then let go to destroy each of the Chrysalid
walls. Be sure that you charge the button for a little while to ensure that
each Chrysalid wall is destroyed. Don't just hold the button and let go - the
button must be charged more than one second.
NOTE: In single player, while playing as Chris, the AI Piers partner will
destroy the walls for Chris. The AI Piers sometimes lags behind and dies
randomly at times - he will actually miss a Chrysalid wall with his electric
storm sometimes. What the hell?
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Chris player cannot do much here except run along with Piers. He can't
damage the Chrysalid walls and fighting off the Napads isn't too helpful. If
Chris has flash grenades, nitrogen rounds or acid rounds then stun the Napads
with the grenades if they ever try to attack. Make sure that the firepower
doesn't interrupt Piers however. Every second counts during this part. It's
often best not to attack at all during this part while playing as Chris.
NOTE: Keep in mind that Piers CANNOT dash or slide during this part. He will
be slower than Chris, so don't constantly move toward a wall and activate a
Chrysalid hatching right away - wait for Piers to catch up to you. Don't ever
run off and leave him!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The first wall has two Chrysalids near it. Napads will hatch out of the
Chrysalids as the characters move toward the Chrysalid wall. Don't pay
attention to the Napads, just concentrate on destroying the wall as Piers.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* The portion of the bridge directly in front of the first Chrysalid wall along
the Escape Corridor bridge will not fall until the first Chrysalid wall is
destroyed. Only this portion of the bridge is not timed. Players can fight
off the two Napads that spawn from Chrysalid shells on that portion of the
bridge and collect their --1500 SKILL POINT-- drops after defeating them.
With Piers, the main reason to kill the Napads is to get credit for kills
with Piers' mutated arm. There is a title called "I Got Hand" that requires
a player to get 100 kills with Piers mutated arm. You can at least get 10
kills for the 1-star ranking for that title by killing the two Napads and
dying then continuing and killing them again. Keep repeating this to build
up kills toward the title. So long as this area is completed after the kills
are made, the kills with Piers' mutated arm will all count toward that title.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Run ahead and crawl up under the pipe along the walkway. A Chrysalid will
start to hatch into a Napad before getting to the second Chrysalid wall then
another Chrysalid will hatch right in front of the Chrysalid wall. Don't worry
about the Napads. Focus on destroying the wall with Pier's electrical storm.
Move along the next walkway then hop over the gap in the walkway. Climb over
the pipe up ahead. Two Chrysalids will hatch along the way. Destroy the third
Chrysalid wall with Piers electrical storm.
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 5
[SE20]
Location: Emergency Escape Route - Escape Corridor
After defeating Haos for the final time, Chris and Piers will enter a corridor
where Piers must knock down three hardened Chrysalid walls with his right arm
in order to destroy them and get to the other side.
While standing in front of the third hardened Chrysalid wall, step away from it
a bit and look off to the right. There is a serpent emblem on the long light
along the back wall. Both players can hit this, but it's harder to hit with
Piers since it's harder to aim precisely with him and he also has to destroy
the third wall AND hit the emblem. It can be done though! I shot it with
Piers while writing this description!
*******************************************************************************
Run toward the exit door to trigger some cutscenes that will end Chris'
campaign!
- - - - T H E
E N D
- - - - The full ending will play after the credits roll. Press the Select/Back button
to skip the credits and go straight to the ending if you want.
A player will unlock the "Steel Beast" stage for The Mercenaries mode after
finishing Chris' scenario for the first time. If this is your first scenario
to finish, Agent Hunt mode will be unlocked as well. Players will unlock
"Ada's campaign" if this is the last of three campaigns that is completed.
___
___
___
___
___
___
___
___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ __
_
__ _
\
\ \ __ _ | | __ ___ \_________________// _\| |__
___ _ __ _ __ _ _
\ \ / _` || |/ // _ \/ JAKE CAMPAIGN \\ \ | '_ \ / _ \| '__|| '__|| | | |
/\_/ /| (_| || <| __/\_________________/_\ \| | | || __/| | | | | |_| |
\___/ \__,_||_|\_\\___|/
\\__/|_| |_| \___||_| |_|
\__, |
\________________________________________________________________________|___//
/
\
-- RANKING REQUIREMENTS
JAKE, CHAPTER 1
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 60 minutes or less | 40 enemies or more |
| B
| 60%
| 5
| 85 minutes
| 30 enemies
|
| C
| 50%
| 7
| 105 minutes
| 20 enemies
|
| D
| 49% or less | 8 or more | 106 minutes or more | 19 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK
|
|==============================================================|
| RANK
| A
| B
| C
| D
|
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE
|
|=============================================================================|
| RANK
| S
| A
| B
| C
| D
| E
|
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[JM01]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - C H A P T E R 1 - L E T 'S M A K E A D E A L
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - December 24, 2012
Edonia, Eastern Europe
_______________________
_______________________________________________________/ STAGE 1-1 -- THE SEWER
------------------------------------------------------------------------------THE SEWER - SEWER TUNNEL
Sherry starts out with the Triple Shot handgun that has single fire and 3-shot
burst fire features. She also has a stun rod for a melee weapon.
Run through the sewer water then move up the stairs. There is a red ladder at
the end of the walkway at the top of the stairs. Climb the ladder then move
down the corridor off to the right. The top corridor has another ladder at the
end, so climb it as well.
THE SEWER - WRECKED BUILDING
There is a war going on outside the barred windows up ahead. Fans are outraged
because Capcom won't give them that RE2 remake that they have so long desired,
so they rebelled against their favorite company... No, not really. It's
actually J'avo and BSAA soldiers outside.
J'avo and BSAA soldiers will fight as Jake and Sherry follow the corridor up
ahead. A BSAA soldier will be knocked through one of the windows slightly and
some sort of mutated J'avo will drag him back through the window. Run to the
end of the corridor and open the door.
NOTE: Players can't interact with what is going on outside the windows. Trying
to shoot the J'avo or soldiers does nothing.
THE SEWER - BATTLEFIELD PATH 1
A BSAA helicopter will begin to open fire on a J'avo shortly after Jake and
Sherry step outside. The BSAA helicopter will fire toward Jake and Sherry as
well, so be sure to take cover behind the wall to the right until it leaves.
Follow the path ahead then make a left. The helicopter will fire a bit more
down to your area, but it will stop. Follow the path and step inside the small
building at the end.
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 1
[SE21]
Location: The Sewer - Battlefield Path 1
Once Jake and Sherry first step outside in the first chapter, they will be shot
at by a BSAA helicopter. Move along the path with the dead J'avo with the red
shirt up ahead then make a left at the end of the path. While approaching the
building at the end of the path, look above the door up ahead to see this
serpent emblem resting above the doorway.
*******************************************************************************
THE SEWER - SMALL BUILDING
J'avo are fighting BSAA through the doorway on the other side of the building.
Walk toward the doorway and prepare to step out into the midst of the combat.
THE SEWER - BATTLEFIELD PATH 2
It really doesn't matter if Jake and Sherry fights the three J'avo outside the
building or not. The J'avo will not fight back since they are busy firing at
the BSAA helicopter. They are easily dealt with, but keep in mind that the
BSAA helicopter will start firing at Jake and Sherry after the J'avo have all
been killed. Why is Jake such a celebrity at once? Damn... must be that Slim
Shady look.
Step into the building off to the side and hop through the window on the
opposite end. A J'avo with a rocket launcher will run by the window. I
betcha' he's gonna'... Yeah, as both characters exit the building and move down
the path to the right, the J'avo will open fire on the helicopter up above.
It's really best to just ignore the J'avo and drop from the small ledge beside
him. Be careful about moving too fast since the helicopter will fire a missile
to kill the J'avo.
NOTE: If you're quick enough, you can run directly toward the window that the
rocket launcher J'avo runs by and get a stealth melee prompt to grab him
through the window and kill him instantly. Players have to move toward the
window immediately after entering as the J'avo runs by it to get the stealth
melee button prompt.
After dropping, some J'avo will attack from off to the left. It's really best
not to fight them too much. Players will mainly want to just run by them and
move up the hill to the left then step into the building. Staying outside in
this area too long is suicide since the helicopters will start to fire missiles
at Jake and Sherry. Oh, and those missiles take off three blocks of health per
blast... so get your ass in that building. Now.
THE SEWER - NEAR THE BUILDING
The helicopter will open fire on the characters as they enter the building and
the first character that enters the building will fall into the bottom floor
room of the building. The players will be split up for a few seconds after the
small cutscene.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TOP PLAYER -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The top player will have to move through the building and then run down the
stairs outside. The bottom player should be coming up the stairs to the side
on the other end of the building soon.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOTTOM PLAYER -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
There is some trusty --9MM AMMO-- on the chair to the left in the bottom room.
Hop through the window up ahead to step back outside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Move to the left and beware the missiles from the helicopter. Climb the stairs
to the left to reunite with your partner.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
A J'avo will attack outside. Kill him off quick then run along the path to the
right (across from the building). Fall off the ledge up ahead then open the
barred door.
THE SEWER - SHACK
Well, enough about all this C-virus and saving the world stuff, let's get to
breaking those two --TALL CRATES-- over to the side. Yeah, get used to it,
because you got a whole bunch more of those suckers to plant your foot into
before we reach the end of this journey! Move out the next doorway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - THE SEWER - MOUNTAIN PATH
Take the --GREEN HERB-- from the wooden walkway along the side of the building.
Follow the wooden walkway as it stretches along the side of the mountain. Your
attention will be called toward some J'avo guards up ahead. They are
patrolling the area and will likely notice your little bandwagon in just a few
seconds.
NOTE: Players can
first step out to
area. Prepare to
- - - - - - - - [ ] Herb (Green)
- - - - - - - - -
fall off the sides of the ledges in this area - when your
the wooden walkway and along the bridge at the end of the
shake the left analog to pull yourself back up.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Players can use stealth to get through this area. Try to stay behind walls and
out of sight then sneak up on each J'avo from behind to get a melee prompt
while standing behind it to initiate a stealth kill. The J'avo must not wear
contacts or glasses since they can't see players too well even from mid-range
in some cases.
NOTE: The J'avo in this area will mutate into Noga-Lets at times if they're
legs are damaged. These flying J'avo can be killed by shooting they're J'avo
body or head (bottom portion of creature).
Move along the wooden walkway and stealth kill or just blast the hell out of
the J'avo then make your way over to the building. Only Jake can use the pole
to swing across the gap on the other side of the building. The Sherry player
will have to fall down the ladder in the building to the side.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- JAKE GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Stand near the ledge with the pole above it near the building and use the
button prompt command to make Jake jump toward the pole and swing across.
Break open the two --TALL CRATES-- off to the left after landing. Sherry will
call Jake's attention toward a broken ladder below Jake. The ladder is right
past the fence off to the right. Just move near the side of the ledge to the
right to get the partner command button prompt to pull Sherry up.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sherry needs to fall down the ladder in the building. Run along the walkway
outside the building and defeat the J'avo that will attack. Sherry will need
to wait by the broken ladder at the end of the path. The Jake player will have
to pull Sherry up to the floor above.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 1
[SE22]
Location: The Sewers - Mountain Path
Jake and Sherry will reach an area along the side of the mountain where J'avo
patrol. They can stealth kill the J'avo or fight as they move toward the
building. The Jake player will have to swing across a pole to get over a gap
and then offer Sherry a hand as she waits near the broken ladder below him.
While on the opposite side of the gap, find the steel tower to the right of the
ladder past the fence up ahead then look on top of that tower to see this
serpent emblem.
*******************************************************************************
One player needs to hop across the gap and land on the walkway past the fence.
The walkway will sink as the first player jumps to it, and it will fall
eventually, so hurry up and climb up to the platform below the ladder ahead.
Climb up the ladder then follow the path to the left as it heads back toward
the ladder that Sherry is near. Use the X/A button prompt command at the end
of the path to kick down the ladder for the other player.
Fall back down the ladder then move across the bridge to the side. The first
character that moves ahead will fall off the bridge, so prepare to shake the
left thumbstick to make the character pull back up. Kick open the door across
the bridge.
THE SEWER - MOUNTAIN PATH NEAR BRIDGE
Jake and Sherry will look off toward the bridge below the mountain. The BSAA
are fighting J'avo below. If you've been through Chris' campaign, then you
already know what is taking place down there. Anyway, Jake and Sherry don't
care... I mean, they can't help, so let's continue!
Take cover behind the sandbags up ahead since some J'avo will fire at the
characters from behind the wooden wall up ahead. Be careful since they will
sometimes toss grenades. There are four J'avo up ahead altogether. One will
hop over the wall and run toward the sandbags, two will fire from behind the
wooden wall and one J'avo with a gatling gun will fire from the top of the
building in the background. Blast them from a distance then hop over the
wooden wall when the coast is clear.
The Jake player should give Sherry a boost at the broken ladder.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- JAKE GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Once Sherry kicks down the pole from the floor above, Jake will need to swing
across the pole above the gap to the right. The walkway will start to sink as
Jake lands on the other side of the gap. Quickly move forward and pull up to
the wooden path that stretches along the side of the mountain.
A BSAA helicopter will see Jake and start to fire at him. It's time to run!
Hold down the X/A button then dash forward and leap across the gaps in the
wooden walkway up ahead. The camera will shift to a back view of Jake. Just
hold the dash button and move forward.
The first walkway that Jake leaps to will sink downward. Hurry to the end and
pull up to the portion that didn't fall. Dash ahead and jump to the next
walkway. Yet again, the walkway will slant downward as Jake runs. Run up the
walkway then climb up to the portion that is still hanging then leap across the
next gap. The next walkway will start to fall and Jake will grab onto the side
of it. Shake the left thumbstick to help Jake pull himself up. A J'avo will
blast the BSAA helicopter from the building up ahead and move back out of
sight.
Move up the stairs and jump toward the pole that hangs over the gap to the left
then swing across the gap. The Sherry player will exit from the stair area to
the left. She should... or else she got lost along the way or something.
NOTE: The Jake player can move up the stairs and go back the way that Sherry
came from. There is a tall crate in the area with the burning oil drum that
can be broken for an extra pickup.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
There might be a J'avo up on the walkway as soon as Sherry leaps up to it. The
Sherry player needs to move over to the right after Jake tosses her to the
floor above then kick down the pole so Jake can swing across the gap in the
bridge to the side. The camera will move toward the pole to show it in view get near it for a button prompt command.
Move around the fence to the left and enter the tunnel up ahead. A few J'avo
will attack Sherry in this tunnel. They will spawn out of the hole in the
ceiling with the burning oil drum. Once Sherry reaches the area with the
burning oil drum, kick open the --TALL CRATE-- against the wall off to the
left. Sherry will have to move down a set of winding corridors then she will
eventually reach some stairs. Move down the stairs at the end of the tunnel
and the Jake player should be comin' round the mountain pretty soon.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Once the lovely pair reunite, move toward the door up ahead then open it.
NOTE: The J'avo with the rocket launcher that shot down the BSAA helicopter is
still on the rooftop and he can fire rockets at the characters. He can be
killed or you can just run on ahead and leave him. He shouldn't be a threat
unless the characters stick around the area for too long. If you hear an
explosion, I guess you overstayed your welcome!
THE SEWER - CORRIDOR AREA
Oh man, this area can get crazy if you stand still and fight the J'avo. Both
players can lose a lot of health by fighting in this area. As soon as both
characters kick through the door, a J'avo will dash out of the doorway on the
high ledge directly ahead then get behind the gatling gun turret and start to
fire at Jake and Sherry. Run toward him then dash down the corridor to the
left.
J'avo will start to exit the overhead passage up ahead and fall down the ledge.
Keep running and turn to the right then move along the path with the fence to
the left. Egads! More J'avo will attack from the ledge at the end of the next
path and one will be below the ledge. Run ahead and to the left. Duck into
the next corridor to the right then open the big door at the end to leave the
area. A cutscene will trigger that will end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
___________________________
___________________________________________________/ STAGE 1-2 -- WATER CHANNEL
------------------------------------------------------------------------------WATER CHANNEL - WATERWAY
building. The Sherry player will hit a portion of the wooden walkway then the
walkway will fall out from under her and she will grab onto a pole below the
building. The Jake player will land on the wooden walkway below. The Jake
player should continue to run and prepare to press the O/B button so that Jake
will jump and grab Sherry then fall into the warehouse via the window below.
WATER CHANNEL - WAREHOUSE HALLWAY
There is a J'avo in one of the stalls, so be ready to kill him when he rushes
out from the right side of the room. Grab the --GREEN HERB-- in the back of
the restroom. There is a wooden crate that can be broken in the outside
hallway as well.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green) x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Have Jake boost Sherry up to the floor above in the very back portion of the
restroom - there is a hole in the ceiling. Both players should stand next to
the hole in the ceiling and press the O/B button when the partner action
command appears.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
When Sherry gets boosted up to the hidden storage room above the bathroom area,
the player will gain a medal at the end of the chapter. You do not need to
play as Sherry in order to receive this medal.
.---------.
MEDAL: Discovered the hidden storage room
| [ME158] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sherry can collect a --RED HERB-- and bust open two wooden crates in the room
above. There is also a treasure worth --2,000 SKILL POINTS-- in the chest and
a serpent emblem to Sherry's back - read below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red) x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Jake, Chapter 1
Location: Water Channel - Men's Restroom
Contents: 2000 Skill Points
In the warehouse building that Jake and Sherry fall to after the first Ustanak
chase, Jake can boost Sherry up to this treasure in the men's restroom. Only
the Sherry player can collect this. To the right of the red herb pickup is a
chest that Sherry can open. Stand in front of the chest and press the X/A
button to unlock the chest. The treasure inside is worth 2000 skill points.
*******************************************************************************
Break open the --WOODEN CRATE-- on the shelf then fall to the basement via the
trap door in the back of the room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - WATER CHANNEL - STORAGE BASEMENT
A J'avo will charge the first player that drops into the basement. Be ready to
fight him after landing. Break the three --WOODEN CRATES-- for extra items.
Climb back out of the basement and exit the storage room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - WATER CHANNEL - WAREHOUSE HALLWAY
Run down the hall then kick open the door at the other end with the help of
both players via the partner action command while standing in front of it.
WATER CHANNEL - WAREHOUSE
Jake and Sherry will start out on the top floor walkway of the Warehouse. They
will look toward a barred door below. Yes, that is the way out... but you
should check around the warehouse first to get some extra items.
Run to the end of the current top walkway. The ceiling will start to crumble.
Notice all the red barrels around the warehouse that stick out like a sore
thumb? Don't shoot them yet. They will come in handy later for damaging
Nemesis 2012. I mean... Ustana... uh, well, you'll see!
Break open the --WOODEN CRATE-- then run to the right and open the briefcase on
the shelf then take the --2 FLASH GRENADES-- and the --REMOTE BOMB-- from
inside. Open the door to the side and walk further into the warehouse and
three J'avo will swing down from the opening in the middle portion of the
ceiling and attack. They can all be stunned with a flash grenade to set them
up for easy heavy stun melee kills - just melee them from the front after a
flash grenade toss to instantly kill them with either character. The red
explosive barrel to the left of them can be shot to instantly kill them all
also. Defeat them and check over the rest of the warehouse.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Flash Grenade x 2, [ ] Remote Bomb x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Jake, Chapter 1
Location: Water Channel - Warehouse
Contents: Flash Grenade x 2, Remote Bomb
When Jake and Sherry enter the Warehouse area from the building that they hop
into from the Water Channel, they will have to move along a walkway then drop
from the other end. There will be a breakable wooden crate in front of them as
they fall. Open the briefcase on the shelf to their right to find 2 flash
grenades and a remote bomb.
*******************************************************************************
J'avo are spawn from ceilings throughout this warehouse, so be on your guard!
There is a single --WOODEN CRATE-- on the far right side of the warehouse on
the side that your character entered from. It is on an oil drum among a stack
of oil drums. There are also two --WOODEN CRATES-- in the restroom off to the
right in front of the exit door on the bottom floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Run up the stairs in the middle of the room. Notice the red barrels lined
along the walkway that just begs for some poor enemy to move by them. Ignore
the red barrels for now.
NOTE: There are two ladders that can be kicked down on the upper walkways. One
is on the top walkway across the gap near the stairs and the other is on the
walkway on the opposite side of the building. Kicking these ladders will cause
them to lower so that a player can climb to the top walkway from the bottom
floor. This could come in handy during the upcoming battle.
Run to the end of the next walkway after hopping to the other side. There are
two J'avo in the room through the opening along the right wall. Use a stealth
melee from behind them to kill them easily and take caution of the J'avos that
will drop from the ceiling above the outside walkway.
Collect ++ELEPHANT KILLER++ magnum then break the two --TALL CRATES-- (one is
in the room and one across the gap in the walkway outside). The elephant
killer weapon is a high-powered magnum (actually the most powerful one in the
game). The name of the weapon is actually a reference to the RE4 merchant's
"What you going to shoot with that, an elephant or something?" line for the
hand cannon magnum in that game. The Elephant Killer magnum will help out
greatly for the fight ahead if needed.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++ELEPHANT KILLER++
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - When ready, fall down to the bottom floor and attempt to open the exit door. A
cutscene will trigger.
BOSS BATTLE
- - - - - U S T A N A K =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Arm Grapple - Ustanak leans forward and shoots out his right grappling arm.
He will pull a player toward him if he grabs a character. The partner can
run up to Ustanak and hit him with a partner assist melee (the prompt will
appear while next to him) when a character is grabbed by this. Running to
the side can easily avoid it.
o Dashing Ram - Ustanak runs forward and performs a shoulder ram. This can
knock down the pillars in the room as well as knock your ass flat down to the
ground.
o Grapple Arm Slap - If a player gets behind Ustanak when his back is turned,
he will turn and slap the area behind him with his grapple arm.
o Punch - From close range, Ustanak will punch with his normal arm.
o Grapple Arm Grab - From close range, Ustanak will try to grab a player with
his grapple arm and perform the same grapple attack as his long range grab.
o Kick - From close range, Ustanak will run forward and kick.
o Grenade Toss - Ustanak tosses a hand grenade toward a character. It will
explode after a few seconds.
--------------------------------------------------------------------------------> Objective: Take Down Ustanak
Ustanak will always start this battle by ramming the door that both characters
try to open, so run away from the door. Blast the red explosive barrel near
the door to damage him a bit after your character dodges his ram.
Ustanak is not really that bad of a boss at all so long as both players stay
moving. He is very slow, but has a few quick attacks. His main attack that
might catch a player off guard is his long range grab. From long range, he
will shoot out the claw arm on his hand and will reel a character in then
impale that character if he catches his target. The other player can run in at
that time then press the O/B button to perform a melee that will free the
grabbed player.
Ustanak can perform a running ram and he can hit players with close range
punches. It's best to use the dodge command (Hold L1/LT then press a left
thumbstick direction and tap X/A) for this battle when trying to dodge
Ustanak's attacks. A player can easily escape all of his attacks by simply
running to the side also.
Firing any weapon or hitting Ustanak with a melee will damage him somewhat and
will ultimately bring the battle to a close. The Elephant Killer can finish
off Ustanak very quickly by shooting him in any portion of the body, but it's
really best to save that magnum ammo for later areas.
NOTE: Remote Bombs might seem pointless when you have red barrels around the
area, but they take a BUNCH of damage off of Ustanak. Use whatever remote
bombs that you have since you'll get more later.
In order to save ammo, it's best to lure Ustanak toward the red barrels in the
area - a player can shoot them to damage Ustanak heavily. Like any RE enemy,
Ustanak can be lead up to the second floor and damaged while he jumps over the
gap. You can still take advantage of an enemy that hops over a gap! A player
can literally melee kill him with constant melees as he jumps the gap. Just
keep hopping back and forth. This takes way too long though...
Jake and Sherry will yell many phrases that shows how weak Ustanak is getting.
When Jake says "What's wrong asshole? Losing your nerve!?" that is when
Ustanak's health is almost fully drained. A cutscene will trigger once Ustanak
is hit the final time.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_________________________________
_____________________________________________/ STAGE 1-3 -- UNDERGROUND PASSAGE
------------------------------------------------------------------------------UNDERGROUND PASSAGE - RUINS ENTRANCE
Jake and Sherry will enter a room with several mannequins stacked against the
walls. Man, what is up with this sense of horror in this room? It's like
Resident Evil is trying to be scary again all of a sudden...
Check the shelves off to the left to find a --GREEN HERB--. Follow the
corridor on the other side of the room. Break the --WOODEN CRATE-- at the end
of the corridor then pick up the --RED HERB-- from off the floor behind the
wooden crate.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green), [ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Look past the fence to see a figure up on the wall with a face scribbled on the
wall behind it. Wow, someone has been playing too many Silent Hill games in
this area! If "Theme of Laura" plays in the next room, I will assume Konami
helped Capcom with this game.
*********************************** TREASURE **********************************
Campaign: Jake, Chapter 1
Location: Underground Passage - Mannequin Room
Stay on the left side of the area while moving to the back. Two J'avo guard
the gate to the left. They will start firing with their machine guns when Jake
and Sherry step into view. To avoid taking damage, toss a flash grenade at
them both and then perform a frontal heavy stun melee (Coup De Grace) on each
of them to instantly kill them. Open the gate to continue.
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 1
[SE24]
Location: Underground Passage - Outside the Ruins
After Jake and Sherry step down the corridor from the room with mannequins,
they will climb a ladder and step outside into the wintry weather once again.
Look on the top of the building directly across from the door to see a serpent
emblem above a door with debris in front of it.
*******************************************************************************
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
___________________________________
___________________________________________/ STAGE 1-4 -- IN FRONT OF CITY HALL
------------------------------------------------------------------------------IN FRONT OF CITY HALL - STREETS
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE: The Jake player can take advantage of the pole that is above the gap in
the building. The Jake player will get a button prompt swing command while
near the gap. This is simply a quicker way to each side of the gap without
having to go through the room to the side.
J'avo are along the rooftop, so be careful when trying to enter the room on the
second floor. The J'avo are armed with machine guns, so shoot them from a
distance to stun them (head, body, arms or legs) and then run up and melee
attack them with the R1/RT button. Break the two --WOODEN CRATES-- on the
metal object in the second floor room for some extra items.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - **ANTI-AIRCRAFT GUN 1** is right outside the door on the opposite side of the
room. Look off to the left after stepping through the doorway then shoot the
J'avo that is on the seat of the gun. Eventually Finn will come over to the
gun and start to prepare explosives. A meter below Finn will show how much
longer it will take him. Once it fills up, he will be done. Your job is to
protect Finn while he prepares the explosives. The main threat to Finn is that
big lug out in the streets - yeah, that ugly excuse for an El Gigante.
To damage the Ogroman, shoot the red growth that sticks out of his back - any
weapon (handgun) will work just fine. Any weapon fire to the red growth will
take health from his total HP amount. Shoot him while he is near the building
that your character is on since he will eventually fall over and lean against
the building. Step toward him while he leans against the building for a button
prompt melee command then press the R1/RT button to start the melee sequence.
Regardless of which character you have, your character will leap onto the back
of the Ogroman and pull a bone out of his back then stab his red growth on his
back with the bone. A player will have to tap the X/A button to pull the bone
out of the back of the creature, so be prepared to spam that button! And yes,
even the lovely Sherry Birkin will pull out that bone and jab it straight into
the growth on the Ogroman's back if you are controlling her.
NOTE 1: Be sure to keep the Ogroman on the opposite side of the gap that Finn
is one. If the Ogroman gets near Finn, Finn will start to blast it and won't
work on the explosives.
NOTE 2: There are a total of three cables along the buildings in this area that
can be used to stun the Ogromans the characters will fight here. In order to
use them to your advantage an Ogroman has to be lead into them. The Ogroman
will literally walk right into them and allow it to stun him. One is on the
side of the building near the start, one is out on the street near the first
building with the turret on top and one is right outside the gate where the
third anti-aircraft gun is. There is a red and white striped pole at the
bottom of each one to signify it's location.
Try to always damage the Ogroman by shooting him in the red growth on his back
and then perform a melee to him when he leans against the side of the building.
It's important that he stays next to the building since that is the only way
your character can get up onto him when he leans over. It's really best to
kill this Ogroman since more trouble is on the way later (another Ogroman) and
it will join up with this Ogroman if he is still around! The Ogroman will drop
--4000 SKILL POINTS-- once he is defeated.
Once Finn has set the explosives, they will explode in eight seconds, so don't
get near the anti-aircraft gun at that time. Once the explosives have gone
off, the next anti-aircraft gun must be found. Exit the building by going back
downstairs. J'avo will be out on the streets, so prepare to blast them.
NOTE: There is a building off to the right as you exit the current building
that has two --TALL CRATES-- on the side of it and a gatling gun on top of it.
Move up the ladder on either side of the building to get up to the top floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - **ANTI-AIRCRAFT GUN 2** is on top of the building across the street from the
last building that all the characters were in. Move around the right side of
the building to find a red door. Wait on Finn if he hasn't gotten there yet
and he will place explosives on the door and blow it open. There is a --TALL
CRATE-- next to the stairs on the bottom floor of the building.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Ignore the opening off to the left on the first floor now. The door down there
cannot be opened just yet. Move up the stairs and fight off the J'avo along
the way. Climb up the ladder to get to the rooftop. The second anti-aircraft
gun will be off to the left. Finn will run toward it and start to plant
explosives on it.
Once again, all characters need to guard Finn. There is a J'avo on a gatling
gun turret on the building across the street, so try to blast him out of the
turret seat. Your main threat will be the J'avo that will fall from the wall
behind the sandbags. Be ready to kill them off as they appear and don't let
them get close to Finn or he will start to blast them and stop preparing the
explosives.
Once Finn is done, move away from the anti-aircraft gun as the explosives are
about to go off. Once again, you'll have eight seconds to move away from it.
Once the explosives have gone off, another Ogroman will start to climb over a
building in the background. Don't worry much about him now. Finn will tell
everyone to head to the underground passage below the building. Move back down
the ladder. Run back down the stairs and find the opening with the ladder
along the bottom floor of the building. Fall down into that opening.
IN FRONT OF CITY HALL - UNDERGROUND PASSAGE
Finn will set explosives on the door in the basement room and blow open the
door. Move into the passage and follow the corridor. There is a --WOODEN
CRATE-- along a platform along the left wall and a --GREEN HERB-- in a sewer
pipe along the right wall. Move around the corner to the left and go through
the door. Break the --TALL CRATE-- and --WOODEN CRATE-- down the right
corridor then move down the opposite side of the corridor to find another
--TALL CRATE-- and --WOODEN CRATE-- off to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Follow the next corridor off to the right and you will find a --RED HERB-- on
the floor near the right wall, and two --WOODEN CRATES-- and a --TALL CRATE-against the back wall of the alcove up ahead. Watch out about moving below the
Move through the next gate door and break the --TALL CRATE-- against the wall
of the alcove up ahead. There is another overhead sewer lid, so watch out
about passing under it since the Ogroman will try to attack from above through
the hole. The door at the end of the corridor is locked from the other side
and it has a breakable wooden crate behind it. Players will have to come in
from the back way to get this and I'll direct you to that later.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Follow the corridor off to the left. The right corridor leads to a dead end,
so continue down the next left corridor afterwards. Eventually a ladder will
be up ahead. Go ahead and climb the ladder then lift the bar that locks the
door above the ladder if isn't already unlocked. This will ensure that your
character can get back to the building that the characters are headed for.
Fall back down into the underground passage again and move down the corridor to
the left after unlocking the door above. Climb the ladder at the end of the
corridor.
IN FRONT OF CITY HALL - STREETS
Move up the stairs of the building. There is a --WOODEN CRATE-- on top of the
building near the stairs and a --TALL CRATE-- near the gatling gun on the
building. There is a gap in the building that can be hopped across. The third
anti-aircraft gun is not on this building, but the Ogroman must be weakened
here in order to accomplish the full objective for this area. Finn might go
ahead and go to **ANTI-AIRCRAFT GUN 3** which is on the other side of the gate
near the opposite end of the current building (fall off the far left end of the
building to reach it). Your character will have to climb the ladder of the
building off to the left while standing in front of the gate then fall off the
side of the building to the right to get past the gate.
NOTE: The Ogroman will destroy the gate that blocks
anti-aircraft gun eventually, so players won't have
- - - - - - - - - - - - - - - - - - - - - - - - - [ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - -
While up on the building, run to the opposite side and kick down the ladder on
that end. This will be your way back up to the building while fighting the
Ogroman. J'avo's with sniper rifles are positioned on the building across from
the current building, so kill them off with long range weapon fire as they
appear. They will keep appearing! Get inside the turret on the building and
blast the Ogroman in the mouth to make him fall over. Make sure that he is
near the building so he will lean against it.
NOTE: While standing at a distance from the Ogroman, he will eventually pick up
a truck and toss it toward the characters. Move far away from him when he does
this. It can kill your character with one hit! He can toss it up on the
building or down the street. Just make sure to watch him closely. If he grabs
a vehicle, stop everything and focus on dodging the vehicle toss.
Move close to the Ogroman while he leans against the building to get a melee
command once again. When your character jumps onto his back, your character
will grab the metal rod sticking out of his back and pull the red growth out of
his back. A player will have to shake the left thumbstick to pull the growth
out of his back. Be sure to rotate both thumbsticks for this QTE since it is
tougher than usual. To kill the Ogroman the rest of the way, just shoot him in
the red growth on his back and perform the bone stabbing melee on him when he
leans against the side of the building once again, just like with the first
Ogroman. If the Ogroman is still around after all three anti-aircraft guns
have been blown up, BSAA helicopters will kill him off. In order for them to
kill him off, the growth on his back needs to be pulled out of his back!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Leap on the second Ogroman's back and use the melee command and QTE thumbstick
shaking sequence to pull the red growth out of his back to get a medal at the
end of this chapter.
.----------.
MEDAL: Defeated the giant B.O.W. through its weak spot
| [ME150-2]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE: If the Ogroman moves toward the gate on the side with the third antiaircraft gun, he will hit a power cable and get electrified and he will be
stunned instantly.
Once again, the third anti-aircraft gun is past the gate on the opposite end of
the current building. To reach it, move to the far end and fall off the left
side of the building. While Finn arms the final set of explosives, J'avo will
fall off the building to the left of him and attack. You don't really have to
worry much about protecting him. It's really best to keep your distance from
Finn since he will not work on the explosives if the Ogroman is in his area.
Players can just go ahead and kill off the second Ogroman while waiting on
Finn. The Ogroman will drop --4000 SKILL POINTS-- once it is defeated.
Players barely have time to collect the skill points if the BSAA helicopters
kill the Ogroman since the cutscene that ends this portion of the chapter will
play shortly after he starts to dissolve. If you want those skill points, you
better grab them as he dissolves (the second they appear) or the cutscene will
end this part. Slide under the Ogroman's body as he melts to get to the skill
points if you have to.
NOTE: Near the third anti-aircraft gun is an opening with a ladder that leads
to the underground passage that your character was just in. This is the side
with the locked door however. Drop down there and break the --WOODEN CRATE-there. The door in the passage can be unlocked, although it does very little
good by the time it can be reached.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
___________________________________
___________________________________________/ STAGE 1-5 -- INSIDE THE HELICOPTER
------------------------------------------------------------------------------INSIDE THE HELICOPTER - FIRST HELICOPTER
through the side of the helicopter eventually. He will break open the sides of
the helicopter wall and try to hit your character.
BOSS BATTLE
- - - - - U S T A N A K =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Grenade Toss - Ustanak tosses a hand grenade into the plane. He will usually
toss one toward the cockpit. If you delay the battle, he will start to
target players with the grenades!
o Grab - Ustanak will reach toward a character and try to grab the player.
Shake the left thumbstick to break free if he grabs your character!
------------------------------------------------------------------------------This battle requires a player to shoot Ustanak and damage him to make the
battle progress. If you just keep avoiding Ustanak as he tries to hit the
characters, he will keep on trying to attack and the battle will keep going for
quite a while. The partner and BSAA soldier will damage him some but your
character must help out or the battle will keep going on even after the
helicopter starts to burn. Right outside the cockpit door are two packs of
--9MM AMMO-- and a --FIRST AID SPRAY--. Be sure to grab the items at the start
of the battle!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo x 2, [ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE: Ustanak will always bang on the side of the plane that he is about to
climb through and attack, so just listen for him then move away from that area.
You can also see the red marker that signifies his location.
Watch for the holes that Ustanak will make along the sides of helicopter and
move away from him when he puts his arm inside the helicopter. Blast him with
either character's handgun from a distance or you could run up and dash melee
him after he tries to grab. If he grabs a character, use the left thumbstick
to struggle free or your partner can melee Ustanak with the partner assist
button from close range. Eventually Ustanak will start to look inside the
plane and toss hand grenades into the cockpit area. Stay away from the cockpit
area while weakening him to avoid this. The helicopter will eventually catch
on fire and start to smoke heavily.
Another helicopter will fly up beside the current one. Jake and Sherry will
have to jump to the other helicopter when the BSAA soldier inside the current
helicopter tells them to. The Jake player will have to help Sherry jump to the
next helicopter by using the partner assist command near the hole in the side
of the wall that the BSAA soldier stands near. The Jake player will have to
leap to the next helicopter on his own. Be ready to shake the left thumbstick
to climb up inside the helicopter. The Sherry player can approach the Jake
player and help him up by pressing the partner assist button while standing
above him... or you can watch the Jake player suffer and allow the player on
the other end to further damage their controller from these annoying QTEs.
Whatever.
INSIDE THE HELICOPTER - SECOND HELICOPTER
Both players will need to run toward the two gun turrets in the back of the
plane. Guess who is outside? Well, he doesn't chant "S.T.A.R.S." or have a
very scary look to him, so I guess it's that boring thing from the last
he
it
the
the
Another helicopter will fly behind the current helicopter and Ustanak will leap
over to it. Blast the helicopter before he even leaps to it! Start to blast
the hell out of it once Ustanak is on the helicopter. The helicopter will
start to move toward the current helicopter and two more helicopters will fly
into view. Blast the two helicopters that appear but keep an eye on Ustanak.
He will start to fire at the characters with his gatling gun arm once again, so
be prepared to duck! A player can make him stop shooting by shooting at
Ustanak - he will block the bullets with his arm. You mainly want to
concentrate on taking down the last two helicopters then a cutscene will play
as Ustanak's helicopter spins out of control.
When control is given back to the player once the characters start to slide
down the plane, blast the gas tank that is above the back of the plane that
Ustanak hangs onto. Ustanak will fly out of the plane and the characters will
slide toward the back then grab the back end of the plane. Both players need
to be ready to tap the dash button (X/A) when the parachute slides toward the
players or the players will die from QTE cutscene death - the worst way to go!
You can just spam the X/A button to grab that parachute since your author here
kindly reminded you.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
___
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___
___
___
___
___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ __
_
__ _
\
\ \ __ _ | | __ ___ \_________________// _\| |__
___ _ __ _ __ _ _
Jake and Sherry will start out near the wreckage of the plane from the last
chapter. They will be in the middle of a snowstorm.
The characters must find some data chips with Jake's intel on them. Jake is
basically no good without the intel, so if he wants to get paid, he has to help
Sherry find them! There are three data chips that need to collected. Wouldn't
you know they'd be far off in the distance where we have to take winding paths
to get them and fight through several... oh, well, they're... not lying out in
plain sight, I'll tell you that much.
Move up the path ahead. Snow will crumble off the side of the mountain as the
characters reach a red ladder at the end of the path. Climb up the ladder.
Sherry will point out a log cabin up ahead. The characters agree to take
shelter there... after the data chips are found.
--> Objective: Retrieve memory units
The locator and mini-map on the upper right hand portion of the screen will
show the data chips in the area. They will appear as red circles with a glow.
The snowstorm can block your vision at times, so be sure to pay close attention
to the map on the upper right-hand corner of the screen throughout this area.
It's very hard to see what is going on around your character when the storm
picks up heavily. It will die back down eventually, but it will continue to
get worse at times.
Collect the --GREEN HERB-- on the generator near the railing of the stairs off
to the right then move down the stairs and climb down the ladder. Walk to the
far left side of the walkway that the characters drop to then break open the
--WOODEN BARREL-- near the far left railing. Drop down the next ladder.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Turn to face the path to the right - look on your mini-map to the see the path.
Walk over to the tarp that covers something along the left side of the mountain
wall near the ladder and break the three --WOODEN CRATES-- then pick up the
++SNIPER RIFLE++. This sniper rifle will come in great handy as your main
source of power from now on if you don't want to switch to the magnum. Not
only is it a good long range source of power, but thanks to the new quick shot
feature in Resident Evil 6 (R1 + L1/RT + LT), it's also a great source of close
range power. This gun has a good kick to it that will knock down enemies at
close range. Don't just use it to snipe with from long, get all up in your
enemy's face then knock their ass down with a point blank quick shot.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++SNIPER RIFLE++
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - As you can see on the mini-map, the first data chip is down the
the map, but the characters can't reach it from that side. You
high ledge on that side and the data chip just happened to land
part, so guess what? We've got to take the top path and circle
that high ledge!
bottom path on
see, there is a
on the high
around over to
Move along the top path on your mini-map. The characters will run along a path
with wooden tracks that are covered in snow. Keep moving to the top and a
cutscene will play that will show off some Chrysalids. Chrysalids are J'avo
cocoons in the shape of a human that allow the J'avo to mutate while dormant
inside the host's body. A cutscene will play once the characters move toward
the Chrysalid and wouldn't you know it, they'd hatch open!?
Two bird creatures known as "Mesets" will attack the characters. These J'avo
can fly in the air and try to grab the characters from the air. Stay moving
while fighting these enemies to avoid their lunging grab when they fly. If you
have a flash grenade, toss the flash grenade to instantly kill both Mesets.
They will die instantly to a flash explosion from a flash grenade!
If you don't have a flash grenade, it's best to use the sniper rifle to blast
the Mesets out of the air or wait until they land and then get all up and
personal with a quick shot from the sniper rifle while in close range. Both
creatures will drop 500 skill points once defeated. It's really best to kill
them since they will continue to follow the characters if you don't. No matter
how much they fly around, they will eventually land and allow your character to
murder them.
NOTE: Allow the two Mesets to live and follow the walkthrough below if you want
a chance to ram one of them with a snowmobile while on the hill later. Ramming
and killing one with a snowmobile will give a player a medal at the end of the
chapter.
Ignore the top path that leads further up the mountain for right now. We'll
get back to that path later - it actually leads to the exit area but... you
know, data chips, yada-yada. Find the bridge that leads to a dropoff on the
side of the cliff then fall to the area below. Circle around the rock in the
middle of the area then follow the path at the bottom of the mini-map until the
characters reach a gap that can be leaped across.
J'avo will attack along the way as the battle music starts to play. The J'avo
will literally stand in front of the gap as if they were the ones that hid the
data chip on the other side of the gap. The J'avo in this area can mutate into
Noga-Oklop, which is a J'avo with impenetrable legs. If one of their legs
mutate just shrug to yourself then blast their top half, because that is now
their weakest area. Let's see you mutate all your body parts, fool!
Leap across the gap in the south. Snow will fall off the ledge to the left as
your character moves ahead. Break the --WOODEN BARREL-- off to the left and
the --WOODEN CRATE-- off to the right near the end of the path then pick up
**FOS MEMORY DEVICE B** from the right side of that ledge. Do not drop down
the side of the ledge at the end, leap back over the gap. J'avo will attack
the characters from behind, so be ready to overpower melee their ass.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MOUNTAIN PATH - CENTER OF THE MOUNTAIN PATH
Follow the path to the north after leaping back across the gap. J'avo will
continue to appear along the way. Some of them have sniper rifles. If you
ever see a red laser, then dash toward that J'avo and hit him upside the head
with a Cobra Strike with Jake or jump kick with Sherry. There is a ladder that
leads to an overhead bridge along the way up the mountain, but ignore that
ladder for now - this ladder will lead the characters out of this area.
Remember that ladder on your way back down the hill up ahead! Break the
--WOODEN BARREL-- past the ladder and to the right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE: While moving up the icy hill ahead, if a character is shot and falls,
that character will slide back down the hill. The character will hit a rock at
the bottom that will stop them. This is more of an annoyance than anything
else. Hey, at least no QTE to stop rolling, right?
Run up the icy mountain trail and kill the J'avo along the way. A few of them
will be armed with sniper rifles. The J'avo with rifles can easily knock a
player back down the hill, so take them down quick by spamming fire at them.
Some of the J'avo that are killed will mutate into a Glava-Smech. This J'avo
mutation has a pincher head and will attack with a dashing grab attack that can
be countered. It only has this one attack. Some of the J'avo might form a
Chrysalid then mutate into a Mesets after a short while.
At the top of the hill, a J'avo on a snowmobile will ride toward the
characters. Be ready for this and take out the handgun then fire at the rider
to knock him off the snowmobile. A few more J'avo will attack along with him.
A player can use the X/A button to get on the snowmobile and ride it. There is
There are two --WOODEN CRATES-- next to a dumptruck along the right side of the
area across the bridge. There is a red gas canister right next to them. Move
past the next red gas canister up ahead and then walk up the path on the right
side of the area. A Chrysalid is near the top along the path. Don't worry,
he's not due for another... few minutes!?
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crates x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE: Chrysalids are weak to electricity, so if you're playing Sherry, hit the
Chrysalid with Sherry's stun rod to eventually break it in a few hits. Keep in
mind that Chrysalids will not drop any items once they are broken before the
Move back across the bridge below the trail that leads to the wooden shed. Run
to the far north in the area with stacked logs to find the icy hill that Jake
and Sherry moved up earlier. Players can slide down the hill if you so desire.
Just dash and hold L1/LT to slide then slide on down the hill. While at the
bottom of the hill, find the ladder that is next to a red gas canister. This
ladder will lead up to an overhead bridge.
At the top and to the right is a cart with a red gas canister inside. No, the
cart is not going to roll after your character. Follow the tracks to the left
then hop over the gap in the bridge. The characters will reach a ledge with a
NOTE: Before sliding down the hole make sure that you have two open inventory
spaces in your inventory. While sliding down the hole, keep tapping the
Square/X button to collect a --GREEN HERB-- and a --RED HERB-- while sliding.
They are literally positioned on the slope, so just keep tapping the button and
the characters will collect them as they reach the end of the slope.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green), [ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - There is a red ladder off to the right on the top of the high platform but it
doesn't lead to anywhere special - just a platform with a fine view of the area
the characters just came from. Get in the hole and slide down the slope.
MOUNTAIN PATH - BOTTOM OF THE MOUNTAIN PATH
Alrighty, the characters are now back on the bottom of the path where they
started. Don't climb the ladder off to the side. Move up the trail with
wooden tracks on it in the north. Make a left at the path split before
reaching the bridge dropoff then follow the path to the left as it moves
further up the mountain. The characters will move by a large tower on the way
up the mountain trail.
At the top of the trail is the gate that leads to the cozy cabin. A Chrysalid
is in front of the gate. It just so happens to start hatching once the
characters get close to it, so blast the Mesets that spawns from the Chrysalid
with your trusty sniper rifle then rob it of its skill points. You won't be
needing that where you're going, mister! Stand by the gate leading to the
cabin and use the partner assist button to open the gate to finish this segment
of the chapter.
NOTE: Players can step near the gate and use the partner assist button to leave
the area while the Mesets hatches in order to avoid fighting it.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
___________________________________
___________________________________________/ STAGE 2-2 -- SNOW-COVERED MOUNTAIN
------------------------------------------------------------------------------SNOW-COVERED MOUNTAIN - CABIN
Aw, wouldn't you know it that those screwy J'avo would show up right after Jake
and Sherry settled down for the night in the cabin. Man, with the two talking
about family flaws with their crazy parents and then realizing a sudden
relation, Jake was surely about to get him some there... Can't a guy like Jake
get a break here!?
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
If players can defeat all the J'avo that surround the cabin, a medal will be
gained at the end of the chapter. When the J'avo blow up the wall, stay inside
the cabin and kill them all by shooting them from inside the cabin.
.---------.
MEDAL: Wiped out all enemies around the cabin
| [ME159] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
start to flow down the right side of the mountain toward the end of the tree
area.
Jake will say "Keep your speed up! I don't want to be buried out here!" around
this time.
The characters will drive over a frozen river that will be quite bumpy. It has
many ledges that the characters will have to hop down. Keep accelerating.
Eventually the snow will try to close in on both sides. Try to stay away from
the far sides since one touch from the snow is instant death.
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 2
[SE27]
Location: Snow-Covered Mountain - Snowy Hill
While Jake and Sherry are on the snow mobiles while outrunning the avalanche,
they will come upon an area with trees then shortly afterwards, they will move
down a frozen river with many ledges on it where they will hit many dropoffs.
Eventually, the snow will start to flow down the mountain from both sides as
the characters reach a final ledge.
When the ground starts to become flat, stay to the right as the characters come
up to a cave entrance and your character will hit this serpent emblem with the
snow mobile and get credit for it. It's literally right outside the cave and
off to the far right side. Be careful about getting too far over to the right
too early since the avalanche might kill your character.
*******************************************************************************
NOTE: There are some more collectable skill points in the tunnel, so keep
tapping that Square/X button to collect them while driving through it.
Jake and Sherry will drive through the cave tunnel then hop a ramp and enter an
ice field where the ground will start to break up. There will be a huge wall
of ice just after moving up the ramp to the new icy area. Keep slowly moving
to the right after avoiding the wall. Accelerate ahead as the ice wall to the
right starts to fall then turn to the left. Jake and Sherry will eventually
reach a clearing then hop a ledge up ahead. Keep tapping the dash button (X/A)
while jumping to make the characters leap off their snow mobiles. They will
haul ass down the snowy mountain to avoid the oncoming avalanche.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
__________________
____________________________________________________________/ STAGE 2-3 -- CAVE
------------------------------------------------------------------------------CAVE - ENTRANCE
the valve handle. There are plenty more of these doors coming up.
CAVE - MINING CAVE 1
MEDAL: Beat the cave area without killing any enemies (excluding
.---------.
Ustanak)
| [ME160] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The first Oko will only move just a bit past the red container and then stop
and turn, so wait for him to turn then melee attack it from behind. The second
Oko will move to the middle of the path and then turn and move back toward the
railing up ahead. Kill the second Oko then drop down from the area without
railing off to the left near the end of the path.
This next tunnel has two Oko down it. The first Oko will move all the way to
the intersection and then turn around and move back the other way. Sneak up
behind the first Oko and melee it. The second Oko will move toward the middle
of the tunnel then turn and go back the other way. Melee the second Oko after
sneaking behind it then climb up the ladder off to the left at the end of the
tunnel. Open the treasure chest on top of the platform with the ladder and
collect the --4000 SKILL POINTS-- from inside. There is also another chest
that can be opened on the side of the tunnel that Ustanak is on - read below
for details.
*********************************** TREASURE **********************************
Campaign: Jake, Chapter 2
Location: Cave - Mining Cave 2
Contents: 4000 Skill Points
Jake and Sherry will reach a cave with icy stalagmites and stalactites on the
left side of the tunnel. Sneak up behind the Okos and melee them from behind
then climb up the ladder off to the left at the end of the tunnel and open the
chest at the top to get 4000 skill points.
Campaign: Jake, Chapter 2
Location: Cave - Mining Cave 2
Contents: 4000 Skill Points
After getting the first treasure in the icy cave with Ustanak there is one more
treasure in the back of the cave tunnel that Ustanak is in. A player will have
to make noise (shoot a weapon) to lure Ustanak out of the cave and make him
leave. This can be done in single player so long as you read the first note
below!
Stand in the back of the cave with the red container and fire a weapon. Both
characters need to hide in the container. Ustanak will come searching the area
then go back to the cave tunnel. Step out of the container once again and fire
off a gun again then hop back inside the container (both players). Ustanak
will come running again and eventually leave the area. Once Ustanak has left,
enter the cave tunnel he was in and sneak up behind the patrolling Oko and
melee kill it. Find the chest at the end of the tunnel and open it to claim
4000 skill points.
NOTE 1: In single player, the AI partner will hide along with your character,
but DO NOT run to the very end of the tunnel or the partner will stay there and
refuse to move. The partner will be automatically killed by Ustanak shortly
after a noise is made if the character stays at the end of the tunnel. Lure
out Ustanak before killing the second Oko in single player.
NOTE 2: Instead of firing a weapon, players can allow one of the Oko to see the
characters. Just make sure to hop into that container quickly!
*******************************************************************************
Drop down the ledge at the end of the tunnel. Move to the end of the left
tunnel up ahead and use the partner assist button to move the large metal
container. A cutscene will play where Ustanak will come searching shortly
after pushing the container.
CAVE - MINING CAVE 3
A cutscene will show off the middle set of corridors, which are filled with
several patrolling Oko. There are a total of four containers in this area, but
three of them are filled with trash and cannot be hid in. The first container
on the left is the only empty container - be sure to keep this in mind.
*********************************** TREASURE **********************************
Campaign: Jake, Chapter 2
Location: Cave - Mining Cave 3
Contents: 5000 Skill Points
Jake and Sherry will eventually come to a cave with several Okos patrolling the
middle corridors. Don't move down into the area with the Okos just yet. Move
along the corridor past the left set of red containers. Run up the stairs to
the left and down the next set of stairs then move down the stairs to the
right. Open the chest at the bottom of the stairs and grab the 5000 skill
points inside.
*******************************************************************************
There is one Oko that will always move by the stairs - this is the most
dangerous Oko. Stand near the stairs and wait on this Oko to move toward the
stairs and then move to the left then quickly run up behind it and melee it.
The first corridor to the left has two patrolling Okos down it. Wait until
both of the Okos turn their back then quickly run behind them and melee each
one of them.
The next corridor to the right down that corridor has one Oko down it. Just
wait for it to turn its back then run up and melee it. The final Oko patrols
in front of the stairs at the end. It's best to wait for this Oko to move to
the right (away from the stairs) with his back turned and then melee it from
behind. If you try to melee the Oko on the stairs, sometimes the melee button
prompt will not appear correctly.
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 2
[SE28]
Location: Cave - Mining Cave 3
While in the cave area where several Okos patrol the middle corridors, kill off
all the Okos then move up the stairs and walk toward the door with the valve
handle on it. Turn around and look up toward the cylinder above the alcove
across from the stairs to see this emblem on the side of that cylinder. This
emblem must be shot. The moment it is shot, Ustanak will come running, so
blast the emblem and then quickly rotate the valve handle to open the door and
then move through the doorway. You should be able to get through the door
before Ustanak gets to the characters.
NOTE: In co-op play, both players should be able to shoot this emblem. The
player that shoots the emblem first should open the door and the player that
waits should shoot the emblem while the partner opens the door.
*******************************************************************************
Move up the stairs and open the door with the valve handle then enter the next
area.
CAVE - ICY TUNNEL
The second that the characters walk on the ice crystals in this area, Ustanak
will be alerted and bash through the wall as the characters run ahead. The
view will switch to the front of the characters as they run. Keep holding the
X/A button and continue to dash down the tunnel (toward the screen). The view
will eventually change to a view looking through a small hole. Quickly slide
up under the hole in the wall up ahead of the characters and the characters
will slide down into the room below.
Ustanak will try to fit his hand through the hole, but he can't. He will leave
the area. Climb the first ladder then climb the next ladder.
CAVE - MINING CAVE 4
Drop down from the area with the railing. A cutscene will trigger that shows
what to do for the next objective.
--> Objective: Use the keycard to escape
The exit door is locked and the key just so happens to be in the dead guy's
hands near Ustanak in the middle of the icy area to the side. This is the guy
that Ustanak killed after the Oko saw him at the beginning of this cave.
There are a total of four --REMOTE BOMBS-- on the right side of the area while
facing away from the locked door. Two of them are beside the steel column and
two more are beside the large steel structure. Collect them all since one of
them will be needed in a moment. The Jake player needs to lay an explosive on
the side where the remote bombs are found, but don't detonate it just yet!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Remote Bomb x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Both players need to walk over to the ladder on the left side of the area. Use
the partner assist command to toss Sherry up the ladder.
One player needs to distract Ustanak with a remote bomb. Place a remote bomb
in the area where the Remote Bomb pickups were then move away from that area
and detonate it.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sherry needs to fall down the ladder on the other side of the high platform.
While Ustanak is distracted and moves away from the middle icy area to check
out the large explosion, run over to the dead corpse and collect the **MINE
KEYCARD** from the body. The Sherry player will have to tap the X/A button to
search the body for the card. Move back up the ladder then hop down the next
ladder and get back to Jake.
NOTE: In single player, the Sherry player will collect the keycard once Ustanak
has been distracted. The Jake player will lay down a remote bomb and detonate
it a few second after Sherry takes cover behind the low wall near Ustanak (take
cover near the edge to make the AI partner detonate the explosive). Either
way, the AI partner will help out for this part.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Use the key card to unlock the door. Use the partner assist command to unlock
the door. A cutscene will play.
CAVE - BULKHEAD TUNNEL
Follow the tunnel to the right and open the first of the bulkhead doors up
ahead. Press X/A to grab the valve handle then rotate it with the left
thumbstick and press the O/B button to open the door. Something will dent the
door from the other side. Rush to the next bulkhead door and rotate the valve
handle on it quickly then open it. It will be just a little harder to open
than the last door.
As the player that opens the door closes the door behind them, you can clearly
see that Ustanak is ramming through the door behind the characters. Rush to
the third door and rotate the valve handle on it then open the door. This
third door takes much more struggle with the thumbstick shaking to open. Be
sure that you rotate both the left and right thumbstick to unlock the door
faster. Quickly open the door once the valve handle has been rotated. And we
have... another door! Quickly run over to the fourth door and rotate the valve
handle. This last door is much harder to open than the previous door so be sure
to rotate both thumbsticks. Open the door and a cutscene will trigger.
CAVE - DRILLER TUNNEL
Left Thumbstick
R1/RT precision
Left Thumbstick
R1/RT precision
Left Thumbstick
R1/RT precision
Left Thumbstick
R1/RT precision
shake
button
shake
button
shake
button
shake
button
press
press
press
press
Kev: "You want S.T.A.R.S.!? Well, too bad, you get drill, bitch!"
--> Objective: Find the cave exit
I don't know about you, but I sure am glad that I have an old controller to use
for this game instead of a new one that works properly for these controller
damaging QTEs. My old one was actually ruined from RE5 Majini grapple shakes.
Thankfully, I have a new one, but I sure as hell won't use it with RE6 - I
value it too much for that.
Anyway, Ustanak is all laid out against the wall with a drill implanted in his
chest so I doubt he will be getting up soon. Follow the cave tunnel ahead and
step out step out into the light to trigger a cutscene that will end this
chapter.
___
___
___
___
___
___
___
___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ __
_
__ _
\
\ \ __ _ | | __ ___ \_________________// _\| |__
___ _ __ _ __ _ _
\ \ / _` || |/ // _ \/ JAKE CAMPAIGN \\ \ | '_ \ / _ \| '__|| '__|| | | |
/\_/ /| (_| || <| __/\_________________/_\ \| | | || __/| | | | | |_| |
\___/ \__,_||_|\_\\___|/
\\__/|_| |_| \___||_| |_|
\__, |
\________________________________________________________________________|___//
-- RANKING REQUIREMENTS
JAKE, CHAPTER 3
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 60 minutes or less | 55 enemies or more |
| B
| 60%
| 3
| 80 minutes
| 40 enemies
|
| C
| 50%
| 5
| 110 minutes
| 30 enemies
|
| D
| 49% or less | 6 or more | 111 minutes or more | 29 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK
|
|==============================================================|
| RANK
| A
| B
| C
| D
|
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE
|
|=============================================================================|
| RANK
| S
| A
| B
| C
| D
| E
|
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[JM03]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - C H A P T E R 3 - E S C A P I N G C O N F I N E M E N T
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Waiyip, China
June 30, 2013
______________________________
________________________________________________/ STAGE 3-1 -- DETENTION CENTER
------------------------------------------------------------------------------=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- JAKE GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DETENTION CENTER - OUTSIDE THE HOLDING CELL
Well, Jake has managed to break free, so now he has to handle the J'avo guards
in front of him. This is a good time to learn about his hand-to-hand combat if
you haven't yet, since... well, that's all he has now!
By holding L1/LT and tapping the R1/RT button, Jake will perform a three hit
combo that takes no stamina from the combat gauge. A player can also hold the
L1/LT button then hold the R1/RT button to make Jake charge a rushing Cobra
Strike. You can target an enemy with the right thumbstick at that time. Let
go of the R1/RT button and Jake will start to run toward the targeted foe. Tap
to the left or right with the left thumbstick to dodge to the sides while
running - this is useful for dodging gunfire. Jake will perform a Cobra Strike
after the dash and can hit four more times by tapping the R1/RT button some
more after the first hit.
When Jake performs his rushing Cobra Strike against a grounded foe or airborne
opponent, he will do a flip kick that takes off some serious damage! Jake can
also do a quick shot with bare hands that does a tiger uppercut that will knock
an enemy to the ground. While a foe is grounded, he can stomp from the head
side or grab the enemy's legs and toss them with a giant swing from the leg
side. He has many of Wesker's moves from RE5 Mercenaries with hand-to-hand.
Defeat the first two J'avo in the room with hand-to-hand attacks then a third
J'avo will enter the room from the door on the left side of the area. The
third guard is armed with a stun rod. Once the third J'avo guard is defeated,
he will drop the **SWITCHBOARD KEY**. Pick up the key and walk over to the
panel on the right side of the gray door up ahead. Use the X/A button to
remove the panel to trigger a cutscene.
DETENTION CENTER - WHITE HALLWAY
Jake will start out in the hallway outside his holding area after the cutscene.
Move down the hall and through the doorway up ahead and a J'avo guard will step
out from the right corridor and start to blast Jake with its machine gun. Kill
the J'avo with a few attacks. A voice over the intercom will call all J'avo's
attention to the two escaped prisoners.
Follow the corridor to the next doorway.
DETENTION CENTER - WHITE ROOM
A total of four J'avo guards patrol this room. If one of them sees Jake, all
of them will attack and three more J'avo guards will join them! It's a good
idea to take most of them down with stealth melee attacks from behind. Take
cover and duck behind the railing closest to the middle area when you first
enter. One guard circles the far right row of tables and another guard moves
by that row of tables while circling the whole area. Sneak behind each of them
and hit them with a stealth melee attack from the back (R1/RT while behind
them).
Another guard moves up and down the ramp near the glass case that has a white
tree inside of it. He will move down the ramp and then down the corridor to
the right of the bottom of the ramp then move back. The final J'avo guard
paces up and down the corridors to the left of the bottom of the ramp. He
paces by a set of shelves with white plants inside of it.
NOTE: The guards are not that much of a problem if they see Jake, but you will
have to fight a total of seven of them. The hardest part about fighting them
is that Jake may have little stamina in his combat gauge to take them all on at
once, so you might have to quickly lay on the ground with your back (fast
combat gauge recharge) or run off and wait for the combat gauge to slowly
recharge. Keep in mind that a player can counter their melee attacks with the
R1/RT button without have to use stamina and Jake's R1/RT melee combo while
holding L1/LT does not take stamina from him. Once Jake reaches a red combat
gauge, he is basically defenseless while fighting hand-to-hand until the gauge
gets out of red.
Kill off each guard with stealth and make your way up the stairs beside the
ramp. There is an air duct above a red and white pole on the left side of the
area. Find the bed down the right corridor then run to the opposite side of it
and press the X/A button to push it toward the shelf near the air duct. Run
back to the opposite side and get up on the bed then climb up to the air duct.
Crawl into the air duct and drop to the other side.
DETENTION CENTER - SURVEILLANCE AREA
The door to the left is locked and requires a passcode. Enter the surveillance
room through the door to the right.
Interact with the controls below the three cameras. Jake can control and see
through all three camera. He can view the following areas in the Sherry
gameplay walkthrough:
- Hallway 2
- Locker Room
- Lobby
.-----------------------------------------------.
|
Camera Controls
|
|===============================================|
| Right thumbstick
| Move camera
|
| R3/Right thumbstick (push) | Zoom in/out
|
| R1/RT
| Fire gun
|
| X/A
| Switch cameras |
| O/B
| Quit camera view |
'-----------------------------------------------'
The Hallway 2 camera and lobby camera each have guns attached to them that Jake
can use to defeat the J'avo guard in those areas. This can really help out the
Sherry player a lot! If there are guards in a room, fire at them by aiming the
camera laser and pressing the R1/RT button to shoot. The Sherry player really
does the most work for this part, but the Jake player can help her out a bunch
for Hallway 2 and the Lobby by shooting the J'avo there.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
While taking control of the gun cameras in Hallway 2 and the Lobby, shoot and
kill a total of five J'avo with the camera's gun to earn an extra medal at the
end of the chapter. Keep in mind that you must KILL the J'avo (Sherry can't
kill them). In Hallway 2 there are a total of three J'avo. Watch over Sherry
while she solves the control panel puzzle in the Locker Room then prepare to
switch to the gun camera in the Lobby and blast the three J'avo that exit
through the door on the wall directly ahead of the camera. Blast the closed
door before it opens and kill them quickly before Sherry kills them.
Obviously, this is a lot easier in co-op with a human player. The Sherry
player can actually lead a J'avo out of the Locker room to give the Jake player
one extra J'avo to kill.
MEDAL: Destroyed five or more enemies using the turret-mounted
.---------.
cameras
| [ME161] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 3
[SE29]
Location: Detention Center - Surveillance Area
While in control of Jake, he will reach a surveillance area where he can look
through three cameras by using the controls below the cameras. The camera in
the lobby and the camera in the second hallway that Sherry can enter have guns
attached to them. Look up on the set of cubbies (shelf) in the lobby area to
see a serpent emblem. Use the camera's gun to hit the serpent emblem and get
credit for it. Only Jake can get this serpent emblem.
*******************************************************************************
Sherry will first come into view in Hallway 2. Shoot the J'avo there and watch
over her. When she enters the Locker Room, she will gain the password from the
J'avo for opening the doors around the facility. This is the password that
Jake needs for the door in his area, but he can't see it just yet. Once Sherry
enters the Lobby, help her out with blasting the J'avo there. When she moves
toward the locked door in the Lobby, she will input the code sequence once
again. Hold the X/A button to zoom in on the control panel after she enters
the code to see the code that Jake should enter on the control panel in the
Surveillance Area.
NOTE: The code will be random for every playthrough. There is no definite
solution. Use the camera to zoom into the control panel in the Lobby where
Sherry enters the code then enter that code into the control panel in Jake's
area.
Stop using the cameras once you see the code then run back to the control panel
in the hall outside. Enter the correct sequence of shapes into the panel and
the door will unlock. Crawl through the air duct off to the right and then
climb the ladder. Get inside the next air duct and crawl through it and then
climb the next ladder. Crawl through the final vent and fall out to the Main
Locker Room and a cutscene will trigger shortly.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DETENTION CENTER - HOLDING CELL
Sherry will start in the dark room outside of her holding cell as control is
given back to the player. She will be equipped with the stun rod that she took
from the J'avo guard during the last cutscene. Open the door to the side.
DETENTION CENTER - HALLWAY 1
NOTE 1: If Sherry is spotted in the first two hallways, the alarm will go off
and many J'avo will attack her. You get no item drops here so Sherry can't
afford to take much damage!
NOTE 2: Keep in mind that Sherry can lean against a wall and get a button
prompt melee command for a stealth kill on a J'avo that walks down the corridor
next to the wall that she leans against. She will get the button prompt for
the melee as the J'avo gets next to her.
Lean against the wall and look down the corridor. A J'avo patrols the
surrounding hallway. The corridor is square shaped and a J'avo patrols
starting from the area where the door is and goes down the hall to the right
and circles around that hall, so if he isn't there, he should be coming down
the hall to the left. Don't let him see Sherry. Sneak up behind him by moving
down the hall opposite the way he walks and then kill him with a stealth melee
from behind.
There is another guard down the hallway to the right that connects with the
square set of hallways. That guard will move back and forth down the corridor
past the square set of hallways.
NOTE: The best way to take down the first two J'avo is to immediately head out
into the hall through the door after the cutscene then kill the first J'avo by
sneaking up behind him down the corridor to the right then move down the left
corridor and immediately sneak up behind the J'avo down the right corridor then
stealth kill him. This will help out the most for the first two guards.
The middle set of white corridors is probably the toughest room but it's not
that bad once you see how the J'avo will patrol. It's best to enter the set of
white corridors through the corridor right outside the dark room that Sherry
came out of. Go to the stairway and lean against the left wall. Two J'avo
patrol the middle area - they circle the area. There is also a J'avo that
circles the corridor above the stairs off to the left. He is the main problem
with killing the J'avo in this room since he patrols differently.
NOTE: If the camera starts to fire at the J'avo, that is your Jake partner
helping out. He takes control of a camera system in the surveillance room.
Wait for the J'avo that patrols off to the far left to step up the right set of
stairs in the back of the room before Sherry moves out to kill the two J'avo
that patrol the middle area. Kill off the two in the middle first then go
after the one in the back corridor.
DETENTION CENTER - LOCKER ROOM
This part can get a bit annoying with the stealth in this room. Sherry can
hide in all the lockers around the room to avoid detection of the J'avo that
will open the door on the right side of the room. The J'avo will continually
exit the door off to the right. They will do one of two things every other
time and both types have different weapons:
1) J'avo armed with machine gun - exits the door and walks straight to the
locked door off to his right and enters a code then exits the room.
2) J'avo armed with stun rod - walks over to the middle set of lockers and
circles the lockers then moves over to the locked door and enters a code then
exit the room.
They will ALWAYS continue the pattern above. The first J'avo will immediately
exit and the second J'avo will circle the lockers then exit. After that, the
pattern will continue.
NOTE: If J'avo are killed in this room, they will continue to keep exiting the
door off to the right. It's literally a spawn point. If Sherry is discovered,
the J'avo that sees her will attack, but the J'avo that enters the room
afterwards will not attack unless he sees Sherry.
The Sherry player must watch for the code that the one of the J'avo enters on
the control panel to unlock the door. It's best to hide in the first locker
off to the left in front of the locked door to get a good view of the passcode
that is entered. Wait for the J'avo with the machine gun to exit the room then
quickly get out of the locker and enter the code that the last J'avo entered.
The J'avo with the stun rod will make a detour around the back locker while
Sherry enters the code, so she will have more time. Remember the code since it
will be used in the outside lobby as well!
IMPORTANT: The code will be random for every playthrough, but the code that
each J'avo enters per playthrough will be the same. So, they will enter the
same code as they exit the room per playthrough.
DETENTION CENTER - LOBBY
Sherry will easily get discovered here. There are three J'avo in the outside
lobby. Sherry can take cover behind the reception counter. The Jake player
should be controlling the camera in this room by now. He will use the camera's
gun to kill off the J'avo in the room. Sherry can still sneak up behind any
J'avo in this room that haven't seen her yet to get a stealth melee kill
command. Two more J'avo will exit the door off to the right further back in
the lobby. Be prepared to fight some J'avo here with the stun rod.
NOTE: There is a Serpent Emblem on top of a group of cubbies behind the back
counter, but only the Jake player can shoot it. He will have to use the camera
to shoot it. Sherry cannot get this emblem.
Exit the lobby via the back door near the counter. Enter the same code from
earlier on the control panel to the right. Move down the dark hallway outside
the lobby and hop over the railing. Move up the stairs and open the locker
door to trigger a cutscene.
NOTE: If you forgot the code, reenter the locker room and look at the control
panel there to see the code again.
A cutscene will trigger after stepping through the locker door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_____________________________
_________________________________________________/ STAGE 3-2 -- LIVING QUARTERS
------------------------------------------------------------------------------LIVING QUARTERS - MAIN LOCKER ROOM
A player can hide in the lockers in this room but none of them contain any
special items. Step out into the hall.
LIVING QUARTERS - HALLWAY OUTSIDE LOCKER ROOM
Move down the hall. A J'avo is standing at the top of the stairs. Once he
sees a character, he will attack and a few more J'avo will join him. One of
the J'avo will form a Chrysalid shell once defeated. It will mutate into a
Strelats enemy. This lizard enemy is very fast when it moves. From close
range, it will breathe out a gas that will stagger the characters and from long
range it will shoot out spikes. Watch for it to stand up straight for a signal
that it is about to shoot spikes. Kill the Strelats quickly with the magnum or
blast it with sniper rifle quick shots.
The Strelats has a special stun that can be activated by quick shotting it with
a weak weapon or by dashing toward it and hitting it with a slide, ram or jump
kick. A flash grenade can also set it up for an instant melee. While it is
stunned, grab it with the R1/RT button while standing near it then input the
button commands as they appear to knee its chest.
The melee performed on the Strelats takes off some intense damage from the
creature. The Strelats enemy will drop an **ID MEDAL (1/16)** and 1000 skill
points once defeated. One of the J'avo might mutate into a Glava-Sluz if its
head is shot. This mutation will fire out webbing at the characters. Blast it
in the head or stomp its head to kill it. Kill all the enemies that appear
while on the stairs then enter the room through the door on the bottom floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
If players find all ID Medals in Jake, Chapter 3, a medal will be earned at the
end of the stage.
.---------.
MEDAL: Found all ID medals
| [ME162] |
There is a --CHINESE BOX-- to the right of the desk in this room that can be
broken open for a possible item. Wait in this room and a J'avo should fall
from the hole in the ceiling and attack. A few will drop if you stay in this
room. One of the defeated J'avo will drop an **ID MEDAL (2/16)**. One of the
J'avo will form a Chrysalid once defeated and mutate into a Strelats. This
Strelats will leave behind 1000 skill points once defeated. Step back out into
the hall afterwards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Chinese Box x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE 1: If a J'avo does not appear in the storage room, run to the second floor
and kill off the enemies up there then return to the storage room. A J'avo
should spawn in the storage room by then. There should be tons of J'avo that
will spawn from the storage room ceiling. They will spawn one at a time. You
can literally wait by the spawn point and keep killing them.
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 3
[SE30]
Location: Living Quarters - Storage Room
When Jake and Sherry start in the Main Locker Room after meeting up shortly
after escaping their holding rooms, they will enter a hall where J'avo will
attack from the stairway at the end (off to the right). Enter the storage room
at the end of that hall. Look on the side of the shelf closest to the door in
the room then find this emblem in between the boxes on the middle right shelf.
It can be hit with a melee attack with either character.
*******************************************************************************
LIVING QUARTERS - HALLWAY OUTSIDE LOCKER ROOM
A total of three J'avo will attack from the back of the hall off to the left
after moving away from the stairs. These J'avo will mutate into Ruka-SRP if
their arms are shot. It's not that big of a deal though. There are three
breakable --GOLDEN URNS-- on the stands along the right side of the hall. The
first golden urn will have --9MM AMMO-- inside of it and the second golden urn
will have --7.62MM AMMO-- inside. Enter the bedroom through the door along the
right corridor.
[
[
-
]
]
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
9MM Ammo, [ ] 7.62MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
Golden Urn x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Walk over to the desk on the left side of the bed and use the X/A button to
open the drawer on the desk then take the **ID MEDAL (3/16)** from inside. The
Chinese mural across from the bed can be broken with gun or melee attacks and a
player can hide in the closet. There is nothing else to do in this room. Step
out the door on the opposite side of the room.
Move down the hall and break open the --CHINESE BOX-- at the end of the
corridor for an extra item. Step back out into the Second Floor Hallway then
open the double doors to enter the Library across from the Bedroom Hallway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Chinese Box x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - LIVING QUARTERS - LIBRARY
The players can turn over the three tables by approaching them and pressing the
L1/LT button in order to take cover from the J'avo fire. It's sort of like
busting into a stranger's room like a SWAT team! Blast the J'avo from the
bottom floor or just move toward them and melee kill them. Really, they are
not that much of a problem from close range.
There is an **ID MEDAL 4/16** on the top bookshelf against the wall. One of
the many J'avo that exit from the door spawn point in between the top set of
bookshelves will drop an **ID MEDAL (5/16)**. Be sure to break open the
--CHINESE BOX-- behind the bottom bookshelf as well. Might as well wreck
everything... what the hell! Reenter the outside hallway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Chinese Box x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - LIVING QUARTERS - SECOND FLOOR HALLWAY
Step down the hall to the left. A few J'avo will attack with machine guns from
the left side of the next hall. Flip over the table and take cover behind it
then blast them with the sniper rifle. Be warned that they might toss a hand
grenade at your character. One of the J'avo might turn into a Chrysalid then
mutate into a Strelats that can be killed for 1000 skill points and one of the
J'avo will drop an **ID MEDAL (6/16)**.
Break the --GOLDEN URN-- on the platform down the hall to get 300 skill points.
Don't enter the room in the back of the hall (to the right when entering) just
yet. Save that room for later. It really doesn't matter, but your character
will backtrack there soon anyway. Step down the hall and enter the room at the
end where the J'avo were at.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Golden Urn x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - LIVING QUARTERS - STATUE ROOM
Jake can swing across the pole connected to the statue on the right side of the
upper floor. Sherry will have to fall off the ledge on the left side of the
top floor. Either way, move down below.
There are a total of six breakable --GOLDEN URNS-- on the bottom floor. The
only one that ever seems to have an item is the second one on the left side of
the area (300 skill points). There are two J'avo guards standing by the double
doors in the back of the room. One of them will drop an **ID MEDAL (7/16)** so
kill them both. They might go all Chrysalid then mutate into a Strelats if
they are not melee killed.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Golden Urn x 6
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The door behind the counter on the left side of the room is locked and has a
symbol of an ID medal on it. Walk toward the front side of the large statue in
the middle of the room and examine the slot with writing below it. Sherry
cannot read the writing and requires Jake to read it. The west side (left
side) of the room will unlock after three medals are placed in the slot and
door on the east side (right side) of the room will unlock after ten medals are
placed in the slot. If the full sixteen medals are found and placed in the
statue, the characters will unlock the fence behind the statue which contains
some extra pickups a new weapon!
--> Objective: Collect IDs
Place at least three medals into the statue to reveal a door up the stairs to
the left of the statue. The statue head will turn and look toward the west
side of the room and the fence on that side will slide back to reveal the door.
Both characters can now reach the back of the second floor via the stairs off
to the side as well! Move up the stairs and open the door.
LIVING QUARTERS - HIDDEN HALLWAY
Open the double doors and step into the Bar Room.
IMPORTANT: Be sure you step into the Bar Room first. There is a glitch
associated with stepping into the Family Room first and not activating the
J'avo spawns in the Bar Room first! You will possibly forfeit an ID medal if
you do so. J'avo spawn from the bar room while a player is in the family room
and sometimes not all waves will spawn if the Family Room is entered first.
LIVING QUARTERS - BAR ROOM
The J'avo that will attack in this room will stay on the top floor walkway from
the start, but as your character kills them off they will start to hop below.
One of the J'avo in this room will drop an **ID MEDAL (8/16)**. Players can
wreck all the glasses and food on the counters by hopping over them!
NOTE: Use the sniper rifle to hit the J'avo on the top floor walkway. They
like to hide behind the railings and then peak out every so often.
Walk over to the piano and interact with it with either character to have the
character play the piano. The music will differ depending on the character
that plays the piano. An **ID MEDAL (9/16)** will rise out of the top of the
piano on a plaque so grab it! Exit the Bar Room then enter the room through
the single door on the right side of the hall.
LIVING QUARTERS - FAMILY ROOM
Break the --GOLDEN URN-- on the platform to the right to reveal a --GREEN
HERB-- pickup. There is an **ID MEDAL (10/16)** on the plaque above the
fireplace so snatch it! J'avo will exit the Bar across the hall and attack the
character. Blast them as they enter and show them how we did things in Raccoon
City! One of them will drop another **ID MEDAL (11/16)**. They spawn in the
Bar Room while a player is in the Family Room. There should be about two or
three waves of them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Golden Urn x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: Keep the green herb handy since there is a red herb pickup in the Pool
Room listed below.
Exit the room and step into the bar across the hall.
LIVING QUARTERS - HIDDEN HALLWAY
Move down the corridor to the left and open the set of glass doors. Check the
fountain with seahorses off to the left and grab the **ID MEDAL (12/16)** from
the water. Open the next set of glass doors that lead to the pool room.
LIVING QUARTERS - POOL ROOM
This room has four breakable --GOLDEN URNS-- along the side of it. Facing the
bull in the pool the golden urn on the back left side of the room has a --RED
HERB-- inside of it. Step into the pink water and crawl up under the arch
below the bull statue and collect the **ID MEDAL (13/16)** in the water.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Golden Urn x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Move up the stairs to the left of the bull statue then push the crate that
blocks the glass door and then pick up the **ID MEDAL (14/16)** below the
crate. Open the glass door to the side.
LIVING QUARTERS - BREAK ROOM
A group of J'avo will move down the hall in the back of this room and attack
your character - they spawn in the Library. Some of them will mutate into a
Nova-Trchanje mutation, which is a spider-legged J'avo mutation. They can move
around quick and climb walls and ceilings but they are very weak - a knockdown
with a gun or a stun followed by a stomp will kill them.
One of the J'avo will drop an **ID MEDAL (15/16)** once defeated. After the
fight, break the --GOLDEN URN-- on the pedestal in the room to get a --REMOTE
BOMB--. There is another ID Medal below the left table in this room (when
looking back toward the glass door). Place a remote bomb near the table and
the two sofas on the left side of the room then detonate it. Collect the **ID
MEDAL (16/16)** from the floor afterwards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Remote Bomb
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Golden Urn x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All ID Medals should now be collected. Return to the Statue Room via the
hallway in the back of the Break Room.
LIVING QUARTERS - STATUE ROOM
Place all of the ID Medals in the slot of the statue. Placing ten medals in
the statue will unlock the door behind the counter on the right side of the
room. Placing all sixteen ID Medals into the slot will make the fence in the
back of the statue raise up.
--> Objective: Find the Comms System
Move to the area behind the fence and collect the ++BEAR COMMANDER++ weapon
then open the chest on the left and grab the --2000 SKILL POINTS-- and two
pickups of --300 SKILL POINTS-- inside. Break open the two --CHINESE BOXES-off to the right to find one pickup of --40MM EXPLOSIVE ROUNDS-- and a pickup
of --.500 S&W MAGNUM ROUNDS--. The bear commander is an assault rifle with a
secondary fire that can fire out explosive rounds! This is a highly useful
weapon for the later chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++BEAR COMMANDER++, [ ] 40mm Explosive Rounds, [ ] .500 S&W Magnum Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Chinese Box x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Enter the corridor through the doorway behind the counter and use the partner
assist command to open the door off to the right down the hall to end this
portion of the chapter.
*********************************** TREASURE **********************************
Campaign: Jake, Chapter 3
Location: Living Quarters - Statue Room
Contents: 2000 skill points, 300 skill points x 2 (many other pickups outside
the chest)
Collect all of the sixteen ID Medals from the Residential Area of the Detention
Facility and place them in the slot below the statue to unlock the fence behind
the statue. The hidden area contains the Bear Commander weapon, one chest and
two Chinese boxes. The chest contains 2000 skill points and two pickups of 300
skill points and the two Chinese boxes contain a pickup of 40mm Explosive
Rounds and a pickup of .500 S&W Magnum Ammo.
ID MEDAL LIST:
ID Medal 01 - Dropped from the first J'avo that turns into a Strelats in the
Hallway Outside Locker Room.
ID Medal 02 - Dropped from one of the J'avo that spawns in the bottom floor
Storage Room below the stairs after beating ALL the J'avo on the
staircase. If they don't spawn, run back outside the storage
room and kill any J'avo on the stairs or down the first corridor
up the stairs and then the J'avo in the storage room should
spawn.
ID Medal 03 - Open the drawer of the desk to the left of the bed in the Bedroom
on the side of the Second Floor Hallway across from the Library.
ID Medal 04 - On the side of the bookshelf against the wall on the top floor of
the Library.
ID Medal 05 - One of the many J'avo that spawn from the door spawn point in
between the top set of bookshelves in the Library will drop this
medal.
ID Medal 06 - This ID medal is dropped from one of the J'avo that attack at the
end of the second floor hallway. They will be on the walkway of
the room with the golden statue.
ID Medal 07 - After dropping down to the statue room, one of the J'avo that
stands by the back set of double doors will drop this emblem once
defeated.
ID Medal 08 - Enter the Bar Room after stepping into the Hidden Hallway and a
group of J'avo will attack from the top floor. Defeat the J'avo
and eventually they will start to hop down from above and one
will drop this ID Medal.
ID Medal 09 - Enter the Bar and walk over to the piano then interact with it to
have your character play it. A plaque with an ID Medal will rise
up out of the top of the piano.
ID Medal 10 - This is on a plaque above the fireplace in the Family Room across
the hall from the Bar.
ID Medal 11 - A wave of J'avo will exit from the Bar Room and enter the Family
Room and attack the characters. One of the J'avo will drop this.
Around three waves will attack in full. They seem to only attack
once players enter the Family Room.
ID Medal 12 - This ID Medal is in the water of the fountain with the seahorse
along the side of it through the glass doors of the Hidden
Hallway.
ID Medal 13 - While in the Pool Room, step into the pink water and climb up
under the back arch to find this ID Medal in the water up under
the bull statue.
ID Medal 14 - In the Pool Room, push the crate up the stairs away from the
glass door to the left of the bull statue and this medal will be
under it.
ID Medal 15 - Step into the Break Room through the glass door on the opposite
side of the Pool Room and fight off the J'avo that attack from
the back of the room (hallway) and one of them will drop this
medal. If the J'avo don't attack in the Break Room, enter the
Library and they should be in there.
ID Medal 16 - While in the Break Room, destroy the golden urn in the room to
get a remote bomb. Place the remote bomb beside the left set of
sofas and the table and then detonate it from a safe distance.
This ID medal is below the left table, so grab it after
destroying the table.
*******************************************************************************
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
______________________
________________________________________________________/ STAGE 3-3 -- ENTRANCE
------------------------------------------------------------------------------RESEARCH FACILITY ENTRANCE - SECURITY ROOM
All the Golden Urns are now back in the Statue Room but none of them hold any
items so breaking them is useless. J'avo will attack from the sides of the
room and the upper floor as Jake and Sherry reenter. Once a player steps in
front of the back set of double doors... a tank will bust through those doors!
Alright, well we lost that tank at least. Move down the hallway and...
Oh hell! The floor will cave in and Sherry and Jake will fall to the floor
below then... that damn tank busts through the door below.
RESEARCH FACILITY ENTRANCE - FIRST FLOOR HALLWAY
Haul ass forward! Run toward the camera with the dash button held down. Make
sure you stay on the side opposite that the tank's turret is aiming toward.
Stepping to the side that the tank is NOT aiming at is the main key to
surviving this running part.
The camera will move to the side as the characters reach the opposite end of
the hall. Run into the alcove to your character's left then hop through the
window near the trash bags.
RESEARCH FACILITY ENTRANCE - GARBAGE AREA
Break the two --WOODEN CRATES-- off to the right after landing. The tank won't
follow the characters into this tight corridor... or so I think? Well, there
are no Salazar statues to chase after players in here at least...
Anyway, move up the stairs and open the door with the partner assist button.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Sherry and Jake will step out into some shallow water and a Pagoda building is
above them. Some J'avo will attack from the railing of the Pagoda building up
ahead. They are nothing compared to what the characters just ran from though.
There is nothing along the left side of the area. Find the stairs that lead up
to the Pagoda building off to the right then run toward them.
While running, the game will switch to slow-motion and that blasted tank will
bust through the wall off to the right. Be sure to keep running to avoid
having it run over a character - it will only take damage, not kill a player.
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 3
[SE32]
Location: Research Facility Entrance - Pagoda Building Area
After Jake and Sherry run from the tank in the First Floor Hallway and then
leap into the Garbage Area, they will enter an area with shallow water with a
Pagoda building above them. When they move to the right, the tank will bust
through the wall and fire at them some more. Run toward the stairs that lead
up to the Pagoda building then run around the right side of the stairs and look
off to the left to see this emblem lying near the wall. Run over to it and
slide into it to hit it.
*******************************************************************************
Quickly run by the J'avo up ahead and get your ass up on that walkway with
railing by dashing up the stairs. The tank will fire at the side railing of
the Pagoda building and break the railing. Stay moving!
While up on the building, break the four --CHINESE BOXES-- in the room off to
the right. J'avo will constantly attack in this room. Pull the lever on the
far left wall of the room. This will make the statue on the side of the Pagoda
building rotate. There is a pole on the statue that the Jake player can swing
across.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Chinese Box x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- JAKE GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Jake player needs to get to the walkway across from the Pagoda building.
While on that side, collect the --GREEN HERB-- across from the red fence that
surrounds the statue and break the two --CHINESE BOXES-- on the far left side
(the camera hides these boxes).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Chinese Box x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Move the statue
Jake's main objective is to lure the tank toward the statue. Fire at the tank
with your handgun to get its attention. Once the tank's turret moves toward
Jake, move over to the side of the statue to shield Jake from the turret fire.
The tank will move toward the statue and hit a pole on the bottom of the
statue, which will make the statue rotate. The tank will eventually move
backwards again and start to fire at the Sherry player.
NOTE: To make the tank move away from the statue, step all the way to the other
end of the statue away from the two Chinese Boxes (basically the same side with
the green herb).
Move back around the side of the statue and fire at the tank some more to make
it move over to the statue and rotate it once again. Make sure to take cover
as the tanks moves toward Jake. The Jake player will have to repeat this
process a total of three times to make the pole on the statue face the room
across from the Pagoda building. Once the tank moves toward the statue for the
third time, the pole will be in place. Run toward the side of the walkway near
the Pagoda building then face to the right and stand near the pole to get a
button prompt swing command. Swing to the corridor across from the statue.
--> Objective: Get the motorcycle
Kill the J'avo that attack on the way up the stairs. It's best to hurry
through this part while playing online since the Sherry player is getting tons
of J'avo on her side. Three J'avo will attack Jake while he moves up the
stairs and three more will come in behind him once he reaches the first room.
Be sure to find the Duralumin cases in the first room and room with the
motorcycle. Open the first Duralumin case to collect --300 SKILL POINTS-- and
a pickup of --.500 S&W MAGNUM AMMO-- and open the second Duralumin case in the
room with the motorcycle and collect the --4000 SKILL POINTS-- and pickup of
--300 SKILL POINTS--.
*********************************** TREASURE **********************************
Campaign: Jake, Chapter 3
Location: Research Facility Entrance - Pagoda Building Area
Contents: .500 S&W Magnum Ammo, 300 Skill Points
After Jake gets the tank to move the statue in the Pagoda Building Area, he
will swing across to a room across from the Pagoda building and J'avo will
attack him. This Duralumin is on the first table in the room up the stairs.
It contains 300 skill points and a pickup of .500 S&W Magnum Ammo.
Campaign: Jake, Chapter 3
Location: Research Facility Entrance - Pagoda Building Area
Contents: 4000 Skill Points, 300 Skill Points
After Jake gets the tank to move the statue in the Pagoda Building Area, he
will swing across to a room across from the Pagoda building and J'avo will
attack him. This Duralumin case is on the table in the room with the red
motorcycle and contains 4000 skill points and a pickup of 300 skill points.
*******************************************************************************
Run over to the red motorcycle in the room with the large window and press the
X/A button to interact with it and trigger the cutscene to end this chapter.
Jeesh, you would think Jake would have taken that red car. Damn nice model
too...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Sherry player needs to fight off the J'avo in the Pagoda building and stay
safe while the Jake player gets to the motorcycle. Use the Bear Commander's
explosive rounds on groups of J'avo that attack and use quick shots followed by
melees on single J'avo. The main thing the Sherry player needs to do here is
just stay alive until the Jake player reaches the motorcycle.
There are three tables that can be turned over to take cover behind, although
they won't do too much good for the J'avo with swords and the Nova-Skakanje
mutations (grasshopper legs). Flash grenades work excellent here if Sherry has
any. They will instantly stun all J'avo and set them up for frontal heavy stun
melees which will kill them instantly when performed. If you don't have any
flash grenades, think about laying down a remote bomb.
Jake will fill you in on his progress with his phrases. The mission objective
will change to "Get the motorcycle" once he is almost finished. Of course,
while playing online, this will all depend on how much the other player fights
and screws around on the other side. Once Jake reaches the bike, a cutscene
will trigger that will end this chapter!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
___
___
___
___
___
___
___
___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ __
_
__ _
\
\ \ __ _ | | __ ___ \_________________// _\| |__
___ _ __ _ __ _ _
\ \ / _` || |/ // _ \/ JAKE CAMPAIGN \\ \ | '_ \ / _ \| '__|| '__|| | | |
/\_/ /| (_| || <| __/\_________________/_\ \| | | || __/| | | | | |_| |
\___/ \__,_||_|\_\\___|/
\\__/|_| |_| \___||_| |_|
\__, |
\________________________________________________________________________|___//
/
\
-- RANKING REQUIREMENTS
JAKE, CHAPTER 4
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 5 or less | 60 minutes or less | 40 enemies or more |
| B
| 60%
| 7
| 110 minutes
| 30 enemies
|
| C
| 50%
| 9
| 140 minutes
| 20 enemies
|
| D
| 49% or less | 10 or more| 141 minutes or more | 19 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK
|
|==============================================================|
| RANK
| A
| B
| C
| D
|
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE
|
|=============================================================================|
| RANK
| S
| A
| B
| C
| D
| E
|
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[JM04]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - C H A P T E R 4 - O N T H E R U N
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Waiyip, China
June 30, 2013
______________________________
________________________________________________/ STAGE 4-1 -- CITY AND HIGHWAY
------------------------------------------------------------------------------CITY AND HIGHWAY - HIGHWAY
Jake and Sherry are on the run from Neo-Umbrella now. They both start on the
motorcycle that Jake took from the Detention Center. The Jake player will do
the driving for this entire segment and the Sherry player will need to shoot
enemies and obstacles to keep the motorcycle from taking damage.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
While playing as Sherry, shoot a total of ten J'avo that are on motorcycles and
destroy the motorcycles while Jake drives to receive a medal at the end of the
chapter.
.--------.
MEDAL: Shot 10 J'avo off of their motorcycles
| [ME081]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The controls for the motorcycle are as follows:
.-------------------------.
| Motorcycle Controls |
|=========================|
| R1/RT
| Accelerate |
| L1/LT
| Brake
|
'-------------------------'
Keep in mind that the motorcycle can only take so much damage from hitting
walls and enemies, so try to avoid hitting anything. Be sure to accelerate on
straightaways and before hitting ramps and allow the motorcycle to coast on
turns and around obstacles (let go of the accelerate and tap it a bit).
Jake and Sherry will start out on the highway and a helicopter will be
following them from behind and it will shoot missiles at them. Jake will
eventually come upon a turn to the left, so don't accelerate while making that
turn or else the motorcycle will slam into the wall and take some damage.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Sherry player can shoot at the helicopter behind the motorcycle but it
doesn't seem to matter if you do or not. Just shoot it to provoke it. Hell,
Sherry has infinite ammo here anyway.
.-------------------------------------------.
| Sherry Gun Controls
|
|===========================================|
| R1/RT
| Fire
|
| L1/LT
| Ready weapon |
| R3/right thumbstick (push) | Switch sides |
| X/A
| Hold on
|
| Right thumbstick
| Adjust aim |
'-------------------------------------------'
NOTE: The "Hold on" command makes Sherry hold on to Jake and changes the view
to a frontal view for the Sherry player.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--> Objective: Shake off your pursuers
The helicopter will fly in front of the motorcycle after the left turn. It
will start to fire down toward the road. Move to a side to avoid the gunfire.
Accelerate as the helicopter flies off and the road stays straight. The road
will eventually turn to the right, so coast through the upcoming turn.
Jake and Sherry will enter a tunnel and plow through boxes and small
roadblocks. Accelerate down the tunnel. They will come out of the tunnel and
hit a ramp then fly into the air and land on a building below then drop down to
Try to stay in the middle of the road to avoid hitting the fences near the
buildings along the sides of the street. There is a small ramp at the end of
the street, so stay to the left side to hit it. Once the characters hit the
ramp, the view will show a J'avo that will be aiming at the motorcycle with a
rocket launcher.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Sherry player needs to shoot the red explosive barrel that the J'avo is
so ever conveniently standing next to in order to kill him and stop the
rocket blast. Thank god for those explosive barrels that magnetize to
enemies!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The motorcycle will land on the street below and Jake will have to drive
through a very narrow alley. The narrow alley will end at a sharp turn to the
right, but a cutscene will trigger and Jake will make the turn during the
cutscene.
-- Objective: Shake off your pursuers
J'avo on motorcycles will start to chase after Jake and Sherry. The Sherry
player needs to shoot at the J'avo in the back of the motorcycle while the Jake
player focuses on dodging obstacles up ahead.
NOTE: Be sure to coast through the upcoming obstacles. Accelerate lightly
because one touch against any type of obstacle in the road and the bike will
crash and explode.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sherry needs to shoot at the J'avo on motorcycles that follow her and Jake.
A few more will follow after the first wave of J'avo.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
A J'avo will get ahead of the motorcycle and toss cocktails down toward the
road. Watch the hand that he holds the cocktail in and dodge to his opposite
side to avoid taking damage. The street will get narrow then go back to a
wider road. Watch out for the parked cars along the right side of the street
when the street gets wide again. There will be another parked car on the left
then one on the right while the motorcycle moves ahead. The characters will
turn to the right in another cutscene eventually.
Two J'avo will be in front of the motorcycle and they will both toss a cocktail
along the right side of the road and a parked car will be on the left side of
the road at that time, so move to the far right to avoid it all.
Here is a list the cars that will be on the road when the two J'avo are on
motorcycles up ahead along with the sides of the road to move to:
Obstacle List:
o
o
o
o
o
o
(move
(move
(move
(move
(move
(move
left)
right)
either left or right)
left)
right)
left)
o Middle car
o Car on both sides of street
o Cars on left side of street
The final J'avo will crash before Jake and Sherry reach a ramp at the end of
the street. Stay to the far right side of the street to move up the ramp.
Keep accelerating. The motorcycle will hop the ramp then Jake and Sherry will
be driving along a wooden walkway while the helicopter flies to the left of
them. Keep accelerating as the helicopter fires on the walkway ahead of the
characters.
An explosion will occur and Sherry will fly off the motorcycle and grab the
side of the helicopter. Jake will turn around in the street up ahead and
Sherry will be hanging onto the helicopter at the opposite end of the street.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Sherry player needs to keep tapping the displayed button on the screen to
maintain grip on the side of the helicopter while the Jake player races
toward her to catch her when she falls. This is not near as bad as the Sheva
hanging QTE in RE5, but there is a lot of single button tapping here!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Jake player will have to press R1/RT as the timer hand on the screen moves
through the green portion of the gauge in a QTE sequence. Jake will have to
accelerate down the street and dodge a few obstacles to get to Sherry. The
falling wooden poles will not do anything to the motorcycle, so Jake can plow
right through them.
Obstacle List:
o Cars on both side of street (move center)
o Car on right side of street (move left)
o Cars on right side of street (move left)
Stay to the far right as the second group of wooden poles drop. Move up the
ramp on the right side to fly up into the air and catch Sherry as she falls.
NOTE: You have to accelerate FAST at this part or Sherry player will fall
automatically in single player. DO NOT COAST AT ALL.
CITY AND HIGHWAY - CITY STREETS
(move
(move
(move
(move
(move
(move
(move
(move
(move
left)
right)
left or right)
right)
left)
left)
right)
left or right)
center)
Obstacle List:
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
(move left)
(move left or right)
(move center)
(move right or in between them)
(move center)
(move left or right)
(move right)
(move left or right)
(move left or right)
(move center)
(move left or right)
(move left)
(move left)
(move right)
(move left or right)
(move left)
(move far right!)
(on right side yet?)
(move center)
(stay center)
The motorcycle will crash during a cutscene. Jake and Sherry will have to
fight several J'avo below while they are in the courtyard. Chris Redfield and
Piers Nivans along with the rest of the BSAA are positioned high on the nearby
building and will help to fight the J'avo in the area. They will kill the
J'avo up high while Jake and Sherry kill the J'avo below.
An Attack chopper is flying overhead and it will be firing its guns at the
characters the whole time they fight the J'avo. It's very important to get
behind a wall to avoid the chopper's fire. It will fire down at Jake and
Sherry constantly and only let up for a short while. It's best to equip a
powerful weapon such as the sniper rifle and quick shot the J'avo to quick kill
them. Spam gunfire with the handgun or Bear Commander from a distance if
needed.
If your character gets involved in too much melee, that character will be a
sitting duck for the chopper's gunfire. It's very important to stay behind a
wall and look up into the air to see where the chopper is positioned so you
have an idea of which wall to get behind. The walls will start to crumble
because of the chopper's gunfire. Move to different walls when one wall is
nearly destroyed.
NOTE: Another good place to get to avoid the chopper gunfire is up under the
green awning on the right side of the area. Facing the gap, this is off to the
right. Just stay under the awning and the chopper will have a very hard time
trying to hit your character.
J'avo and Noga-Skakanje J'avo mutations (grasshopper legs) will attack
throughout this battle. Some of the J'avo will mutate into Noga-Skakanje when
shot and some of the Noga-Skakanje hop off the overhead chopper. All of the
J'avo must be defeated in this area to finish up this part. The J'avo are
often hanging on the sides of the chopper up above. Don't worry about the
J'avo on the helicopter until toward the very end of the battle. The final two
J'avo will hang on to the sides of the chopper and must be hit with a sniper
rifle or sniped carefully with another weapon. The final few J'avo in the area
will be marked with red arrows to show what you need to finish off to complete
the area.
It's best not to try to shatter these during the actual chopper fight since
they can be broken after the battle, but there are three --TALL CRATES-- around
the area. A set of two are on the raised area with the railing on the right
side of the courtyard (right of the gap) and one more tall crate is by the gap
near that railing.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once the fight is over, a red and yellow pole will be revealed. The Jake
player needs to swing across the pole to get to the other side of the gap below
it. Climb the ladder to the right after swinging across then walk forward to
see the exit door off to the left. Kick down the ladder on the right side of
the building to allow Sherry to move up top. Use the partner assist button to
open the door.
Follow the corridor then step out to the opposite end. Fall off the ledge
along the side of the outside walkway.
POISAWAN COURTYARD - FRONT OF COURTYARD
There are two --TALL CRATES-- near the wall behind the characters after
falling. Nova-Skakanje J'avo mutations will attack and the chopper will move
back into the area above for round two! Jake has much more freedom to get up
high in this area since he can swing on the poles high up on the buildings.
The Sherry player will have to stay below and fight off the J'avo that appear.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Climb the ladder against the left wall. Break the three --TALL CRATES-- on the
back left wall. Use the partner action command near the ledge by the folded up
ladder on the side of the building to toss Sherry up above. The Sherry player
needs to kick down the ladder for Jake. Climb above the ladder and break the
four --TALL CRATES--. Kick down the ladder on the other side of the platform
then fall.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 7
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - There are three --TALL CRATES-- off to the left after falling. Move to the
other side of the building up ahead then hop over the gap by using the pole to
swing across.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- JAKE GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Jake can get on one of two rooftops now. One of the rooftops is up the ladder
to the left - the Jake player will have to swing across the poles on the right
side of the area to reach the other rooftop. Jake will have to climb a few
more ladders to reach the very top of each rooftop. There are four --TALL
CRATES-- in groups of two on each of the two rooftop areas for a total of eight
tall crates altogether.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 11
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The best way for Jake to take down the chopper is to get on the rope that the
J'avo climb down to drop from the chopper. Wait on a rooftop for the chopper
to move down to let J'avo off then blast the J'avo that cling onto the rope
below the chopper. Be sure to kill all the J'avo that fall from the rope or
they will shoot Jake while he climbs on the rope. Grab onto the rope by
pressing the X/A button then tap the Square/X button to climb the rope. The
command for grabbing the rope should appear when the rope is nearby and doesn't
have J'avo on it. Climb to the very top of the chopper while it flies. Jake
will pull up onto the cockpit window of the chopper. Aim your gun toward the
chopper pilot's head then blast the pilot. Jake will automatically take out a
magnum and aim at the pilot while on the cockpit window.
NOTE: A player will get the "Hard Choice" trophy/achievement for blasting the
pilot in the head with the magnum.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
A player will also get a medal for blasting the pilot in the head with the
magnum.
.---------.
MEDAL: Personally finish off the helicopter pilot
| [ME163] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The chopper can also be taken down by firing explosive rounds at it with the
Bear Commander's alternate fire. You'll need to aim precisely most of the time
since the chopper is often high up in the air however.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
________________________________________
______________________________________/ STAGE 4-3 -- POISAWAN SHOPPING DISTRICT
------------------------------------------------------------------------------POISAWAN SHOPPING DISTRICT - ALLEY
Follow the corridor ahead then step out into the area with the standing bikes.
Break the --TALL CRATE-- off to the right near the oil drum. Move down the
alley to the left. Hop over the roadblock then enter the area off to the left
in front of the yellow truck and break the --TALL CRATE-- there. There are two
--TALL CRATES-- near the stack of yellow pipes to the right of the truck. Move
around the left side of the truck from the back then break the three --TALL
CRATES-- on that side also. Hop over the next roadblock up ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 7
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Jake, Chapter 4
Location: Poisawan Shopping District - Alley
Contents: 2000 Skill Points
After the battle with the attack chopper, Jake and Sherry will enter an alley
with bikes. After hopping over the second roadblock look off to the left to
see a chest. It contains 2000 skill points.
*******************************************************************************
Continue to follow the alley. Some J'avo will run to the left up ahead. Break
the two --TALL CRATES-- to the left of the green dumpster.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Jake, Chapter 4
Location: Poisawan Shopping District - Alley
Contents: 5000 Skill Points
While in the Shopping District Alley, after hopping over the second roadblock,
two tall crates will be on the left wall up ahead. There is a green dumpster
across from the two tall crates. On the other side of the dumpster, there is a
chest that contains 5000 skill points.
*******************************************************************************
Two more --TALL CRATES-- are behind the yellow truck along the right side of
the alley.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 4
[SE34]
Location: Poisawan Shopping District - Alley
Once Jake and Sherry finish off the attack chopper, they will enter an alley
with many pickups along it. After moving past the second treasure chest that
is behind a green dumpster off to the right, players will notice a red and
white car toppled over on its side behind a roadblock to the left. Move behind
that toppled car and there is a white car with its headlights on. This serpent
emblem is on the windshield of that car - the passenger's side.
*******************************************************************************
Hop over the next roadblock up ahead then break the two --TALL CRATES-- near
the right wall behind it. Follow the corridor as it moves to the left and then
use the partner assist button to open the door at the end to get to the next
area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_______________________________
_______________________________________________/ STAGE 4-4 -- SHOPPING DISTRICT
------------------------------------------------------------------------------SHOPPING DISTRICT - STREET
instant kill melee'd. Many of these J'avo have machine guns and one has a
gatling gun. Be sure to take cover behind the nearby walls so avoid their
gunfire or roll out of the way of their gunfire. You can just rush them with
brute force and take the damage then hit them as always. There are two --TALL
CRATES-- near the large crate and wooden tables in the middle of the area and
there are two more --TALL CRATES-- by a burning car in the back of the area.
Look on the large crates near the tall crates in the middle of the area to find
some --7.62 NATO AMMO--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 7.62mm NATO Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - After finishing with the J'avo, find the gate door on the left side of the area
where the second group of J'avo were stationed. It has a bar over the back of
it that locks it from the inside. Find the ladder on the left side of the
area.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- JAKE GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Jake player needs to climb the ladder then the next ladder up above the
first to get up on the high sign. While standing across from the pole with the
red cloth wrapped around it, the Jake player will get a swing button prompt.
Swing over to the platform up ahead. Run to the left then fall to drop behind
the locked door. Walk toward it and remove the bar so the Sherry player can
enter the alley.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Chrysalids from the last battle will start to mutate while Jake is on the
other side of the door so some Strelats will likely be attacking the Sherry
player by the time Jake unlocks the door. Follow the corridor behind the door
and break the two --TALL CRATES-- near the exit door at the end. Open the
green door at the end of the corridor with the partner action command.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SHOPPING DISTRICT - MARKETPLACE
When Jake and Sherry move ahead, a group of J'avo will exit the door on the
other side of the area (back right) and attack. Players can get the drop on
them by climbing the ladder up ahead - they will be in perfect view from the
top of the awning up the ladder for blasting the group with explosive rounds.
Some of these J'avo will mutate into Chrysalids that spawn Strelats just like
the last few groups. A good method to use to kill them all quickly from below
is to toss a flash grenade then hit them with a frontal heavy stun melee (Coup
De Grace) while they are stunned - think of the flash grenade as a power pellet
and your character as the Pac-man. Gobble up those ghost monsters!
Once the J'avo are finished, find the door at the other end of the area (right
side). Three J'avo with swords will drop from the high wall on the other side
of the door. They will spawn when a player gets near the door so they might
just join the other J'avo. Either way, be ready for them while opening the
door if they haven't spawned yet.
SHOPPING DISTRICT - ALLEY
Get to breaking the two --TALL CRATES-- by the left wall. Kick through the
next door with the partner command.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SHOPPING DISTRICT - STAIRWAY
Move up the stairs. At the top of the second set of stairs, there are two
--TALL CRATES-- to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Find the treasure box off to the left at the top of the fourth set of stairs
and open it for some extra skill points.
*********************************** TREASURE **********************************
Campaign: Jake, Chapter 4
Location: Shopping District - Stairway
Contents: 4000 skill points
Once Jake and Sherry enter the stairway area in the Shopping District, find the
box off to the left at the top of the fourth set of stairs and open it to find
4000 skill points.
*******************************************************************************
When Jake and Sherry reach the top of the stairway, step out toward the tall
crate off to the left up ahead before moving toward the ledge. Break the two
--TALL CRATES-- in the surrounding area. There is a ++SHOTGUN++ in the open
locker to the left of the first tall crate.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++SHOTGUN++
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SHOPPING DISTRICT - SECOND STREET
The player that hops across the gap to get to the next walkway will fall below
shortly - the walkway will break on the other side of the gap. The player that
is left behind up top will have to fall to the walkway below the current ledge
and make their way across the area along the rooftops.
=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOTTOM PLAYER GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=The bottom player will fall off the walkway that the character hops over to and
then hit the awnings on the way down before hitting the ground. J'avo will
attack immediately after the player lands. These J'avo can mutate into RukaKhvatanje with an insect-like arm if they are damaged in the body or arms with
bullets. These J'avo mutations can be very dangerous from a distance. They
grab from long range with their long arm then slam a player to the ground this grab cannot be countered. Be sure to ground them quickly with a quick
shot from the sniper rifle or stun them with a flash grenade then hit them with
frontal heavy stun melee.
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 4
[SE35]
Location: Shopping District - Second Street
After Jake and Sherry reach the top of the stairway in the Shopping District
area, one of them will have to hop across a gap and that character will fall
below. There is an overturned bus up ahead and some crates to the left of it.
Move behind the big crates off to the left and this emblem will be on the crate
in the open area behind the first crate. It's low enough to where a player can
hit it with a melee.
*******************************************************************************
Pick up the --7.62 NATO AMMO-- on the green stand off to the left while moving
down the street. Break the two --TALL CRATES-- on the right side of the area
further ahead. There are also two more --TALL CRATES-- near the row of green
stands up ahead. Watch out for J'avo on the overhead rooftops. Hopefully your
partner will help out in killing them. If not, look up and shoot the high
J'avo yourself.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 7.62mm NATO Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - There is a group of several J'avo at the end of the street and all of them have
either a machine gun or a gatling gun. Get behind a crate and shoot at them
from a distance. There is also a corridor along the left side of the area that
can be moved through in order to get closer to them. A flash grenade explosion
can help to blind them all so your character can shoot them without having to
worry about their gunfire. Some of the J'avo will form Chrysalid shells then
mutate into Strelats if the shell is not broken - these mutations are all
scripted.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TOP PLAYER GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=
The top player will have to drop to the wooden walkway below the top ledge.
Drop to the next lower walkway then move across the middle walkway toward the
opposite building. Two J'avos with heavy machine guns will be on two high
platforms up ahead. Take out the sniper rifle and shoot them from a distance.
Run back and take cover on the middle walkway if needed.
Drop down to the next lower walkway. Slide up under the sign ahead then climb
the ladder. Don't drop off the walkway directly ahead after climbing the
ladder. Look to the right and hop across the gap to the platform on the other
side. Fall to the red and white awning below. Break the two --TALL CRATES-off to the left and grab the --GREEN HERB-- near the tall crates. Fall off the
ledge to the right (on the bamboo poles) to drop to the alley in the back of a
locked door. Unlock the door for your partner.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
There is a gate at the end of the street that is locked. The top player should
unlock that gate for the bottom player while up high. Go through the gate
doorway to continue.
NOTE: If the top player does not unlock the gate, the Jake player must walk
over to the broken ladder off to the left at the end of the street and toss the
Sherry player up above so that she can fall behind the gate and unlock it from
the other side. Sherry can't toss Jake up because... well, it hardly ever
works that way.
SHOPPING DISTRICT - CORRIDOR TO LADDER
There are two --TALL CRATES-- in the middle of the corridor. Run to the end of
the
- [ ]
- -
Run to the right and hop over the bamboo poles along the walkway then drop from
the ladder at the end. There are three breakable --TALL CRATES-- behind the
ladder. Open the door at the bottom using the partner action command.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SHOPPING DISTRICT - END OF STREET
Don't move directly ahead just yet. Run over to the back left portion of the
area and break the two --TALL CRATES-- in front of the large wooden crates that
block the road.
When a player moves directly ahead, a cutscene will play. There is a third
--TALL CRATE-- on the far right side of the area while moving ahead, but the
cutscene will play before reaching it. You'll need to break it afterwards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Defeat the B.O.W.
BOSS BATTLE
- - - - - U B I S T V O =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Horizontal Swing - Ubistvo strikes forward with his chainsaw arm. This
attack instantly kills if a player doesn't tap the X/A button to fight
Ubistvo! There will be no dying status! Sometimes he just instantly kills
with this move without having the option to struggle.
o Spinning Strikes - Ubistvo lunges forward then performs two turning side
strikes with his chainsaw arm. This attack covers a wide range and gets him
close to the characters quickly. This attack causes dying status.
o Chainsaw Overhead Strike - Ubistvo stop and revs up the chainsaw blade then
hops forward with an overhead strike. This attack causes dying status.
o Chainsaw Downward Strike - Ubistvo plunges his chainsaw into the ground to
hit a grounded character. This attack instantly kills.
o Berserk Mode - Ubistvo moves forward and swings his chainsaw wildly from side
to side. The amount of times he will swing is random. This attack is his
worst attack since it's so sudden. It looks just like a single swing from
the beginning then it's just like he all of a sudden yells "RARRR, BITCH!"
and keeps on moving forward while swinging. This attack causes dying status.
------------------------------------------------------------------------------Well, what do we have here? Ah, a chainsaw! It's not a Resident Evil these
days without the chainsaw, right? It still reminds of us of the main series
game that stripped the franchise of zombies. Because of this, a chainsaw is
like a source of fear to many old-school RE fans!
NOTE: The surrounding area will catch on fire during this battle. This limits
movement slightly. The middle area has a ladder that can be climbed to get up
on some stands and a bamboo bridge above. This can help out for co-op play.
Ubistvo may look threatening, and he actually can be dangerous when he manages
to get close, but his health is very low if you exploit his weaknesses. His
main weak point is his head and his chainsaw arm and every shot to his head or
chainsaw arm with any weapon will damage him greatly. Ubistvo will eventually
get stunned when he is shot in the head several times and a player can run up
and melee attack him. Blast him in the head or in the chainsaw arm with the
handgun or some other weak weapon. It's not really worth using the magnum for
this battle since he's too easy to dodge. Blasting him in his head will set
him up for a melee attack often.
Ubistvo has many sudden attacks where he will move forward quickly and strike
with his chainsaw arm. Most of his attacks cause instant dying status, so stay
away from him all times. His close range single swing attack will instantly
kill a player if the button QTE from that attack is failed. The main thing
that makes Ubistvo dangerous is that he has a sudden berserker attack where he
will run forward and swing wildly with his chainsaw several times in a row.
The amount of times that he will strike and the distance he will cover is
random. Because of this, it's best to move away the moment he gets too close.
It's a good idea to keep a crate in between your character and Ubistvo just in
case he decides to come charging forward. He has a slight bit of
unpredictability and can easily catch a player off guard with his sudden
attacks from close range at times. Be sure to watch him closely when he gets
in close range.
When Sherry yells out "Now's our chance", run up to Ubistvo and melee attack
him and Jake will take the pipe out of his body and stab him with it. The
Sherry player will have to melee attack the boss afterward. She will take out
her stun rod and hit the boss. Ubistvo will drop --4000 SKILL POINTS-- after
falling. Not so tough anymore eh, champ!?
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
SHOPPING DISTRICT - END OF STREET (AFTER THE BATTLE)
Find the corridor in the back of the area near the burning oil drums then
follow it to the end. A plane will fly by overhead. Break the five --TALL
CRATES-- near the exit door then use the partner assist button to open the
door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_________________________________
_____________________________________________/ STAGE 4-5 -- AIRPLANE CRASH SITE
------------------------------------------------------------------------------AIRPLANE CRASH SITE
BOSS BATTLE
- - - - - U S T A N A K =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Arm Grapple - Ustanak can grab up to three characters during this battle. He
can grapple them with his metal arm or grab them from close range. Once
grappled, he will put the first character into the trap on his back. He can
hold another character with his metal arm and another character in his
regular arm. When a character is held in his normal arm a partner assist
melee can be done to Ustanak to free that character. When a character is
placed in his trap on his back that player's life will slowly drain, so shake
the left thumbstick to break out then quickly tap the button as the meter on
the screen moves by the green areas. Ustanak will grab from short range and
long range with his mechanical arm.
o Dashing Ram - Ustanak runs forward and rams. This will knock a player
straight to the ground.
o Grapple Arm Slap - If a player gets behind Ustanak when his back is turned,
he will turn and slap the area behind him with his grapple arm.
o Punch - From close range, Ustanak will punch with his normal arm.
o Kick - From close range, Ustanak will run forward and kick.
o Grenade Toss - Ustanak tosses a hand grenade forward. This can hit all four
characters at once obviously.
o Arm Cannon - Ustanak points his gun arm toward a player then blasts that
player. This shot is much like a long range shotgun blast. It will knock a
player down (Ustanak will only perform this attack once he attaches his gun
arm during the second fight with him).
--------------------------------------------------------------------------------> Objective: Take down Ustanak
And here you thought we left him six months back? Some relationships are more
long-term then you think I'm afraid.
This battle is another cross-over segment where four players join forces. Leon
Kennedy and Helena Harper will help out Jake and Sherry during this battle.
Ustanak has a TON of health for all phases of this battle since he is clearly
outnumbered.
Ustanak can be a total beast in this battle with the way he can treat all four
characters. Do not let him grab your character or he might place your
character in the trap on his back. The character's health will slowly drain
and the player will need to shake the left thumbstick then a QTE sequence will
appear - input the button tapping with the correct timing in order to break
free. Ustanak can hold three characters at once during this battle - one in
his back trap, one in his metal arm and one in his regular arm. And this guy
can even kick at the fourth player while holding the other three - now that's
some determination!
Other than the grabbing and the grenade tossing, Ustanak fights the exact same
way as he did in the first battle with Jake and Sherry. Be sure to roll to
dodge his attacks if he ever gets too close - don't just rely on moving to the
side all the time. He can grab from long range by sending out his mechanical
arm, so dodge to the side when he does this.
Because of his tremendous amount of health, it's a good idea to take advantage
of the explosive canisters that lie in crates on the surrounding containers.
Some of the containers with explosive canisters are blocked off until later in
the battle. The explosive canisters are all inside metal crates that must be
pushed over from the top of one of the surrounding containers. Look off to the
left and there is a ladder on the side of a dark colored container. Climb up
the ladder then use the X/A button to push off the crate full of explosive
canisters. Break the three --TALL CRATES-- on this container then hop over to
the container across from them and break the three --TALL CRATES-- on that side
as well.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 6
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Push off all the metal crates that have explosive canisters inside them during
this battle and shoot them all to make them explode to gain an extra medal at
this end of this chapter.
.----------.
MEDAL: Blew up all the fuel tanks at the crash site
| [ME145-1]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE: Be careful about getting up on the containers throughout this battle
since Ustanak can hop up onto a container and corner a player on the container
- this can get very bad. Just because your character is pushing a metal crate
doesn't mean that character is invincible!
There is another crate full of canisters on the container further in the back
of the area on the left side. Find the forklift next to the container and
press the red button on the forklift to lower the pallet on it. Get up on the
pallet then pull up to the container using the X/A button. There are a total
of six --TALL CRATES-- off to the right on the container. They are in groups
of three. There are two metal crates full of explosive canisters near the left
edge of the container - push them both off.
NOTE: One explosion from a pair of canisters will not be close enough to set
off the other - they can both be detonated with a short separately. This goes
for ALL groups of canisters THROUGHOUT this battle.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 6
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once all the explosive containers have been pushed down, hop back below and
lure Ustanak toward each of the sets of explosive containers. Blast one of the
containers in the group with a weak weapon to damage Ustanak heavily. These
explosions take a BUNCH of health from him. It's much better than using
precious magnum ammo for him for now. After the three explosive barrels have
damaged him, he should be near the point of leaving for a short while. Blast
him with the sniper rifle or shotgun to weaken him until he staggers then hops
on top of a container. He will hop behind the container then run off. Haha,
that's right!
The camera will show a steel wall in the back of the area. Alright, now
everyone run to the wall that appears to have no obvious help on the other
side! The Jake player will need to stand next to Sherry and boost her over the
wall. Helena will have to boost Leon over the wall. Both Leon and Sherry
players will have to do something different here while Jake and Helena wait.
NOTE: The partner assist command for helping the partner will not appear until
standing up against the steel wall in between the characters that have to hop
over the wall. It doesn't appear while standing directly in front of the wall
across from the character that you need to help. Strange.
=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON AND SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=Leon and Sherry will have to lift open the back portion of the bus behind the
steel wall. The Leon player will have to hotwire the bus from the back. The
Leon player has to go through a precision button tap QTE sequence where the
player must time all button presses that display as the indicator moves by the
green portions of the gauge on the screen. The Sherry player needs to move to
the driver's seat of the bus (right side) and drive start the bus up by
pressing the QTE button tap that appears. The Sherry player will remain in the
bus until it crashes.
NOTE: There are some breakable objects that Sherry and Leon can get in this
area, but I don't mention them until later so all players can get them.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=- JAKE AND HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=--> Objective: Take down Ustanak
Ustanak will hop out toward the container to the right of the wall with a brand
new arm and start to fight Jake and Helena after the cutscene. Don't blast
Ustanak while he is above. Wait for him to fall down then start to shoot him.
It's a good idea to not attack him much during this part of the fight since
your weapons do very little damage considering the tremendous amount of health
that he has. It's best to wait until the path to more explosive canisters is
opened with the help of Leon and Sherry. Ustanak only has a new gun shot
attack with his gun arm during this battle but it has some good range. Run or
dodge roll to the side to dodge the blast when he points the gun your way.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
After a while, a bus will plow through the steel wall where Leon and Sherry are
at and the bus will open the way (damage barricades) to several more crates
full of explosive canisters when it moves out of the wall. The explosive
canisters will once again provide a great way to damage Ustanak to save ammo
and damage him heavily!
NOTE: The bus can knock over the Jake or Helena player by hitting them but it
will not take damage or kill them.
Now, let's talk about tall crates and metal crates full of explosive canisters.
The steel wall area that Leon and Sherry were behind is now open, so rush in
that direction and break the --WOODEN CRATE-- and --TALL CRATE-- behind the
large green crate in the back and then break the two --TALL CRATES-- across
from them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Find the yellow truck along the side of the area and move behind it. Break the
--TALL CRATE-- near the barred container to the left and the two
--TALL CRATES-- off to the right. Further in the back is one more --TALL
CRATE-- near a car and then while moving to the far left in the back there is
another --TALL CRATE-- beside the red crate with the ladder on it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Jake, Chapter 4 AND Leon, Chapter 4
Location: Airplane Crash Site
Contents: First Aid Spray, 5 Remote Bombs
While fighting Ustanak during the four-way crossover fight with Leon, Helena,
Jake and Sherry, players will eventually drive off Ustanak then Leon and Sherry
will hotwire a bus and drive it through a steel wall. Once this sequence has
taken place, the right side of the area will open up. Find the red crate with
a ladder on both sides of it in the new area (it has yellow framework above it)
and approach the side without ladders to get a partner assist button prompt.
All FOUR characters have to move near the crate and press the partner assist
button in order to push it against a big container in the back of the crate.
Climb either of the ladders on the sides of the crate then hop off the back
portion of the crate to land on the container behind it. There is a --TALL
CRATE-- to the right and there are three --TALL CRATES-- to the left. Move
toward the far left side and approach the furthest ledge on that side to get a
button command prompt for a jump. Leap over to the tall crate with the wooden
pallet on it then turn to the left and leap over to the red container. Find
the closed suitcase lying on the wooden crates on this container and open it to
find four --REMOTE BOMBS-- and a --FIRST AID SPRAY--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Remote Bomb x 4, [ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *******************************************************************************
After moving past the barred container and stepping by a blue container to
enter the back portion of the middle area, find the forklift off to the left
and press the red button on it to lower the pallet on it. Get on top of the
pallet and climb up to the top of the barred container. There are a total of
four metal crates with explosive canisters inside of them up on the containers.
Push them all off if Ustanak is not nearby to set a trap for him. Leap over to
the barred container that is out toward the middle of the area and break the
--TALL CRATE-- on it then push off yet another metal crate filled with
explosive canisters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Run toward the bus that plowed through the steel wall earlier. Look along the
left side of the bus to find a ladder. Climb the ladder to get on the bus then
leap over toward the container across from it (right side of the bus) and then
leap to the next container to the right and break the three --TALL CRATES-- and
one --WOODEN CRATE--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Now that we've done destroyed all breakable objects in the area, its time to
get rid of Nemesis 2012. Lure Ustanak toward the explosive canisters that were
knocked down earlier and blast the explosive canisters to damage him badly.
Ustanak likes to hop on crates much more often now that he has a gun arm. He
will hop on top of them and fire at the characters or toss hand grenades at
them from up high. Most of his attacks are long range while he has his gun
arm.
Ustanak will eventually hop on top of a crate and take off his gun arm then
replace it with his grappling arm. After he is damaged some more after that,
he will take off his grappling arm and will fight with only his regular arm for
the rest of the battle. He will be much faster and will start to ram more
often again. He is nearly defeated one he only have one arm, so continue to
blast him with a high powered weapon or shoot the explosive canisters nearby if
there are still any in the area. A cutscene will trigger once Ustanak has been
defeated.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
AIRPLANE CRASH SITE (AFTERMATH OF THE BATTLE)
Open the door to the left in the new corridor. I know you are just dying to
break the two --TALL CRATES-- inside. Leave that room and follow the corridor
ahead. There is one more --TALL CRATE-- at the end of the corridor so run down
the corridor and slide into that sucker.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Open the door at the end and break the two --TALL CRATES-- and --WOODEN
then collect the --GREEN HERB--. Use the partner assist button to open
door off to the right in order to enter the next area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
CRATE-the
- ITEMS
OBJECTS
- - - -
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
________________________________
______________________________________________/ STAGE 4-6 -- STILT HOUSING AREA
-------------------------------------------------------------------------------
Ubistvo is no different from the last battle with him. Stay at a distance from
him and shoot him. This battle can get a bit harder than the last Ubistvo
battle since several J'avo will spawn in the back of Jake and Sherry as Ubistvo
moves closer. This is a good time to take out the Bear Commander assault rifle
and switch to its explosive round alternate fire for some great crowd control.
Blast the J'avo groups with explosive rounds. Try to work all enemies together
so the explosive rounds damage them all. The J'avo will mutate into Ruka-SRP
(big arms) and Noga-Let (wings) during this battle when shot in the arms or
legs.
When firing on Ubistvo alone, aim for his chainsaw arm and blast him there to
stagger him. Hitting him in the head will still stun him but it's hard to hit
him with such a crowd of J'avo around him. Blasting his chainsaw arm will make
him stagger eventually. Once his health is drained, Ubistvo will get knocked
against a sign and fried during a cutscene.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Some person with a red shirt is helping during this fight. Look up on the
stack of steel beams attached to an overhead crane to see this person. After
the battle, the person will still be up on the beams, but you can't make out
the red shirt. Hmm.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Move to the other end of the rooftop. Break the --WOODEN CRATE-- and the
--VASE-- off to the right before stepping down the ramp at the end. Leap over
to the next flat boat by jumping off the right side of the ramp.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
One player will have to start the engine of the boat before either player can
steer this time. Walk over to the crank in the back of the boat and interact
with it. A QTE sequence will appear. Press the displayed button and time it
to when the indicator moves by the green areas on the gauge that appears.
NOTE: Just like before, if the boat hits an obstacle, restart the engine by
interacting with it and then use the QTE precision button tap sequence to get
the engine going again.
Notice the strange glow below the water? That glow will move toward an object
and the object will fall in front of the boat.
One player needs to steer the boat just like last time. In single player, the
actual player will have to start the boat and drive it this time. Steer to the
right to avoid the falling steel column. Steer to the left further ahead to
dodge the next falling steel column. The players will be free to move after
steering away from the second column. Watch out for the steel beams that are
connected to the overhead crane by a rope - they will move back and forth over
the boat. Stay at the back of the boat until the steel beams moves to the left
and then back to the right then move to the front of the boat to continue to
dodge them. If the stack of beams hits a player it will cause immediate dying
status.
That strange glow in the water will move beside the boat as the boat hits
another boat and stops. Ubistvo will hop out of the water!
--> Objective: Defeat the B.O.W.
Wow, you're getting just about as predictable as that buffed up Jason Voorhees
thing!
Ubistvo is the same as all other times that Jake and Sherry have fought him.
You really need to hit him with your most damaging weapons this time though
since there is little room to move on the boat. If you have remote bombs then
place them on the boat and make him run across them then trigger the bomb to do
some massive damage to him. Other than remote bombs, blast him with the magnum
or explosive rounds from the Bear Commander assault rifle. Try to aim for his
head when shooting him, but really just shooting his chainsaw arm by now is the
best since you don't have too much time to aim.
Be sure to stay on the run during this battle. Don't take chances on reloading
when he is midways from your character. He will speed up suddenly and corner
your character at one end, and that is something you don't want. A cutscene
will trigger after he is damaged enough to end the battle.
The boat will arrive at a dock and a cutscene will play. After the cutscene,
that Thomas Hewitt reject (Ubistvo) will trap Sherry on the boat as she tries
to get off. Both the Jake player and the Sherry player do not have to damage
Ubistvo here. The Sherry player only needs to dodge him for a few seconds. A
cutscene will trigger before too long.
Yeah, that's right, Ubistvo, Leatherface you are not!
STILT HOUSING AREA - DOCK
the cell door and use the X/A button to look into the outside room. A cutscene
will trigger as the characters notice their weapons.
The camera will shift to a view of an air duct above the cell area. The Jake
player needs to walk over to the wall below the air duct and use the partner
assist button to boost Sherry up to the air duct. If the Jake player walks
over to the right of the cell door, the player will get a X/A button prompt to
view Sherry as she sneaks along the vent up high.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
After the Jake player tosses Sherry up to the air duct, enter the vent by
pressing the X/A button then crawl through it. Pressing the X/A button will
make Sherry crawl faster, but it will also use her one block of her stamina per
usage. The Sherry player will be attacked by a Rasklapanje while crawling
through the vent. Sherry will automatically fall out of the vent once the
Rasklapanje steps out in front of her.
The Sherry player should run over to the **WEAPONS** on the table and grab
them. Do not fight the Rasklapanje alone with Sherry. Move over to the cell
door and take out Sherry's handgun then blast the lock on the side of the door
where it says "Locked" and this will unlock the door to where the Jake player
can get out. Sherry will give Jake his weapons.
NOTE: If the Sherry player keeps stalling outside the cell instead of shooting
the lock on the door, Jake will keep repeating the same phrase over and over
until the Sherry player unlocks the door. "Hey, break down the door... Save me
from climbing through those air ducts!" It get so incredibly annoying, so be
sure to rescue him quick for your own sanity.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--> Objective: Defeat the B.O.W.
Rasklapanje enemies separate as they are damaged. They can throw off their
arms and make them attack players. Once a Rasklapanje is damaged, it will
split in half. The torso and the legs will attack a player at that time. All
parts of them can be knocked out and players will receive items for knocking
them out, but they cannot be truly killed. They will revive in a few minutes,
but Jake and Sherry will likely be gone by then. Rasklapanje spawn throughout
the facility.
The Rasklapanje in this room must be defeated in order to proceed. Blast it
with any weapon. Weaker weapons will take more hits. Explosive rounds can
help out when several portions of this creature attack at once. For this
Rasklapanje, use the Bear Commander's assault rifle or the Shotgun to knock out
all parts of it easily. To accomplish the objective, all the characters have
to do is split the first Rasklapanje apart.
--> Objective: Escape from the Underwater Facility
There are two pickups of --9MM AMMO-- on the table where Sherry collected the
guns from. Before leaving through the door up ahead, run to the right side of
the outside portion of the holding cell that Jake and Sherry were in and break
the --METAL TALL CRATE-- next to the locked door. Use the partner assist
button to open the door with the green control panel next to it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Run down the corridor ahead. Break the --METAL TALL CRATE-- on the far right
wall of the next area. Move over to the elevator controls and examine them.
The power has been rerouted to the incubation chamber and the character must
activate the reserve battery. There are two levers on both sides of the
outside portion of the elevator. Both characters should stand by them and use
the partner assist button to pull on the levers.
--> Objective: Restore power to the elevator
Pulling on the levers will activate **RESERVE BATTERY 1**. The elevator will
only be at 25% charge after activating the first reserve battery, so more must
be found - four in total. Walk over to the door across from the elevator and
both characters should use the partner assist button to activate the buttons on
each side of the door. Jake and Sherry will walk out onto a catwalk with a
lift platform that moves up and down. Go ahead and jump over to the lift
platform and ride it to Room E up above. Jump to Room E from the lift
platform.
UNDERWATER FACILITY 1 - ROOM E
A Rasklapanje is in this room. Knock this one out with gunfire then use the
two levers in the room to activate **RESERVE BATTERY 2** and place the elevator
at 50% charge. Room C will open below and the lift platform will now go to
that room. The door that Jake and Sherry just jumped through will be closed.
Move through the corridor on the back side of the room (to the left of where
the characters came in).
UNDERWATER FACILITY 1 - ROOM F
The characters will come to a T-intersection after turning to the left at the
end of the corridor. Go to the left and grab the --12-GAUGE SHELLS-- on the
control panel off to the side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 12-Gauge Shells
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* To the left of the control panel with the 12-Gauge Shells is an incinerator.
If a Rasklapanje hand follows the characters over to the control panel, press
the R1/RT button while standing over the hand (and receiving the button
prompt) to perform a special kill here. Your character will pick up the hand
and toss it into the incinerator then turn it on!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Run back to the intersection and move down the other corridor. Step off to the
right and the characters will enter a lab area. Pick up the --9MM AMMO-- from
off the desk to the right. There is a --GREEN HERB-- in the second
refrigerator on the right side of the room - break the glass to retrieve it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo, [ ] Herb (Green)
Only Jake can enter Room D. Jake can break the two --METAL TALL CRATES-- off
to the left and open up the briefcase in the back of the room to get --5000
SKILL POINTS--. Slide across the table to the refrigerator in the back of the
room and break the glass then retrieve the --.500 S&W MAGNUM AMMO--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] .500 S&W Magnum Ammo x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Jake, Chapter 5
Those pesky Rasklapanjes will spawn in this area, so be on the guard. Turn to
the left and search the nearest console after leaping into the room to find
some --12-GAUGE SHELLS-- Move down the left corridor in the back of the room to
enter Room H. This is the same room that Sherry will be in.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 12-Gauge Shells
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - UNDERWATER FACILITY 1 - ROOM H
Sherry should be on the other side of the room. There are some yellow lasers
that separate the characters here. If the Sherry player isn't on the other
side of the room, then I guess she wasn't reading my guide... too bad. Take
the --9MM AMMO-- off the console to the right of the lasers. Stand by the
lever and wait for the Sherry player to reach the lever on the other side of
the room - they must both be pulled at the same time.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Sherry player should enter Room F when the Jake player jumps to Room D.
Follow the corridor in Room F all the way back to the lift door on the other
side of the corridor in Room E. Jump to the lift platform with blue lights and
ride the lift up to Room I then hop over to that doorway.
UNDERWATER FACILITY 1 - ROOM I
Break the two --METAL TALL CRATES-- in the left corner then run through the
corridor off to the right. There will be some Rasklapanje in this area. The
corridor will take Sherry to Room H.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - UNDERWATER FACILITY 1 - ROOM H
Break the two --METAL TALL CRATES-- off to the left then
right side of the room - this lever and the lever on the
must be activated shortly. Some yellow lasers block the
lever, but that is where Jake will be in a few minutes.
Rasklapanje while in this room!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Both players need to use the partner assist button to pull the levers and
activate **RESERVE BATTERY 4**. This will cause the elevator to reach 100%
charge.
--> Objective: Defeat the B.O.W.
A Rasklapanje will attack Jake after starting up reserve battery 4. Make the
Rasklapanje face its back to the yellow lasers then blast it until it flies
into the lasers. It will fall against them and burn then fall on the lever and
activate the battery again and cause a power surge throughout the facility.
NOTE: If you are playing with Sherry and have an AI Jake partner (in single
player), the Jake partner might stand back and blast the Rasklapanje with the
handgun. Take out the sniper rifle and shoot the Rasklapanje yourself and this
should make it fly into the lasers.
--> Objective: Escape the underwater facility
The yellow lasers will turn off eventually. The characters cannot get on the
lift at the moment since it is spinning out of control Rush to the side that
Sherry was on then move through the corridor in the back of the room.
Electricity will be sparking along the sidewalls.
UNDERWATER FACILITY 1 - ROOM I
Watch out for the Rasklapanjes then pull the lever on the far side of the room
to lower the outside crane. The crane will lower and block the lift. The lift
platform will be facing the outside doorway of Room I. Hop through the doorway
and land on the lift.
UNDERWATER FACILITY 1 - LIFT PLATFORM
A Rasklapanje will hop on the lift platform along with Jake and Sherry. Knock
it apart with weapon fire then knock out each half of the creature. The lift
will be shaking the characters, so it can be hard to shoot the creature. Just
blast it with a high-powered weapon such as an explosive round if it starts to
get too annoying. Once the creature is all the way knocked out, the crane will
break and the lift will spin out of control.
NOTE: The players will sometimes have to wait a bit longer for the crane to
break - it won't do it instantly at times. Just keep waiting and it will
break.
The players will have to
the lift at the bottom.
Room B as the lift above
chase the character from
The characters will reach the end if you keep tapping the button and the
Rasklapanje's back torso area will get crushed and explode along with the lift.
Come on, let's say it! "You're terminated fu****!"
UNDERWATER FACILITY 1 - ROOM B
Oh wow, what a ride that was to Room B! Run over to the elevator and step
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=- RIGHT SIDE LIFT GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=Neo-Umbrella J'avo will fall in groups of two and attack on the right lift as
well, but they will start to fall a bit later than on the other side. Some of
the J'avo might mutate into Noga-Let when shot in the legs. After the first
few waves of Neo-Umbrella J'avo, a J'avo with a rocket launcher will be on a
doorway to the side of the lift. He will start out on the right while facing
the wall then the lift will move and he will be off to the left. Be sure to
shoot him quickly or he will highly damage a player with his rockets.
Be on the lookout for a laser that signifies a sniper rifle J'avo - it might
shoot from the other side of the room - left side. More Neo-Umbrella J'avo
will fall before too long. The lift will pass by a J'avo with a sniper rifle
and another rocket launcher J'avo in a doorway. They will both appear off to
the right while facing the wall. Be on the lookout for one more sniper rifle
J'avo in a doorway as the lift ascends.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
A cutscene will trigger once the lifts reach the top.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
___________________________________
___________________________________________/ STAGE 5-3 -- UNDERWATER FACILITY 2
------------------------------------------------------------------------------UNDERWATER FACILITY 2 - MAINTENANCE ACCESS
Jake and Sherry will enter a room filled with magma. Thankfully, there is no
volcano here, since I'm sure Jake's bloodline is frightened of volcano's after
his old man got stuffed in one.
NOTE: Reload all weapons before dropping below.
Drop to the catwalk below the current ledge that Jake and Sherry stand on.
--> Objective: Shake off Ustanak
Ustanak lives! Who knew!? Aw hell, look at that flail arm. Wow! Notice the
objective above - it doesn't say "fight", it says "shake off"... in other
words, turn around and run like you stole something.
When the characters turn around run to the left and hop off the ledge at the
end of that catwalk. Do not run to the right since a container will fall from
above and destroy the catwalk, making a dead end for the characters that way.
Sherry will mention that they can't fight Ustanak on the current catwalk and
she is very correct! Ustanak cannot be damaged while on the current catwalk.
If a player stays close to him, he will swing his spiked ball arm toward that
player and knock the player down.
Fall down the set of catwalks below and find the crate at the end of the
catwalks. The catwalks will fall while moving ahead so make a right followed
by a left. Make your way over to the metal crate and use the partner assist
button to have both characters push it into the lava below.
--> Objective: Take down Ustanak
Alright, now the characters are face-to-face with that annoying sales rep once
again. He blocks the way directly ahead, so... do not go that way. Look to
the right and move down that catwalk instead. Down the left catwalk there are
two --METAL TALL CRATES-- that can be broken for items. Search around the
surrounding catwalks to find a total of six more --METAL TALL CRATES-- spread
around the catwalks.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 9
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 5
[SE39]
Location: Underwater Facility 2 - Maintenance Area
When Jake and Sherry arrive in the Maintenance Area filled with magma, Ustanak
will chase them below. When the characters reach the point where they can
first fight Ustanak, and the objective is "Take down Ustanak" for the first
time, there will be several breakable metal tall crates along the catwalks that
the characters stand on.
Find the catwalk end with two metal tall crates that extends off to the right
while moving toward the back of the catwalk area. There is a serpent emblem
near the bottom of a steel column that sticks out of the lava on that side.
Shoot it then quickly return to fighting Ustanak.
*******************************************************************************
BOSS BATTLE
- - - - - U S T A N A K =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Flail Swing - Ustanak holds his arm back and swings it forward then the flail
flies out toward the area directly in front of him. He will reel his arm
back in shortly. This swing can be ducked.
o Flail Side Swing - Ustanak swings his flail horizontally in front of him and
does a full 360 all around him. He will sometimes do his normal flail swing
right after this attack. This swing hits high and low! You can't duck it.
o Magma Flail - Ustanak will dip his flail into the magma to make it burn. He
will still perform the same attacks, only this time, he will burn the
character a bit when he hits. Eventually the flail will stop burning.
Ustanak can do this anytime during the battle.
o Ram - Ustanak leans to the side and runs forward.
o Kick - When close to Ustanak he will kick forward.
o Flail Smash - Ustanak holds his flail behind then moves it over his body and
smashes the lava floor creating a lava hole in the ground. (He will on
perform this attack during the second battle)
------------------------------------------------------------------------------Ustanak is very dangerous from close range while he has his flail arm. The
flail side swing attack is his most dangerous close range attack since it hits
all around him and has some pretty good range. The side swing cannot be ducked
under. His normal swing has some highly impressive range to it, but a
character can duck this attack by holding the L1/LT button and pressing the X/A
button. A player might want to just roll to the side just in case.
Ustanak's ram can be bad because he will move close to your character. If he
starts to run toward your character then run away from him. Ustanak will run
toward a player if they stay on the ground and fire at him. He will try to do
his side swing on your character from close range if your character lies on the
ground.
Keep your distance from Ustanak and blast him with whatever weapon of your
choosing basically. Start using the weaker weapons that your character has for
this battle. Blast him from a distance with a handgun if your character has
handgun ammo or shoot him with the Bear Commander's assault rifle. A player
can also get at a major distance and fire at Ustanak with the sniper rifle.
NOTE: When a player fires at Ustanak, he will target the player that attacks
him. Keep this in mind and don't just sit and spam him with bullets when he is
about to perform his flail swing or he'll knock your character upside the head
with that flail!
Once Ustanak has been damaged enough, a cutscene will trigger and the battle
will be taken below.
U S T A N A K (Second Fight) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=Ustanak smashes the upper catwalks and Jake and Sherry land on some hardened
lava forming a rock island in the lava pool below. Ustanak joins the
characters below and continues the fight.
Ustanak's has all the same attacks from the last round. He doesn't need to use
his long distance flail swing that much for this battle since the characters
can't run that far now, but he DOES still have that attack. He will now
perform an overhead flail smash where he will slam the ground with his flail
and create a lava pool. Avoid running through the lava pool or your character
will burn and take damage. Run to the side to avoid his flail smash.
Ustanak's side swing is much more dangerous this time since the characters are
so close to him. Since the side swing hits low, a player needs to stay far
away from him. He will try to get close to a character by dashing toward the
character with a ram, so be ready to run away when he dashes to avoid his
possible side swing.
NOTE: When Ustanak slams his flail into the ground, he might spawn a random
item that the characters can pick up. Be on the lookout for this if your
character needs the ammo or healing!
Don't conserve ammo for this battle. This is the final battle against Ustanak
where the characters can use guns. Unload on him with whatever your characters
have left. Blast him with the magnum, explosive rounds, sniper rifle... or
whatever ammo that your character has. When he turns his attention toward your
partner, you might want to think about laying down a remote bomb and hitting
him with the explosion. A remote bomb is HIGHLY damaging, so it will hurt him
badly!
Jake will eventually yell out "Sherry! Now!" as Ustanak staggers from taking
too much damage. The Sherry player needs to run up to Ustanak and press the
partner assist button when the button prompt appears while standing next to
Ustanak. Tap the R1/RT button while next to Ustanak to strangle him with the
stun rod. The Jake player needs to run toward Ustanak next and tap the partner
assist button then start tapping the X/A button as Jake starts to tear off the
creature's flail arm.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
--> Objective: Finish off Ustanak
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Sherry player will be without a gun weapon since it dropped in the lava
during the last cutscene. She will only have her trusty stun rod. Climb the
ladder in front of Sherry. Race along the catwalk to the right and find the
control panel. Pull the lever on the control panel.
.--------------------------------.
|
Crane Controls
|
|================================|
| Left thumbstick | Select route |
| Square/X
| Launch crate |
| X/A
| quit
|
'--------------------------------'
The crane controls really don't make any sense unless you play around with it a
bit. Basically, the left thumbstick is used to position the two bars that hold
the crane below so that they line up with Ustanak. Once you press the Square/X
button, the crate will quickly fly in the direction that the two bars face.
Line up the bars with Ustanak's current location the press the Square/X button
to send the crate flying into him. Hitting Ustanak with the crate will stagger
him for a while to where the Jake player can get a few free hits.
The Sherry player only has one shot at this. After the crate has been
launched, all Sherry can do is stand and watch. It's not like the battle with
Ustanak while playing Jake is that tough for the Jake player though - well, at
least when they read my guide. The Jake player will join the Sherry player up
the ladder further ahead once he is finished with his business below.
NOTE: During the entire sequence with Sherry, a player can press the Square/X
button to cheer on Jake. Sherry will yet out various lines such as "That's it
Jake! Get him!" You can do this while running to the lever.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- JAKE GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Jake will be kicked over to a catwalk during the cutscene. He will start out
on a lower catwalk with Ustanak right in front of him. Ustanak just kicked his
weapon off into the lava also! It's time to settle this like men!
BOSS BATTLE
- - - - - -
U S T A N A K =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Uppercut - Ustanak holds his mechanical arm downwards then uppercuts with it.
o Side Swipe - Ustanak holds his mechanical arm to the side and swings
horizontally to the side.
o Double Arm Overhead Smash - Ustanak holds up both arms and performs an
overhead smash.
o Side Swipe + Overhead Smash - Ustanak holds his left arm to the side then
swings forward and then holds his mechanical arm upwards and smashes it into
the catwalk.
o Grab - Ustanak will grab Jake from close range and choke him then toss his
crippled ass forward.
o Ram - Ustanak will only do this at a distance after tossing Jake. He will
run toward Jake and ram him. This move has a counter button prompt that will
appear as Ustanak gets close to Jake. Press the counter button to knock
Ustanak back with an impressive counter!
------------------------------------------------------------------------------The Jake player needs to fight Ustanak with Jake's bare hands for this battle.
This battle is quite fun! It has a lot of little techniques that a player can
take advantage of. First of all, when close to Ustanak, press the Square + X/X
+ A buttons to dodge his attacks. Sometimes the attacks require some very
pinpoint button pressing to dodge them however. Dodging Ustanak's attacks is
the best way to hit him from up close since he will stagger after each attack.
A Jake player will have plenty of time to hit Ustanak after a dodge.
Ustanak can grab from close range and no button prompt appears to dodge this
attack. If he grabs your Jake and tosses him then he will perform a ram toward
Jake when Jake gets up. When he dashes forward, the usual button prompt for a
dodge will appear but after that a button prompt for a counter will appear.
Press the R1/RT button when the counter prompt appears to counter Ustanak and
knock him back with an impressive counter (you've got to see this at least
once)!
NOTE: Jake will sometimes perform a suplex on Ustanak after a counter. This is
pretty amusing to watch! The button prompt for the counter appears AFTER the
X/A dodge command. First the X/A dodge command will appear followed quickly by
the R1/RT counter as Ustanak moves closer.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Counter Ustanak during this battle to get an extra medal at the end of the
chapter. Remember, that you must stand at a distance him and allow him to ram
for the counter button prompt to appear.
.--------.
MEDAL: Successfully countered one of Ustanak's attacks
| [ME026]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Ustanak can be defeated with any combination of attacks, but it's best to not
spam attacks against him. From close range, while holding L1/LT, the basic
R1/RT attacks work pretty well. It's just that they lack range and power for
pushing him back.
Jake's full combo of hold L1/LT then press and hold R1/RT to charge a Cobra
Strike followed by R1/RT button taps will push Ustanak back greatly, but Jake
will have some bad recovery time after the final hit and he will have to charge
the first hit. Only do the full combo after dodging one of his Ustanak's
attacks or while at a distance from Ustanak. A full combo can be snuck in
through luck while hitting him up close at times however. A player can
actually just stay away from Ustanak and hit him with Jake's full combo attack
after dashing in then run away and repeat it to win this battle easily.
NOTE: The first time the player is near death from Ustanak's attacks rapidly
tap the X/A button to recover when the button prompt appears. If a player is
hit again after that, the player will die.
Once Ustanak is knocked to the edge, press the X/A button to start the
finishing sequence. Keep tapping the X/A button to finish off Ustanak. The
QTEs for finishing him are all timed and rapid X/A button presses, so just go
wild with that button to lay the smackdown on shit for brains once and for all!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
UNDERWATER FACILITY 2 - MAINTENACE AREA (AFTERMATH)
Step onto the cargo lift. Walk toward a lever and use the partner assist
button to activate the lift.
--> Objective: Shake off Ustanak
Man, this guy is like an annoying Good Guy doll with a serial killer inside of
it. He just won't give up until he is fully blown to pieces.
This portion
Both players
player needs
platform and
and hold the
again.
So basically, hold L1/LT, then tap and hold R1/RT then let go of L1/LT then tap
and hold L1/LT again. Let go of R1/RT while holding L1/LT then tap and hold
R1/RT again. You're holding one button and tapping and holding another in a
constant sequence. It's like an annoying form of mountain climbing with your
console controller. DO NOT let go of both buttons. Always keep one button
held down or your character will struggle to hang on. If Ustanak gets close
enough to attack, prepare to press the Square + X/X + A buttons together as
they appear in order to dodge him.
NOTE: The onscreen indicator shows when to let go of a button and press it. It
will display a picture of a person reaching forward. While it shows a person
hanging on, that is when YOU need to hold both buttons. It's really best to
focus on the on-screen QTE figure. Focusing on the buttons or the action at
hand is a major distraction.
When both players reach the first piece of cargo, press the partner assist
button when prompted to make it drop on Ustanak. After dropping the cargo on
him, prepare to climb some more with your controller. Press the partner assist
button once again while near the next set of cargo to release a pipe down on
Ustanak. Both players need to start tapping the X/A button to release the full
shipment of cargo on Ustanak.
Ustanak will hop upwards and land on the top portion of the platform.
--> Objective: Get the magnum.
The characters will have to climb some more, so prepare to give those shoulder
buttons another workout. This is a race to the Elephant Killer magnum up
above.
NOTE: Ustanak is stuck during this portion of the climb. You can't fail this
part. A player can literally just hang on and Ustanak can't do anything.
--> Objective: Finish off Ustanak together
Tap the displayed button as the button prompt appears on the screen to finish
off Ustanak and put an end to Jake's whole scenario! The button should be O/B
for Jake and R1/RT for Sherry. H'asta luego, shit for brains!
- - - - T H E
E N D
- - - - The full ending will play after the credits roll. Press the Select/Back button
to skip the credits and go straight to the ending if you want.
A player will unlock the "Mining the Depths" stage for The Mercenaries mode
after finishing Jake's scenario for the first time. If this is your first
scenario to finish, Agent Hunt mode will be unlocked as well. Players will
unlock "Ada's campaign" if this is the last of three campaigns that is
completed.
___
___
___
___
___
___
___
___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
[LK00]
\_____________________________________________________________________________/
/ __
_
\
/ / ___ ___ _ __ \_______________/ /\ /\ ___ | | ___ _ __
__ _
/ / / _ \ / _ \ | '_ \ / LEON CAMPAIGN \ / /_/ // _ \| | / _ \| '_ \ / _` |
/ /___| __/| (_) || | | |\_______________// __ /| __/| || __/| | | || (_| |
\____/ \___| \___/ |_| |_|/
\\/ /_/ \___||_| \___||_| |_| \__,_|
\_____________________________________________________________________________/
/
\
-- RANKING REQUIREMENTS
LEON, CHAPTER 1
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 85 minutes or less | 80 enemies or more |
| B
| 60%
| 5
| 110 minutes
| 60 enemies
|
| C
| 50%
| 7
| 130 minutes
| 40 enemies
|
| D
| 49% or less | 8 or more | 131 minutes or more | 39 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK
|
|==============================================================|
| RANK
| A
| B
| C
| D
|
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE
|
|=============================================================================|
| RANK
| S
| A
| B
| C
| D
| E
|
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[LK01]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - C H A P T E R 1 - A N O T H E R O U T B R E A K
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - June 29, 2013
Tall Oaks, USA
__________________________________
____________________________________________/ STAGE 1-1 -- VISITORS ROOM (AREA)
------------------------------------------------------------------------------VISITORS AREA - PRESIDENT'S ROOM
Now both characters can walk. No other options are available because we want
to keep that horror/suspense feeling alive, right?
A player can enter the room across the hall and investigate the body inside.
Leon and Helena will automatically open the door once a player moves toward it.
The body at the desk inside will- well, I'll just let you see that.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Enter the room across from the President's Room and approach the body for
some extra dialogue.
* Investigate the elevator for some extra dialogue.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Walk down the dark hall up ahead. The power is out so the elevator cannot be
used. Continue to the other end of the hall. Eventually both players will
step into an area with some sofas. A clock will chime as the characters move
down the stairs.
The area off to the right is blocked by a table and we all know RE characters
cannot jump without a command prompt or kick through that table without a melee
command, so open the unlocked door on the left side of the room below the steps
- the door with the objective marker. Both players need to press the partner
assist button (O/B) near the door to trigger a cutscene.
VISITORS AREA - DINING ROOM (SECOND FLOOR)
Leon and Helena will look out toward the bottom floor of the Dining Room as
they chat. No one is in the Dining Room. Just think, they would most likely
be eating dinner right now and discussing Mercenaries strategies if it wasn't
for the zombie outbreak.
Leon and Helena need to move below. Follow the walkway to the right then walk
down the stairs to the left. Leon and Helena will talk about the Raccoon City
incident on the way down the steps and they will talk some more about that damn
Cathedral...
NOTE: Both players can now aim with the L1/LT button and they can give commands
or praises by holding the partner assist button (O/B) and pressing R2/RB, L2/LB
or a directional pad direction that appears on the bottom of the screen. Leon
can dual wield two handguns by holding L1/LT and pressing Triangle/Y.
Something just hauled ass through the doorway on the other side of the Kitchen.
It's most likely that shadow thing, but... it could be a Ganado or a Majini, so
let us hurry to the other side and overpower melee his ass. Step into the
hallway on the other side.
VISITORS AREA - SMALL HALLWAY
Something runs and knocks over a garbage dumpster up ahead. I guess the fear
of Leon's one-liners are that bad, eh? Move around the corner where the
dumpster fell. Run to the end of the hall.
Someone is coughing! Open the door to the next room and a cutscene will play.
VISITORS AREA - STORAGE ROOM
*******************************************************************************
Exit the room and reenter the Small Hallway.
NOTE: The characters may now fire or attack with a weapon by aiming with L1/LT
and pressing the R1/RT button, melee with R1/RT and quick shot (L1 + R1/LT +
RT). The inventory can now be brought up by pressing the Triangle/Y button.
Available weapons can be cycled through by pressing to the left or right on the
directional pad. Leon has a special quick shot that can be done while dual
wielding his Wing Shooter handguns. Press L1+R1/LT+RT then hold L1/LT and tap
the R1/RT button after that to perform several quick shots in a row.
Since we're on the subject of weapons and the inventory is now accessible let's
talk about what Leon and Helena have in their inventory.
Leon starts with the following items/weapons in his inventory:
o
o
o
o
Helena will hear a sound up ahead as the characters move back toward the
Kitchen. Reenter the Kitchen.
VISITORS AREA - KITCHEN
A Regenerator will... no- it's rats! Lucky you. We hate anything that moves
in Resident Evil since RE4 though, right? Shoot the vermin if you wish. They
don't cough up any gold, grenades or weapons sadly. Exit the Kitchen via the
other door on other side of the room.
Someone turned the lights off in the Dining Room! Enter the Dining Room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* The rats that appear on the way back to the Kitchen can actually be shot and
killed. They don't drop anything, so it is basically pointless however. It
will add them to your "Enemies" section under the "Records" menu of the main
menu however.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - VISITORS AREA - DINING ROOM (FIRST FLOOR)
Run to the other side of the Dining Room. Lightning will light up the room as
the characters pass through it. If you listen closely, you can hear a sound of
distant moans. Meet up with Robert on the other side of the Dining Room. Open
the double doors and enter the Room with Staircase and Robert will follow.
VISITORS AREA - ROOM WITH STAIRCASE
Robert will continue to search for Liz. The doors across from the stairs
cannot be opened until Robert unlocks them. If you played the Dragon's Dogma
RE6 demo, there were no items to collect in this room, but there is in the full
game - move up the stairs and approach the body on the top walkway then collect
the --FIRST AID SPRAY-- from off the floor in front of the body. Robert will
eventually move toward the next set of doors on the bottom floor and unlock
them on the right side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Move to the top of the stairs and walk toward the body on the top walkway for
some extra dialogue.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - VISITORS AREA - EXHIBIT ROOM
Robert will walk over to the left side of the room and start to... spasm...?
Yeah, do it and we'll shoot that ass! Go ahead and mutate into some horrid
creature... I dare you!
Robert will eventually move toward the right side of the room and open the door
then continue into the hall ahead. Follow him into the hall as he leads the
way.
VISITORS AREA - ELEVATOR HALLWAY
Turn left and follow Robert down the hall. He will speak in front of the
elevator. Robert will mention that once he finds Liz all of you can use his
car to leave this place. Follow Robert to the other end of the hallway then
press the partner assist button to open the door with the help of your partner.
VISITORS AREA - LIBRARY
Walk into the room up ahead. I think Liz is in here- DAMN WOMAN! WHAT THE
HELL!?
Anyway, Liz is now found and appears to be so weak that she now limps.
Alright, we now have the perfect recipe for disaster in the form of an
emotionally unstable man with his limping daughter, so it's time to leave the
campus.
--> Objective: Escape from the campus
Follow Robert and his limping daughter as they move down the corridor ahead.
Reenter the Elevator Hallway.
NOTE: If both players can get in front of Robert and his daughter, the players
can run ahead and make it to the obstacle near the elevator and Robert will
mysteriously catch up very quickly. If one player gets stuck behind, Robert
and his daughter will still move slowly however. In single player, the AI
partner will always stay behind the two, so you'll have to wait.
VISITORS AREA - ELEVATOR HALLWAY
Follow Liz and Robert down the hall then use the partner assist button to lift
up the planks that block the way.
Follow the two into the elevator. A cutscene will play as the characters take
the elevator down to the garage.
During the cutscene, the Helena player will have to shoot the zombie off the
Leon player while the Leon player shakes the left thumbstick. Afterwards, the
Helena player will have to shake the left thumbstick and the Leon player will
need to shoot the zombie off Helena. The cutscene will continue afterwards.
Once the elevator doors open, it's time to learn how to melee. Oh my god,
zombies! How I have missed you. Press R1/RT to greet the rushing zombie crowd
with a kick to the face with Leon or Helena. Yeah, RE characters aren't
limited to just shooting now! They have gained some new tricks since your time
in the spotlight ended, my little zombie friends! After beating the zombies
down, dash into the garage.
NOTE: Players can now dash by holding the X/A button while moving forward.
While dashing, press the L1/LT button to slide and press the R1/RT button to
perform a dashing attack. The L1/LT button can be held during the slide to
stay on the ground. While holding the L1/LT button, press in a direction with
the left thumbstick then press the X/A button to make your character roll or
fall to the ground. Hold the L1/LT button at that time to stay on the ground.
While on the ground, a player can attack with a weapon.
VISITORS AREA - PARKING GARAGE
A man will slump against the car in the middle of the garage. Walk toward him
and be sure to pick up the --9MM AMMO-- to the right of his body - it's
literally the only handgun ammo pickup in this chapter, so be sure to beat your
online partner to it! You can check the body of the man for signs of life as
mentioned below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Fight off the zombies with melee for the most part. Zombies don't react to a
bullet like a J'avo does. A shot to the head will give your character a head
stun and set up a special melee when your character moves close to the stunned
zombie though. In a way, the zombie doesn't appear stunned when it is head
stunned - you sort of just have to know it's stunned. A zombie's stun
animations look like its basic movement - devoid of actual feeling. Quite nice
if you think about it.
Players can shoot a zombie in an arm to set up a back heavy stun melee on one
also. Shooting an arm will make a zombie turn. Run up on the zombie at that
time to get a heavy stun melee button prompt from its back side. This melee
will always kill a zombie, so it's quite useful.
NOTE: Just past the car in the middle of the garage is a zombie with a pipe.
Shoot the zombie in the head or shoot it with a quick shot from the handgun and
melee it when the command appears to get a special melee involving its pipe.
There will be several more zombies with weapons later. Your character will
always use their weapon to kill them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* A player can move toward the corpse of the man in front of the white car and
examine the area for a bit of dialogue.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There are a few more zombies on the right side of the parking garage. Be sure
to finish them with a crowd-pleasing melee.
Find the zombie that stands near the shutter - the actual standing zombie with
a knife in its chest. He is automatically set up for a back heavy stun melee
so a player can approach his back side and activate a melee instantly. He also
has a special melee that can be done to him. Shoot him in the head to stun him
then press R1/RT while standing in front of the zombie. Your character will
make use of the knife that is stuck in his chest to kill him with it. Just
like the zombie with the pipe, players will run into more of these types of
zombies, with some sort of object that impales them, later also.
Rush toward the other side of the garage for a cutscene. Open the door to the
surveillance room on the other side of the garage to trigger another cutscene.
This portion of the chapter will end after the cutscene.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
____________________
__________________________________________________________/ STAGE 1-2 -- CAMPUS
------------------------------------------------------------------------------CAMPUS - STAIRWAY
Leon and Helena will start to chat while entering the hall on the top floor.
Be sure to use Leon's knife to break the windows and make it look like you
kicked ass in this hallway. Damn, what a battle you had with that... um...
Tyrant! Anyway, run to the other end of the hall and open the double doors.
CAMPUS - LECTURE THEATER
Walk over to the left and uh... you kicked the aluminum can didn't you!? Don't
worry, you can't avoid it. Either player can walk toward the can and the
character will automatically hit it "on accident". The character that hits the
can will comment.
A zombie will get up from below the bottom seats. Another zombie will move
into the room from the left corridor at the bottom of the lecture room. There
is also a zombie that crawls out from behind the desk. Kill them with your
guns and overpowered melees. Leon or Helena can literally just walk over to
the crawling zombie and stomp its face in!
Facing the row of seats from the bottom, move up the left set
collect the --GREEN HERB-- near the fallen light. Move along
the right side of the room and open the double doors.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] Herb (Green
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
of stairs and
the corridor on
- - - - - - ITEMS
- - - - - - - - -
See, that fire extinguisher next to the soda machine? It can be shot to
release extinguishant all over the place. It is highly effective against
zombies... or damaging a co-op partner that you don't like when they walk by
it. Anyway, keep that environmental hazard in mind for the rooms ahead.
There is a pile of tables and seats in the middle of the hall, so you'll need
to open the nearby double doors. A zombie will try to charge your character
from the other side. It will dash at your character then try to molest the
character. Stop him in his tracks with a quick shot. A jumping zombie grab
can be counted with the right timing as well. If you tap the R1/RT button as
the zombie jumps toward your character, it might counter him since the counter
prompt appears right as control is given back to the character here - it still
takes some timing though.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* There is a broken window and two closed windows to the right of the soda
machine. Walk over toward any of the windows to get an action command prompt
in order to look down toward the stage of the area below the building.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TIP: The correct timing for countering a zombie jumping lunge is to tap the
R1/RT button as it jumps. To help you do this better, aim (L1/LT) as Leon
opens the door then drop aim and tap R1/RT as the zombie prepares to jump.
Keep this tip in mind since it is HIGHLY useful for countering since your
character will not melee while dropping aim. Learn the precise timing for
countering an attack then use this technique to make it much easier to time.
CAMPUS - CLASSROOM
See that slumped over body near the desk off to the left? Move toward it and
it will start to get up. Knock it back to the ground with a melee to show it
that it should have stayed dead. Yeah!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Any stack of papers that are on a desk or table can be scattered by shooting
the stacks or vaulting over the object they are on. It doesn't do anything
special besides scatter the paper, but I think I look damn cool doing it...
and you will now too! Keep this in mind for the rooms ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Pick up the --9MM AMMO-- and --GREEN HERB-- near the left and right wall. The
green herb is in the back of the room. Oh god, there is another body nearby
that is laying in the way of your destination. Yeah, it's a freaking zombie.
As you walk by it, be prepared to blast him when he gets up.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo, [ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CAMPUS - LECTURE THEATER HALLWAY 2
Alright, now your team is on the other side of the tables and seats designed to
get you to go into that last room. The body near the soda machine up ahead
will fall over as your character moves toward it. Don't worry, it won't do
anything. It saw that evil eye that Leon gave it. Open the double doors at
the end of the corridor.
CAMPUS - STAIRWAY
Move down the stairs. There is a zombie standing in front of some items off to
the right at the bottom of the stairs. Walk over to him and perform a melee
behind him - you should get a melee prompt for a stealth kill melee
next to him quick enough. The body on the ground near the items is
too, so smash its face in then pick up the --9MM AMMO-- and --GREEN
Enter the hallway at the bottom of the stairs.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] 9MM Ammo, [ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
if you get
a zombie
HERB--.
- - - ITEMS
- - - - - -
Step inside the classroom off to the left down the hall.
CAMPUS - CLASSROOM 2
Pick up the --RED HERB-- against the back wall off to the right. See the body
near the fire extinguisher on the left desk? That body will move once a player
gets close to it. There is also a zombie behind the middle desk in the back of
the room. They will both get up as your character moves near the back desk.
Both of them can be lured toward the fire extinguisher to get them both in the
explosion. Or you can just kill the first with the extinguisher explosion then
mutilate the second under Leon's shoe. Your choice!
Collect the two --INCENDIARY GRENADES-- and the --9MM AMMO-- from off the back
desk. Incendiary grenades are highly useful in RE6. They will almost always
kill any normal enemy caught in the fire explosion that they produce. RE5's
incendiary grenades are an afterthought compared to the ones in RE6. Exit the
room after collecting the items.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red), [ ] Incendiary Grenade x 2, [ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CAMPUS - STAIR HALLWAY
There are several zombies down the corridor to the left. Well, let's see,
which zombie do we kill first? They are all so stupid and slow at the moment
that we should just run into the crowd and start kicking ass, right? Do what
your heart tells you to! Open up the double doors via the partner assist
button to continue.
CAMPUS - BENFORD YARD
Ah, yes. Finally an outside area! Hunnigan will contact Leon and Helena and
tell them to get to the security gate. There are several zombies in the
courtyard so be sure to keep your eyes peeled for them. Find the two pickups
of --9MM AMMO-- on the table off to the left after stepping into the courtyard.
The characters will have to hop over the table to get to it and... be sure to
dispose of the zombie behind the tables.
Move directly ahead and find the security gate on the other side of the
courtyard. Stop by the tables to the left of the security gate and pick up the
--RED HERB-- and --GREEN HERB-- on the tables. The zombie there has a
sledgehammer, so be sure to blast her then beat her down with it using the
melee button. Step toward the security gate and examine it for a cutscene
where Hunnigan will contact the team again.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo x 2, [ ] Herb (Red), [ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Get the keycard
Hunnigan will direct the team's attention to the staff building in the
courtyard. While facing away from the security gate, run over to the back
right and open that set of double doors with the partner assist button.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* All of the balloons in the courtyard can be shot with a handgun to make them
pop. It doesn't do anything, but there isn't much else to interact with.
Oh, and the beer cans on the tables can be broken also!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CAMPUS - STAFF BUILDING ENTRANCE HALL
There are two pickups of --9MM Ammo-- on the floor to the right as you move to
the back and a --GREEN HERB-- off to the left near the door at the end. The
two bodies on the ground will not bother your team. Look outside the windows
and there are some zombies in the outside area. If you shoot them, they will
slowly walk toward the room and attack. Try to open the door on the other side
using the partner assist button.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo x 2, [ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Eliminate all enemies
The alarm will go off and both doors will seal off. The alarm will attract the
outside zombies to the room that Leon and Helena are in also! The zombies will
crash through the windows and attack. Shoot them and melee kill them. Shoot
the fire extinguishers in the room when many zombies pile up.
NOTE: There is a fire extinguisher on the floor to the left and another on the
wall to the right while both characters stand near the locked door on the other
side of the entrance hall. Be sure to shoot them when the zombies pile up.
Eventually Hunnigan will unlock the door and Leon and Helena will dash through
it. Both players will have to work together to close the door behind them:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Aim and blast the two zombies that try to get through the door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Keep shaking the left thumbstick to shut the door. If the Leon player doesn't
shoot the zombies quick enough, the Helena player will have shake the left
thumbstick even more.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
CAMPUS - THE STUDY
As a characters round the bookcase, the dead body that sits up will do that
sliding over thing where it dares you to step past it. Pfft. Amatuer. Just
walk right on by it.
CAMPUS - SMALL LIBRARY
Open the first desk drawer and grab the --9MM AMMO-- from inside. The body on
the other side will not fall off the chair since that sudden movement stuff got
old with the last room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Leon, Chapter 1
[SE42]
Location: Campus - Small Library
After entering the Staff Building in the Benford Yard (courtyard) Leon and
Helena will have to fend off against zombies in the main hall while the
characters are locked inside. Once they have opened the next door, run to the
Small Library (room before the room with the campus keycard) then open the desk
drawer on the right side of the room to find this serpent emblem.
*******************************************************************************
Open the door in the back of the room with the partner assist button.
CAMPUS - BACK LIBRARY
The moment that a player picks up the **CAMPUS KEYCARD** on the bookshelf on
the other side of the room, that dead body on the ground will try to lunge at
the player. Be ready for the dead body to move after grabbing the keycard then
blast it to hell. Ha!
CAMPUS - SMALL LIBRARY
The dead body in the first library is still too lazy to attack, so just walk on
by it.
CAMPUS - THE STUDY
The zombie on the ground will lunge at the first player that gets near it. Oh,
and the zombie on the sofa will get up as a player tries to leave the room.
Your cheap scares are getting old, guys!
CAMPUS - STAFF BUILDING ENTRANCE HALL
A zombie will hop through the window as the characters move into the hall and a
dead body on the floor will get up as the characters move past it. When a
player reaches the open doors on the other side of the hall, some zombies will
drop from above the entrance. Haha, it's raining zombies! They must be trying
to kamikaze from airplanes in order to scare you now. I have to admit, that
Zombies are scattered throughout the courtyard once again! Be sure to hunt
down all zombies and mass murder them with wrestling holds. Find the security
gate once again then use the campus keycard to unlock the gate by pressing the
partner assist button near the door. The gate will only open halfway, so Leon
and Helena will have to duck under it - surely, they got a hidden command
prompt in order to do that.
CAMPUS - WEST ENTRANCE SECURITY AREA
Pass through the metal detector to the right. The alarm will go off and the
gate behind Leon and Helena will close again. Zombies will pile up in the
outside courtyard. It seems they can't get past the gate, so there is no need
to kill them unless you have some extra ammo to waste.
There are three zombies in the security area. One of them will get up from the
left side of the room and the second will get up from the right side of the
room. The final zombie will get up as a player passes through the metal
detector on the other side of the room. Kill them all! Exit the security area
by opening the double doors on the other side - press the partner assist button
of course.
CAMPUS - OUTSIDE THE STUDENT DORM
A minigame will take place inside the police car. The Leon player must find the
key to the car. The Helena player can't do anything while in the car except
look around.
NOTE: The Helena player can use commands while in the car. Be sure to praise
your Leon partner to annoy him!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Move the left thumbstick toward specific areas of the car that it shows on the
screen. Watch the thumbstick icon and move the thumbstick the way it points
and wait for an X/A button command prompt to interact with it.
There are three areas to check:
1) The glove box
2) The ignition
3) The sun visor of the driver's side
The key is attached to the top of the sun visor. A player must sometimes
interact with other portions of the car in order to get a command prompt while
looking at the visor though. It might appear for you on the first glance, or
you might have to check the glove box first. Just try to get a button command
prompt by moving the left thumbstick the way it shows on the screen.
ONCE THE KEY IS FOUND:
Press the Square/X button to grab the key then press the Square/X button to use
it on the ignition. Press the R1/RT button to step on the gas when prompted to
do so. The car will move ahead but crash on the brick fence. Leon will have
to back the car up so press the L1/LT button to put the car in reverse. Once
the car has been backed up, prepare to step on the gas again by pressing the
R1/RT button.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Leon and Helena will drive to the end of the street and crash due to an
unwelcome visitor.
CAMPUS - STREET ABOVE SEWERS
Hunnigan will contact the two characters as they get up from the crash. She
will tell them to go through the sewers to get to their next destination. The
zombies behind the crashed police car can be shot and killed, but there is no
reason to do so unless you just feel the need. Stand next to the sewer
entrance and use the partner action command to jump down into the sewers.
NOTE: Leon and Helena will not have any stamina once they get up from the
crash. It really doesn't matter though, since there are no nearby enemies.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_________________________
_____________________________________________________/ STAGE 1-3 -- UNDERGROUND
------------------------------------------------------------------------------UNDERGROUND - UNDERGROUND TUNNEL
Hunnigan will contact Leon and Helena after entering the next tunnel. There is
a rat in the air duct up ahead. Shoot the rat to add it to your list of
defeated enemies if the characters didn't shoot one back in the Kitchen of Tall
Oaks University.
Drop down into the tunnel using the X/A button. The characters can't move
along the right side since there is some standing water that has electric
cables in it. If a character touches the water, the character will get shocked
and take damage.
Follow the tunnel along the left side. Be on the lookout for shadowy figures
that move in the shadows along the tunnel. Zombies will straggle throughout
the tunnel up ahead. They like to stop and then suddenly jump at the
characters. A zombie that lunges can be countered right as it leaps off the
ground. The button timing is tricky for a jumping grab, but it's very
powerful! It will kill a zombie and might kill others that are hit by the
counter.
The first zombie staggers toward Leon and Helena and jumps at them. Further
ahead, a zombie will crawl out of an air duct along the right wall and attack stomp him in the head.
WATCH FOR THE TRAIN . . .
Be prepared to dodge a train once the characters make it to the portion of the
tunnel where several zombies are standing up ahead. DON'T get involved in
melee killing them. If a player melee kills them, that player could instantly
die because the train might hit the character. Yeah, a melee is not invincible
from a subway train anymore, like it was in RE5 (I'm sure it was).
When Helena shouts out about the oncoming subway train, quickly press the
Square+X/X+A button as the button prompt appears to have your character move
toward a wall and stick against it as the train goes by. The train will clear
out the zombies in the tunnel. This train is instant death if it hits a
character. Get used to this instant death randomness - Leon's campaign has a
lot of this stuff.
Collect all the items that the zombies leave behind then move further down the
tunnel. The characters will hear a woman's scream from somewhere in the
distance as they come upon an oil drum that is set on fire on the left side of
the tunnel ahead. Be prepared to fight a new enemy while approaching the flame
up ahead. Two zombies dogs will attack the characters.
Zombie dogs do not appear much in Leon's campaign, but they sure can be little
asses if you don't know how to kill them quickly. The best way to kill a
zombie dog is to counter it! Stand at a distance from a zombie dog and allow
it to stand in place from long range. It will run toward a character once it
targets a character and starts to move. When it gets right next to the
character, it will leap into the air and try to tackle the character - at that
time, the counter prompt for countering it will appear, so quickly tap the
R1/RT button to instantly kill the zombie dog.
Zombie dogs can be highly annoying from close range if you choose to fight them
with Leon's handgun. Helena has her Hydra shotgun, so she can use her quick
shot with that weapon to autotrack the dogs and give them a powerful blast to
the face. If you choose to fight the dogs with a weapon, try to shoot them
from long range with the handgun. It will take around four shots to kill them
on normal difficulty. Be sure to fire at them only when they stand still, if
they run, you run (run to the side to dodge their tackle).
Find the two --TALL CRATES-- and the --WOODEN CRATE-- to the left of the
burning oil drum then destroy them for some extra pickups. Run down the tunnel
ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - There is a zombie munching on a guy along the dark tunnel. Only shoot at the
zombie and do not melee attack him since a train should be coming. Press the
Square+X/X+A button to dodge the train once again when it moves down the
tunnel. It will kill any zombies in the tunnel.
Keep dashing down the tunnel. The characters will reach another pool of water
with an electric cable in it at the end. Zombies will be moving through the
water and in front of it and they will attack. They will be damaged from the
electric water and some of them will be burning. Leon and Helena can knock
them back into the electric water to damage them. Find the door to the left
and climb up to it then open it using the partner assist button.
UNDERGROUND - DARK TUNNEL
Move down the stairs. While running down the second set of stairs, Leon and
Helena's light on the side of their head will go out. Don't move too much when
this happens. The lights will come back on. Three zombies will attack while
in the dark. One zombie moves up the stairs off to the right and one zombie
will get up from below the wall directly ahead. Another zombie will move down
the stairs in the back of the characters. Be ready to deal with them when the
lights come back on.
Break the nearby --TALL CRATE-- against the wall before moving down the next
set of stairs. There is another --TALL CRATE-- and a --WOODEN CRATE-- beside
the wall across from the next set of stairs. Open the door in the corridor to
the left to continue.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - UNDERGROUND - SUBWAY TUNNEL 2
directly ahead.
While moving further ahead, several shadows can be seen on the lit up wall
directly ahead. The wall that I mention is on the left side of the tunnel.
Several zombies are up ahead. Get ready to run by them. Don't even think of
fighting all of them since they will group quite a bit. They will be leaping
toward your character, so don't stand still. It feels very different to run in
a Resident Evil again, but it's best to do so here.
Stay on the LEFT side of the tunnel and dash by the zombies. A train is coming
from the tunnel behind Leon and Helena and the train is on the right side of
the tunnel! Be sure to stay on the left side and allow the train to pass by.
It will kill some zombies and the zombies will leave behind some item pickups
that you might want to run back and grab. Be sure to dodge the surrounding
zombies while doing so though.
The majority of the zombies stay on the left side of the tunnel, so the train
will only kill a few. Follow the tunnel in the direction the train went. The
train stopped up ahead. A slight cutscene will play as the characters get
close to it. A zombie will move out from an air duct along the right wall, so
be sure to kill him off. Hop up on the walkway to the right of the train and
check the door.
The door is locked so Leon will have to boost Helena up on top of the train.
Move to the back of the train once again and step up against the train to get a
partner assist button prompt. Use the partner assist button to boost Helena up
on top of the train.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Helena player will have to fall through the opening on the top of the
subway train cart. Helena will be attacked by a zombie in the train cart right
after falling inside, so prepare to shoot it. Open the door behind Helena so
the Leon player can step inside the train.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
UNDERGROUND - SUBWAY TRAIN
NOTE: If you are playing single player as Leon, the zombie that should attack
Helena might wait until the Leon player enters the train to attack. It is on
the floor right near the locked door.
All is quiet in the subway train. There are a few dead bodies along the seats
on the sides, but nothing will happen here. A woman will scream as the
characters reach the other end. Use the partner assist button to open the next
door - the characters will ease the door open.
More dead bodies are along the sides of the train car up ahead. Something
sounds incredibly groggy in the next train cart. Let's run to the end and use
the partner assist button to open the door and see what's up in that next train
cart!
A few zombies will attack in this train cart. One will rise up from the seats
off to the right then another will get up further ahead. The zombie in the
back of the train cart is a spitter zombie - these will spit acid at your
character, so kill it quickly. Watch out behind the characters since two
zombies will attack them from behind also. One of the two zombies behind Leon
and Helena is a spitter zombie. The zombies try to block Leon and Helena from
both sides so kill the ones directly ahead kind of fast. Use the partner
assist button to open the next door when ready.
The bodies stay still in this cart. There is a zombie right outside the open
door to the left at the end of the cart however. He has a sledgehammer in one
of his hands and this boy has mean right hook, so watch out for him while
stepping out of the side of the train. He's immediately to the right after
hopping out the door.
UNDERGROUND - SUBWAY TUNNEL 2
There is a shutter up ahead with a red button next to it. Walk over to the
button and try to press it with the X/A button. Something is pissed on the
other side of that shutter, I think. A woman will suddenly start shouting and
banging on the inside of the subway cart to the side. Approach the double
doors of the subway cart and use the partner assist button to pull the doors
open. Man, this woman has the perfect recipe for disaster. I say we...
The woman will run over to the shutter and press the button. She will stand in
front of the shutter door as it opens and a zombie on the other side will grab
her and pull her under the door. Well, nevermind what I was going to say
early. Man, I feel sorry for her... honestly.
Place a remote bomb below the shutter door as it moves upward while the woman
stands in front of it then get FAR back. There are spitter zombies on the
stairs behind the door and a few other zombies right near the shutter. Allow
them to move out into the subway tunnel a bit then detonate the remote bomb.
Make sure to get really far back since the spitter zombies vomit up acid that
will hit and stagger your character. Watch for them to hold their head back to
know when they are about to spit - they can be countered from close range
shortly before they spit. A counter prompt appears while standing directly in
front of a spitting zombie seconds before it spits.
NOTE: Players can take cover behind the fallen soda machine to avoid the spit
from the spitter zombies.
The remote bomb should kill a few zombies and knock the others down. Run
toward the fallen crowd and toss an incendiary grenade at them to kill them off
or highly damage them. After tossing the incendiary grenade, quickly shoot any
zombies that haven't dissolved yet. This crowd can be bad if they are allowed
to stand up freely and shoot out their acid spit. They all shoot at different
times, which makes them much worse. The characters will run into spitter
zombies from now on. They look just like normal zombies except they spit up
acid from long range.
UNDERGROUND - SUBWAY
Move up the stairs past the shutter. A few zombies are lurking around the
stairs and corridor up ahead - one can be killed with a stealth melee in front
of the turnstiles. Kill them as the characters step up to them. Be on the
lookout for stray zombies behind the characters - two of them will follow the
characters up the stairs. Hunnigan will contact Leon and Helena soon and
A fireman zombie with a fire axe will try to hit the first player that steps to
the top of the stairs. He can be killed or the characters can just allow him
to stay there with his axe stuck in the wall and run down the street ahead.
The zombies out in the streets will usually not mess with Leon or Helena unless
the zombies are aggravated in some way, like hitting them for instance.
A car will crash into a fire hydrant up ahead. Civilians will run down the
street and duck into the alley off to the right. Zombies will start to group
up on the car that crashes. A few zombies will attack from the left side of
the street up ahead. Find the breakable --WOODEN BARREL-- off to the right
near a fence. There is also a --WOODEN BARREL-- in front of the fence with the
lone zombie behind it on the left side of the street.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Any zombies that are in the background of the area surrounding the streets
can be instantly killed with one handgun shots. The zombie outside the left
fence in the street can be killed with one shot from any weapon. Players
will see several of these background zombies up ahead. Killing them is
useless, but it's fun to try for in order to get some extra kills.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A zombie is munching on a person behind the fence off to the right and another
zombie is banging on the door of the building to the left. Someone up ahead
needs help! Rush toward the person trapped underneath the car and use the
partner assist button to move the car.
Holy hell! Now, that was random. It seems the guy didn't make it since some
people drive recklessly during zombies outbreaks. Zombies will hop through the
windows of the bus to the left. Don't stand out in the street and keep
fighting zombies at this part - it's easy to get grabbed while doing so. Keep
moving ahead and step by the zombies that are busy. It's best to step around
the left side of the car in the middle road up ahead.
A zombie with a machine gun is on the right side of the car. He is fully
armored and can only be hit with leg shots. There is a fire blocking the rest
of the street up ahead. Step into the alley off to the left. Watch out for
the zombie in the alley.
Climb the ladder off to the right at the end of the alley. Leon and Helena can
move along a catwalk platform up above a horde of zombies. Leap over to the
next catwalk platform to the right at the end of the first catwalk platform.
The first player that jumps across will get grabbed by a zombie below, but that
character will manage to pull up.
There is a zombie on a platform ahead that is set up for a leg grab
environmental melee. Step behind the zombie while it stands and looks the
other way to get a button prompt command for a melee attack while standing
below it. Press the melee button to grab its legs and pull them out from under
it and make it hit its head on the catwalk. This same type of melee can be
done while standing above a zombie on a platform such as the top platform as
well. It can be done both slightly above a zombie and slightly below so long
as it's a small platform. It can also be done to J'avo in other campaigns.
Step up to the higher platform then fall to the alley on the opposite side of
the catwalk. Use the partner assist button to open the door ahead.
THE TOWN - STREET BEYOND THE FLAMES
A burning car will drive by the street up ahead and several zombies will run
after it. Let's see, I think we are headed that way. Run from the zombies in
the street. They can get really dangerous in this street. There are a few
armored zombies and one of them has a machine gun that it will fire at the
characters. Zombies will exit from the flames on the right side of the street
and the left side so they will continue to pour onto the street to chase the
characters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* If players run out toward the burning car and then move behind the running
zombies, they will get stealth melee button prompts while running behind the
zombies, so at least one of them can be killed instantly with a stealth
melee.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Find the alley off to the right down the left side of the street then run into
that alley.
THE TOWN - ALLEY
The zombie that stands can be stealth melee killed if a player sneaks behind
it. Leave or kill the zombie that munches on the body to the side and follow
the alley ahead. Ah, a light is coming from the alley off to the left! It
must be help! No, it's a zombie with a light on its chest. I guess Silent
Hill characters aren't the only ones that favor lights on their bodies. Break
the two --WOODEN BARRELS-- before climbing the ladder.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - And yeah, climb the ladder of course. Sneak up behind the zombie on top of the
catwalk platform then shove his head into the railing with a stealth melee.
Use the partner assist button to push the large container off the side of the
platform. Immediately climb up to the platform at the right since the car
alarm from the smashed car below will make the zombie with the machine gun on
the street below shoot at the characters. Walk out onto the bus off to the
left then fall off the right side of it - away from the carnage.
THE TOWN - STREET
A car will suddenly back down the street in a very quick reverse. Wow, that
was crazy! Don't move down the street directly ahead since something even more
random will happen! An armored vehicle will drive out from the left and smash
into the car near the building off to the right. The armored vehicle can
actually hit a player and knock the character into dying status! There's
nothing quite like instant pwn!
The only option left is to enter the store to the side. Walk over to the
double doors of the "Modern RED" building and use the partner assist button to
open the front doors.
THE TOWN - MODERN RED BUILDING
I hope a UFO doesn't crash into this building with the way things are going.
Move past the pool table off to the right then step around the corner in the
back. Yeah, there is a dead body near the refrigerator, and no, he won't get
up. Break the --WOODEN BARREL-- off to the left while moving behind the
counter. Open the door to the right behind the counter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - THE TOWN - BEHIND MODERN RED BUILDING
Ah, silence - never good! Step by the dead body and open the door up ahead.
The dead body on the other side of the door will reanimate and the zombie will
attack as one character moves by it. Break the --WOODEN BARREL-- near the
fence. There is a weapon in the soldier's hand on the other side of the fence,
but the characters can't reach it just yet. Open the door to the left while
facing the fence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - THE TOWN - RESIDENCE
Enter the living room of the residence through the corridor to the side. There
is a news broadcast on the TV. Either the people to the side are dead or
severely depressed. I think they are just plain bored with not having cable
myself. There is nothing to do in the room so open the door on the opposite
side of the living room. Zombies can be seen out the windows to the left of
the corridor behind the door. They won't attack though.
Try to open the door at the end of the corridor with the dead body slumped over
against the wall. The door is locked!
--> Objective: Find the key
How dare we be forced to backtrack in a new Resident Evil game! That is like
total sacrilege now! I thought we must always move forward no matter what.
Anyway, the key has to be somewhere in the residence, so move back into the
living room. The female that is slumped over on the couch now has a shiny key
on the side of her shorts. I sure didn't see that earlier. Take the
**BACKDOOR KEY** from her. The body beside her will fall over.
--> Objective: Get to the cathedral
Get ready to kill the zombie that gets up from the wooden chair. Run back into
the corridor then use the key to unlock the door. The body to the side will
fall over when the characters step near it. That body will become a zombie and
attack while trying to unlock the door. Stomp the zombie in his head then open
the door.
NOTE: To avoid taking damage from the dead body that reanimates into a zombie
near the back door, walk over toward the body after getting the key and allow
it to fall. Stay away from it for a few seconds and it should start moving.
Kill the zombie while it moves then open the door.
THE TOWN - ALLEY OUTSIDE RESIDENCE
Ah yes! Pick up the ++SHOTGUN++ from the dead soldier against the wall. A guy
will get chased down and attacked by zombies in the streets outside the fence
to the left. Break the two --WOODEN BARRELS-- near the fence. The guy outside
the fence can't be saved, so just let the zombies eat him. We need to get to
that cathedral so Helena can share her secrets with Leon. Be warned that
zombies can climb gates in this area and the next.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++SHOTGUN++
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Use the partner assist button to open the door off to the side.
THE TOWN - WINE STORAGE AREA
Check the door up ahead with the X/A button. It's locked from the other side.
NOTE: There is an explosive barrel behind the fence to the left. Leave it
there and remember its location.
Move up the stairs to the right. There is a walkway up above that locked door
on the other side. Use the partner assist button near the side of the walkway
without railing to toss Helena over to the other high walkway.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
After tossing Helena over to the other walkway, look down to the left and aim
toward the explosive barrel behind the fence. When zombies start to move near
it from the other side of the fence, blast the explosive barrel. Zombies will
move up the stairs from the fences on both sides of the area below then attack
the Leon player. Stay on the stairs and set up a light stun on them with a
quick shot then knock them back down the stairs with Leon's light stun melee
from close range. His kick has good range. The Helena player should have the
door open soon.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
After she lands, Helena needs to push the metal container off to the right.
Use the X/A button to push the container. Fall down the left side of the
walkway after pushing the container then unlock the door for Leon.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Open the door behind the door down the corridor.
THE TOWN - AFTER HOURS BAR
Break the --WOODEN BARREL-- behind the counter to the left. Move further into
the bar area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Leon, Chapter 1
[SE44]
Location: The Town - After Hours Bar
After Leon and Helena exit the residence where they must find a key to unlock
the back door, they will have to work together to unlock another door where
Leon will have to toss Helena to a high walkway then she will have to unlock
the door from the other side. After this, the characters will step into a bar
area. This serpent emblem is on a small counter to the left just past the main
counter while stepping toward the exit doors of the bar. It can be hit with
Leon's knife easily.
*******************************************************************************
It's that time again! Partner assist door opening time! Open the entrance
doors to the bar with the partner assist button.
THE TOWN - STAGLA GAS STATION AREA
There are two --WOODEN BARRELS-- on the right side of the street in this area.
One is on the right side of the gas station (while facing it) and one is near
the building to the right of the gas station (while facing it).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Rush over
zombies.
things in
them in
NOTE: Killing off zombies is what will activate the next objective. If you
toss an incendiary grenade at the crowd of zombies near the survivors, you will
get the next objective almost instantly. It's a good way to save on health
from possible zombie grabs in the crowd also.
--> Objective: Eliminate all enemies
While fighting off the zombies, a Shrieker will eventually appear on top of the
truck across from the gas station. This Shrieker means that something
incredibly random is about to happen. Notice the way the survivors move away
from the gas station pumps. That's because they read my guide ahead of time
and now you know about this too.
Run back toward the front of the bar building since an armored car is about to
slam right into the gas station from the burning street across from the gas
station. Once the armored vehicle slams into the building, armored soldier
zombies will exit the back of the vehicle and start shooting. The Shrieker
does not have to be defeated here, but defeating it will make it drop --1000
SKILL POINTS--.
When one of the survivors yells out for someone to shoot the gas that is
spewing out of the street, shoot the gas with a gun weapon to end the fight.
NOTE 1: The best way to defeat the Shrieker during this battle is to step near
it as it falls off the truck. It will have its red bulge out then, so just
shoot it to kill it!
NOTE 2: The gas that spews out of the street can only be shot once one of the
survivors calls your attention toward the gas geyser and the gas has a marker
on it.
--> Objective: Get to the cathedral
Follow the survivors down the alley beside the remnants of the gas station then
use the partner assist button to open the gate doors off to the left in the
back of the alley to end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
______________________
________________________________________________________/ STAGE 1-5 -- GUN SHOP
------------------------------------------------------------------------------GUN SHOP - BEHIND THE GUN SHOP
The characters will start in the back of the gun shop. Move ahead and open the
door then step inside.
GUN SHOP - FIRST FLOOR
The gun shop owner will not let anyone upstairs until all the zombies that
surround the store on the bottom floor are killed off.
While the gun shop owner complains about the zombies, move into the front room
and grab the --FIRST AID SPRAY-- off the counter. There is an --INCENDIARY
GRENADE-- near the glass on the gun rack across from the counter and there is
another --INCENDIARY GRENADE-- beside the small tables by the windows on the
back right portion of the front room. Collect the two pickups of --9MM AMMO-on the gun rack near the windows.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] First Aid Spray, [ ] Incendiary Grenade x 2, [ ] 9MM Ammo x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Eliminate all enemies
Zombies will start to pour into the gun shop from the surrounding windows.
Stand around the middle of the room near the windows and blast zombies that try
to step through the windows. Use the handgun to shoot them outside the
windows. If you allow them to step inside, your character can grab the items
they drop though! Your AI partner will help out a lot here in single player
with the pinpoint aiming for this area.
This part has most zombies the have been fought so far - fireman zombies,
zombies with body armor and machine guns, spitter zombies, zombies with
weapons, etc. The spitter zombies can be the most evil at this part with their
sudden acid spit from long range, so be on the lookout! Don't be afraid to
pull out a shotgun here. RE6 is not all about melee like RE5 was, so heavy
firepower is needed at times.
Keep in mind that there is a one window on the opposite side of the store (near
the gun cases). The zombies almost always find some way to get in from one
side of the gun shop, so be on the lookout for zombies that enter the store.
The survivors will start to fight with each other eventually.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
While in the Gun Shop after the Stagla Gas Station, zombies will be hiding on
the rooftops of the outside area. Shoot at least three of these zombies to get
this medal at the end of the chapter. These can be shot in the lower area of
the Gun Shop, on the upper floors and while inside the bus!
Here a few rooftop zombies (there are a few more than this):
o While in the Gun Shop, look out the window that is across from the front
counter to see a zombie on the rooftop of the building across the street.
o While in the Gun Shop, look out the window that is across from the front
counter to see a zombie on a lower walkway of the building across the from
the window. Even though this one isn't on the rooftop, it still counts
toward this medal.
o While in the Gun Shop, move over to the side with several windows and look
out the left window. There is a zombie that can barely be seen on the
rooftop across from the window. He is very dark because he is so far. Shoot
him.
Video Link: http://www.youtube.com/watch?v=jOdbIeq9D8A
.--------.
MEDAL: Killed 3 zombies hiding on the rooftop
| [ME141]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A cutscene will play where one of the survivors (Peter) will hop out a window
and leave the store. The fight will continue after he leaves. Peter will
eventually shoot a zombie in a cutscene and the zombie will become a new enemy.
The Bloodshot zombie that attacks Peter will move toward a window and enter the
gun store after the cutscene.
Bloodshots are highly aggressive zombies with much more durability than a
standard zombie. They are very hard to knock down and its hard to stagger
them. Their weakness is their aggressiveness however, especially from long
range. From long range, a Bloodshot will prepare a jumping lunge then suddenly
leap at your character and try to tackle the character. This attack is SO easy
to counter. The counter prompt appears right when the Bloodshot gets in close
range during its leap and the counter melee will instantly kill a Bloodshot!
It's uppercut attack is another weakness. Counter its uppercut attack shortly
before it uppercuts from close range to set it up for a frontal heavy stun
(Coup De Grace) melee then hit it with that melee to usually kill it.
A Bloodshot is weak in its legs. Fire at its leg to stun the creature
eventually and set it up for a Coup De Grace melee. Gunshots are not near as
good as countering a Bloodshot though. Countering the creature is definitely
its weakness. A Bloodshot will always drop --500 SKILL POINTS-- once defeated.
The battle will carry on like before once the Bloodshot is defeated. Many of
the zombies seem to move in from the side with the single window near the gun
cases toward the end of the battle. Eventually, the gun shop owner will ask
about the people downstairs. He will make the shutters fall and cover the
windows on the first floor then open the door at the top of the stairs and
allow the characters upstairs.
--> Objective: Go upstairs
Move upstairs and enter the second floor room.
GUN SHOP - GUN SHOP OWNER'S ROOM
While the gun store owner talks, pick up the --RED HERB-- and --9MM AMMO-- on
the table to the left of him then pick up the --REMOTE BOMB-- on the couch.
Once the gun store owner finally moves his ass out of the way, open the drawer
of the desk he is standing in front of then snatch the --12-GAUGE SHELLS-- from
inside - you can open the drawer and grab them while he stands in front of it
also.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red), [ ] 9MM Ammo, [ ] Remote Bomb, [ ] 12-Gauge Shells
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Eliminate all enemies
Eventually the gun store owner will tell the Japanese guy to activate the
shutters. Zombies will start to show up on the walkway outside the windows on
the side of the room. The characters will have to fight off some more zombies
for a while. This part can get bad with spitter zombies at times. They will
literally spit through the windows, so stay on the move and watch for them.
One of the zombies outside the windows has grenades strapped to his chest so
shoot his grenade strap to make him blow up. Eventually the shutters will
close over the windows.
The gun shop owner will insist on entering the room through the door to the
side. Follow him into the next room.
GUN SHOP - WORKSHOP
Check the workbench directly ahead and collect the --GREEN HERB-- off the top
then open the drawer and grab the --12-GAUGE SHELLS-- from inside. The
workbench off to the left side of the room has --12-GAUGE SHELLS-- in its
drawer as well.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
Enter the room through the doorway to the left and take the two --INCENDIARY
GRENADES-- from the shelf directly ahead. Back outside the room, move up the
stairs. There is a --REMOTE BOMB-- on the counter to the left before exiting
out the door to step outside. Follow the gun store owner as he kicks through
the door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Incendiary Grenade x 2, [ ] Remote Bomb
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - GUN SHOP - OUTSIDE WALKWAY
Shoot the zombies as they move over the railing to the right while outside if
any are there. Equip a remote bomb very quickly. A cutscene will trigger
eventually.
--> Eliminate all enemies
Don't worry about the gun store owner as he hangs from the railing. Put your
attention on the zombies, Bloodshot and Whopper that are moving over the
railing off to the right. Equip a remote bomb then run over to the railing and
place the remote bomb near it then detonate it once the Whopper moves over the
railing. Finish the Whopper off with remote bombs if you have them or use the
shotgun along with weapon switch firing mentioned above to spam him with
buckshot in his legs. This Whopper is not a supreme like the last Whopper, so
he falls quicker - especially to remote bombs. The Whopper will drop --2500
SKILL POINTS-- just like the other one.
NOTE: You can place a remote bomb by the right railing after first stepping
outside then detonate it after the cutscene, when the Whopper steps over the
railing. This REALLY helps out a lot!
Use incendiary grenades to instantly kill any Bloodshots if you don't want to
counter them here. Blast the zombies that try to move over the railing after
the bigger wave of enemies.
A bus will arrive during a cutscene eventually. The gun store owner will open
the back gate and then run below. Follow him through the doorway then drop to
the walkway below and fall to the alley afterwards. Move toward the group to
trigger a cutscene.
GUN SHOP - BUS
\_____________________________________________________________________________/
/
\
-- RANKING REQUIREMENTS
LEON, CHAPTER 2
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 80 minutes or less | 80 enemies or more |
| B
| 60%
| 5
| 100 minutes
| 60 enemies
|
| C
| 50%
| 7
| 120 minutes
| 40 enemies
|
| D
| 49% or less | 8 or more | 121 minutes or more | 39 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK
|
|==============================================================|
| RANK
| A
| B
| C
| D
|
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE
|
|=============================================================================|
| RANK
| S
| A
| B
| C
| D
| E
|
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[LK02]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - C H A P T E R 2 - B U R I E D S E C R E T S
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - June 29, 2013
Tall Oaks, USA
_____________________
_________________________________________________________/ STAGE 2-1 -- THE BUS
------------------------------------------------------------------------------THE BUS
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_____________________________
_________________________________________________/ STAGE 2-2 -- FOREST CEMETERY
-------------------------------------------------------------------------------
characters pass by the third lamppost, they will eventually reach a fourth
lamppost along the zigzagging path.
When the fourth lamppost is reached, step off toward the gravestones on the
left side of the path. Find the obelisk stone (slender and square-shaped) then
step to the opposite side of this stone to find a serpent emblem in the circle
indention along the opposite side. It can be hit with a melee.
NOTE: Lightning will strike while near this area, so be prepared to fight some
zombies.
*******************************************************************************
Keep following the path and run past the fifth lamppost. Lightning will strike
soon and then the characters will have to fight a sudden crowd of zombies.
When Leon and Helena reach a sixth lamppost walk forward just a little more and
there is a closed coffin off to the left. Open it using the X/A button
followed by Square/X button taps to find a --GREEN HERB-- inside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The path in the Cemetery will split. The right path leads to a locked gate. A
zombie dog stands in front of the gate so be ready to shoot the dog from a
distance or counter the dog. Move down the left path and approach the building
then open the door.
FOREST CEMETERY - BUILDING
Collect the --INCENDIARY GRENADE-- from off the shelf near the bed in
of the building. Approach the door in the middle of the building and
using the partner assist button.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] Incendiary Grenade
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
the back
open it
- - ITEMS
- - - - -
A dog is on the other side of the door and it will jump past the characters and
run out the door. Don't worry about the dog at the moment. Enter the restroom
that the dog was in and collect the --9MM AMMO-- from off the sink directly
ahead. Exit the building.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - FOREST CEMETERY - GRAVEYARD
A cutscene will trigger. That dog has the key for the gate in its mouth! The
characters will have to hunt down the dog and get that key. The dog's location
can be seen by watching for the red marker. It will have a red diamond marker
over it when the characters get close to it. Backtrack through the cemetery.
Zombies will still spawn randomly and a few zombies dogs will attack once Leon
and Helena reach the middle of the cemetery. The zombie dogs here take many
handgun shots, so blast them with the shotgun if needed. Use the quick shot
when they are close. It's far better to counter a dog for an instant kill
rather than shoot one though. Wait for the dog to stop ahead of your character
then it will eventually charge the character and jump and that is when the
counter prompt will appear. Dogs are slightly random in the way they jump, yet
they are predictable most of the time if you watch closely.
NOTE: If you have trouble with hitting the zombie dogs, toss an incendiary
grenade at them while they stand in place from a distance. This should
instantly kill one on normal mode. Zombie dogs can be quite a nuisance if you
can't time the counters against them well.
The dog with the key is basically back at the beginning of the cemetery. It
will be to the left of the second lamp post the characters ran by. It is now a
zombie dog it seems - or either it was a scared zombie dog earlier. Sneak up
on the zombie dog then toss an incendiary grenade at it then blast it with
handgun fire while it burns. Yeah, berserker rage, bitch! Pick up the
**CEMETERY KEY** from the ground where the dog was.
Dash all the way back to the gate by following the path once again. Watch out
for the zombies that randomly spawn from the graves on the way back. Use the
key to unlock the gate to the crypt ahead then use the partner assist button to
open the gate doors. A cutscene will trigger.
FOREST CEMETERY - CRYPT MAZE
Leon and Helena will get separated since the zombie in the cutscene will tackle
Leon and knock him over the side of the railing. Leon will land on the west
side of the cemetery and Helena will have to move along the east side. Use the
map in each gameplay section below to easily navigate through the cemetery.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
CATHEDRAL STAIRS
|___|
|___|
L
__________________________| |________________________
O D
| Shrieker
|
___ C O
|
_______________________________________________
|
|GH |K O
| |
| |
|
E R
| |
| |
| |D
| |
| |
| |_______| |_________
____________
________| |
|
| | Shrieker |
| Shrieker |
|
_____________________| |
____
|
|
________|
| |
| |
| |
| |
| |
| |
| |___________| |________
| |
| |
|< RH (in coffin)
|
| |__________________
|___|
|________________________
|
|
Shrieker |
| |
|__________________
|
____________________
| |
| |
|
|
| |
___
| |
|
____________
|
| |
| |
| |
| |
| |
| D |
___
| |
| |
| |
| |
| o | | |
| |
| |
| |
| |
| g | | |
| |________________| |_______ | |
| |_________| |___| |
|
| | |< HELENA
|
|
|________________________________| | | STARTING |_________________________|
LEON STARTING ^ |- -|
START
NOTE: GH = GREEN HERB
RH = RED HERB
--> Objective: Reunite with your partner
A few zombies will immediately attack the Leon player when Leon gets up. Be on
the lookout for armored zombies in this area. It's best to start off hitting
them with melee since gunshots will bounce off their armor. Zombies will
constantly exit crypt doors in this area. There is nothing important down the
path directly ahead of Leon - to the west on the map. There is a zombie that
can be stealth melee killed down that side though.
Look off to the right to spot a Shrieker looking around the corner to the
north. The Shrieker is going to run when Leon approaches him. He will run and
ready a scream. An armored zombies is around the corner with him. Run from
the Shrieker as it prepares to scream then blast it in its red chest bulge from
a distance to easily defeat it. Watch out for that death scream!
Follow the path to the west then make a right and grab the --GREEN HERB-- from
the dead end area to the north. There is a locked door off to the right - this
door cannot be opened in Leon's campaign. Go back and follow the path to the
east on the map. A zombie can be stealth killed directly ahead. A Shrieker
will notice Leon along the path to the left and then run from him. Follow the
Shrieker.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE: Keep the green herb to combine with the Red Herb from the coffin on
Helena's side after meeting up.
Shoot the Shrieker while it is on the stairs then wait for it to charge up a
scream while Leon stands at long range then blast it in the red bulge on its
chest to quickly kill it off. Move up the stairs ahead. Helena should be
moving down the opposite side of the path directly ahead soon. Both players
should meet at the stairs off to the north in the north portion of the crypt
area.
NOTE: Leon can backtrack through Helena's path and pick up the --RED HERB-from inside the coffin marked on the map and possibly find some skill points or
random item pickups from enemy drops. See the Helena walkthrough to find out
the location of the red herb in text.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
| |__________________
|___|
|________________________
|
|
Shrieker |
| |
|__________________
|
____________________
| |
| |
|
|
| |
___
| |
|
____________
|
| |
| |
| |
| |
| |
| D |
___
| |
| |
| |
| |
| o | | |
| |
| |
| |
| |
| g | | |
| |________________| |_______ | |
| |_________| |___| |
|
| | |< HELENA
|
|
|________________________________| | | STARTING |_________________________|
LEON STARTING ^ |- -|
START
NOTE: GH = GREEN HERB
RH = RED HERB
--> Objective: Reunite with you partner
Helena will remain at the front of the cemetery. She can't move near the ledge
where Leon fell and fall down a few feet to follow him because she can't get a
button prompt for falling down, so she will have go the other way. I'm sure
glad people aren't limited to button prompts for actions in real life or it
would suck very badly such as this situation...
Follow the path to the east on the map. Helena will run into a zombie dog
eventually. Wait for the dog to stand still when it notices Helena then
counter it when it runs toward Helena and tries to jump. Helena can also use
her shotgun or an incendiary grenade to kill the dog. A zombie with a dagger
will move in from the north path after the dog is finished. There is nothing
along the east path. Go north. A zombie will be down the path to the left
(west) and a few more zombies might approach Helena so be on the lookout. Move
to the west to open the coffin that has the --RED HERB-- inside of it. Don't
move to the west unless you want to fight the Shrieker and stealth kill the
zombie at that end. The Shrieker will drop --1000 SKILL POINTS-- as usual.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Run along the next path to the north as it curves
Shrieker is along the path at the second turn, so
his chest bulges out and glows red. He will drop
Helena will be able to meet up with Leon again in
east while following the path past the Shrieker.
NOTE: Helena should definitely backtrack through Leon's path and pick up the
--GREEN HERB-- that is discussed in his walkthrough. Look on the map to see it
clearly. Helena can also move through Leon's area and find ammo and skill
point pickups.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Both players will meet near the stairs in the north. The path above the stairs
leads to the cathedral courtyard. Move up the stairs and follow the path to
the end.
The characters will be happy to see each other once again. Leon is so glad
that Helena went the extremely long way around the Crypt Maze instead of making
a six foot jump to safely join him and stick together in that zombie-infested
area. Man, Helena, I'm so glad you made it through that meaningless selftorture! Use the partner assist button to open the gate at the end of the
path.
FOREST CEMETERY - CATHEDRAL COURTYARD
received at the end of the chapter. All of the zombies will eventually stop
spawning if both characters stay and fight. Don't end the battle early by
using the partner assist command near the entrance doors - stay and fight, if
you want the extra medal.
.--------.
MEDAL: Killed all enemies in front of the cathedral
| [ME142]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Enter the cathedral.
Dash toward the cathedral doors and use the partner assist button to open them
to trigger a cutscene that will end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_______________________
_______________________________________________________/ STAGE 2-3 -- CATHEDRAL
------------------------------------------------------------------------------CATHEDRAL - LOBBY
[
[
-
]
]
-
Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
Wooden Barrel x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There is an inscription near the two pedestals on each side of the second floor
that says "The two motherly saints will reveal the path". Hmm, it doesn't take
a rocket scientist to figure out what to do here, but... we do need that other
material girl (Madonna). The door on the side of the second floor with the
ladder can be opened, so run over to it and open it. Open the chest inside the
room and grab the **MADONNA OF CHARITY**.
The Leon player needs to place the Madonna of Happiness on the pedestal along
the side of the second floor walkway with the green herb and the Helena player
needs to play the Madonna of Charity on the pedestal on the side of the second
floor walkway with the ladder. Use the X/A button to place the first Madonna.
After placing it one time, use the partner assist button to place it again this is when the partner will help out with the second Madonna. One of the
doors on the bottom floor will open. Hop back down to the bottom floor and
enter the new room.
CATHEDRAL - STATUE ROOM 1
Both characters need to use the partner assist button to pull the lever on each
side of the room.
--> Objective: Defeat the statue trap
A gate will fall in the middle of the room and keep both characters in separate
areas. A statue will move out of the wall to the left on the Leon player's
side. It will aim a crossbow at Leon and it will fire an arrow if the laser
stays on him for too long - the arrows will take around one block of health
from a player if they hit. Quickly rush over to the statue and press the
button below the statue with the X/A button. A statue will move out of the
wall on the Helena player's side after Leon pushes the button, so the Helena
player needs to run over to her statue and press the button below it before the
statue shoots her. Enter the next room when the door opens on both sides.
CATHEDRAL - STATUE ROOM 2
Both players are separated once again. There are several statue panels along
the sides of both rooms. Both players need to use the partner assist button to
pull the levers near the locked door on each side of the room.
Statues will move out of the walls on each player's side. The Leon and the
Helena player need to run over to each statue and press the button below the
statue as it moves out of the wall. The statues will aim toward a character
and fire a flaming arrow at the character after the laser stays on the
character for a while. Just keep running to each statue as it exits a wall
panel and slam that button with the X/A button.
Here is a list of the number of statues in each wave:
.--------------------.
| Statue Appearances |
|====================|
| Wave 1 | 1 statue |
| Wave 2 | 2 statues |
| Wave 3 | 4 statues |
| Wave 4 | 5 statues |
'--------------------'
Each side has the same wave amount. If you keep running to each statue and
pressing the button, your character will likely not get hit. Running will
dodge the arrows most of the time. Avoid running directly toward a statue always try to run to the side of one. The door on each side of the room will
open once all four waves on both sides have been finished.
NOTE: Leon and Helena are invincible to the flaming arrows while they are
hitting a button below a statue.
--> Objective: Light up the statues
Enter the next room.
CATHEDRAL - MIRROR STATUE ROOM
The characters will still be separated. There is a dead body on Helena's side
in this room. The gun laser in the corpse's hand points toward a statue with a
mirror on Leon's side. The gun laser's on both player's current gun will
change to actual laser sighting for the next few rooms even if you have it set
to the crosshair cursor.
Both players need to aim (with L1/LT) and
on their own side until both mirrors glow
open. Be sure to break the four --WOODEN
side) before entering the next room.
- - - - - - - - - - - - - - - - - - - - [ ] Wooden Barrel x 4
- - - - - - - - - - - - - - - - - - - - -
CATHEDRAL - STAIRWAY
Both players will have sets of stairs to move up in the next room. Run to the
very top floor. A zombie will be on the top floor of Helena's side. It's
nothing she can't handle with a shot to face followed by a crowd pleasing head
scissor from close range. Helena-4-life!
Both players need to step near the archway past the small gate on each side of
the top floor and look through the rain to find the statue with a mirror on the
floor below. Both characters need to make their mirror glow on each side by
aiming their gun lasers at the mirrors.
CATHEDRAL - WALKWAY
This room has two more statues with mirrors. Look toward the partner's side
then look up to spot a statue with a mirror behind a barred alcove above each
character. Shine your trusty laser toward the mirror above your partner. Both
Leon and Helena will have to shine their lasers at the statue above each other
to open the next door.
CATHEDRAL - MIRROR ROOM
overhead mirror along your partner's side. The mirror will light up while
aiming at the reflection of it in the overhead mirror. Each character will
have to do this. The door to the next room will open.
CATHEDRAL - RAY OF LIGHT ROOM
Both characters are now reunited. Snatch the **MADONNA OF SORROW** off the
blue pedestal in the room.
--> Objective: Search the cathedral
Enter the next room off to the right.
CATHEDRAL - STAIRWAY
There is door up the first set of stairs, but it's locked for now. Run up the
stairs ahead and off to the right. Walk over to the dead guy that is hunched
over against the left wall near the doorway and collect the ++SEMI-AUTO SNIPER
RIFLE++ from him. There are two --WOODEN BARRELS-- to break near the doorway
across from the dead body.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++SEMI-AUTO SNIPER RIFLE++
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The next Madonna statue is behind the bars to the left of the dead body. Move
over to the inscription on the wall across from the dead body and examine it.
"Toll the five bells loud and clear, and thus the true path shall appear"
--> Objective: Ring all 5 bells
Well, we obviously have to ring five bells according to the phrase and the
objective that spoils it for us. Players can step out to either end of the
outside walkways. There are a total of five bells near the outside walkway.
Bell List:
o 3 Large Bells
o 2 Small Bells on Weathervanes
Look up to see all the bells while out on a walkway. The large bells can be
easily set off by shooting them with the handgun. In order to shoot the
weathervane bells, equip the semi-auto sniper rifle and aim toward the bell as
it spins below the chicken figure then shoot the bell when it stops. The
weathervane bells can be shot with a handgun as well though. A player will
have to move out to each walkway in order to see all the bells to hit them one will always be blocked in some way on each side. The bars that cover the
area with the Madonna will rise up once all five bells are ringing.
Run back into the stairway area and pick up the **MADONNA OF GRIEF** from off
the pedestal.
--> Objective: Search the cathedral
A door will open below the stairs through the doorway to the side. Rush down
the stairs and move through the newly opened doorway.
CATHEDRAL - LOBBY (THIRD FLOOR)
The characters will step out on the third floor walkway of the cathedral.
******************************** SERPENT EMBLEM *******************************
Campaign: Leon, Chapter 2
[SE46]
Location: Cathedral - Lobby (Third Floor)
After ringing all five bells and grabbing the Madonna of Grief from the
pedestal that used to be covered by bars, a door will open below the stairs
through the doorway below the stairway area. Leon and Helena will walk out
onto the third floor of the Cathedral Lobby after moving through the doorway.
Walk along the left side of the walkway and look at the circular stained-glass
windows above the cathedral entrance.
This serpent emblem is in one of the circular grooves of the top left portion
of that collection of windows. This is right across from the pedestals where
the characters place the last two Madonna statues. It must be shot.
*******************************************************************************
Break the two --WOODEN BARRELS-- on the opposite side of the walkway. The two
Madonnas that Leon and Helena now hold must be placed on the two pedestals
across from the circular stained glass windows. Both players need to use the
partner assist button to place the two statues. A cutscene will trigger as the
altar slides apart on the first floor below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CATHEDRAL - LOBBY
BOSS BATTLE
- - - - - L E P O T I T S A =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Gas Cloud - Lepotitsa bends backward and scream loudly then spreads gas
throughout its current area. The gas moves out of the bulbs on all sides of
its body. This attack has great range and will cause instant dying status
when close to the Lepotitsa. The gas will always make your character cough
when it is released no matter how far back the character is. The character
will not take damage from extreme long range though. This can hit a player
on the bottom floor while Lepotitsa is on the top floor - stay away from his
area while he is on the top floor.
o Infection Grab - Lepotitsa holds back both arms and reaches forward. When
grabbed, tap the R1/RT button when the QTE gauge appears and the timer needle
moves over the green bar on the side of the gauge. If the attack is
successful, the grabbed character will enter instant dying status shortly
after hitting the floor. This attack can be countered. Countering it does
little good since the Lepotitsa will try to grab directly after the counter.
o Gas Release - When the Lepotitsa is shot in any portion of its body, the
creature will release gas. This gas can hit your character and infect the
survivors.
--------------------------------------------------------------------------------> Objective: Eliminate all enemies
The Lepotitsa is far more than just another virus carrier, this creature is
basically a walking C-virus. This thing is a bulbous zombie full of C-virus
gas that it will release to attack. It's main means of attack is to infect its
victim with the C-virus. Any of the Lepotitsa's attacks will cause dying
status on a player if the attack hits. This enemy is very dangerous, and
players should try to keep their distance from it and blast it from long range
for the most part.
Lepotitsa's main attack is to bend backward and spread gas throughout the room.
The creature will always scream loudly while doing this so if it ever starts to
scream, run away! This gas will cause instant dying status from close range,
so run away the moment that it leans back. From long range, the gas will make
the characters cough, but it will not take damage. Lepotitsa has a close range
grab that is very quick. The grab can be countered, but the Lepotitsa will
simply grab again after the counter. Press the R1/RT button when the QTE gauge
appears and the timer needle moves to the green portion of the gauge in order
to break free. An unbroken grab will take some life from the character then
the character will enter dying status upon hitting the ground.
NOTE: It seems that a few grab counters in a row will instantly stun the
Lepotitsa. If you're good at counters, you might want to try this.
Lepotitsa will spread its gas throughout the crowds of civilians that are in
the cathedral. It will change the civilians into zombies that will attack the
characters along with the Lepotitsa. From the start, the Lepotitsa will only
attack Leon and Helena if they get in its way of spreading infection to the
surrounding civilians. It's main priority it to infect the civilians
throughout the beginning phase of this battle. All defeated zombies will drop
extra ammo so keep that in mind when running low on ammo.
Stand at a distance and fire at Lepotitsa with the semi-auto sniper rifle.
It's weak point is its head, but its head is so very small that it's quite hard
to hit since this creature constantly stays mobile. Shooting the Lepotitsa in
its body will make it spew out gas, which is not much of a problem from long
range. The gas can infect any surrounding civilians however and damage Leon
and Helena from close range. The Lepotitsa can be stunned by shooting it in
its legs several times. While the creature is stunned, approach it to get a
melee prompt for a Coup De Grace melee. This melee will take a lot of damage
from the creature. A remote bomb will stun the Lepotitsa as well.
The Lepotitsa will start out by spreading infection on the first floor. Once
the Lepotitsa has taken enough damage, it will hop up to the second floor and
start to spread infection up there. It will eventually hop back down to the
second floor. Once there are no more civilians to infect, the Lepotitsa will
only attack the characters with its gas attacks and its close range grab.
A very quick way to deal with this boss is to stun it from long range by
shooting it in the legs. Once it is stunned, walk toward it and lay a remote
bomb near it then melee attack the creature. Step away after the melee attack
then detonate the remote bomb. This will restun the creature! Move back in
and repeat the process of laying down a bomb, meleeing then detonating again.
Be sure to not instantly detonate the bomb - the Lepotitsa needs to at least
start moving to get stunned again. Using this method, the Lepotitsa can be
killed before it even reaches the second floor. It will eventually try to run
toward the tall cabinet to climb to the second floor, but players can stop it
with remote bombs explosives. It can be trapped so long as you have enough
remote bombs! This will keep it from infecting many of the survivors in the
room and help keep zombies off your character.
NOTE: If players can manage to keep two female survivors from getting infected
by the Lepotitsa, the "I Prefer Them Alive" trophy/achievement will be
received. Performing this task will also cause the women to leave behind a red
herb and a green herb.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Save at least one civilian from being infected by the Lepotitsa's C-virus gas
to gain a medal at the chapter. Only one civilian has to be saved in order to
get this medal - male or female.
.--------.
MEDAL: Saved one or more survivors in the cathedral
| [ME143]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
After the battle with the Lepotitsa, pick up the **UNDERGROUND KEYCARD** from
its body.
NOTE: If the two women in the group of survivors were saved, each of them will
leave behind a herb. They will leave behind a --RED HERB-- and a --GREEN HERB- on the middle bench on the side with the ladder. If they were saved, they
will be standing there. Each one must be saved to get both herbs.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red), [ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Find the steps where the altar is and move down the stairs. Use the X/A button
to use the keycard on the card reader to the right of the doors at the bottom
of the stairs. Break the two --WOODEN BARRELS-- to the left after the door
opens. There is also --4000 SKILL POINTS-- in the chest to the right before
reaching the next set of doors.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Leon, Chapter 2
Location: Cathedral Lobby
Contents: 4000 skill points
After using the Madonna statues to open the stairway below the altar in the
Cathedral Lobby, Leon and Helena will have to fight the Lepotitsa. After
defeating the Lepotitsa, collect the Underground Keycard from its body then use
the card to unlock the door below the stairs behind the altar. This chest will
be off to the right before stepping through the doors in the next room.
*******************************************************************************
Use the partner assist button to open the double doors to end this portion of
the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_____________________________
_________________________________________________/ STAGE 2-4 -- UNDERGROUND LAB
------------------------------------------------------------------------------UNDERGROUND LAB - HOLDING CELL AREA
012
102
201
210 (opens the gate to the next room)
UNDERGROUND LAB - ROOM 012
Two zombies will attack in this room. A zombie will step out of the room
right after the door is opened then another will be playing dead and will
attack when a player gets close to it in the back of the room.
UNDERGROUND LAB - ROOM 102
A Shrieker is inside this room. The Shrieker will call other zombies into
the area with its screams. The Shrieker will drop --1000 SKILL POINTS-- once
defeated.
Three zombies are in this room and the room has two --BLUE TALL CRATES-inside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Blue Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Enter "210" on the control panel to unlock the gate that leads to the next side
of the middle room. Step through the doorway when ready.
UNDERGROUND LAB - SECOND HOLDING CELL AREA
Break the --BLUE TALL CRATE-- on the right side of the room up ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Blue Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - There is a dead Lepotitsa off to the left. It won't revive any time soon.
There is another panel up above the steps ahead. The panel can be used to open
the surrounding doors.
Possible Room Numbers to Open:
o
o
o
o
012
201 (opens room in Room 012)
102
120
There are two zombies in this room. The one in the back holds a liquid
nitrogen tank. Shoot the tank to freeze both zombies to kill them. In order
to open the other door off to the left in this room, enter "201" on the panel
in the middle room.
[
[
-
This room contains a --GREEN HERB-- on the shelf to the right and two --BLUE
TALL CRATES-- off to the left in the back of the room. Open the chest in the
back of the room to find --5000 SKILL POINTS-- and a --FIRST AID SPRAY--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
] Herb (Green), [ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
] Blue Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This room has four zombies in it. There is one red zombie that will mutate
into a Bloodshot once it receives damage. It will drop --500 SKILL POINTS-like all Bloodshots. Counter its jump attack from long range to instantly
kill it. A player can also just toss an incendiary grenade in the room to
badly damage the Bloodshot and possibly kill it and the rest of the zombies.
Once all the rooms are open that you want to open, enter "021" into the panel
to open the exit gate on the right wall. Step into the next corridor. Use the
partner assist button to open the "Biohazard" door at the end of the corridor.
UNDERGROUND LAB - HOLDING AREA
Move slowly down the hall ahead. The corpse up ahead is actually a zombie.
It's waiting for an unsuspecting player that hasn't read my guide to run by it
so it can grab that player. Luckily, you will take the advice of your favorite
Chris player and sneak up on it then blast its ass when it tries to grab. Ha!
If you are playing as Leon in single player with an AI Helena partner, Helena
will run on ahead and search around frantically. Run after her or sit back and
annoy her for a while with commands then enter the next room down the hall.
UNDERGROUND LAB - EXPERIMENT ROOM
If you are in single player with an AI Helena partner, she will still be
searching throughout the area. She will activate the zombie that gets off the
floor further down the corridor and another zombie toward the end of the
corridor.
NOTE: If you are playing Helena, she will start to talk depending on the rooms
that you enter. It's like you are searching when Helena enters a new room.
It's kind of equal to the AI Helena's searching. Pretty cool.
The first room off to the right has nothing special inside. If Helena hasn't
already activated him, a zombie will get up off a chair near the men's restroom
entrance. Be sure to enter the men's restroom and break the three --BLUE TALL
CRATES-- in the back of the room. There is a zombie behind the two tall crates
in the back and he will attack after breaking them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Blue Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Leon, Chapter 2
[SE47]
Location: Underground Lab - Trashy Corridor (Men's Restroom)
After stepping out of an Experiment Room where a body is on the operating table
inside, Leon and Helena will enter a corridor with a bunch of trash all over
the sides of the floor and on tables. Enter the first room on the left side of
the corridor and walk over to the sink to get an X/A button prompt while
standing in front of it. Press the button to drain the water in the sink and
reveal this serpent emblem. Strangely, it must be shot. It can't be hit with
a knife with Leon.
*******************************************************************************
Step back out into the hall then enter the women's restroom through the door
further down the hall on the right side. Step inside the back stall and turn
to the right then grab the --RED HERB-- in that stall.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE: A button prompt command for draining the water in the sink will appear
while standing next to the sink in the women's restroom. If the water is
drained, a Shrieker will appear behind the player when the character looks back
toward the mirror. A player can run by the Shrieker without getting hit and
exit the room. Like all Shriekers, it will drop --1000 SKILL POINTS-- once
defeated.
Step
then
that
Room
back out into the hall again then run to the other end and open the door
step into the next area. If Helena hasn't already activated him, a zombie
carries a liquid nitrogen tank will step through the door of the Operating
and attack before the characters can open it.
A female zombie will crawl out of the top air duct along the wall directly
across from the door. Blast her from a distance. The female zombie on the
operating table to the right will awaken and then crawl off the table then
attack, so be ready to cave her head in with your character's shoe. There are
two --BLUE TALL CRATES-- to the right of the operating table.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Blue Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Leon will get frustrated with Helena in this room. She will comfort him about
waiting just a little bit longer to tell him everything. There is a zombie
playing dead on the next operating table as well. The trick is getting old
guys! Be ready to blast him when approaching the door on the other side. Open
the door and step out into the corridor.
UNDERGROUND LAB - CORRIDOR OUTSIDE OPERATING ROOM
Before entering the room directly ahead, step down the corridor to the left to
see that there is a door that will need unlocking with a panel number in a bit.
The number for the room is "201". Remember that. Use the partner assist
button to open the door across from the Operating Room. Step into the room to
trigger a cutscene. This cutscene is the main reason why I tell players to
play Leon's campaign last.
UNDERGROUND LAB - C-VIRUS TESTING ROOM
minutes. Enter the room down the stairs to the right at the end of the
corridor.
UNDERGROUND LAB - WATER CHAMBER
There are a few Chrysalids in this room and there is a transformer to the right
as the characters step inside. There are platforms along the sides of the room
but no way to get to them at the moment. Look off to the left to see an
electronic map on the wall - this map shows floor sections that are missing
from the current room.
Pull the lever to the right of the map on the left wall. Pulling the lever
will raise the shutter back in the first room with the Chrysalid on the bed.
Run back to the Specimen Lab area.
UNDERGROUND LAB - SPECIMEN LAB
Several zombies will attack on the way back to the room with the Chrysalid on
the bed. Many zombies will exit from an air duct high up on the wall in the
room where the shutter opened. Run to the back room and fight through the
zombies then break the --BLUE TALL CRATE-- up ahead and step to the back of the
corridor.
NOTE: Be forewarned that some of the zombies in these areas are spitter
zombies, so watch for the acid spit.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Blue Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Pull the lever to the right of the electronic map in the back of the room.
This will lower the north walkway back in the Water Chamber. The shutter
behind the characters will close. Two zombies will crawl out of a vent to the
side and attack the player that pulled that lever. The player that pulled the
lever will have to fall down into the watery test tube area below the grated
floor of the Specimen Lab by hopping off through the hole with the ladder to
the right of the lever.
There is a zombie standing in the water below. Climb the ladder at the
opposite end of the watery corridor. Reenter the Water Chamber area.
UNDERGROUND LAB - WATER CHAMBER
Zombies will attack when a player gets on the walkway. Move back toward the
stairs when the zombies pile up on the walkway then allow them to step past the
transformer then shoot the transformer to electrify them. Pull the lever on
the wall to the right of the electronic map directly ahead on the other side of
the walkway.
Pulling the lever will lower the walkway on the west side of the room as
displayed on the electronic map. The walkway will only lower so far though.
Several zombies will crawl out of vents and attack. Be on the lookout for
zombies since they can appear when you least expect it. Walk over to the
walkway and use the partner assist command to boost Helena on top of the
walkway. The Leon player can help the Helena player out with gunfire from the
opposite side.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Helena player might meet up with zombies while on the high walkway - it all
depends on if they have fallen off to attack players yet or not. Helena needs
to fall off the other side of the high walkway. Helena will be attacked by
zombies on the other side of the walkway. The door on the other side of the
walkway will open and a Bloodshot will move through the door. Be ready to
counter the Bloodshot when it jumps to instantly kill it, or shoot the nearby
transformer to stun it. A player can also toss an incendiary grenade at it.
NOTE: The Bloodshot jumps at Helena during the cutscene, so press the R1/RT
button directly after the cutscene to counter the Bloodshot and kill it.
Pull the lever on the right wall while moving toward the door with two levers
across from the transformer. The walkway on the east side of the Water Chamber
will be lowered.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Once the east walkway is lowered, several zombies will get off the walkway.
Toss an incendiary grenade at them to damage and kill most of them. Leon can
now pass over to the walkway where Helena is. Both players need to use the
partner assist button to pull both levers to open the door to the left.
All of the walkways in the Water Chamber will lower. Step into the corridor
ahead. Move down the corridor to the left and enter the next room
UNDERGROUND LAB - ENEMY CORRIDOR
There is one lone zombie along the corridor to the right. Move over to him and
watch out for the zombie that plays dead on the floor (with the white coat).
There is a Shrieker standing by the hatch at the end of the corridor ahead.
Break the --BLUE TALL CRATE-- off to the right while moving down the next
corridor. Every dead body that is lying on the floor is a zombie waiting to
grab the characters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Blue Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The zombies can get overwhelming along the corridor that leads to the hatch
with the handle on the wall at the end. They appear to never stop coming, but
if players kill off TONS of them they will stop spawning. Break the two --BLUE
TALL CRATES-- off to the right near the hatch at the end of the corridor then
both players need to use the partner assist button in front of the hatch to
open it and end this portion of the chapter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Blue Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
______________________________________
________________________________________/ STAGE 2-5 -- PRIMITIVE ALTAR ENTRANCE
------------------------------------------------------------------------------PRIMITIVE ALTAR ENTRANCE - AQUEDUCT
it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Small Pot x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Break the --POT-- behind the wooden
players will receive a melee button
it is behind a wooden plank.
- - - - - - - - - - - - - - - - - [ ] Pot x 1
- - - - - - - - - - - - - - - - - -
plank on the left side of the tunnel prompt while standing near it even though
- - - - - - - - - - - - - BREAKABLE OBJECTS
- - - - - - - - - - - - - - - - - - - - - -
Break the --POT-- and the --SMALL POT-- on the wooden crate when the characters
enter the corridor at the top. Hop down onto the bridge off to the right.
Leon and Helena will pass over the Aqueduct they just stepped out of. Climb up
to the other side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 1, [ ] Small Pot x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Players will start to hear some distant moans.
off to the left. Be sure to kill it then break
off to the side.
- - - - - - - - - - - - - - - - - - - - - - - [ ] Pot x 1, [ ] Small Pot x 1
- - - - - - - - - - - - - - - - - - - - - - - -
Follow the tunnel to the bars at the end then use the partner assist button to
open the gate door. In single player mode, Helena will run ahead and a
cutscene will trigger eventually.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_____________________________
_________________________________________________/ STAGE 2-6 -- PRIMITIVE ALTAR
------------------------------------------------------------------------------PRIMITIVE ALTAR - PRIMITIVE ALTAR (TOP)
Now Leon is with two women and Helena won't tell him what is going on still.
She wants to get Helena to safety then she will discuss her secrets with Leon.
You know, if we could get Ada, or perhaps Claire, into this, it might make
things more interesting- oh, there I go again!
Leon and Helena can't go back the way they came. That is to the left. They
must follow the wooden walkway directly ahead as it extends downward. The
Helena player will be carrying Deborah piggyback and will not be able to shoot
her weapon. All the Helena player can do is perform a staggering forward kick
with the melee button - this is decent for breaking pots. Because of Helena's
limitations, the Leon player must protect the Helena player for the next few
areas.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* The Leon player can actually run off and leave Helena and Deborah and make it
all the way to the bottom of the Primitive Altar to trigger the cutscene at
the bottom. While playing in co-op play, the Helena player can wait at the
top while the Leon player rushes by the enemies below and makes it to the
bottom to trigger the cutscene. This is great advice for speed runs!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Follow the wooden walkway as it extends downward. The ceiling shows signs of
being unstable as the characters walk along the bridge. Hop off the end of the
wooden walkway then pick up the --GREEN HERB-- off the large wooden crate by
the wall ahead and break the --POT-- near that crate.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Move out to the bridge ahead then use a stealth melee to toss the unsuspecting
zombie off the side. There is a zombie to the right and a spitter zombie to
the left on the other side of the bridge. Kill them both off and then break
the --POT-- in the alcove to the right. Follow the corridor to the left and
then run along the next left corridor and break the --POT-- beside the bridge
at the end.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PRIMITIVE ALTAR - PRIMITIVE ALTAR (MIDDLE)
A zombie will move out of a sloped hole in the wall to the right. Calmly wait
on him to struggle to get down that slope then cave his head in with Leon's
shoe. Two more zombies will move across the bridge to the side. Wait for the
zombies to move across the bridge since the bridge will shake and cause the
characters to stagger when trying to move across it and this can mess up your
attacking. Run to the other side of the bridge.
Break the --POT-- near the stacked wooden crates then break the --POT-- in the
next room to the left. Hop off the next wooden platform through the left
doorway. Break the --POT-- below then hop off the next two raised platforms
while moving to the left. A zombie will walk toward the characters from up
ahead and then attack. Kick him upside the head after a quick shot then move
down the stairs.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There is a doorway to the left. Move through the corridor behind the doorway
and break the --POT-- up ahead. Hunnigan will contact Leon and Helena. Look
off to the left and break the next two --POTS--. Hunnigan's voice will break
up over radio.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The Leon player needs to step beside the wooden crate up ahead and push it
using the X/A button. After pushing the crate, move along the circular walkway
to the right and break the --POT-- near the railing. There is another --POT-around the far left side of the circular platform - it always contains a --RED
HERB--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Two zombies will attack from behind the characters - they are both spitter
zombies and they rush in from the doorway the character just exited through.
Watch out for the spitter zombies here. The one on the next bridge might spit
acid at the characters. The Leon player needs to use the X/A button to push
the next wooden crate up ahead. There will be a spitter zombie on the bridge
to the right if he hasn't been killed yet. Follow the bridge to the other side
then run through the room and step out onto the wooden walkway below then
follow it to the open area with the altar on the bottom floor to trigger a
cutscene.
PRIMITIVE ALTAR - PRIMITIVE ALTAR (BOTTOM FLOOR)
Leon and Ada will drop below and land on a wooden platform with a wooden
walkway beside them that stretches downward. Helena will be on a wooden
walkway across from them. The bridge in the middle has been broken and the
three characters are now separated.
Watch for zombies along the way then dash down the walkway off to the right.
Drop from the end portion of the walkway and break the two --POTS-- near the
railing below. Move over to the rope on the left side of the wooden platform
with the pots then use the partner assist button to have Leon toss Ada over to
the rope. Leon will swing across along with Ada during the cutscene
afterwards. Ada will give Leon a **RING** item during the cutscene. To avoid
spoilers, I won't give the full name of the ring, but keep it in mind.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Break the --POT-- near the railing on the other side then follow the walkway as
it leads below and drop off the end of it. The Helena player will pass by Leon
and Ada off to the right as they hop over the gap in the walkway ahead. The
Helena player will fall to the area below the gap. There is a lever below the
gap that the Helena player can pull.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Leon and Ada need to hop across the gap to the next walkway above Helena then
fall to the next walkway below. Hop down to the next walkway and use the X/A
button to examine the wooden crate on the lift to the left (if you're playing
single player). Helena will pull the lever and make the lift with the wooden
crate rise. Use the partner assist button to toss Ada over to the rope behind
the lift. A cutscene will trigger and a boss battle will start.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
PRIMITIVE ALTAR - PRIMITIVE ALTAR (BELOW THE BOTTOM FLOOR)
Helena will fall to a ledge across from Leon and Ada. She will have to make
her way down by herself. Follow the walkway to the right and then fall off the
edge. Kill off the zombie then break the two --POTS-- behind the zombie. Hop
off the side of the platform to land on a wooden platform below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A zombie will be on the walkway below Helena when she lands. Hop off the
walkway and kill the zombie. If the Helena player hurries to the next platform
off to the left, Helena can grab the zombie's leg on the upper platform with
the melee button and pull them out from under it for an environmental melee
kill. Pull up to the next wooden platform then move across the bridge up ahead
and hop over the gap.
Leon and Ada might pass by up ahead, but they are going a different way. Hop
off the ledge up ahead and pull the lever to the side. This will raise the
lift that blocks the rope on Leon and Ada's side. The platform that Helena is
on will start to move down. The next boss fight will start while Helena is
still on the platform. Move to the side that overlooks the circular bottom
floor then hop to the bottom floor to join up with Leon and Ada.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
BOSS BATTLE
- - - - - M U T A T E D D E B O R A H =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Pincher Strike - Deborah extends one of her side pincher arms to the side
of her then swings it to that side. This covers a wide range in front of the
area where Deborah swings. She can do this attack with both side pincher
arms.
o Body Crush - Deborah leaps into the air from a high platform then falls on a
character. She doesn't stretch out her pincher arms for this attack. The
whole time that she rolls on the ground, she can hit a character until she
gets up. If she falls directly on a character, she will impale that
character and the player will have to shake the left thumbstick to break
free.
o Pincher Crush - Deborah leaps into the air and spins then extends her
pinchers out of her back then slams all of them into the ground in front of
her. This attack has some good range and covers good bit of the area in
front of Deborah.
o Overhead Pincher Smash - Deborah extends out her side pincher arms then moves
forward and smashes her middle pincher arm into the floor.
--------------------------------------------------------------------------------> Objective: Defeat the mutated Deborah
The true battle with Mutated Deborah will not start until after the cutscene
where Helena runs over to her. Following that cutscene, Deborah will start to
attack much more aggressively. Before the cutscene, she will only do her side
pincher swing and body crush, but after the cutscene, she will start to attack
with all her other moves. To get the cutscene with Helena to play, shoot at
Deborah from the start of the battle - it's best to use the shotgun. Just
stand below her while she is on the second floor ledge and blast her.
NOTE: Zombies will attack throughout this battle. They move out of one of the
two side corridors and hop over the gap to the circular platform. Kill the
zombies off for extra pickups.
Deborah follows a pattern of leaping to the circular walkway that extends above
the bottom area. She will leap down to the bottom floor then attack. She can
hit a character while falling - she actually targets a character before jumping
down. She will never stretch out her pincher arms until after she hits the
floor. She will not spread them out while hitting the floor from the high
walkway - this is a grab attack. If she falls directly on a player then
quickly shake the left thumbstick to break free while she impales the player.
Be sure to spin both thumbsticks to break out faster.
While Deborah is on the bottom floor, she will spread out three pincher arms
from her back and attack with them. She will perform a side swing with both
side arms that has some major range on whichever side she starts on. Watch for
her to hold one of her pincher arms to a side then quickly move away from that
side. Her pincher smash attack where she will rush forward with her top
pincher arm is much more of a close range attack yet it hits a wide area in
front of her. Deborah's jumping pincher crush is much the same way as her
ground overhead pincher smash. She will leap into the air then extend out her
pinchers and flatten whatever is directly in front of her - she will do that
when she leaps into the air from the bottom floor and her pinchers are NOT
already out.
Deborah's weak points are the three glowing portions on the top part of each
pincher appendage. Shoot these glowing portions to damage them and eventually
destroy each one. Once all three glowing areas have been destroyed the battle
will end.
There is another way to damage Deborah's pincher appendages without having to
shoot them. Whenever she is on the bottom floor or top floor, shoot her in the
body with the shotgun or semi-auto sniper rifle Blasting her in the body will
eventually stun her. She will drop to the bottom floor and her top pincher
will move out of her back. It's best to use the shotgun to blast her in the
body - it stuns her very quickly and it's easy to hit her with it. Any weapon
can work so long as you hit Deborah in her body.
Approach Deborah while she is stunned to get a melee button prompt. Press the
melee button to begin the melee sequence then prepare to press the X/A button
to hammer away at the glowing portion of her pincher. Directly after pressing
the X/A button to fill the QTE gauge that appears on the screen, prepare to
press the R1/RT button to finish off the melee and break her glowing area.
This can be done three times to destroy all three glowing areas on her
pinchers. Even though your character will always hit the top pincher, this
will destroy her other glowing areas as well. A real easy way to stun Deborah
to set up this melee attack sequence is to shoot one of the two TNT barrels on
the bottom floor below Deborah while she is on the top floor walkway above the
barrel. She will fall and be stunned.
It's hilarious that Helena can perform the melee to Deborah as well. It's kind
of wrong in a way when you think about it - Oh, sister, I love you so much, but
now I have to beat your f***ing appendages into the earth with my overpowered
melees. Forgive me!
NOTE: Instead of going through the melee sequence while Deborah is stunned, a
player can just equip the shotgun and blast the glowing portion of her pincher
arm to instantly destroy it.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
____________________________
__________________________________________________/ STAGE 2-7 -- ALTAR CORRIDOR
------------------------------------------------------------------------------ALTAR CORRIDOR - PRIMITIVE ALTAR
Once all three characters are in the mine cart a cutscene will trigger as it
starts moving along the tracks. This part requires a player to dodge wooden
overhangs that are stretched along the path above the tracks. Tap the
Square+X/X+A buttons at the same time when the button prompt appears as the
cart moves toward them in order to duck under them. Players can just lay down
in the cart by rolling or falling forward or backward while holding the L1/LT
button to duck the overhangs also. Ducking by holding L1/LT and tapping the
X/A button will work if it is timed well.
Obstacle List:
o 1 overhang
o 1 overhang
o 2 overhangs in a row
NOTE: The overhangs can be shot to destroy them with powerful weapons such as a
shotgun or magnum.
--> Objective: Defeat the mutated Deborah
Deborah will appear in the distance and then she will hop over to the tracks
and wait for the cart. The cart will plow into her and she will hang onto the
front of the cart. The characters will fall as an overhang comes up, so there
is no need to use a button prompt to avoid it.
------------------------------------------------------------------ BOSS ATTACKS
o Pincher Swing - Deborah holds one side pincher arm forward to show the glow
on it - this part will not hit. She will do a full swing with the other arm
afterwards that can hit either low or high. She will mix up the arms that
she uses.
NOTE: When she shows the glowing portion of her LEFT pincher arm first (your
right) she will perform a right arm side swing afterwards that hits low. In
order to dodge this, roll forward THE SECOND that her left (your right)
pincher arm moves forward. In other words, she hits low with her right
pincher arm and you have to perform a forward roll and time it so your
character is invincible to her arm swing (during the roll). In order to time
it properly the character must roll BEFORE her right pincher arm swings. Her
left arm strike can be avoided by ducking or rolling - it will hit high.
o Pincher Stab - Deborah stabs downward with one of her pincher arms. This is
her only way of hitting a ducking character. Her targeting is usually poor
though.
------------------------------------------------------------------------------Deborah will be hanging off the front of the mine cart while it enters the next
tunnel. She can hit low with a pincher stab but she will often target one of
your partners instead of your character. She swings low when she swings her
right pincher arm - see the note in the move list on how to dodge that attack.
The best way to avoid Deborah's attacks to use forward rolls. Read the move
list info and take note of it. Watch her arms to know how quickly you should
roll. It's really best just to roll during each slap to play it safe in order
to prepare for a right arm swing. Laying down in the cart is bad since it
won't avoid all of her attacks, but it is possible to avoid both of her attacks
with luck by laying down. Don't attack her - there is no reason to. Attacking
her while she is on the cart is just a waste of ammo since she hops off after a
few attacks anyway.
Deborah will only perform two or three attacks before jumping away from the
cart. If she hits your character, restart and try to see if she will perform
two easier attacks to dodge the next time.
Deborah will hop onto the back of the cart after she hops away from the front.
She will perform two or three attacks while on the back. Be sure to tilt the
camera toward the back of the cart. The same rules for dodging her attacks
still apply to the second fight with her on the cart. Do not shoot her - focus
on dodging.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
While Leon, Helena and Ada are in the mine cart, shoot a total of five zombies
that are walking around near the tracks as the mine cart passes by them to
receive a medal at the end of the stage.
.----------.
MEDAL: Killed 5 zombies while in the minecart
| [ME168-1]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Shoot the drums
The camera will show a TNT barrel along the tracks ahead after Deborah jumps
off. Aim toward the TNT barrel and shoot it with a weapon to destroy the rocks
so the cart will keep going straight. If players fail this, the cart will fall
off the destroyed track to the right.
NOTE: If you die and continue from the barrel part, some --9MM AMMO-- will be
inside the cart. Awww, look at the developers making sure you don't get stuck!
The cart will veer off to the right eventually. A zombie with a lantern can be
seen down the left side of the tracks.
Obstacle List:
o 3 overhangs (close together, not exactly in a row)
o 2 TNT barrels off to the left (shoot them or allow the cart to hit them*)
o 1 overhang
* The TNT barrels will not damage a player if the cart hits them IF the
characters stay on the far right side of the cart.
--> Objective: Defeat the mutated Deborah
Right before Deborah appears on the front of the cart, the cart will come upon
another TNT barrel up ahead. Shoot it early or allow the cart to hit it while
all characters stay in the very back of the cart in order to avoid taking
damage.
Deborah attacks the exact same way once again. She will only attack only one
time this time, so make that dodge count! A cutscene will trigger after she
attacks once.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON AND ADA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=
ALTAR CORRIDOR - PLATFORMS BELOW PRIMITIVE ALTAR
Leon and Ada will land on the wooden platform to the right of Deborah and
Helena. Ada will be hanging off the side of the wooden platform. The Leon
player needs to walk over to Ada and use the partner assist button to help her
up. Leon and Ada should grab the two pickups of --9MM AMMO-- off the wooden
platform and break the two --POTS--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Deborah needs to be damage a certain amount to finish her off during this part.
Hitting the top glowing portion of her pincher will instantly finish her off.
She has Helena cornered on the wooden platform below Leon and Ada. If Deborah
hits Helena with her pincher, the Helena player will die. In order to keep
Deborah from hitting Helena, blast her in her human body when she leans her
pincher arm back - this will cancel Deborah's attack multiple times. In order
to finish off Deborah, blast her in the glowing part of her pincher arm to
cancel her attack if you miss her glowing area. Deborah can also be finished
off by shooting her in her human body - this will take more shots though, but
if your aim is bad, shooting her body several times will defeat her.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
ALTAR CORRIDOR - PLATFORMS BELOW PRIMITIVE ALTAR
Helena will be lying on her back on a wooden platform after the cutscene and
Deborah will be standing in front of her. Helena has a huge gap behind her.
There is also a pickup of --9MM AMMO-- behind Helena.
Aim at the glowing portion of the pincher arm that extends out of Deborah's
back then blast her weak area with your handgun. Helena gets the best view of
Deborah's glowing area on her pincher arm. Leon and Ada should be helping to
blast Deborah, but Helena can really do the most damage with the perfect view
she gets.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
A cutscene will trigger after the battle that will end this chapter.
___
___
___
___
___
___
___
___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ __
_
\
/ / ___ ___ _ __ \_______________/ /\ /\ ___ | | ___ _ __
__ _
/ / / _ \ / _ \ | '_ \ / LEON CAMPAIGN \ / /_/ // _ \| | / _ \| '_ \ / _` |
/ /___| __/| (_) || | | |\_______________// __ /| __/| || __/| | | || (_| |
\____/ \___| \___/ |_| |_|/
\\/ /_/ \___||_| \___||_| |_| \__,_|
\_____________________________________________________________________________/
/
\
-- RANKING REQUIREMENTS
LEON, CHAPTER 3
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 55 minutes or less | 70 enemies or more |
| B
| 60%
| 5
| 80 minutes
| 60 enemies
|
| C
| 50%
| 9
| 100 minutes
| 40 enemies
|
| D
| 49% or less | 10 or more| 101 minutes or more | 39 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK
|
|==============================================================|
| RANK
| A
| B
| C
| D
|
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE
|
|=============================================================================|
| RANK
| S
| A
| B
| C
| D
| E
|
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[LK03]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - C H A P T E R 3 - G O I N G F R O M B A D T O W O R S E
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - June 29, 2013
Tall Oaks, USA
____________________________
__________________________________________________/ STAGE 3-1 -- ALTAR CORRIDOR
-------------------------------------------------------------------------------
Leon and Helena will start out facing the wooden platform that Deborah fell off
of at the end of the last chapter. There is nothing else to do in the current
area, so turn around and step down the corridor ahead. There is a set of doors
with levers on both sides of them in the room at the end of the corridor.
******************************** SERPENT EMBLEM *******************************
Campaign: Leon, Chapter 3
[SE49]
Location: Altar Corridor - Platform Below Primitive Altar
At the start of chapter 3, Leon and Helena will be facing the wooden platform
that Deborah fell off of at the end of chapter 2. Turn around and move down
the corridor directly ahead. The characters will reach a room with a set of
doors in between two levers up ahead. Tilt the camera upwards and look to the
left to see a serpent emblem high up on a ledge along the left wall. Shoot it
with a gun.
*******************************************************************************
Both players need to use the partner assist button near the levers to open the
double doors. The characters will step into the Catacombs area during the
cutscene.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_______________________
_______________________________________________________/ STAGE 3-2 -- CATACOMBS
------------------------------------------------------------------------------CATACOMBS - ENTRANCE CORRIDOR
Move up the stairs and follow the corridor to an outside ledge with a railing
to the left that overlooks a watery area. While following the outside ledge,
the characters will pass by an open coffin to the left then they will come upon
a closed coffin off to the left. Open the closed coffin by tapping the X/A
button and then pressing the Square/X button to open the coffin. Pick up the
++ASSAULT RIFLE RN++ in the coffin. This is an awesome weapon - it has a
bayonet at the end of the rifle that the characters can perform melee with.
The bayonet stabbing melee is pretty powerful too! Break the --POT-- off to
the left past the coffin with the weapon.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++ASSAULT RIFLE RN++
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Walk down the stairs ahead and follow the corridor.
CATACOMBS - TRAP CORRIDOR
Eventually one of the characters will walk over a pressure panel along the
floor and trigger a spinning blade trap up ahead. There is no way to avoid
setting off the trap. Run toward the spinning blades and then slide up under
them with the L1/LT button while dashing. After sliding, let go of the L1/LT
button and your character will still continue to crawl. The character will not
raise until it is safe to raise up.
Zombies will move out of the corridor to the right on the other side and Leon
and Helena will have to shoot them while passing up under the blades. Three
zombies will attack and one of them is red. The red zombie will mutate into a
Bloodshot. The Bloodshot is hard to set up for a long range counter here, so
blast it in its legs, toss an incendiary grenade at it or prepare to counter
its uppercut. The Bloodshot will drop --500 SKILL POINTS-- as usual.
Run down the next set of stairs to the right. A zombie is at the end of the
next corridor watching the pretty flames up ahead. Sneak up toward him then
stealth melee kill him from behind. Don't worry, your character won't hop into
the fire ahead while trying to melee the zombie. Examine the flames with the
X/A button while standing next to them. It seems the characters can't go that
way at the moment. There is a broken ladder that leads up to some high ledge
on the right wall though.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
There is a zombie turning a crank on the walkway to the right of the bridge
with flames on it ahead. While playing as Leon, arm an incendiary grenade and
stand on the left side of the bridge then face to the right and toss an
incendiary grenade over to the walkway across from the front of the bridge to
kill the zombie. If you can kill the zombie without the need of Helena, a
medal will be gained at the end of this chapter.
Video Link: http://www.youtube.com/watch?v=n24Y3IKJph4
.--------.
MEDAL: Stopped the flames without your partner's help
| [ME144]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Move over to the broken ladder on the right wall then use the partner assist
button to boost Helena up to the high ledge up above.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Leon player will have to stay in the corridor with the flames and wait on
the Helena player to stop the fire. Leon will get attacked by a zombie with
dynamite that tries to sneak up from the corridor across from the flames. Stun
the zombie with a quick shot then approach it for a special melee - Leon will
grab its dynamite and stuff the dynamite into the zombie's mouth. Move away
from the zombie before it explodes. Keep this useful melee in mind. It's like
setting off a time bomb. The explosion can kill off surrounding enemies!
NOTE: The dynamite zombie that attacks Leon will mutate into a Bloodshot if a
player does not quick shot it then melee kill it with its dynamite, so don't
shoot it in the head or will go all Bloodshot on your ass.
Helena should turn off the flames soon. Run ahead and join her on the other
side when the flames have been turned off.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
There is a hole in the wall off to the right at the top of the ledge that
Helena lands on. Stand near the hole in the wall to see a tunnel full of
cobwebs that Helena can crawl through. Use X/A button to start crawling
through the tunnel. Helena will crawl by some mummified bodies but none of
them will attack. The Helena player might here an explosion behind Helena that is your Leon partner killing a dynamite zombie!
Crawl to the end of the tunnel then drop from the other side. Turn around
after dropping. Ah, it seems that a zombie is turning a crank to control the
flame that is blocking the path to the side. Kill the zombie and the flames
will stop - you can literally hit him once with an R1/RT melee to kill him.
The Leon player can now join Helena.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Break the --SMALL POT-- and the --POT-- next to the crank handle over to the
right. The crank handle can be used to control the flame that shoots out of
the lion head's mouth back in front of the bridge that hangs over the water.
It could be put to use if some enemies moved along that bridge. I mean... we
know they won't, but... it never hurts to be prepared, right?
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 1, [ ] Small Pot x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Examine the door with the snake design in the middle of it. It's locked and
says "Set forth evidence of kith and kin". Leon will suddenly remember the
**SIMMONS FAMILY RING** that Ada game him in the Primitive Altar earlier.
Press the X/A button again to place the Simmons Family Ring in the circular
indention in the door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* On the wall to the left of the big door and on the wall above the big door
are two spiders that can be shot to add them to your records menu under
enemies. These spiders are highly rare, so go ahead and shoot one!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The door will start to unlock, but the unlocking of it is timed, so the
characters will have to wait a while. Wouldn't you know it that zombies would
start attacking and ever so conveniently step along the bridge with the lion
head in front of it? It's like they won't to be burned, so don't disappoint
them. Run over to the crank handle immediately following the triggering of the
door unlocking and start to rotate the crank handle. It's very important that
you start up the flame right away since a zombie that mutates into a Bloodshot
will be the first enemy to move across the bridge.
Enemy Wave List:
the coffins and break the --POT-- near the blue wood piece off to the
- - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
path, so walk
- - - - - - [ ] Small Pot
- - - - - - -
directly ahead.
- - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Move forward until the characters reach a gate with a red crystal in the middle
of the circular engraving in the middle of the gate. The partner assist button
icon will appear while standing in front of the gate. Look up and to the left
to see a high ladder. Leon needs to boost Helena up to that ladder.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Once again Leon is stuck all by himself. Turn around and look at the lovely
view of the cave behind Leon. Notice the beautiful rock formations and that...
rippling in the water!? Hey, there are two ripples coming toward Leon!
Quickly equip a remote bomb then lay it in the water and step back. Detonate
the remote bomb when the ripples move by it. The ripples will suddenly stop as
zombie bits fly everywhere.
Those were actually two crawling zombies that will grab Leon if you don't kill
them before they reach him. They are extremely hard to shoot while underwater
and they grab whenever they get in close range. By stepping toward them,
players get a melee prompt to stomp them but you risk getting grabbed. If you
try to stomp them, move around them first then face them so their arms aren't
facing Leon to grab him.
Helena will eventually hop off a high ledge to the left on the opposite side of
the gate and rotate a crank handle to open the gate. A cutscene will activate
when the gate is fully open.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Helena is going to have to crawl through another cobweb-infested tunnel. Use
the X/A button to make Helena get down on her knees again and show us that nice
ass... er, ah... crawl through the tunnel. Helena will start to hear a zombie
up ahead that sounds rather happy. He's actually happy because he's found a
victim in the tunnel with him. Prepare to shoot the zombie while Helena lies
on her back as the zombie crawls around the right corner up ahead.
Crawl to the right in the direction the zombie came from. There are no more
surprises along the way. Helena will crawl by more dead bodies, but they won't
attack. Drop to the other side at the end of the tunnel. Helena will land in
the water on the other side of the gate with the red crystal that Leon is
behind. Grab the crank with the red crystal above it with the X/A button then
use the left thumbstick to rotate the crank handle and open the gate for Leon.
A cutscene will trigger once the gate is fully open.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
CATACOMBS - WATERY GATE AREA
The characters will be broken up once again shortly after Helena uses the crank
to open the gate with the red crystal on it for Leon. They will be separated
for much of the rest of this portion of the chapter.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--> Objective: Reunite with your partner
Helena will be carried toward the watery area across from the right set of
ropes on Leon's side. She will get attacked by zombies and a Bloodshot. It's
a good idea to help her out here, but not from the current area. Quickly run
up the steps and look to the right to get a great view of Helena's current
location. Leon will have another gate in front of him at the top of the stairs
- it has a blue crystal in the middle of it. Collect the --7.62 NATO AMMO-from the side railing for some extra rifle ammo then break the two --POTS-- on
each end of the top portion of the stairs for extra pickups.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 7.62 NATO Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Equip the semi-auto sniper rifle and shoot the zombies that attack Helena.
Helena must defeat all the enemies on her side before she can use the crank on
her side. The crank on Helena's side will open the gate with the blue crystal
in front of Leon.
Get ready to defeat the zombie behind the gate as it opens. Run toward the
crank handle with the red crystal on it and rotate it to open the gate in front
of Helena on the other side. Helena will get stuck behind a spike trap that
she can't get by on the floor below. Leon should run and slide up under the
spinning blade trap on the walkway up ahead of him. Crawl up under the blade
trap then move to the other side. Don't worry about the dead body off to the
right. It won't reanimate... yet.
Break the --POT-- to the right up ahead. There is a spike trap that now blocks
Leon's path. Don't even try to run through that. Look off the railing to the
left to find a zombie that rotates a crank handle. He is actually controlling
the spike traps in this area. Blast him from a distance with your handgun and
kill him to stop the spike trap on your side and on Helena's side. Now Helena
can move once again.
Leon's path is blocked by a gate with a blue crystal directly ahead. There is
a crank handle with a blue crystal on the other side of Leon's gate, but he
can't reach it. Helena will move up the stairs below Leon, but she can't go
any further because of a gate with a red crystal on it ahead of her. Leon has
a crank panel on his side that has a red crystal above it, but the damn thing
doesn't have a crank on it. What the hell!? Examine the crank panel to get a
new objective.
--> Objective: Find the crank
Helena can't believe that Leon is going to look for the crank handle. Oh, my
dear Helena, you have never played a Resident Evil game where stuff is always
readily available! Even the most random object can be found nearby!
Zombies will start to spawn on a high ledge with coffins behind Leon. Kill
them as they drop then move back to the spinning blade trap. Zombies will
start to move toward Leon from the opposite side. They must pass under the
spinning blades, so equip an incendiary grenade and wait for many of them to
group then toss the grenade to burn them all as they crawl up under the
spinning blades. Watch out for the spitter zombies since they will still spit
while crawling up under the blades. Spitter zombies and a Bloodshot will spawn
behind Leon eventually - they spawn from the top ledge with coffins.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* The zombie with the crank that spawns on the other side of the spinning
blades is actually an EXTREMELY rare zombie type that ONLY spawns in this one
area. Be sure to kill it without have the spinning blades kill it to add it
to your records menu.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A zombie with a crank will be the first zombie to spawn on the other side of
the spinning blades. When the zombie with the crank is damaged, it will mutate
into a Bloodshot. The Bloodshot on the other side of the spinning blades will
drop the crank key item. Make sure that ALL zombies in the surrounding area
have been killed before dashing up under the spinning blades to fetch the **OLD
CRANK**. Crawl to the left side of the walkway and stay away from the body
that leans against the right side of the railing while crawling back under the
spinning blades since it will reanimate and attack when a player gets next to
it.
Run back and use the old crank key item on the crank panel with the red crystal
then rotate the crank to open the gate with the red crystal for Helena. Wait
on Helena and she will run to the other side of Leon's gate and rotate the
crank handle with the blue crystal up above it to raise the gate in front of
Leon. An armored zombie will move toward Helena while she uses the crank, so
blast the zombie in head. When it gets close to her, it will jump and grab
her. It's really best for the Helena player to handle this zombie, but Helena
players that don't read my guide might not...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--> Objective: Reunite with your partner
Helena will wind up in the water below a set of stairs. A group of zombies and
a Bloodshot will rise from the water and attack Helena. This looks like a good
job for remote bomb! Place a remote bomb in the water then run away while all
the enemies pile up and then detonate it. If you only have incendiary grenades
then lure all the zombies up the stairs to the right and burn them when they
step on the dry floor. The shotgun or assault rifle can work just as well here
too. Leon should help out somewhat.
Leon is blocked by a gate with a blue crystal on it at the top of the stairs on
his side. It just so happens that Helena has a crank below a blue crystal on
her side, so walk up the stairs and rotate the crank handle to open the gate
for Leon. Helena is now blocked by a red gate off to the left. The Leon
player will find a crank handle that will open this gate for her. Follow the
corridor ahead.
*********************************** TREASURE **********************************
Campaign: Leon, Chapter 3
Location: Catacombs - Water Gate Area
Contents: 5000 skill points
When Leon and Helena split up once again after Helena rotates a crank handle to
open a gate with a red crystal on it, the Helena player will be dragged to
another side by a large fish. She will be attacked by zombies and a Bloodshot
and have to rotate a crank with a blue crystal on it to open the gate on Leon's
side. After Leon rotates the valve handle on his side and opens the gate with
the red crystal on it for Helena, find the first closed coffin off to the left
and open it with the button command and the QTE Square/X button tapping
afterwards to reveal 5000 skill points inside. The closed coffin off to the
right further ahead only has a snake inside.
NOTE: The Leon player can get this pickup too, but he must backtrack through
Helena's path after she opens the final gate with the blue crystal on it at the
end for him.
*******************************************************************************
Helena will be blocked off by a spike trap along the corridor. Don't even try
to move through those spikes. The Leon player will run into a spike trap also
and he will find the cause of both spike traps - it's a zombie turning a crank
handle off in the distance from Leon. Once the spikes lower and don't move
back up out of the floor, walk down the corridor ahead. There will be a zombie
off to the right up ahead. Move through the water down the stairs. Leon will
find another panel but it has no crank handle. He will volunteer to find the
obscure crank handle in the tens of thousands of places it could be in the
catacombs.
--> Objective: Find the crank
Helena can't go any further on her side because of a gate with a red crystal at
the top of the next set of stairs above the water that she moves through. Be
sure to break the --POT-- off to the left of the block in front of the gate.
The Helena player can get on top of the block to get a good view of Leon's side
and equip the semi-auto sniper rifle then blast any zombies that get in his way
while he tries to find the needle in the haystack item. Eventually Leon will
find the crank handle. Well, I'll be damned!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Reunite with your partner
Leon should be able to use the crank handle on the panel on his side then
rotate it in order to raise the gate with the red crystal on it for Helena
soon. Helena might have to deal with a zombie on the other side of the gate.
Run over to the right side of the area and find the crank handle with the blue
crystal up above it. This will open the next gate for Leon. Helena will pass
by a dead body on the way to the crank handle and this body will reanimate once
she moves toward the crank handle, so turn around and blast that zombie in head
then head scissor his ass back down to the ground. Now the coast is clear for
crank turning, so rotate the crank handle so the gate will open for Leon.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--> Objective: Search the catacombs
Well, the gang is all back together again! The Leon player should run to
Helena's side and find the coffin that contains skill points on her side - it's
all the way back at the beginning on Helena's side basically.
Both players need to use the partner assist button to pull the levers on each
side of the next set of doors to end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
____________________
__________________________________________________________/ STAGE 3-3 -- CAVERN
------------------------------------------------------------------------------CAVERN - SOUTH SIDE
seems like there is constantly a zombie spawning from some spawn point for the
majority of this area.
Below is a map of the Cavern. It's pretty linear, but I thought a map would
help.
__
__
.' '._______.' \
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. .''.
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^ \..' /
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WALKWAY
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Shrieker > \/
BREAKS
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| | / /Whopper >' |
Whopper >/ \ / /
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.'''''\__.' | | ||PPP |
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/ / Platform sinks^ | |
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| | < BRIDGE
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( | here
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SERPENT > |._____________.___|
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EMBLEM
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\SP .' './
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(P
________ START __| |_____| |___.'
\___/
/'._____.'
^^^
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^^^
___ < BOTTOM FLOOR AREA
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.------------------.
| MAP ABREVIATIONS |
|==================|
| P | Pot
|
| SP | Small Pot |
'------------------'
| |
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___
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|___|
EXIT
NOTE: All of the platforms below the starting point and a few to the right of
the starting point are far below the starting platforms. Look off the left
side of where the characters begin to see them.
Two zombies will move across the rock walkway directly ahead and attack. The
armored zombie is a spitter zombie. Find them then kill them and move across
the rock walkway. The high ledges to the right and left on the next platform
are spawn points for zombies. Break the --POT-- up ahead then hop off the
right side of the platform.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - There is a rock column on the platform below. Move to the left and cross the
walkway. Hop over to the platform to the right of the platform on the other
side of the walkway.
CAVERN - WEST SIDE
The platform across the next left walkway has a torch on it. Move over to that
platform and break the --POT-- off to the left. A zombie with a lantern will
spawn around this area. Blast his lantern from a distance to burn him. Walk
over to the crank next to the raised up bridge and use it to lower the bridge tap X/A while near it then rotate the left thumbstick.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Zombies will start to spawn while lowering the bridge. Your partner should be
able to hold them off until your main character lowers the bridge. A Shrieker
will step across the bridge to the left (look up) and he will scream while near
the characters. Blast him in his bulged chest from below - he won't hop down.
Two Bloodshots will attack while moving across the bridge. Toss an incendiary
grenade at them both or prepare to counter them or shoot them in their legs to
stun them. A zombie with a lantern and a spitter zombie will constantly spawn
(and respawn) and hop off the high ledge up ahead. While on the other side of
the bridge, look to the right then move across the walkway and onto the next
platform. Zombies will likely gather on the platform. Hop over to the
platform with the torch on it further ahead.
CAVERN - NORTH SIDE
Leap over to the next platform while on the platform with the torch. A
Shrieker will have its back turned on the other side of the walkway with the
gap that extends to the next platform. It will run when a character gets close
to it. Hop across the gap in the walkway and follow the Shrieker. Wait for
its bulge on its chest to expand then shoot it. The Shrieker will drop --1000
SKILL POINTS--.
While moving across the next walkway, the walkway will break when the first
character moves across it. Prepare to shake the left thumbstick to pull your
character back up. The partner can step toward the character that hangs on and
help that character up with the partner assist button. After the walkway
breaks hop across the gap to the next platform.
Look to the right to see a platform with a torch on it - hop over to that
platform. Zombies that are strapped with dynamite will spawn from the high
ledge to the right. There is a Whopper that stands on the other side of the
bridge up ahead. Shoot the Whopper from a distance to make him come to your
character. When he starts to move across the bridge, lay out a remote bomb on
your side then back away and prepare to detonate it then melee attack him while
he is stunned. Only use one remote bomb then a melee and then shoot him if he
still lives - he will be very weak after that in normal mode. The Whopper will
drop --2500 SKILL POINTS--.
CAVERN - EAST SIDE
Dash across the bridge once the Whopper is gone. There are three --POTS-- on
the platform across the bridge. Be on the lookout for zombies that will spawn
and then move across the next bridge.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The characters will reach a platform with a statue that points to the south.
Zombies that hold dynamite will spawn here, so watch out about shooting them
and meleeing them. There is a Whopper Supreme on the other side of the next
bridge. Just like the last Whopper, shoot him and then lay down a remote bomb
then detonate it when he moves over it. This Whopper has a bit more health
than the last one. A second remote bomb after a melee should kill him. Use
the shotgun if you only have one remote bomb left. The Whopper Supreme will
drop --2500 SKILL POINTS-- once defeated. Dash across the bridge and stop onto
the next platform.
Hop to the next platform to the south and break the three --POTS-- on the
platform. The Leon player needs to use the partner assist button near the
platform to the west (right) and toss the Helena player over to that platform.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The platform will slide out from underneath Helena and she will have to climb
up the platform starting from the bottom. Four zombies will chase after.
Equip an incendiary grenade and toss it at the four zombies to easily kill
them. Be sure to let the Helena player get a distance from them so Leon
doesn't burn her.
Arm the semi-auto sniper rifle and look toward the bridge up ahead of Helena
then shoot the Shrieker's red bulge when it expands. A Whopper will run across
the bridge and attack Helena. Fire at the Whopper with the sniper rifle. If a
group of zombies gather around it try to see if one of them has dynamite on it
then shoot that zombie to damage the Whopper. Make sure Helena isn't right
next to the zombie however.
NOTE: At this time, zombies can spawn randomly on the high ledges next to Leon
so always be on the lookout for them from now on.
A few zombies will spawn behind Leon, so turn around and be on the lookout for
them. One of them has chest dynamite, so blast him to get rid of them both
when it lands. Look back toward Helena after clearing Leon's area then help
her shoot the Bloodshots that attack her. She will make her way across the
next bridge then move over to the crank by the raised bridge in the south.
Guard her by blasting any enemies that attack her while she turns the crank.
Move across the bridge once it lowers to rejoin Helena.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The platform will slide downward and Helena will move to the other side of it.
She will be crawling along a sloped platform when the player gets control of
her again. The controls for this part are the basic crawling controls as if
Helena was crawling through a small hole except she cannot crawl fast by
tapping the X/A button. Four zombies will be crawling up the slope behind her.
The Leon player should be able to kill off the zombies for Helena. Helena will
slip back down the slope one time while climbing. Tap the X/A button when the
button prompt appears at the top of the slope to pull back up to the top.
Helena will slide down the other side of the platform. Move up the stairs
ahead and break the --POT-- along the way. In a few seconds, Helena will have
to deal with a Shrieker, a Whopper and a few zombies. Try to kill the Shrieker
by hitting its red chest bulge since it should be preparing a scream. Lay down
a remote bomb and detonate it to stun the Whopper then melee him and blast him
to kill him off the rest of the way. One of the zombies will mutate into a
Bloodshot. They will all drop the usual skill point bonuses.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Move across the next few platforms with small bridge. Helena will reach a
platform with a long bridge that stretches across to another platform. On the
current platform, she will have to deal with a few dynamite zombies and a red
zombie that will mutate into a Bloodshot. Another Bloodshot will spawn later
as well.
NOTE: There is a serpent emblem off to the Helena's right after Helena steps
off the third small bridge. It is on a low ledge beside the right platform. I
mention this later so the Leon player can see it better. Helena will be right
beside this emblem though. It still must be shot either way.
Move across the long bridge then hop across the gap in the smaller bridge
further ahead. Helena will hop onto a platform with a crank and a raised
bridge. Rotate the nearby crank handle to lower the bridge for Leon.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
******************************** SERPENT EMBLEM *******************************
Campaign: Leon, Chapter 3
[SE51]
Location: Cavern - East Side
When Helena gets separated from Leon, she will work her way to the other side
of the area then use a crank to lower a raised bridge for Leon. While both
characters are on the platform with the crank that Helena used, stand and face
the front of the statue that points then look to the left to see a serpent
emblem on a ledge very far out in the distance (to the west). It's near one of
the platforms that Helena had to move across (one that has a bridge on it).
Arm the semi-auto sniper rifle and shoot it. It's listed on the map in this
walkthrough section.
*******************************************************************************
Once Leon and Helena are on the side of the bridge with the crank, there is
large boulder up ahead of them that needs moving. We don't have Chris Redfield
here with us, so two characters are needed to move this massive boulder instead
of one with his boulder-punching fists. Stand next to the boulder and use the
partner assist button to push it off the side of the platform. Leap over to
the walkway below.
CAVERN - SOUTHEAST SIDE
Spitter zombies spawn randomly from the high ledges off to the right in this
area. Be on the lookout for them while moving along the walkway to the south.
A Bloodshot will spawn along the walkway eventually. The characters will have
to move across three bridges along the walkway. There is a --SMALL POT-- on
top of a block off to the right near the end of the walkway that can be broken.
Leap to the next platform at the end of the walkway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Small Pot x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE: While moving across the bridges along the walkway, a character might
randomly fall and the player will have to shake the left thumbstick in order to
pull back up. The partner can help that player up with the partner assist
button. The fall happens randomly.
The next platform has a raised bridge on it with two cranks along the sides in
front of it. Both characters will have to rotate the cranks in order to lower
the bridge. Use the partner assist button to grab one of the cranks then spin
them with the left thumbstick. The first time the characters grab the crank
handles, let go immediately and fight off the zombie with dynamite that tries
to attack from the right high ledge. The platform will eventually fall while
the characters rotate the crank handles. A cutscene will trigger.
CAVERN - SOUTH BOTTOM FLOOR
Leon and Helena will land on a lower platform. Players must constantly move
forward here since the platforms will start to fall. Leap forward and land on
the curved platform ahead of the characters. Run and leap to the next curved
platform then leap to the next platform. Climb up to the raised platform ahead
and ignore the spitter zombie and Whopper - dash by them. Hop to the next
curved platform. Two zombies are on this platform. Run by the zombies and
leap to the next platform - be sure to leap from the left side of the platform
to avoid the crawling zombie on the next platform.
A lantern zombie and a crawling zombie are on the next platform - run toward
the lantern zombie (to the left) for less of a risk of getting grabbed then hop
to the next platform. Leap over to the platform with the big boulder on it
then use the partner assist button to push the boulder off the ledge.
NOTE: The platform with the boulder will not fall. Players don't need to rush
when attempting to push it.
Leap over to the final platform after pushing the boulder off the side to
trigger a cutscene that will end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_______________________________________
_______________________________________/ STAGE 3-4 -- UNDERGROUND WATER CHANNEL
------------------------------------------------------------------------------UNDERGROUND WATER CHANNEL - WATER SLIDE
Leon and Helena will start out sliding down a water channel at this part. There
is no need to steer them while they slide. There are no items to collect
either. They will land in some water at the bottom of the channel.
UNDERGROUND WATER CHANNEL - FLOODED CATACOMBS
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Swim directly forward until you see some light then swim up toward the air
pocket. This will give players a checkpoint. Submerge again then swim forward
and to the left. The characters will swim down some stairs. Make a right then
swim forward again. The characters will have to swim underneath some fallen
rocks. Turn to the right after swimming under the rocks then swim up the
stairs to the right. An air pocket is through the archway up ahead. Start
swimming upward toward the light after passing up under the archway.
Submerge again then swim forward. The characters will swim down some stairs
and then swim through an archway and up some stairs. A body is floating in the
distance. A small disturbance will happen and the body will disappear... sort
of. Swim through the new hole in the wall to the left when the path ahead gets
blocked. The characters will swim through a rock tunnel and have to turn
right. Several bodies will float to the top of the cave up ahead.
Swim upward and forward to find the next hole and avoid the bodies as much as
possible. They are actually zombies that will grab a character. They will
drain your oxygen gauge while they strangle a character. Shake the left
thumbstick to break free. Literally stay still and wait for a body to float by
before entering the next few areas with bodies to avoid grabs. There is some
light up ahead, so swim upwards into the air pocket. This air pocket doesn't
look as pleasant as the others. I bet that air is very stagnant in there.
Swim back down then swim forward. A few bodies are up ahead and they will grab
your character, so avoid them by swimming around them. Find the --500 SKILL
POINTS-- near the fence on the broken left wall. It's right near the bottom.
Turn to the right and move along the tunnel past the seaweed. Carefully avoid
the two bodies in the next area then swim to the left. Three bodies are
floating up ahead and the exit is right overhead while looking at the three
bodies. Swim past the three bodies then swim upwards toward the iron gate on
the ceiling. Light pours through the iron gate. Press the partner assist
button while swimming below the iron gate to trigger a cutscene.
--> Objective: Survive the attack
Aw, hell! Brzak has seized Leon and Helena. Brzak is that big fish that the
characters saw all the way back in the submerged catacombs area. Prepare for
QTE button tapping! The Leon player should go toward his junk pile and find an
old PlayStation 3/Xbox 360 controller right now since that player has tons of
button tapping and thumbstick wiggling coming up, both in this segment and the
next.
Brzak will start with Helena in his mouth and Leon will be on his back. The
two characters will have to perform some QTE sequences to fight Brzak.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
o Press the Square+X/X+A buttons together to maintain your grip on the back of
the fish.
o Rapidly press the X/A button to pull the spear out of the creature's back.
o Shake the left thumbstick to pull on the spear.
o Press the R1/RT button to pull the spear out of Brzak's right eye and stab it
in the other eye.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
o Rapidly press the X/A button as Brzak tries to bite down on Helena.
o Shake the left thumbstick to pull the spear out of Brzak's mouth and stab him
in his left eye.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
UNDERGROUND WATER CHANNEL - BRZAK'S DEN
Leon will start out in the water below the surrounding platforms and Helena
will start on a platform near a bridge in this next area.
--> Objective: Meet your partner on the other side
Break the --POT-- near the right wall up ahead then step out to the bridge.
Helena's laser will be on her gun when she holds it up after staring over at
the mirror in between the blue torches above the gate that Leon is trapped
behind. Raise a run and point your gun's laser at the circular mirror in
between the two blue torches above the gate that Helena looks toward while on
the bridge. This will make the gate open so Leon can swim through. Be sure to
hold the laser on the mirror - the gate will drop the second that Helena stops
shining the laser at the mirror. Quickly pick up the --5.56MM NATO AMMO-- off
the barrel on the next platform then rush out to the second bridge.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 5.56MM NATO Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Arm the assault rifle RN then look off the left side of the bridge as Brzak
swims toward Leon. Blast the creature in the orange appendage that hangs out
of its mouth. A few shots from the assault rifle RN will make it go back under
the water. Run across the bridge then step out onto the third bridge. Brzak
will chase Leon once again. Look to the right and blast the creature in its
mouth appendage with the assault rifle RN once again to make it stop. Wait on
the current bridge. Leon will be attacked by a zombie that moves out of the
water and grabs him. Shoot the zombie while Leon struggles. Brzak will chase
after Leon once again after the zombie lets go, so quickly blast the creature
in its mouth appendage again to make it go back under the water.
Move to the platform at the end of the bridge then break the --POT-- off to the
right. Fall down the wooden ladder off to the left on the platform and Leon
should be pulling up on the walkway in front of the damaged iron gate soon.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Break the two --POTS-- off to the left (across from the ladder) to get some
extra items. Both players need to press the partner assist button in front of
the damaged iron gate up ahead to leave this area, but be sure to check it over
for pickups before leaving.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once both players are together again, the Leon player should take time to
backtrack to the areas that Helena came from. There are many pickups and a
serpent emblem that can be found in the areas she passed by. Look to the right
and climb the ladder to backtrack to Helena's areas.
NOTE: Have the handgun or the assault rifle RN equipped for this next battle.
Players really need a rapid fire weapon for the next battle. The shotgun can
work also. Whichever of the weapons mentioned that you have the most ammo for
- choose that weapon. There are some pickups for the handgun while falling, so
that is one of the best weapons to use for both characters during this next
battle.
BOSS BATTLE
- - - - - B R Z A K
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
is following behind your character and not moving around the corner your
character is about to pass.
The Lepotitsa will not perform its heavy gas attack to spread gas all around
the room this time. This means the characters don't have to watch their
distance as much. The bad part about this is that the Lepotitsa will
constantly try to grab a character and the Lepotitsa's grab is quick and can
catch a player off guard so easily if players stand and blast him without
retreating from his approaching grab. When it grabs, prepare to press the
button that appears on the screen when the timer needle in the QTE gauge moves
by the green portion of the meter. If a player doesn't escape from the
Lepotitsa's grab, that player will enter dying status instantly after hitting
the floor. A Lepotitsa literally tongue rapes its victims during a grab.
It's still bad to shoot the Lepotitsa in its body. This will make it spray out
C-virus gas, which can damage the characters from close range. It's best to
fight this boss by either shooting it in the head or legs. I find it best to
shoot the legs since its head is so small. Shooting the creature in the legs
will eventually stun it for a melee attack. Another good way to damage this
boss heavily is with remote bombs and incendiary grenades. Remote bombs can
completely destroy this creature very quickly! They will set it up for a heavy
stun melee (Coup De Grace), which will add even more to that heavy damage. If
you have remote bombs, then be sure to use them here and save yourself some
ammo. With incendiary grenades, three of them will stun a Lepotitsa on normal
difficulty.
Check out the dead pilot's body off to the right while facing the cockpit seats
to find the ++LIGHTNING HAWK++ magnum. There are also two pickups of --.50
ACTION-EXPRESS MAGNUM AMMO-- on the counters on the right and left side of the
room. These can help out for the Lepotitsa, but a magnum is not really needed
here. Remote bombs are absolutely perfect for this boss. A cutscene will
trigger once the Lepotitsa takes some serious damage.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++LIGHTNING HAWK++, [ ] .50 Action-Express Magnum Ammo x2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Move to the front of the cockpit after the cutscene and use the X/A button to
examine the electronic map of the plane off to the right (blue screen).
Hunnigan will contact Leon and Helena. It seems there is something wrong with
the pressure bulkhead in the back of the plane. The characters will have to
check it out.
--> Objective: Find the cause of the anomaly
The entrance to the Crew Lounge is now open. Run down the stairs in the back
of the cockpit area to reach the Crew Lounge area.
AIRPLANE - CREW LOUNGE
A man is laying down on the floor of the Crew Lounge area. Step into the First
Class Seating Area through the doorway.
AIRPLANE - FIRST CLASS SEATING AREA
The airplane will start to shake while Leon and Helena move to the back of the
plane starting with this area. This will throw the characters off balance
every now and then. Move through the next door off to the right in the back of
the plane.
AIRPLANE - FIRST CLASS CABIN
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo, [ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - AIRPLANE - SECOND CLASS SEATING AREA
Move by the seats then run into the second cabin area.
AIRPLANE - SECOND CLASS CABIN
AIRPLANE - STAIRWAY
Run down the stairs and enter the Cargo Bay through the doorway at the bottom
of the stairs.
AIRPLANE - CARGO BAY
Find the --FIRST AID SPRAY-- on the shelf to the left of the second red gas
canister on the left side of the room. Move to the back right portion of the
room and use the partner assist button to rotate the big valve handle on the
wall. A cutscene will trigger
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Open the hatch and keep out the gas.
The Lepotitsa from the cockpit will trap Leon and Helena in the Cargo Bay. It
will spread C-virus gas all around the room from the start of the battle. Leon
and Helena must open the Loading Bay hatch to filter the room before they
suffocate from the gas. The C-virus gas will constantly drain a character's
health while the character stays in the room.
In order to open the hatch, the red panel on the wall near the hatch door in
the back of the room must be opened. Approach the panel and press the X/A
button to interact with it then tap the Square/X button to try to open it up.
Once it is opened, approach the lever on the wall and press the X/A button to
pull it and open the hatch.
Opening the panel is not so easy with a Lepotitsa in the room however, since it
will grab a character. It's weakness is its targeting for this room. Allow it
to target your partner then move toward the control panel and open it. The
Lepotitsa can be stunned by shooting the red gas canisters around the room they will spew out a gas that will stun the creature when it moves by them.
The stun is only momentarily, but this will give your partner a chance to
attack the creature to where it will most likely target that character and
leave your character alone, allowing your character to open the panel in the
back.
AIRPLANE - LOADING BAY (AFTERMATH OF THE BATTLE)
Once the hatch is opened and the Lepotitsa flies out of the plane, Leon and
Helena will grab the hatch door and a QTE climbing sequence will start. Hold
L1/LT, then tap and hold R1/RT then let go of L1/LT then tap and hold L1/LT
again. Let go of R1/RT while holding L1/LT then tap and hold R1/RT again.
You're holding one button and tapping and holding another in a constant
sequence. It's like an annoying form of mountain climbing with your console
controller. DO NOT let go of both buttons. Always keep one button held down
or your character will struggle to hang on. While climbing the hatch door,
prepare to press the Square+X/X+A buttons together when the metal crates slide
down toward Leon and Helena.
QTE Action List:
o R1/RT + L1/LT climbing
o Square+X/X+A to dodge metal crate
o R1/RT + L1/LT climbing
NOTE: The onscreen indicator shows when to let go of a button and press it. It
will display a picture of a person reaching forward. While it shows a person
hanging on, that is when YOU need to hold both buttons. It's really best to
focus on the on-screen QTE figure. Focusing on the buttons or the action at
hand is a major distraction.
--> Objective: Stop the plane from crashing
The plane is about to crash! We need to run all the way back to the cockpit
and perform some QTE maneuvers to fly this puppy! Start the journey back to
the cockpit by moving up the stairs past the Cargo Bay once again.
AIRPLANE - STAIRWAY
Uh oh! Leon is coughing. That isn't good. We all know him and Helena have an
extremely high tolerance to C-virus gas, but what about the rest of the
passengers!? Enter the cabin up ahead.
AIRPLANE - SECOND CLASS CABIN
A female zombie will attack from the back of the first corridor. Another
female zombie is in the small room through the left doorway. Two more zombies
will enter the corridor in a few seconds. It's time to break out the wrestling
holds and start stabbing zombies with broken bottles once again.
AIRPLANE - SECOND CLASS SEATING AREA
Well, the breathers didn't save the two people up ahead, that's for sure. Kill
the two zombies in the area. The plane will start to shake while the
characters fight the zombies in this room and the rooms ahead. The shaking
will throw the characters and the zombies off balance. The shaking will cause
the luggage to fall off the top racks while stepping into the next cabin.
AIRPLANE - FIRST CLASS CABIN
A few zombies will attack in the corridors. There is a dead female body lying
on the sofa near the entrance to the next seating area. It will reanimate when
stepping near it (seems to do it randomly) so prepare to slam its head into the
wall if it comes down to that. Use the partner assist button to move the panel
out of the way of the First Class Seating Area entrance.
AIRPLANE - FIRST CLASS SEATING AREA
Leon and Helena will experience a bit more turbulence once they reach the other
end of this room. Basically, they will fly against the right wall as the plane
shakes. Enter the Crew Lounge.
AIRPLANE - CREW LOUNGE
Two zombies are in the cockpit above the stairs. Move up the stairs and shoot
them. The plane will shake and the first character that moves up the stairs
will fall back down the stairs. Run up the stairs again and continue to
slaughter the zombies.
AIRPLANE - COCKPIT
Dash toward the controls up ahead and use the X/A button to examine the map of
the plane off to the right (blue screen with plane map). When Leon and Helena
opened the hatch in the Loading Bay, they destabilized the plane by letting the
pressure out. The Leon player must try to fly the plane now while the Helena
player goes back into the plane and caves some more undead faces in.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Approach the cockpit seat on the left and press the X/A button to start flying
the plane. A QTE sequence will occur like the one back in Tall Oaks when Leon
and Helena were in the police car. The current altitude of the plane will be
displayed at the top of the screen. The button prompt commands will not always
appear the instant Leon looks at an area, but it will appear a few seconds
after Hunnigan speaks. Basically, just keep staring at the area I list until a
button prompt command appears.
NOTE: If the plane drops below 840 feet in altitude, it will crash and the game
will be over.
QTE Sequence List:
o Switch off the autopilot to restore manual control (Press the third button
in the fourth row of the upper panel)
Location: Look directly up at the overhead buttons
QTE Action: QTE gauge (press the Square/X button when the timer needle moves
across the green areas)
o Pull the lever on the right-hand side
Location: Look to the right (lever to the right of Leon's chair)
QTE Action: X/A button press followed by rapid Square/X button tapping
o "Leon, pull the throttle! Pull up!"
Location: Look down (lever in front of Leon)
QTE Action: Rapid Square/X button tapping
A cutscene that will end this portion of the chapter will trigger shortly after
Leon pulls up on the throttle for a while.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA GAMEPLAY
Helena will have a whole crowd of zombies moving
Lounge when she turns. Some of the zombies will
hands. A few zombies will be beside the railing
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
up the stairs from the Crew
have machine guns in their
to the right also.
Toss an incendiary grenade at the crowd to kill them all quickly if you have
one. Try to set up a melee with a quick shot then hit the zombie with a melee
attack to knock the majority of them down. All Helena needs to do here is hold
out while Leon flies the plane. This fight won't be long if your Leon partner
happens to be an expert pilot (aka. he read my guide).
Be sure to turn around and look toward Leon every now and then. Sometimes a
zombie can get by Helena and then move toward Leon. Quickly get behind that
BOSS BATTLE
- - - - - U S T A N A K =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Arm Grapple - Ustanak can grab up to three characters during this battle. He
can grapple them with his metal arm or grab them from close range. Once
grappled, he will put the first character into the trap on his back. He can
hold another character with his metal arm and another character in his
regular arm. When a character is held in his normal arm a partner assist
melee can be done to Ustanak to free that character. When a character is
placed in his trap on his back that player's life will slowly drain, so shake
the left thumbstick to break out then quickly tap the button as the meter on
the screen moves by the green areas. Ustanak will grab from short range and
long range with his mechanical arm.
o Dashing Ram - Ustanak runs forward and rams. This will knock a player
straight to the ground.
o Grapple Arm Slap - If a player gets behind Ustanak when his back is turned,
he will turn and slap the area behind him with his grapple arm.
o Punch - From close range, Ustanak will punch with his normal arm.
o Kick - From close range, Ustanak will run forward and kick.
o Grenade Toss - Ustanak tosses a hand grenade forward. This can hit all four
characters at once obviously.
o Arm Cannon - Ustanak points his gun arm toward a player then blasts that
player. This shot is much like a long range shotgun blast. It will knock a
player down (Ustanak will only perform this attack once he attaches his gun
arm during the second fight with him).
--------------------------------------------------------------------------------> Objective: Help Sherry and Jake
This battle is a cross-over segment where four players join forces. Jake
Muller and Sherry Birkin will help out Leon and Helena during this battle. If
you haven't played Jake's campaign yet, then I'll fill you on Ustanak. You
see, Sherry thinks that Ustanak is a tracking B.O.W. that has been programmed
to find and kill Jake by Neo-Umbrella. Jake thinks otherwise though - Jake
thinks that Ustanak is some sort of asshole that has a crush on him or some
deep obsession with him. Either way, Ustanak has a TON of health for all
phases of this battle since he is clearly outnumbered.
Ustanak can be a total beast in this battle with the way he can treat all four
characters. Do not let him grab your character or he might place your
character in the trap on his back. The character's health will slowly drain
and the player will need to shake the left thumbstick then a QTE sequence will
appear - input the button tapping with the correct timing in order to break
free. Ustanak can hold three characters at once during this battle - one in
his back trap, one in his metal arm and one in his regular arm. And this guy
can even kick at the fourth player while holding the other three - now that's
some determination!
Other than the grabbing and the grenade tossing, Ustanak fights the exact same
way as he did in the first battle with him in Jake and Sherry's campaign. Be
sure to roll to dodge his attacks if he ever gets too close - don't just rely
on moving to the side all the time. He can grab from long range by sending out
his mechanical arm, so dodge to the side when he does this.
Because of his tremendous amount of health, it's a good idea to take advantage
of the explosive canisters that lie in crates on the surrounding containers.
Some of the containers with explosive canisters are blocked off until later in
the battle. The explosive canisters are all inside metal crates that must be
pushed over from the top of one of the surrounding containers. Look off to the
left and there is a ladder on the side of a dark colored container. Climb up
the ladder then use the X/A button to push off the crate full of explosive
canisters. Break the three --TALL CRATES-- on this container then hop over to
the container across from them and break the three --TALL CRATES-- on that side
as well.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 6
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Push off all the metal crates that have explosive canisters inside them during
this battle and shoot them all to make them explode to gain an extra medal at
this end of this chapter.
.----------.
MEDAL: Blew up all the fuel tanks at the crash site
| [ME145-2]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE: Be careful about getting up on the containers throughout this battle
since Ustanak can hop up onto a container and corner a player on the container
- this can get very bad. Just because your character is pushing a metal crate
doesn't mean that character is invincible!
There is another crate full of canisters on the container further in the back
of the area on the left side. Find the forklift next to the container and
press the red button on the forklift to lower the pallet on it. Get up on the
pallet then pull up to the container using the X/A button. There are a total
of six --TALL CRATES-- off to the right on the container. They are in groups
of three. There are two metal crates full of explosive canisters near the left
edge of the container - push them both off.
NOTE: One explosion from a pair of canisters will not be close enough to set
off the other - they can both be detonated with a short separately. This goes
for ALL groups of canisters THROUGHOUT this battle.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 6
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once all the explosive containers have been pushed down, hop back below and
lure Ustanak toward each of the sets of explosive containers. Blast one of the
containers in the group with a weak weapon to damage Ustanak heavily. These
explosions take a BUNCH of health from him. It's much better than using
precious magnum ammo for him for now. After the three explosive barrels have
damaged him, he should be near the point of leaving for a short while. Blast
him with the semi-auto sniper rifle or shotgun to weaken him until he staggers
then hops on top of a container. He will hop behind the container then run
off. Haha, that's right!
The camera will show a steel wall in the back of the area. Alright, now
everyone run to the wall that appears to have no obvious help on the other
side! The Jake player will need to stand next to Sherry and boost her over the
wall. Helena will have to boost Leon over the wall. Both Leon and Sherry
players will have to do something different here while Jake and Helena wait.
NOTE: The partner assist command for helping the partner will not appear until
standing up against the steel wall in between the characters that have to hop
over the wall. It doesn't appear while standing directly in front of the wall
across from the character that you need to help. Strange.
=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON AND SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=Leon and Sherry will have to lift open the back portion of the bus behind the
steel wall. The Leon player will have to hotwire the bus from the back. The
Leon player has to go through a precision button tap QTE sequence where the
player must time all button presses that display as the indicator moves by the
green portions of the gauge on the screen. The Sherry player needs to move to
the driver's seat of the bus (right side) and drive start the bus up by
pressing the QTE button tap that appears. The Sherry player will remain in the
bus until it crashes.
NOTE: There are some breakable objects that Leon and Sherry can get in this
area, but I don't mention them until later so all players can get them.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=- JAKE AND HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=--> Objective: Take down Ustanak
Ustanak will hop out toward the container to the right of the wall with a brand
new arm and start to fight Jake and Helena after the cutscene. Don't blast
Ustanak while he is above. Wait for him to fall down then start to shoot him.
It's a good idea to not attack him much during this part of the fight since
your weapons do very little damage considering the tremendous amount of health
that he has. It's best to wait until the path to more explosive canisters is
opened with the help of Leon and Sherry. Ustanak only has a new gun shot
attack with his gun arm during this battle but it has some good range. Run or
dodge roll to the side to dodge the blast when he points the gun your way.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
After a while, a bus will plow through the steel wall where Leon and Sherry are
at and the bus will open the way (damage barricades) to several more crates
full of explosive canisters when it moves out of the wall. The explosive
canisters will once again provide a great way to damage Ustanak to save ammo
and damage him heavily!
NOTE: The bus can knock over the Jake or Helena player by hitting them but it
will not take damage or kill them.
Now, let's talk about tall crates and metal crates full of explosive canisters.
The steel wall area that Leon and Sherry were behind is now open, so rush in
that direction and break the --WOODEN CRATE-- and --TALL CRATE-- behind the
large green crate in the back and then break the two --TALL CRATES-- across
from them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Find the yellow truck along the side of the area and move behind it. Break the
--TALL CRATE-- near the barred container to the left and the two
--TALL CRATES-- off to the right. Further in the back is one more --TALL
CRATE-- near a car and then while moving to the far left in the back there is
another --TALL CRATE-- beside the red crate with the ladder on it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Leon, Chapter 4 AND Jake, Chapter 4
Location: Airplane Crash Site
Contents: First Aid Spray, 5 Remote Bombs
While fighting Ustanak during the four-way crossover fight with Leon, Helena,
Jake and Sherry, players will eventually drive off Ustanak then Leon and Sherry
will hotwire a bus and drive it through a steel wall. Once this sequence has
taken place, the right side of the area will open up. Find the red crate with
a ladder on both sides of it in the new area (it has yellow framework above it)
and approach the side without ladders to get a partner assist button prompt.
All FOUR characters have to move near the crate and press the partner assist
button in order to push it against a big container in the back of the crate.
Climb either of the ladders on the sides of the crate then hop off the back
portion of the crate to land on the container behind it. There is a --TALL
CRATE-- to the right and there are three --TALL CRATES-- to the left. Move
toward the far left side and approach the furthest ledge on that side to get a
button command prompt for a jump. Leap over to the tall crate with the wooden
pallet on it then turn to the left and leap over to the red container. Find
the closed suitcase lying on the wooden crates on this container and open it to
find four --REMOTE BOMBS-- and a --FIRST AID SPRAY--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Remote Bomb x 4, [ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *******************************************************************************
After moving past the barred container and stepping by a blue container to
enter the back portion of the middle area, find the forklift off to the left
and press the red button on it to lower the pallet on it. Get on top of the
pallet and climb up to the top of the barred container. There are a total of
four metal crates with explosive canisters inside of them up on the containers.
Push them all off if Ustanak is not nearby to set a trap for him. Leap over to
the barred container that is out toward the middle of the area and break the
--TALL CRATE-- on it then push off yet another metal crate filled with
explosive canisters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Run toward the bus that plowed through the steel wall earlier. Look along the
left side of the bus to find a ladder. Climb the ladder to get on the bus then
leap over toward the container across from it (right side of the bus) and then
leap to the next container to the right and break the three --TALL CRATES-- and
one --WOODEN CRATE--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Now that we've done destroyed all breakable objects in the area, its time to
get rid of Nemesis 2012. Lure Ustanak toward the explosive canisters that were
knocked down earlier and blast the explosive canisters to damage him badly.
Ustanak likes to hop on crates much more often now that he has a gun arm. He
will hop on top of them and fire at the characters or toss hand grenades at
them from up high. Most of his attacks are long range while he has his gun
arm.
Ustanak will eventually hop on top of a crate and take off his gun arm then
replace it with his grappling arm. After he is damaged some more after that,
he will take off his grappling arm and will fight with only his regular arm for
the rest of the battle. He will be much faster and will start to ram more
often again. He is nearly defeated one he only have one arm, so continue to
blast him with a high powered weapon or shoot the explosive canisters nearby if
there are still any in the area. A cutscene will trigger once Ustanak has been
defeated.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
AIRPLANE CRASH SITE (AFTERMATH)
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| TC 9M < STORAGE
________ Door
| |WC
|
|________| KEY A Locked |
|
__| |__
|___________
|_________ Door |
|
|
| |
|
| WC
v |
|
|
| |
WC
|
|_______ __ __|
|
|
|__| |___________|
*SE
|
|________|
|________|
|
(Shoot from East roof) |
|
Ladder > |TC |
|
___
_________|
________< Locked >________|
|
|WC |
|
| Doors |
|
|______|__ |_
|_________
____ _|
|
|
|
|
|
| |
|
| STORAGE KEY B > |
| WC
|__ ___| |
|
|
________|
|
SP1(2F)
|
|
|
|
| |
|______
__|
|
|
|
| |
|
|
|
|________|______|__|< Ladder
______|__
|
|
Locked Door ^ | |
| STORAGE |
|__
|
________
| |
| KEY C |
|
|
|
| | | |
|
|
|
|
|
|*SE| | |
|
|
|
|
| | | |
__|_________
|
|
|
| |__ |
|^ Ladder
GH |
|
|
|_TC|
|
|
TC
__|
|
| |TC |
|_____|_____|_______|
___|
|__________|_|_____|
|TC
|
|___
___
\
|
| |
\___
|
| |
'.
|
| |
'.
|
| |
'.
|________| |__________
\
\
\
.-------------------------------------------.
| MAP ABREVIATIONS
|
|===========================================|
| SP1
| 5000 Skill Points
|
| SP2
| 2000 Skill Points
|
| GH
| Green Herb
|
| RH
| Red Herb
|
| 9M
| 9MM Ammo
|
| TC
| Tall Crate (Item Crate) |
| WC
| Wooden Crate (Item Crate) |
| *SE
| Serpent Emblem
|
'-------------------------------------------'
Some sort of shadowy figure will move down the street into the market area up
ahead. Run on ahead and check it out. A man up ahead will be getting attacked
by some sort of creature. The man will run to the right and the creature will
chase after him. The guy will probably be dead in a few seconds, so let's find
thumbstick shaking or by having your partner save your character with the
partner assist button or else your character dies.
Rasklapanje hands will attack a player as well. A Raskalpanje will likely toss
its hand at a character when at long range. The hand will move on its own and
grab a player and try to hold the character in place. Shake the left
thumbstick to break free. Approach the Rasklapanje hand to get a R1/RT melee
command to make your character toss the hand to finish it off.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* If a Rasklapanje hand follows the characters over to fire burning stoves,
microwaves or a pots of hot liquid, press the R1/RT button while standing
over the hand (and receiving the button prompt) to perform a special kill.
Your character will pick up the hand and kill it off with a special
kill using the object mentioned above!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Allow a Rasklapanje's hand to move close to a microwave then pick it up with
the melee command to have your character kill it by sticking it in the
microwave to gain an extra medal at the end of this chapter.
.----------.
MEDAL: Put a B.O.W.s hand into the microwave
| [ME146-2]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MARKET - MARKETPLACE (EAST SIDE)
Your first destination is on the east side of the marketplace, so head to the
right. The characters will pass by a meat store off to the left. Step to the
back of the meat building to the left and break the --TALL CRATE-- off to the
right in the back. Back out on the main path, step behind the gate to the
right and break the --TALL CRATE-- behind it. Move down the east side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - There is a --WOODEN CRATE-- on a table to the right and another --WOODEN
CRATE-- on the table behind the butcher table to the left. Move further to the
south and there will be a locked door up ahead. Go ahead and remove the bar
that locks the door. There is a ladder to the side, but don't climb it yet.
Follow the alley to the left and break the --WOODEN CRATE-- in the alcove to
the left then pick up **STORAGE KEY B** from near the dead body at the end of
the alley.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A Rasklapanje might spawn near Leon and Helena after they collect the storage
key B. If it doesn't spawn, it will appear later. Run up to it and blast it
to keep it from forming a full body then blast each part of it to knock it out
or run from it. Run back to the other end of the alley and climb the ladder
off to the left. The characters will step up to the roof. Dash to the far
right side of the roof until the characters get a partner assist command
prompt.
******************************** SERPENT EMBLEM *******************************
Campaign: Leon, Chapter 4
[SE56]
Location: Market - Marketplace (East Side)
After obtaining Storage Key B in the Marketplace with the Rasklapanje, climb
the nearby ladder in that alley then move to the far right to get a command
prompt by a ledge where Leon can toss Helena to the roof across from the
current one (west side). Look diagonally to the right up ahead and find the
neon sign in the background. This serpent emblem is on top of a metal pole
above some metal framework beside that neon sign. Take out the semi-auto
sniper rifle and shoot it. This emblem can also be shot from several other
places along the map.
*******************************************************************************
Use the partner assist button to toss the Helena player to the other roof on
the west side of the market.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Leon player should move along the right portion of the rooftop and find the
ladder on that side. Leon will have to climb up to a higher portion of the
roof. Find the ladder then drop into the fenced area below and break the
--TALL CRATE-- behind Leon then take the bar off the door at the end of the
corridor to unlock it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
After landing on the rooftop on the other side, climb up to the raised portion
of the roof to the right.
NOTE: While the Helena player is up on the raised portion of the roof, she can
grab the 5000 skill points from the chest discussed below. I mention it later
so the Leon player will know where it is.
A Rasklapanje might spawn and attack Helena while on the roof, so be on the
lookout for it. Run over to the left side of the roof after moving forward on
the raised portion then drop from the ladder to the left. The first door that
Helena off to the left will need two characters to open it, so dash down the
left path and unlock the door down the right corridor at the end. Leon should
be unlocking the door across from Helena at around that time.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The door that Helena unlocked will be across from the door that the Leon player
unlocked. Enter the alley behind the door she unlocked.
MARKET - MARKETPLACE (WEST SIDE)
The door off to the right along the side of the fence can be unlocked. Don't
worry about that door for right now. The characters will return to it. While
stepping down the street to the left, there is a store with a --WOODEN CRATE-on a counter inside. Run to the south side of the current area as shown on the
map (left) and find the --GREEN HERB-- on a table near a microwave off to the
left and break the --TALL CRATE-- at the very end.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1, [ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Leon, Chapter 4
Location: Market - Marketplace (West Side)
Contents: 5000 skill points
After Leon and Helena gain access to the left (west) side of the Marketplace,
by having Helena unlock the door on that side after Leon tosses her over to the
opposite roof, enter that west area then run to the far left and look off to
the right to find a ladder in the south. Climb the ladder then run across the
roof to the right then make a left and keep moving forward until you find a
gray chest. Open the chest to find 5000 skill points.
*******************************************************************************
Use the partner assist button to open the red door to the restroom off to the
right then pick up **STORAGE KEY C** from off to the right inside the restroom.
A Rasklapanje will spawn in the restroom and attack the characters. Exit the
restroom and move back to the north (left). Unlock the gate door up ahead if
it hasn't been unlocked already.
There is a door off to the left that has water in front of it with an electric
cable in it. Step behind the stand off to the left and use the X/A button to
pull the lever on the wall to turn off the electricity to the electric cable.
There is a --WOODEN CRATE-- on a table to the left in the stand area where the
lever is found. Use the partner assist button to open the outside door then
snatch **STORAGE KEY A** from near the fallen dumpster. There is a door that
can be unlocked across from the alley where Storage Key A is gained, but it
really doesn't matter if the characters open it or not now.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Head for mission objective
Collect the --9MM AMMO-- out of the green dumpster to the left. There is a
--TALL CRATE-- in the butcher shop directly ahead. Exit the area where Storage
Key A was found. Step into the store with the aquariums all the way to the
north (left) and run to the back room and pick up the --RED HERB-- inside then
open the chest to the right to find --2000 SKILL POINTS--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo, [ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Leon, Chapter 4
Location: Market - Marketplace (West Side)
Contents: 2000 skill points
On the west side of the Marketplace, Leon and Helena can pull a lever to turn
off the electricity to an electric cable and then get Storage Key A. On that
same side, run to the far north side of that area and find the building with
several aquariums then step to the back room of the building to find a red herb
and a chest to the right that contains 2000 skill points.
*******************************************************************************
Now that all three keys have been found and Leon and Helena have stolen all the
goodies in the area, I think it is time to leave. Approach the locked set of
doors in the far north then use the X/A button to unlock each bolt on the
doors. Use the partner assist button to open the doors after unlocking them
all the way.
MARKET - BUTCHER SHOP
Leon and Helena will shut the double doors behind them and lock the Rasklapanje
outside. There is a meat shredder up ahead. Step toward it. The first player
that moves by it will have to deal with a QTE sequence listed below
=-=-=-=-=-=-=-=-=-=-=-=-=- GRABBED CHARACTER GAMEPLAY =-=-=-=-=-=-=-=-=-=-=-=A Rasklapanje will grab the first character that moves past the meat shredder
and hold that character over the meat shredder. Follow the commands listed
below to fight off the creature. The left thumbstick shaking is very intense,
so prepare to shake both thumbsticks (right and left) during this QTE sequence
to help out.
QTE Commands:
o Left thumbstick shake (can be three in a row)
o R1/RT button press (this appears FAST!)
NOTE: While struggling with the Rasklapanje, the grabbed player can use the
help command by tapping the O/B button. The player can keep this up even while
shoving the Rasklapanje into the blender. Some comedy gold moments can be made
here with a co-op partner.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=- CHARACTER THAT ISN'T GRABBED GAMEPLAY -=-=-=-=-=-=-=-=-=-=
The character that doesn't get grabbed cannot do anything. Your character is
free to move, but the character can't help out. The character can blast the
Rasklapanje or lay down proximity bombs to hit it, but it will not stagger or
take damage.
NOTE: It's funny to mess around with this part. The player that doesn't get
grabbed can use partner commands and the other player can respond during the
QTE sequence. The player that doesn't get grabbed can also heal the other
player when in close range and respond to the help commands. This can all keep
going on even when the Rasklapanje is being shoved into the blender. It's
quite hilarious.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Head toward the red double doors up ahead and use the partner assist button to
open them and move on to the next area.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_____________________________________
_________________________________________/ STAGE 4-4 -- MEDICAL RESEARCH CENTER
------------------------------------------------------------------------------MEDICAL RESEARCH CENTER
The characters must dash to the end of the corridor and get to the elevator at
the end. While moving down the corridor, sounds of two other characters will
come from the corridor along the other side of the facility. "Someone else in
here. Hostiles?" can be heard from Piers Nivans. Start dashing down the
corridor ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
If players can beat Chris and Piers to the elevator in the Medical Research
Facility, a medal will be gained.
.---------.
MEDAL: Beat Chris and Piers in the race
| [ME164] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Disable the trap
As the characters dash down the corridor, a group of lasers will form on the
opposite side then move toward the characters. There is a gap in the bottom
right portion of the laser wall. Be ready for the oncoming lasers and stay to
the right then slide up under the gap in the lasers near the right bottom
portion of the wall - the first laser wall will always have a gap in the bottom
right portion of it. If your character is hit, that character will suffer
electric shock damage and be staggered as the lasers move through your
character.
The objective here is to reach the elevator up ahead and stand near each of the
electric circuits on the sides of the elevator and break them with melee
attacks. While standing directly in front of the circuits, a player will get
an R1/RT button prompt in order to break them with melee. Hit them with melee
and your partner should hit the other with melee. Help the partner if your
character finishes early. Once the circuits are destroyed, run forward quickly
and get on the elevator.
NOTE 1: The circuits can be hit with any type of attack such as gunfire or an
explosive. With Leon and Helena, it's best to shoot the circuits with the
shotgun. Do not reload!
NOTE 2: In single player, if you mess up at anytime at this part or the next
part coming up, quickly press Select/Back and then press down and the X/A
button to restart. The characters will restart back outside the door.
The team that gets on the elevator will go to Room 01. The team that fails to
get on the elevator will have to take the stairs and that team will go to Room
00.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ELEVATOR ROUTE -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MEDICAL RESEARCH CENTER - OUTSIDE ROOM 01
Since all of my readers are winners, I will describe what happens if your team
makes it on the elevator first.
--> Objective: Track Ada Wong
The elevator will take the characters up to the doors that lead to Room 01.
There are three --TALL CRATES-- and two item chests in the surrounding
corridors outside of the elevator doors. One of the tall crates holds a
--FIRST AID SPRAY--. The two chests hold --2000 SKILL POINTS-- each! Use the
partner assist command to open the double doors that lead to Room 01.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
Break the three --TALL CRATES-- spread around the room. All of the tall crates
have --12-GAUGE SHOTGUN SHELLS-- in them. Leon and Helena will need this ammo
for what is about to happen in the room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 12-Gauge Shotgun Shells x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Before walking to the other side of the room, notice the metal panel on the
right wall of the room. Keep that panel in mind. Walk to the opposite side of
the room and use the X/A button to try to open the door. The character will
try to open the door but it is sealed. A voice will confirm the lockdown of
the area and the testing of prototypes - yeah, it doesn't look good, does it?
A cutscene will trigger eventually.
--> Objective: Undo the locks on the barriers
NOTE: The team that can solve the control panel puzzle the fastest in either
Room 00 or Room 01 will get out first and get access to the item chests outside
of the room. The team that finishes second will get trapped back in the room
as the security system short circuits for a few brief seconds. The scene in
the following catwalk area will differ slightly depending on which team gets
out first. What will change is that your character will take a different route
when chasing Ada depending on whether your team is the first or second team out
of the Prototype Testing Rooms.
Ada has just activated a prototype testing procedure that releases floor mines
into each of the surrounding rooms. These mines start out with a bluish color
in the middle of them. When they hit a character, the blue will change to red
and the mine will prepare to explode. The mines can be blasted and destroyed
with a shotgun from close range or you can allow one to touch your character
then quickly roll or run away from it.
Hunnigan will contact Leon and Helena and tell them she is trying to bypass the
locks in the room, but she will ask them to see if they can do it manually. In
order to get out of the room, one player must stand near the control panel with
the blue screen on the side wall and use the X/A button to interact with it
when the prompt appears. The player needs to interact with the control panel
and enter a QTE timed button press sequence as displayed on the screen in order
to shut down the room's security. The player will have to do this several
times and each QTE gets worse. This will disable the floor mines.
NOTE: While in single player in either room, the AI partner will automatically
push in front of the player character and solve the puzzle on the control
panel. The actual player cannot go through the QTE sequence to break into the
control panel and disable the security system.
The other player must guard the player that is working on the control panel by
shooting any floor mines that move close to the player that is at the control
panel. Take out the shotgun and wait for a floor mine to approach the player
then open fire on it from close range. Try to make sure it is in close range.
If it suddenly turns red, blast it quickly to destroy it before it blows up.
NOTE: Another good way to make the floor mines explode is to just run around
the room and run over them then move away from each one. This surprisingly
works extremely well for destroying them and making sure they leave your
partner alone. Basically, you are the bait!
The floor mines will deactivate and the door to the side will unlock. The
security system will announce a security break in the room of players that
solved the control panel puzzle first. For the team that fails to get out of
the room first, that team must stay behind for a few seconds longer. The doors
will open on their side, but the doors will quickly close again and the floor
mines will reactivate. The voice on the intercom will distort and the floor
mines will shut down again eventually and then the doors will open.
NOTE: Skip down to "CORRIDOR OUTSIDE PROTOTYPE TESTING ROOMS" to continue.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- STAIRS ROUTE -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Alright, so you read someone else's guide and have come to mine seeking help
for your failures... Well, here we go, this is the stairs route.
MEDICAL RESEARCH CENTER - STAIRS TO UPPER FLOOR
The elevator shaft will be locked, so open the door down the corridor to the
right. Move up the stairs then kick open the door at the top.
MEDICAL RESEARCH CENTER - OUTSIDE ROOM 00
Well, thankfully, your character does get five --TALL CRATES-- off to the left
before entering Room 00, so you didn't lose out on items at least. The
characters will get one --FIRST AID SPRAY-- in the final crate. Use the
partner assist button to open the door to Room 00.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDICAL RESEARCH CENTER - ROOM 00
(The rest of the info below is basically copied and pasted with minimal changes
from the Room 01 description. I'm not trying to KB spam here, just trying to
be thorough.)
Before walking to the other side of the room, notice the metal panel on the
right wall of the room. Keep that panel in mind. Walk to the opposite side of
the room and use the X/A button to try to open the door. The character will
try to open the door but it is sealed. A voice will confirm the lockdown of
the area and the testing of prototypes - yeah, it doesn't look good, does it?
A cutscene will trigger eventually.
--> Objective: Undo the locks on the barriers
NOTE: The team that can solve the control panel puzzle the fastest in either
Room 00 or Room 01 will get out first and get access to the item chests outside
of the room. The team that finishes second will get trapped back in the room
as the security system short circuits for a few brief seconds. The scene in
the following catwalk area will differ slightly depending on which team gets
out first. What will change is that your character will take a different route
when chasing Ada depending on whether your team is the first or second team out
of the Prototype Testing Rooms.
Ada has just activated a prototype testing procedure that releases floor mines
into each of the surrounding rooms. These mines start out with a bluish color
in the middle of them. When they hit a character, the blue will change to red
and the mine will prepare to explode. The mines can be blasted and destroyed
with a shotgun from close range or you can allow one to touch your character
then quickly roll or run away from it.
Hunnigan will contact Leon and Helena and tell them she is trying to bypass the
locks in the room, but she will ask them to see if they can do it manually. In
order to get out of the room, one player must stand near the control panel with
the blue screen on the side wall and use the X/A button to interact with it
when the prompt appears. The player needs to interact with the control panel
and enter a QTE timed button press sequence as displayed on the screen in order
to shut down the room's security. The player will have to do this several
times and each QTE gets worse. This will disable the floor mines.
NOTE: While in single player and in either room, the AI partner will
automatically push in front of the player character and solve the circuitry
puzzle on the control panel. The actual player cannot go through the QTE
sequence to break into the control panel and disable the security system.
The other player must guard the player that is working on the control panel by
shooting any floor mines that move close to the player that is at the control
panel. Take out the shotgun and wait for a floor mine to approach the player
then open fire on it from close range. Try to make sure it is in close range.
If it suddenly turns red, blast it quickly to destroy it before it blows up.
NOTE: Another good way to make the floor mines explode is to just run around
the room and run over them then move away from each one. This surprisingly
works extremely well for destroying them and making sure they leave your
partner alone. Basically, you are the bait!
The floor mines will deactivate and the door to the side will unlock. The
security system will announce a security break in the room of players that
solved the control panel puzzle first. For the team that fails to get out of
the room first, that team must stay behind for a few seconds longer. The doors
will open on their side, but the doors will quickly close again and the floor
mines will reactivate. The voice on the intercom will distort and the floor
mines will shut down again eventually and then the doors will open.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MEDICAL RESEARCH CENTER - CORRIDOR OUTSIDE PROTOTYPE TESTING ROOMS
The team that gets outside first will get access to three item chests. The
chests contain 4000 skill points in one chest and 5000 skill points in two
other chests. Basically you get 14000 skill points!
*********************************** TREASURE **********************************
Campaign: Leon, Chapter 4 AND Chris, Chapter 3
Location: Medical Research Center - Corridor Outside Prototype Testing Rooms
Contents: 4000 Skill Points
While Leon and Helena are in the crossover segment with Chris Redfield and
Piers Nivans inside the Medical Research Facility, they will enter either Room
00 or Room 01. The first player that can open the control panel on the wall
and solve each of the control panel puzzles (timed button press QTEs) will get
to step out into the next corridor first and gain access to three item chest
containing skill points.
This chest is off to the right and contains 4000 skill points.
Campaign: Leon, Chapter 4 AND Chris, Chapter 3
Location: Medical Research Center - Corridor Outside Prototype Testing Rooms
Contents: 5000 Skill Points
While Leon and Helena are in the crossover segment with Chris Redfield and
Piers Nivans inside the Medical Research Facility, they will enter either Room
00 or Room 01. The first player that can open the control panel on the wall
and solve each of the control panel puzzles (timed button press QTEs) will get
to step out into the next corridor first and gain access to three item chest
containing skill points.
This chest is off to the left and contains 5000 skill points.
Campaign: Leon, Chapter 4 AND Chris, Chapter 3
Location: Medical Research Center - Corridor Outside Prototype Testing Rooms
Contents: 5000 Skill Points
While Leon and Helena are in the crossover segment with Chris Redfield and
Piers Nivans inside the Medical Research Facility, they will enter either Room
00 or Room 01. The first player that can open the control panel on the wall
and solve each of the control panel puzzles (timed button press QTEs) will get
to step out into the next corridor first and gain access to three item chest
containing skill points.
This chest is off to the left and contains 5000 skill points.
*******************************************************************************
The first team that makes it out of either of the prototype testing rooms first
and gets all the goodies will get to exit the corridor from the doorway off to
the left. The second team that makes it out of either of the prototype testing
rooms doesn't get anything but empty chests that are already open and those two
characters must kick open the air duct cover on the right side of the corridor
and slide/crawl through the hole on the right side of the corridor.
=-=-=-=-=-=-=-=-=-=-=-=- BOTTOM ROUTE (MADE IT OUT FIRST)-=-=-=-=-=-=-=-=-=-=-=
MEDICAL RESEARCH CENTER - CATWALK AREA (BOTTOM)
Use the partner assist command to hop off the catwalk ledge to the left. Move
along the catwalk ahead and the other team will exit above and follow Ada. Run
down the catwalk to the left directly ahead. Follow the catwalk and make
another left. Ada will be in view and she will toss a smoke grenade at the
characters then disappear up ahead. Keep following the catwalk while the
characters cough.
Ada will grapple to a higher walkway. Follow the corridor at the corner up
ahead as it moves to the left. Run to the end and use the partner assist
button to open the door at the end of the corridor. A cutscene will trigger.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=- TOP ROUTE (MADE IT OUT LAST)-=-=-=-=-=-=-=-=-=-=-=-=
MEDICAL RESEARCH CENTER - CATWALK AREA (TOP)
Run down the catwalk ahead. Ada will be on a lower catwalk ahead of the bottom
two characters. Ada will toss a smoke grenade at the characters on the bottom
- the smoke grenade will make the top set of characters cough as they run
through the smoke. Continue to run and a cutscene will play where Ada will
grapple to a platform across from your area.
Dash to the end of the current catwalk then make a left and follow the catwalk
that stretches across the middle of the area. Fall off the catwalk when your
character reaches the dropoff at the very end.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MEDICAL RESEARCH CENTER - CATWALK AREA (BOTTOM)
Follow the corridor to the left in between the metal containers. Leon and
Helena will stare up toward a building while they walk down the path ahead.
Use the partner assist button to open the double doors at the end of the path
to end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
___________________
___________________________________________________________/ STAGE 4-5 -- TRAIN
------------------------------------------------------------------------------TRAIN - INSIDE THE TRAIN
|_
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.---------------------------.
| MAP ABREVIATIONS
|
|===========================|
| FS
| First Aid Spray |
| GH
| Green Herb
|
| RH
| Red Herb
|
| 9M
| 9MM Ammo
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| AR
| 5.56 NATO Ammo |
| SG
| 12-Gauge Shells |
'---------------------------'
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|AR(2F)|
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BOSS BATTLE
- - - - - S I M M O N S (C H I M E R A) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Death Punch - Simmons hits a character with his front arm and knocks the
character off the train. This is a close range attack and it cannot be
avoided.
--------------------------------------------------------------------------------> Objective: Defeat mutated Derek
Back up once the fight starts and collect the --9MM AMMO-- and the --5.56 NATO
AMMO-- from off the back of the sixth train cart. Do not approach Simmons from
extreme close at all during this portion of the battle. He will punch any
close range character off the train and immediately kill that character.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo, [ ] 5.56 NATO Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Stay away from Simmons and blast him with any weapon of your choosing. If you
have a bunch of ammo stockpiled with any weapon then use it here since players
can hit Simmons with just about anything during this fight. His main weak
point is the purple spot on his back near his head. He doesn't do much except
walk toward both characters. He must be damaged in order to proceed to the
next phase of the battle, so blast him with any weapon until he mutates back
into human form. When he mutates back into human form a cutscene will trigger.
The characters will fall back down into the train cart below and Simmons will
follow them and fall in front of them.
------------------------------------------------------------------ BOSS ATTACKS
o Forward Lunge - Simmons lunges forward and lifts his top half upward then
slams it back down.
o Cart Shake - Simmons lifts his front half into the air and slams it down,
which shakes the current cart and knocks out all the windows. Be in a
different cart than Simmons when he does this to avoid damage. He can do
this on top of the train too.
o Scurry - Simmons runs forward and rams. He doesn't run for that long at all.
o Maul - Simmons holds out his arm to smash the character's head into the
door at the end of the train. A Square+X/X+A button prompt will appear to
counter this move. Counter it or die. After a counter, Simmons traps the
character against the door at either end of the train. Tap the X/A button
rapidly to break free from this attack.
------------------------------------------------------------------------------Simmons will be in front of Leon and Helena in the fifth cart when the second
battle starts. His main weak point is a purple area on his back. This area is
behind his head and is quite hard to hit from long range. It's even hard to
hit his weak area in close range and, on top of that, from close range, you
have to worry about his attacks more. Blast him with just about any weapon of
your choosing. Any weapon can work well really. The assault rifle RN seems to
work the best for hitting him in his weak spot from long range - just fire in
short bursts and one shot will nearly always hit him in the back during the
recoil. The semi-auto sniper rifle is another good weapon for this battle if
your character has a bunch of ammo for it. The characters can get long range
from Simmons and avoid all his possible attacks while using the sniper rifle.
When Simmons first starts out, he will be headed for the middle cart (the cart
behind your character). Shoot him on the way to the middle cart then get out
of the middle cart when he gets inside. Move to the back cart. He will slam
the floor and shake the middle cart and damage any character inside of it.
Simmons moves very slow, but he will suddenly lash out and attack from midrange very quickly. It's best to keep your distance from him and try to start
a full cart away from him if possible. He will shake the current cart by
holding the front part of his body upward and then slam it into the floor.
This will take damage if a character is in the current cart with him.
After hitting Simmons enough, he will mutate back into his human form. At that
time, blast him with any weapon or run up and hit him with the melee button
until he crouches. When he crouches down, approach him to get an R1/RT button
prompt for a melee. Hit him with the melee then tap the X/A button rapidly
(use your index finger) to damage him. This is the main way to damage him for
this battle. All damage will add up, but the melee takes the most damage from
him. He will revert back to his chimera form once he recovers then go back to
attacking the same way as before.
Players can get up on top of the roof of the train from either end of the train
by using the partner assist button. Leon will toss Helena up and Helena can
grab Leon from above. Helena must be above Leon for him to be able to pull up
using the partner assist button. In the middle cart, any character can
instantly pull up to the roof by approaching the right side of the cart (with
the hole in the wall) and tapping the X/A button. This hole that I mention is
the hole in the middle cart that Simmons makes when he moves to the roof
through the middle cart near the start of the battle.
It doesn't really matter if players fight Simmons on the rooftop or in the
carts. Fighting him in the carts seems a bit a better since he has to take
time to pull himself through each of the doors of the carts - this will slow
him down a bit. When fighting him on the roof, he will constantly move back
down into a cart. He's about the same either way. Two characters can corner
him by running by him and sliding past him or by pulling up or falling down an
opposite end of a cart from your partner. His weak area is hard to hit no
matter which end a player if facing him from though.
While up on top of the train, there is a --REMOTE BOMB-- on the rooftop of the
fifth cart, --5.56MM NATO AMMO-- and --12-GAUGE SHELLS-- on top of the fourth
cart, a --FIRST AID SPRAY-- in between the fourth and third cart and 12-GAUGE
SHELLS-- on top of the third cart. While on the bottom of the train, there is
--5.56 NATO AMMO-- somewhere near the sixth cart door if you push against it,
--9MM AMMO--, --12-GAUGE SHELLS--, and --5.56MM NATO AMMO-- in the fifth cart
and --9MM AMMO-- and --12-GAUGE SHELLS-- in the third cart. If any ammo was
left behind when the characters first stepped through the train, it will still
be there.
NOTE: Be sure to get ALL rooftop items and any other items in the train carts
that you want before Simmons knocks Leon to the next train. They can't be
gotten again later!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo x 2, [ ] 5.56MM NATO Ammo, [ ] 12-Gauge Shells x 3, [ ] Remote
Bomb, [ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - After Simmons has been damaged enough, a cutscene will play and he will knock
Leon to another train and then mutate again. He will mutate into a Centaur
form next.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--> Objective: Reunite with your partner
The Leon player needs to dash toward the screen when control is given back to
the player. Simmons will chase after Leon and destroy the train carts in the
back of him as he moves forward
Obstacle List:
o vault over crates
o vault over crates
o run by crates (stay in middle of cart)
o vault over crates
-- Action switches forward -o rapid X/A button press to climb up
NOTE: As Leon approaches the end of the train cart, stay to the left side
(Leon's left) and pick up the --.50 ACTION-EXPRESS MAGNUM AMMO-- on the cart.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] .50 Action-Express Magnum Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Helena needs to fire at Simmons from the train that she is still on. Blast
Simmons in the lower part of his torso (around the body) while he runs. This
will stagger Simmons and keep him from catching up to Leon as quickly. Run
toward Leon when he jumps back to the cart that Helena is on.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
S I M M O N S (C E N T A U R) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Gatling Gun Fire - Simmons top half glows and then he fires a mutated machine
gun forward at the characters.
o Head Spike - Simmons sinks his top half into the wall of the train and tears
out a segment of the wall.
--------------------------------------------------------------------------------> Objective: Defeat mutated Derek
Simmons looks ferocious during this part of the battle, but his attacks are not
that hard to avoid so long as you pay attention to him. His gatling gun can
hit high and low. The high gatling gun fire can be avoided by laying down on
the floor and the low gatling gun fire can be avoided by taking cover behind a
wall or set of seats. Both attacks can be avoided by running to a side also.
Simmons fires slow and you can see it coming. His head spike is very sudden watch out about standing near a wall when he is near it or he might stab
through the wall and hit your character.
His weak spot is still the same for this battle, but you have to rely more on
the target marker that is on him. His weak spot is now below his long frontal
head that sticks up. He can also be shot in the actual Simmons head on the
front torso (another weak point), though this is hard to shoot while he moves.
If he is shot in these areas, it will cancel his gatling gun attack. Shoot him
with the assault rifle RN for the most part. The shotgun or any other weapon
can work just as well though. It's good to stick with a gun that can be shot
rapidly for this battle for the most part.
Look around the
SHELLS--, --9MM
- - - - - - - [ ] 9MM Ammo, [
- - - - - - - -
There will still be some 5.56MM NATO ammo and some 9MM ammo at the end of the
train if the characters left it on top from the first battle. Simmons will move
to the right of the train and then derail another train while charging ahead.
He will move far ahead of the train that Leon and Helena are on then stop in
the distance and dash toward the train.
Take out the assault rifle RN (or the handgun) and blast Simmons in the bottom
portion of his front side as he approaches the train. He has to be stopped
with gunfire before he reaches the train in order to finish the battle. It
doesn't take many shots to stop him at all here - if you have a full clip of
assault rifle RN ammo then it will only take about 5-10 shots to stop him.
DON'T use the sniper rifle or any single fire weapon for this part. If he hits
the train, the characters will die. A cutscene will trigger once he has been
stopped.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
TRAIN - PORT
walkway next
ahead and
Simmons
that will
___
___
___
___
___
___
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___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ __
_
\
/ / ___ ___ _ __ \_______________/ /\ /\ ___ | | ___ _ __
__ _
/ / / _ \ / _ \ | '_ \ / LEON CAMPAIGN \ / /_/ // _ \| | / _ \| '_ \ / _` |
/ /___| __/| (_) || | | |\_______________// __ /| __/| || __/| | | || (_| |
\____/ \___| \___/ |_| |_|/
\\/ /_/ \___||_| \___||_| |_| \__,_|
\_____________________________________________________________________________/
/
\
-- RANKING REQUIREMENTS
LEON, CHAPTER 5
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 65 minutes or less | 60 enemies or more |
| B
| 60%
| 3
| 80 minutes
| 50 enemies
|
| C
| 50%
| 5
| 120 minutes
| 20 enemies
|
| D
| 49% or less | 6 or more | 121 minutes or more | 19 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK
|
|==============================================================|
| RANK
| A
| B
| C
| D
|
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE
|
|=============================================================================|
| RANK
| S
| A
| B
| C
| D
| E
|
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[LK05]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - C H A P T E R 5 - T H E R E I S S T I L L H O P E L E F T
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - July 1, 2013
Tatchi, China
_______________________
_______________________________________________________/ STAGE 5-1 -- PORT AREA
------------------------------------------------------------------------------PORT AREA - PORT
NOTE: For this area and the next few areas, the C-virus gas that is spreading
through the city will move toward Leon and Helena constantly as they try to
outrun it. If the characters stay in the approaching C-virus gas for too long,
they will die immediately, so it's important to hurry through the next few
areas.
The gas will spread on this street quickly. If the characters stay too long,
they will die. Follow the BSAA soldier up the street to the right and hurry to
the open door of the Clothing Store (blue door).
PORT AREA - CLOTHING STORE
A BSAA soldier will meet the characters and ask them what it's like outside.
Well, let's see, it's not exactly Christmas time out there, I'll tell you that
much, buddy. He will mention that he has a vehicle outside that will take them
to safety.
The Clothing Store has a bunch of pickups in it and a serpent emblem. Players
will be pressed for time in gathering everything and beating the oncoming gas.
Eventually a zombie will bust through the window by the door and C-virus gas
will enter the store.
Be sure to collect the two pickups of --9MM AMMO-- on the low display table.
There is a --TALL CRATE-- beside the shelves on the right wall and a pickup of
--12-GAUGE SHELLS-- and a --RED HERB-- on the counter with the white handbags.
There is also a --WOODEN CRATE-- on the floor in front of the register counter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo, [ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Leon, Chapter 5
[SE57]
Run down the stairs and move toward the BSAA vehicle to trigger another
cutscene.
PORT AREA - GLOOMY STREETS
Players will be able to look out the windows by moving the right thumbstick
while the BSAA soldier drives to the Quad Tower. The streets are literally
Tall Oaks revisited.
The BSAA soldier will stop in front of a truck that blocks the street ahead.
Leona and Helena will get off at that time. Approach the side of the truck and
use the partner assist button to end this portion of the chapter and move on to
the next area. Players can stay behind on the street and kill zombies that
exit from the C-virus gas behind the vehicle, but be careful about letting them
crowd up - there are quite a few zombies that step out of the fog.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
____________________________
__________________________________________________/ STAGE 5-2 -- HIGH-RISE AREA
------------------------------------------------------------------------------HIGH-RISE AREA - STREET
There is a --WOODEN CRATE-- off to the left before moving up under the poles
ahead. Crawl up under the poles. Hunnigan will contact the characters. Break
the --WOODEN CRATE-- to the left and walk on top of the ramp then drop to the
other side. There is another --WOODEN CRATE-- off to the left before reaching
the
- [ ]
- -
Enter the blood-soaked room and examine the BSAA soldier if you want then
follow the next corridor and crawl up under the debris.
HIGH-RISE AREA - BACK ALLEY
A BSAA zombie soldier will shuffle toward the character in the alley ahead.
Get ready to fight another BSAA zombie that moves out of the back corridor.
Break the --WOODEN CRATE-- to the left and collect the --GREEN HERB-- from the
open door on the side of the vehicle. There is also another --WOODEN CRATE-to the right of the BSAA vehicle - this crate is extremely dark.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Leon, Chapter 5
[SE58]
Location: High-Rise Area - Back Alley
After Leon and Helena escape from the zombies out in the burning street where
Ada helps them from a helicopter above, they will step into an alley and then a
building. After moving down the corridor of the building, they will enter an
alley where two BSAA soldier zombies will attack. There is a serpent emblem on
top of the left crate in the back of the truck beside the BSAA vehicle. This
is right near a wooden crate item box.
*******************************************************************************
Step down the corridor behind the BSAA vehicle then open the door.
HIGH-RISE AREA - STAIRWAY
Run toward the stairs up ahead. A whole horde of zombies are below the stairs
and they will start to move up the stairs in a moment. It's best to use a
remote bomb or incendiary grenade here. Place a remote bomb on the stairs then
step away and detonate it when the zombies rush by it to kill the majority of
them. Bacon bits for everyone!
Continue down the corridor below the stairs and the building will shake and
nearly throw the characters off balance. Move ahead and kill the zombie with
the sledge hammer and then open the door at the end of the corridor using the
partner assist button.
HIGH-RISE AREA - CROWDED STREET
The streets are infested with zombies and cars are spread all along the
streets. Hop over the railing after the characters finish speaking with
Hunnigan. Kick, head scissor and elbow your way through the approaching
zombies. Eventually a zombie will move the gate that is blocking the way to
the other side of the street. Kill that zombie then rush ahead.
An airplane will eventually fall from a high building and set off a truck's
fuel tank on the streets below. Leon will give the signal to Helena to haul
ass and then another dashing sequence will occur as the camera switches to a
frontal view. Dash directly toward the screen.
Run
X/A
the
the
toward the BSAA soldier after the cutscene with the helicopter. Hold the
button and move on ahead and then climb on top of the car then climb up to
crates in the back of the car and jump across them and finally hop over to
helicopter.
Both players will have separate QTE sequences while in the helicopter. The
Leon player has to do much more button pushing.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Be ready to shake the left thumbstick to throw off the zombie that grabs Leon.
Tap the Square/X button while Leon tries to fly the helicopter. When the
zombie grabs Helena in the back of the helicopter, press the R1/RT button when
the timer needle on the QTE gauge passes by the green portion.
Shoot the zombie two times and Helena will be saved. Prepare to shake the left
thumbstick while Leon flies the helicopter.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Helena player must shake the left thumbstick during the zombie grab in the
back of the plane to fight off the zombie.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
HIGH-RISE AREA - QUAD TOWER LOBBY
Quickly tap the Square+X/X+A buttons as the large glass chandelier drops onto
the glass floor. Well, it seems Leon and Helena got to their main destination
after all! They have now reached the Quad Tower Lobby!
******************************** SERPENT EMBLEM *******************************
Campaign: Leon, Chapter 5
[SE59]
Location: High-Rise Area - Quad Tower Lobby
Once Leon and Helena crash the helicopter into the Quad Tower Lobby, players
will have to press some buttons in a QTE sequence to dodge a glass chandelier
as it falls. It will hit a glass floor. Step toward the double doors up ahead
then look at the row of cubbies behind the reception desk past the right
railing to see a serpent emblem in one of the bottom cubby holes.
*******************************************************************************
Dash toward the double doors directly ahead and break the --WOODEN CRATE-- next
to the left railing, the two --WOODEN CRATES-- near the right railing and the
three --WOODEN CRATES-- near the railing to the right of the double doors. Use
the partner assist button to open the doors.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 6
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_________________________________
_____________________________________________/ STAGE 5-3 -- QUAD TOWER ENTRANCE
------------------------------------------------------------------------------QUAD TOWER ENTRANCE - STADIUM
Hop off the railing of the stadium to drop to the bottom floor and a cutscene
will trigger. The following is a map of the stadium and all the item crates
and explosive barrels that can be found inside. There are eleven --WOODEN
CRATES--, twenty --TALL CRATES-- and five explosive barrels.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 11, [ ] Tall Crate x 20
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - _____________________________________________________
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|E U|
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|TC
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|L C| TC
TC|
|TC
/ \
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| K| TC
|_____|_
/ /
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|___|
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\ /
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\/
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TC |
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|___|
_____
WC|
\
|_____| ____
TC /
\
*EB
/ /
TC /
\
/ /
/
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___
___
/ S /
*EB /
\
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/ U /
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_____ _____ | |
|___|
/ B /
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/___/
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\ WC |_____|_____||___|
/
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\
TC TC
TC /
\_____________________________________________________/
.----------------------------.
| MAP ABREVIATIONS
|
|============================|
| *EB
| Explosive Barrel |
| TC
| Tall Crate
|
| WC
| Wooden Crate
|
'----------------------------'
BOSS BATTLE
- - - - - S I M M O N S (T - R E X) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
literally spend all time running from Simmons and allow the helicopter to
finish him off. It really takes about the same amount of time as it does for
your character to damage him. There is a vehicle with a gun turret inside of
it on the southwest side of the area, but the gun overheats and shooting
Simmons from it will make him move toward the vehincle and destroy it.
NOTE: Players can actually make Simmons lose sight of them. Step around the
back of the bus or another vehicle and stay out of sight then wait for Leon to
mention that "He can't see us". Once Simmons finds the characters again, Leon
will say "He found us!" This only works during the first battle.
Eventually, a BSAA vehicle will pull up after Simmons has taken a certain
amount of damage. The BSAA soldier from before will help out for this battle.
Leon and Helena will board the vehicle and get behind the two gatling gun
turrets on it. While Simmons chases the vehicle shoot him (R1/RT) in his mouth
eye when he gets close. Do not allow him to grab the vehicle with his mouth or
he will slam it on the floor and kill the characters instantly. Blast him in
his mouth eye every time that he tries to grab the vehicle. Simmons will
eventually destroy the vehicle and the characters will go back to fighting him
on foot.
The vehicle will drive away from Simmons from the start then it will stop
shortly after Simmons picks up a car and tosses it. Constantly shoot at
Simmons mouth eye when he gets close no matter what the vehicle does. Your
main concern is shooting his mouth to cancel his attack rather than damage him.
The gatling guns cannot overheat, so don't worry about firing too much.
------------------------------------------------------------------ BOSS ATTACKS
o Dashing Tail Swipe - Simmons dashes toward the characters then spins and
slaps his tail toward them.
o Car Toss - Simmons picks a car up in his mouth and tosses it forward. He
uses this to attack the helicopter.
o Car Slide - Simmons stands behind a car and uses his head to hit it and make
it slide toward a character.
o Vehicle Destroy - Simmons will tear up just about any vehicle he is lead
toward. Leading him toward certain vehicles, as mentioned below, to make him
reveal hidden items! He can also crush the fuel truck and the gas that leaks
from it can be shot.
------------------------------------------------------------------------------Simmons is much more violent during the second part of the battle while on
foot. He will stomp cars in the stadium and completely tear up the stadium in
an attempt to kill the characters and the helicopter. He will pick up vehicles
in his mouth and toss them at the helicopter. Simmons will stand behind
vehicles and push them to make them slide toward the characters at times. He
also has a new long range tail swipe that has some extreme range. He will
target a character then rush toward that character and spin then hit them with
his tail. Be sure to move out of his way when he dashes!
Simmons can be lead toward the fuel truck during this battle to make him stomp
on it and make the fuel leak out the side of it. A pool of gas will be on the
floor to the side of it. Shoot the gas when Simmons is standing over it to
make the ground burst into flames and burn him.
Simmons can also be lead toward other vehicles to make him move them for some
items pickups! Stand behind the bus on the southeast side of the area to make
him start to shake it with his head then QUICKLY run out from behind the bus to
avoid getting smashed as he tumps it over (it's instant kill). The bus has
--.50 ACTION-EXPRESS MAGNUM AMMO-- and two pickups of --12-GAUGE SHELLS-underneath it. There is a --FIRST AID SPRAY-- underneath the truck on the
south side of the central monolith and another --FIRST AID SPRAY-- below one of
the armored vehicles on the east side of the stadium. Lead him toward these
vehicles and allow him to destroy them to get the pickups underneath them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] .50 Action-Express Ammo, [ ] 12-Gauge Shotgun Shells x 2,
[ ] First Aid Spray x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The same methods for damaging Simmons still works during the second battle with
him. Blast him in any of his three weak points, shoot explosive barrels near
him or lay out remote bombs and detonate them. Break the surrounding item
boxes for extra ammo and heath if needed. If you start running low on ammo,
back off from Simmons and allow the helicopter to damage him. It's harder to
run during this battle because of his long range tail swipe though. A cutscene
will trigger once he has been damaged enough to end the battle.
NOTE: Whenever Simmons yells, "No, I must turn back!" when he mutates back into
human form, this means the battle is almost finished.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
________________________
______________________________________________________/ STAGE 5-4 -- QUAD TOWER
------------------------------------------------------------------------------QUAD TOWER - ELEVATOR CABLE
bullets - conserve ammo. Ada is a big girl and can handle her own battles, so
just help her out a bit. When Simmons changes to human form, do not help
anymore. Allow Ada to perform a melee to him at that time then resume shooting
once Simmons mutates back into his Centaur form. In single player, let the AI
partner do most of the shooting.
Zombies will fall on the walkway behind Leon and Helena throughout this battle.
Be sure to keep a watch for them. Defeat them and they will drop 7.62mm NATO
Ammo pickups for your rifle.
NOTE: Most of the zombies will drop 7.62mm NATO Ammo, but sometimes they might
drop .50 Action-Express Magnum Ammo during this part.
Eventually, the platform that Leon and Helena are on will break and they will
hop back over to the elevator cable.
--> Objective: Head upwards
Well, you know what to do here! Once again, hold both shoulder buttons then
let go of one and press and hold it again then alternate between the two. Make
sure to always hold one to maintain your grip. Remember, you are climbing with
your PS3/Xbox 360 controller and if you let go with your hands (triggers), you
fall!
Some debris will eventually hit both characters and knock them back down the
cable. Leon and Helena will both grab onto the cable again and Helena will
climb over Leon then the climbing will resume again. Simmons's Chimera form
will leap onto the building below Leon and then crawl its way up the building
after Leon. The Leon player needs to be ready to hold both shoulder buttons
and quickly press the Square+X/X+A buttons to dodge Simmons as he tries to hit
Leon. Failure to hit the buttons will result in Leon falling and grabbing back
onto the cable at a lower portion of the building - basically, the player has
to go through more torturous QTE cable climbing for any failures. After
successfully dodging Simmons' attack, be ready to quickly press the R1/RT
button to counter his follow-up attack - Leon will knock Simmons back down the
building.
Helena will hop through a window and step inside a building room. Leon will
continue to climb then see Ada on a lower walkway during a cutscene and then
hop down to help her.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON AND ADA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=
QUAD TOWER - WALKWAY BRIDGE OF QUAD TOWER
--> Objective: Protect Ada
Oh, Helena, we don't care about you at this point. You just stay up in that
window far away from Leon and Ada. Oh wait, some unlucky player has to still
control you in co-op play!
Helena will be up in a high window along the Quad Tower. The Helena player
should take out the semi-auto sniper rifle to watch the situation below if this
is your first time through. Don't shoot at Simmons as he approaches Leon and
Ada. There is no need to shoot him.
The Helena player can find four --BLUE TALL CRATES-- the right side of the
building room and three --BLUE TALL CRATES-- on the left side of the building
room. Just go and break them while Leon and Ada settle things below. These
can also be saved for later in the boss fight ahead if the Helena player needs
more rifle ammo.
The Helena player will remain up in the Quad Tower Room for the entire boss
battle with Simmons that Leon and Ada must handle on the walkway below. Helena
can really help out a lot for the boss battle since she doesn't have to worry
about dodging anything! Simmons cannot hit her! Read the boss section below
for the next boss battle. The Helena player should shoot Simmons near his
bottom torso - either from the back or from the front will work. Helena gets a
pretty good view of Simmons throughout the boss fight. Don't shoot Simmons
when he is in human form - only shoot him when he is in his beast form. Allow
the Leon and Ada players to melee him while he is in human form.
NOTE 1: There is one zombie spawn point in the room that Helena is in and a
single zombie will spawn every now and then and attack Helena. The zombie is
most likely there just in case Helena runs out of ammo. Be on the lookout for
this zombie while shooting Simmons. It's spawn point is in the ceiling to the
left of the window Helena looks out of. One single zombie will spawn from
there every now and then throughout the boss battle.
NOTE 2: When Leon hangs off the side of the walkway at the end of the boss
battle, do not waste your ammo to shoot Simmons when the game gives you control
of Helena again. Ada will handle the rest of the fight.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
QUAD TOWER - WALKWAY BRIDGE OF QUAD TOWER
BOSS BATTLE
- - - - - S I M M O N S (C E N T A U R & C H I M E R A) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Gatling Gun Vertical Fire - Simmons fires out bullets from his torso in one
direction. The bullets will always move toward one direction and then move
to the back of the walkway, so just step to the opposite side to avoid them.
o Gatling Gun Horizontal Fire - Simmons fires out bullets to the sides with his
torso. This is a close range move, so stay away from him to avoid this. He
will sometimes perform this attack while he turns (when a character is behind
him).
o Torso Vertical Swing - Simmons leaps back and then lifts his torso into the
air then slams it down on the walkway. Step to a side or stay away to avoid
this.
o Torso Horizontal Swing - Simmons holds his body to one side then swings his
torso forward and to the side. This move has some heavy range to it. Duck
it or move away from Simmons. Simmons will sometimes turn while doing this
if a character is behind his back - watch for this!
o Torso Stab - Simmons stabs a character with his torso then holds the
character into the air and cuts them with his body blades. This move has
very little warning, but it can be countered! The counter prompt is actually
the indication that Simmons is about to perform this. It appears while he
prepares to stab. The preparation animation is hard to notice. A player
will mainly want to watch for a sudden button prompt for a counter.
o Dash - Simmons stays on one side of the walkway and dashes forward toward the
characters. Move to the other side to avoid him.
o Dash and Grab - Simmons dashes toward a character then mutates into his human
form as he collides with the character and grabs them then knocks the
character away with a kick. This is a close range attack, so stay away from
him and he won't perform it.
--------------------------------------------------------------------------------> Objective: Defeat mutated Derek
Simmons will once again be in his Centaur form for this fight. Both Leon and
Ada will fight him on the rooftop of a walkway that stretches between
buildings. Helena will help out by shooting at Simmons from a window along the
Quad Tower. Simmons will change to his Chimera form at times before he moves
by the characters during this battle.
Simmons attacks have warning signs to watch out for during this battle which
makes them easy to dodge. The main problem here is that he has SO many attacks
and can perform some while turning! When he backs up and holds his front half
into the air, he is about to slam his torso against the walkway, so move to a
side to avoid it. When he stretches his front half to one side, he is about to
swing his torso to the side, so get far away or roll or duck up under his
torso. Stay away from him when his back is turned since he will sometimes
perform his horizontal torso swing while turning - this has little warning and
can hit a player easily! His stabbing grab from long range doesn't have much
of a warning sign, but there is a counter prompt button command (R1/RT) that
will appear for countering it, so be sure to press it. It appears for quite a
while before Simmons performs the stab forward.
Simmons can dash toward the characters and hit them, which you can step to the
side to avoid, and he can also perform a very sudden dashing grab where he will
hit the character while in human form. The dashing grab has very little of a
warning sign, but it's close range, so he will only perform it while a player
is next to him. Simmons will still fire his gatling gun. This is his main
long range attack. Both of these attacks can be avoided by staying away from
him or stepping to the side. Watch for him to shoot an area on the walkway and
then step to the side as the gunfire moves away from him. He can fire
horizontally and vertically. When he turns around, he will sometimes perform
his horizontal shooting attack instantly.
Simmons is best fought at a distance during this battle. Players are not safe
from his attacks at any range though. Shooting Simmons is what will get a
player hit the most since you'll constantly have to take breaks in firing at
him to dodge his attacks. It's best to run past Simmons (slide past him) so
that both Leon and Ada are on different sides. This way, Simmons can only
attack one character at a time while the other is free to attack Simmons.
Simmons' Centaur weak points are:
o the Simmons head on his torso
o the bottom portion of his torso
o the portion of his back near the torso
Blast him in any one of his weak areas with the semi-auto sniper rifle to
weaken him. Remote bombs can work well for this battle since Simmons moves
around so much. It's far better to keep your distance during this battle no
matter how you attack him. Roll out of the way of his attacks or run to the
side to avoid his attacks. When he mutates back into human form, run up and
shoot him or hit him with a melee attack until he crouches. Approach him and
tap the melee button when prompted then prepare to tap the X/A button to punch
him while he is on the ground. It's the same melee sequence as before!
Zombies will fall from high walkways and attack from the walkway edges (below
the buildings) throughout this battle. Kill off the zombies to get extra ammo
from their random drops. Simmons will kill off the zombies when he dashes by
them also. This battle requires the most patience out of all the Simmons
battles so far, if you are trying to beat him quickly without taking much
damage. Be sure to watch for his attacks to avoid taking damage. The zombies
can be a problem with the way they can sneak up behind your character while
shooting, so be on the lookout for them while shooting Simmons. Eventually a
cutscene will trigger - the cutscene has no QTEs for Leon.
NOTE: If you start to get tons of ammo drops from zombies for a certain weapon,
go ahead and start to use that weapon to hit Simmons. It takes many rifle
shots to finish him, so switch to another weapon if ammo ever starts to crowd
up with a certain weapon. You can use most weapons against him. Don't use the
magnum for this battle though.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_____________________________
_________________________________________________/ STAGE 5-5 -- QUAD TOWER ROOF
------------------------------------------------------------------------------QUAD TOWER ROOF - ROOFTOP
BOSS BATTLE
- - - - - S I M M O N S (W E A K E N E D) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Tentacle Overhead Stab - Simmons lifts his tentacle into the air and stabs
the ground in front of him.
o Tentacle Frontal Stab - Simmons holds his tentacle back then thrusts it
forward.
--------------------------------------------------------------------------------> Objective: Defeat mutated Derek
Simmons you are starting to get unreal with this returning from the depths of
abyss crap here!
Simmons is now in a very weakened state. He maintains a human form during this
battle but he still has a weakened appendage behind him. He will attack by
swinging his back tentacle forward. He will either hold it upward and stab the
ground with it or hold it back then stab forward with it. Both can be dodged
by rolling to the side or by running to the sides constantly. Zombies will
keep spawning during this battle. They will attack the characters and Simmons.
They are a good source of extra ammo when running low. Kill them if they get
in your way.
Simmon's main weak point is any portion of his human body during this battle.
The battle will not last long at all. Blast him in his human body with any
weapon from long range. Simmons is quite dangerous from close range, and long
range, so try to stay behind the wall on the back left side of the area.
Simmons cannot hit the character from behind the wall. Allow him to attack
then peek out and shoot him. Toss incendiary grenades at him for some major
damage to him!
To win this battle very easily, run up to Simmons at the start of the battle
and place a remote bomb next to his human body then run away. He will never
attack at the start of this battle. Run behind the wall off to the left in the
back of the area and then detonate the bomb. Spend the rest of your time
peeking out from behind the wall and tossing incendiary grenades at him. He
will die after about three incendiaries. Three remote bombs will kill him
also, but a player will likely get hit while using the last two.
NOTE: There are two --TALL CRATES-- and one --WOODEN CRATE-- by the fence on
the right side of the area during this battle. They must be broken and the
items must be collected before players finish this fight since the characters
will start out in another area after the fight.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1, [ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
QUAD TOWER ROOF - ROOFTOP
The zombies will be chowing down on Simmons in the back of the gate door. What
a way to go! Break the --WOODEN CRATE-- and --TALL CRATE-- beside the stairs
to the right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1, [ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Leon, Chapter 5
[SE60]
Location: Quad Tower Roof - Rooftop
After Leon and Helena defeat Simmons while he is in a weakened state with only
one tentacle arm, they will leave him behind as zombies start to bite him and
gather all around him. The characters will be facing a set of stairs with a
breakable tall crate and wooden crate to the right of the stairs. Step up
under the stairs and look past the bars of the fence to the left to see a
serpent emblem lying below an air-condition unit behind the fence. Shoot the
emblem with a gun weapon.
*******************************************************************************
Run up the stairs and follow the walkway to the left. Find the three --TALL
CRATES-- along the next left walkway then move toward them and break them.
Dash down the stairs to the right. A cutscene will show the layout of the
roof.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
will appear. Press the Square/X button when the timer needle moves over the
green areas on the gauge.
Quickly clear the zombies out of the area when the red light appears on the
crane controls. It's best to clear them out as fast as possible. Use an
incendiary grenade or a remote bomb to clear them out of the way quick. The
lift that Leon is on will stop eventually and the blue light on the crane
controls will illuminate once again.
Rush over to the crane controls and interact with them again then get ready to
press the Square/X button once again when the QTE gauge appears - it's the same
type of QTE gauge as the last one (timer needle with green areas). The Helena
player must do two sequences in a row the second time. The Leon player will be
able to pull up shortly after the lift activates again.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
QUAD TOWER ROOF - HELIPORT GATES
A few zombies will likely be in the area and a few more will hop over the fence
up ahead. Hop off the metal platform up ahead. Kill off any zombies that get
in your way then break the two --WOODEN CRATES-- to the right. Use the partner
assist button to open the next door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Get to the heliport
Break the two --TALL CRATES-- and --WOODEN CRATE by the left fence. Climb the
ladder up ahead and break the --TALL CRATE-- and the two --WOODEN CRATES-- off
to the far right. Hop over the railing to trigger a cutscene.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - QUAD TOWER - HELIPORT
BOSS BATTLE
- - - - - S I M M O N S (F L Y) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Blade Arm Stabs - Simmons lifts his two front blade arms into the air and
pounds them into the ground in front of him several times. He will always
slam both arms down then perform a stepping motion forward with them. This
move has a Square+X/X+A button prompt to roll away from it when in close
range.
o Blade Arm Stab - Simmons lifts one blade arm into the air then stabs the
ground with a single stab. He will stab several times in a row.
o Single Blade Arm Stab - Simmons lifts one blade arm into the air and the
camera moves toward his blade arm. He will stab his blade arm into the
ground. This attack has a special dodge command where a player can tap the
Square+X/X+A button to dodge the attack. If the character is equipped with
an incendiary grenade, the player will get another R1/RT QTE command right
after dodging. Press the button at that time to make your character run up
Simmons' blade arm and slam the grenade into one of his back legs. This will
instantly blow off the leg.
o Head and Blade Arm Ram - Simmons leans his head downwards then rams forward
with his head and frontal blade arms.
lightning rod over to a zombie then impale the zombie with it by pressing the
R1/RT button when the melee button command appears on the screen.
Simmons will try to grab another zombie to regenerate eventually and he will
always go for the zombie with the lightning rod in it if that is the only
zombie in the area. Kill off the zombies in the area quick to keep him from
grabbing them - toss incendiary grenades at crowds of zombies and shoot them
before they even hop over the surrounding fences if possible. Keep up this
pattern of impaling a zombie with a lightning rod every time that the lightning
rod is knocked back to the ground to eventually finish off Simmons. Shooting
off more than one leg with the magnum can speed up this battle a lot!
Simmons will fall over and his head will hit the floor once he is near death
(once about three legs have fallen off). At that time, either pick up the
lighting rod and walk toward him then slam it into his eye with the R1/RT
button or impale another zombie and allow him to grab that zombie and have
lightning strike him once again. A cutscene will trigger once he has been
finished off.
There are two --WOODEN CRATES-- and one --TALL CRATE-- on the right side of the
area and two --TALL CRATES-- and one --WOODEN CRATE-- on the left side of the
area. There are three more --TALL CRATES-- up under Simmons, against the far
railing.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 6, [ ] Wooden Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
QUAD TOWER ROOF - NEAR THE HELIPORT
Run up the ramp directly ahead then hop off the metal platform. The helicopter
is right up ahead! Climb on top of the air-conditioning units and then hop
over the low railing.
QUAD TOWER ROOF - HELIPORT
Run up the stairs to the left then dash toward the helicopter on the heliport.
Approach the rocket launcher that leans up against the right side of the
helicopter then press the partner assist button when prompted. A cutscene will
trigger.
--> Objective: Defeat mutated Derek
Back for even more, eh?
Pick up the nearby ++ROCKET LAUNCHER++ that leans on the right side of the
helicopter by pressing the Square/X button after the cutscene. Aim the rocket
launcher at Simmon's head and fire at him to trigger a cutscene. Players
should be able to hit him in any portion of the body with the rocket launcher
to finish him off here.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++ROCKET LAUNCHER++
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Finish off Simmons without using the rocket launcher to gain a medal at the end
of this chapter. Shoot him in his weak points with the magnum to finish him
off. The rocket launcher can be picked up, but do not use it to kill Simmons.
.--------.
The first part of Ada's chapter 1 has a lot of stealth areas. Keep in mind
that her crossbow does not make any noise when she shoots a regular arrow with
it. It can be used to easily stealth kill J'avo by shooting them in the body
for weak J'avo and in the head for stronger J'avo. The Ammo Box 50 is best
used for actual battles where stealth is not an option.
The crossbow can impale enemies to a wall or a floor with its normal arrows.
Ada can run up to the impaled enemy and get a melee button prompt to finish off
the enemy with a melee attack. She also has a unique quick shot with the
crossbow where she will shoot while performing a back flip. This will often
impale the targeted enemy.
Ada's pipe bomb arrows are good for crowds of enemies of stronger enemies that
you want to deal major damage to. Whenever an enemy is shot with a pipe bomb,
the pipe bomb will detonate a few seconds after impact. Pipe bomb explosions
take slightly less damage than an explosive round with the grenade launcher.
Move toward the door and unlock it with the X/A button when ready then kick
through the door.
SUBMARINE - DOCKING BAY CORRIDOR
Run toward the big fan up ahead. What wonderful lighting effects! Walk down
the stairs. A cutscene will show off a Neo-Umbrella J'avo around the corner to
the left along the corridor ahead.
Kill the J'avo with a stealth melee kill while Ada takes cover. Take cover
against the wall near the J'avo by holding the L1/LT button while standing
against the wall then move toward the J'avo to get a R1/RT button prompt for a
stealth melee kill. Press the button to instantly kill the J'avo with a melee.
It doesn't matter if the J'avo sees Ada - so long as the stealth kill melee is
performed, it will be successful and not raise any attention to Ada. It
doesn't matter if she leans out right in front of the targeted J'avo when
performing a stealth kill - she will still kill the J'avo without raising
attention to herself.
NOTE: Do not get discovered in the next few corridors or the Neo-Umbrella J'avo
will sound the alarm and Ada will have to deal with several J'avo are once.
They will continue to respawn until she leaves the area completely.
Don't bother with the door that is blocked off by yellow lasers to the side.
If Ada touches the lasers, an alarm will be set off. Find the doorway across
from the first corridor then enter that area. Crawl or slide through the small
hole in the wall below the pipes.
Take cover against the right wall with machinery and red lights on it then move
to the next corridor. There is a J'avo that paces up and down the corridor and
a J'avo behind the door with yellow lasers in the back. Wait for the J'avo to
move toward the corner then grab him with the stealth melee prompt to kill him.
Look down the hall ahead and wait for the J'avo behind the door with yellow
lasers to turn its back then Ada can run down the next hall and move through
the doorway off to the left.
NOTE: If you want, Ada can hide behind the wall off to the right while moving
down the corridor then shoot the J'avo behind the yellow lasers with a crossbow
arrow to kill him off now. Shooting him in any portion of the body will
instantly kill him on normal mode.
Find the open vent off to the right in the back of the room then crawl through
it. Stay in the vent for a few seconds because there is a Neo-Umbrella J'avo
in the room on the other side. The J'avo has his back turned, but make sure
that he looks to the right before stepping out of the vent. Quickly kill off
the J'avo with a stealth melee while standing behind him. Be sure to kill him
before he turns his head back to the left or he will see Ada. Ada performs
quite a violent melee for her back stealth kill melee, but it's silent! A
player can also shoot this J'avo with an arrow from the crossbow in any portion
of the body to kill him while Ada is still in the vent.
There is a J'avo down the left corridor outside the room. If he hasn't been
killed yet then take cover against the door and move toward the corridor to get
a good view of him. When he turns his back, rush him and perform a stealth
melee kill from behind him.
The corridor up ahead has a door with yellow lasers that block it at the end.
The Neo-Umbrella J'avo that is behind the door will be a nuisance later, so
it's best to shoot him with a crossbow arrow to kill him before stepping into
the corridor in front of the door. Take cover behind the wall with the yellow
railing and pipes before entering the corridor then peek inside and shoot the
J'avo behind the doorway with yellow lasers. He can't see Ada while she peaks
out from cover, even if he is staring straight down the corridor at her.
There is another Neo-Umbrella J'avo in the room through the right doorway down
the hall. He will instantly mutate into a Glava-Sluz (insect head that shoots
webbing) if he catches sight of Ada. He will not activate an alarm. Take
cover behind the right side of the outside door of the room that he is in and
wait for him to look to the right (his left) then peek inside and shoot him
with an arrow from the crossbow. This will kill him and cancel his mutation.
You have to shoot him REALLY quick or he will see Ada.
Find the air duct off to the left behind the fence in the back of the room.
Step down into the air duct then crawl through it. If Ada shot the NeoUmbrella J'avo through the door with the yellow lasers earlier then there will
be no J'avo in the corridor that Ada stands up in. If you didn't shoot the
J'avo through the doorway earlier then he is very likely to see Ada when she
stands up. In that case, drop down the next ladder quickly to avoid having to
fight off several Neo-Umbrella J'avo at once.
Break the --TALL CRATE-- in
up from the air duct. Drop
corridor.
- - - - - - - - - - - - - [ ] Tall Crate x 1
- - - - - - - - - - - - - -
SUBMARINE - ARMORY
Break the --TALL CRATE-- off to the left directly ahead. Stand near the crates
off to the right and the camera will move upwards and show a red ladder below a
walkway up above the crates. A hookshot button prompt command will appear, so
press the X/A button to hookshot up to that walkway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Don't enter the next corridor just yet. There is a Neo-Umbrella J'avo walking
up and down that corridor. If he isn't in view yet, he will step into view
shortly. Take cover against the wall to the right then move to the corner to
get him in view then wait for him to turn his back and then run up behind him
and kill him with a stealth kill melee.
There is another Neo-Umbrella J'avo down the corridor to the right up ahead.
Take cover near the wall then move to the corner to get him in view. When he
first walks up beside Ada, she will get a prompt for a stealth kill from behind
the cover area. If he walks away then walk up the stairs with him and stealth
kill him when he steps down the corridor at the top of the stairs. Don't try
to stealth kill him on the stairs or Ada will only perform a roundhouse kick to
him.
There is a --TALL CRATE-- on the other side of the stairs up ahead, but don't
break it just yet. Three Neo-Umbrella J'avo are in the room below the stairs.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Face the metal case with three gas canisters inside then get on the left side
of the case to get a push button prompt command. Press the X/A button to push
the canisters aside to reveal a hidden air duct. This air duct can be crawled
through to completely bypass the upcoming corridor with three J'avo. Remove
the vent cover from the other side and drop out. Using this shortcut will give
an extra medal at the end of the chapter.
.---------.
MEDAL: Discovered a shortcut
| [ME167] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If Ada doesn't use the shortcut to bypass the J'avo, they will catch sight of
Ada no matter what, but they won't activate any alarms. These J'avo are armed
with heavy machine guns. Switch to Ada's pipe bomb crossbow arrows then shoot
one of the J'avo and get ready to shoot more of them. The pipe bomb explosions
will spread damage in between them all. When only one J'avo is left, kill him
with normal arrows or rush in and use the ammo box pistol. Run down the stairs
ahead then enter the next corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A cutscene will play after passing the next doorway and moving to the left.
This cutscene will show Neo-Umbrella J'avo patrolling the corridor ahead.
There is one J'avo behind the window in the room to the left. Take cover and
duck behind the low wall with yellow railing. Wait for both of the J'avo down
the corridor to turn their back then quickly peek out from cover and shoot them
both with normal crossbow arrows to kill each of them.
Move toward the windows on the left side of the alcove to the left. Take cover
behind the wall closest to the window and wait for the Neo-Umbrella J'avo
inside the room to turn and walk to the right then quickly look around the
corner and shoot him with a crossbow arrow - if Ada has killed the other two
J'avo out in the hall, she can shoot the red gas canister in the room to kill
the last J'avo also. Break the nearby --TALL CRATE-- to the left then hop
through one of the windows of the nearby room then break the --TALL CRATE-- off
to the right inside that room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Run down the corridor that the first two J'avo were patrolling then make a
right at the end and follow the next corridor up the stairs.
******************************** SERPENT EMBLEM *******************************
Campaign: Ada, Chapter 1
[SE61]
Location: Submarine - Armory
When a cutscene plays in a corridor and Ada has to stealth kill two J'avo down
a corridor and one J'avo that is in a room with windows off to the left, follow
the corridor in the back of that area after killing off the J'avo. There is a
corridor at the end above a set of stairs. Move up the stairs then look above
the cabinet in the first alcove to the right to see a serpent emblem above the
top cabinet directly ahead. Blast it with the ammo box pistol! It doesn't
matter if Ada makes any sound by the time she runs across this emblem, so long
as all J'avo in the previous corridor were killed.
*******************************************************************************
Step through the doorway off to
--TALL CRATE-- against the back
trapdoor off to the right.
- - - - - - - - - - - - - - - [ ] Tall Crate x 1
- - - - - - - - - - - - - - - -
Ada will drop into an air passage. Crawl into the air duct to the left along
the back wall. Follow it to the end then press the X/A button to push off the
vent cover at the end then drop into the next room.
SUBMARINE - GALLERY
Examine the door directly ahead - the door must be examined to examine other
objects in the room! The door is locked. A puzzle in this room must be solved
in order to unlock it.
to
to
to
to
the
the
the
the
right of the desk near the glass window (right animal piece)
left of a white paining along the wall (right middle animal piece)
left of the main puzzle painting (left middle animal piece)
right of the main puzzle painting (left animal piece)
Possible Animals:
o
o
o
o
Fish
Eagle
Snake
Bat
Walk over to each pedestal and use the X/A button to interact with it then tap
the Square/X button until the animal piece on the pedestal matches the one in
the painting (while looking through the glass piece). The pedestals on the
left side of the room help out the most since they show a camera angle of the
actual puzzle piece on the panel near the door as Ada changes them.
NOTE: The fish and the snake tails (right animal piece) look VERY similar.
Once the animal that is shown in your painting is displayed on the panel to the
right of the door then walk toward the panel and use the X/A button to press
the button on it to unlock the door. If Ada is shocked then the animal in the
painting is not displayed on the panel properly. Open the door once it
unlocks.
Step out onto the glowing circle on the floor to trigger a cutscene.
SUBMARINE - SECURITY CORRIDOR
corridor. Follow the corridor all the way to the end - make a right at the
locked set of double doors. Interact with the control panel on the wall to the
right of the door at the end of the corridor to unlock the door. Step inside.
SUBMARINE - FILM ROOM
Make a left and follow the corridor then make a right. The double doors off to
the right are now open. There are two --TALL CRATES-- against the wall across
from the opening, but don't break them just yet. Three Neo-Umbrella J'avo are
in the back portion of the next corridor. They take cover behind wooden crates
in that corridor. Take cover behind the nearby wall then shoot them with
arrows or pipe bomb arrows.
NOTE: The J'avo in this room might mutate into Glava-Begunats (raging insect
head) or Glava-Smech (pincher head).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Two more J'avo will spawn from the back when Ada runs down the corridor ahead.
Pull up onto the boxes by tapping the X/A button while standing next to them
and crawl through the air duct on the wall.
SUBMARINE - CARGO ROOM
Quickly duck behind the railing to the left to shield Ada from the Neo-Umbrella
J'avo that fire from the floor below and the high walkway in the back of the
next area. Arm the crossbow and then shoot the J'avo that are on the high
walkway. Shoot the J'avo that are on the floor below, or drop down to that
floor and step on the glowing white circle to the left and the glowing white
circle to the right to activate the overhead guns in the room. These will
shoot the J'avo in the room below. Be sure to use the guns to your advantage
here!
Run around the bottom area and allow the guns to kill all the Neo-Umbrella
J'avo. There is a crate that can be vaulted over near the stacked crates, so
Ada can't get trapped by a group of J'avo. Allow them to step in front of the
gun's lasers then let it shoot them. Break the three --TALL CRATES-- near the
stack of larger crates then pick up the --9MM AMMO-- on the crate near the
right glowing circle.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - If more Neo-Umbrella J'avo don't enter the room then they should enter from the
back left corridor soon. Enter that corridor then run as fast as Ada's legs
can carry her to the right then slide onto the glowing white circle to activate
the gun in the back of a J'avo that stands behind a gatling gun turret. The
gun will shoot that J'avo and kill it. Run back and break the two --TALL
CRATES-- against the side wall then collect the --GREEN HERB-- from near the
single large crate.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Use the control panel to the right of the locked gate door in the back of the
area to raise the gate door. Open the door at the bottom of the stairs to end
this portion of the chapter.
SUBMARINE REACTOR - BUNKS
Run over toward the left wall and break the --TALL CRATE in the corner.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Ada, Chapter 1
[SE62]
Location: Submarine Reactor - Reactor Area
When Ada starts out in the room with bunk beds and then pulls out her PDA to
show the destination to the rescue sub, exit that room by unlocking and then
open the door ahead. In the next area, walk to the far left and look to the
right to see a breakable tall crate. Look on the back of the metal pillar in
the middle of the corridor to the right to see a serpent emblem on the back of
it. Hit it with a melee!
*******************************************************************************
Find the ++ASSAULT SHOTGUN++ on the workbench to the right then snatch it.
Follow the corridor ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++ASSAULT SHOTGUN++
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - There is a Glava-Smech (pincher head)
well fight him now since he will most
pipe bomb arrow to make quick work of
behind the creature.
- - - - - - - - - - - - - - - - - - [ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - -
Move down the right corridor and step to the edge of the corridor off to the
left at the end. There is a Neo-Umbrella J'avo guarding the corridor. Try to
shoot him in the head with the crossbow while he doesn't notice Ada (wait for
him to look to the left). A single shot to any portion of the body will not
kill him - Ada must shoot him in the head to stealth kill him. He will most
likely see Ada, but he won't trigger any alarms.
There is another J'avo down the left corridor at the end of hall. Shoot him to
the ground with the crossbow then run up and crush his head with a melee. This
J'avo will be pacing up and down the corridor if the last J'avo wasn't alerted,
so just wait for him to turn his back then sneak up behind him and stealth
melee kill him if he hasn't noticed Ada yet. Follow the corridor ahead then
climb the ladder off to the left through the doorway at the end of the
corridor.
SUBMARINE REACTOR - ENGINE ROOM
Dash straight forward and run to the left then turn to the left to see a NeoUmbrella J'avo that will mutate into a Ruka-Khvantanje (insect arm). He will
start to mutate after Ada enters this area and the rest of the J'avo in the
area will notice Ada as well. Quickly shoot the explosive canister near the
Ruka-Khvantanje (do not shoot it while he mutates or it won't kill him).
Stealth does no good in this Engine Room, since all enemies see Ada before she
can even catch sight of them.
Load pipe bomb arrows into the crossbow and shoot the J'avo at long range to
instantly kill them or heavily damage them. Allow J'avo to come to Ada and
shoot them with the shotgun or quick shot them with the ammo box then melee
them to the ground. Three J'avo are on the bottom floor and there is one J'avo
on the high walkway to the left.
After the battle, find the --TALL CRATE-- to the left and the --TALL CRATE-toward the back of the room, and to the right, then break them. There are also
two more --TALL CRATES-- by the left and right railing near the switch by the
railing that sticks out toward the walkway up ahead. Move out toward the
walkway piece with the switch on it then grab the --NORMAL ARROWS-- off to the
right near the railing.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[
[
-
]
]
-
Arrows (Normal)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
Tall Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Shoot either of the J'avo on the back walkway to trigger a cutscene. The
numbnuts (J'avo) that Ada shoots will die and fire his machine gun then set off
two explosive barrels, which will cause a break in the outer hull of the
submarine. Well, that's just great you dumbass...
--> Objective: Escape from the ship
The walls up ahead will be burning and water will start to pour into the room.
I think we've done enough damage on this floor. It's time to go above and see
what other mayhem we can do. Step toward the railing to get a hookshot button
prompt then press the X/A button to hookshot up to the walkway above.
Ada
will pull up in front of a door. The door behind Ada will close and seal off
the water in that room. Unlock the door then open it.
SUBMARINE REACTOR - NAVIGATION ROOM
Move into the room and make a right. A Neo-Umbrella J'avo will attack Ada
shortly after the ship shakes. He will step out from behind the left set of
controls up ahead and try to hit Ada with the blade on his arm. Kill him then
break the --TALL CRATE-- off to the left near the control panels. Find the
next locked door through the corridor ahead then unlock it with the X/A button
and then open it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SUBMARINE REACTOR - CATWALK AREA
The floor below is filling with water in this room. Hop across the gap in the
catwalk to the right and then move toward the railing with the switch on the
next catwalk to get a hookshot command. Hookshot to the ceiling up above. Ada
will land on a group of pipes then they will bend downward and she will be
facing a sloped set of pipes.
Run up the set of pipes and climb up to the catwalk above them. Follow the
catwalk then step onto the next set of pipes and follow them downward. Move
toward the big pipe at the bottom and a slight cutscene will play. Ada will
pull up in front of the door above the pipe. Unlock and open the door directly
ahead.
SUBMARINE REACTOR - CORRIDOR TO LIFT
Follow the corridor ahead then use the hookshot in the shaft at the end to move
up top. After the submarine shakes, two J'avo will move down the corridor
ahead and attack. Kill them then run to the end of the corridor then step
through the doorway and break the --TALL CRATE-- near the left wall. Step
toward the railing up ahead to get another hookshot command. Hookshot upward
to get to the next floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SUBMARINE REACTOR - CARGO BAY
A cutscene will play when Ada hookshots into the Cargo Bay. After the
cutscene, the room will burst into the flames and slope downwards. Ada will
have to stagger uphill to reach the area ahead.
Ada will only move slowly forward while staggering, but continue to walk
directly ahead. Eventually, an explosion will knock Ada to the floor. Crawl
forward and tap the X/A button to crawl faster. Don't tap the X/A button too
much though since each fast crawl will take stamina away from Ada's combat
gauge. There is no need to dodge anything that slides down toward Ada since it
all hits Ada anyway. Keep crawling forward until a cutscene triggers.
While Ada is on the falling crate, get ready to tap the X/A button when the
screen switches to slow motion to leap off the crate and land on a floor below.
SUBMARINE REACTOR - CORRIDOR
The corridor that Ada is currently in is flipped on its side, so Ada is walking
on a wall. Walk toward the lift down the right corridor up ahead. Ada will
pinpoint her next destination. Water will start to fill the corridor from
behind her and Ada will look up. Stand near the lift to get a hookshot command
then hookshot upwards.
SUBMARINE REACTOR - LADDER AREA
Don't waste any time in running toward the screen while the screen shows a
frontal view of Ada. There is a ladder to the right, so move Ada behind it
then tap the X/A button to grab on and then climb it. Water will fill the
corridor below Ada as she climbs up.
Quickly run directly ahead after climbing the ladder. When the camera angle
switches, jump across the gap to Ada's left. Grab ahold of the next ladder on
the other side of the gap then quickly climb it. Turn to the right after
pulling up then leap across the gap directly ahead and climb the ladder off to
the left.
SUBMARINE REACTOR - WIND TUNNEL AREA
Ada will pull up into a wind tunnel. There are two ways that Ada can take
here, but they both lead to the same area. She can slide through the air duct
to the left or climb the ladder down the corridor to the right. It's best to
slide up under the air duct. Be ready to kill the Noga-Trchanje (spider leg
J'avo) on the other side of the air duct or just run by him.
******************************** SERPENT EMBLEM *******************************
Campaign: Ada, Chapter 1
[SE63]
Location: Submarine Reactor - Wind Tunnel Area
Ada will climb three ladders while water fills the floors below her. After
climbing the third ladder, she will have a choice of sliding through an air
duct off to the left or running down the corridor to the right and climbing a
ladder. Slide under the air duct to the left. After sliding under the air
duct, a Noga-Trchanje (spider legs) will attack Ada in the next corridor. Kill
that J'avo or run by him then look on the wall to the right of the ladder that
is off to the left to see this emblem near an orange light on that wall. Shoot
it quickly then climb the ladder.
*******************************************************************************
Climb the ladder to the left. Ada will pull up to a platform that overlooks
running water in an area below. Fall to the floor below.
SUBMARINE REACTOR - AREA WITH FENCE
A raised fence blocks the other side of the gap to the left. Take out the ammo
box pistol then shoot the shiny yellow lock in the middle of the gate to make
it drop. Don't hop to the next side just yet.
Turn back around and rotate
of the corridor by grabbing
left thumbstick. This will
the other side of the gap lowered fence then hop over
Approach the railing ahead to make Ada look up while a hookshot command
appears. Hookshot to the area above. Turn around then move across the
platform toward the ladder then climb the ladder. The ground will shake while
moving toward the ladder. Run along the next walkway and grab the next ladder
off to the right. When Ada pulls up, run to the left side of the screen then
hop over the gap along the left side while moving forward then run to Ada's
right when the camera angle switches and then climb the ladder.
Move ahead and climb the first lower crate off to the right then climb the
higher crate to the right. Run up the stairs in front of Ada and follow the
catwalks as far as they go. At the top of the catwalks, Ada will look up and
get a hookshot command. Hookshot to the doorway up above to trigger a cutscene
that will end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
____________________________________
__________________________________________/ STAGE 1-3 -- SUBMARINE TORPEDO ROOM
------------------------------------------------------------------------------SUBMARINE TORPEDO ROOM - CORRIDOR TO DINING ROOM
A Gnezdo will hatch out of the Crysalid up ahead. Blast its human form with
the ammo box 50 to make it show a big flying bug. If you're good with aim,
load pipe bomb arrows into the crossbow then shoot a pipe bomb arrow at the big
bug to instantly kill the Gnezdo. It will take about four shots to kill it
with the assault shotgun. The Gnezdo will drop --2500 SKILL POINTS--. Run
toward the doorway directly ahead and hop through the doorway to enter the
Control Room.
SUBMARINE TORPEDO ROOM - CONTROL ROOM
Break the two --WOODEN CRATES-- in the room and find the serpent emblem listed
below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
[SE64]
When Ada first starts in the Torpedo Room area where she will fight several
Gnezdos later, move down the corridor ahead of her then hop through the doorway
at the end of the corridor (the doorway says "To Dining Room" to the side of
it). A Gnezdo will attack her. Kill or run from the Gnezdo then hop through
the doorway directly ahead. Two breakable wooden crates are in the Control
Room behind the doorway. Turn around and there is a serpent emblem near the
right lower wall by the doorway Ada just hopped through. The serpent emblem is
lying on a set of pipes along the wall.
*******************************************************************************
Hop back through the doorway then follow the corridor of the Dining Room
directly ahead. Make a left at the toilet seat then climb the ladder to the
left. Climb the next ladder to the right. Ada will pull up to a floor with
running water. There is a hole in the wall off to the right. Crawl through
that hole then drop to the other side.
SUBMARINE TORPEDO ROOM - TORPEDO ROOM
Ada will fall on top of a platform and have a control panel to her left. Walk
over to the control panel and use the X/A button to examine it. Ada will have
to restore power to get out of the torpedo room.
--> Objective: Restore power
Fall off the platform then hop over the next two doorways up ahead. The first
doorway says "Control Room" to the side of it. Drop through the doorway in the
corridor ahead.
SUBMARINE TORPEDO ROOM - WATER MAZE
DO NOT MOVE! I will give instructions based on the way that Ada is facing for
the next few areas and you can get lost if you move too much. This area is a
maze of rooms and water, so it's easy to lose your way.
When Ada drops, two Gnezdos will hatch out of Chrysalids and attack her. It's
really up to you if you want to fight the Gnezdos in this area or not. They
are very numerous - after you kill one, another will burst out of a Chrysalid
shell in another room, so it's really best to run by them. If you fight them
then be sure to blast their big flying insect with a pipe bomb arrow for an
instant kill. Each one will drop --2500 SKILL POINTS--.
Enter the room through the doorway directly ahead. Run by the Gnezdo that just
hatched from the Chrysalids. There is a --TALL CRATE-- in the room directly
ahead - break it. There are some stacked crates behind the tall crate, so
climb up to them when the button prompt command appears while standing next to
them. Pull up to the top floor then break the --TALL CRATE-- and the --WOODEN
CRATE-- on top of the bigger crates in the back of the area. Find the air duct
on the left wall then crawl through it and drop to the room behind the air
duct. Break the --TALL CRATE-- in front of Ada after landing. Run to the far
left side of the room and break the --TALL CRATE-- on that side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 4, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Turn around after breaking the last tall crate mentioned above and there should
be a doorway to the left with a red light on the right side of it. Hop through
that doorway. There is a single Chrysalid in this room. There is a doorway
Look below Ada and there is a ladder below her while she is in the water. Swim
into the corridor up ahead. Don't enter the tunnel with the other ladder just
yet. Swim to the right and swim past the circular object that is in the water
below. Swim forward against the debris ahead and pick up the --PIPE BOMB
ARROWS-- and --NORMAL ARROWS--. The pipe bomb arrows are on the bottom of the
debris and the normal arrows are on the top of the debris. Turn around and
swim through the other tunnel with the ladder on the right wall - this doorway
is near the bottom of the area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Arrows (Pipe Bomb), [ ] Arrows (Normal)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Swim on through the tunnel with the ladder. Your main destination is almost
directly upwards in the next corridor. Don't surface just yet. Swim to the
right and follow the corridor ahead. Swim against the floor then grab the two
pickups of --NORMAL ARROWS-- then swim above the pipe. Turn around then swim
just above the lowest pipes that are above the floor and snatch the --FIRST AID
SPRAY-- that floats above the second pipe. Ada is swimming back to the
entrance tunnel now, so surface at the doorway (on the ceiling) against the far
wall down the corridor ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Arrows (Normal), [ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Ada will surface in the room with the lever to restore power. Several cables
trail off the platform it is on. Move ahead and pull up to the platform that
the lever is on then pull the lever.
The lever does two things:
1) Restores power to the torpedo room control panel
2) Activates the panel to a door that is closed
--> Objective: Escape from the ship
Ada needs to go back the way she came now. She needs to hop into the doorway
with water that is below the toilet that I mentioned earlier. The sub will
shake when she moves toward the doorway with water in the current room, but
there is no timing about getting out of the sub or anything.
To get back:
o
o
o
o
Dive
Swim
Swim
Swim
back into the water and turn all the way around while floating
downwards and swim through the tunnel with the ladder.
upwards in the next corridor and find the next tunnel with a ladder
along the second tunnel with the ladder then surface
Ada will pull up in front of a Chrysalid. Hop into the water of the doorway
(on the floor) across from the current one - the doorway with the toilet on the
wall above it. The submarine will shake while Ada moves toward this doorway.
Swim directly ahead through the reddish water then move through the opening on
the left wall and then surface through the doorway on the ceiling above.
Ada will surface in front of the closed door with the control panel that was
activated when she pulled the lever earlier. Walk toward the glowing control
panel below the door to get a X/A button prompt. Press the button to make Ada
kick the control panel. The door will open. Hop through the door then move
toward the stacked crates up ahead to get a hookshot command. Ada will
hookshot up to the room above then pull up into an area with stacked crates.
Pull up onto the crates then break the --WOODEN CRATE-- to the right. Crawl
into the air duct to the left then press the X/A button when prompted to kick
out the vent cover. Fall to the room below.
SUBMARINE TORPEDO ROOM - TORPEDO ROOM
Look at you! All back in the Torpedo Room with tons of items that you would
have missed out on without reading my guide. Ahem!
Get back on the platform with the control panel. The submarine will shake and
a computerized voice will start to speak. The hull to the submarine is about
done for! The depth (in feet) that the ship is approaching will be displayed
in red in the top center portion of the screen. If the submarine reaches much
past 2500 feet then the hull will collapse - it's around 2508 feet when it
kills Ada.
--> Objective: Get authorization
Ada must answer five questions to the console up ahead in order to gain
authorization to the torpedo area. Run toward the console then press the X/A
button to start the authorization sequence.
Ada will be asked a total of five questions. After each question, a player
will get a O/B button prompt to make Ada answer the question. Ada has to be
near the console in order for the voice to recognize here however, which means
your Ada has to be on the platform near the console to speak into the mic.
Sounds easy right?
Well, Neo-Umbrella J'avo will enter the room below and start to attack Ada.
The main J'avo to kill first will be the one with the heavy machine gun. He
gets very annoying easily. These J'avo mutate really badly too. They will
mutate into Glava-Dim (bee head with poison), Ruka-Bedem (shield arm) and may
even form a Chrysalid that will hatch into a Gnezdo. Ada does not need a
Gnezdo along with several J'avo while trying to answer questions!
It's best to kill off the J'avo with the heavy machine gun for sure. Try to
dodge the J'avo with blades. Ada can step on and off the platform constantly
or just run around the room to try to avoid them. Only return to the console
to answer questions. The J'avo will constantly respawn when killed. If you
choose to kill, then shoot the J'avo with pipe bomb arrows to avoid appendage
mutations. Pipe bomb arrows will make the J'avo's body explode and avoid
appendage mutations entirely.
Pipe bomb arrows work great for canceling J'avo appendage mutations, BUT the
J'avo can still form Chrysalids. Fighting them off with pipe bomb arrows can
get rid of all J'avo quick, but you do stand a chance of causing a Chrysalid
that will hatch into a Gnezdo.
Questions with answer timing:
1) Identify yourself. Please state you name.
(few seconds to answer)
2) Ms. Wong, six months ago you performed experiments against humans in Edonia.
You were following Simmons orders but it was your choice to do so. How do
you plan to atone for your crimes?
'-----------------------------------------------------------------------------'
[AW02]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - C H A P T E R 2 - A L A T E B I R T H D A Y
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - June 29, 2013
Tall Oaks, USA
_____________________________
_________________________________________________/ STAGE 2-1 -- FOREST CEMETERY
------------------------------------------------------------------------------FOREST CEMETERY - CATHEDRAL ROOFTOP
Break the two --WOODEN BARRELS-- near the wall behind Ada.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Follow the path across from the cathedral window. There will
gravestones to Ada's right at the end of the path. Break the
off to the left behind the three gravestones.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] Wooden Barrel x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
be three
--WOODEN BARREL-BREAKABLE OBJECTS
- - - - - - - - -
Run down the stairs up ahead then drop down the ladder off to the right. Break
the three --WOODEN BARRELS-- to the left after falling. Step out onto the
walkway above the waterway and walk to the left. Walk through the doorway and
enter the next room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Examine the chest off to the right in the next room. The lock is old and can
be broken. Blast the lock off with a single bullet from the ammo box then open
the chest and collect the **SIMMONS FAMILY CREST PIECE A**. You don't have to
examine the lock in order to blast it off with a weapon.
--> Objective: Eliminate all enemies
The doorway in the back of Ada will seal off and two zombies will drop from the
ceiling across from the chest and attack. Well, this is nothing a little black
boot to the head won't cure, so run over to the zombies as they fall and crush
their heads with a ground melee. Try to not to wait too long to activate the
melee or they will grab Ada - have the ammo box 50 equipped so Ada will perform
a quick stomp instead of a weapon crush with the crossbow and assault shotgun.
--> Objective: Find the entrance
Run through the next doorway and break the two --WOODEN
wall. Step toward the ceiling debris below the ceiling
prompt command for Ada's hookshot. Use the hookshot to
above the current area. Climb up the ladder.
- - - - - - - - - - - - - - - - - - - - - - - - - - - [ ] Wooden Barrel x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - -
Ada is now standing across from the door in the Crypt Maze that was locked in
Leon's campaign. Walk toward the door and examine it. The door requires all
three Simmons Family Crest Pieces to unlock it, but Ada only has one so far.
Use the X/A button to place the Simmons Family Crest Piece A on the door. A
door to one of the mausoleums off to the right of Ada will open.
--> Objective: Find the missing pieces
The mausoleum doorway is down the far right path, but players will most likely
want to move up the small set of steps to the side and break the two --WOODEN
BARRELS-- down the left path near the fallen tree before going in the direction
of the mausoleum - I know I would. On the way to the mausoleum, find the stone
coffin near a tree then stand in front of it for an X/A prompt. Press the
button then tap the Square/X button to lift the coffin lid and reveal a
--GREEN HERB-- inside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Find the mausoleum doorway near a fallen tree then drop down the ladder through
the open door.
CRYPT - ENTRANCE CORRIDOR
Follow the corridor ahead and move down the stairs then open the red door down
the hall to the left.
CRYPT - PUZZLE AREA
There is a locked gate door to the right with a lever near it. Ada can't
unlock the door and the lever does nothing at the moment. There is another
locked door with a green stone on it directly ahead. Ada cannot open the door
with the green stone yet either.
Find the stairs off to the left then move up those stairs. After passing
through the doorway at the top of the stairs, break the --WOODEN CRATE-- on the
table to the right. There is a bridge to the left that is held up by one of
those age-old yellow locks that would break by hitting it with a single ammo
box 50 bullet. Shoot the lock to break it then the bridge will fall down.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Run across the fallen bridge. There is a chest on the other side with a green
stone on it that looks similar to the stone on the bottom door. Ah, now we're
getting somewhere! Open the chest and pick up the **AMBER KEY** inside. Dash
back downstairs (or just hop off the bridge) and use the Amber Key on the door
with the green stone to unlock it.
CRYPT - HANGMAN PUZZLE ROOM
There is a chest up the steps in the room. As Ada walks up to it, a zombie
will pull a switch and cause the floor to open below the chest. The chest will
fall into the pit below the current room and the floor will fold back together.
The zombie will attack after the cutscene so run toward him and perform a
crowd-pleasing melee on it.
--> Objective: Figure out the puzzles
Break the two --WOODEN BARRELS-- near opposite walls in the back of the room.
Take the ++SNIPER RIFLE++ from the left side of the switch that the zombie
pulled. Ada can't open the door with the purple lights on it. It requires an
item that she doesn't have yet to unlock it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++SNIPER RIFLE++
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The switch in the room will open and close the middle floor where the chest is,
but Ada will have to hold it open somehow in order to get down to the bottom
floor. Look up above to see several bodies that are hanging from the ceiling.
Each of the bodies is secured to a rope by a yellow lock - just that old yellow
lock that Ada keeps breaking over and over because the designers don't want to
use another lock model! If Ada shoots the locks that the dead bodies are
hanging on, the bodies will fall to the ground and dissolve and another body
will quickly spawn from the ceiling to take it place.
NOTE: Each dead body will dissolve and drop a normal arrow the first time it
falls from the ceiling. It will not drop them after respawning - this is a
good way to collect some more extra normal arrows if needed.
The swing platform in the room has an indented area on the floor to its right
and left sides. Ada can push the switch platform to the far right and left
side of the room. Hmm, maybe we could make a body fall on it? There happens
to be a body hanging to the right of the switch (while facing the door with
purple lights).
--------------------------------------------------------------- PUZZLE SOLUTION
Face the door with purple rights and move to the left side of the switch and
push the switch platform two times to the right. Step back and shoot the lock
off the dead body that hangs over the switch platform to have it drop on the
switch. The body's right arm will fall against the switch and pull it down
then hold it in place so that the middle doors in the room will stay open.
------------------------------------------------------------------------------Move up the stairs in front of the hole in the floor and drop to the room
below.
CRYPT - ELECTRIFIED PANEL PUZZLE ROOM
Open the chest and collect the **SIMMONS FAMILY CREST PIECE B** from inside.
Well, that's great. Now, how the hell do we get out of here?
The room has an electrical outlet in the back of it that has a cable sticking
out of it. The cable trails over to a panel then sparks. There is another
cable across from it. The cables extend across to a cable that goes to the red
light above the door to this room. The door is locked, naturally. If the
cables could somehow connect to the cable on the other side then power would be
supplied to the door. There are two dead bodies locked up in metal chairs in
this room. Maybe they could help some way? Hmm.
--------------------------------------------------------------- PUZZLE SOLUTION
Move to the chair that is closet to the first sparking electrical panel then
push it on top of the panel. Stand in front of the side with the body and push
the chair until Ada gets shocked. She will not suffer damage.
Walk over to the next chair in this room. Facing the dead body, step to the
left side of it then push it once to line it up with the electrical panel in
the back of it. Stand in front of the side with the body and push it toward
the electrical panel until Ada gets shocked again.
There is one more electrical outlet, but we have no metal chair. Luckily, a
zombie will crawl out of the hole in the wall near this outlet. If he is
killed, another zombie will spawn and move out of the wall.
This new zombie needs to be knocked on the third sparking electrical panel with
a melee. It's best to stand on the electrical panel and allow the zombie to
move onto the panel. While the zombie is on the panel, hit it with a melee
attack.
Here are two easy ways to hit the zombie with a melee:
1) Allow the zombie to walk over the electric panel then run and slide (L1/LT)
into it.
2) Have Ada's back face the zombie then rotate the camera to a frontal view of
Ada and press the R1/RT button to have her perform a kick to the zombie.
As long as the zombie is hit with a melee while standing on the third
electrical panel, he will fall onto the panel and get electrified.
------------------------------------------------------------------------------The door to the room will open once a zombie is electrified on all three
electric panels. Move through the open doorway.
Look off to the left while heading toward the ladder in the corridor to
air duct on the lower portion of the left wall. Crawl through that air
Ada will enter a secret room with three --WOODEN CRATES-- in it, Break
all for some extra normal arrows then crawl back through the air duct.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE
[ ] Wooden Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
see an
duct.
them
OBJECTS
- - - -
NOTE: The room on the other side of the air duct is actually a room that Ada
can fall to from the next puzzle room . The hidden room is actually the failure
room. Since my readers constantly win, they will not land in this pit for
people that fail though.
Climb the ladder in the outside corridor.
CRYPT - PUZZLE AREA
Ada is now back in the middle room in between the puzzle rooms. The next chest
to be opened is the chest with the purple stone on it behind the bars to the
left. Walk over to the lever by the locked barred door off to the left and
pull the lever.
CRYPT - TRAP DOOR PUZZLE ROOM
Walk toward the door with the two purple lights on it in the
and use the X/A button to place the Simmons Family Ring item
will look toward the arch off to the left. Move toward that
hookshot button prompt. Hookshot up to the floor above then
Ada will climb up to the outside cemetery. Walk over to the grave with the red
marker on it and stand near the broken ladder to get a hookshot command while
Ada looks up. Hookshot to the walkway above. Run to the end of that walkway
to get another hookshot command. Hookshot to the next area. Ada will hookshot
then fall hop down into a hole.
NOTE: Players can hold the dash button then run against the hookshot areas to
have Ada automatically hookshot. It will automatically activate much like a
climbing or hopping command while dashing.
CRYPT - SKULL PUZZLE ROOM
Hop down to the floor below by hopping down whichever ledge of your choosing.
It seems that the camera wants Ada to walk over to that skull that it points at
since the damn thing won't turn around for me to see the rest of the room, so
walk over to the skull and examine it with the X/A button. A cutscene will
trigger.
--> Objective: Find the skull's pieces
Alright, it seems that two zombies wanted them some
skull of its red eye and gold tooth. Ada will have
Find the two --WOODEN BARRELS-- to the right of the
them.
- - - - - - - - - - - - - - - - - - - - - - - - - [ ] Wooden Barrels x 2
- - - - - - - - - - - - - - - - - - - - - - - - - -
The red-hooded zombie with the gold tooth is up the ladder in the back of the
room and the red-hooded zombie with the red eye is up the broken ladder above
the red marker on the floor. Step on the red marker to get a hookshot command
to hookshot up to it. It doesn't matter which zombie that Ada goes after
first. She needs to retrieve both the red eye and gold tooth though.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = RED EYE
CRYPT - SKULL PUZZLE ROOM
Stand on the red marker off to the left while facing away from the skull then
hookshot to the walkway above the broken ladder. A cutscene will trigger as
Ada moves down the corridor then she will fall into a hole below the floor.
CRYPT - TUNNEL TRAP
A spinning blade will activate behind Ada and she will have to crawl forward
(toward the screen) to escape it. The spinning blade will kill Ada instantly
if it hits her. It's best to tap the X/A button to crawl faster from the
beginning.
Ada will eventually have to turn to her left and two spitter zombies will be
crawling toward her. Kill them off fast before they spit. Use the assault
shotgun or the ammo box 50 and aim for their heads while shooting to kill them
quickly - crawl toward them while shooting. Try not to reload since the
spinning blade is right behind Ada.
A Whopper
block the
blast the
the usual
will duck down and get stuck in the end of the low tunnel. It will
way, so it must be killed. Quickly take out the assault shotgun and
Whopper while crawling toward it. It doesn't have as much health as
Whopper, so it will fall quickly. The red-hooded zombie with the red
The red-hooded zombie will have it's back turned to Ada. Shoot it to stun it
then knock it down. Try to head crush it to kill it instantly. Collect the
**SKULL'S RED EYE** after defeating the zombie. Break the two --WOODEN
BARRELS-- off to the left in the room with the red-hooded zombie.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrels x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The door in the room will open once the Skull's Red Eye has been taken. Move
through the doorway then break the three --WOODEN BARRELS-- against the wall of
the corridor ahead. Turn to the right and follow the corridor up the stairs
and then crawl through the air duct on the wall at the top. Ada will exit out
to a high ledge. Fall back down to the Skull Puzzle Room below by hopping off
the left side of the high ledge.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrels x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = GOLD TOOTH
CRYPT - SKULL PUZZLE ROOM
Climb the ladder across from the skull. Follow the corridor then break the
three --WOODEN BARRELS-- down the stairs ahead. The red-hooded zombie with the
gold tooth is standing near the doorway in the next room. The zombie can't be
hit from outside the room. Enter the room and a cutscene will trigger.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrels x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CRYPT - COFFIN STORAGE
Ada will get trapped in the room with a few zombies. One of the zombies will
be behind her when she starts, so move forward immediately after regaining
control of her. The zombie off to the left will have a stick of dynamite in
one of its hands. Ada can set him up for melee to kill or highly damage all
the other zombies with his dynamite.
Kill off the zombies in the room and both doors will unlock again. Climb over
the platforms that holds coffins in the middle of the room then leave through
the doorway on the other side to follow the red-hooded zombie with the gold
tooth.
CRYPT - DUNGEON
The red-hooded zombie with the gold tooth is standing right near the door on
the other side of the dungeon. When Ada moves toward him a cutscene will
trigger then several zombies will attack Ada from around the dungeon corridor.
It's good to allow the zombies to group and use an incendiary grenade to thin
them out a bit. Ada could also use a pipe bomb arrow. About half of the
zombies were armor.
A Shrieker will spawn in the back of the room, near the locked door, toward the
end of the wave of zombies. Kill off all the zombies then the barred door in
the back of the corridor will unlock. Move through the doorway and continue to
follow the zombie with the gold tooth.
CRYPT - DARK CORRIDOR
Run down the stairs and break the three --WOODEN BARRELS--. Enter the corridor
through the doorway to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrels x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The doorway in the back of Ada will seal off and zombies will step out from the
back of the corridor. All of these zombies are armored. The red-hooded zombie
with the gold tooth will attack Ada as well - he seems to have a bit more
health than the others but falls easily to a head crush ground melee.
Toss an incendiary grenade or use a pipe bomb arrow on the grouped zombies that
shuffle toward Ada from the back of the corridor to thin them out a bit. There
is a Shrieker that will rush forward and follow the zombie crowd then scream
and make the zombies more violent, so it's a good idea to kill off the first
few quickly. Collect the **SKULL'S GOLD TOOTH** from the red-hooded zombie
after the battle.
The doors will open after Ada kills off all the zombies and collects the
Skull's Gold Tooth. Run through the doorway at the end of the corridor. Move
up the stairs in the next corridor. Find the air duct off to the left at the
top of the stairs then crawl through it and drop back into the Skull Puzzle
Room from the high ledge that it leads out to.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
CRYPT - SKULL PUZZLE ROOM
Now that both skull pieces have been collected, stand in front of the skull to
the right of the locked door and use the X/A button to place the gold tooth and
the red eye back in place one at a time. The skull will open its mouth and the
door to the left will open.
CRYPT - EXIT CORRIDOR
Ada will exit back out into the Crypt Maze near the side with the fallen tree
and the two wooden barrels that were broken earlier. Move back over to the
locked door by making a left then a right down the corridor in front of Ada.
Stand by the door and use the X/A button to place the rest of the crests on the
locked door to make it slide to the side and reveal a ladder. Fall down the
ladder.
CRYPT - ALTAR ENTRANCE
Leon and Ada will drop below and land on a wooden platform with a wooden
walkway beside them that stretches downward. Helena will be on a wooden
walkway across from them. The bridge in the middle has been broken and the
three characters are now separated.
Watch for zombies along the way then dash down the walkway off to the right.
Drop from the end portion of the walkway and break the two --POTS-- near the
railing below. Move over to the rope on the left side of the wooden platform
with the pots then use the partner assist button to have Leon toss Ada over to
the rope. Leon will swing across along with Ada during the cutscene
afterwards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Break the --POT-- near the railing on the other side then follow the walkway as
it leads below and drop off the end of it. The Helena player will pass by Leon
and Ada off to the right as they hop over the gap in the walkway ahead. The
Helena player will fall to the area below the gap. There is a lever below the
gap that the Helena player can pull.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Leon and Ada need to hop across the gap to the next walkway above Helena then
fall to the next walkway below. Hop down to the next walkway and use the X/A
button to examine the wooden crate on the lift to the left (if you're playing
single player). Helena will pull the lever and make the lift with the wooden
crate rise. Use the partner assist button to toss Ada over to the rope behind
the lift. A cutscene will trigger and a boss battle will start afterwards. To
join up with Leon, Ada must leap off the high ledge that she lands on.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
BOSS BATTLE
- - - - - M U T A T E D D E B O R A H =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Pincher Strike - Deborah extends one of her side pincher arms to the side
of her then swings it to that side. This covers a wide range in front of the
area where Deborah swings. She can do this attack with both side pincher
arms.
o Body Crush - Deborah leaps into the air from a high platform then falls on a
character. She doesn't stretch out her pincher arms for this attack. The
whole time that she rolls on the ground, she can hit a character until she
gets up. If she falls directly on a character, she will impale that
character and the player will have to shake the left thumbstick to break
free.
o Pincher Crush - Deborah leaps into the air and spins then extends her
pinchers out of her back then slams all of them into the ground in front of
her. This attack has some good range and covers good bit of the area in
front of Deborah.
o Overhead Pincher Smash - Deborah extends out her side pincher arms then moves
forward and smashes her middle pincher arm into the floor.
------------------------------------------------------------------------------The true battle with Mutated Deborah will not start until after the cutscene
where Helena runs over to her. Following that cutscene, Deborah will start to
attack much more aggressively. Before the cutscene, she will only do her side
pincher swing and body crush, but after the cutscene, she will start to attack
with all her other moves. To get the cutscene with Helena to play, shoot at
Deborah from the start of the battle - it's best to use the shotgun. Just
stand below her while she is on the second floor ledge and blast her.
NOTE: Zombies will attack throughout this battle. They move out of one of the
two side corridors and hop over the gap to the circular platform. Kill the
zombies off for extra pickups.
Deborah follows a pattern of leaping to the circular walkway that extends above
the bottom area. She will leap down to the bottom floor then attack. She can
hit a character while falling - she actually targets a character before jumping
down. She will never stretch out her pincher arms until after she hits the
floor. She will not spread them out while hitting the floor from the high
walkway - this is a grab attack. If she falls directly on a player then
quickly shake the left thumbstick to break free while she impales the player.
Be sure to spin both thumbsticks to break out faster.
While Deborah is on the bottom floor, she will spread out three pincher arms
from her back and attack with them. She will perform a side swing with both
side arms that has some major range on whichever side she starts on. Watch for
her to hold one of her pincher arms to a side then quickly move away from that
side. Her pincher smash attack where she will rush forward with her top
pincher arm is much more of a close range attack yet it hits a wide area in
front of her. Deborah's jumping pincher crush is much the same way as her
ground overhead pincher smash. She will leap into the air then extend out her
pinchers and flatten whatever is directly in front of her - she will do that
when she leaps into the air from the bottom floor and her pinchers are NOT
already out.
Deborah's weak points are the three glowing portions on the top part of each
pincher appendage. Shoot these glowing portions to damage them and eventually
destroy each one. Once all three glowing areas have been destroyed the battle
will end.
There is another way to damage Deborah's pincher appendages without having to
shoot them. Whenever she is on the bottom floor or top floor, shoot her in the
body with the assault shotgun or sniper rifle Blasting her in the body will
eventually stun her. She will drop to the bottom floor and her top pincher
will move out of her back. It's best to use the assault shotgun to blast her
in the body - it stuns her very quickly and it's easy to hit her with it. Any
weapon can work so long as you hit Deborah in her body.
NOTE: With Ada, a pipe bomb arrow will instantly stun Deborah when the arrow
and explosion hits her body on normal difficulty.
Approach Deborah while she is stunned to get a melee button prompt. Press the
melee button to begin the melee sequence then prepare to press the X/A button
to hammer away at the glowing portion of her pincher. Directly after pressing
the X/A button to fill the QTE gauge that appears on the screen, prepare to
press the R1/RT button to finish off the melee and break her glowing area.
This can be done three times to destroy all three glowing areas on her
pinchers. Even though your character will always hit the top pincher, this
will destroy her other glowing areas as well. A real easy way to stun Deborah
to set up this melee attack sequence is to shoot one of the two TNT barrels on
the bottom floor below Deborah while she is on the top floor walkway above the
barrel. She will fall and be stunned.
NOTE: Instead of going through the melee sequence while Deborah is stunned, a
player can just equip the shotgun and blast the glowing portion of her pincher
arm to instantly destroy it.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
ALTAR CORRIDOR - PRIMITIVE ALTAR
After the cutscene, the characters will be broken up once again as they fall to
the floors below. Leon will be on a walkway by himself and Helena and Ada will
be on a walkway across from him.
=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA AND ADA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=
Helena will start on the same side as Ada. Break the four --POTS-- off to the
left. Both Helena and Ada need to use the X/A button to hop over to the
suspended mine cart across from the platform they are on.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Helena and Ada can provide cover fire to Leon as he moves down the surrounding
wooden walkways along the sides of the area. Don't shoot the zombies with
lanterns if Leon is near one. The zombies with lanterns can drop the lantern
and burn him. Don't go all out with your ammo to help out the Leon player it's not like a few zombies are that hard to break through on the way down the
wooden walkways.
NOTE: Be on the lookout for spitter zombies that spit toward the cart. They
can easily hit Helena and Ada at times. Shoot them when you see one.
The cart will lower past a circular platform then it will stop at the bottom.
Leon will rotate a crank that will move the cart near a walkway that he is
close to and then he will hop on the mine cart.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
ALTAR CORRIDOR - MINE CART
Once all three characters are in the mine cart a cutscene will trigger as it
starts moving along the tracks.
This part requires a player to dodge wooden overhangs that are stretched along
the path above the tracks. Tap the Square+X/X+A buttons at the same time when
the button prompt appears as the cart moves toward them in order to duck under
them. Players can just lay down in the cart by rolling or falling forward or
backward while holding the L1/LT button to duck the overhangs also. Ducking by
holding L1/LT and tapping the X/A button will work if it is timed well.
Obstacle List:
o 1 overhang
o 1 overhang
o 2 overhangs in a row
Deborah will appear in the distance and then she will hop over to the tracks
and wait for the cart. The cart will plow into her and she will hang onto the
front of the cart. The characters will fall as an overhang comes up, so there
is no need to use a button prompt to avoid it.
------------------------------------------------------------------ BOSS ATTACKS
o Pincher Swing - Deborah holds one side pincher arm forward to show the glow
on it - this part will not hit. She will do a full swing with the other arm
afterwards that can hit either low or high. She will mix up the arms that
she uses.
NOTE: When she shows the glowing portion of her LEFT pincher arm first (your
right) she will perform a right arm side swing afterwards that hits low. In
order to dodge this, roll forward THE SECOND that her left (your right)
pincher arm moves forward. In other words, she hits low with her right
pincher arm and you have to perform a forward roll and time it so your
character is invincible to her arm swing (during the roll). In order to time
it properly the character must roll BEFORE her right pincher arm swings. Her
left arm strike can be avoided by ducking or rolling - it will hit high.
o Pincher Stab - Deborah stabs downward with one of her pincher arms. This is
her only way of hitting a ducking character. Her targeting is usually poor
though.
------------------------------------------------------------------------------Deborah will be hanging off the front of the mine cart while it enters the next
tunnel. She can hit low with a pincher stab but she will often target one of
your partners instead of your character. She swings low when she swings her
right pincher arm - see the note in the move list on how to dodge that attack.
The best way to avoid Deborah's attacks to use forward rolls. Read the move
list info and take note of it. Watch her arms to know how quickly you should
roll. It's really best just to roll during each slap to play it safe in order
to prepare for a right arm swing. Laying down in the cart is bad since it
won't avoid all of her attacks, but it is possible to avoid both of her attacks
with luck by laying down. Don't attack her - there is no reason to. Attacking
her while she is on the cart is just a waste of ammo since she hops off after a
few attacks anyway.
Deborah will only perform two or three attacks before jumping away from the
cart. If she hits your character, restart and try to see if she will perform
two easier attacks to dodge the next time.
Deborah will hop onto the back of the cart after she hops away from the front.
She will perform two or three attacks while on the back. Be sure to tilt the
camera toward the back of the cart. The same rules for dodging her attacks
still apply to the second fight with her on the cart. Do not shoot her - focus
on dodging.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
While Leon, Helena and Ada are in the mine cart, shoot a total of five zombies
that are walking around near the tracks as the mine cart passes by them to
receive a medal at the end of the stage.
.----------.
MEDAL: Killed 5 zombies while in the minecart
| [ME168-2]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Shoot the drums
The camera will show a TNT barrel along the tracks ahead after Deborah jumps
off. Aim toward the TNT barrel and shoot it with a weapon to destroy the rocks
so the cart will keep going straight. If players fail this, the cart will fall
off the destroyed track to the right.
NOTE: If you die and continue from the barrel part, some --9MM AMMO-- will be
inside the cart. Awww, look at the developers making sure you don't get stuck!
--> Objective: Help Leon and Helena
The cart will veer off to the right eventually. A zombie with a lantern can be
seen down the left side of the tracks.
Obstacle List:
o 3 overhangs (close together, not exactly in a row)
o 2 TNT barrels off to the left (shoot them or allow the cart to hit them*)
o 1 overhang
* The TNT barrels will not damage a player if the cart hits them IF the
characters stay on the far right side of the cart.
Right before Deborah appears on the front of the cart, the cart will come upon
another TNT barrel up ahead. Shoot it early or allow the cart to hit it while
all characters stay in the very back of the cart in order to avoid taking
damage.
Deborah attacks the exact same way once again. She will only attack only one
time this time, so make that dodge count! A cutscene will trigger after she
attacks once.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON AND ADA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=
ALTAR CORRIDOR - PLATFORMS BELOW PRIMITIVE ALTAR
Leon and Ada will land on the wooden platform to the right of Deborah and
Helena. Ada will be hanging off the side of the wooden platform. The Leon
player needs to walk over to Ada and use the partner assist button to help her
up. Leon and Ada should grab the two pickups of --9MM AMMO-- off the wooden
platform and break the two --POTS--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Deborah needs to be damage a certain amount to finish her off during this part.
Hitting the top glowing portion of her pincher will instantly finish her off.
She has Helena cornered on the wooden platform below Leon and Ada. If Deborah
hits Helena with her pincher, the Helena player will die. In order to keep
Deborah from hitting Helena, blast her in her human body when she leans her
pincher arm back - this will cancel Deborah's attack multiple times. In order
to finish off Deborah, blast her in the glowing part of her pincher arm to
cancel her attack if you miss her glowing area. Deborah can also be finished
off by shooting her in her human body - this will take more shots though, but
if your aim is bad, shooting her body several times will defeat her.
NOTE: With Ada, two pipe bomb arrows that are shot at Deborah's body will
defeat her.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
ALTAR CORRIDOR - CAVE TUNNEL
Ada will start out in the Cave Tunnel above Leon and Helena after the cutscene.
Follow the tunnel ahead and break the three --POTS-- off to the left near the
open elevator. Step into the elevator and use the X/A button to press the
button inside to finish up this part of the chapter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_____________________________
_________________________________________________/ STAGE 2-3 -- UNDERGROUND LAB
------------------------------------------------------------------------------UNDERGROUND LAB - ELEVATOR CORRIDOR
descend to the lab floor and the doors will open. Break the
the corridor outside then open the door up ahead.
- - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There is a Whopper directly ahead and it will knock over the bars once it sees
Ada then charge her. Take out the crossbow and shoot the Whopper in the head
with normal arrows to kill it quickly. Shoot the body if you keep missing the
head - it won't take many more shots. Be sure to run around the Whopper when
it starts to charge Ada. All Whoppers in this area will drop --2500 SKILL
POINTS-- as usual.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
NOTE: This medal includes details for the areas up ahead, so be sure to read it
carefully.
During Ada, Chapter 2, after the Deborah fight, Ada will come upon an area with
several barred walls and a few Whoppers will attack in this area. The Whoppers
will knock over the barred walls if they dash toward the walls and hit them.
Allow the Whoppers to knock down a total of four walls in the area with barred
walls. Lure the Whoppers toward the walls then get out of the way of their ram
while they run toward a wall. It's best to get the attention of the Whopper
Supreme by shooting him before stepping into his area to make him automatically
break the walls in his area.
When Ada hookshots up to walkway above, another Whopper will attack her. Move
on ahead and a Napad will break through a wall up ahead - this is another wall
that is broken. Further ahead, another Napad will break through another wall.
This should be six walls by now. While still in the area with the two Napads
that break the walls, before jumping down into the water, allow the Napads to
break the three doors along the corridor that leads to the water that Ada needs
to drop to. The Napads can break the doors with any of their attacks. The
three doors will count as three "walls".
In the lab area, Napads will bust out of Chrysalids. Allow the Napads in that
room to break the double doors that lead back to the room with the lift (this
is across from the exit door) by leading them toward doors then get them to
attack the doors and break them.
Breakable Walls List:
o
o
o
o
o
4
1
1
3
1
.--------.
MEDAL: Had 10 walls broken down by enemies
| [ME169]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - NOTE: There is a transformer against the bars on the far left side of this area
that can be shot to damage Whoppers - lure the Whoppers over to it and shoot it
to damage them. This transformer is near the exit door.
Move forward and break the --WOODEN CRATE-- near the stack of big wooden crates
to the left. There is a Whopper Supreme behind the bars to the side. Slide
under the hole in the bars and kill off the Whopper Supreme with normal arrows
from the crossbow. Since he is a Supreme, he does have more health, so try to
shoot him in the head. Run around the cage area to dodge his charge attacks.
Pick up the **LABORATORY KEY** from the dead scientist body then break the two
--TALL CRATES-- near the stacked wooden crates. Exit the area and step through
the opening in the bars outside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1, [ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Run directly to the right and break the three --TALL CRATES-- above the stairs
next to the water. A Whopper will move through the water below the stairs then
rush up the stairs and charge Ada. Take out the crossbow and fire normal
arrows at him to kill him quickly.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Ada, Chapter 2
[SE67]
Location: Underground Lab - Holding Area
After stepping out of the elevator at the start of the Underground Lab area,
Ada will enter a Holding Area where she will fight two Whoppers and a Whopper
Supreme. Work your way to the far left side of the area and break the three
tall crates on that side then look off the stairs above the water to the right
to see a serpent emblem beside the railing that hangs over the water. Shoot it
from a distance.
*******************************************************************************
Break the --WOODEN CRATE-- on the large wooden crate near the transformer then
break the --TALL CRATE-- further ahead. Use the laboratory key to open the
locked metal door at the other end of the barred area. Move to the far right
side of the walkway to get a hookshot command as the camera rotates upward.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1, [ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - UNDERGROUND LAB - ENEMY CORRIDOR
A Whopper Supreme will fall from the ceiling above the hatch to the left
eventually. Step away from the hatch and equip the crossbow with normal arrows
to prepare for his arrival.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Examine the hatch (dust chute opening) to the left after pulling up to the
walkway from the Holding Area for some extra dialogue about Leon.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Follow the walkway to the right and break the two --TALL CRATES-- along the
side. A Napad will bust through the doors of the room directly ahead. The
Napad will dash toward Ada, so be ready to step to the side to avoid him.
Ada's normal arrows, pipe bombs arrows and assault shotgun all work well for
defeating him. The assault shotgun works the best when at close range and
using pipe bomb arrows to blow off its shells then shoot its weak point with
normal arrows can work well for long range. Try to break the shell off its
back then blast it in the weak point on its back (pink area) to damage the
Napad badly. The Napad will drop --1500 SKILL POINTS-- once defeated just like
all Napads in this area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Ada, Chapter 2
Location: Underground Lab - Enemy Corridor
Contents: 4000 skill points
After Ada hookshots out of the Holding Area where she fights many Whoppers that
are behind barred walls, she will fight another Whopper Supreme that falls from
a ledge above a nearby dust chute. Kill the Whopper Supreme then move along
the walkway ahead and a Napad will bust through the double doors on the wall up
ahead. Dodge the Napad's dashing ram then kill it and enter the room that it
was in to find a chest. Open the chest to find 4000 skill points inside.
*******************************************************************************
Follow the corridor to the right. Break the --TALL CRATE-- before entering the
corridor to the left. While walking toward the doors in the back of the
corridor, a Napad will bust through the double doors directly ahead. Move to
the side as it dashes forward then kill it. Go through the doorway where the
Napad came from then hop off the ledge up ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - UNDERGROUND LAB - WATER CHAMBER
Ada will land in some shallow water in a corridor below. Break the two --TALL
CRATES-- off to the left near the iron bars.
******************************** SERPENT EMBLEM *******************************
Campaign: Ada, Chapter 2
[SE68]
Location: Underground Lab - Water Chamber
Ada will run into two Napads that will bust through doors while in the Enemy
Corridor of the Underground Lab. After the second Napad busts through the
second set of double doors while stepping down a corridor, Ada will have to
drop to a corridor with shallow water. There will be two breakable tall crates
to her left. Turn around after falling and there is a serpent emblem on the
wall behind her.
*******************************************************************************
Follow the corridor to the end and slide or crawl up under the iron bars. Walk
toward the crates in the water and the camera will rotate upwards toward a red
light and a hookshot button prompt command will appear. Hookshot to the top
floor walkway.
Search around the top walkway to find three --TALL CRATES-- and four --WOODEN
CRATES--. They all near the corners of the walkway. Keep in mind that there
are transformers in this room and they can help out for the Napads that Ada
will fight up ahead. Enter the Specimen Lab through the open doorway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Examine the single lever and double levers near the door by the two
Chrysalids for some extra dialogue from Ada.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3, [ ] Wooden Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - UNDERGROUND LAB - SPECIMEN LAB
Many Chrysalids are still in this lab area. Break the --TALL CRATE-- off to
the right after moving up the stairs. There is another --TALL CRATE-- and a
--WOODEN CRATE-- near the doorway on the other side of the room. In the next
corridor of the Specimen Lab there are three --TALL CRATES-- and two --WOODEN
CRATES-- in the room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 3, [ ] Tall Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Eliminate all enemies
The Chrysalid on the nearby table will start hatching into a Napad and the room
will lock down until all the dangers inside have been disposed of. Ada will
fight a total of five Napads in this room.
Once the first Napad is defeated, move to the back of the corridor and a Napad
will ram through the double doors in the back of the room. A player can use
this chance to take the battle onto the upper walkway of the Water Chamber
where the Napads can be lured toward transformers and the transformers can be
shot in order to damage them with electricity. A transformer's electricity
will instantly stun a Napad.
Two Napads will attack during the third wave. One will break out of a
Chrysalid in the Water Chamber and another will break out of a Chrysalid in the
first corridor of the lab (near stairs) - it's good to use pipe bomb arrows for
the two Napads since the explosion will spread damage in between the two if
they are grouped. During the fourth wave, one Napad will break out of a
Chrysalid in the first corridor of the lab. Ada will mention that she wonders
how many more there are once the two Napads are defeated. Once the fifth Napad
is defeated, the door in the back of the lab will unlock. Exit the lab and
step into the next corridor.
UNDERGROUND LAB - CORRIDOR OUTSIDE OPERATING ROOM
Follow the corridor to the open room at the end. Enter the laboratory.
UNDERGROUND LAB - C-VIRUS TESTING ROOM
Step toward the back of the room to trigger a cutscene that will end this
chapter.
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__ _
//_\\ / _` | / _` | /
ADA CAMPAIGN
\ \ \/ \/ // _ \ | '_ \ / _` |
/ _ \| (_| || (_| | \________________________/ \ /\ /| (_) || | | || (_| |
\_/ \_/ \__,_| \__,_| /
\ \/ \/ \___/ |_| |_| \__, |
\_______________________________________________________________________ |___//
/
\
-- RANKING REQUIREMENTS
ADA, CHAPTER 3
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 45 minutes or less | 40 enemies or more |
| B
| 60%
| 5
| 70 minutes
| 30 enemies
|
| C
| 50%
| 9
| 100 minutes
| 20 enemies
|
| D
| 49% or less | 10 or more| 101 minutes or more | 19 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK
|
|==============================================================|
| RANK
| A
| B
| C
| D
|
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE
|
|=============================================================================|
| RANK
| S
| A
| B
| C
| D
| E
|
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[AW03]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - C H A P T E R 3 - A N O T H E R N I G H T O N T H E T O W N
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - June 30, 2013
Waiyip, China
___________________________________
___________________________________________/ STAGE 3-1 -- TENEMENT - BIN STREET
------------------------------------------------------------------------------TENEMENT - RUINS OF TENEMENT BUILDING
Chris' memory just returned at this point and he's like a raging gorilla now,
so Ada had best stay out of his way or he'll smack her with tree branch by
mistake. Ada will start out in the ruins of the Tenement building that was
bombed at the end of Chris' chapter 1 mission. Move out into the alley ahead.
There is nothing special (items, breakable objects, etc) back in the building.
POISAWAN - ALLEY
Follow the alley all the way to the playground area. Just like Chris and Piers
in their chapter 3 campaign, players can get a medal at the end of the chapter
for activating the hidden animation in the playground area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Ada can stand at the top of the yellow slide in the playground area to get a
special X/A button prompt while standing at the top. The command will keep
appearing at the top of the slide.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Stand at the top of the yellow slide and activate the action command to slide
down the slide to gain an extra medal at the end of this chapter.
.----------.
MEDAL: Slid down the slide
| [ME152-2]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - There are no items or breakable objects in the playground area. Ada will go a
different way than Chris and Piers. Hop on top of the long crate off to the
left while facing the red exit gate - it has a red, white and blue flag
covering it. Stand against the fence behind it then climb up to the BSAA
vehicle past the fence to get a hookshot command. Hookshot to the street past
the fence.
POISAWAN - PARK
Ada will land in a park area with a tree in the middle. Two J'avo are up
ahead. Immediately run toward the J'avo and they will perform a special
attack. The one in the back will hop over the other's shoulders and jump then
attack with his sword. If Ada runs directly toward the one in front, she will
get a melee command, so quickly use that chance to knock the front J'avo down.
Knock them both down then crush their heads with a ground melee.
NOTE: Ada's normal arrows work very well for normal J'avo in this area since
they mutate at times. Blast the J'avo in their head with a normal arrow to
Two Ruka-SRP (blade arms) will run toward Ada when she exits out into the
street. These have the possibility of mutating into a Glava-Begunats. Shoot
them in head with a normal arrow or knock them to the ground with a melee then
head crush them. Follow the street ahead after the battle.
This street has many breakable objects and item pickups on it. Before getting
to the stands there is a --TALL CRATE-- near the white and red blockades to the
left. There is another --TALL CRATE-- on the right side of the street near a
fruit store. Two J'avo will attack after a cutscene as Ada moves forward.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Check the stand with the paper fans surrounding it to find --50 SKILL POINTS-lying on the table. There are --NORMAL ARROWS-- on the right side of that same
table. Break the --TALL CRATE-- behind the next stand to the right. Move to
the front of that same stand to find two pickups of --100 SKILL POINTS-- on the
table with the dead body in front of it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Arrows (Normal)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Ada, Chapter 3
[SE69]
Location: Poisawan - Market Street
After hookshoting away from a playground, Ada will step out onto a street where
she will fight two Ruka-SRPs (blade arm). She will fight two more J'avo while
moving ahead. Follow the street directly ahead of Ada. The last stand to the
left has some Chinese paper fans hanging inside of it. On the right side there
are rows of ties hanging from the top. There is a serpent emblem in between
the hanging ties. It blends in really well. Shoot it while standing near it.
*******************************************************************************
Find the corridor in between the stands off to the left. There is a dead body
off to the right down this corridor. Break the --TALL CRATE-- off to the left
past the body. Two J'avo with swords will attack from off to the right while
moving ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Pick up the --PIPE BOMB ARROWS-- from the blue container in the first stand to
the right. There is a --TALL CRATE-- in the first stand to the left. Find the
second stand to the right with the body in front of it then collect the --FIRST
AID SPRAY-- from off the table by the stacked red and white containers. There
is a door off to the left in the back of the street, but pick up the --9MM
AMMO-- off the table to the left before opening the door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Arrows (Pipe Bomb), [ ] 9MM Ammo, [ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - POISAWAN - EMPTY STORE
Starting in this area, any J'avo can form a Chrysalid and mutate into a
Strelats once defeated. To lessen the odds of having a Chrysalid mutation, try
to destroy the J'avo's head with a normal crossbow arrow or knock them to the
ground and perform a ground melee head crush.
Two J'avo with machine guns will attack in the store. Try to crush their heads
to avoid Chysalid mutations or prepare to fight a Strelats. If Ada has to
fight a Strelats, blast it with normal arrows or pipe bomb arrows with the
crossbow. Normal arrows and quick shots with the sniper rifle can knock it
down easily. The assault shotgun can work well from close range also. Open
the door on the right side of the store after dealing with the J'avo.
POISAWAN - STREET
Break the two --TALL CRATES-- and the --WOODEN CRATE-- against the left wall of
the corridor ahead. The first tall crate always has two item pickups inside of
it for some reason.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A cutscene with a J'avo chasing civilians will play and then the J'avo with the
machine gun that chased the civilians will attack Ada after the cutscene. Kill
him off then move to the other side of the stands off to the right and break
the --TALL CRATE-- on that side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Ada, Chapter 3
[SE70]
Location: Poisawan - Blocked Street
Ada will enter a building at the end of the Market Street then she will exit
out of the building and step out onto the other side of the street. A cutscene
will play where a J'avo will chase civilians then he will attack afterwards.
After killing the J'avo move to the right side of the green stands by stepping
through the opening along that side then look at the red road block in the back
of the street to see a serpent emblem in the left circular indention on that
road block.
*******************************************************************************
Back out on the main street, pick up the --NORMAL ARROWS-- on the white
container in the stand area to the left. There is also a --300 SKILL POINTS-pickup on the table on the right side of that stand. A Strelats will hatch out
of a Chrysalid up ahead and a J'avo with a sword will attack as well. Use pipe
arrows or normal arrows to finish off the Strelats and pick up the usual --1000
SKILL POINTS-- it will leave behind.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Arrows (Normal)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Check the next two stands to find --12-GAUGE SHELLS-- on a blue container in
the left stand and --9MM AMMO-- on the green table in the right stand. A J'avo
with a heavy machine gun is out in the street to the right up ahead. He can
form a Chrysalid and hatch into a Strelats. The Chrysalid near him can hatch
into a Strelats as well. These do not have to be fought since the exit is so
close.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 12-Gauge Shells, [ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Break the two --TALL CRATES-- near each set of stacked boxes to the right and
left of the J'avo then move toward the roadblocks behind where the J'avo was
and hop over them. Ada will get a hookshot command while on the other side.
Hookshot out of the area to leave.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_______________________________
_______________________________________________/ STAGE 3-2 -- SHOPPING DISTRICT
------------------------------------------------------------------------------SHOPPING DISTRICT - STREET
o Run along the metal bridge as it moves to the right then turn left
o Hop over the low sign then slide under the next sign
o Hop to the metal bridge (a cutscene will take over from here)
SHOPPING DISTRICT - ALLEY
There are several zombies on the bottom floor of this area below Ada. Ada will
start out on one of the many stands around the area. Climb the ladder up ahead
and move along the walkway. Players can go ahead and start killing the zombies
on the floor below. It really doesn't matter if Ada kills them now or not, but
Ada can kill them before picking up the key item below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Ada is about to fight Ubistvo in the Marketplace. During the fight, allow
Ubistvo to kill off ALL the crawling zombies in the area (the zombies during
the fight with Ubistvo) to receive a medal at the end of the chapter. Do not
kill any crawling zombies yourself and do not kill the zombie that attacks
after picking up the key. Lure Ubistvo toward the crawling zombies and let him
kill them with his attacks. The zombies that are in the area when Ada first
gets to the marketplace area do not count toward this medal, so they can be
killed off (standing zombies).
.--------.
MEDAL: Used a B.O.W.s attacks to kill all zombies in the area
| [ME170]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Drop below and start to kill off the zombies. Don't use incendiary grenades or
hand grenades for the crowds of zombies yet. Blast them with the shotgun if
they ever pile up too much. Ada will need incendiary grenades, hand grenades
and pipe bomb arrows for an upcoming battle. Find the --GREEN HERB-- on the
table along the left side of the marketplace area. There are two --TALL
CRATES-- in the back of the area near the locked door. There are three more
--TALL CRATES-- behind a roadblock on the right side of the area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Ada, Chapter 3
Location: Shopping District - Marketplace
Contents: 2000 skill points
When Ada escapes from Ubistvo (chainsaw J'avo) for the first time, she will
enter an alley and then a marketplace area with several zombies. There is a
brown chest in the back left portion of the area (to the left of the key).
Open the chest and grab the 2000 skill points inside.
*******************************************************************************
There is a dead Lepotitsa up ahead. Pick up the **BACK STREET KEY** from the
body by the red door. The dead body will reanimate and become a zombie. Pfft,
please. Pulverize that zombie. Try to open the door after mutilating the
Be sure to keep your distance from Ubistvo. Don't reload much while in close
range to him. If he ever starts to swing wildly, GET AWAY FROM HIM before he
can hit Ada. Don't ever stay near him for long if he starts to swing. It's
easy to get hit by him if players reload near him or fight zombies around him.
It's best to unload on Ubistvo to make this battle short. If the battle
continues to carry on, zombies will continue to spawn throughout the area. The
zombies are really the main problem with this battle, so end it fast to make
them stop spawning.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
Once the battle is over, collect the **BACK STREET KEY** from Ubistvo's body.
--> Objective: Head for mission objective
Use the key to unlock the red door in the back of the marketplace. Open the
door then move into the next alley.
SHOPPING DISTRICT - MARKETPLACE ALLEY
Run toward the stacked wooden crates and Ada will look up toward the pink neon
sign above and get a hookshot command. Hookshot to the next area.
Ada will land on a wooden
follow the wooden walkway
approaches.
- - - - - - - - - - - - [ ] Tall Crate x 1
- - - - - - - - - - - - -
ends of the bus and hookshot away from him like before. The bus will stop once
again and then start to move afterwards. Keep dodging Ubistvo until a cutscene
plays.
SHOPPING DISTRICT - TRAIN TRACKS
Move toward the hatch in the ceiling of the train to get a hookshot command.
Hookshot to the top of the train. Ada will see an airplane fly by and crash in
the distance. That must be a rookie pilot or something. Wait for a cutscene
to trigger.
RAILROAD AREA - OUTSIDE APARTMENT BUILDING
Ada will fall to the outside portion of an apartment building. Turn around and
enter the building through the open doorway.
RAILROAD AREA - APARTMENT BUILDING
Break the three --TALL CRATES-- to the right and the --TALL CRATE-- on the
stairs below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Ada, Chapter 3
[SE72]
Location: Railroad Area - Apartment Building
After Ada battles Ubistvo (chainsaw J'avo) on the train tracks, she will hop
aboard a train. She will eventually hookshot off the train and land near an
apartment building. Enter the apartment building and move toward the stairs off
to the right then go down. The stairs are blocked by a large wooden crate.
Look to the right side of the area behind the crate to see a serpent emblem.
Take out the ammo box and aim at it then blast it.
*******************************************************************************
Move up the stairs ahead then
CRATE-- near the table off to
- - - - - - - - - - - - - - [ ] Tall Crate x 1
- - - - - - - - - - - - - - -
It's time for Ada to take on the role of Sniper Wolf for this next part. If
Ada can kill off more enemies (J'avo) than Jake and Sherry, the player will get
a medal for doing so. Other than the medal, there is little reason to attack
during this segment for the most part. Noga-Let (winged J'avo) mutations will
sometimes fly toward Ada, but that is the only way she can get hit. There are
portions of this fight where Ada is required to help out though.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Kill off more enemies than Jake and Sherry in the Stilt Housing Area to get a
medal at the end of the chapter. Shoot the J'avo, Noga-Lets and other J'avo
mutations to rack up kills. Ada must use the sniper rifle to kill enemies for
the most part.
.--------.
MEDAL: Killed more enemies than Jake and Sherry (2)
| [ME171]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Help Jake and Sherry
NOTE: Jake and Sherry will start to get attacked by Ubistvo once they make it
to the submerged pagoda building. It's best to wait until Ada is on the second
set of steel girders (above the building) before helping out. This part is not
timed.
Drop from either ledge directly ahead or to the right. Break the --VASE-- off
to the right. Hop over to the suspended stack of steel girders then run across
them and leap to the next platform. After passing by the fans to the right,
there is a --WOODEN CRATE-- in the next alcove. Step toward the red board to
the left to get a hookshot command. Hookshot to the middle platform.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Vase x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Break the three --TALL CRATES-- to the left up ahead. Stand on the red boards
off to the right to get a hookshot command. Hookshot to the wooden walkway
beside the crane. Hop across the gap to the left and follow the walkway
forward and then to the right. Leap across the gap to the next walkway. Jump
to the stack of suspended steel girders. There are five --WOODEN CRATES-- and
one --TALL CRATE-- on the stack of steel girders.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 4, [ ] Wooden Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Now that Ada is on the steel girders above Jake and Sherry, it's time to help
them out a bit. Shooting the J'avo below can help to get Ada a medal for
killing more enemies than Jake and Sherry, but other than that, killing extra
J'avo is not needed. Only shoot Noga-Lets (winged J'avo) that fly toward Ada.
Ubistvo must be damaged by Ada to make this battle progress. Aim down at
Ubistvo with the sniper rifle and try to shoot him anywhere. He's so far away
that it's hard to aim for just his head or chainsaw. He should fly against a
sign and get electrified after Ada hits him.
NOTE: Jake and Sherry will now move down the river on a boat. They will get
attacked by Ubistvo along the way. He will fight them while the boat is above
a stack of steel girders. Ada does not need to shoot him, but she must help
out Jake and Sherry by dropping some steel girders on Ubistvo via a button
prompt command from the crane tower.
Move to the far
Hookshot to the
the walkway and
of steel girder
Ada will now be on top of the crane. Ada does not need to help Jake and Sherry
with Ubistvo for this part. Eventually a cutscene will play and players will
get a X/A button prompt command while standing on the crane tower. Press the
button at that time to drop some steel girders on Ubistvo.
The crane will rotate to the side after the cutscene. Move against the walkway
with no railing to get a command to hop off the crane. Eventually a cutscene
will play where Sherry will get attacked by Ubistvo on the boat below Ada.
Stand near the railing and prepare to press the X/A button right after all the
speech in order to save Sherry. BE PREPARED to tap the button or Sherry will
die. You only have a few seconds to tap the button and Ada must be near the
wooden railing to get the command. A cutscene will trigger.
Fall off the current platform by turning around and moving toward the red board
off to the left to get a button prompt to fall. Move toward the red board at
the end of the corridor below to get a hookshot command. Hookshot to the next
walkway then follow it to the end to get another hookshot command. Hookshot
once again then Ada will see a speedboat below while moving along the walkway.
Hop off the ledge to Ada's right.
Fall down the ladder to reach the dock. Run toward the speedboat and use the
X/A button to get on to trigger a cutscene that will end this chapter.
___
___
___
___
___
___
___
___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ _
_
__
__
\
/_\
__| | __ _ \________________________/ / / /\ \ \ ___ _ __
__ _
//_\\ / _` | / _` | /
ADA CAMPAIGN
\ \ \/ \/ // _ \ | '_ \ / _` |
/ _ \| (_| || (_| | \________________________/ \ /\ /| (_) || | | || (_| |
\_/ \_/ \__,_| \__,_| /
\ \/ \/ \___/ |_| |_| \__, |
\_______________________________________________________________________ |___//
/
\
-- RANKING REQUIREMENTS
ADA, CHAPTER 4
.-----------------------------------------------------------------------------.
| RANK | ACCURACY
| DEATHS
| CLEAR TIME
| ENEMIES ROUTED
|
|=============================================================================|
| A
| 70% or more | 2 or less | 50 minutes or less | 15 enemies or more |
| B
| 60%
| 3
| 65 minutes
| 10 enemies
|
| C
| 50%
| 5
| 85 minutes
| 5 enemies
|
| D
| 49% or less | 6 or more | 84 minutes or more | 4 enemies or less
|
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK
|
|==============================================================|
| RANK
| A
| B
| C
| D
|
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE
|
|=============================================================================|
| RANK
| S
| A
| B
| C
| D
| E
|
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[AW04]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - C H A P T E R 4 - W H E N B O Y S P L A Y R O U G H
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - June 30, 2013
Waiyip, China
____________________________
__________________________________________________/ STAGE 4-1 -- FORWARD HANGAR
------------------------------------------------------------------------------HANGAR - CORRIDOR TO HANGAR DECK
Stay behind the engine pipes to the left. There is a J'avo behind the pipes by
the door off to the left. Wait for him to walk toward your area then, when he
starts to walk away, run behind him and hit him with a stealth melee to kill
him. Enter the next corridor through the doorway to the right.
HANGAR - PASSAGE
There is a J'avo in the corridor directly down the hall ahead. He will pace up
and down that corridor. When he turns to walk back into the corridor, run down
the hall then hide behind the wall that he passes by. Wait for him to turn
again then run behind him and kill him with a stealth melee.
CONTROL PANEL CORRIDOR
Run forward and examine the control panel with the three blinking lights to the
left of the locked door. The door requires three separate passcodes in order
to open it. Go figure, right? Well, you've done this part in Chris' game and
Ada's part is only slightly different.
--> Objective: Get all the passcodes
Run back to the wall near the Passage that Ada just exited from and take cover
behind it. Wait for a J'avo with green eyes on his mask to walk out from the
door in the back of the corridor to the right. He will move out of the doorway
then walk forward and stand then turn back around. When he turns, run behind
him and hit him with a stealth melee to kill him. A card will drop out of his
pocket soon. Collect **PASSCODE A** from the floor near him.
A Rasklapanje will fall from the overhead vent. Just like in all other
campaigns, it's up to you whether to kill them or not. A Rasklapanje's body
will constantly revive but they will drop items, so it isn't necessarily bad to
kill them. If Ada has a bunch of normal arrows, those will help out a bunch
for this section. An arrow will knock a whole Rasklapanje in half and knock
out the torso with one arrow and the legs with two arrows. Normal arrows are
incredibly useful for Rasklapanje. The sniper rifle and assault shotgun can
work well, but it will take more shots to kill them with those weapons.
NOTE: Be sure to save about 7-10 normal arrows for the next area after this
hangar part. Stealth is needed for the next area and only normal arrows give
Ada the option of stealth from a distance.
HANGAR - CORRIDOR
Open the door QUIETLY and move down the stairs to the area below.
NOTE: Players can sneak through this next part if Ada uses the crossbow with
normal arrows and manage to stay out of the view of the Neo-Umbrella J'avo that
move up and down the corridors. If the Neo-Umbrella J'avo see Ada, they will
attack her in groups every now and then. It's not too big of a deal if they
see you. There are only a few Neo-Umbrella guards and they are marked with red
diamonds on the screen.
The following is a fully labeled map of the rest of the surrounding area. Be
sure to use it for the maze of corridor ahead. A player starts at the "START"
area while on the stairs after getting Passcode A from the room above:
____________________________________________________________
|
stairs
|
| _________________________
_________________________ |
| |
| |
| |
| | ___________________ | |____________________
| |
___| | |
BC
WC | | |
|
|
| |
|
| |
SP2
| | | WC PASS B |
|
| |
|
| |
_______| | |
|
|
| |
|
|__|_ ____ |
| |
|
|
| |
|
| |_______ | ___________|________|
| |
| ___________
| |TC FAS | | |
| |
| |TC
| |__________|__| |_______________
__ | |__________
| |
|
locked door <|
| |P | | |
IG |
| | ________|______________ _________________ | |A | |
|
| |
|
| ^| |
WC | | |S | | |__________|
| |
|_______| ^| |
| | |S | | |
|
| |
SP1
|
^| |
| | _| |__|
|
| |
|
____ ^|__|
| | C
| |__________|
| |__________ ____| | locked door
|__|__|______ |
WC |
|
|
|
IG
|
| _____________________|
|____________| |__________|
| |
|
| |
_| |
|
____________| |__________
|
|
|
| |
|
|
|
WC
|
|
WC
WC |
|
|
|____________| |__________|
|
|
WC |
WC
| |
|
|_____________________|______________ ____________________| |
|
locked door <|
|
|__ _____________________________________________________________|
START
.--------------------------------------------------------------------------.
| MAP ABREVIATIONS
|
|==========================================================================|
| PASS B
| Passcode B
|
| PASS C
| Passcode C
|
| BC
| Bear Commander (Assault Rifle weapon)
|
| SP1
| 2000 Skill Points
|
| SP2
| 5000 Skill Points
|
| IG
| Incendiary Grenade
|
| FAS
| First Aid Spray
|
| TC
| Tall Crate (Item Crate)
|
| WC
| Wooden Crate (Item Crate)
|
| Locked door < | door that is locked from left side (unlocked from right) |
| Locked door ^ | door that is locked from above (unlocked from below)
|
'--------------------------------------------------------------------------'
This map shows the directions that I take when describing the next few rooms.
It shows the exact path that I describe basically.
____________________________________________________________
|
^ > > > > > > > > > > > > > > |
| _________________________ ^ _________________________ v |
| |
| ^|
|v |
| | ___________________ | ^|____________________
|v |
___| | |
BC
WC | | ^|
|
|
|v |
|
| |
SP2
| | ^| WC PASS B |
|
|v |
|
| | ^
_______| | ^|
|
|
|v |
|
|__|_ ^ ____ |
| ^|> > > > > |
|
|v |
| ^> > > > > ^ > > | |_______ | > ___________|________|
|v |
| ^ ___________ v | |TC FAS | | ^|
|v |
| ^|TC
| v |__________|__| ^|_______________
__ |v |__________
| ^|
| v > > > > > > > > ^
| |P | |v |
|
| ^| ________|_____________
________________ | |A | |v > > > IG |
| ^|
|
| | |
WC | | |S | |v |__________|
| ^|
|_______| | |
| | |S | |v |
|
| ^|
SP1
| > > > v| |
| | _| |__|v
|
| ^|
^
| ^ ____ v|__|
| | C < < v |__________|
| ^|__________ ^ ____| ^ |
v
|__|__|______|v |
WC |
| ^> > > > > > ^ > > > ^ |
v
|
IG < v > > >
|
| ^ _____________________|
|____________|v |__________|
| ^|
|
|v |
_| ^|
|
____________|v |__________
| ^| ^ > > > > >
|
|v |
|
| ^| ^
WC
|
|
WC < v > > > WC |
| > > >
|
|____________|v |__________|
| ^|
WC |
WC
|v |
| ^|_____________________|______________ ____________________|v |
| ^ EXIT < < < < < < < < < < < < < < < < < < < < < < < < < < v |
|__ ^ _____________________________________________________________|
START
If you choose stealth, there is one J'avo guard down the corridor across from
the stairs and one Neo-Umbrella guard down the corridor to the right after
stepping off the stairs - sneak behind them and kill them both. Enter the
Kitchen through the first door to the right.
HANGAR - KITCHEN
There are two --WOODEN CRATES-- on the surrounding shelves and counters of the
kitchen near the microwave. Break them both. The Cafeteria cannot be entered
through the Kitchen since the door at the other end of the Kitchen is broken.
Run back out of the Kitchen.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - HANGAR - CORRIDOR
While standing in the doorway of the Kitchen, run into the hall to the right.
There is a Neo-Umbrella guard that paces up and down the first corridor to the
right. Wait for him to move toward your side of the corridor then let him turn
his back and then run behind him and stealth melee kill him. Open the first
room to the left.
HANGAR - GUEST ROOM 1
Run over to the briefcase on the table and open it then collect the --2000
SKILL POINTS-- from inside. There is a --TALL CRATE-- in the corner next to
the restroom in the back of the Guest Room. Exit the room afterwards
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Ada, Chapter 4
Location: Hangar - Guest Room 1
Contents: 2000 skill points
Once Ada collects Passcode A then moves down the stairs behind the doorway to
the right, kill off the J'avo in the area then move down the corridor directly
ahead and turn right to move down the next corridor. The corridor to the right
has a J'avo guard down it as well. Enter the first room to the left and check
the table. There is a briefcase on it that contains 2000 skill points.
*******************************************************************************
HANGAR - CORRIDOR
While standing in the doorway of Guest Room 1, move down the left corridor then
open the first door to the right. Ada will enter the Cafeteria.
HANGAR - CAFETERIA
Break both of the --WOODEN CRATES-- in the Cafeteria. Leave the room through
the same door that Ada entered the room from.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
HANGAR - CORRIDOR
While standing in the door to the Cafeteria, run back down the corridor to the
left and step all the way out to the long corridor. Make a right then find the
room with the blue light up ahead. Enter the first corridor off to the right
after stepping into the area with blue light. Open the first door to the left
and step into Guest Room 2.
HANGAR - GUEST ROOM 2
Open the briefcase to find --5000 SKILL POINTS-- then take the ++BEAR
COMMANDER++ assault rifle from off the table next to the briefcase. There is a
--WOODEN CRATE-- on sofa near the table. Check the restroom in the back of the
room and snatch the --FIRST AID SRAY-- from off the sink and break the --TALL
CRATE-- in the stall inside. Exit the room after collecting the goodies
inside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++BEAR COMMANDER++, [ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Ada, Chapter 4
Location: Hangar - Guest Room 1
Contents: 5000 skill points
Once Ada collects Passcode A then moves down the stairs behind the doorway to
the right, kill off the J'avo in the area then move down the corridor directly
ahead and follow the corridor. Step into the area with the blue light then
move down the first right corridor. Open the first door to the left to enter
Guest Room 2. There is a briefcase on the table inside that has 5000 skill
points inside.
*******************************************************************************
HANGAR - CORRIDOR
While standing in the doorway of Guest Room 2, move down the left corridor.
Follow the corridor then make a left and step into the next corridor. There is
a door to the right, but a Neo-Umbrella guard is behind it. Watch the red
diamond that targets him and make sure that he walks away from Ada then quietly
open the door.
HANGAR - EXAMINATION ROOM
Run behind the Neo-Umbrella guard with green eyes then stealth melee kill him.
Pick up **PASSCODE B** from his body. A Rasklapanje will move up from the air
duct and eat the passcode then sink back down into the air duct. The best way
to get this passcode back is to stand in the current room and wait for the
Rasklapanje to respawn then shoot him to knock him out and grab **PASSCODE B**
once again.
Ada cannot open the double doors to the
Break the --WOODEN CRATE-- on the table
- - - - - - - - - - - - - - - - - - - [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - HANGAR - CORRIDOR
While in the doorway of the Examination Room, move to the right and follow that
corridor. There is a dead body at the end of the corridor. Run down the
corridor down the stairs to the right. Turn right at the corner then move
ahead and a cutscene will activate. Quickly tap the X/A button during the QTE
cutscene when the Rasklapanje attacks.
After the cutscene, take out the crossbow or whatever weapon that your Ada uses
to knock out Rasklapanjes with and defeat the Rasklapanje. Knock him into the
flames to automatically knock out each body part. The flames in the corridor
will die down eventually. Ada will be facing the wrong way after the cutscene,
so face the way with the corridor with the overhead lights on the wall. Move
up the stairs ahead.
Four Neo-Umbrella J'avo will exit the rooms in the corridor ahead. Toss a hand
grenade into the hallway if Ada has one. Shoot one with a pipe bomb arrow if
not. It's good to spread damage here. The J'avo might mutate into Noga-Oklop
(leg armor) when hit in the legs.
Enter the first room to the left and pick up the --INCENDIARY GRENADE-- off the
top bunk bed off to the left in the back of the room. There is nothing in the
second room to the left down the corridor so enter the first corridor to the
right down the outside corridor. The J'avo that is inside the room down the
corridor has caught sight of Ada for sure by now. He knows his days are
numbered! This green eye J'avo has a heavy machine gun. Open the door and
pulverize him with a headshot and an earth-shattering melee then collect
**PASSCODE C** from his dying body. Exit the room then step back out into the
main corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Incendiary Grenade
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Enter the third door to the left down the corridor (first door to the left from
the last corridor) then break the --WOODEN CRATE-- on the lower bunk bed in the
back of the room. Enter the room across the hall (second right room) and
collect the --INCENDIARY GRENADE-- from the first top bunk bed to the left.
Enter the next room to the right down the outside corridor then break the
--WOODEN CRATE-- on the lower bunk bed to the left. Enter the room across the
hall (fourth room to the left) then break the --WOODEN CRATE-- on the back
right lower bunk bed.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Incendiary Grenade
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Now Ada has found everything, so she can leave this area. Return to the
outside corridor then make a left and follow the next corridor to the right.
Unlock the door at the end of the corridor and move to the end of the corridor
behind the doorway then turn left and Ada will be back at the stairs where she
first entered this area from. Ada can also go back the way she came if you
want the medal for not unlocking any locked doors. Either way, run back up the
stairs and step back into the Control Panel Corridor.
HANGAR - CONTROL PANEL CORRIDOR
Walk over to the control panel with the blinking red lights then use the X/A
button to enter all three passcodes into it and unlock the double doors to the
right. A Rasklapanje will be forming just past the open door and another
Rasklapanje will be coming toward Ada from the left corridor behind the door.
The elevator door to the left is locked. Ada cannot unlock it. Run down the
corridor directly ahead. Run past the Rasklapanjes and do not fight them.
Break the --TALL CRATE-- off to the right while moving up the steps ahead then
make a left and stand next to the stacked crates to get a hookshot command.
Hookshot to the walkway above.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Ada will start to hear the fake Ada talking over the intercom. She is talking
to Derek Simmons. Wait for the dialogue to end then walk toward the elevator
button to the right of the elevator doors then push it with the X/A button to
end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
____________________
__________________________________________________________/ STAGE 4-2 -- BRIDGE
------------------------------------------------------------------------------BRIDGE - WALKWAY OUTSIDE PROJECTION ROOM
Players will get a button prompt when outside the room at the top of the
stairs. Examine the room to see that it is full of J'avo. Ada cannot enter
the room to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
This entire portion of the stage can be played with stealth and a player will
receive the "Sneaking Around" trophy/achievement for not getting seen by J'avo.
If Ada is discovered by a J'avo, press the Select/Back button then choose to
"Restart from last checkpoint". There is only one area where a player can get
stuck and have to restart the full chapter - when Ada has to sneak past the
Gnezdo.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Successfully sneak through the Bridge area and you will receive an extra medal
at the end of the chapter as well.
.--------.
MEDAL: Cleared the chapter without being spotted by the enemy
| [ME173]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Ada will have to walk outside and run away from the searchlight. The
searchlight will start from the left side of the screen, so hold the dash
button then rush all the way to the other side of the walkway. Run and slide
then stay laid down on the ground if the searchlight ever gets too close to
Ada. Run to the other side of the walkway and Ada will get a hookshot command
while standing next to the yellow light on opposite side. Hookshot to the
walkway above.
BRIDGE - CORRIDOR TO AIR DUCT
Ada will hookshot to a higher walkway in front of a doorway. Break the --TALL
CRATE-- off to the left and you'll want to shoot the obvious serpent emblem
across from it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Ada, Chapter 4
[SE73]
Location: Bridge - Corridor to Air Duct
When Ada runs by the first searchlight on the outside walkway, she will
hookshot to a walkway up above her. This serpent emblem will be lying beside
the railing off to the left. A breakable tall crate is across from this
emblem. It's best to slide into this emblem to hit it with melee (dash +
L1/LT).
*******************************************************************************
Step through the doorway then run down the corridor to the left. Follow the
corridor then crawl into the air duct. Ada will see Chris and Piers fighting
in the rooms below while she crawls through the air duct. This is perfect
stuff to make RE fanboys squeal with excitement. Follow the air duct to the
end then crawl out and drop down the opening in the floor to the left.
BRIDGE - HALLWAY BESIDE BUNK BED ROOM
Chris and Piers can be seen through the barred window to Ada's left after she
drops. The door behind Ada is locked. I'm not sure how long that locked door
will hold Redfield though, so you'd better get out of there before Chris does a
shoulder charge through that door. Run up the stairs ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Ada can stay behind and watch Chris and Piers through the barred window. It
seems that they always fight some immortal Glava-Smech toward the end of
their battle.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BRIDGE - MESS HALL CORRIDOR
There will be two tables with chairs to Ada's right. Follow the corridor to
the left and step through the doorway. There is a J'avo in the small room to
the left. Make sure that he has his back turned then run inside and stealth
melee him from behind. Break the four --TALL CRATES-- on the left side of the
room then step back into the corridor. Move through the left doorway along the
corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BRIDGE - COMMAND BRIDGE
Step beside the doorway of the Command Bridge room and stay beside the right
wall then look inside. A Gnezdo is circling the room inside. This enemy picks
up on Ada's presence easily, so Ada must be FAR away from it in order to move
by it. DO NOT take cover behind the low counter that it passes by or it will
notice Ada.
Stay behind the wall outside the door and wait for the Gnezdo to walk to the
opposite side of the room and start to make its way back to the left side of
the room, then quickly rush toward the door on the far right side of the room
and press the red button to the left of the next door to unlock it then run
through the doorway.
NOTE: A checkpoint occurs right as Ada hits the red button, so if the Gnezdo
sees her before she hits the button, DO NOT hit the button. Restart instead.
Run to the other side of the next room then hop through the window on the
opposite side. Fall through the trapdoor opening to the right on the outside
walkway.
BRIDGE - OUTER WALKWAY
Ada will have to run by another searchlight. Run toward the railing and
immediately crawl when the button prompt command appears for Ada to crawl. Ada
will have to crawl through the areas without railing, but make sure the
searchlight isn't near her. Wait in the area with two metal panels. Allow the
searchlight to move back to the right and then crawl really fast toward the
walkway ahead.
BRIDGE - WALKWAY OUTSIDE RADAR ROOM
Stand up on the walkway then run to Ada's left and then hop over the boxes and
climb up to the higher platform then move around the railing to the right and
hookshot near the yellow and red railing. Ada will get a hookshot command
while next to the yellow and red railing.
Break the two --TALL CRATES-- to the right. There are three Neo-Umbrella J'avo
patrolling in the Radar Room through the window to the side, so take cover
against the wall then move to the left. There is one Neo-Umbrella J'avo
looking your way on the outside walkway to the left. Arm the crossbow with
normal arrows then peek around the corner and shoot that J'avo in the head to
stealth kill him instantly. Make sure to hit him in the head with the arrow or
it won't kill him.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Move along the wall and stay down so the J'avo inside the Radar Room do not see
Ada. Walk over to the yellow ladder and climb it.
BRIDGE - ABOVE THE COMMUNICATIONS ROOM
Snatch the two pickups of --NORMAL ARROWS-- on the shelf to the right. Step
through the doorway to the left then crawl into the air duct.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Arrows (Normal) x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - DON'T move too far into the air duct. There are two Noga-Trchanjes (spider
legs) patrolling the corridors of the air duct ahead. Take out the crossbow
and shoot the two Noga-Trchanjes anywhere in their bodies as they crawl by to
kill them. Crawl through the vent ahead and make a right at the end once the
Noga-Trchanjes have been taken care of. Look below the air duct to see Chris
and Piers killing off J'avo in the Communications Room below Ada. Fall out the
other end of the air duct.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Once again, Chris and Piers are fighting some immortal Glava-Smech while Ada
is able to pass by the two characters. It's strange how they constantly run
into Glava-Smech that refuse to die.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BRIDGE - STAIRWAY AREA
Exit the room with the controls then run up the stairs outside and open the
door to the next room to trigger a cutscene.
BRIDGE - WALKWAY OUTSIDE MAIN CABIN
Use the X/A button to check on the dead body below the walkway. Follow the
walkway to the stairs then run down the stairs. Fall through the trapdoor
opening below the stairs.
BRIDGE - LOCKER ROOM
There is one final J'avo down the corridor ahead of Ada. Stay in the current
corridor until the J'avo turns his back then rush behind him and stealth melee
kill him. Break the --TALL CRATE-- against the right wall.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Ada, Chapter 4
[SE74]
Location: Bridge - Locker Room
Shortly after Ada views the cutscene in the main cabin about the true secrets
behind her clone, she will fall down a long hatch and land in a room with a
single J'avo that patrols up and down the corridor ahead of her. Stealth melee
kill the J'avo then search the lockers against the left wall before reaching
the elevator in the back of the corridor to find a serpent emblem inside the
third locker to the left. The serpent emblem can be hit with melee.
*******************************************************************************
Walk toward the elevator doors and push the button on the right side to open
the doors. Get inside the elevator and push the button on the right side. Ada
will listen to a radio conversation on the way down.
BRIDGE - RUNWAY
Grab the two pickups of --5.56MM NATO AMMO-- then walk toward the body on the
outside runway. A cutscene will trigger.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 5.56MM NATO Ammo x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_______________________________________
_______________________________________/ STAGE 4-3 -- AIRCRAFT CARRIER INTERIOR
------------------------------------------------------------------------------AIRCRAFT CARRIER INTERIOR - LOWER LEVEL ENTRANCE
Follow the corridor ahead. Two J'avo will step out in the corridor past the
doorway ahead. The aircraft carrier will shake. Carla will crush the two
J'avo with her mutated body. The surrounding walls will start to cave in as
Carla's C-virus body fills the corridor.
Run and follow the hallway directly ahead. Turn to the right and dash down the
stairs. Carla's body will start to form around the walls. No matter how fast
Ada dashes the player will see the mutation on the walls. Run to the door down
the stairs then use the X/A button to unlock the door then X/A again to open
it. Carla's body slime will stop at the stairs.
AIRCRAFT CARRIER INTERIOR - CORRIDOR 2
Carla's mutated body will stop chasing Ada in this corridor. A new enemy will
attack Ada. A Carla Spore S will fall out of the Carla slime in the middle of
the corridor. A Carla Spore S moves very slow. It attacks with close range
gas attacks by popping bubbles on its body. The creature is very easy and
actually doesn't take much ammo to defeat so long as you know how to defeat it.
Watch for it to form glowing red bubbles on its body, head or legs then shoot
the bubbles with any weapon. One shot from any weapon will pop the bubble and
damage the creature. After popping so many bubbles on its body, the creature
will fall over. Hit it with a ground melee at that time to defeat it. Carla
Spore S's can drop items once defeated.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Defeat all the Carla Spore Ss in the Aircraft Carrier Interior to receive a
medal at the end of the chapter. None of the areas with Carla Spore Ss are
timed, so just shoot them in their slimy bubbles to kill them all off.
.--------.
Follow the corridor ahead. A Carla Spore S will spawn out of the doorway full
of mutated Carla skin down the left alcove at the path split. Defeat the Carla
Spore S or run from it. Move down the corridor to the right. Another Carla
Spore S will spawn from the floor down the corridor ahead. The doorway
directly ahead is blocked by Carla's mutated flesh, so unlock and open the door
to the left.
AIRCRAFT CARRIER INTERIOR - CABIN CORRIDOR
A Carla Spore S will spawn out of the top portion of the wall to the left.
More Carla Spore S's (around five) will spawn throughout this room. Check the
left counter for two pickups of --PIPE BOMB ARROWS-- and snatch the --GREEN
HERB-- off the right counter. There is a red blob above the left counter that
can be shot for a possible item.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Pipe Bomb Arrows x 2, [ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Step into the corridor in the back right portion of the room. If Ada doesn't
shoot the hands in the mutated flesh on the right wall a few times to make them
sink back into the wall, the hands will grab Ada when she moves by them if they
are still there. Quickly shake the left thumbstick to break free from the
hands. The hands do not take damage when they grab Ada, but they will hold her
in place for a few seconds. There is a red blob near the ceiling ahead that
can be shot for an item. Another wall full of hands is on the left wall before
reaching the door in the back of the corridor. Open the door.
AIRCRAFT CARRIER INTERIOR - CABIN PASSAGE
A Carla Spore S will form behind the open door to the right. There is a red
blob on the wall behind it that can be shot for a possible item. Rotate the
valve handle on the next door to open it.
AIRCRAFT CARRIER INTERIOR - CORRIDOR WITH METAL CABINETS
Break the two --TALL CRATES-- near the right wall up ahead. A Carla Spore Face
is on the top portion of the wall to the left, near the doorway. This face
will stretch forward and attack Ada if she steps near it. The face must be
shot (one bullet from any weapon) in order to move by it. Once the face is
shot, the face will distort for a few seconds and will not attack Ada if she
moves near it. Shoot the face then run over and break the next --TALL CRATE-then move behind the metal cabinets to the left. Pick up the --RED HERB-- then
shoot the serpent emblem in the back of the alcove.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ******************************** SERPENT EMBLEM *******************************
Campaign: Ada, Chapter 4
[SE76]
Location: Aircraft Carrier Interior - Corridor With Metal Cabinets
After running through the corridor with the hands on the wall, Ada will enter a
corridor where a Carla Spore S will attack her from behind the door that she
opens (to the right). Rotate the valve handle on the next door and move into
that corridor. There is a Carla Spore Face on the wall behind the metal
cabinets to the left. Shoot the Carla Spore Face one time to stun it then rush
toward it and turn left then enter the alcove behind the metal cabinets. There
is a red herb and a serpent emblem in that corridor.
*******************************************************************************
Shoot the Carla Spore Face one more time then run through the doorway below it.
AIRCRAFT CARRIER INTERIOR - PIPE CORRIDOR
There is a Carla Spore Face on the wall across the room from Ada. Shoot the
face one time then run by it and dash to the left. There is another Carla
Spore Face to the left of the door with the valve handle on it at the end of
the corridor. There are two liquid nitrogen tanks below the Carla Spore Face.
Blast one of the liquid nitrogen tanks with a weapon to make them explode and
shatter the face.
Snatch the two pickups of --PIPE BOMB ARROWS-- off the crate with the green
tarp over it across from the door with the valve handle. Rotate the valve
handle on the door to unlock it then open the door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Arrows (Pipe Bomb) x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - AIRCRAFT CARRIER INTERIOR - LONG CORRIDOR
Wow, Carla has nearly creamed all over this whole corridor. I mean... busted
her load of Chrysalid juice all over the walls... alright, I'll stop now.
Break the --WOODEN CRATE-- near the left wall at the bottom of the stairs. Run
ahead and a cutscene will trigger. A Carla Spore Face will be chasing Ada
after the cutscene and the camera will be behind Ada, so hold the X/A button
and run forward. If the Carla Spore Face gets too close to Ada, it will eat
her.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Ada will pass by two sets of hands on the right wall. The second set of hands
will grab Ada so be prepared to shake the left thumbstick to break free.
Continue to dash forward and stay to the left side of the screen when it
rotates in front of Ada (Ada's right), so Ada will hop over the sludge platform
ahead of her. If Ada stays to the right side of the screen (Ada's left), she
might not jump over the sludge and the Carla face will chomp her.
When Ada reaches the end of the corridor,
back while jumping backwards. The action
Carla Spore Face approaches Ada. Quickly
on the right or left side of the corridor
Spore Face.
Blast the three red blobs on the wall to the side of Ada for extra item pickups
if needed. Follow the next corridor then rotate the valve handle to unlock the
door then open it.
AIRCRAFT CARRIER INTERIOR - RESTRICTED AREA
There are tons of liquid nitrogen tanks in the room ahead. Yeah, the room past
the ceilings, walls and floors that wreak of Carla infected C-virus sludge!
Let's run toward the opening and see what happens!
BOSS BATTLE
- - - - - C A R L A =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Eye Explosion - This is Carla's only attack and a player must damage her face
with gunfire in order to make her perform this attack. As her face is
damaged, her eyes will expand. Once one of them starts to glow red, it will
swell up and pop then spew out black liquid in front of it. Take cover
behind one of the pillars in the room to avoid the liquid.
--------------------------------------------------------------------------------> Objective: Defeat mutated Carla
Alright Carla, we're about tired of you busting your load all over the aircraft
carrier. Your wet dreams end here and now! This is just an M-rated game, you
know?
Carla will not even attack a player until the player attacks her face. She
only has one attack that she by herself. Whenever a player shoots her in the
face, both of her eyes will start to expand. When they glow red, get behind
something as she closes her eye since the eye will pop and spray forth black
liquid that will damage Ada.
Carla Spores may spawn and attack Ada. They will attack one at a time and are
extremely slow. They might just hang out on the ceiling and do nothing. If you
want to kill one, just shoot the glowing bubbles on it then hit it with a melee
attack when it crouches.
To defeat Carla, aim for her mouth and shoot her in the mouth with pipe bomb
arrows. The pipe bomb arrow explosions will knock away her skin and reveal the
room behind her. Keep blasting her with pipe bomb arrows until a hole is made
in her face then shoot one of the blue liquid nitrogen tanks in the room behind
her. Players can switch to a rapid fire weapon such as the ammo box 50 or the
bear commander to easily hit the nitrogen tanks. Spamming her in the mouth
with pipe bomb arrows and then targeting a nitrogen tank then continually
shooting that one spot with pipe bomb arrows works extremely well for ending
the battle fast also.
If you start to run out of ammo then grab the --PIPE BOMB ARROWS-- from below
Carla's left hand (Ada's right) or destroy one of the red blobs found around
the room for some extra ammo. The red blobs will randomly appear during each
battle with Carla. They have no certain area of spawning. They usually spawn
around the side walls. Be sure to look on the ceilings and surrounding pillars
for red blobs also. The Carla Spores can be killed off for extra ammo as well,
but you really need ammo in order to kill them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Arrows (Pipe Bomb) x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
AIRCRAFT CARRIER INTERIOR - RESTRICTED AREA
'-----------------------------------------------------------------------------'
[AW05]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - C H A P T E R 5 - W E G O O U R S E P A R A T E W A Y S
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - July 1, 2013
Tatchi, China
____________________________
__________________________________________________/ STAGE 5-1 -- HIGH-RISE AREA
------------------------------------------------------------------------------HIGH-RISE AREA - STREET
cabin. In order to see it, Ada must fly forward then to the right and then
turn and look to the left. If you fly too far to the left, the left side of
the bed of the truck will block the emblem. Shoot it with the helicopter's
machine guns.
*******************************************************************************
Help Leon and Helena kill all the zombies in the street and they will
eventually move toward the alley to Ada's left.
HIGH-RISE AREA - STREETS OF TATCHI
Now it's time to take a detour through the streets of Tatchi. The signs along
the buildings can be shot, but don't focus on them for this next part since
they don't take any damage from the helicopter. An attack helicopter will fly
up beside Ada eventually.
--> Objective: Eliminate all enemies
NOTE: For this flying portion, left thumbstick up and down will ascend and
descend respectively.
Fire at the first attack helicopter with the machine guns. Don't even bother
using a missile on it. It will fall quickly by shooting it with the machine
guns. A J'avo will blast at the helicopter from the side of the attack
helicopter. Another attack helicopter will fly in front of Ada eventually.
The second attack helicopter has a J'avo inside that will fire missiles at
Ada's helicopter. Blast the attack helicopter with the machine guns and this
will also hit the missiles that the J'avo fires at Ada's helicopter.
Two helicopters will attack Ada at once after the second helicopter is
destroyed. Blast one of the two helicopters with a missile to speed up the
battle a bit and avoid taking damage from the two helicopters. Aim at the
helicopter in front and fire - if Ada misses, it might hit the helicopter
further ahead. Shoot them both down quick.
Ada will eventually stop and a cutscene will play that will show a more
powerful helicopter. This black helicopter will fire missiles and it will fire
its gatling guns at Ada's helicopter. Ada can duck below the blue building
that the black helicopter hovers over at any time to avoid the helicopter's
gatling gun fire. The gatling gun fire is really its worse attack since it
will fire for so long, so be sure to press left thumbstick down to duck below
the blue building. It's missiles can be shot out of the air, so just aim to
the sides to quickly shoot its missile while firing your machine gun at the
helicopter.
******************************** SERPENT EMBLEM *******************************
Campaign: Ada, Chapter 5
[SE78]
Location: High-Rise Area - Streets of Tatchi
When Ada fights the powerful black helicopter near the blue building in chapter
5, duck down below the blue building that the helicopter hovers over (by
holding left thumbstick down) then find the white slender Chinese sign with red
and black Chinese letters on the right side of the blue building and this
serpent emblem will be at the top of that sign. Shoot it with the helicopter's
machine guns.
*******************************************************************************
Blast the helicopter with your machine guns and missiles. It's best to wait
for the black helicopter to the move to a side and hover in the air before
firing a missile to make sure that Ada hits it. Fire all missiles at the black
helicopter since they will be replenished for the next area. Be sure to take
cover below the building or move to the side when it fires its gatling guns.
Constantly move to the side just in case it is about to start an attack. Both
of its attacks take tremendous damage from Ada's helicopter, so its important
to dodge. A cutscene will play that will end this portion of the chapter once
the black helicopter is defeated.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_________________________________
_____________________________________________/ STAGE 5-2 -- QUAD TOWER ENTRANCE
------------------------------------------------------------------------------QUAD TOWER ENTRANCE - STADIUM
BOSS BATTLE
- - - - - S I M M O N S (T - R E X) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Somersault - Simmons jumps into the air and does a flip then hits the ground.
This is aimed at the helicopter.
o Roar - Simmons roars while standing in place. This will stagger Ada if she
is near him.
--------------------------------------------------------------------------------> Objective: Defeat mutated Derek
Mutated Simmons in his T-rex form is no different from when Leon and Helena
fought him really. The only difference is that Ada is in the helicopter that
hovers above the stadium floor. Simmons will swap between the helicopter and
Leon and Helena when he attacks. He will often attack the helicopter when it
is close to him. The only attack that the player must watch out for is
Simmon's jumping somersault. He will exclusively target the helicopter with
this move. Move to the side whenever Simmons jumps to easily avoid this
attack. It will take major damage from the helicopter if it hits.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
While fighting Simmon's T-rex form while Ada is in the helicopter, allow
Simmons to perform his bite attack to Leon and get Leon in his mouth - Simmons
will hold his head up into the air when a character is in his mouth. While
Leon is in T-rex Simmons' mouth, quickly fire one of the helicopter's missiles
at Simmons to make him drop Leon. This is best done in the very first fight
with T-rex Simmons since both Leon and Helena start out right near him.
Simmons is also least aggressive during the first fight and he will mainly
attack Leon and Helena if Ada doesn't shoot at him.
.--------.
MEDAL: Rescued Leon from becoming B.O.W. chow
| [ME175]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - T-rex Simmons has three major weak points on him for this battle:
- Eyes on back (covered with bone shield)
- Eyes on chest
- Eye in mouth
It's best to shoot him in his back. His back weak point is a set of eyes on
the middle of his back. The bone shield that covers it must be destroyed with
gunfire. Simmons will constantly regrow a bone shield over the eyes every time
that he mutates to human form and then back to his mutated form. The bone
shield will also regrow when Simmons is not hit for a long time with the
machine guns. Bear down on his back with the helicopter's machine guns. Shoot
his back weak point with a missile when you KNOW that it will hit. A missile
will instantly make him change into human form. Shooting any of the explosive
barrels on the floor below while he stands next to one will make him change to
human form also.
While Simmons is in his human form, blast him with the helicopter's machine
guns. The AI Leon and Helena will not often run toward him and melee him, so
keep blasting him with the helicopter's machine guns to damage him when he
changes to human form.
Eventually the BSAA vehicle will pull up and Leon and Helena will board it then
continue to shoot Simmons. They will shoot him with the vehicle's machine guns
while it drives ahead. Ada will fly toward Simmons at this time, so just keep
blasting him. His bone shield will not even break off during this segment of
the battle. I'm starting to think that this part has a scripted amount of time
for the fight and he takes no damage at all from the helicopter's gunfire
during the BSAA vehicle part. Eventually the BSAA vehicle will crash and burn
and Simmons will go back to the same attacks.
------------------------------------------------------------------ BOSS ATTACKS
o Car Toss - Simmons picks a car up in his mouth and tosses it forward. He
uses this to attack the helicopter only.
------------------------------------------------------------------------------Simmons will start to pick up cars and toss them toward the helicopter during
the last part of the fight with him. Be sure to start moving to a side the
moment he is about to throw the car. The cars can hit Ada easily if she
continues to shoot him instead of focusing on dodging. Blast him in his back
weak point and then blast his human form when he turns back human again. A way
to tell that that battle is almost finished is when he picks up a VERY large
vehicle with his mouth and slams it to the ground - the battle is very close to
being over at that time.
Simmons will likely destroy the fuel truck, so shoot the fuel that seeps out of
the truck to burn him and take damage from him. If there are any more
explosive barrels on the bottom floor, shoot them when he steps near them to
stun him. Bear down on him with gunfire at all time on his back weak point and
even when he mutates back to his human form. The battle will end very suddenly
while he is in his T-rex form most likely.
Honestly, this battle is needlessly prolonged, just like it was when Leon and
Helena fought T-rex Simmons. It seems to drag on even more during the
helicopter battle since all you get to do is shoot him! So very boring. You
can't even melee him with the helicopter...
If I were you, I'd call up a friend and chat with them to relieve boredom
during this battle. You could also visit my youtube page and give me a
subscription while yawning during this time-consuming battle:
www.youtube.com/BerserkerSTARS
Oh, also, you could quickly give my final RE5 Mercs video a like since I know
you will have so much time on your hands during this fight and be so bored for
the century it takes to defeat T-rex Simmons:
http://www.youtube.com/watch?v=7nziDntIrUA
Oh, you've beat him? So, I can quit with the plugs? Well congratulations to
you! You've just been through one of the longest and most annoying battles in
RE6. Now, let's get to the next part for Ada.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - END BOSS BATTLE
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_____________________________
_________________________________________________/ STAGE 5-3 -- QUAD TOWER ROOF
------------------------------------------------------------------------------QUAD TOWER ROOF - FIRST ROOFTOP
Once again, Ada has some more civilians to rescue. Blast all the zombies on
the rooftop. When the zombie with dynamite is shot on the top portion of the
rooftop, his explosion will cause the lightning rod with the red lights at the
top of the building to fall below and impale a zombie. Hmm, so that's how that
got there for Leon's game. How extremely random! Ada will fly away after
shooting all the zombies on the rooftop.
******************************** SERPENT EMBLEM *******************************
Campaign: Ada, Chapter 5
[SE79]
Location: Quad Tower Roof - Second Rooftop
While defending the civilians on the second rooftop where Ada shoots a dynamite
zombie and knocks off the lightning rod from the building, fly to the far left
side of the building to see a serpent emblem lying down on the lower rooftop
with ceiling windows on it. The serpent emblem is next to the rooftop with the
civilians on it and above some ceiling windows. Shoot it then quickly return
to shooting the zombies on the rooftop.
*******************************************************************************
QUAD TOWER ROOF - ABOVE THE HELIPORT
Several BSAA zombies with magnums and a few Whoppers will be on the heliport
below Ada. Good god, the woman just wants to land and all you guys start
swarming in for autographs!? Shoot all the zombies and Whoppers and make sure
the area is free of enemies then Ada will land. You might as well use one of
your six missiles to kill the Whoppers. It's really overkill, but Ada has
nothing else to use the missiles on, so feel free to overkill the remainder of
the enemies!
Ada will land on the heliport and leave her present for Leon. Aww, isn't that
cute. A rocket launcher with her lipstick on it!
Be sure to collect all the item drops that the BSAA zombies and Whoppers left
behind. There is a grapple point near the broken railing to the side, but find
the stairs and move down them then break the three --TALL CRATES-- to the left
beside the bottom of the stairs. There are two --TALL CRATES-- and one
--WOODEN CRATE-- below the stairs and another two --TALL CRATES-- and a
--WOODEN CRATE-- off to the right. There are two --TALL CRATES-- behind the
pillar near the stairs and there is chest that contains a --FIRST AID SPRAY-and some --PIPE BOMB ARROWS--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Arrows (Pipe Bomb), [ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 9, [ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - *********************************** TREASURE **********************************
Campaign: Ada, Chapter 5
Location: Quad Tower Roof - Heliport
Contents: First Aid Spray, Arrows (Pipe Bomb)
When Ada lands on the heliport and exits the helicopter, move down the stairs
on the side of the heliport and break the item boxes below (tall crates and
wooden crates) then find the two tall crates behind the pillar off to the left
across from the stairs and there will be a chest behind them. Open the chest
and collect the first aid spray and pipe bomb arrows inside.
*******************************************************************************
Once everything has been collected, find the broken railing along the walkway
on the side of the heliport then use the grapple command to grapple on top of a
yellow steel girder that is held up by a crane.
******************************** SERPENT EMBLEM *******************************
Campaign: Ada, Chapter 5
[SE80]
Location: Quad Tower Roof - Heliport
Once Ada exits from the helicopter, she will be out on the heliport of the Quad
Tower. Find the walkway with a broken railing then hookshot to the yellow
steel girder that is suspended by a crane. Walk to the far end of the crane
and look to the right to see framework that is covered by white cloth below the
crane. Look on the far left below that framework to see a serpent emblem lying
on the building below the framework. It's lying to the left of a railing.
Shoot it from a distance.
*******************************************************************************
Move to the other end of the steel girder to get a hookshot command. Hookshot
to the building across from Ada.
QUAD TOWER ROOF - FIRST ROOFTOP
Step off the outer walkway of the roof then snatch the --GREEN HERB-- near the
yellow trashcan up ahead. Well, it seems that guy and his lady friend from the
first rooftop didn't make it. Pfft, typical. Anyway, open the door in front
of them to trigger a cutscene.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
________________________
______________________________________________________/ STAGE 5-4 -- QUAD TOWER
------------------------------------------------------------------------------QUAD TOWER - ELEVATOR
BOSS BATTLE
- - - - - S I M M O N S (C E N T A U R & C H I M E R A) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Gatling Gun Vertical Fire - Simmons fires out bullets from his torso in one
direction. The bullets will always move toward one direction and then move
to the back of the walkway, so just step to the opposite side to avoid them.
o Gatling Gun Horizontal Fire - Simmons fires out bullets to the sides with his
torso. This is a close range move, so stay away from him to avoid this. He
will sometimes perform this attack while he turns (when a character is behind
him).
o Torso Vertical Swing - Simmons leaps back and then lifts his torso into the
air then slams it down on the walkway. Step to a side or stay away to avoid
this.
o Torso Horizontal Swing - Simmons holds his body to one side then swings his
torso forward and to the side. This move has some heavy range to it. Duck
it or move away from Simmons. Simmons will sometimes turn while doing this
if a character is behind his back - watch for this!
o Torso Stab - Simmons stabs a character with his torso then holds the
character into the air and cuts them with his body blades. This move has
very little warning, but it can be countered! The counter prompt is actually
the indication that Simmons is about to perform this. It appears while he
prepares to stab. The preparation animation is hard to notice. A player
will mainly want to watch for a sudden button prompt for a counter.
o Dash - Simmons stays on one side of the walkway and dashes forward toward the
characters. Move to the other side to avoid him.
o Dash and Grab - Simmons dashes toward a character then mutates into his human
form as he collides with the character and grabs them then knocks the
character away with a kick. This is a close range attack, so stay away from
him and he won't perform it.
-------------------------------------------------------------------------------
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* While Leon is comforting Ada during the cutscene, the Ada player can use
partner commands. You can praise him and thank him. It's absolutely
hilarious to do this. She can use partner commands all the way up until
Simmons shoots at Leon.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --> Objective: Defeat mutated Derek
NOTE: The majority of the info below is taken from the Leon boss fight, but I
have added a few mentions for Ada and edited the strategy for Ada. This might
be too much of an information overload for players that already know Simmons
well.
Both Leon and Ada will fight Simmons on the rooftop of a walkway that stretches
between buildings. Helena will help out by shooting at Simmons from a window
along the Quad Tower. Simmons will change to his Chimera form at times before
he moves by the characters during this battle.
Ada must attack Simmons during this battle. Leon and Helena do not damage
Simmons enough on their own, so it's best to help him out. This is the final
boss battle and final battle of the game for Ada's campaign, so go all out with
everything that Ada has! Every bit of gunfire delivered to Simmons will go
toward ending the battle faster.
Simmons attacks have warning signs to watch out for during this battle which
makes them easy to dodge. The main problem here is that he has SO many attacks
and can perform some while turning! When he backs up and holds his front half
into the air, he is about to slam his torso against the walkway, so move to a
side to avoid it. When he stretches his front half to one side, he is about to
swing his torso to the side, so get far away or roll or duck up under his
torso. Stay away from him when his back is turned since he will sometimes
perform his horizontal torso swing while turning - this has little warning and
can hit a player easily! His stabbing grab from long range doesn't have much
of a warning sign, but there is a counter prompt button command (R1/RT) that
will appear for countering it, so be sure to press it. It appears for quite a
while before Simmons performs the stab forward.
Simmons can dash toward the characters and hit them, which you can step to the
side to avoid, and he can also perform a very sudden dashing grab where he will
hit the character while in human form. The dashing grab has very little of a
warning sign, but it's close range, so he will only perform it while a player
is next to him. Simmons will still fire his gatling gun. This is his main
long range attack. Both of these attacks can be avoided by staying away from
him or stepping to the side. Watch for him to shoot an area on the walkway and
then step to the side as the gunfire moves away from him. He can fire
horizontally and vertically. When he turns around, he will sometimes perform
his horizontal shooting attack instantly.
Simmons is best fought at a distance during this battle. Players are not safe
from his attacks at any range though. Shooting Simmons is what will get a
player hit the most since you'll constantly have to take breaks in firing at
him to dodge his attacks. It's best to run past Simmons (slide past him) so
that both Leon and Ada are on different sides. This way, Simmons can only
attack one character at a time while the other is free to attack Simmons.
Simmons' Centaur weak points are:
o the Simmons head on his torso
o the bottom portion of his torso
in front of it to make Ada lay down the object that she found in Carla's room
aboard the aircraft carrier to trigger a cutscene. Ada can move around the
room while watching the monitors.
Damn, Carla's eye from close range is freaky as hell. Enter the chamber in the
next room to trigger a cutscene that will end Ada's campaign.
- - - - T H E
E N D
- - - - Ada has no true epilogue ending, so no extra movie will play after the credits
roll. Press the Select/Back button to skip the credits and go straight to the
"Resident Evil 6" logo if you want.
Beating Ada's campaign will give players a bonus epilogue that involves Jake.
This epilogue will play after any campaign is beaten from now on. A player
will unlock the Ada character for The Mercenaries mode after finishing Ada's
scenario for the first time.
___
___
___
___
___
___
___
___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
[DT00]
===============================================================================
___
S E C T I O N I V
/ \
- - - - - - - - - - ___ |
| ___
_____
_______
/ \ \___/ / \
| __ \
|__ __|
___ |
| ___ |
|
| | | | ___
__ _
| | __ _ __ _ ___
/ \ \___/ / \ \___/
| | | | / _ \ / _` |
| | / _` | / _` |/ __| |
| ___ |
| ___
| |__| || (_) || (_| |
| || (_| || (_| |\__ \ \___/ / \ \___/ / \
|_____/ \___/ \__, |
|_| \__,_| \__, ||___/
|
|
|
|
__/ |
__/ |
\___/
\___/
|___/
|___/
DOG TAG INFO
===============================================================================
DOG TAGS SECTION INTRO =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------------------This section includes Templates, Emblems/Trophies/Achievements and Titles that
can be found under the "Dog Tags" menu under the "Play Game" menu from the main
menu.
___
___
___
___
___
___
___
___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
[DT01]
TEMPLATE LIST =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------------------The following is a list of all templates that can be unlocked under the
"Templates" section of the "Dog Tags" section of Resident Evil 6. Each
Template requires a chapter from each campaign to be completed except for the
starting default template. All of the chapters can be completed on any
|_|
REQUIREMENT: Complete Chapter 4 of Jake's campaign
-------------------------------------------------------------------------------- Wings - Copper
TEMPLATE (16/21) _
|_|
REQUIREMENT: Complete Chapter 5 of Jake's campaign
-------------------------------------------------------------------------------- Wings - Pink
TEMPLATE (17/21) _
|_|
REQUIREMENT: Complete Chapter 1 of Ada's campaign
-------------------------------------------------------------------------------- Tank
TEMPLATE (18/21) _
|_|
REQUIREMENT: Complete Chapter 2 of Ada's campaign
-------------------------------------------------------------------------------- Tank - Gold
TEMPLATE (19/21) _
|_|
REQUIREMENT: Complete Chapter 3 of Ada's campaign
-------------------------------------------------------------------------------- Tank - Copper
TEMPLATE (20/21) _
|_|
REQUIREMENT: Complete Chapter 4 of Ada's campaign
-------------------------------------------------------------------------------- Tank - Yellow
TEMPLATE (21/21) _
|_|
REQUIREMENT: Complete Chapter 5 of Ada's campaign
------------------------------------------------------------------------------[DT02]
EMBLEMS LIST =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------------------The following is a list of all emblems that can be unlocked under "Emblems"
menu under the "Dog Tags" menu. Emblems are also Trophy/Achievements in
Resident Evil 6. Completing each of the following tasks will unlock an emblem
and a trophy/achievement.
------------------------------------------------------------------------------EMBLEM (01/50) _
-- The Longest Night
|_|
Trophy Type: Bronze
Gamerscore Points: 10G
REQUIREMENT: Complete the tutorial.
EXTRA INFO: The Tutorial is the Prelude of the game that a player must play
through as Leon when Resident Evil 6 is first started.
------------------------------------------------------------------------------EMBLEM (02/50) _
-- Gone to Hell
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Complete Chapter 1 in Leon's campaign.
EXTRA INFO: Finish Chapter 1 of Leon's campaign with Leon or Helena on any
difficulty.
------------------------------------------------------------------------------EMBLEM (03/50) _
-- Buried Secrets
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Complete Chapter 2 in Leon's campaign.
EXTRA INFO: Finish Chapter 2 of Leon's campaign with Leon or Helena on any
difficulty.
------------------------------------------------------------------------------EMBLEM (04/50) _
-- Get on the Plane
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Complete Chapter 3 in Leon's campaign.
EXTRA INFO: Finish Chapter 3 of Leon's campaign with Leon or Helena on any
difficulty.
------------------------------------------------------------------------------EMBLEM (05/50) _
-- Big Trouble in China
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Complete Chapter 4 in Leon's campaign.
EXTRA INFO: Finish Chapter 4 of Leon's campaign with Leon or Helena on any
difficulty.
------------------------------------------------------------------------------EMBLEM (06/50) _
-- The Trouble with Women
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Complete Chapter 5 in Leon's campaign.
EXTRA INFO: Finish Chapter 5 of Leon's campaign with Leon or Helena on any
difficulty.
------------------------------------------------------------------------------EMBLEM (07/50) _
-- Rescue the Hostages
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Complete Chapter 1 in Chris' campaign.
EXTRA INFO: Finish Chapter 1 of Chris' campaign with Chris or Piers on any
difficulty.
------------------------------------------------------------------------------EMBLEM (08/50) _
-- Tragedy in Europe
|_|
Trophy Type: Bronze
difficulty.
------------------------------------------------------------------------------EMBLEM (14/50) _
-- Let's Blow This Joint
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Complete Chapter 3 in Jake's campaign.
EXTRA INFO: Finish Chapter 3 of Jake's campaign with Jake or Sherry on any
difficulty.
------------------------------------------------------------------------------EMBLEM (15/50) _
-- Still on the Run
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Complete Chapter 4 in Jake's campaign.
EXTRA INFO: Finish Chapter 4 of Jake's campaign with Jake or Sherry on any
difficulty.
------------------------------------------------------------------------------EMBLEM (16/50) _
-- See You Around
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Complete Chapter 5 in Jake's campaign.
EXTRA INFO: Finish Chapter 5 of Jake's campaign with Jake or Sherry on any
difficulty.
------------------------------------------------------------------------------EMBLEM (17/50) _
-- I Spy (Secret Trophy/Achievement)
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Complete Chapter 1 in Ada's campaign.
EXTRA INFO: Finish Chapter 1 of Ada's campaign with Ada or BSAA Agent on any
difficulty.
------------------------------------------------------------------------------EMBLEM (18/50) _
-- Counterintelligence (Secret Trophy/Achievement)
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Complete Chapter 2 in Ada's campaign.
EXTRA INFO: Finish Chapter 2 of Ada's campaign with Ada or BSAA Agent on any
difficulty.
------------------------------------------------------------------------------EMBLEM (19/50) _
-- This Takes Me Back (Secret Trophy/Achievement)
|_|
EXTRA INFO: Finish all chapters in all four campaigns with any of the lead
characters on Veteran difficulty.
------------------------------------------------------------------------------EMBLEM (25/50) _
-- Leave it to the Pro
|_|
Trophy Type: Gold
Gamerscore Points: 90G
REQUIREMENT: Complete the entire game on Professional.
EXTRA INFO: Finish all chapters in all four campaigns with any of the lead
characters on Professional difficulty.
------------------------------------------------------------------------------EMBLEM (26/50) _
-- Check Out My Dogs
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Customize your dog tags.
EXTRA INFO: Under the "Play Game" menu, choose "Dog Tags" and set up a
template, emblem and title on your dog tag and then exit and save
(save is automatic).
------------------------------------------------------------------------------EMBLEM (27/50) _
-- Titular Achievement
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Earn 10 different titles.
EXTRA INFO: Titles are listed under the "Dog Tags" menu under the "Play Game"
menu. Perform the tasks to get 10 different titles. They do not
have to be four-star ranked. Titles are listed below the Emblems
section in my campaign guide.
------------------------------------------------------------------------------EMBLEM (28/50) _
-- One Is Better Than None
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Purchase one skill.
EXTRA INFO: Use skill points found in any mode to purchase one skill from the
"Skill Settings" menu under the "Campaign" menu. A skill can also
be bought in The Mercenaries under the "Skill Settings" menu for
that mode and skills can also be bought in Agent Hunt mode.
------------------------------------------------------------------------------EMBLEM (29/50) _
-- Mad Skillz
|_|
Trophy Type: Gold
Gamerscore Points: 90G
REQUIREMENT: Max out all the skills that allow you to level up.
EXTRA INFO: Purchase the following skills and level them up all the way to get
this emblem:
-
then step in front of the enemy to get the coup de grace (frontal
heavy stun melee) button prompt. The easiest way to get a stun is
with a headshot (head stun) or a quick shot (body stun). The
Combat Gauge Boost skill will give your character more stamina in
the combat gauge to help with this emblem and the Melee skill will
make the coup de grace melee more damaging where it will kill
easier.
------------------------------------------------------------------------------EMBLEM (32/50) _
-- Bob and Weave
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Counter an enemy's attack three times in a row.
EXTRA INFO: A counter command appears shortly before an enemy attacks your
character. In order to get this emblem, successfully counter any
enemy's attack three times without doing anything else. The
easiest way to do this is through The Mercenaries solo play. When
playing solo, a partner cannot mess up your character. The
counter does not have to kill - your character just has to get
three counters in a row.
------------------------------------------------------------------------------EMBLEM (33/50) _
-- Down, Not Out
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Defeat an enemy while dying, then recover without any help.
EXTRA INFO: After being knocked into dying status from taking too much damage,
defeat an enemy then recover without the help of your partner.
This can be done very easily in The Mercenaries solo play since
the enemies start out easy in each stage and there is no partner
to help out your character. The Lone Wolf skill will cause your
partner to ignore your character in solo campaign mode also.
------------------------------------------------------------------------------EMBLEM (34/50) _
-- Lifesaver
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Help or rescue your partner ten times.
EXTRA INFO: This emblem requires a player to perform a partner assist melee to
help out the partner ten times total. Ustanak will often grab the
AI partners in the four-way crossover fight with him in LEON'S
CHAPTER 4 campaign and JAKE'S CHAPTER 4 campaign at the Airplane
Crash Site. Get near him and press the O/B button to hit him with
a partner assist melee when he holds a character. Sometimes the
prompt does not want to come up during that battle though.
Any enemy grab where your partner needs help will give a partner
assist command while near the partner that will count toward this
melee as well. Zombies grab all the time in LEON'S CHAPTERS so
Leon's chapters are a great way to farm partner assist melee
rescues to boost for this emblem.
------------------------------------------------------------------------------EMBLEM (35/50) _
-- Weapons Master
|_|
Trophy Type: Silver
Gamerscore Points: 30G
REQUIREMENT: Use all the weapons in the game and kill ten enemies with each of
them.
EXTRA INFO: Here is a list of all 25 unique weapons in the game along with the
respective character(s) they are used by in campaign mode:
-
Get 10 kills with each one of the weapons listed above to get this
emblem. Rocket Launcher kills and kills with a gun turret along
with flash grenade kills are not needed. To check your current
kills, go to "Records" from the main menu then scroll over to the
"Enemies" tab and look on the right side of the screen at the
"Enemies Defeated" listing as you scroll down the page. While
going through campaign, a player may likely miss 10 kills with
each melee weapon (Combat Knife, Stun Rod, Survival Knife).
------------------------------------------------------------------------------EMBLEM (36/50) _
-- Give a Little Push
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Knock ten enemies off a high place.
EXTRA INFO: Push an enemy off a ledge with or without railing a total of 10
times with a melee. The easiest way to do this is on CHRIS'
CHAPTER 1 campaign. At the start of the Rooftop area, run up the
stairs and step toward the J'avo that has its back turned to get a
melee prompt to toss it off the side of the railing. Do this then
restart and perform this melee a total of 10 times to get this
emblem.
Credit for this task also includes stunning an enemy and pushing
the enemy off a ledge without railing. A good way to push an
enemy off a ledge is to play The Mercenaries mode on the Steel
Beast stage and stun a J'avo near the top ledge and get close to
them then perform a melee to push them off the side. The push off
can be done from the front of the J'avo or behind the J'avo for a
different pushing animation (shove or kick respectively).
------------------------------------------------------------------------------EMBLEM (37/50) _
-- Rising Up
|_|
Trophy Type: Silver
Gamerscore Points: 30G
REQUIREMENT: Earn a level-four title.
EXTRA INFO: Perform the task to get any title then keep performing that task
until you get a four-star ranking with that title. A list of
titles is below the emblems section.
------------------------------------------------------------------------------EMBLEM (38/50) _
-- They're ACTION Figures!
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Collect 3 figures.
EXTRA INFO: Action figures are unlocked by through shooting Serpent Emblems in
the game. A player has to shoot all Serpent Emblems in each
chapter to unlock a figure. There are four in each chapter.
Another way to unlock a figure is to collect the first, second,
third or fourth Serpent Emblem in EACH chapter for a character.
See the Serpent Emblems section for more info on unlocking action
figures.
------------------------------------------------------------------------------EMBLEM (39/50) _
-- Stuntman
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Defeat 20 enemies with the Hydra using a quick shot.
EXTRA INFO: Helena starts out with the Hydra shotgun in LEON'S CHAPTERS of
Leon's campaign, so play as her then perform a quick shot
(R1+L1/RT+LT) so that the shot kills 20 enemies to get this
emblem. This can also be done in The Mercenaries with Helena
(default).
------------------------------------------------------------------------------EMBLEM (40/50) _
-- Bring the Heat
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Take down an enemy from 50 meters away with a headshot using the
thermal scope.
EXTRA INFO: This emblem must be gained with the Anti-Materiel Rifle. Piers
starts with the Anti-Material Rifle in CHRIS' CHAPTERS of Chris'
campaign. While aiming, tap the Triangle/Y button to switch to
thermal vision then push in on the right thumbstick to zoom in.
Some good places to get this are:
a) In CHRIS' CHAPTER 1 campaign while in the Rooftops area, find
the J'avo on the very back building while on the walkway past
the partner assist door after Chris and Piers split up and turn
on the thermal scope from very far away then shoot him in the
head.
b) In CHRIS' CHAPTER 2 campaign, after Piers gets out of the
vehicle at the start, look toward the back buildings and find a
J'avo then turn on thermal score and shoot the J'avo in the
head.
c) In The Mercenaries solo play, start up a game on the Steel
Beast stage and play as Piers (default) then find the J'avo
that can be seen through the window on the bottom floor room
while standing on the railing very far away from him then turn
on the thermal score and shoot him in the head.
------------------------------------------------------------------------------EMBLEM (41/50) _
-- High Voltage
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Defeat ten enemies with a stun rod charge attack.
EXTRA INFO: Sherry starts with the Stun Rod in JAKE'S CHAPTERS of Jake's
campaign. This emblem requires that a player kill an enemy with
the stun rod charge attack, which is performed by holding the
L1/LT button and holding the R1/RT button while the stun rod is
equipped. The J'avo must die with the actual stun rod hitting the
J'avo and not the electrical damage that follows in order to get
credit toward this emblem.
------------------------------------------------------------------------------EMBLEM (42/50) _
-- Zombie Massacre
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Defeat 500 zombies.
EXTRA INFO: While playing through LEON'S CHAPTERS of Leon's campaign, a player
will easily get this emblem since there are so many zombies to
kill. In The Mercenaries, Urban Chaos, Mining the Depths and
Catacombs are all zombie stages as well if you care to get this
early. Zombie kills can be checked under "Records" by
highlighting the "Enemies" tab.
------------------------------------------------------------------------------EMBLEM (43/50) _
-- J'avo Genocide
|_|
------------------------------------------------------------------------------EMBLEM (46/50) _
-- Flying Ace
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Pilot the VTOL without getting a scratch on it.
EXTRA INFO: Chris pilots The VTOL jet in CHRIS' CHAPTER 4 campaign. Chris
flies this jet above the aircraft carrier in the final segment of
chapter 4. In order to get this emblem, a player must avoid
taking damage from incoming missiles. Press the R2/RB button to
perform a barrel roll when prompted in order to dodge missiles and
shoot down the helicopters in the air to limit the missiles that
are fired at the VTOL jet.
------------------------------------------------------------------------------EMBLEM (47/50) _
-- Hard Choice
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Shoot the helicopter pilot with a Magnum at point-blank range.
EXTRA INFO: While in the Poisawan Courtyard with Jake in JAKE'S CHAPTER 4
campaign Jake and Sherry will have to fight J'avo and NogaSkakanje (grasshopper legs). The helicopter cannot be defeated in
the first courtyard area where Jake must swing across a pole.
In the second courtyard area where Jake can swing across poles on
top of buildings, the helicopter will fly above a building every
now and then and let out a rope that J'avo will rappel down on.
Climb up the building that the helicopter hovers above then shoot
the J'avo on the rope and KILL them then stand near the rope to
get a X/A button prompt to grab on. Be sure to kill the J'avo or
they will shoot Jake back down the rope while he climbs. Climb
the rope by tapping the Square/X button then Jake will climb onto
the cockpit of the helicopter. While on the cockpit aim at the
pilot J'avo's head then shoot him with Jake's magnum to get this
emblem. Further information is discussed in my campaign
walkthrough for Jake, Chapter 4.
------------------------------------------------------------------------------EMBLEM (48/50) _
-- Sneaking Around (Secret Trophy/Achievement)
|_|
Trophy Type: Bronze
Gamerscore Points: 15G
REQUIREMENT: Get through the aircraft carrier's bridge area without being
noticed.
EXTRA INFO: Starting from the Stairway Corridor in the Bridge area of ADA'S
CHAPTER 4 campaign, where Ada sees J'avo in a nearby room through
the window, a player can sneak through the rest of the area with
stealth and get the "Sneaking Around" emblem.
Avoid the searchlights by ducking and crawling/moving on your back
by them so they don't shine on Ada. Kill J'avo enemies with the
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
N/A
N/A
N/A
N/A
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
1 time
N/A
N/A
N/A
EXTRA INFO: Your PS3 or Xbox 360 must have a Resident Evil 5 save file on it
and that file must be complete. In other words, you must finish
Resident Evil 5 and have that save still on your system.
TOTAL TITLES (002/195)
-------------------------------------------------------------------------------- Hardcore Player
CAMPAIGN TITLE (003/165) _
|_|
REQUIREMENT: Play Resident Evil 6 for 100 hours
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
EXTRA INFO: The title name for this title changes depending on what rank you
are. Play the game for several hours to get this.
TOTAL TITLES (003/195)
-------------------------------------------------------------------------------- Global Player
CAMPAIGN TITLE (004/165) _
|_|
REQUIREMENT: Play with 300 other players online
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 people
50 people
100 people
300 people
EXTRA INFO: Play with others through co-op play in any mode to receive this.
TOTAL TITLES (004/195)
-------------------------------------------------------------------------------- Rollin' with the Homies
CAMPAIGN TITLE (005/165) _
|_|
REQUIREMENT: Play online with a friend 300 times
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10000
50000
10000
20000
points
points
points
points
EXTRA INFO: Earn as many skill points as possible. The best way to earn skill
points is through Mercenaries. It's really best to play duo. As
the combo rises, enemies will drop skill points of greater value.
You MUST complete the run in order to receive the acquired skill
points.
Another way is to play the Chris' chapter 5 campaign and finish
off the Gnezdos and Napads in the Pressurization room. They will
drop a skill point pickup after each kill. Allow the Neo-Umbrella
J'avo to pull the levers to release the Chrysalids on the conveyor
belts.
TOTAL TITLES (006/195)
-------------------------------------------------------------------------------- Skill Collector
CAMPAIGN TITLE (007/165) _
|_|
REQUIREMENT: Purchase 80 skills
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10
20
40
80
skills
skills
skills
skills
EXTRA INFO: A player can purchase skills from any game mode to count toward
this. Campaign, The Mercenaries and Agent Hunt all have different
skills to purchase.
TOTAL TITLES (007/195)
-------------------------------------------------------------------------------- File Collector
CAMPAIGN TITLE (008/165) _
|_|
REQUIREMENT: Read all the files
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10
30
50
80
files
files
files
files (All files)
the campaign
then go to
a file emblem on
title. Files
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
20
40
60
78
figures
figures
figures
figures
EXTRA INFO: Like Files, some figures are unlocked by collecting serpent
emblems. Collecting all serpent emblems will only give you 40
figures however. Other figures are unlocked by unlocking extra
character outfits in The Mercenaries. Some figures are unlocked
by unlocking a character's EX2 outfit from www.residentevil.net
through points on the site.
TOTAL TITLES (009/195)
-------------------------------------------------------------------------------- Earning Them Medals
CAMPAIGN TITLE (010/165) _
|_|
REQUIREMENT: Earn 2000 medals
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
100 medals
300 medals
1000 medals
2000 medals
EXTRA INFO: Earn medals throughout all the various modes of Resident Evil 6.
Medals can be viewed by going to the "Records" menu under the main
menu and choosing the "Medals" tab. Each of the three main modes
has collectible medals.
TOTAL TITLES (010/195)
-------------------------------------------------------------------------------- Title Collector
CAMPAIGN TITLE (011/165) _
|_|
REQUIREMENT: Earn 200 titles
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
20 titles
50 titles
100 titles
200 titles
EXTRA INFO: Unlock titles by viewing over this section to unlock this title.
So, we unlock a title by gaining titles? Wow, that's pretty
filler, Capcom.
TOTAL TITLES (011/195)
-------------------------------------------------------------------------------- People Eater
CAMPAIGN TITLE (012/165) _
|_|
REQUIREMENT: Play as a zombie 300 times
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: Play as a zombie in Agent Hunt mode to get this title.
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: Play as a J'avo in Agent Hunt mode to get this title.
TOTAL TITLES (013/195)
-------------------------------------------------------------------------------- Left My Mark
CAMPAIGN TITLE (014/165) _
|_|
REQUIREMENT: Tag 300 enemies with a marker
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: Aim toward an enemy in campaign then tap the partner assist button
(O/B button) to tag that enemy.
TOTAL TITLES (014/195)
-------------------------------------------------------------------------------- Tag Master
CAMPAIGN TITLE (015/165) _
|_|
REQUIREMENT: 300 enemies you tagged are killed by other players
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: Allow a co-op partner to defeat an enemy that you have tagged.
Yes, you have to play with other people online to get this one!
TOTAL TITLES (015/195)
-------------------------------------------------------------------------------- Enjoying the Scenery
CAMPAIGN TITLE (016/165) _
|_|
REQUIREMENT: Walk 5000 meters
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
300 meters
1000 meters
3000 meters
5000 meters
EXTRA INFO: Walk in any mode. Walk a lot! Do not stop walking. Obviously,
this one will be gotten over time. Keep in mind that you must
hold the left thumbstick forward without pressing the X/A button
and hold that thumbstick LIGHTLY to walk.
TOTAL TITLES (016/195)
-------------------------------------------------------------------------------
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10000 meters
30000 meters
50000 meters
100000 meters
EXTRA INFO: Run in any mode. To run, push forward on the left thumbstick and
hold it all the way forward. Do not hold the X/A button or that
is considered "dashing".
TOTAL TITLES (017/195)
-------------------------------------------------------------------------------- Mad Dasher
CAMPAIGN TITLE (018/165) _
|_|
REQUIREMENT: Dash for 5000 meters
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
300 meters
1000 meters
3000 meters
5000 meters
EXTRA INFO: Dash in any mode. To dash, hold down the X/A button then hold
forward on the left thumbstick.
TOTAL TITLES (018/195)
-------------------------------------------------------------------------------- Rock-Hard Buns
CAMPAIGN TITLE (019/165) _
|_|
REQUIREMENT: Traverse 500 meters on your backside
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
50 meters
100 meters
300 meters
500 meters
EXTRA INFO: Have your character lie down on his/her back then move to get
credit for this. Hold the L1/LT button then press in any
direction with the left thumbstick + X/A and continue to hold
L1/LT to remain on the ground while on the character's back.
TOTAL TITLES (019/195)
-------------------------------------------------------------------------------- Big Baby
CAMPAIGN TITLE (020/165) _
|_|
REQUIREMENT: Crawl for 300 meters
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
20 meters
50 meters
100 meters
300 meters
EXTRA INFO: This title is gained from your character crawling on his/her
belly. Basically, you need to find an area with a lot of air
ducts. CHRIS' CHAPTER 3 campaign has several air ducts to crawl
through while in the building with the Iluzija snake boss.
TOTAL TITLES (020/195)
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
100 meters
300 meters
500 meters
1000 meters
EXTRA INFO: Swim in some water in order to get this title. Swimming area are
found in LEON'S CHAPTER 3 campaign and ADA'S CHAPTER 1 campaign.
TOTAL TITLES (021/195)
-------------------------------------------------------------------------------- Joyrider
CAMPAIGN TITLE (022/165) _
|_|
REQUIREMENT: Travel 500 kilometers with a vehicle
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
50 kilometers
100 kilometers
200 kilometers
500 kilometers
EXTRA INFO: Travel in any of the vehicles in any of the campaigns to get this
title. CHRIS' CHAPTER 3 campaign has a driving segment with a
military vehicle, JAKE'S CHAPTER 2 and CHAPTER 4 campaigns have a
segment with a snowmobile and a bike respectively.
TOTAL TITLES (022/195)
-------------------------------------------------------------------------------- Easy Target
CAMPAIGN TITLE (023/165) _
|_|
REQUIREMENT: Require help 300 times
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: Get knocked into dying status by loosing all health then press the
partner assist button to get help from your partner. Pressing the
button is what will "require" the help and add up to this title.
Another way is to get grabbed by an enemy then press the partner
assist button. You are needing help at that point.
TOTAL TITLES (023/195)
-------------------------------------------------------------------------------- Rescue Me
CAMPAIGN TITLE (024/165) _
|_|
REQUIREMENT: Receive help 300 times
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: Allow an enemy to grab your character and then press the partner
assist button to call out for help so that the partner knocks the
enemy off your character. This will give you credit for this
title. Zombies grab much more than J'avo, so I recommend LEON'S
CHAPTERS in his campaign for this.
TOTAL TITLES (024/195)
-------------------------------------------------------------------------------- Hero
CAMPAIGN TITLE (025/165) _
|_|
REQUIREMENT: Rescue another player 300 times
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: Your partner must get grabbed by an enemy and your character must
save that partner by getting close and performing a partner assist
melee by pressing the partner assist button (O/B button) while
next to that grabbed character. Just like with the last title, I
recommend LEON'S CHAPTERS for this one since zombies grab more
than J'avo.
TOTAL TITLES (025/195)
-------------------------------------------------------------------------------- Death Wish
CAMPAIGN TITLE (026/165) _
|_|
REQUIREMENT: Require saving 100 times
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
50 times
100 times
EXTRA INFO: Get knocked into dying status by losing all health to get credit
for this title.
TOTAL TITLES (026/195)
-------------------------------------------------------------------------------- Resuscitated Agent
CAMPAIGN TITLE (027/165) _
|_|
REQUIREMENT: Saved from dying 100 times
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
50 times
100 times
EXTRA INFO: Get knocked into dying status by loosing all health then press the
partner assist button to get help from your partner. When the
partner revives your character, you will get credit for this
title.
TOTAL TITLES (027/195)
-------------------------------------------------------------------------------- Phoenix
CAMPAIGN TITLE (028/165) _
|_|
REQUIREMENT: Recover on your own from dying 100 times
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
1 times
3 times
10 times
100 times
EXTRA INFO: Get knocked into dying status by losing all of your character's
health then kill enemies to get credit for this title.
TOTAL TITLES (029/195)
-------------------------------------------------------------------------------- Lifesaver
CAMPAIGN TITLE (030/165) _
|_|
REQUIREMENT: Save other players from dying 100 times
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
50 times
100 times
EXTRA INFO: Your partner must get knocked into dying status and your character
must save that partner with a revival by stepping over the dying
character and pressing the partner assist button to get credit for
this title.
TOTAL TITLES (030/195)
-------------------------------------------------------------------------------- Dead Ringer
CAMPAIGN TITLE (031/165) _
|_|
REQUIREMENT: Be killed 200 times
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
50 times
100 times
200 times
EXTRA INFO: Die in any game mode. Lose all health then have the enemy finish
off your character to get credit for this title.
TOTAL TITLES (031/195)
-------------------------------------------------------------------------------- Going Out in Style
CAMPAIGN TITLE (032/165) _
|_|
REQUIREMENT: Be killed awesomely 50 times
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Aim toward the head of an enemy and shoot the enemy in the head
with any weapon to get credit for this.
TOTAL TITLES (033/195)
-------------------------------------------------------------------------------- Gunslinger
CAMPAIGN TITLE (034/165) _
|_|
REQUIREMENT: Hit enemies with a quick shot 1000 times
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: A quick shot is performed by pressing the aim and firing button at
the same time (L1+R1/LT+RT). This will take one block of stamina
to perform. Hit enemies with this attack to get credit for this
title.
TOTAL TITLES (034/195)
-------------------------------------------------------------------------------- Potent Pugilist
CAMPAIGN TITLE (035/165) _
|_|
REQUIREMENT: Land a physical attack 1000 times
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Perform a melee attack against an enemy. The melee button is
R1/RT so hit an enemy with a melee several times to get credit for
this.
TOTAL TITLES (035/195)
-------------------------------------------------------------------------------- Relentless Attacker
CAMPAIGN TITLE (036/165) _
|_|
REQUIREMENT: Perform 300 successful follow-up attacks
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: Get a stun on an enemy by shooting the enemy in the head, arm,
body, or legs. Headshots will stun the enemy or kill the enemy
always and all the other stun types activate randomly. When the
enemy is stunned, walk up to the enemy to get a melee button
command. Melee the enemy from close range to get credit for this.
One extremely easy way to set up a body stun on any normal enemy
is by hitting that enemy with a quick shot.
TOTAL TITLES (036/195)
-------------------------------------------------------------------------------- Combat Master
CAMPAIGN TITLE (037/165) _
|_|
REQUIREMENT: Perform a unique physical attack 300 times
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: In order to get credit for this, a player must perform a coup de
grace melee attack, which is also a frontal heavy stun melee
attack. The best way to set up this melee on normal J'avo is with
a flash grenade toss - melee from the front side of the J'avo for
a coup de grace melee.
To set up a heavy stun (coup de grace stun) on all normal enemy
types (J'avo and zombies) stun the enemy with any type of stun
then hit that stunned enemy with a slide (dash + L1/LT) to make
the enemy stagger even more. When the enemy stagger, rush around
to the FRONT side of that enemy then activate the melee with the
melee prompt for a coup de grace (frontal heavy stun melee).
TOTAL TITLES (037/195)
-------------------------------------------------------------------------------- By Any Means
CAMPAIGN TITLE (038/165) _
|_|
REQUIREMENT: Use an enemy's weapon 100 times
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 times
10 times
30 times
100 times
EXTRA INFO: You must attack the enemy with a weapon that they carry in order
to get credit for this title. Zombie enemies carry weapons often
and your character will automatically use their weapon against
the zombie whenever most stuns are activated on the zombie. Get a
stun on a zombie with a weapon then approach the zombie and
activate the melee via the button prompt to make your character
grab the zombie's weapon and kill the zombie with it. Zombies may
have weapon attached to their bodies. Counters against zombies
that try to hit your character with a weapon will count toward
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 times
10 times
30 times
100 times
EXTRA INFO: Get your combat gauge down to red by using up all your stamina.
The quickest way is to perform several quick shots in a row.
While red status, your character will perform a weak kick when the
melee button is pressed. Hit enemies with that weak kick to get
credit for this title.
TOTAL TITLES (039/195)
-------------------------------------------------------------------------------- Executioner
CAMPAIGN TITLE (040/165) _
|_|
REQUIREMENT: Perform 300 coups de grace
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: The description for this title is not helpful in the game. To get
this title, finish off enemies with a melee. Any melee that hits
and kills will count toward this title. Coup de grace is
sometimes referred to as a "frontal heavy stun melee that kills"
and sometimes "a melee that kills". RE6's refers to "coup de
grace" both ways at times.
TOTAL TITLES (040/195)
-------------------------------------------------------------------------------- Counter Attacker
CAMPAIGN TITLE (041/165) _
|_|
REQUIREMENT: Perform 300 counterattacks
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
50 times
100 times
300 times
500 times
EXTRA INFO: To perform a slide, dash with the X/A button then press the L1/LT
button. Slide to get credit for this title.
TOTAL TITLES (043/195)
-------------------------------------------------------------------------------- Slide 'n' Smash
CAMPAIGN TITLE (044/165) _
|_|
REQUIREMENT: Destroy 300 objects while sliding
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
50 times
100 times
300 times
EXTRA INFO: Break any type of item boxes while sliding to get credit for this.
Item boxes include wooden crates, tall crate, vases, pots, small
pots and several other objects all listed out in full detail in
the campaign walkthrough that was written by your favorite Chris
player.
TOTAL TITLES (044/195)
-------------------------------------------------------------------------------- Bone Breaker
CAMPAIGN TITLE (045/165) _
|_|
REQUIREMENT: Kill 100 enemies while sliding
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 times
10 times
50 times
100 times
EXTRA INFO: Kill an enemy by sliding against the enemy. It's best to attempt
this against normal zombies or J'avo. A slide only takes about
100 damage, so it's like hitting an enemy with a knife slash from
earlier RE games, so you need to hit the enemy with gunshots to
weak the enemy then slide into the enemy to kill the enemy.
Zombies are stronger in their legs, but J'avo are actually weaker
when hitting them in the legs, so this title is slightly easier to
gain from killing J'avo in CHRIS' and JAKE'S campaigns.
TOTAL TITLES (045/195)
-------------------------------------------------------------------------------- Nine-Oh-Nine Expert
CAMPAIGN TITLE (046/165) _
|_|
REQUIREMENT: Kill 1000 enemies with the Nine-Oh-Nine
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Nine-Oh-Nine handgun to get
credit for this title. Chris and Jake both start out with this
weapon in CHRIS' CHAPTERS and JAKE'S CHAPTERS of their campaigns.
In The Mercenaries, Jake (default) and Chris (EX1 and EX2) start
with this weapon.
TOTAL TITLES (046/195)
------------------------------------------------------------------------------Picador Expert
CAMPAIGN TITLE (047/165) _
|_|
REQUIREMENT: Kill 1000 enemies with the Picador
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Picador handgun to get credit
for this title. Helena starts out with this weapon in LEON'S
CHAPTERS of his campaign. In The Mercenaries, Helena (default)
and Carla (default) start with this weapon.
TOTAL TITLES (047/195)
-------------------------------------------------------------------------------- Wing Shooter Expert
CAMPAIGN TITLE (048/165) _
|_|
REQUIREMENT: Kill 1000 enemies with the Wing Shooter
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Wing Shooter handgun(s) to get
credit for this title. Leon starts out with this weapon in LEON'S
CHAPTERS of his campaign. In The Mercenaries, Leon (default)
starts with this weapon.
TOTAL TITLES (048/195)
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Shotgun to get credit for this
title. Leon and Helena gain access to this weapon from the dead
soldier body in the Town of LEON'S CHAPTER 1 campaign and Jake and
Sherry gain access to this weapon in the Stairway area of the
Market District in JAKE'S CHAPTER 4 campaign. In The Mercenaries,
Leon (default) and Chris (EX1 and EX2) start with this weapon.
TOTAL TITLES (049/195)
-------------------------------------------------------------------------------- Assault Shotgun Expert
CAMPAIGN TITLE (050/165) _
|_|
REQUIREMENT: Kill 1000 enemies with the assault shotgun
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Assault Shotgun to get credit
for this title. Chris and Piers gain access to this weapon from
behind the door that requires the partner assist command while up
on the bridge of the street area in CHRIS' CHAPTER 2 campaign.
They have to fight off the Ogroman then run back and open the door
to get this weapon. In The Mercenaries, Piers (EX1 and EX2) and
Sherry (EX1 and EX2) start with this weapon.
TOTAL TITLES (050/195)
-------------------------------------------------------------------------------- Hydra Expert
CAMPAIGN TITLE (051/165) _
|_|
REQUIREMENT: Kill 1000 enemies with the Hydra
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Hydra shotgun to get credit for
this title. Helena starts with this weapon in LEON'S CHAPTERS of
his campaign. In The Mercenaries, Helena (default) starts with
this weapon.
TOTAL TITLES (051/195)
-------------------------------------------------------------------------------- Lightning Hawk Expert
CAMPAIGN TITLE (052/165) _
|_|
REQUIREMENT: Kill 1000 enemies with the Lightning Hawk
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Elephant Killer magnum to get
credit for this title. Jake and Sherry both gain access to this
weapon in the Warehouse of JAKE'S CHAPTER 1 campaign. In The
Mercenaries, Jake (default) starts with this weapon.
TOTAL TITLES (053/195)
-------------------------------------------------------------------------------- Sniper Rifle Expert
CAMPAIGN TITLE (054/165) _
|_|
REQUIREMENT: Kill 1000 enemies with the sniper rifle
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Sniper Rifle to get credit for
this title. Jake and Sherry both gain access to this weapon at
the Snowy Mountain Trail in JAKE'S CHAPTER 2 campaign. In The
Mercenaries, Leon (EX1 and EX2), Jake (EX1 and EX2) and Helena
(EX1 and EX2) start with this weapon.
TOTAL TITLES (054/195)
-------------------------------------------------------------------------------- Semi-Auto Sniper Rifle Expert
CAMPAIGN TITLE (055/165) _
|_|
REQUIREMENT: Kill 1000 enemies with the semi-auto sniper rifle
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Semi-Auto Sniper Rifle to get
credit for this title. Leon and Helena gain access to this weapon
in the Stairway of the Cathedral in LEON'S CHAPTER 2 campaign and
Chris and Piers gain access to this weapon in the Crate Storage of
the Rear Hangar in CHRIS' CHAPTER 4 campaign. In The Mercenaries,
Piers (EX1 and EX2) and Jake (EX1 and EX2) start with this weapon.
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Anti-Materiel Rifle to get
credit for this title. Piers starts with this weapon in CHRIS'S
CHAPTERS of Chris' campaign. In The Mercenaries, Piers (default)
starts with this weapon.
TOTAL TITLES (056/195)
-------------------------------------------------------------------------------- Ammo Box 50 Expert
CAMPAIGN TITLE (057/165) _
|_|
REQUIREMENT: Kill 1000 enemies with the Ammo Box 50
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Ammo Box 50 machine pistol to
get credit for this title. Ada starts with this weapon in ADA'S
CHAPTERS of her campaign. In The Mercenaries, Ada (default)
Piers (EX1 and EX2) and Helena (EX1 and EX2) start with this
weapon.
TOTAL TITLES (057/195)
-------------------------------------------------------------------------------- Triple Shot Expert
CAMPAIGN TITLE (058/165) _
|_|
REQUIREMENT: Kill 1000 enemies with the Triple Shot
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Triple Shot handgun to get
credit for this title. Sherry starts with this weapon in JAKE'S
CHAPTERS of Jake's campaign. In The Mercenaries, Sherry (default)
starts with this weapon.
TOTAL TITLES (058/195)
-------------------------------------------------------------------------------- MP-AF Expert
CAMPAIGN TITLE (059/165) _
|_|
REQUIREMENT: Kill 1000 enemies with the MP-AF
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the MP-AF machine gun to get credit
for this title. Piers starts with this weapon in CHRIS' CHAPTERS
of Chris' campaign. In The Mercenaries, Piers (default) and Ada
(EX1 and EX2) start with this weapon.
TOTAL TITLES (059/195)
-------------------------------------------------------------------------------- A.R. for Special Tactics Expert
CAMPAIGN TITLE (060/165) _
|_|
REQUIREMENT: Kill 1000 enemies with the Assault Rifle for Special Tactics
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Assault Rifle for Special
Tactics to get credit for this title. Chris starts with this
weapon in CHRIS' CHAPTERS of his campaign. In The Mercenaries,
Chris (default) starts with this weapon.
TOTAL TITLES (060/195)
-------------------------------------------------------------------------------- Bear Commander Expert
CAMPAIGN TITLE (061/165) _
|_|
REQUIREMENT: Kill 1000 enemies with the Bear Commander
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Bear Commander assault rifle to
get credit for this title. Jake and Sherry both gain access to
this weapon from placing all 16 ID Medals in the statue in the
Statue Room of the Living Quarters of the Research Facility in
JAKE'S CHAPTER 3 campaign. In The Mercenaries, Sherry (EX1 and
EX2) starts with this weapon.
TOTAL TITLES (061/195)
-------------------------------------------------------------------------------- Assault Rifle RN Expert
CAMPAIGN TITLE (062/165) _
|_|
REQUIREMENT: Kill 1000 enemies with the Assault Rifle RN
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Assault Rifle to get credit for
this title. Leon and Helena both gain access to this weapon from
inside a coffin in the Entrance Corridor to the Catacombs in
LEON'S CHAPTER 3 campaign. In The Mercenaries, Leon (EX1 and EX2)
starts with this weapon.
TOTAL TITLES (062/195)
-------------------------------------------------------------------------------- Explosive Round Expert
CAMPAIGN TITLE (063/165) _
|_|
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Explosive Rounds from the
Grenade Launcher to get credit for this title. Chris and Piers
both gain access to this weapon on the Building Rooftop in the
Poisawan Courtyard area in CHRIS' CHAPTER 3 campaign. They will
gain access to Explosive Rounds right from the start.
Jake and Sherry gain access to the Bear Commander from placing all
16 ID Medals in the statue in the Statue Room of the Living
Quarters of the Research Facility in JAKE'S CHAPTER 3 campaign and
the Bear Commander has a secondary fire that can fire out
Explosive Rounds as well. In The Mercenaries, Jake (EX1 and EX2),
Carla (default) and Sherry (EX1 and EX2) start with Explosive
Rounds. Sherry EX1 and EX2 have a Bear Commander that can fire
explosive rounds as a secondary fire.
TOTAL TITLES (063/195)
-------------------------------------------------------------------------------- Acid Round Expert
CAMPAIGN TITLE (064/165) _
|_|
REQUIREMENT: Kill 1000 enemies with acid rounds
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Acid Rounds from the Grenade
Launcher to get credit for this title. Chris and Piers both gain
access to this weapon on the Building Rooftop in the Poisawan
Courtyard area in CHRIS' CHAPTER 3 campaign. They will gain
access to Acid Rounds in the Cleaning Room of the Bridge area in
CHRIS' CHAPTER 4 campaign. In The Mercenaries, Helena (default)
and Carla (default) start with acid rounds.
TOTAL TITLES (064/195)
-------------------------------------------------------------------------------- Nitrogen Round Expert
CAMPAIGN TITLE (065/165) _
|_|
REQUIREMENT: Kill 1000 enemies with nitrogen rounds
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Nitrogen Rounds from the Grenade
Launcher to get credit for this title. Chris and Piers both gain
access to this weapon on the Building Rooftop in the Poisawan
Courtyard area in CHRIS' CHAPTER 3 campaign. They will gain
access to Nitrogen Rounds from a chest in the Corridor Outside
Experiment Room in the Underwater Facility in CHRIS' CHAPTER 5
campaign. In The Mercenaries, Leon (EX1 and EX2) and Carla
(default) start with nitrogen rounds.
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
3 times
10 times
30 times
100 times
EXTRA INFO: Kill enemies in any mode with the Rocket Launcher to get credit
for this title. Leon and Helena both gain access to this weapon
on the Heliport of the Quad Tower Room in LEON'S CHAPTER 5
campaign. In The Mercenaries, Chris (EX1 and EX2) starts with a
rocket launcher. To best way to get this title is by killing
enemies in The Mercenaries with Chris EX1 or EX2. Leon and Helena
only get to kill the final boss with a rocket.
TOTAL TITLES (066/195)
-------------------------------------------------------------------------------- Crossbow Expert
CAMPAIGN TITLE (067/165) _
|_|
REQUIREMENT: Kill 1000 enemies with the crossbow
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Crossbow to get credit
for this title. Ada starts with this weapon in ADA'S CHAPTERS of
her campaign. In The Mercenaries, Ada (default) starts with this
weapon. The Crossbow must actually kill the enemy, not the melee
after they are impaled.
TOTAL TITLES (067/195)
-------------------------------------------------------------------------------- Crossbow Master
CAMPAIGN TITLE (068/165) _
|_|
REQUIREMENT: Pin 1000 enemies to the wall with the crossbow
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Impale enemies to a surface with normal arrows from the Crossbow
in any mode to get credit for this title. Ada starts with this
weapon in ADA'S CHAPTERS of her campaign. In The Mercenaries, Ada
(default) starts with this weapon. The Crossbow must actually
impale the enemy to a surface (wall or floor or obstacle) to get
credit for this title.
TOTAL TITLES (068/195)
-------------------------------------------------------------------------------- Survival Knife Expert
CAMPAIGN TITLE (069/165) _
|_|
REQUIREMENT: Kill 1000 enemies with the survival knife
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Survival Knife to get credit
for this title. Leon starts with this weapon in LEON'S CHAPTERS
of his campaign. In The Mercenaries, Jake (EX1 and EX2) starts
with this weapon.
TOTAL TITLES (069/195)
-------------------------------------------------------------------------------- Combat Knife Expert
CAMPAIGN TITLE (070/165) _
|_|
REQUIREMENT: Kill 1000 enemies with the combat knife
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Combat Knife to get credit
for this title. Chris starts with this weapon in CHRIS' CHAPTERS
of his campaign. In The Mercenaries, Chris (default) starts
with this weapon.
TOTAL TITLES (070/195)
-------------------------------------------------------------------------------- Stun Rod Expert
CAMPAIGN TITLE (071/165) _
|_|
REQUIREMENT: Kill 1000 enemies with the stun rod
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Stun Rod to get credit for this
title. Sherry starts with this weapon in JAKE'S CHAPTERS of
Jake's campaign. In The Mercenaries, Sherry (default) starts with
this weapon.
TOTAL TITLES (071/195)
-------------------------------------------------------------------------------- Hand-To-Hand Expert
CAMPAIGN TITLE (072/165) _
|_|
REQUIREMENT: Kill 1000 enemies with your bare hands
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with the Bare Hand to get credit
for this title. Jake starts with his bare hands as a weapon in
JAKE'S CHAPTERS of his campaign. In The Mercenaries, Jake
(default) starts with his bare hands as a weapon.
TOTAL TITLES (072/195)
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: Kill enemies in any mode with a gun turret to get credit
for this title. Chris, Piers, Jake and Sherry gain access to a
gun turret in the buildings of CHRIS' CHAPTER 2 campaign and
JAKE'S CHAPTER 1 campaign. There is a gun turret in the Cargo Bay
of CHRIS' CHAPTER 5 campaign also.
TOTAL TITLES (073/195)
-------------------------------------------------------------------------------- I Spy
CAMPAIGN TITLE (074/165) _
|_|
REQUIREMENT: Kill 300 enemies with a camera gun turret
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: Kill enemies in any mode with the Camera Gun Turret to get credit
for this title. Jake has access to this weapon through the
Surveillance Area in JAKE'S CHAPTER 3 campaign. The Hallway 2 and
Lobby cameras have guns on them. Kill the J'avo in those areas
with the camera's gun turret to get credit for this title.
TOTAL TITLES (074/195)
-------------------------------------------------------------------------------- ATV Gun Expert
CAMPAIGN TITLE (075/165) _
|_|
REQUIREMENT: Kill 300 enemies with the military vehicle's gun
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: Kill enemies in any mode with the Military Vehicle's gun turret to
get credit for this title. Chris and Piers can shoot enemies
while manning in the turret in the back of military vehicle while
on the Main Thoroughfare in CHRIS' CHAPTER 3 campaign to get
credit for this title. Both Chris and Piers get a chance to use
the weapon.
TOTAL TITLES (075/195)
-------------------------------------------------------------------------------- I Got Hand
CAMPAIGN TITLE (076/165) _
|_|
REQUIREMENT: Kill 100 enemies with Piers' mutated arm
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with Hand Grenades to get credit for this
title. Chris and Piers are able to find Hand Grenades and Hand
Grenade drops from enemies throughout CHRIS' CHAPTERS of Chris'
Campaign and Ada has access to Hand Grenades in ADA'S CHAPTERS of
her campaign. In The Mercenaries, Chris (default) and Ada (EX1
and EX2) start with Hand Grenades.
TOTAL TITLES (077/195)
-------------------------------------------------------------------------------- Incendiary Grenade Expert
CAMPAIGN TITLE (078/165) _
|_|
REQUIREMENT: Kill 1000 enemies with incendiary grenades
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with Incendiary Grenades to get credit
for this title. Leon and Helena are able to find Incendiary
Grenades and Incendiary Grenade drops throughout LEON'S CHAPTERS
of Leon's campaign and Ada has access to Incendiary Grenades in
ADA'S CHAPTERS of her campaign. In The Mercenaries, Ada (default)
and Helena (EX1 and EX2) start with Incendiary Grenades.
TOTAL TITLES (078/195)
-------------------------------------------------------------------------------
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
3 times
10 times
50 times
100 times
EXTRA INFO: Kill enemies in any mode with Flash Grenades to get credit for
this title. Chris and Piers and Jake and Sherry are able to find
Flash Grenades and Flash Grenade drops throughout CHRIS' CHAPTERS
of Chris' campaign and JAKE'S CHAPTERS of Jake's campaign. In The
Mercenaries, Jake (default), Sherry (EX1 and EX2) and Ada (EX1 and
EX2) start with Flash Grenades.
The problem with this title is that Flash Grenades
per toss, so you need to find weak enemies such as
Mesets in Chris' or Jake's chapters to kill with a
Mesets die instantly to flash grenades even though
than 1 HP.
only take 1 HP
animals or
flash grenade.
they have more
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Blind enemies in any mode with Flash Grenades to get credit for
this title. Jake and Sherry are able to find Flash Grenades and
Flash Grenade drops throughout JAKE'S CHAPTERS of Jake's campaign.
In The Mercenaries, Jake (default), Sherry (EX1 and EX2) and Ada
(EX1 and EX2) start with Flash Grenades. The actual blinding of
the grenade is what gives a player credit for this title.
TOTAL TITLES (080/195)
-------------------------------------------------------------------------------- Demolitions Expert
CAMPAIGN TITLE (081/165) _
|_|
REQUIREMENT: Kill 1000 enemies with explosive objects
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with any type of environmental explosive
object to get credit for this title. This includes, red explosive
barrels, canisters and fire extinguishers. Chris and Piers get
access to shooting several explosive barrels while outside the
Tenement building in CHRIS' CHAPTER 1 campaign. In The
Mercenaries, the Urban Chaos stage has several explosive barrels
that can be shot to kill off enemies.
TOTAL TITLES (081/195)
-------------------------------------------------------------------------------- Pipe Bomb Expert
CAMPAIGN TITLE (082/165) _
|_|
REQUIREMENT: Kill 1000 enemies with pipe bombs
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with Pipe Bomb Arrows with the Crossbow
to get credit for this title. Ada starts with a Crossbow that has
Pipe Bomb Arrows and is able to pick up more Pipe Bomb Arrows and
Pipe Bomb Arrows drops from enemies throughout ADA'S CHAPTERS of
her campaign. In The Mercenaries, Ada (default) starts with Pipe
Bomb Arrows for her Crossbow. The actual explosion of the pipe
bomb must kill the enemy to get credit for this title. The
impaling of the arrow takes damage but does not count as a pipe
bomb kill.
TOTAL TITLES (082/195)
-------------------------------------------------------------------------------- Remote Bomb Expert
CAMPAIGN TITLE (083/165) _
|_|
REQUIREMENT: Kill 1000 enemies with remote bombs
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill enemies in any mode with Remote Bombs to get credit for this
title. Leon and Helena and Jake and Sherry are able to find
Remote Bombs and Remote Bomb drops throughout LEON'S CHAPTERS of
Leon's campaign and JAKE'S CHAPTERS of Jake's campaign. In The
Mercenaries, Leon (default) and Piers (default) start with Remote
Bombs.
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: Kill enemies by having them hit each other to get credit for this
title. This title is quite random and I'm not exactly sure what
all counts, but I do know that a Whopper kills other zombies at
times in LEON'S CHAPTER 1 campaign and that the Attack Helicopter
kills J'avo at times in CHRIS' CHAPTER 3 and CHRIS' CHAPTER 4
campaigns.
Dynamite that is set off by dynamite zombies in LEON'S CHAPTER 3
campaign and fire extinguishers and chest grenades that are shot
on zombies in LEON'S CHAPTER 1 campaign most likely contribute to
this.
TOTAL TITLES (084/195)
-------------------------------------------------------------------------------- Need a Pick-Me-Up
CAMPAIGN TITLE (085/165) _
|_|
REQUIREMENT: Consume 2000 health tablets
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
100 times
300 times
1000 times
2000 times
EXTRA INFO: Get green herbs and red herbs and mix them into health tablets
then use the R2/RB button to consume the tablets when damaged or
when stamina is lost to get credit for this during any mode.
TOTAL TITLES (085/195)
-------------------------------------------------------------------------------- The Chemist
CAMPAIGN TITLE (086/165) _
|_|
REQUIREMENT: Combine herbs 1000 times
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Combine green herbs with other green herbs or green herbs with red
herbs in any mode to get this title. This can be done through the
inventory menu by choosing to combine the two herbs or it can be
done during gameplay by pressing the R2+Square/RB+X buttons
together.
TOTAL TITLES (086/195)
-------------------------------------------------------------------------------- Need My Meds
CAMPAIGN TITLE (087/165) _
|_|
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
3 times
10 times
30 times
100 times
EXTRA INFO: Use first aid sprays to heal your character when the character is
damaged or when stamina is lost in any mode to get credit for this
title. A first aid spray must be equipped by pressing direction
pad up or down then it must be used with the R1/RT button.
TOTAL TITLES (087/195)
-------------------------------------------------------------------------------- Not an Acrobat
CAMPAIGN TITLE (088/165) _
|_|
REQUIREMENT: Use the zip-line 300 times
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: Use Ada's grappling hook when a button prompt command appears to
swing to a new area in order to get credit for this title in ADA'S
CHAPTERS of her campaign.
TOTAL TITLES (088/195)
-------------------------------------------------------------------------------- Undercover
CAMPAIGN TITLE (089/165) _
|_|
REQUIREMENT: Use cover for a total of 100 minutes
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 minutes
10 minutes
30 minutes
100 minutes
EXTRA INFO: Stay in cover for a total of 100 minutes throughout all of your
gameplay in Resident Evil 6 in any mode and any campaign. This is
all cumulative, so every time your character takes cover, the
cover time toward this title will get credited. Stand near a wall
then tap the aiming button (L1/LT) to take cover against that wall
then continue to hold the button to stay in cover.
TOTAL TITLES (089/195)
-------------------------------------------------------------------------------- Reloader
CAMPAIGN TITLE (090/165) _
|_|
REQUIREMENT: Reload 5000 times
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
500 times
1000 times
3000 times
5000 times
EXTRA INFO: Reload in any mode to get credit toward this title. Press the
Square/X button while a weapon is not fully loaded to reload it.
This will definitely take time but it's cumulative, so it will
come in times.
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
100 times
300 times
1000 times
3000 times
EXTRA INFO: Zombies are fought in all of LEON'S CHAPTERS of his campaign and
they are fought in ADA, CHAPTER 2 and CHAPTER 5.
LOCATIONS:
Zombies with weapons: (all Leon chapters unless specified)
-- Handgun
o Chapter 1 (Gas Station, Gun Shop)
o The Mercenaries (Urban Chaos, Mining the Depths)
-- Assault Rifle
o Chapter 1 (Street, Gas Station, Gun Shop)
o Ada, Chapter 5 (Rooftop)
o The Mercenaries (Urban Chaos, Mining the Depths)
-- Knife
o Chapter 1 (Garage, Courtyard [second time entering courtyard], The Study,
Wine Area)
o Ada, Chapter 2 (Crypt Area)
-- Bat
o Chapter 1 (Entrance Hall, Dorm Area, Tunnel, Street, Behind Wine Area)
o The Mercenaries (Urban Chaos)
-- 2x4
o Chapter 1 (Security Area, Tunnel)
o Chapter 2 (Lab)
-- Hand Ax
o Chapter 1 (Courtyard [second time entering courtyard]), Security Area,
Tunnel, Street, Gas Station)
-- Pipe
o Chapter 1 (Garage, Tunnel, Wine Area, Gas Station)
o Chapter 2 (In front of Cathedral, Primitive Altar)
o The Mercenaries (Urban Chaos)
-- Fire Extinguisher
o Chapter 1 (Tunnel, Wing Area)
-- Golf Club
o Chapter 1 (Gun Shop)
o Chapter 5 (Stairway)
o The Mercenaries (Urban Chaos)
-- Sledgehammer
o Chapter 1 (Courtyard, Entrance Hall, Tunnel, Behind Wine Area)
o Chapter 5 (Street with Ada, Stairway)
o The Mercenaries (Urban Chaos)
-- Bottle
o
o
o
o
o
-- Shovel
o Chapter 2 (Graveyard, Crypt Maze)
o Ada, Chapter 2 (Crypt Area)
o The Mercenaries (The Catacombs)
-- Cleaver
o Ada, Chapter 2 (Crypt Area)
-- Crank
o Chapter 3 (Catacombs - Watery Gate Area)
While playing as Leon, after finding and checking the crank panel that requires
a crank in order to operate it, a zombie will spawn on the other side of the
spinning blade trap in the back of Leon. The first zombie carries a crank and
is the only zombie in the game that wield a crank. Kill him before the
spinning blades kill him to gain credit for his kill.
-- Lantern
o
o
o
o
-- Flaming 2x4
o
o
o
o
-- Chest Light
o Chapter 1 (Street, Gun Shop)
o Chapter 2 (Lab)
-- Machete
o Chapter 2 (Crypt Maze, Primitive Altar)
o Ada, Chapter 2 (Primitive Altar)
o The Mercenaries (The Catacombs)
-- Dynamite
o Chapter 3 (Cavern)
o Ada, Chapter 2 (Crypt Area)
o The Mercenaries (Mining the Depths)
-- Helmet
o Chapter 1 (Town Area, Gas Station)
o Chapter 3 (Catacombs, Caverns)
o The Mercenaries (Urban Chaos, The Catacombs)
-- Liquid Nitrogen Tank
o Chapter 2 (Lab - Room 012, Enemy Corridor)
-- Old Ax
o Chapter 3 (Catacombs)
o Ada, Chapter 2 (Crypt Area)
o The Mercenaries (The Catacombs)
-- Hat
o Chapter 1 (Tunnel, Sewer Stairway, Street, Gun Shop)
-- Stone
o Chapter 3 (Catacombs, Cavern)
o The Mercenaries (The Catacombs)
TOTAL TITLES (091/195)
-------------------------------------------------------------------------------- Shrieker Hunter
CAMPAIGN TITLE (092/165) _
|_|
REQUIREMENT: Kill 500 Shriekers
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
20 times
50 times
200 times
500 times
EXTRA INFO: A Shrieker is a zombie that fills its chest full of air and
screams to damage surrounding enemies and summon/agitate other
zombies.
LOCATIONS:
o Leon, Chapter 1
o Leon, Chapter 2
102)
o Leon, Chapter 3
o The Mercenaries
(Wine Area)
(Crypt Maze, In front of Cathedral, Lab - Room
(Cavern)
(Mining the Depths)
-- Whopper Hunter
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
20 times
50 times
200 times
500 times
EXTRA INFO: A Whopper is a big bloated zombie. These come in big (Supreme)
and small.
LOCATIONS:
o
o
o
o
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
20 times
50 times
200 times
500 times
EXTRA INFO: A zombie dog is the a dog that has been infected with the C-virus.
LOCATIONS:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
20 times
50 times
200 times
500 times
EXTRA INFO: A Bloodshot is a zombie that has mutated into a red zombie with
exposed muscle tissue. This zombie is very aggressive.
LOCATIONS:
o
o
o
o
Chris, Chapter 2
Chris, Chapter 3
Chris, Chapter 4
Chris, Chapter 5
Jake, Chapter 2
Chris, Chapter 1
Chris, Chapter 3
Jake, Chapter 3
Jake, Chapter 4
-- Knife
o Chris, Chapter 2
o Jake, Chapter 1
o Jake, Chapter 2
-- Wrist Blade (Neo-Umbrella)
o Chris, Chapter 4
o Chris, Chapter 5
o Jake, Chapter 5
-- Parachute (Paratrooper)
o Chris Chapter 2 (Bridge)
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: Chrysalids are found often in JAKE, CHAPTER 4 and they are also
found in the Liquid Fire stage of The Mercenaries. Enemies form
Chrysalids after being defeated often in JAKE, CHAPTER 3 as well.
Chrysalids are weak to electricity so Sherry's stun rod will
damage them quickly. Other than electricity, heavy gunfire will
damage them.
LOCATIONS:
o
o
o
o
o
o
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Glava-Sluz is a J'avo head mutation where the head mutates into an
insect head that can shoot out sticky webbing.
LOCATIONS:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Glava-Smech is a J'avo head mutation where the head mutates into a
pincher with an orange core in the middle of the pincher.
LOCATIONS:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Glava-Begunats is a J'avo head mutation where the head mutates
into three insect heads and the body attacks with a melee weapon
while in a berserk rage (constantly attacking and moving).
LOCATIONS:
o
o
o
o
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Glava-Dim is a J'avo head mutation where the head mutates into an
insect head with stingers. This J'avo can shoot out poisonous
gas.
LOCATIONS:
o
o
o
o
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Ruka-Srp is a J'avo arm mutation where an arm (or both) mutate
into a blade arm.
LOCATIONS:
o
o
o
o
o
o
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Ruka-Khvatanje is a J'avo arm mutation where an arm mutates into
an insect-like arm that can stretch.
LOCATIONS:
o
o
o
o
o
o
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Ruka-Bedem is a J'avo arm mutation where an arm mutates into an
armored shield.
LOCATIONS:
o
o
o
o
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Noga-Trchanje is a J'avo leg mutation where the legs mutate into
spider legs.
LOCATIONS:
o
o
o
o
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Noga-Let is a J'avo leg mutation where the legs mutate into wings
that can fly while the J'avo body is attached to the bottom of the
wings.
LOCATIONS:
o
o
o
o
o
o
o
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Noga-Skakanje is a J'avo leg mutation where the legs stretch into
grasshopper-like legs.
LOCATIONS:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Noga-Oklop is a J'avo leg mutation where the legs form an armored
shells around them.
LOCATIONS:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Telo-Eksplozija is a J'avo body mutation where the body mutated
into a cocoon that can explode.
LOCATIONS:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Telo-Krljusht is a J'avo body mutation where the body forms an
armored shell around it.
LOCATIONS:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Telo-Magla is a J'avo body mutation where the chest bust open and
wing-like appendages stick out and spray gas.
LOCATIONS:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
20 times
50 times
200 times
500 times
o
o
o
o
o
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: Mesets is a J'avo Chrysalid mutation that looks like a bird.
LOCATIONS:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
20 times
50 times
200 times
500 times
o
o
o
o
o
o
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
o
o
o
o
o
o
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 times
20 times
50 times
200 times
EXTRA INFO: Lepotitsa is fought in the Cathedral of LEON, CHAPTER 2 and in the
Airplane at the start of LEON, CHAPTER 4. Lepotitsa is a boss in
the Catacombs stage of The Mercenaries. This enemy has a bulbous
body and sprays out C-virus gas when shot in the body.
LOCATIONS:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
2 times
5 times
20 times
50 times
EXTRA INFO: Brzak is the fish boss fought in LEON, CHAPTER 3 while in the
water area of the Catacombs.
TOTAL TITLES (117/195)
-------------------------------------------------------------------------------- Ubistvo Hunter
CAMPAIGN TITLE (118/165) _
|_|
REQUIREMENT: Kill 200 Ubistvos
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 times
20 times
50 times
200 times
EXTRA INFO: Ubistvo is the chainsaw arm enemy that is fought in JAKE, CHAPTER
4 and ADA, CHAPTER 3. Ubistvo is the secret boss in Rail Yard in
The Mercenaries.
TOTAL TITLES (118/195)
-------------------------------------------------------------------------------- Iluzija Hunter
CAMPAIGN TITLE (119/165) _
|_|
REQUIREMENT: Kill 50 Iluzijas
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
2 times
5 times
20 times
50 times
EXTRA INFO: Iluzija is the snake boss that Chris and Piers must fight in
CHRIS, CHAPTER 3 while in the building after the helicopter
battle.
TOTAL TITLES (119/195)
-------------------------------------------------------------------------------- Deborah Hunter
CAMPAIGN TITLE (120/165) _
|_|
REQUIREMENT: Kill 100 Deborahs
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
3 times
10 times
30 times
100 times
EXTRA INFO: Mutated Deborah is fought multiple times in LEON, CHAPTER 2 in the
Primitive Altar area.
TOTAL TITLES (120/195)
-------------------------------------------------------------------------------- Rasklapanje Hunter
CAMPAIGN TITLE (121/165) _
|_|
REQUIREMENT: Kill 200 Rasklapanjes
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 times
20 times
50 times
200 times
EXTRA INFO: Rasklapanje is a B.O.W. that has stretchy skin and all parts of it
(torso, hands and legs) can separate and attack.
LOCATIONS:
o
o
o
o
o
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 times
20 times
50 times
200 times
EXTRA INFO: Ogroman is a giant B.O.W. that has a red growth that sticks out of
its back.
LOCATIONS:
o
o
o
o
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 times
20 times
50 times
200 times
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: Okos are only found in JAKE, CHAPTER 2. These are the bug
sentries that Ustanak sends out in the icy cave that Jake and
Sherry enter after riding snowmobiles down the snowy mountain.
TOTAL TITLES (124/195)
-------------------------------------------------------------------------------- Derek Hunter
CAMPAIGN TITLE (125/165) _
|_|
REQUIREMENT: Kill 200 Dereks
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 times
20 times
50 times
200 times
EXTRA INFO: Mutated Derek is fought multiple times in LEON, CHAPTER 5 and many
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: Carla Spores are found in ADA, CHAPTER 4 while in the aircraft
carrier. Kill Carla Spore Ss by shooting their bubbles that
inflate on their body to stun them then run toward them and hit
them with a melee attack.
TOTAL TITLES (126/195)
-------------------------------------------------------------------------------- Haos Hunter
CAMPAIGN TITLE (127/165) _
|_|
REQUIREMENT: Kill 100 Haoses
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
3 times
10 times
30 times
100 times
EXTRA INFO: Haos is the final boss at the end of CHRIS' CAMPAIGN in chapter 5.
TOTAL TITLES (127/195)
-------------------------------------------------------------------------------- Road Rage
CAMPAIGN TITLE (128/165) _
|_|
REQUIREMENT: Kill 300 enemies using vehicles
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: Kill an enemy by hitting the enemy with a vehicle. This best done
on JAKE, CHAPTER 2 on the Snowy Mountain Trail. Get inside one of
the snowmobiles along the mountain trails and then ram the
vehicle into J'avo to kill them. The snowmobile is very powerful,
so one hit will often kill an enemy.
NOTE: While getting this, kill a Mesets (bird) by ramming into it with the
snowmobile to get a medal for killing it at the end of the chapter.
TOTAL TITLES (128/195)
-------------------------------------------------------------------------------- Open Season
CAMPAIGN TITLE (129/165) _
|_|
REQUIREMENT: Kill 300 animals
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
EXTRA INFO: Helicopters are found throughout ADA, CHAPTER 5 while Ada pilots a
helicopter, so this is best farmed in that chapter.
TOTAL TITLES (130/195)
-------------------------------------------------------------------------------- Kickin' Ass & Takin' Names
CAMPAIGN TITLE (131/165) _
|_|
REQUIREMENT: Defeat 10000 enemies
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
1000 enemies
3000 enemies
5000 enemies
10000 enemies
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Have a zombie catch on fire through an incendiary grenade toss or
allow it to catch on fire through a burning 2x4 that you use to
kill another zombie or a zombie with a lantern that drops the
lantern after being attacked. The best way to get this is by
throwing incendiary grenades into groups of zombies. Both Leon
and Ada have access to incendiary grenades in their campaign.
This can also be gotten in The Mercenaries minigame.
TOTAL TITLES (132/195)
-------------------------------------------------------------------------------- Face Smasher
CAMPAIGN TITLE (133/165) _
|_|
REQUIREMENT: Destroy 1000 J'avo masks
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
300 times
1000 times
EXTRA INFO: Kill several J'avo that wear mask in CHRIS' or JAKE'S campaign.
The majority of J'avo wear masks, so defeating almost any J'avo
will give a player credit for this title.
TOTAL TITLES (133/195)
-------------------------------------------------------------------------------- Any Port in a Storm
CAMPAIGN TITLE (134/165) _
|_|
REQUIREMENT: Use Chrysalids for cover for 20 minutes
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
1 minutes
3 minutes
10 minutes
20 minutes
EXTRA INFO: Stand near a Chrysalid (hard shell J'avo cocoon) and take cover
behind it by pressing the L1/LT button while standing near it.
Many of these can be found in JAKE, CHAPTER 4 while on the
streets. Characters can only take cover behind Chrysalids that
are leaning over.
TOTAL TITLES (134/195)
-------------------------------------------------------------------------------- Chuter Shooter
CAMPAIGN TITLE (135/165) _
|_|
REQUIREMENT: Kill 100 parachuting enemies
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 chapters
10 chapters
15 chapters
20 chapters
EXTRA INFO: Get an S-rank in all chapters on one difficulty from LEON'S,
CHRIS', JAKE'S and ADA'S CAMPAIGN to get this title.
TOTAL TITLES (136/195)
-------------------------------------------------------------------------------- Decorated Agent
CAMPAIGN TITLE (137/165) _
|_|
REQUIREMENT: Earn all the different (unique) medals in the campaign
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
50 medals
100 medals
150 medals
193 medals
EXTRA INFO: Medals are tasks that give you a different color medal for each
mode. They can be found under the "Records" menu under the main
menu. Earn several different unique medals throughout the game to
get credit for this. These can be medals from any mode. The
medals that counter toward this title are different medals that
you HAVE NOT received before.
TOTAL TITLES (137/195)
-------------------------------------------------------------------------------- Medal Agent
CAMPAIGN TITLE (138/165) _
|_|
REQUIREMENT: Earn 1500 medals in the campaign
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
200 medals
500 medals
1000 medals
1500 medals
EXTRA INFO: Get a total of 1500 medals. These can be 1500 of the same medal
or different medals. This medal title only demands a certain
number of medals of any type.
TOTAL TITLES (138/195)
-------------------------------------------------------------------------------- Amateur
CAMPAIGN TITLE (139/165) _
|_|
REQUIREMENT: Complete all campaign chapters on Amateur (20)
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 chapters
10 chapters
15 chapters
20 chapters
EXTRA INFO: Finish all chapters from LEON'S, CHRIS', JAKE'S and ADA'S CAMPAIGN
on Amateur difficulty to get this title.
TOTAL TITLES (139/195)
-------------------------------------------------------------------------------- Got Some Experience
CAMPAIGN TITLE (140/165) _
|_|
REQUIREMENT: Complete all campaign chapters on Normal (20)
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 chapters
10 chapters
15 chapters
20 chapters
EXTRA INFO: Finish all chapters from LEON'S, CHRIS', JAKE'S and ADA'S CAMPAIGN
on Normal difficulty to get this title.
TOTAL TITLES (140/195)
-------------------------------------------------------------------------------- I Know What I'm Doing
CAMPAIGN TITLE (141/165) _
|_|
REQUIREMENT: Complete all campaign chapters on Veteran (20)
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 chapters
10 chapters
15 chapters
20 chapters
EXTRA INFO: Finish all chapters from LEON'S, CHRIS', JAKE'S and ADA'S CAMPAIGN
on Veteran difficulty to get this title.
TOTAL TITLES (141/195)
-------------------------------------------------------------------------------- Professional
CAMPAIGN TITLE (142/165) _
|_|
REQUIREMENT: Complete all campaign chapters on Professional (20)
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 chapters
10 chapters
15 chapters
20 chapters
EXTRA INFO: Finish all chapters from LEON'S, CHRIS', JAKE'S and ADA'S CAMPAIGN
on Professional difficulty to get this title.
TOTAL TITLES (142/195)
-------------------------------------------------------------------------------- Dare To Hope
CAMPAIGN TITLE (143/165) _
|_|
REQUIREMENT:
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
35 times
70 times
100 times
200 times
EXTRA INFO: Finish any of the chapters from LEON'S, CHRIS', JAKE'S and ADA'S
CAMPAIGN on any difficulty several times to get this title.
TOTAL TITLES (144/195)
-------------------------------------------------------------------------------- Respect the Skills
CAMPAIGN TITLE (145/165) _
|_|
REQUIREMENT: Complete all campaign chapters without seeing the game over screen
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 chapters
10 chapters
15 chapters
20 chapters
EXTRA INFO: Finish all chapters from LEON'S, CHRIS', JAKE'S and ADA'S CAMPAIGN
without dying in a chapter to get this title. Basically all you
have to do is get through each chapter at a time without dying not the whole campaign.
TOTAL TITLES (145/195)
-------------------------------------------------------------------------------- Lone Wolf
CAMPAIGN TITLE (146/165) _
|_|
REQUIREMENT: Complete all campaign chapters by yourself
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 chapters
10 chapters
15 chapters
20 chapters
EXTRA INFO: Finish all chapters from LEON'S, CHRIS', JAKE'S and ADA'S CAMPAIGN
without a co-op partner over PlayStation Network or Xbox LIVE to
get this title.
TOTAL TITLES (146/195)
-------------------------------------------------------------------------------- Amazon
CAMPAIGN TITLE (147/165) _
|_|
REQUIREMENT: Complete 15 campaign chapters with female characters
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
15 chapters
N/A
N/A
N/A
EXTRA INFO: Finish chapters from LEON'S, JAKE'S and ADA'S CAMPAIGN
with Helena, Sherry or Ada to get this title.
TOTAL TITLES (147/195)
-------------------------------------------------------------------------------- Party Time!
CAMPAIGN TITLE (148/165) _
|_|
REQUIREMENT: Play with 3 other players 30 times during a story intersection
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
1 times
3 times
10 times
30 times
EXTRA INFO: Play with 3 other co-op partners over PlayStation Network or Xbox
LIVE during any of the crossover segments in the campaign mode.
Here is a list:
CHRIS
JAKE
JAKE
JAKE
CHAPTER
CHAPTER
CHAPTER
CHAPTER
3
1
4
4
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
20 times
50 times
100 times
EXTRA INFO: Praise a co-op partner during an online gaming session in campaign
mode several times to get this title. To praise a player, hold
the partner assist button (O/B) then tap the L2/LB button. This
can probably be done in single player since I have it completed
and I don't even play online campaign much - and yes, I do praise
my AI partner often.
TOTAL TITLES (149/195)
-------------------------------------------------------------------------------- Herb Sharer
CAMPAIGN TITLE (150/165) _
|_|
REQUIREMENT: Feed your partner 200 health tablets during the campaign
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
200 times
EXTRA INFO: This can only be done in campaign mode while playing in co-op play
over PlayStation Network or Xbox LIVE since the AI partner never
goes into dying status. Allow the co-op partner to go into dying
status then move toward the player and revive the player by
pressing the R2/RB button to give the player a healing tablet.
You can press the R2/RB button multiple times to give the partner
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
20
40
60
80
emblems
emblems
emblems
emblems
EXTRA INFO: Find all the serpent emblems in all campaigns. Use the Serpent
Emblem section in my campaign guide to help with this one.
TOTAL TITLES (151/195)
-------------------------------------------------------------------------------- Treasure Hunter
CAMPAIGN TITLE (152/165) _
|_|
REQUIREMENT: Open 100 treasure chests during the campaign
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
50 times
100 times
EXTRA INFO: Treasure chests are any chest or suitcase that is locked in any of
the campaigns. Find these and open them to gain credit toward
this medal. I have them all listed in my campaign guide.
TOTAL TITLES (152/195)
-------------------------------------------------------------------------------- Exterminator
CAMPAIGN TITLE (153/165) _
|_|
REQUIREMENT: Kill an Agent Hunt player 200 times during the campaign
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
200 times
EXTRA INFO: Agent Hunt mode must be allowed before starting an online campaign
game in order to get this title. When a player joins your game as
a creature, kill off all creatures in the area and you'll likely
kill that Agent Hunt player... unless the player stays in a spawn
point the entire time.
TOTAL TITLES (153/195)
-------------------------------------------------------------------------------- Still in Training
CAMPAIGN TITLE (154/165) _
|_|
REQUIREMENT: Continue 100 times during the campaign
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
50 times
100 times
EXTRA INFO: Die and choose "Yes" to continue several times during a campaign.
With how random RE6 deaths can be, you should get this no sweat!
TOTAL TITLES (154/195)
-------------------------------------------------------------------------------- Survivalist
CAMPAIGN TITLE (155/165) _
|_|
REQUIREMENT: Complete 1 chapter in Leon's campaign with just the survival knife
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
1 time
N/A
N/A
N/A
EXTRA INFO: Leon carries the Survival Knife so play as Leon and make it
through chapter 1 while using only the Survival Knife on any
difficulty.
TOTAL TITLES (155/195)
-------------------------------------------------------------------------------- Hydra Tamer
CAMPAIGN TITLE (156/165) _
|_|
REQUIREMENT: Complete 1 chapter in Leon's campaign with just the Hydra
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
1 time
N/A
N/A
N/A
EXTRA INFO: Helena carries the Hydra shotgun so play as Helena and make it
through chapter 1 while using only the Hydra shotgun on any
difficulty.
TOTAL TITLES (156/195)
-------------------------------------------------------------------------------- Combat Specialist
CAMPAIGN TITLE (157/165) _
|_|
REQUIREMENT: Complete 1 chapter in Chris' campaign with just the combat knife
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
1 time
N/A
N/A
N/A
EXTRA INFO: Chris carries the Combat Knife so play as Chris and make it
through chapter 1 while using only the Combat Knife on any
difficulty.
TOTAL TITLES (157/195)
-------------------------------------------------------------------------------- Snipe This!
CAMPAIGN TITLE (158/165) _
|_|
REQUIREMENT: Complete 1 chapter in Chris' campaign with the anti-materiel rifle
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
1 time
N/A
N/A
N/A
EXTRA INFO: Piers carries the Anti-Materiel Rifle so play as Piers and make it
through chapter 1 while using only the Anti-Materiel Rifle on any
difficulty.
TOTAL TITLES (158/195)
-------------------------------------------------------------------------------- Martial Artist
CAMPAIGN TITLE (159/165) _
|_|
REQUIREMENT: Complete 1 chapter in Jake's campaign with just hand-to-hand
combat
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
1 time
N/A
N/A
N/A
EXTRA INFO: Jake carries the Bare Hands weapon so play as Jake and make it
through chapter 1 while using only the Bare Hands weapon on any
difficulty.
TOTAL TITLES (159/195)
-------------------------------------------------------------------------------- Beat-Down King
CAMPAIGN TITLE (160/165) _
|_|
REQUIREMENT: Complete 1 chapter in Jake's campaign with just the stun rod
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
1 time
N/A
N/A
N/A
EXTRA INFO: Sherry carries the Stun Rod so play as Sherry and make it
through chapter 1 while using only the Stun Rod on any
difficulty.
TOTAL TITLES (160/195)
-------------------------------------------------------------------------------- Eagle Eyed
CAMPAIGN TITLE (161/165) _
|_|
REQUIREMENT: Complete 1 chapter in Ada's campaign with just the crossbow
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
1 time
N/A
N/A
N/A
EXTRA INFO: Ada carries the Crossbow so play as Ada and make it through
chapter 1 while using only the Crossbow on any difficulty.
TOTAL TITLES (161/195)
-------------------------------------------------------------------------------- Trigger Happy
CAMPAIGN TITLE (162/165) _
|_|
REQUIREMENT: Use all the ammo in your weapon 1000 times during the campaign
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
50 times
100 times
300 times
1000 times
EXTRA INFO: In any campaign, use all of your ammo for a single weapon several
times to get this title.
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
1000 times
3000 times
5000 times
10000 times
EXTRA INFO: Press the displayed button during a QTE button tapping sequence
several times. These are all over the game. One example is when
Sherry is hanging from the helicopter during the bike segment in
JAKE'S CHAPTER 4 campaign.
TOTAL TITLES (163/195)
-------------------------------------------------------------------------------- Spin Doctor
CAMPAIGN TITLE (164/165) _
|_|
REQUIREMENT: Perform a rotation action 200 times during the campaign
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
200 times
EXTRA INFO: Rotate the left thumbstick during a QTE button rotation action
event several times. Examples of this are getting grabbed by a
J'avo and opening doors with valve handles.
TOTAL TITLES (164/195)
-------------------------------------------------------------------------------- The Right Touch
CAMPAIGN TITLE (165/165) _
|_|
REQUIREMENT: Press an action button at the exact time 200 times
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
200 times
EXTRA INFO: Press the displayed button during a QTE button sequence with the
timed indicator needle several times as it reaches the green
portion of the gauge. Examples of this are a Lepotitsa's grab and
a Glava-Smech (pincher head) grab sequence.
TOTAL TITLES (165/195)
-------------------------------------------------------------------------------- Hired Killer
THE MERCENARIES TITLE (01/15) _
|_|
REQUIREMENT: Play the Mercenaries
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
200 times
-- Decorated Mercenary
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10
20
30
50
medals
medals
medals
medals
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 medals
100 medals
200 medals
300 medals
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
3
5
7
9
stages
stages
stages
stages
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
3
5
7
9
stages
stages
stages
stages
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
3
5
7
9
stages
stages
stages
stages
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
3 characters
7 characters
14 characters
All characters
-- Killing's What I Do
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
300 enemies
1000 enemies
3000 enemies
5000 enemies
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
100 enemies
500 enemies
1000 enemies
3000 enemies
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
40 combo
80 combo
120 combo
150 combo
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
100
200
300
500
times
times
times
times
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
1
2
3
5
minute
minutes
minutes
minutes or over
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
200 times
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
50 times
100 times
200 times
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 times
10 times
20 times
30 times
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
200 times
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
200 times
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10
20
30
50
medals
medals
medals
medals
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
1 times
3 times
10 times
30 times
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
1 hour
N/A
N/A
N/A
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
200 times
300 times
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
200 times
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
30 times
100 times
200 times
300 times
|_|
REQUIREMENT: Play as a zombie dog in Agent Hunt.
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 times
20 times
100 times
200 times
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 times
20 times
100 times
200 times
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 times
20 times
100 times
200 times
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
5 times
20 times
100 times
200 times
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
1 time
N/A
N/A
N/A
EXTRA INFO: There are a total of nine creatures that count toward this:
J'avo, Napad, Strelats, Mesets, Gnezdo, Zombie, Zombie Dog,
Shrieker, Rasklapanje
A Bloodshot is considered a "zombie mutation" and not an actual
creature, much like the J'avo appendage mutations.
TOTAL TITLES (194/195)
-------------------------------------------------------------------------------- Cannon Fodder
AGENT HUNT TITLE (15/15) _
|_|
REQUIREMENT: Die in Agent Hunt without harming an Agent.
RANKING:
1
2
3
4
Star
Star
Star
Star
Rank
Rank
Rank
Rank
=
=
=
=
10 times
30 times
100 times
300 times
[WE01]
The handguns of Resident Evil 6 are much better than any of RE's handguns to
date. All of these weapons have a great rate for fire. One of the best parts
about these weapons is that a player can stock up to 150 handgun ammo (9mm
ammo) per inventory slot. Pickups will only give a player 15 bullets per
pickup, but the handgun doesn't need to be shot near as much as a rapid fire
weapon.
==================
Nine-Oh-Nine (909)
==================
AMMO TYPE: 9mm Ammo
CHARACTERS: Jake, Chris
QUICK SHOT: Auto-aim shot forward
Firepower: 150
Clip Size: 15 bullets
Critical Chance: 12.5
Reload Speed: A
Firing Speed: A
Alternate Fire: None
AMMO PER PICKUP: 15 ammo
AMMO PER INVENTORY SLOT: 150 ammo
The Nine-Oh-Nine handgun is basically the middle grade handgun in Resident Evil
6. Both Chris and Jake start their campaigns with this weapon in their
inventory. The firing speed is quite surprising for a handgun - if a player
taps the trigger while aiming, the gun can nearly be fired rapidly for all 15
of its shots. The Nine-Oh-Nine has the highest critical rate out of the
handguns so headshots will result in critical head explosions more often than
other guns when trying to go for a head stun, so keep that in mind when trying
to melee an enemy. Instant head explosions aren't always good for stages with
J'avo in them since it can cause a Glava appendage mutation on the J'avo target
and make the enemy even worse.
Out of all the handguns, the Nine-Oh-Nine has the smallest clip size, so your
character will have to reload sooner with this handgun. The reload speed is
the same as all the other handguns however, so it's still quick. The firepower
is good for a handgun that can be shot so rapidly. I really favor the Nine-OhNine handgun over Chris' Assault Rifle for Special Tactics when playing Chris
in his campaign since the handgun doesn't run out of ammo near as fast. The
Nine-Oh-Nine resembles the M92F from RE5, but it doesn't have that peashooter
sound.
=======
Picador
=======
AMMO TYPE: 9mm Ammo
CHARACTERS: Helena
QUICK SHOT: Auto-aim shot forward
Firepower: 160
Clip Size: 16 bullets
Critical Chance: 6
Reload Speed: A
Firing Speed: AAlternate Fire: None
AMMO PER PICKUP: 15 ammo
150 ammo
The Picador reminds me of the SIG P226 from Resident Evil 5. It has the
highest firepower out of the available handguns, but that is the only statistic
that really stands out much from the other handguns. It's critical chance is
the lowest of all the handguns, so it has the best chance at setting up a head
stun when shooting an enemy in the head instead of getting a critical head
explosion. The Picador has a muffled shot compared to the loud racket of the
other handguns. The clip capacity is about the same as the Nine-Oh-Nine but
the rate of fire has been downgraded just a bit though it's hardly noticeable
when firing it. The Picador is just as useful as the other handguns overall.
===========
Triple Shot
===========
AMMO TYPE: 9mm Ammo
CHARACTERS: Sherry
QUICK SHOT: Auto-aim shot forward (primary)
3-shot burst shot forward (secondary)
Firepower: 150
Clip Size: 20 bullets
Critical Chance: 8
Reload Speed: A
Firing Speed: S
Alternate Fire: 3-shot burst fire
AMMO PER PICKUP: 15 ammo
AMMO PER INVENTORY SLOT: 150 ammo
The Triple Shot handgun is a handgun for spamming shots against an enemy. This
handguns has the highest rate of fire of all the handguns without even
mentioning its secondary fire. The secondary fire allows the handgun to fire
in 3-shot bursts if a player continues to hold down the trigger. The gun
starts out on 3-shot burst fire, so be sure to turn if off when your character
doesn't need to spam ammo.
The Triple Shot has the largest clip size out of the available handguns, which
you'll very much need. This weapon can go through ammo VERY quickly when in 3shot burst mode. It's really best to keep this weapon in its primary 1-shot
mode most of the time unless you're up against a boss and have the ammo to
spare. Keep in mind that when the 3-shot burst mode is turned on, the quick
shot will be a 3-shot burst fire also. Both the 1-shot quick shot and 3-shot
quick shot stun. There is no need to perform a 3-shot quick shot unless you
just want the extra damage.
============
Wing Shooter
============
AMMO TYPE: 9mm Ammo
CHARACTERS: Leon
QUICK SHOT: Auto-aim shot forward (primary)
Dual Wield Combo Shot (secondary)
[L1+R1/LT+RT then holds L1/LT and tap R1/RT four times]
Firepower: 120
Clip Size: 18 bullets (single)/36 bullets (dual)
Critical Chance: 8
Reload Speed: A
Firing Speed: A (single)/A+ (dual)
Alternate Fire: Dual Wield
AMMO PER PICKUP: 15 ammo
AMMO PER INVENTORY SLOT: 150 ammo
The Wing Shooter has the lowest firepower out of all the handguns. It nearly
sounds like the M92F peashooter handgun from Resident Evil 5. This gun is
actually a weapon that can be dual wielded. Leon carries around two Wing
Shooters with him. When dual wielded, this gun's capacity doubles and the
firing speed is upgraded. Each of the Wing Shooters carries its own clip so
when a player fires with two handguns and then switches back to one, that
single gun will be fully loaded if over half of the two gun's ammo was still
remaining.
The gun also has a special quick shot when it is dual wielded. Leon will use
up two blocks of stamina and perform a series of shots with the Wing Shooters
that can spread damage among a crowd or juggle a single enemy. The main use
for the quick shot is mainly to stagger a surrounding crowd or stun an enemy
since the quick shot does little damage. The main flaw to dual wielding the
Wing Shooter is that Leon will have a much slower reload animation while he
reloads both weapons. A player can't cheat and switch back to the single gun
to reload and then expect the dual guns to be reloaded - both guns must be
reloaded if you intend to dual wield fire again.
__ _
_
/ _\| |__
___ | |_ __ _ _ _ _ __ ___
\ \ | '_ \ / _ \ | __|/ _` || | | || '_ \ / __|
_\ \| | | || (_) || |_| (_| || |_| || | | |\__ \
\__/|_| |_| \___/ \__|\__, | \__,_||_| |_||___/
|___/
[WE02]
All shotguns in Resident Evil 6 have a tighter pellet spread to them when
compared to Resident Evil 5's shotguns. If you have played Resident Evil 5,
then surely you remember how wide the spread was for all of the shotguns in
that game. The M3 shotgun in that game literally went everywhere when it was
shot, making it nearly useless from long range.
The shotguns in Resident Evil 6 all have the same tight spread, but the pellets
that are fired per shot can differ with some of the shotguns. This can ruin
the blasts much like the M3 from Resident Evil 5. Thankfully there is no piece
of crap shotgun like that M3 in Resident Evil 6 however. Pickups of shotgun
ammo are 4 shells each and a player can hold 40 shells per inventory slot.
===============
Assault Shotgun
===============
AMMO TYPE: 12-Gauge Shells
CHARACTERS: Chris, Piers, Ada
QUICK SHOT: Auto-aim shot forward
Firepower: 150 x 7 (far), 170 x 7 (close)
Clip Size: 7 shells
Critical Chance: ?
Reload Speed: C
Firing Speed: BAlternate Fire: None
.
..
b) ... c) .. d) ... e) ...
.
.
..
usually not so frank with dissing a weapon, but to put it simply, the Hydra is
a piss poor weapon in RE6. This triple barrel shotgun can fire at the speed of
light for three shots in a row, but it can only be shot three times max before
having to reload! The reload speed is just as horrendously slow as it is with
other shotguns, but thankfully, your character can now move while reloading.
It still doesn't matter that much though since you're going to be reloading
very often. To put the final nail in the coffin on this weapon, the Hydra uses
10-Gauge ammo, so Helena has to carry around 12-Gauge ammo for her Shotgun and
10-Gauge ammo for her Hydra. You might consider discarding Hydra ammo if you
don't use it in order to clear inventory since the Shotgun is much better!
To use the Hydra effectively, it's best to shoot it no more than two times in a
row. For the third shot, use the quick shot to fire and Helena will
automatically perform a quicker-than-normal reload at the end of the quick
shot. The quick shot for the Hydra is unique from a distance. From long
range, Helena will roll toward an enemy then lay down on the ground and point
her Hydra toward the enemy and fire. This is a great move for getting in close
to the enemy with a shotgun blast, but one shot from a shotgun isn't all that
damaging.
The Hydra has just about as random of a pellet spread as the assault shotgun,
but its pellets spread out more and, much of the time, a player will get to
fire all seven pellets per shot. Each shot from the Hydra is a bit more
reliable than the shotgun. Here is an example of the Hydra shotgun's pellet
spread.
..
a) ...
.
..
..
b) ... c) .. d) ... e) ...
.
.
..
I'm trying to show you that you the shots will be more reliable, but they can
still be just as random as the assault shotgun. When firing this weapon at a
wall, a player will get more hole indentions than with an assault shotgun, so
all seven pellets do spread more often with the Hydra.
If a player could learn to fire in two-shot bursts or just fire two shots then
perform a quick shot so that Helena will quickly reload, the Hydra could be
considered a good weapon. The Hydra has a heavy flaw in its capacity however
and the teasing ability to fire it rapidly sure doesn't help a player to
conserve ammo - the actual strength actually just makes the weapon's weakness
more evident.
=======
Shotgun
=======
AMMO TYPE: 12-Gauge Shells
CHARACTERS: Leon, Helena, Jake, Sherry
QUICK SHOT: Auto-aim shot forward
Firepower: 140 x 7 (far), 180 x 7 (close)
Clip Size: 8 shells
Critical Chance: ?
Reload Speed: C
Firing Speed: C
Alternate Fire: None
AMMO PER PICKUP: 4 ammo
AMMO PER INVENTORY SLOT: 40 ammo
The standard shotgun is my personal pick as the best Shotgun in Resident Evil
6. This shotgun will almost always fire out at least 6 pellets per blast and
they will all remain in a circle. This shotgun's pellet spread resembles the
Ithaca shotgun from Resident Evil 5. Thankfully the shotgun from Resident Evil
6 is much more damaging then the Ithaca however.
This shotgun has the most power out of the available shotguns from close range.
Its long range firepower isn't as powerful as the other shotguns, but a shotgun
is mainly used at close range, so it really doesn't matter that much. The
reload speed and the firing speed are both slow, but at least the majority of
shots will come out looking like this when shot at a wall:
...
a) ...
.
...
...
.
..
b) ... c) .. d) ... e) ...
.
.
.
..
See those shots! All of those dots will take 140 damage from long range and
180 damage from close range. The shotgun is the trustworthiest shotgun for
reliable damage in Resident Evil 6. The gun may be mid-grade on all
attributes, but at least it WILL knock back whatever normal enemy is standing
in front of my character's face.
__
_
__ _ __ _
/ _\ _ __ (_) _ __
___ _ __
/__\(_) / _|| | ___ ___
\ \ | '_ \ | || '_ \ / _ \| '__| / \//| || |_ | | / _ \/ __|
_\ \| | | || || |_) || __/| |
/ _ \| || _|| || __/\__ \
\__/|_| |_||_|| .__/ \___||_|
\/ \_/|_||_| |_| \___||___/
|_|
[WE03]
Sniper Rifles are about the same as they were in RE4 and RE5. The best part
about Resident Evil 6's sniper rifles is that a player can use them for a close
range source of power by using the sniper rifle's quick shot. The quick shot
can easily be the best part of each sniper rifle. Each shot hits for about the
same damage as a shotgun blast and some of the sniper rifles hit hard to knock
enemies down instantly. Sniper Rifle ammo pickups give a player 5 bullets per
pickup and a player can hold 60 rifle ammo in a single slot in inventory.
===================
Anti-Material Rifle
===================
AMMO TYPE: 12.7mm NATO Ammo
CHARACTERS: Piers
QUICK SHOT: Auto-aim shot forward
Firepower: 1000
Clip Size: 10 bullets
Critical Chance: 100
Reload Speed: B
Firing Speed: DAlternate Fire: Thermal Scope
AMMO PER PICKUP: 5 Ammo
AMMO PER INVENTORY SLOT: 60 ammo
The anti-material rifle takes the most damage out of any of the available
rifles in RE6. This gun is exclusive to Piers in campaign mode. The gun's
scope displays a large circle in the middle for where the bullet will hit. The
hole is quite large since this gun is like firing off a miniature cannon. Each
shot WILL knock down just about any normal enemy and it's good for putting
severe hurt on bigger enemies.
The scope allows for a player to switch to a thermal mode where it will pick up
body heat in the area. When aiming at J'avo, they will be displayed in white
so a player can easily pick them out in an area. The anti-materiel rifle has
the slowest firing speed out of the sniper rifles. Piers must reload after
every shot. He won't be reloading for a while though since this gun can hold
ten bullets. The anti-materiel rifle is also the least accurate out of the
sniper rifles - your targeting scope will bounce around quite a bit when trying
to fire precisely. This gun's quick shot packs quite a punch and it's a GREAT
source of high firepower from close range in the beginning stages of Chris'
campaign for Piers. It is more reliable at knocking back an enemy than the
assault shotgun at times.
Between Chris and Piers, Piers is the only character that starts out with a
sniper rifle weapon, so this weapon is incredibly useful for the first three
stages. Chris does not get a sniper rifle until much later in his campaign.
===============
Semi-Auto Rifle
===============
AMMO TYPE: 7.62mm NATO Ammo
CHARACTERS: Chris, Piers, Leon, Helena
QUICK SHOT: Auto-aim shot forward
Firepower: 600
Clip Size: 5 bullets
Critical Chance: 75
Reload Speed: B
Firing Speed: B+
Alternate Fire: None
AMMO PER PICKUP: 5 ammo
AMMO PER INVENTORY SLOT: 60 ammo
As usual, the semi-auto sniper rifle is the best all-purpose weapon of the
sniper rifles thanks to its quick rate of fire. While aiming through the
scope, this gun can be fired quite fast. The gun takes off 600 damage per shot
fired and that can lead up to quite a bit of damage in a short amount of time
when the weapon can be shot so quickly. The gun is nearly as accurate as the
normal sniper rifle but the targeting cursor will bounce around a bit more
while using the scope when compared to the sniper rifle.
The semi-auto sniper rifle has a good quick shot, but it doesn't pack the punch
of the other two rifles when it comes to damage and knocking down an enemy.
This gun's quick shot is actually useful for setting up melees. A quick shot
with this weapon will often light stun an enemy and set it up for a light stun
melee.
============
Sniper Rifle
============
AMMO TYPE: 7.62mm NATO Ammo
CHARACTERS: Jake, Sherry, Ada
QUICK SHOT: Auto-aim shot forward
Firepower: 700
Machine Pistols are rapid fire handguns. They are all weaker than a regular
handgun since they can be shot at a greater speed. These weapons use the same
9mm ammo that will give a player 15 bullets per pickup and the player can hold
150 bullets in each inventory slot. A player will go through ammo quite fast
if these weapons are shot rapidly. The 15 bullets per pickup means that it can
take quite a while to build up your 9mm ammo supply once fully depleted, which
is bad for a rapid fire weapon.
===========
Ammo Box 50
===========
AMMO TYPE: 9mm Ammo
CHARACTERS: Ada
QUICK SHOT: Auto-aim shot forward
Firepower: 90
Clip Size: 50 bullets
Critical Chance: 5
Reload Speed: B
Firing Speed: S
Alternate Fire: None
AMMO PER PICKUP: 15 Ammo
AMMO PER INVENTORY SLOT: 150 Ammo
The Ammo Box 50 is a rapid fire handgun with no secondary fire. This gun holds
a large clip size but the firepower is so incredibly weak that players will be
spending a great deal of ammo just to damage an enemy with this weapon. Even
setting an enemy up for melee with this weapon is sometimes annoying. The
quick shot with this weapon is the least reliable quick in the game, since it
can often miss an enemy and fail to stagger an enemy into a light stun.
Since this is a handgun, it uses the same ammo type that all other handguns
use. A player will only be able to pick up 15 ammo for the majority of ammo
drops, which is quite low for a weapon that has to be spammed to take damage
from an enemy. It's so easy to run out of ammo for this weapon if players use
it for their primary weapon. It's best to use the crossbow or another weapon
when the ammo for this weapon starts to run low - it will eventually.
======================================
MP-AF (Machine Pistol - Accurate Fire)
======================================
AMMO TYPE: 9mm Ammo
CHARACTERS: Piers
QUICK SHOT: Auto-aim shot forward (primary)
Auto-aim 3-shot burst forward (secondary)
Firepower: 100
Clip Size: 30 bullets
Critical Chance: 6
Reload Speed: B
Firing Speed: A (Primary Fire)/S (Alternate Fire)
Alternate Fire: Automatic (Rapid Fire)
AMMO PER PICKUP: 15 Ammo
AMMO PER INVENTORY SLOT: 150 Ammo
Piers starts out with the MP-AF automatic handgun in Chris' campaign. This
weapon is decent and can be used effectively if you don't have it set to
automatic all the time. It has a single shot primary fire and a fully automatic
secondary fire. The gun can only hold 30 bullets at a time for capacity, which
isn't that much for an automatic weapon. If you shoot this weapon rapidly, not
only will you be reloading a bunch, but you'll also be wasting a bunch of
handgun ammo. Players will only get 15 ammo for most pickups just like the
standard handgun.
It's far better to use the single shot primary fire with this weapon. The
quick shot with the primary fire will shoot out a single shot that will set up
a light stun and the secondary fire will shoot out three shots to stagger the
enemy for a light stun. The gun only takes off 100 damage, which is just 10
damage greater than the ammo box 50, so it's not a highly damaging weapon. It's
best to use this weapon to set up melees with a shot to the head or any other
body part or a quick shot to stun the enemy while the weapon is in primary
single shot mode.
One of the best parts about the MP-AF is that it is the most accurate gun out
of any weapon in Resident Evil 6. This gun has little recoil and the targeting
is so very precise!
_
_ _
__ _ __ _
/_\ ___ ___ __ _ _ _ | || |_
/__\(_) / _|| | ___ ___
//_\\ / __|/ __| / _` || | | || || __| / \//| || |_ | | / _ \/ __|
/ _ \\__ \\__ \| (_| || |_| || || |_ / _ \| || _|| || __/\__ \
\_/ \_/|___/|___/ \__,_| \__,_||_| \__| \/ \_/|_||_| |_| \___||___/
[WE05]
Assault Rifles are more powerful than handguns. They fire rapidly, so a player
can go through ammo very quickly while using an assault rifle. Assault Rifle
pickups are worth 20 bullets each pickup and a player can hold 60 bullets per
inventory slot. The inventory can be filled up very quickly with Assault Rifle
ammo if a player doesn't keep track of the ammo being picked up. Assault Rifle
ammo can crowd an inventory much faster than other ammo types.
=================================
Assault Rifle for Special Tactics
=================================
AMMO TYPE: 5.56mm NATO Ammo
CHARACTERS: Chris
QUICK SHOT: Auto-aim shots forward
Firepower: 200
Clip Size: 30 bullets
Critical Chance: 6
Reload Speed: B
Firing Speed: S
Alternate Fire: None
AMMO PER PICKUP: 20 Ammo
AMMO PER INVENTORY SLOT: 60 Ammo
Chris starts with the Assault Rifle for Special Tactics in his game. This
assault rifle is the middle grade assault rifle of the group. It takes off
some good damage per shot fired. The gun is actually more powerful than Chris'
Nine-Oh-Nine handgun. It's easy to burn through ammo quickly with the assault
rifle for special tactics much like any other assault rifle however. Unlike
the other two assault rifles, Chris' assault rifle has no extra method of
attack.
================
Assault Rifle RN
================
AMMO TYPE: 5.56mm NATO Ammo
CHARACTERS: Leon, Helena
QUICK SHOT: Auto-aim shots forward
Firepower: 210
Clip Size: 30 bullets
Critical Chance: 2.5
Reload Speed: B
Firing Speed: S
Alternate Fire: None
AMMO PER PICKUP: 20 Ammo
AMMO PER INVENTORY SLOT: 60 Ammo
The Assault Rifle RN is slightly more powerful than the assault rifle for
special tactics. Besides being more powerful than a handgun, the best part
about this weapon is the bayonet at the end of the gun. The gun can be used
for melee. When close to a stunned enemy, equip this weapon to stab the enemy
with the bayonet below the barrel of the gun for some heavy damage to the
enemy.
==============
Bear Commander
==============
AMMO TYPE: 5.56mm NATO Ammo, 40mm Explosive Rounds
CHARACTERS: Jake, Sherry
__ _ __ _ _ __ _ _ _ __ ___ ___
\ / _` | / _` || '_ \ | | | || '_ ` _ \ / __|
/ /\/\ \| (_| || (_| || | | || |_| || | | | | |\__ \
\/
\/ \__,_| \__, ||_| |_| \__,_||_| |_| |_||___/
|___/
[WE06]
Magnums are still the same as they were in every other RE game. They deliver
one very powerful blast per shot fired. The Magnums in Resident Evil 6 are not
as powerful as the Magnums in other RE games, but they still help out a bunch
for bigger enemies and bosses.
===============
Elephant Killer
===============
AMMO TYPE: .500 Magnum Ammo
CHARACTERS: Jake, Sherry
QUICK SHOT: Auto-aim shot forward
Firepower: 1600
Clip Size: 5 bullets
Critical Chance: 12.5
Reload Speed: C
Firing Speed: C
Alternate Fire: None
AMMO PER PICKUP:
AMMO PER INVENTORY SLOT: 60 bullets
The Elephant Killer is received very early in Jake and Sherry's campaign and is
one of the best weapons the two characters can use in a boss fight or against
bigger enemies. Jake and Sherry have a fair share of boss battles and
Chrysalid mutations to deal with so this weapon comes in handy for them. The
elephant killer magnum has the longest reload speed and the longest break in
between shots, but it sure does deliver one hell of a bit of damage per shot
fired. Fire at an enemy's weak point with this weapon to take some MAJOR
damage from that enemy. You'll deal 1600 damage times whatever modifier the
enemy's weak point is equal to, which can add up to some very high damage.
The quick shot can help out for lock-on targeting when using this magnum since
precise aiming is important. The gun has a huge recoil so it's best to make
sure you hit what your character shoots at. Ammo for this weapon is slightly
rare, but since Jake and Sherry get this weapon so early in the game, they will
have many chances to find more ammo for it. Ammo for this magnum can be found
from random enemy drops.
==============
Lightning Hawk
==============
AMMO TYPE: .50 Action-Express Magnum Ammo
CHARACTERS: Leon, Helena
QUICK SHOT: Auto-aim shot forward
Firepower: 1200
Clip Size: 7 bullets
Critical Chance: 8
Reload Speed: A
Firing Speed: B
Alternate Fire: None
AMMO PER PICKUP:
AMMO PER INVENTORY SLOT: 60 bullets
Just like it was in Resident Evil 5, the Lightning Hawk magnum has a decent
rate of fire and it can be reloaded just as fast as a handgun. The gun can
carry seven bullets at a time and it has a quick reload on top of that. Leon
and Helena find this weapon late in Leon's campaign, so it's a good idea to
conserve ammo for it. Enemies will sometimes randomly drop magnum ammo, but it
is highly rare most of the time, so don't waste magnum ammo early - save it for
boss fights. This weapon helps out tons for the many boss fights that Leon has
to go through in his final chapter.
__
_
_
/__\__ __ _ __ | | ___ ___ (_)__ __ ___
/_\ \ \/ /| '_ \ | | / _ \ / __|| |\ \ / // _ \
//__ > < | |_) || || (_) |\__ \| | \ V /| __/
\__/ /_/\_\| .__/ |_| \___/ |___/|_| \_/ \___|
|_|
__
__
/ / /\ \ \ ___ __ _ _ __
___ _ __ ___
\ \/ \/ // _ \ / _` || '_ \ / _ \ | '_ \ / __|
\ /\ /| __/| (_| || |_) || (_) || | | |\__ \
\/ \/ \___| \__,_|| .__/ \___/ |_| |_||___/
|_|
========
Crossbow
========
AMMO TYPE: Arrows (Normal), Arrows (Pipe Bomb)
CHARACTERS: Ada
QUICK SHOT: Auto-aim floor impale shot
Firepower: 550
Firepower (secondary): 150 (impact)
Firepower (secondary [explosion]): 1000 (direct hit), 500 (area)
Clip Size: 1 arrow
[WE07]
_
/\/\
============
Combat Knife
============
AMMO TYPE: None
CHARACTERS: Chris
QUICK SHOT: Double Knife Slash
Firepower: 180
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:
AMMO PER PICKUP: N/A
AMMO PER INVENTORY SLOT: N/A
Since the Combat Knife relies on melee, this is a list of the melees associated
with the Combat Knife:
.-----------------------------------------------------------------------------.
| C O M B A T K N I F E M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Throat Slit| Heavy Stun (Back)| Melee button from | 1 block
|
|
|
| Head Stun (Back) | behind enemy
|
|
|
|-----------------------------------------------------------------------------|
| Ground Stab| Ground
| Melee button over | 1 block
|
|
|
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Knife Slash| No Stun
| Hold L1/LT and tap | 0 blocks
|
|
|
|
| R1/RT
|
|
|
|-----------------------------------------------------------------------------|
| Double
| No Stun
| Quick shot
| 1 block
|
|
| Knife Slash|
| (L1+R1/LT+RT)
|
|
|
|-----------------------------------------------------------------------------|
| Knife Slash| No Stun
| Hold L1/LT then left| 0 blocks
|
|
| Retreat
|
| thumbstick back + |
|
|
|
|
| R1/RT
|
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
'-----------------------------------------------------------------------------'
The Combat Knife is exclusive to Chris in his campaign. This weapon can be
used for close range melee combat. The knife slashes are equal to a gunshot
from a handgun to give you an idea of how powerful it is. The combat knife is
very good at staggering J'avo with the basic slash that takes no stamina. The
quick shot for the combat knife is good for interrupting attacks, but it cannot
stun in the main game of RE6 like it could in the Dragon's Dogma RE6 demo
sadly.
Chris will perform a different heavy stun melee from behind and a different
ground melee while he is equipped with the combat knife. Chris also has a
unique combat knife counter where he will stab an enemy with the combat knife
after countering the enemy's attack. While this counter looks deadly, Chris'
basic counters often take more than his knife counter.
========
Stun Rod
========
AMMO TYPE: None
CHARACTERS: Sherry
QUICK SHOT: Stun Rod Forward Strike
Firepower: 140/280 + 40 + 80 (charge)
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:
AMMO PER PICKUP: N/A
AMMO PER INVENTORY SLOT: N/A
Since the Stun Rod relies on melee, this is a list of the melees associated
with the Stun Rod:
.-----------------------------------------------------------------------------.
| S T U N R O D M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Stun Rod | Ground
| Melee button over | 1 block
|
|
| Ground Hit |
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Stun Rod | No Stun
| Hold L1/LT and tap | 0 blocks
|
|
| Combo
|
| R1/RT twice
|
|
|
|-----------------------------------------------------------------------------|
| Stun Rod | No Stun
| Hold L1/LT then hold| 0 blocks
|
|
| Charge Hit |
| R1/RT *
|
|
|
|-----------------------------------------------------------------------------|
| Stun Rod | No Stun
| Quick shot
| 1 block
|
|
| Forward
|
| (L1+R1/LT+RT)
|
|
|
| Strike
|
|
|
|
|
|-----------------------------------------------------------------------------|
| Stun Rod | No Stun
| Hold L1/LT then left| 0 blocks
|
|
| Dodge
|
| thumbstick back + |
|
|
| Strike
|
| R1/RT
|
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
'-----------------------------------------------------------------------------'
* The Stun Rod Charge Hit can also be performed during a normal stun rod combo
or while holding L1/LT and pressing Back + X/A. Just hold down the R1/RT
button at those times.
The Stun Rod is slightly less damaging than a knife but it can easily stun an
enemy with its charge attack. The charge hit will stun a J'avo if it hits one
with all of its electrical shocks - the charge hit will shock an enemy multiple
times. Sherry has a few melee moves associated with the stun rod, as shown
above, and she also has a unique ground attack that she will perform when an
enemy is grounded and she stands above the enemy with the stun rod equipped.
The stun rod is very slow with its attacks, but it can stagger an enemy quite
easily. This is not really a weapon that you want to use against a large group
of enemies, but it can work well for small groups or single enemies.
Chrysalids are also weak to electricity, so the stun rod can be used to bust
them apart quickly without having to hit them with heavy gunfire.
==============
Survival Knife
==============
AMMO TYPE: None
CHARACTERS: Leon
QUICK SHOT: Auto-track Knife Slash
Firepower: 180
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:
AMMO PER PICKUP: N/A
AMMO PER INVENTORY SLOT: N/A
Since the Survival Knife relies on melee, this is a list of the melees
associated with the Survival Knife:
.-----------------------------------------------------------------------------.
| S U R V I V A L K N I F E M E L E E S
|
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT
| STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Ground Stab| Ground
| Melee button over | 1 block
|
|
|
|
| fallen enemy
|
|
|
|
|
| (critical on head) |
|
|
|-----------------------------------------------------------------------------|
| Knife Slash| No Stun
| Hold L1/LT and tap | 0 blocks
|
|
|
|
| R1/RT
|
|
|
|-----------------------------------------------------------------------------|
| Auto-track | No Stun
| Quick shot
| 1 block
|
|
| Knife Slash|
| (L1+R1/LT+RT)
|
|
|
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun
| Melee button twice | 0 blocks,
|
|
|
|
|
| 1 block
|
|
'-----------------------------------------------------------------------------'
The Survival Knife is exclusive to Leon in his campaign. This knife is just as
powerful as Chris' combat knife, but it certainly lacks the attacks that Chris'
combat knife carries. The survival knife is still good for staggering enemies,
but it's often best to use Leon's guns in his campaign. Leon will perform a
unique ground attack while the knife is equipped. The quick shot for the
survival knife is basically useless - it's just a quick normal knife slash that
auto-tracks an enemy basically.
[WE09]
__
_
_
/__\__ __ _ __ | | ___ ___ (_)__ __ ___ ___
/_\ \ \/ /| '_ \ | | / _ \ / __|| |\ \ / // _ \/ __|
//__ > < | |_) || || (_) |\__ \| | \ V /| __/\__ \
\__/ /_/\_\| .__/ |_| \___/ |___/|_| \_/ \___||___/
|_|
============
Hand Grenade
============
AMMO TYPE: N/A
CHARACTERS: Chris, Piers, Ada
QUICK SHOT: N/A
Firepower: 1200 (direct hit), 600 (area)
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:
AMMO PER PICKUP: 1 grenade
AMMO PER INVENTORY SLOT: 5 grenades
Chris, Piers and Ada all get access to Hand Grenades in the Chris and Ada
campaign. Hand grenades are slightly better than they were in RE5. The
explosion from a grenade is bigger and the overall power of the grenade looks
more powerful this time.
A hand grenade is highly useful for crowd control. When a situation gets out
of control, just toss down a hand grenade and that will clear the area where
the grenade lands for your character most of the time. The hand grenade is
best used for crowds of weaker enemies instead of bigger enemies. Bigger
enemies often require a more damaging weapon to hurt rather than an explosion
that mainly stuns them.
==================
Incendiary Grenade
==================
AMMO TYPE: N/A
CHARACTERS: Leon, Helena, Ada
QUICK SHOT: N/A
Firepower: 800 (direct hit), 400 (area)
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:
Reload Speed:
Firing Speed:
Alternate Fire:
AMMO PER PICKUP: 1 remote bomb
AMMO PER INVENTORY SLOT: 5 remote bombs
The Remote Bomb is easily the best explosive weapon in Resident Evil 6. This
thing clears whatever area it is set off in. A remote bomb will instantly kill
any normal enemy that it hits most of the time and highly damage any bigger
enemy. Remote bombs are highly useful against bosses as well. The explosive
blast can really put the hurt on bosses when they are caught in the direct hit
range of the explosive. The remote bomb works great against the Lepotitsa and
Ustanak in the campaigns where they are met.
To place a remote bomb, equip it then lay it down with the R1/RT button. While
the remote bomb is on the floor, your character will hold the detonator. Hold
the L1/LT button then press the R1/RT button to detonate the remote bomb.
Players can lay down a remote bomb then leave it on the floor and switch to
other weapons then switch back to the detonator and detonate the remote bomb at
a later time.
___
___
___
___
___
___
___
___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
[EN00]
======================================================================== ___ ==
S E C T I O N V I I
/ \
- - - - - - - - - - - ___
___ |
|
______
_
/ \
/ \ \___/
| ____|
(_)
___ |
| ___ |
| ___
| |__
_ __
___ _ __ ___ _ ___ ___ / \ \___/ / \ \___/ / \
| __| | '_ \ / _ \| '_ ` _ \ | | / _ \/ __| |
| ___ |
| ___ |
|
| |____ | | | || __/| | | | | || || __/\__ \ \___/ / \ \___/ / \ \___/
|______||_| |_| \___||_| |_| |_||_| \___||___/
|
|
|
|
\___/
\___/ ENEMIES
===============================================================================
__ __
\ \ \_\ __ _ __ __ ___
\ \ / _` |\ \ / // _ \
/\_/ / | (_| | \ V /| (_) |
\___/
\__,_| \_/ \___/
[EN01]
========================
J'avo/Neo-Umbrella J'avo
========================
HIT POINTS:
WEAKNESSES: Melee attacks (stop appendage mutations)
WEAPON LIST:
-
Machine Pistol
Sniper Rifle
Heavy Machine Gun
Rocket Launcher
LOCATIONS:
-- Machine Pistol
Stun Rod
- Parachutes (Paratroopers)
Machete
Knife
Wrist Blades (Neo-Umbrella)
Chris, Chapter 2
Chris, Chapter 3
Chris, Chapter 4
Chris, Chapter 5
Jake, Chapter 2
Chris, Chapter 1
Chris, Chapter 3
Jake, Chapter 3
Jake, Chapter 4
-- Knife
o Chris, Chapter 2
o Jake, Chapter 1
o Jake, Chapter 2
-- Wrist Blade (Neo-Umbrella)
o Chris, Chapter 4
o Chris, Chapter 5
o Jake, Chapter 5
-- Parachute (Paratrooper)
o Chris Chapter 2 (Bridge)
J'avo are human enemies that have been mutated with the C-virus. In campaign
mode, they appear in Europe (Edonia) and China. These enemies can survive
multiple shots to any part of their body and can actually mutate their body
based on how they are damaged.
J'avo that carry melee weapons are often not much of a problem. They attack
with close range attacks and sometimes dash forward. All J'avo are capable of
grabbing characters from the back, so don't let them get behind your character
or they will try to grab and you'll have to shake the left thumbstick to break
free.
Some J'avo carry machine pistols and heavy machine guns. Many J'avo with guns
can be a real pain to fight out in the open. It's best to take cover behind a
wall or some other object when fighting a group of J'avo that have guns. J'avo
that carry heavy machine guns can easily knock a character down with their
gunfire. J'avo that carry machine pistols are not as much of a problem since
their gunfire can be avoided by dashing to the side while they fire most of the
time.
J'avo that carry sniper rifles and rocket launchers should be killed
immediately. These types of J'avo are often fought from a distance and they
can be a real threat from long range. Find them and blast them with whatever
long range weapon that your character has, or shoot them with some rapid fire
weapon.
All J'avo melee attacks can be countered. It's a good idea to learn the timing
for countering their attacks - especially the standard sword slash or gun hit
from close range. Shooting a J'avo in the head will instantly stun a J'avo and
set it up for a head stun melee. Shooting the J'avo in the body, arms or legs
can give a player a random stun after so many shots have been made to that
certain area.
J'avo have the ability to mutate their appendages based on where they are shot.
They can mutate their head (Glava mutation), legs (Noga mutation), arms (Ruka
mutation) and body (Telo mutation) depending on where they are shot. Each
J'avo has a chance for a mutation based on the campaign stage it is fought in,
so shooting a J'avo in the legs on some chapters of a character's campaign
might be in your best interest since they are likely to spawn a head (Glava)
mutation.
Killing a J'avo with a melee attack will often cancel an appendage mutation and
it can cancel a Chrysalid formation. The main thing to keep in mind while
fighting ALL J'avo appendage mutations is that a head crush from a ground melee
will kill the majority of them - except for many of the head mutations. Any
type of shot to the head is usually the quickest way to damage or instantly
kill most of the J'avo and their mutations.
___ _
_
_ _
/ _ \ | __ ___ ____ _
/\/\ _ _| |_ __ _| |_(_) ___ _ __ ___
/ /_\/ |/ _` \ \ / / _` | /
\| | | | __/ _` | __| |/ _ \| '_ \/ __|
/ /_\\| | (_| |\ V / (_| | / /\/\ \ |_| | || (_| | |_| | (_) | | | \__ \
\____/|_|\__,_| \_/ \__,_| \/
\/\__,_|\__\__,_|\__|_|\___/|_| |_|___/
[EN02]
When a J'avo has sustained heavy damage to
into a more advanced form known as a Glava
mutations are not that much of a problem.
for the most part, mainly because the head
==============
Glava-Begunats
==============
HIT POINTS:
WEAKNESSES: Flash Grenade (stun), Shots, melee or counter to head
LOCATIONS: o Chris, Chapter 4 (Bridge)
o Jake, Chapter 2 (Cabin)
o Ada, Chapter 3 (Poisawan Market)
A Glava-Sluz is not much of a threat by itself since it will only try to trap a
character, but with a crowd, a Glava-Sluz should be killed first. Glava-Sluz
have no true weakness. They cannot be stunned with a flash grenade and
shooting their head is about the same as shooting any other part of their body.
===========
Glava-Smech
===========
HIT POINTS:
WEAKNESSES: None really
LOCATIONS: o Chris, Chapter 4 (Hangar)
o Chris, Chapter 5 (Underwater Facility - Command Center)
o Ada, Chapter 1 (Submarine Reactor)
o The Mercenaries (Steel Beast, High Seas Fortress, Rail Yard,
Liquid Fire)
Glava-Smech is when the head of the J'avo splits and forms a set of pinchers on
the head. The pinchers have an orange glowing orb in the middle of them. The
glowing orb is actually the mutation's weak point. Shooting at the glowing orb
can stun the Glava-Smech or cause it to explode. The explosion is small, but
it can damage a character.
A Glava-Smech only has one attack. It will suddenly hiss and then dash toward
a character and try to bite the character. If it is successful, it will hold
the character into the air and the player will have to quickly press the R1/RT
button in a timed QTE sequence as the timer needle on the gauge reaches the
green portion of the gauge.
A Glava-Smech can easily grab a player with its attack out of a melee. It has
a long pause before its attack, so it's easy to see coming but the delay can
delay it long enough to grab a character out of an animation. Roll out of the
way to avoid the attack. The Glava-Smech can be stunned with a quick shot. Be
forewarned that sometimes shooting or attempting to stun a Glava-Smech will not
stop its charge attack. The best way to melee a Glava-Smech is to quick shot
it with a weak weapon then slide into the creature while it is still stunned to
heavy stun it then hit it with a heavy stun melee.
Glava-Smechs have a special ground melee that can be done exclusively to them
by all characters. Knock a Glava-Smech to the ground and make your character
face their pinchers then press the melee button to have your character grab one
end of the pinchers and tear off a section of it. This will instantly kill a
Glava-Smech. Special melee animations such as this seem to occur randomly no
matter how much you try to face the correct area. The Noga-Let is the only
other J'avo mutation with a special melee like this.
In final few chapters of Chris' campaign, Glava-Smech mutations will occur very
often. These enemies can be annoying to kill since it's hard to hit their weak
areas to damage them heavily. They are still not too much of a threat if you
keep an eye out for their dash attack.
__
_
_ _
/\ \ \___ __ _ __ _
/\/\ _ _| |_ __ _| |_(_) ___ _ __ ___
/ \/ / _ \ / _` |/ _` | /
\| | | | __/ _` | __| |/ _ \| '_ \/ __|
/ /\ / (_) | (_| | (_| | / /\/\ \ |_| | || (_| | |_| | (_) | | | \__ \
\_\ \/ \___/ \__, |\__,_| \/
\/\__,_|\__\__,_|\__|_|\___/|_| |_|___/
|___/
[EN03]
A J'avo can mutate its legs once they have sustained enough damage - this is a
Noga J'avo mutation. Noga mutations don't happen as often as the head and arm
mutation type but if you shoot the legs on certain stages, the characters will
get these often. Many of the Noga mutations arrive already mutated in some
chapters of the game.
========
Noga-Let
========
HIT POINTS:
WEAKNESSES: Ground Melee, Flash Grenade (ground enemy)
LOCATIONS: o Chris, Chapter 1 (Rooftops)
o Chris, Chapter 5 (Lifts)
o Jake, Chapter 1 (Mountain Trail)
o Jake, Chapter 4 (Stilt Housing Area)
o Jake, Chapter 5 (Lifts)
o Ada, Chapter 3 (Stilt Housing Area)
o The Mercenaries (Steel Beast, High Seas Fortress, Requiem for
War)
For a Noga-Let mutation, the J'avo's legs will mutate into moth-like wings.
The wings will fly into the air while the J'avo's upper body remains upside
down on the bottom half. The J'avo will still hold a machine pistol much of
the time and will fire it at a character. This type of J'avo attacks from the
air with a grab attack and a dash attack. Its dash attack is very sudden.
Its grab attack has a charging animation where the J'avo will face your
character and then hold out its hands. The grab attack can be countered a
split second before the J'avo attacks and the J'avo will be grounded
afterwards. If the J'avo grabs your character, be sure to shake the left
thumbstick to break free. Failure to break free from a Noga-Let attack is
instant death on the grabbed player.
Noga-Lets can be randomly grounded by shooting their bodies. It's best to
shoot these mutations in the J'avo head on the bottom half of the body.
Shooting its arms can make them mutate into the Ruka-Srp's blade appendages,
which will only make them more powerful. A flash grenade will instantly ground
a flying Noga-Let.
While a Noga-Let is grounded, if your character faces its wings and performs a
melee, that character will perform a special melee animation where the
character will grab its wings then tear them off the Noga-Let. A character
MUST face the wings and the player must press the melee button in order to
perform this special melee. A ground stomp to the Noga-Let will instantly kill
it. These J'avo can actually be melee'd (command prompt will appear) while a
character stands beside them if they fly low, though it doesn't take much
damage from them.
=============
Noga-Trchanje
=============
HIT POINTS:
WEAKNESSES: Ground Melee, Flash grenade (ground enemy)
LOCATIONS: o Chris, Chapter 1 (Tenement Building)
o Chris, Chapter 4 (Bridge)
o Jake, Chapter 3 (Living Quarters)
o The Mercenaries (Rail Yard, High Seas Fortress)
Noga-Trchanje is a J'avo mutation where the J'avo's lower half will mutate into
spider legs. This mutation can crawl along the walls, ceilings and floors with
rapid speed. It can be quite hard to catch when it runs. Noga-Trchanjes
mainly attack by jumping into a character to knock them down. They can attack
with their two front feet from a ceiling also. All of their leg attacks can be
countered. They carry a machine pistol that they can fire from long range
also.
Noga-Trchanjes are always open to a stomp or other type of ground melee while
they are on the floor. A player can approach these enemies at any time and get
a command for a stomp melee. A ground melee will instantly kill these
mutations. Shooting them in their body or legs actually takes longer to kill
them. It's best to shoot them in the head for a possible critical if you shoot
them at all. A flash grenade will instantly make these enemies fall to the
floor on their backs - they will kick their legs and won't be able to attack
for a few seconds and they are left open to ground melees at that time.
==========
Noga-Oklop
==========
HIT POINTS:
WEAKNESSES: Flash grenade (stun)
LOCATIONS: o Chris, Chapter 2 (Bridge)
o The Mercenaries (Steel Beast, Rail Yard, High Seas Fortess,
Requiem for War)
Noga-Oklop is a simple mutation where the legs of the J'avo become encased with
a hard shell. The legs are impenetrable once this mutation has occurred. It's
quite hard to knock down a Noga-Oklop mutation as well. Stunning it with a
quick shot and then performing a light stun melee will not knock it down.
Noga-Oklop stuns from gunshots are ALL random also. Even the light stun from a
quick shot or a head stun from a direct headshot will sometimes not trigger.
Noga-Oklop mutations are extremely aggressive when they get mid-range from a
player. These mutations can carry swords or machine pistols. They can still
be countered the same ways as normal J'avo. While in mid-range, they will dash
toward your character and leap into the air then perform a drop kick with both
of their mutated legs. This attack will instantly knock a player down and it
cannot be countered.
Noga-Oklops are best shot in the head from a distance. Take out a powered
weapon and blast them if they ever get in close range. Don't bother hitting
them with melee much since the melee will only restun them and not knock them
to the ground. While they run, shooting them in the body will sometimes cause
them to fall - at that time, head stomp them to kill them. These mutations can
be stunned instantly with a flash grenade. The flash grenade will set them up
for a heavy stun melee.
=============
Noga-Skakanje
=============
HIT POINTS:
WEAKNESSES: Flash grenade (stun), Acid Rounds (stun)
LOCATIONS: o Chris, Chapter 3 (Courtyard)
o Jake, Chapter 4 (Courtyard)
o The Mercenaries (Steel Beast, High Seas Fortress, Requiem for
War)
Noga-Skakanje is when the legs of the J'avo turn into grasshopper legs.
Fighting a Noga-Skakanje is like fighting a J'avo that is on stilts. They stun
the same way as normal J'avo by hitting them with a quick shot or shooting them
in the head, but they move around so much that it is hard to hit them in a
specific area. A head stun from a headshot is actually random with these
mutations - it isn't guaranteed like with normal J'avo. Noga-Skakanje cannot
be set up for a heavy stun melee by quick shotting them and then sliding at
them - the slide will ground them.
Noga-Skakanje attack by leaping on top of a player from long range. These
J'avo mutations can jump quite far into the air. They have great mobility and
will constantly try to move except when in close range. While in close range,
they will suddenly hop into the air and kick outward with their legs - this can
take damage and stagger a character. They also have a sword attack from close
range that can be countered.
Noga-Skakanje can be a pain in groups since they all move around so much. It's
best to light stun one with a quick shot and then perform your character's
light stun melee to one of them to knock down an entire crowd then run toward
the grounded mutations and stomp their heads to instantly kill them. NogaSkakanje can be stunned with the flash bang from a flash grenade and they can
also be stunned with acid rounds. Acid rounds will damage them and instantly
stun them for a heavy stun melee. Both methods of stunning work great for
crowds of these mutations. While shooting a Noga-Skakanje, shoot it in its
upper half (J'avo body) and try to aim for the head. Shooting the arms can
make it form blade appendages (Ruka-Srp).
__
_
_
_
_
/__\ _ _ | | __ __ _
/\/\ _ _ | |_ __ _ | |_ (_) ___ _ __ ___
/ \//| | | || |/ // _` | /
\ | | | || __|/ _` || __|| | / _ \ | '_ \ / __|
/ _ \| |_| || <| (_| | / /\/\ \| |_| || |_| (_| || |_ | || (_) || | | |\__ \
\/ \_/ \__,_||_|\_\\__,_| \/
\/ \__,_| \__|\__,_| \__||_| \___/ |_| |_||___/
[EN04]
When a J'avo's arm is damaged, a Ruka mutation can occur. Ruka mutations are
the most common type of mutations in a J'avo. These mutations can occur when a
J'avo has already mutated one of its other body parts to make the J'avo even
stronger! Ruka mutations are the most dangerous mutations for the most part
since all of them can be so aggressive.
==========
Ruka-Bedem
==========
HIT POINTS:
WEAKNESSES: Melee from behind and close range
LOCATIONS: o Chris, Chapter 2 (City in Eastern Europe [starting])
o Chris, Chapter 4 (Hangar)
o Chris, Chapter 5 (Underwater Facility, Pressurization Chamber)
o The Mercenaries (Steel Beast, Rail Yard, High Seas Fortress)
Ruka-Bedem is when a J'avo forms a shield with one of its arms. It can form a
shield with no other weapon in its arm and it can form a shield while it has a
machine pistol in one arm. The J'avo can guard against lightly damaging
weapons with its shield arm. It will often move toward your character with its
shield arm is in front of its body. The J'avo can attack with its machine
pistol from long range if it has one. A Ruka-Bedem can crouch down and protect
its body with its shield, which will leave it nearly invulnerable to all
attacks for a short while.
Ruka-Bedems are highly aggressive and will try to dash toward your character
and hit the character with their shield arm. From close range, they will hold
up their shield arm and try to hit your character over the head with it.
Whenever a Ruka-Bedem attacks, it leaves its body exposed in some way. When it
runs forward, run behind it and attack it from behind.
Melee attacks from close range will hit the mutation through its shield. Melee
attacks from behind the creature severely weaken a Ruka-Bedem. A standard
R1/RT melee combo from behind will set the creature up for a heavy stun melee
if both attacks hit it from the back. Any attack that hits this mutation from
behind will damage it. An R1/RT melee from its front side while it tries to
attack will instantly heavy stun it as well. Don't try to toss a flash grenade
or the Ruka-Bedem will simply guard against the flash bang and then go back to
attacking.
==============
Ruka-Khvatanje
==============
HIT POINTS:
WEAKNESSES: Flash Grenade (stun), Melee from close range, Headshot (instant
heavy stun)
LOCATIONS: o Chris, Chapter 2 (City in Eastern Europe [starting])
o Chris, Chapter 4 (Hangar)
o Jake, Chapter 4 (Market)
o Ada, Chapter 1 (Submarine Reactor)
o Ada, Chapter 3 (Poisawan Market)
o The Mercenaries (Rail Yard, High Seas Fortress, Requiem for War)
Ruka-Khvatanje is when a J'avo mutates its arm into a green insect arm with
three pinchers at the end of it. This J'avo can stretch out its green arm from
quite a range to grab a character and slam the character to the ground. The
arm grab cannot be countered. It can EASILY perform this attack while
characters have their back turned to this creature. From close range, it will
attack by stretching out its arm to hit the character with its pinchers.
This mutation is the most annoying of all mutations when in a group. A RukaKhvatanje will sneak in grab attacks from a range while enemies are crowded, so
it should always be killed off first. A Ruka-Khvatanje is weak to close range
melee - it can be set up for a heavy stun with melee attacks from the back or a
flash grenade stun. Hitting it from the front with a simple R1/RT melee will
set it up for a heavy stun if its trying to attack at that time. Shooting this
mutation in the head will instantly set it up for a heavy stun melee as well.
This mutation is weak from close range, but it can REALLY be a pain from long
range if its not killed off in a group.
========
Ruka-Srp
========
HIT POINTS:
WEAKNESSES: Headshot (instant heavy stun), Counter
LOCATIONS: o Chris, Chapter 1 (Rooftops)
o Chris, Chapter 3 (Poisawan Entrance, Courtyard)
o Chris, Chapter 4 (Bridge)
o Chris, Chapter 5 (Underwater Facility, Pressurization Chamber)
o Jake, Chapter 3 (Living Quarters)
o Jake, Chapter 4 (Stilt Housing Area)
o Ada, Chapter 3 (Poisawan Market, Stilt Housing Area)
o The Mercenaries (Steel Beast, Requiem for War, Liquid Fire)
When a J'avo forms a blade-like appendage for one of its arms, this is a RukaSrp mutation. A Ruka-Srp can form a blade appendage from both arms if both of
the J'avo arms are damaged. Ruka-Srps are highly aggressive and they will
attack whenever your character is in close or mid-range. These J'avo mainly
attack with combo swings where they will swing forward twice. They have
dashing attacks as well. They can guard attacks with their blade arms.
All of a Ruka-Srp's attacks can be countered. The counters will mainly stop
the swings and damage the J'avo, but countering its close range overhead attack
will instantly kill this mutation - your character will tear off its arm and
stab the J'avo with the arm. Melee from close range on a Ruka-Srp is basically
useless from its front side since it's hard to stagger. An elbow (back melee
attack) from a male character from behind the mutation will heavy stun it
however.
Flash grenades will stagger the Ruka-Srp in place for a few seconds and set it
up for a light stun while it guards - the stagger only last for a short while
and isn't worth it however. The main weak area of a Ruka-Srp is its head. Aim
for the head with a lightly damaging weapon such as a handgun and shoot it in
the head. You'll either get a critical headshot or stun the creature. When a
Ruka-Srp is stunned with a headshot, it will be heavy stunned, so run up and
perform your character's heavy stun attack. Hitting a Ruka-Srp from the front
with a simple R1/RT melee will set it up for a heavy stun if its trying to
attack at that time.
_____
_
_
_
_
/__ \ ___ | | ___
/\/\ _ _ | |_ __ _ | |_ (_) ___ _ __ ___
/ /\// _ \| | / _ \ /
\ | | | || __|/ _` || __|| | / _ \ | '_ \ / __|
/ / | __/| || (_) | / /\/\ \| |_| || |_| (_| || |_ | || (_) || | | |\__ \
\/
\___||_| \___/ \/
\/ \__,_| \__|\__,_| \__||_| \___/ |_| |_||___/
[EN05]
Telo mutations are body mutations in a J'avo once the body has received a
certain amount of damage. Telo mutations are often more rare than other
mutations simply because you'll often hit the arms of a J'avo before the body
because of their weapon stances. Telo mutations are not too much of a threat
so long as players keep their distance.
===============
Telo-Eksplozija
===============
HIT POINTS:
WEAKNESSES: Shots to legs, Melee (while mutating)
LOCATIONS: o Chris, Chapter 4 (Hangar)
o Chris, Chapter 5 (Underwater Facility, Pressurization Chamber)
o The Mercenaries (Steel Beast, Rail Yard, High Seas Fortress,
Requiem for War, Liquid Fire)
Telo-Eksplozija is the most common type of mutation that occurs when a J'avo's
body has been damaged. The body will split apart into two worm-like sections
and then join together into a circular white cocoon. This J'avo mutation's
only attack is to explode. The explosion will kill the J'avo and damage any
enemy or character that surrounds it.
Telo-Eksplozija will kneel down before it explodes. It will always make a
screeching sound before it actually prepares to explode. The mutation actually
has a fake explosion animation where it will simply kneel down silently. The
best way to deal with this mutation is to shoot it in the legs to make it kneel
in place and force it to explode from a safe distance. This J'avo can help out
a player by damaging other J'avo that surround it.
A Telo-Eksplozija is most dangerous in a crowd with other Telo-Eksplozijas.
When surrounded by the same mutation, one of the explosions can trigger all the
rest and set off a chain reaction. These mutations move silently until right
before they explode, so it's easy for one to sneak up behind your character
when busy with other enemies.
When a J'avo actually mutates into this form, run up to the mutating J'avo to
get a melee command - press the melee button to knock the J'avo to the ground
to make it instantly explode. Make sure that a wall or object is not behind
the J'avo or your character will get damaged by the explosion. Environmental
melees where a character leaps off a ledge or is standing below a small ledge
can hit a Telo-Eksplozija and damage or kill it and cancel its explosion stand on a small ledge above it or below it to get the melee prompt. If the
mutation is hit in the top white portion with a weapon such as a shotgun, it
can bounce back when shot and explode while falling. The legs are the weakest
portion of its body however.
=============
Telo-Krljusht
=============
HIT POINTS:
WEAKNESSES:
LOCATIONS: o Jake, Chapter 1 (Mountain Trail)
o Jake, Chapter 2 (Snowy Mountain Trail)
A Telo-Krljusht is a body mutation where the J'avo body will form a hard
armored shell. This mutation is much like the Noga-Oklop mutation on the legs,
but this time, it will occur on the J'avo's body. While the J'avo has the
shell over it's body, the body is impenetrable to weapon fire, so blast the
J'avo in its appendages. It's best to shoot the J'avo in the head when this
mutation occurs to keep it from mutating its arms into a Ruka mutation. The
legs are another good choice for damaging the J'avo since Noga mutations don't
occur as often in the earlier stages and if they do, it will often be a NogaLet.
The Telo-Krljusht is actually the most rare J'avo mutation of them all. You
literally have to want this mutation to occur most of the time in order to
activate it in Jake's Chapter 1 campaign. Players will often kill off the
weaker J'avo in the earlier stages before they have a chance to mutate into
this form.
==========
Telo-Magla
==========
HIT POINTS:
WEAKNESSES: Ground Melee
LOCATIONS: o Chris, Chapter 2 (City in Eastern Europe [starting], Bridge)
o Chris, Chapter 5 (Lifts)
o Jake, Chapter 5 (Lifts)
o Ada, Chapter 3 (Poisawan Market)
o Ada, Chapter 4 (Forward Hangar)
o The Mercenaries (Rail Yard)
Telo-Magla is when a J'avo falls to the ground and its body splits open then
moth-like wings and appendages move out of the body and spray a greenish-brown
gas around the J'avo body. After the gas has been released, the J'avo will
stand back up shirtless and attack normally once again. The J'avo is very weak
at that point so it can be killed easily.
The official guide says that the gas the Telo-Magla spreads is poisonous and
can damage a character, but I've actually never had a Telo-Magla do anything to
my character while standing over its body and trying to see what it actually
does. The Telo-Magla can be killed while the J'avo mutates by standing over
the body and performing a ground melee to kill the J'avo. Out of all the
mutations, this mutation seems to be the most useless. It only occurs in some
very specific areas and it can occur often, but it doesn't really do anything.
___ _
_ _
_
/ __\| |__ _ __ _ _ ___ __ _ | |(_) __| |
/ / | '_ \ | '__|| | | |/ __| / _` || || | / _` |
/ /___ | | | || | | |_| |\__ \| (_| || || || (_| |
\____/ |_| |_||_|
\__, ||___/ \__,_||_||_| \__,_|
|___/
[EN06]
HIT POINTS:
WEAKNESSES: Electricity (stun rod)
LOCATIONS: o Chris, Chapter 3 (City Hall)
o Chris, Chapter 4 (Hangar)
o Jake, Chapter 2 (Snowy Mountain Trail)
o Jake, Chapter 3 (Living Quarters)
o Jake, Chapter 4 (Market Area)
o The Mercenaries (Liquid Fire)
A Chrysalid is a hardened cocoon that forms over a J'avo so it can mutate into
a more advanced form. The flesh of the J'avo melts and hardens around the body
sometimes when a J'avo is defeated to form a Chrysalid. The Chrysalid will
often hatch later in a battle. In campaign, the Chrysalid can hatch into a
Mesets, Strelats, Napad or Gnezdo depending on the stage and campaign.
A Chrysalid can be destroyed. Chrysalids take a heavy amount of gunfire to
destroy in campaign mode. Chrysalids are weak to electricity. Sherry's stun
rod can destroy a Chrysalid faster than most gunfire in campaign mode. All
J'avo mutations that exit from a Chrysalid are weak to flash grenades. They
can be stunned or killed (Mesets) with the flash bang from a flash grenade.
======
Gnezdo
======
HIT POINTS:
WEAKNESSES: Flash Grenade (stun), Acid Rounds (very weak)
LOCATIONS: o Chris, Chapter 3 (Poisawan Inner Area)
o Chris, Chapter 4 (Bridge)
o Chris, Chapter 5 (Pressurization Chamber)
o Ada, Chapter 1 (Submarine Torpedo Room)
o Ada, Chapter 4 (Bridge)
o The Mercenaries (Steel Beast, High Seas Fortress, Requiem for
War)
A Gnezdo is a Chrysalid mutation that is made up of a group of flying insects.
The flying insects swarm together and make a female form that walks toward a
player. This swarm of insects can send out decoys of female figures that will
walk beside it as well. The main body can attack by shooting out swarms of
insect and grabbing a player. The swarm of insects will damage a character and
cause characters to wave their arms around their body for a short while. The
grab attack will make all the insects swarm a character - a player will have to
shake the left thumbstick to break out of the grab. The grab attack occurs
whenever a character is touched by the main female body.
The true form of the Gnezdo is a large bee-like insect. This form can be made
to show itself by shooting the MAIN body (not a decoy) or by tossing a flash
grenade near it. A flash grenade will instantly stun all insects and the bee
form will fly in place for a short while. Shoot the bee with a powerful single
shot weapon such as a magnum or sniper rifle. A shotgun can work well from
close range but keep in mind that characters will often be forced to fight this
enemy from a distance.
=========
Lepotitsa
=========
HIT POINTS:
WEAKNESSES: Proximity Bomb (heavy damage + stun)
LOCATIONS: o Leon, Chapter 2 (Cathedral Lobby)
o Leon, Chapter 4 (Airplane Cockpit)
o The Mercenaries (The Catacombs)
Lepotitsa is an actual Chrysalid mutation though its hatching from a Chrysalid
only happens during one segment of Leon's story (beginning of Chapter 4). A
Lepotitsa is a human-like figure that has several bulbs all over its upper body
that will emit C-virus gas once they are damaged. This creature is a like a
walking C-virus carrier that lives to infect. Its main attack is to spread gas
all around its surrounding area. The gas will turn civilians into zombies and
knock main RE character into dying status instantly. When shot in the body, it
will release the same gas in small amounts from wherever it was shot.
This creature is best fought at a distance because of the gas that it releases.
Shoot the creature in the head (main weak point) or the legs. Shooting the
creature in the legs will eventually stagger it and set it up for a heavy stun
melee. This creature can be damaged heavily by setting off a proximity bomb
near it. The proximity bomb will take off major damage and stun the creature
in place. In campaign mode, players can literally trap this creature by
keeping it held in place with proximity bomb explosions and melees followed by
more explosions.
The Lepotitsa has a very quick grab attack from close range. It will run
forward before each grab, so its grab is not exactly just close range. The
grab attack is very fast. Always listen for the screaming of this creature
when it is in the area. Stay far away from it and shoot it in the legs to
damage it. It's far better to use proximity bombs if you have them however.
======
Mesets
======
HIT POINTS:
WEAKNESSES: Flash Grenade (instant kill)
LOCATIONS: o Jake, Chapter 2 (Snowy Mountain Trail)
o Chris, Chapter 4 (Hangar) [very rare]
o The Mercenaries (Liquid Fire)
The Mesets is a bluish bird-like J'avo mutation that hatches from a Chrysalid.
These mutations are very rare and only mainly occur in Jake's chapter 2
campaign. This bird will spend much of its time airborne. It will fly around
a character's position while in the air then swoop down to try to grab the
player. Shake the left thumbstick to break free from the damaging grab. The
Mesets' air grab will lock-on to a player, so constantly stay moving when one
is flying.
Once a Mesets lands, it is much more limited. It has a close range pecking
attack and it can dash and grab a character while it is on the ground. The
ground grab has a long charging animation where the Mesets will scream while in
place shortly before dashing forward, so it's easy to see coming. Dodge the
Mesets' attacks by rolling to the side when it is in the air or on the ground.
These enemies can be killed by tossing a flash grenade near their location.
The flash bang will kill them instantly. They can be hit with the flash
grenade while in the air or on the ground. Other than the flash grenade, take
out a powerful weapon and shoot the Mesets while it flies or while it is on the
ground. It's far better to wait for it to land, but with a sniper rifle, it
can be shot in the air depending on how much it flies around.
=====
Napad
=====
HIT POINTS:
WEAKNESSES: Back weak spot, Flash Grenade (stun), Nitrogen Rounds (stun)
LOCATIONS: o Chris, Chapter 2 (City Hall)
o Chris, Chapter 3 (Stilt Housing Area)
o Chris, Chapter 4 (Stilt Housing Area)
o Chris, Chapter 5 (Pressurization Chamber)
o Ada, Chapter 2 (Lab)
o The Mercenaries (Urban Chaos, Steel Beast, Liquid Fire)
A Napad is a heavily armored J'avo mutation with a hard shell that covers its
entire body. The upper body and arms are very bulky and this creature has
several attacks from close range and long range. It will mainly punch to the
sides or punch at whatever is in front of it. This creature's attacks are
highly damaging. From long range, it will charge a ram then dash toward a
player and try to knock the player down. While a character is on the ground,
quickly roll to the side since the Napad will try to hit your grounded
character with both of its arms.
The ram attack that a Napad performs can be countered. Countering the dash
attack will make your character stop the Napad and knock off part of its shell.
Its shell can be damaged with a powerful weapon such as a magnum, shotgun or
rifle to expose its inner red flesh. From the front, the head can be seen on
the flesh, but from the back, a pink weak point can be seen. When the Napad is
shot from close range with a powerful weapon, it will kneel down and be set up
for a light stun melee attack. The melee will damage the Napad and knock off a
portion of its shell.
It's best to stun it then use a melee to knock off the back part of its shell
to expose its main weak point then try to blast it in the back. Blasting the
creature in the front half while its shell is off can be just as good. Blast
it in the head on its front side to take the most damage. Like all Chrysalid
mutations, it is weak to flash grenades - they will instantly stun it. This
creature can also be frozen with a nitrogen round. The nitrogen round and
follow-up melee will damage it badly and a few nitrogen rounds followed by
melees will eventually break it. Explosive rounds can also work well against
this creature also.
========
Strelats
========
HIT POINTS:
WEAKNESSES: Flash Grenade (stun), Melee (very weak)
LOCATIONS: o Chris, Chapter 2 (City Hall)
o Jake, Chapter 3 (Living Quarters)
o Jake, Chapter 4 (Market)
o Ada, Chapter 3 (Poisawan Market)
o The Mercenaries (Mining the Depths, Rail Yard, The Catacombs)
Strelats is a lizard-like mutation that hatches from a Chrysalid. This
mutation is highly agile and can be hard to catch at times. A Strelats is
highly aggressive, so its best to deal with this creature soon after it
hatches. It will attack from long range by holding its head up in the air and
shooting spikes toward your character. From close range, it has an acid spit
and an attack where it will spread gas. It's gas attack is highly annoying
since it basically keeps everything away from it and damages whatever is next
to it. This creature can also play dead to regain its stamina.
It's best to shoot the Strelats with a highly damaging weapon such as a magnum,
sniper rifle or shotgun from close range. The sniper rifle works excellent for
knocking it down once the quick shot is used to blast it. Perform a quick shot
to lock-on to the creature and blast this creature whenever it is in close
range.
Strelats is weak to melee and it can be stunned with a quick shot from a weak
weapon or ramming it with a dashing ram (dash + R1/RT). Jake's dashing Cobra
Strike will also stun this creature. While it is stunned, approach the
creature and press the melee button when the command appears while standing
next to it. Your character will enter a QTE sequence where buttons will appear
and you will have to press them in order to make your character knee the
Strelats. This takes heavy damage from the creature and will most likely kill
it if prior damage has been received. The sequence is often either R1, X,
R1/RT, A, RT or R1, X, X/RT A, A. The Strelats can also be hit with a ground
melee while it is on the ground after a knockdown.
=======
Ubistvo
=======
HIT POINTS:
WEAKNESSES: Shots to Chainsaw Arm, Shots to Head, Flash grenade (stun)
LOCATIONS: o Jake, Chapter 4 (Market, Stilt Housing Area)
o Ada, Chapter 3 (Market, Stilt Housing Area)
o The Mercenaries (Rail Yard)
Ubistvo is a nearly indestructible Chrysalid mutation with a chainsaw arm. It
has damaged flesh mixed with hard armor all over its body and basically cannot
be killed in campaign mode. It is often only knocked out several times while
players fight it. This mutation is a literal berserker. It attacks from any
range by moving toward a player while swinging its chainsaw arm. It can enter
a berserk mode where it will dash toward a player and swing wildly. All of its
chainsaw attacks will either instantly kill a player or send that player into
dying status.
Always fight Ubistvo from a distance. Don't ever get near it unless it is
stunned. The creature's main weak points are its chainsaw arm and head.
Shooting it in both weak areas will eventually stun it. It's hard to say which
area damages it the most, but when shooting it in the chainsaw arm, its arm
will spew greenish blood, so I'm guessing that is its main weak point. It can
be stunned and set up for melee with a flash grenade toss just like many other
Chrysalid mutations.
___
___ __
__
/ __\
/___\ / / /\ \ \ ___
/__\//
// // \ \/ \/ / / __|
/ \/ \ _ / \_//_ \ /\ / _ \__ \
\_____/(_)\___/(_) \/ \/ (_)|___/
[EN07]
===========
Rasklapanje
===========
HIT POINTS:
WEAKNESSES: Incendiary Grenade (instant knockdown to body parts)
LOCATIONS: o Chris, Chapter 4 (Forward Hangar)
o Jake, Chapter 5 (Underwater Facility)
o Leon, Chapter 4 (Market)
o Ada, Chapter 4 (Forward Hangar)
o The Mercenaries (Liquid Fire)
A Rasklapanje is a bluish creature with no eyes that clumsily walks forward
while chasing a character. This enemy's only attack, while it is whole, is to
grab a player. Shake the left thumbstick or have a partner knock the
Rasklapanje off your character once grabbed since the grab is instant death if
the Rasklapanje wins the struggle. The Rasklapanje reproduces through humans
by infecting them to make a new Rasklapanje emerge from the chest of its victim
and that's what it will try to do if it grabs a character.
A Rasklapanje can be knocked in half with heavy firepower. Blast it in its
body to make it fall apart. The torso and the legs will attack separately at
that time with different attacks. The arms will punch a player and the legs
will kick a player or spew acid around its surrounding area. Both the torso
and the legs can be knocked out with firepower and they will both drop random
items, but the Rasklapanje halves will revive in about two minutes then reform
into a full body and then go back to attacking your character.
The Rasklapanje can toss of its hand and the hands will crawl along the floor
and attack. The hands will leap and grab a character and hold them in the
place - shake the left thumbstick to break free. A hand can be defeated with a
simple gunshot or by standing over it and tossing it with the melee prompt
command that appears while standing over it. There are several special melee
sequences that can be activated when standing near certain objects and
activating the melee command for a Rasklapanje hand.
The following objects will give a player a special melee animation when
activating a melee for a Rasklapanje hand while next to one:
-
Microwave
Toilet
Meat Grinder
Oven
Pot of Hot Water
apart to kill off each part without wasting too much ammo. Ada's normal arrows
with her crossbow also work well at severely damaging each part of a
Rasklapanje as well. It's best to run from a Rasklapanje when they are not in
your path, but don't ever let them mount up too much or they can become quite
hard to run by if needed. It's really a good idea to knock them out with
gunfire when they are in your way.
=======
Ogroman
=======
HIT POINTS:
WEAKNESSES: Red growth on back (main weak point), Mouth (secondary weak point)
LOCATIONS: o Chris, Chapter 2 (In Front of City Hall)
o Chris, Chapter 4 (Airspace above Aircraft Carrier)
o Jake, Chapter 2 (In Front of City Hall)
o The Mercenaries (Requiem for War)
Ogroman is a giant B.O.W. that has been sent to kill BSAA soldiers. This large
creature is about twice the size of an El Gigante from previous RE games. This
creature attacks by grabbing a player and it uses punch attacks and stomp
attacks from close range. It's best to get up on top of a building to fight
this creature since its weak spot can be seen more easily at that time.
An Ogroman's weak point is its mouth or the red growth on its back. Shooting
the red growth on its back directly with a powered weapon will make it kneel
down. At that time, get on a high building near the Ogroman then press the
R1/RT button when the melee command appears while standing next to the kneeling
Ogroman to leap onto its back. Be prepared to tap the X/A button to pull out a
bone appendage from the creature then stab it in the red growth on its back.
The melee attack on the Ogroman takes tons of damage from it.
There is one Ogroman in Chris' campaign that requires a player to damage it by
shooting it in the mouth since its red growth is not in view. After stunning
that Ogroman, use the melee button command to jump on its back then shake the
left thumbstick (and right thumbstick) to pull its red growth out of its back
to where its true weak spot can be revealed. Gun turrets can be used to shoot
at the Ogroman in some areas of campaign mode.
===
Oko
===
HIT POINTS:
WEAKNESSES: Stealth Melee (melee from behind)
LOCATIONS: o Jake, Chapter 2 (Cave)
An Oko is a flying insect B.O.W. that acts as a sentry for Ustanak. When
Ustanak is searching for a target, he sends out these flying creatures and they
survey his surroundings to find his target then alert him to the target's
presence when it is found. The Oko flies with a light in front of it that it
uses to search the area. Avoid the light to avoid being spotted by the Oko.
An Oko can be instantly killed by sneaking up behind it and performing a
stealth melee when the melee prompt appears. An Oko will pace back and forth
in certain areas to find its target. Once found by an Oko, find a hiding place
in one of the nearby red dumpsters in Jake's story since the Oko will alert
Ustanak. These creatures are only found in chapter 2 of Jake's campaign.
===============
Carla Spore - S
===============
HIT POINTS:
WEAKNESSES: Bubble on body (shoot it to set up melee)
LOCATIONS: o Ada, Chapter 4 (Aircraft Carrier)
Carla Spores are only fought in Ada's chapter 4 campaign. Carla Spores are
part of the gooey liquid that Carla mutates into and surrounds the interior of
the aircraft with. These pieces of Carla move out of the walls and form an
image of the real Carla. They will attack by forming a bubble on their body
and bursting the bubble to make an explosion.
These enemies are extremely easy to kill once their weakness is found. The
bubble that appears on the body can be shot to make it pop. Popping the bubble
will stun the Carla Spore in place. Approach the Carla Spore at that time to
get a melee command that will kill the Carla Spore once activates. A Carla
Spore will drop an item like any other enemy once defeated, so it's a good idea
to fight them. They are not as hard to fight as they look.
_____
_
_
/ _ / ___ _ __ ___ | |__ (_) ___ ___
\// / / _ \ | '_ ` _ \ | '_ \ | | / _ \/ __|
/ //\| (_) || | | | | || |_) || || __/\__ \
/____/ \___/ |_| |_| |_||_.__/ |_| \___||___/
[EN08]
=======
Zombies
=======
HIT POINTS:
WEAKNESSES: Counter, Incendiary Grenades
WEAPON LIST:
-
Unarmed
Handgun
Assault Rifle
Knife
Bat
2x4
Hand Ax
Pipe
Fire Extinguisher
Golf Club
Sledgehammer
Bottle
Shovel
Cleaver
Crank
Lantern
Flaming 2x4
Chest Light
Machete
Dynamite
Helmet
Liquid Nitrogen Tank
Old Ax
Hat
Stone
LOCATIONS:
Zombies with weapons: (all Leon chapters unless specified)
-- Handgun
o Chapter 1 (Gas Station, Gun Shop)
o The Mercenaries (Urban Chaos, Mining the Depths)
-- Assault Rifle
-- Shovel
o Chapter 2 (Graveyard, Crypt Maze)
o Ada, Chapter 2 (Crypt Area)
o The Mercenaries (The Catacombs)
-- Cleaver
o Ada, Chapter 2 (Crypt Area)
-- Crank
o Chapter 3 (Catacombs - Watery Gate Area)
While playing as Leon, after finding and checking the crank panel that requires
a crank in order to operate it, a zombie will spawn on the other side of the
spinning blade trap in the back of Leon. The first zombie carries a crank and
is the only zombie in the game that wield a crank. Kill him before the
spinning blades kill him to gain credit for his kill.
-- Lantern
o
o
o
o
-- Flaming 2x4
o
o
o
o
-- Chest Light
o Chapter 1 (Street, Gun Shop)
o Chapter 2 (Lab)
-- Machete
o Chapter 2 (Crypt Maze, Primitive Altar)
o Ada, Chapter 2 (Primitive Altar)
o The Mercenaries (The Catacombs)
-- Dynamite
o Chapter 3 (Cavern)
o Ada, Chapter 2 (Crypt Area)
o The Mercenaries (Mining the Depths)
-- Helmet
o Chapter 1 (Town Area, Gas Station)
o Chapter 3 (Catacombs, Caverns)
o The Mercenaries (Urban Chaos, The Catacombs)
-- Liquid Nitrogen Tank
o Chapter 2 (Lab - Room 012, Enemy Corridor)
-- Old Ax
o Chapter 3 (Catacombs)
o Ada, Chapter 2 (Crypt Area)
If characters try to shoot them, they often step to the side. A Bloodshot's
attacks are its main downfall since their attacks are so easy to counter.
Bloodshots will attack by lunging at your character from a distance or by
ducking and uppercutting your character from close range. Countering a lunging
grab will instantly kill the Bloodshot and countering the uppercut will set it
up for a frontal heavy stun melee that will take some major damage on the
Bloodshot once performed. A Bloodshot's lunge attack is so very easy to
counter since the counter prompt stays on the screen for quite a while.
Bloodshots can be stunned by shooting them in the legs. They will kneel down
and be set up for a frontal heavy stun melee.
Like zombies, Bloodshots are weak to incendiary grenades. Incendiary grenades
are best used for groups of Bloodshots. They are way too easy to counter for
using incendiary grenades on a single Bloodshot.
========
Shrieker
========
HIT POINTS:
WEAKNESSES: Red Chest Bulge, Incendiary Grenades
LOCATIONS: o Leon, Chapter 1 (Wine Area)
o Leon, Chapter 2 (Crypt Maze, In front of Cathedral, Lab - Room
102)
o Leon, Chapter 3 (Cavern)
o The Mercenaries (Mining the Depths)
A Shrieker is a zombie that can make its chest swell up to where it will glow
red. A Shriekers attacks by screaming at characters. The scream will stagger
your character from long range and knock the character down from close range.
Scream attacks from any range will take damage from your character. Zombies
that stand in the way of the scream will become more aggressive than usual. A
Shrieker's scream will call forth more zombies, so they will group more often
in an area with a Shrieker.
A Shrieker's swollen red chest is actually its weak point. Its chest will
swell up from the Shrieker charging a scream and it will also swell if a player
damages the creature. Shooting it in the swollen red chest will kill a
Shrieker very quickly. Even a few handgun shots to the swollen chest will
damage it greatly. Shriekers will always scream one final time once they die
from having their swollen chest destroyed, so be sure to back away before they
scream that one final time. Their final scream will kill any zombies near the
Shrieker and damage zombies from a range.
Like other zombie types, Shriekers are weak to incendiary grenades, but
overall, they do not take near as much damage from being hit in any other part
of their body as they do from shooting their swollen red chest. Hitting them
in their weak spot literally destroys them in seconds, but keep in mind that
they are about to scream at that point.
=======================
Whopper/Whopper Supreme
=======================
HIT POINTS:
WEAKNESSES: Remote Bomb, Legs (shoot it in legs to stun it)
LOCATIONS: o Leon, Chapter 1 (Gun Shop)
o Leon, Chapter 3 (Cavern)
o Ada, Chapter 5 (Rooftop)
The pounce can be countered and it's in your best interest to learn the timing
for this counter since it instantly kills the dog. Stand at a distance from a
zombie dog and wait for it to turn toward your character. When it charges,
prepare to press the R1/RT button to counter it right when it jumps near your
character.
Zombie dogs can be killed with incendiary grenades, but its best to
grenades for groups. They can be killed with handguns or shotguns,
to stay at a distance and prepare to move when they run toward your
players can use a roll to dodge their lunge attacks. Fighting them
takes many shots to kill them. They are far better countered.
save
but be sure
character with guns
_
_
_
/_\ _ __ (_) _ __ ___
__ _ | | ___
//_\\ | '_ \ | || '_ ` _ \ / _` || |/ __|
/ _ \| | | || || | | | | || (_| || |\__ \
\_/ \_/|_| |_||_||_| |_| |_| \__,_||_||___/
[EN09]
-- Bat
HIT POINTS:
WEAKNESSES: N/A
LOCATIONS: o Jake, Chapter 2 (Cave)
Bats mainly live in caves. Be sure to toss a flash grenade in areas where they
are located to kill a few and add them to your records list.
-- Crow
HIT POINTS:
WEAKNESSES: N/A
LOCATIONS: o Leon, Chapter 1 (Courtyard)
o Leon, Chapter 2 (Graveyard [near wooden building])
Crows are found in some outside areas. There are crows in the Benford Yard of
Tall Oaks and one in the Graveyard beside the wooden building.
-- Rat
HIT POINTS:
WEAKNESSES: N/A
LOCATIONS: o Chris, Chapter 1 (Poisawan Inner Area [Room with 10000 skill
points])
o Leon, Chapter 1 (Kitchen, Sewers)
o Ada, Chapter 1 (Submarine [air ducts])
Rats are found in obscure areas such as the holding cell area where Jake and
Sherry are held in the Underwater Facility and the Kitchen in Tall Oaks
University.
-- Rooster
HIT POINTS:
WEAKNESSES: N/A
LOCATIONS: o Leon, Chapter 4 (Market)
The Rooster is only found in one area of the game. These are moving along the
street and in the cages outside the Poisawan Market area where Leon and Helena
fight many Rasklapanjes.
--Snake
HIT POINTS:
WEAKNESSES: N/A
LOCATIONS: Leon, Chapter 3 (Catacombs [open the coffins to find snakes inside
of some of them])
The snake is found inside coffins in the Catacombs area. Open closed coffins
to eventually find one of these animals then blast the hell out of it for
scaring you.
-- Spider
HIT POINTS:
WEAKNESSES: N/A
LOCATIONS: o Leon, Chapter 3 (Catacombs [on wall above door where Simmons
Family Ring is placed])
The spider is the most rare animal. This spider is about the size of one of
the character's hands and is found on the wall above and to the left of the big
door that requires the Simmons Family Ring in order to open it in the
Catacombs. There are two of them in that area.
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/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
___[FI00]
==================================================================== / \ ====
S E C T I O N V I I I
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/ \ \___/
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| ___ |
| ___
| ____|(_)| |
/ \
/ \ \___/ / \ \___/ / \
| |__
_ | | ___ ___
___ |
| ___ |
| ___ |
| ___ |
|
| __| | || | / _ \/ __| / \ \___/ / \ \___/ / \ \___/ / \ \___/
| |
| || || __/\__ \ |
| ___ |
| ___ |
| ___ |
|
|_|
|_||_| \___||___/ \___/ / \ \___/ / \ \___/ / \ \___/ SUMMARIES
|
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AND FILES
=================================\___/=======\___/====== \___/ ================
The following information is all taken from RE.net and I DO NOT take credit for
this information. Be sure to sign up on www.residentevil.net to view the files
on there.
The chapter summaries contain a summary of each character campaign chapter and
the file list contains of listing of each file that can be viewed under the
"Collection" menu under "Extra Features" on the main menu. The interesting
part about the files on RE.net is that they offer more information when
compared to the in-game files. Many of them have extra notes that provide some
extra story information that can't be found in the game.
[FI01]
------------------------------------------------------------------------------C H A P T E R S U M M A R I E S
------------------------------------------------------------------------------=======
Prelude
=======
Desperate but determined to escape, U.S. agents Leon Kennedy and Helena Harper
soldier onward through the streets of China; the city around them now
pandemonium, overflowing with the walking dead.
Facing the most grave of circumstances, Leon vows to survive this tragedy for
the sake of comrades and friends that did not.
However, as the night drags on, hope dwindles; it seems that dawn will not
come.
=================
Chris - Chapter 1
=================
Alone in a bar in eastern Europe, drowning himself in booze, sits the decorated
soldier Chris Redfield. Chris' memories lost, each day bleeds into the next as
he loses another piece of himself to abandon. It is on one of these dark days
that Piers Nivans, member of BSAA North American Branch's Alpha Team, comes to
shake Chris out of his drunken stupor and back into action.
Waking to the fact that he himself cannot even remember what he is running
from, Chris decides to once again lead Alpha Team into China. By combating the
bioterrorism exploding there, Chris hopes his lost memories will return.
However, waiting in China is a fearsome new type of B.O.W., the J'avo; it is an
unforgiving foe that, despite being riddled with bullets, undergoes mutation
after mutation, refreshing it with new abilities to use in hunting and
destroying targets.
Despite being thrown from one desperate crisis to the next, Alpha Team, along
with Bravo Team, are able to complete their rescue mission.
Inside of the enemy stronghold is a nest of human cocoons, and upon seeing
these, a sliver of Chris' memory emerges in the back of his mind--a single
word: "Finn."
Chris knows this distant memory is the key to the incident that drove him away
from the battlefield.
=================
Chris - Chapter 2
=================
Six months before he was found holed-up in a bar, Chris had been leading Alpha
Team in containing B.O.W.s in Edonia, an eastern European state torn by civil
war. Here too, the J'avo were being used as weapons. It turned out the rebel
forces were using all manner of B.O.W.s on the front line, taking any means
necessary to put up resistance.
At the end of the long fight, Chris and company managed to secure the enemy's
base. Inside they found a prisoner of the resistance: Ada Wong.
Ada had been supplying the rebel forces with B.O.W.s via an organization known
as Neo-Umbrella, and had also discovered the existence of the C-Virus.
Chris and company proceeded to escort the prisoner out. However, it was all
merely a trap. Just as the unit headed out from the base, Ada cruelly infected
the team with the C-Virus, mutating them into cocoons.
The creatures that emerged from these cocoons proved to be overwhelming; they
dealt a critical blow to Chris' head, causing him to lose his memory. The
escape with Piers was nothing but a faint blur in his mind, as he gradually
lost consciousness.
=================
Chris - Chapter 3
=================
Chris began to remember. Six months earlier, Ada Wong had been responsible for
the murders of his team in Edonia. She was leading the terrorist group NeoUmbrella and was the one responsible for the tragedy unfolding in China. Deaf
to Piers' advice, Chris loses all sense of composure, and grows reckless in his
thirst for revenge against Ada.
While hunting down Ada, Chris and company come to the aid of a young man and
woman being pursued by Neo-Umbrella. The young pair turn out to be Sherry
Birkin and Jake, who had fought together with Chris in Edonia six months
earlier. Chris leaves the pair to continue his relentless pursuit of Ada;
despite losing more comrades, he finally reaches the research facility.
What Chris finds when confronting Ada, however, is his ally against
bioterrorism, Leon. The two proceed to have a heated argument, with Chris
insisting that Ada is the culprit and Leon denying it. Pushed to the breaking
point, the two turn their guns on each other.
While the two men stare each other down, Ada seizes the opportunity to make a
quick escape. Though he has let his target slip through his fingers, Chris'
rage is quelled by the equally strong conviction of Leon, and he slowly regains
his senses.
Leon leaves the pursuit of Ada to Chris, who along with Piers picks up the
trail again, following her to a Neo-Umbrella aircraft carrier.
=================
Chris - Chapter 4
=================
Fighting through hordes of bio-weapons and overcoming numerous traps, Chris and
Piers make it aboard the aircraft carrier occupied by Neo-Umbrella.
On the vessel's bridge, the two finally corner Ada just as she is readying a
zombie missile: a weapon that--starting with China--will soon change the entire
world into a living nightmare, just like the Raccoon City tragedy.
Ada moves confidently, sure of her victory; however, sudden incoming fire from
a helicopter mortally wounds her.
Ada utters her last words, and falls from the bridge to her death.
Chris and Piers recover an enhanced strain of the C-Virus and attempt to disarm
the missile, yet here, too, is another one of Ada's traps. Without warning, the
missile reactivates and launches. The subsequent in-air explosion envelopes the
city in a zombifying gas, turning the entire metropolis into hell on earth.
=================
Chris - Chapter 5
=================
The missile Ada had set to explode over China turned the entire city into a
literal hell-scape, with hordes of flesh-eating zombies now shuffling through
the streets. Right then, Chris is contacted by his comrade Leon, who asks that
he rescue Sherry and the young man with her, Jake Muller. Jake, who carries
antibodies for the C-Virus, is quite possibly the last hope for humanity; and
moreover, he is the actual son of Albert Wesker, who Chris had finally managed
to defeat four years prior.
Taking up the call, Chris and Piers infiltrate Neo Umbrella's undersea facility
to rescue Jake and Sherry. However, upon finding them it is revealed to Jake
that Chris is the one who killed his father. Reflexively, Jake pulls his gun on
Chris. The situation is tense. Just then, Neo-Umbrella's massive B.O.W., Haos,
awakens. At last, Ada's true objective becomes clear. Should Haos make it to
the surface and is unleashed upon the world, all will be lost.
Entrusting the fate of the world to Jake's unique blood, Chris tells Jake and
Sherry to escape. He and Piers remain, determined to stop Haos at any cost.
Haos, however, proves to be overwhelmingly powerful, dealing a mortal wound to
Piers and badly injuring Chris.
Using his last ounce of strength, Piers injects himself with the enhanced CVirus, and transforms into a B.O.W..
Though Piers is able to contain Haos, his body is visibly being eaten away at
by the virus. Understanding that his fate lay on the ocean floor with the
crumbling facility, Piers loads only Chris onto a nearby escape pod.
Yet another team member lost, Chris' battle comes to a close; however, his
comrade's sacrifice does not go in vain.
Chris carries with him a renewed sense of optimism, the final gift from his
partner Piers, and soon heads back to the battlefield to continue the fight.
================
Jake - Chapter 1
================
Though young, Jake Muller is a seasoned mercenary, grinding out a living
fighting for the rebels in Edonia. Life in the eastern European state suddenly
changes with the arrival of a strange medicine, billed as nutritional
supplements. Surprisingly, all who take the supplements begin to change; losing
all human rational, they transform into monsters. Jake alone is left
unaffected.
Already confused by the chaos erupting at the base, the sudden appearance of
U.S. agent Sherry Birkin only further confounds the young mercenary. Sherry
explains that the so-called "supplement" is, in fact, the C-Virus: a horrible
new mutation-inducing virus developed by the terrorist group Neo-Umbrella.
Jake however, as Sherry explains, apparently carries antibodies; this fact
quite possibly makes him the last and only hope for humanity in fighting the
virus, and is the reason Sherry needs his assistance. True to his mercenary
nature, however, Jake insists that if he really is the key to saving the world,
his help will come at a cost; an agreement of fifty million dollars for his
services is met, and the two go to make their escape from the embattled camp.
At that same moment, Neo-Umbrella unleashes a monstrous hunter, known as
Ustanak, to pursue the two.
Amidst the ensuing deadly game of cat-and-mouse, the pair run into Chris
Redfield of the BSAA--Chris being the older brother of Claire, to whom Sherry
owes her life. With Chris' help, the two manage to escape the scene via a BSAA
helicopter.
However, Ustanak's relentless pursuit continues. In the creature's attempt to
capture Jake, the helicopter sustains massive damage and begins to crash.
Sherry and Jake manage to bail out, however, as they near the ground, a piece
of the helicopter tears through their parachute, causing them to fall.
================
Jake - Chapter 2
================
Jake and a mortally wounded Sherry lie on the snow-covered mountainside. Sherry
had shielded Jake from a large fragment of the destroyed helicopter, which is
now lodged in her torso.
Jake removes the massive steel hunk from her expecting the worst, yet to his
astonishment, her wounds heal right before his eyes.
Stranded, the pair seeks refuge from the elements in an empty cottage. Safe
inside, Sherry proceeds to tell Jake about the 1998 Raccoon City incident where
her father had injected her with a new kind of virus--the source of her
remarkable healing ability.
The two realize they share a bond, as each of them carries a unique burden,
setting them apart from normal people, and it brings the two of them closer
together.
The tranquil of this interlude is soon broken by an attack from Neo-Umbrella.
Shaking off an assault by J'avo and running from the ever-persistent Ustanak,
Jake and Sherry somehow manage to make their way through the frozen landscape
and reach the Edonian border. Here, too, they are surrounded by Neo-Umbrella
and captured. The mysterious woman that had distributed the C-Virus to Jake's
mercenary group, suddenly appears before their eyes. She tells Jake about
Albert Wesker, a man who had nearly destroyed the world and, according to her,
is also Jake's father.
================
Jake - Chapter 3
================
Following the chase through the snow covered mountains of Edonia, Jake and
Sherry are abducted by Neo-Umbrella and taken to a facility in China. Here,
they are subjected to test after test, day in and day out, for a grueling six
months.
One day Jake finds an opportunity to break free, and after eluding his captors
manages to shut down the facility's power before making a run for it. Noticing
the power-outage, Sherry also seizes upon this opportunity to escape from her
room.
After some commotion, the two are finally reunited; however, in contrast to
Sherry's joy, Jake is brooding, harboring anger over thoughts of his father,
Albert Wesker. Jake feels cheated by life, having been cursed with his father's
blood.
Sherry admonishes Jake's sulking, arguing that how he lives is not up to his
father's legacy, but up to him. To this, Jake has no reply.
Making contact with the U.S. government, the pair discover that Sherry's
superiors are also in China and quickly make plans to rendezvous.
Breaking through wave after wave of J'avo, Jake and Sherry find a motorcycle
and make a daring escape from the facility.
================
Jake - Chapter 4
================
Desperately making their escape through the heart of the bioterror attack in
China, Jake and Sherry are eventually surrounded by Neo-Umbrella's forces. Just
when things are looking bleak, Chris and the BSAA show up and rescue the pair.
However, under strict orders to avoid contact with others, Sherry and Jake part
ways with Chris without so much as a word.
On the run once more, Sherry and Jake witness a U.S. government plane crash
right before their eyes. When they arrive at the site of the crash, they find
Leon Kennedy, who--years ago--had saved Sherry's life.
Leon informs Sherry that Derek Simmons, her superior, is in fact the man behind
the bioterror outbreak. Having made plans to rendezvous with Simmons but now
unsure of if she can trust him, Sherry tells Leon where Simmons is and agrees
to meet with Leon again at her rendezvous point.
After arriving there, Sherry finds Leon and Helena facing off against Simmons.
Simmons readily admits that he indeed is behind the outbreak, but claims that
it was in order to maintain both U.S. and global stability. Simmons then orders
his guards to shoot Leon and Helena. Having a personal score to settle with
Simmons, Leon and Helena urge Sherry and Jake to escape, offering them cover.
However, Sherry and Jake run right into a nest of J'avo and are quickly
overpowered.
Despite their best efforts, the pair are caught once more.
================
Jake - Chapter 5
================
Jake and Sherry find themselves trapped in Neo-Umbrella's undersea facility at
the bottom of the ocean.
The situation seems hopeless until Chris and Piers, following a tip from Leon,
show up to rescue them.
However, when Chris admits that he killed Jake's father, Wesker, Jake loses
himself to emotion and reflexively pulls his gun on Chris. The situation is
tense. Just then, Neo-Umbrella's massive B.O.W., Haos--a creature capable of
bringing ruin upon the entire planet--awakens from its cocoon.
Understanding how valuable Jake's blood is to the world, Chris tells Sherry and
Jake to make their escape while he and Piers fight Haos.
Jake and Sherry do not get far before they again run into Ustanak, and are
forced into a brutal fight.
The seemingly unstoppable hunter refuses to be defeated even after having its
body burned away by fiery magma--its pursuit unforgiving to the end.
Finally, Jake and Sherry manage to defeat the creature and make their escape
from the facility.
Following their adventure together, Jake hands over a sample of his blood to
Sherry and disappears--though not before lowering his original asking price of
fifty million dollars to just fifty. From Jake's blood, a vaccine for the CVirus is distilled, and the outbreak is gradually contained.
================
Leon - Chapter 1
================
Ivy University: a historic school nestled in the center of the city of Tall
Oaks. This innocuous setting soon changes beyond recognition when it becomes
the epicenter of a bioterrorist attack.
Unleashed indiscriminately onto the populace, the virus mutates all who are
infected into literal walking-corpses. In a matter of minutes, the school and
surrounding city are transformed into a nightmarish hell.
President Adam Benford, who was at the school intending to publicly reveal the
truth behind the Raccoon City Incident, is among the infected. Now an inhuman
monster, the president joins the carnage and begins feasting on human flesh.
Agents Helena Harper and Leon Kennedy rush to the president's side. Leon in
particular was close to the president, having fought together to eradicate
B.O.W.s (bio-weapons) and put an end to bioterrorism.
Now, faced with the creature before him, Leon is forced to make the most cruel
of choices, and he shoots his comrade and commander, the president.
With the gravity of their situation just starting to settle in, Helena makes a
shocking revelation: she claims that she was responsible for this tragedy.
Furthermore, she promises to disclose the whole of the truth behind the attack,
but only once she and Leon make it to the Tall Oaks Cathedral.
Leaving this gruesome scene, they make their desperate escape from the
university. Next, overcoming the bedlam that has engulfed the city of Tall
Oaks, the pair are narrowly able to get a hold of a bus, and head toward the
cathedral.
================
Leon - Chapter 2
================
After fighting through hordes of the infected, Leon and Helena somehow manage
to reach the cathedral.
Below the hallowed grounds is a strange lab, dotted with cocoon-like entities
that seem to have mutated from humans. Here, Leon views a mysterious tape of
the spy Ada Wong being birthed from a cocoon.
However, the "truth" of which Helena had spoke is buried even further in the
depths: in the deepest recesses of the catacombs is Deborah, Helena's sister.
What should have been a joyful reunion, however, is cut short in mere moments
as Deborah suddenly begins to burn and writhe in agony.
She transforms into a cocoon like the ones seen in the lab. However, this is
followed by a second transformation, as Deborah emerges from the chrysalid, no
longer herself, but as a monstrous B.O.W. that proceeds to attack Leon and
Helena.
As the ensuing battle grows more dire, Ada suddenly comes to the two agents'
rescue.
Her appearance gives Leon pause as he recalls what he had seen in the lab,
sparking feelings of distrust.
The fight, however, is ended by Helena. Choking back bitter tears, she is
forced to kill her sister, the very person she had come to rescue.
With her sister lost forever, Helena finally reveals the truth of what happened
in Tall Oaks.
The person behind it all was a single man: Derek Simmons, a presidential aide.
Helena goes on to explain that her sister Deborah had been taken hostage by
Simmons, forcing Helena to assist in his plan to assassinate the president.
With this, Ada takes her leave, and the two agents attempt to contact federal
agent Hunnigan; however, it is Simmons who answers their call.
================
Leon - Chapter 3
================
Derek Simmons was the man who orchestrated the attack in Tall Oaks, which lead
to the assassination of the president. As part of his plan, Simmons frames Leon
and Helena for the crime, taunting them with the promise to clear their names
if they come to him.
Having been used by Simmons, and ultimately losing her sister to his treachery,
Helena is pushed to the brink.
With the two agents now sharing a common enemy, they vow to bring Simmons to
justice, and begin to make their way out of the catacombs.
However, upon arriving at the surface, Leon and Helena bear witness to yet
another tragedy: in what must be an attempt to contain the outbreak, Tall Oaks
is eradicated by missile strike. Suffering the same fate as Raccoon City, the
once picturesque city is wiped off the map.
Elsewhere, we find Simmons on his way to China, where by no small coincidence,
a similar bioterror attack has begun.
Prime suspects in the assassination of the president, Leon and Helena, enlist
Hunnigan's help in faking their own deaths, and then follow Simmons to China.
================
Leon - Chapter 4
================
When Leon and Helena at last arrive in China, they find panic in the streets as
a bioterror attack is in full-swing.
Amidst the chaos, however, Leon is reunited with fellow Raccoon City Incidentsurvivor Sherry Birkin. Now a federal agent, her current assignment is to
protect Jake, the young man with her. It turns out, however, that Sherry's
superior is none other than Simmons.
Taken aback by Simmons' actions, Sherry reveals his location to Leon.
Despite being separated in the ensuing fight, Leon promises to meet up with her
again at Simmons' location.
On their way there, Leon and Helena catch sight of Ada, and attempt to get
information out of her. However, at that very moment Chris of the BSAA shows up
and, in a rage, accuses Ada of being the mastermind behind the attacks. Leon
interjects, insisting that the real culprit is Simmons; as their argument
reaches a boiling point guns are drawn, giving Ada an opportunity to escape.
Leaving her capture to Chris and company, Leon and Helena head after Simmons.
The two agents arrive to face off with Simmons just ahead of Sherry and Jake.
Determined to settle this very personal vendetta themselves, Leon and Helena
make cover for the younger pair to escape, then proceed to attack.
However, Simmons is injected with the C-Virus, endowing him with unspeakably
powerful mutative abilities; a fierce battle ensues, with Leon and Helena
narrowly putting an end to him.
Simmons is defeated, and retribution for the deaths of President Benford,
Deborah and countless others is had.
Just as the two agents begin to breathe a sigh of relief, they receive a
transmission from Chris telling them to immediately escape the city. Looking to
the sky reveals that it is already too late, as a missile explodes overhead,
releasing gas that engulfs the city.
It seems to the agents as if all hope is lost, as a tragedy greater than even
Raccoon City or Tall Oaks unfolds before their eyes.
================
Leon - Chapter 5
================
Desperate but determined to escape, U.S. agents Leon Kennedy and Helena Harper
soldier onward through the streets of China; the city around them now
pandemonium, overflowing with the walking dead.
Facing the most grave of circumstances, Leon vows to survive this tragedy for
the sake of comrades and friends that did not.
However, as the night drags on, hope dwindles; it seems that dawn will not
come.
Rescue comes in the form of a lone helicopter, whose pilot is none other than
Ada Wong.
Ada, who Chris had reported dead.
Riding in Ada's helicopter, the two agents head to the roof of the Quad Tower.
There, they find Simmons. Enraged at the sight of the three of them and powered
by the enhanced C-Virus, Simmons proceeds to attack--his body undergoing
mutation after mutation.
Following a grueling battle, and with Ada's help, Leon and Helena at last are
able to defeat Simmons for good. They then go to make their escape via the
helicopter, though Ada is nowhere in sight.
Having received evidence of Simmons' wrong doing from Ada, Leon takes flight
while still pondering where the spy had gone.
===============
Ada - Chapter 1
===============
Matchless in her ability and renowned in the underworld as a spy, Ada Wong one
day receives an unexpected message. Presidential aide, Derek Simmons,
apparently has some information he claims is of great interest to her future.
Curiosity piqued, Ada follows his instructions and infiltrates a submarine-which oddly has its security systems set to match her fingerprints. There, she
finds orders from Simmons regarding the capture of Jake Muller, a young man who
possessed antibodies to the C-Virus; however, the orders are from more than 6months prior, and Ada has no recollection of having received them.
Ada wonders if someone else has carried out the orders in her place, or if
Simmons was merely lying about the information.
Ada escapes the submarine, and receives another message from Simmons, this one
informing her that the orders from six months ago are a large piece to the
puzzle. Further, he reveals that Neo Umbrella will launch bioterror attacks
first in America, then in China. Not wanting to be left out in the cold, Ada
heads to America.
===============
Ada - Chapter 2
===============
Good to his word, Simmons' bioterror attacks begin in Tall Oaks, where the
president is infected and killed.
On her way to Simmons' laboratory, Ada runs into Leon and his partner Helena.
Helena tells of how Simmons had kidnapped her sister Deborah and blackmailed
Helena into cooperating in the Tall Oaks attack. Ada considers this story, and
decides it wholly possible.
Simmons is afforded certain powers in his position as head of The Family, a
generations-old shadow organization that manipulates global-scale politics in
order to maintain international "stability"--meaning the continued wealth of
The Family's members. After informing Leon and Helena of The Family's
existence, Ada ventures further into the laboratory.
In the lab Ada finds a tape showing what appears to be herself being born from
a cocoon.
For Ada, this solves one mystery: the person to whom Simmons had given the
orders six months ago was not her, but her Neo-Umbrella doppelganger--a fake
Ada. Furthermore, this fake Ada is now threatening the stability sought by The
Family.
Ada is unable to sit idle while this copy of her paraded about, and leaves to
find and eliminate her.
===============
Ada - Chapter 3
===============
Ada follows the Neo-Umbrella trail to China, where a bioterror incident
dwarfing the recent Tall Oaks attack is occurring. Picking up BSAA
transmissions, Ada locks down her imposter's location.
On her way, she encounters Sherry from the Raccoon City incident, with Jake
Muller in tow.
In addition to the young agent Birkin, both Leon Kennedy and Chris Redfield are
in China as well.
Ada muses that the entire affair seems more like a Raccoon City reunion.
Following Chris, Ada infiltrates the Neo-Umbrella-controlled aircraft carrier,
intent on finding her imposter.
===============
Ada - Chapter 4
===============
On the aircraft carrier, Ada finds documentation regarding the creation of her
imposter.
It all stemmed from Simmons' deep-rooted frustrations in her not being the
docile, obedient soldier he expected. This frustration bore a twisted need for
revenge, which came in the form of creating a facsimile of Ada--a clone that
would obey Simmons and only Simmons. The road to perfecting the clone was long,
and littered with failures--countless test subjects used and discarded--until
finally, success was had in injecting the C-Virus and a sample of Ada's DNA
into Carla Radames, a scientist working under Simmons. However, this success
Against all odds, he and a few other survivors were able to escape from the
city. He regretted that he was only able to save so few people that day, and
the events that transpired in Raccoon City etched themselves indelibly on his
mind. From that point on he vowed he would do all he could to ensure the world
would never see a tragedy like Raccoon City repeated.
Leon spoke very little of the incident afterwards. Government officials who
heard of his survival tried to ask him about what happened out of curiosity,
but he always avoided them. However, there was one high-ranking official that
he did not avoid. Below are Leon's words as spoken to Adam Benford during a
conversation they had years ago, before Benford became president.
--I was just glad to have gotten out of there alive. It was all I could think
about. Sure, my anger towards Umbrella helped get me through it, but it was
only after I got out that I really started thinking about what I could do. It
was hard for Claire and I to hold on to any kind of hope in a situation like
that. I mean come on, I was just a rookie cop and she was a 19-year-old college
student.
To tell you the truth, I even thought about ending it - several times, actually
- with just a quick bullet to the head. But I didn't give up. Sherry needed me.
She was a 10-year-old girl thrown into a hellish environment with monsters
after her, so I had to pull myself together for her sake. She was our reason
for not giving up - especially for Claire.
===========================================
Tall Oaks Cathedral and the Underground Lab
===========================================
Standing out in the skyline of Tall Oaks is a cathedral that marks a plot of
land that has been in the Simmons family for generations. This land primarily
serves as a meeting ground for the family's secretive dealings, and there are
many hidden passageways and booby traps to obstruct any potential interlopers.
The current head of the family, Derek C. Simmons, recently had a portion of the
underground chamber refurbished into a modern research laboratory so he could
have scientists conduct research on the C-Virus.
In the midst of the Tall Oaks biological attack, the laboratory was destroyed.
During investigation of the remains, a scribbled memo was found.
--After 10 years and 12,235 experiments, it's finally complete.
Thank you, Ms. Radames. I owe it all to you.
4/30/2009
=========
Lepotitsa
=========
Lepotitsa is a victim of the C-Virus, although one that is extremely mutated.
The word Lepotitsa, ironically, is derived from the Serbian word for "woman of
beauty."
The creature's body is covered in large pores that secrete a deadly gas. Anyone
who inhales its fumes will die and be reanimated as a zombie. One creature has
the potential to infect an area within a three-mile radius.
Unlike a traditional zombie infection, which is spread by a zombie's bite or
contact with contaminated blood, this creature turns the virus into an airborne
agent, thus creating a contaminant that is harder to avoid. The bioterror
attack that Agent Kennedy encountered in Tall Oaks was triggered by this
creature.
Lepotitsa is thought to be the first C-Virus mutation discovered by NeoUmbrella. Evidence of this was found in a note amongst the remains of the
laboratory underneath the Tall Oaks Cathedral. Below is what was written on
that note.
--We were able to create Lepotitsa through continuous experimentation on the
sample taken one year ago from subject C-16 (Nanan Yoshihara) of Marhawa
School. The work paid off because it is no doubt a very effective weapon.
Letting a few of these go on a gassing spree in Tall Oaks should infect
everyone.
All chrysalids determined to mutate into a Lepotitsa have been placed
strategically around the Tall Oaks area, so now all we have to do is wait for
hell to break loose. As a precaution, all specimens have been made to self
destruct after they have completed their objectives. In addition, one will be
kept here in the laboratory in case we are tracked down.
I can't wait until everyone sees what we've put in their backyards.
===============
Helena Harper 1
===============
Helena Harper is a 24-year-old U.S. government agent.
Her sister Deborah is her only known living relative.
During the Tall Oaks terrorist attack, she is dispatched by the U.S. Secret
Service to protect President Benford. She is a woman of strong moral
convictions, and is very sympathetic to the plight of others, although she does
let her emotions get the better of her from time to time.
She was the ideal agent if you looked past her rash behavior. But Hunnigan saw
Helena's strong will as a positive, and recommended her as a candidate for the
DSO.
--Recipient: Recruiting Offices of the DSO and FOS
Sender: Ingrid Hunnigan of the FOS
By the president's orders, I am currently in the process of evaluating members
from other organizations for DSO recruitment candidacy. Those who are selected
will go through a year long aptitude evaluation; if they pass, they will
receive one to three years of training, then a final evaluation once training
is complete. Currently, five out of seven candidates have not met DSO
standards.
Therefore, I would like
candidate. I understand
cloud her judgment, but
her faults and make her
===============
Helena Harper 2
===============
Helena Harper doesn't compromise her beliefs, and is not one to step aside and
let others take charge. She does, however, have a tendency to let her emotions
get the best of her. She was in the top of her class, and the agency's first
choice for the job, but officials were concerned that she would let her morals
let in the way of her work. They were right.
While investigating a series of murders, Helena successfully found and
apprehended the killer. In the process, she used excessive force on the suspect
and was suspended from the agency. She claimed she had to shut the killer up
because he was making threats in front of the victim's family.
After her suspension period was over, she found herself in situations where she
couldn't maintain her self-control. When Deborah's boyfriend became abusive, an
enraged Helena shot and injured him. Her superiors were unwilling to overlook
her gross misconduct, but they didn't want to fire her, so they transferred her
to the Secret Service.
During the attack on Tall Oaks, Helena was manipulated by Derek Simmons in his
plan to assassinate President Adam Benford.
Because of the incident with her sister's abusive boyfriend, Helena's chances
to join the DSO were ruined. Below is a report sent from one of Helena's
superiors to Hunnigan, who had supported the idea of Helena joining the DSO on
account of her strong will.
--Hunnigan,
As from today, Helena Harper is to report for duty and serve under the USSS. We
will watch and see how she handles her new position, but as far as I can tell,
I don't see her lasting for much longer in this line of work.
I understand the anger she must have felt when her sister Deborah was put in
the hospital by an abusive boyfriend, but no matter what the circumstances,
firing on an unarmed civilian is unacceptable conduct for a government agent.
Not only that, but she could also put those around her in danger. I am aware of
her abilities and I know that you think well of her, but this is my decision.
=============
The Catacombs
=============
The catacombs that maze their way under Tall Oaks go back almost 400 years.
They are the final resting place of not only members of the Simmons family, but
those who have served the mysterious organization known as The Family.
These underground burial chambers are not known to the public, but the
catacombs themselves are still protected by many elaborate contraptions to keep
outsiders from digging too deeply into The Family's secret affairs. Although
the catacombs are primarily used by the Simmons family, the primitively
constructed caves and altars hint at the existence of inhabitants prior to
them.
A memo written by Simmons to his subordinates just before the incident at Tall
Oaks was found deep inside the catacombs.
--Set all traps before proceeding with the plan. Also, release the Brzak in the
aquarium, just in case. Anyone who finds their way down here during the
commotion must be dealt with.
All people in Tall Oaks, including the president, are to be exterminated. They
will all be a necessary sacrifice in order to keep our country safe.
==============
Deborah Harper
==============
Deborah Harper is a 20-year-old college student, and Helena's sister. Unlike
her sister, Deborah is a carefree party girl. Their different approaches to
life are a cause of friction between them, but those issues aside, the two are
actually very close.
The two sisters' lives are thrown into chaos when Derek Simmons kidnaps Deborah
and uses her for The Family's C-Virus experiments. When Helena is reunited with
her sister, it's not the happy reunion she had hoped for. Deborah had been
turned into a hideous creature with no semblance of the humanity she once had
other than the gentle facial features that hint at her former beauty.
Below is a memo written by a member of The Family detailing their actions after
taking Deborah hostage.
--We've been ordered to kill Deborah as soon as Helena leaves. They'll both be
dead eventually anyway, so doing so would speed up the process. But it would be
such a waste to kill her. I can't help but think about her soft skin and
shapely body. She's just my type.
She's a little beaten up, but she'd make a wonderful subject for our
experiments. I think I'll keep her around and see how she takes to the C-Virus.
============
Leon and Ada
============
Ada Wong is a spy whose major activities occur off the grid. Not much is known
about her, not even if Ada Wong is an alias or her real name.
Ada first encountered Leon Kennedy during the Raccoon City Incident in 1998
when Leon was a callow rookie police officer trying desperately to escape from
the nightmare that had enveloped Raccoon City. Ada was in the city carrying out
a mission for a rival company to the Umbrella Corporation.
When circumstances threw the two together, Ada hid the nature of her activities
while using Leon to help her carry them out. The life-and-death struggle they
endured brought them close together, and Ada ended up saving Leon's life.
Unfortunately, they had to make their way out of the city separately, but they
could not forget what they felt for each other.
Following their escape, their paths would cross from time to time, Leon as a
U.S. government operative and Ada as a spy. Ada makes no qualms about using
Leon when it suits her needs, but Leon is loath to bring himself to be done
with her. They don't consider each other enemies, but it's hard to tell how
they feel for each other. Complicated is the word that aptly summarizes their
relationship.
Few records of Ada Wong exist, including this report written by a CIA agent who
was present in the East Slavic Republic during its civil war.
--"We have determined the identity of the BSAA observer who interceded on the
republic's government affairs as a woman who calls herself Ada Wong. The BSAA
has denied her involvement and has already covered up any record of it. It
looks like we are the only ones who know of these details."
==============
Helena's Crime
==============
Derek Simmons coerced Helena Harper into helping him assassinate President
Benford when he kidnapped her sister Deborah. Helena had no choice but to send
out an alert over the Secret Service's radio that a group had entered Ivy
University with the intent to kill President Benford.
The president was on the campus to deliver a speech, and the Secret Service
made sure the president was secure before his speech. A number of agents were
dispatched to look for the suspects. This created the opening Derek needed.
Helena loved her sister, but she couldn't let herself be party to a terrorist
attack. She rushed to the campus to entreat the agents to give up their wild
goose chase and protect the president. Many of the agents were aware of her
past infractions, so they were disinclined to believe her. Then the attacks
came.
Because half the agents were out looking for assassins, the Service was slow in
evacuating President Benford, and was unable to save his life.
Below is a memo left behind by a USSS agent before the incident.
--Several of us have been ordered to search the college after receiving a report
that the president may be in danger of assassination. I hope it's just some
kind of prank. I haven't seen anything suspicious so far though, except for
Harper going on and on about how she thinks that Derek Simmons is the one
trying to kill the president and that we should get back to our posts. Simmons
is a friend of the president! She also said that she was forced to report false
information after her sister was taken hostage. How can she expect us to
believe her when everything she says is crazy? Why did we have to get the CIA's
problem child?
If we listen to her and it means we let a possible assassin go, the shit's
gonna hit the fan. I think I'll give her some time off in a room somewhere to
relax and get her head straight while we continue with the search.
I wish this cough would let up. I must be catching something.
=====
Brzak
=====
Brzak is a victim of the C-Virus, although one that is extremely mutated. Brzak
is derived from the Serbian word for "rapids."
It's aural and ocular faculties are practically non-existent, so it relies on
kinetic sensations based on movement in the water to hunt its prey. It will
indiscriminately attack all moving prey, be it human or zombie. Cadavers that
float in the water, however, do not interest it.
Below is a memo written by a researcher for The Family detailing the
ferociousness of the Brzak.
--This crazy shark-monster will eat almost anything we drop in. Just the other
day we threw a few old computers in and instantly the thing just went at them
like they were candy - attracted by the movement from them landing in the
water. But then it stopped once it realized they weren't moving, so we had to
poke at the equipment with sticks to make it interested again. We needed the
data destroyed on those hard drives, so not only is this thing good at killing,
but it's handy around the office, too.
Come to think of it, we've got lots of dead subjects from our experiments to
get rid of today, so I think I'll just have them dropped into the tank as a
snack for our little garbage disposal.
===========
Rasklapanje
===========
Rasklapanje is a victim of the C-Virus, although one that is extremely mutated.
Rasklapanje is derived from the Serbian word for "demolition."
The smooth, white skin that envelopes this creature is an exoskeleton designed
to protect the slug-like part of its main body, located in the torso. Even if
part of this creature's humanoid form is destroyed, it will not have any effect
on the main body. These detached body parts can still search for prey
independently and ensnare it.
The flexible nature of its structure allows it pass through narrow openings
like ventilation ducts and other tight spaces. Its primary weakness is fire,
and when it encounters intense heat, its main body will leap out of its
humanoid exoskeleton to escape danger.
Below is a memo written by a Neo-Umbrella researcher.
--We've had a very irregular mutation occur in some of our subjects. The
resulting creature is able to separate parts of its body and send them after
its victim. Its body parts seem to have a mind of their own as they search and
attack, but once they return to the main body, they all go back to working as
one.
We still have a lot to learn about this mutation, but it will most certainly be
an effective weapon in the field.
================
Derek C. Simmons
================
Derek C. Simmons, 46 years old, is an aide to the president of the United
States. He is a ruthless perfectionist, a personality well disposed to rising
to a high echelon of power in government.
He is the current head of The Family, a secret fraternity of powerful movers
and shakers that have manipulated the development of the Western world for
centuries. This organization will do whatever is necessary to ensure stability
and world order.
Fearing the ensuing chaos that would result from President Benford's plan to
reveal the truth about the Raccoon City Incident, Mr. Simmons orchestrates his
own bioterror attack where the president would be but one of the many
casualties.
Below is a memo written by Simmons before the attack.
--I've warned Adam time and time again not to go public with the details on the
Raccoon City Incident, and even used The Family to put more pressure on him,
but he still will not listen. He doesn't realize just how big of a mistake he
is making. His biggest mistake, though, was hiring me on as his right-hand man,
not knowing that I was the head of The Family. If only he knew how closely I've
been watching his every move.
Now he has made an enemy of The Family and there is no turning back. It's time
I use my position to make sure balance is kept in this world.
==========================
Derek's 1st Transformation
==========================
After Derek Simmons is injected with an enhanced C-Virus, he enters a stage-one
mutation. At this stage, his upper body maintains a humanoid appearance, and
his violent tendencies are amplified. He has yet to lose his sense of self. His
legs, however, transform into something beastlike, and he is powerful enough to
outrun a high-speed train. He can also use shards of his own bone as
projectiles, and can fire them off with deadly accuracy. Any bone matter lost
in this manner is regrown thanks to the effects of the C-Virus.
The Family kept a close eye on Simmons after he was injected with the C-Virus.
The FOS was able to intercept part of a message from one of The Family's
members during this period.
--Derek is done for. The mutation is getting worse and worse. He looks uglier
than any J'avo I've ever seen.
Since all he cares about now is going after some woman, we've decided to
relieve him of his position. We'll have to pick someone else to lead The
Family.
==========================
Derek's 2nd Transformation
==========================
As the C-Virus infection begins to take root in Derek's body, he enters a
stage-two mutation. At this stage, Derek's body resembles a gigantic dinosaur,
and his musculature is quite dense. Unlike the stage-one mutation, stage-two
Derek behaves instinctually instead of rationally. His driving force is to
devour his enemies, and he even goes as far as to leap into the sky and attack
a helicopter Ada is piloting.
The Family kept a close eye on Simmons after he was injected with the C-Virus.
The FOS was able to intercept part of a message from one of The Family's
members during this period.
--Derek has lost his mind to the mutation, so all that needs to happen now is for
the government to kill him. What was he injected with? It seemed to be based
off of the C-Virus, but I've never seen a mutation like that. It must have been
something that Ada cooked up with Neo-Umbrella. If we could get a sample of it,
we could do some research. I'll have to get some of our people on this.
==========================
Derek's 3rd Transformation
==========================
Derek's body continues to mutate, and he enters stage three. Derek's humanity
is completely gone at this point, but his survival instinct remains. He ingests
multiple corpses in order to give his body the organic matter needed to assume
this form. This new, hideous form resembles an amalgamation of multiple insect
species. When stage-three Derek loses a limb or other body part, he can
regenerate it by ingesting more corpses. He could in theory live forever as
long as there are corpses for him to ingest.
The Family kept a close eye on Simmons after he was injected with the C-Virus.
The FOS was able to intercept part of a message from one of The Family's
members during this period.
--Derek Simmons death has been confirmed.
Neo-Umbrella will also probably not be left standing for long.
The new leader of The Family has been chosen.
We need to come together and persevere as we have in the past if we are to keep
balance in the world.
==============
Chris Redfield
==============
Chris Redfield is a 39-year-old BSAA operative working for its North American
Branch. He was the leader of Alpha Team until he suffered post-traumatic
amnesia and wound up a belligerent drunk in the underbelly of eastern Europe.
Around this time, a biohazard outbreak in China shocks the world. Piers Nivans,
his teammate on Alpha, finds Chris and convinces him to resume his leadership
role in the BSAA. Despite his memory loss, Chris retains the fortitude and
leadership skills that make him one of the BSAA's top agents.
Below is a transcript of a communication sent from BSAA North America to Piers.
--This is headquarters. Nivans, are you listening? There's been a bioterrorist
attack in America and China. We don't have a lot of intel on the situation yet,
but the U.S. government is denying our assistance on their front, so we need
the alpha team to take care of the situation in China. We've got reports of
J'avo-like B.O.W.s which your team has had experience with before.
We also heard that you've run into Chris Redfield, so if you can, take him with
you to Lanshiang. He could be a big help.
========
The BSAA
========
In the wake of the Umbrella Corporation's dissolution in 2003, many other
pharmaceutical companies saw their bio-organic weapons research enter the black
market.
Whether in the hands of organized crime or terrorists, bioweapons were
destroying lives around the world. In response to voices calling for action to
be taken, the Global Pharmaceutical Consortium formed the antiterrorist task
force known as the Bioterrorism Security Assessment Alliance (BSAA).
Initially, the BSAA was just a civilian organization with only advisory status,
but as the threat posed by bioterrorism spread, the United Nations decided to
sponsor the group in order to have a quick-response force that could deal with
threats around the world. With its new sponsorship in place, the BSAA gained
the authority to carry out investigations in countries the world over, and to
make arrests wherever it is dispatched.
However, the BSAA is often asked not to intervene with incidents within the
United States. The reasoning behind this can be seen in a note written by Chris
in 2005.
--The U.S. government has finished cleaning up the outbreak at Harvardville
Airport. They didn't come up with much to help make sense of the incident other
than the fact that the T-Virus and G-Virus were the cause of the zombies. They
did a good job of cleaning up though. Only took them a day.
Not a big surprise, I suppose. The government has been dealing with these kinds
of incidents ever since Raccoon City. I guess that's why the BSAA is never
invited to the party. They've got their own bouncers. I just hope they give us
a call when things get to be too much for them to handle on their own.
Claire was involved, but I got in touch with her and she seems to be OK. Had me
worried.
=====
J'avo
======
The C-Virus will turn human hosts into creatures called J'avo. These creatures
lose all self control, but they fail to exhibit any noticeable drop in mental
functions. This would explain reports of J'avo skillfully handling firearms and
communicating with other J'avo in their country's native tongue. J'avo will
tend to follow the final orders they were given before being infected with the
C-virus, and they will do this with no thought for their own safety or wellbeing.
The virus creates an intense febrile state in the host, and the more the host
is damage, the hotter it becomes. Many J'avo have been seen to succumb to their
wounds, burning to death in bright, host flames that engulfed their bodies.
===============
J'avo Mutations
===============
After the C-Virus turns an infected human into a J'avo, the host will continue
to mutate, with the mutation usually occurring in a specific section of its
body.
When a host's body is damaged, the regenerative properties of the C-Virus will
attempt to repair the damage. The repairs replace the normal human tissue with
chitinous, insect-like appendages. In some cases, the repairs take on a
utilitarian purpose, replacing arms with scythe- or shield-like appendages.
Other reports say that some J'avo sprouted wings and gained the ability to fly.
Certain mutations, like the aforementioned wings, have been observed on
numerous occasions; the exact number of types of mutations that actually exist
is unknown at this time.
The name "J'avo" was given by BSAA Europe's department of research and
development.
--Piers,
Thanks for the sample of the new mutation. We've already started poking at it
to see what makes it tick. It's got all of us here pretty excited, actually.
We're calling those infected with the C-Virus J'avo, which is a Serbian word
for "demon." We're also using words from the Serbian language to name any
mutation variants that come about. For example, J'avo with sickle-like arms are
called Ruka-Srp. Ruka means "arm" and Srp means "sickle." J'avo with moth-like
wings for legs are called Noga-Let, where Noga means "leg" and Let means
"flight." Serbian sounds pretty great for these creatures, don't you think?
I know you guys out there in the field will probably start using codenames that
are easier to remember and make more sense, but don't forget, if a reporter
ever asks you "What was that thing with the claw?", don't say it was a Weed
Whacker!
============
Piers Nivans
============
Piers Nivans is a 26-year-old BSAA operative working for its North American
Branch. Chris Redfield is his commanding officer.
His hand-eye coordination and concentration skills are without peer, making him
the BSAA's top-ranking sniper. He can react quickly to the changing conditions
on a battlefield, and, as such, he will usually find a way to complete his
mission in spite of any adverse conditions.
A serious and determined man in battle, he still has time to offer a kind word
for his fellow soldiers. It is these qualities that cause his C.O. to comment
that the future of the BSAA rests on the shoulders of men like him.
Nivans himself prefers not to think of his team as subordinates, but as members
of a big family. He believes that the strength of the BSAA hinges on the bonds
of all its agents.
He holds Captain Redfield in the highest respect, and Captain Redfield trusts
him implicitly. Piers took over the team after Chris went missing. Below is a
note from a high-ranking BSAA officer, detailing Piers' situation during this
time.
--It's been about a month since Piers took over command of Alpha team and he's
doing an excellent job. He's not as strong a leader as Chris was, but he's
definitely up to standards. I wouldn't mind making him Alpha team's permanent
captain, but I think he would rather see Chris return for the job. He really
looks up to him. Probably feels like the BSAA isn't the same without him.
Let's hope our agents in eastern Europe find something on him.
=======
Ogroman
=======
The Ogroman is a type of B.O.W. used by the insurgents during the civil war in
Edonia. Ogroman is derived from the Serbian for "giant body." As the name would
suggest, this creature is one of the largest stable B.O.W.s known to exist.
It's strength is incalculable, and it is violent and destructive.
These B.O.W.s lack intelligence, and will just act on the orders they are given
without thought or hesitation.
It can be easily brought down if enough firepower is concentrated on the lifesupport system attached to its back. The urgency of the situation at the time
left the Edonian Liberation Army no choice but to allow this easily-exploited
vulnerability go unremedied. This fact can be confirmed in a note written by a
commanding officer of that army.
--The BSAA has invaded our territory all the way to our city hall. If they take
control of that, we've no hope for retaliation.
Our only option now is to send in that huge beast that Asian woman called
"Ogroman." She warned us not to use it in battle until the weak point on its
back was resolved, but it should still be able to squash a few members of the
BSAA before they take it down.
===========
The C-Virus
===========
The C-Virus will turn human hosts into creatures called J'avo. These creatures
lose all self control, but they fail to exhibit any noticeable drop in mental
functions. This would explain reports of J'avo skillfully handling firearms and
communicating with other J'avo in their country's native tongue. J'avo will
tend to follow the final orders they were given before being infected with the
C-Virus, and they will do this with no thought for their own safety or wellbeing.
The virus creates an intense febrile state in the host, and the more the host
is damaged, the hotter it becomes. Many J'avo have been seen to succumb to
their wounds, burning to death in bright, hot flames that engulfed their
bodies.
That being said, what would normally be a mortal wound is quickly healed
through the effects of the virus. More about this and other characteristics can
be seen in this journal entry written by a member of the BSAA.
--Our mission in eastern Europe is finally over and it's time to go home. We were
up against things called J'avo, an entirely new type of viral mutation. They
are agile, smart, and their wounds heal automatically. I would hate to see any
of these get loose on the general public.
=====
Napad
=====
The Napad is a creature that results from a high-level mutation brought on by
exposure to the C-Virus. Napad is derived from the Serbian word for "assault."
This creature has a hard, protective epidermis, as well as dense, tough
musculature. The creature attacks by swinging its large powerful arms
recklessly. When it becomes excited, it has been observed to thump on its chest
much like a gorilla.
The Napad's standard body temperature is much higher than a J'avo's. It's so
high, in fact, that its body constantly gives off steam in order to maintain a
non-life-threatening temperature level. (How Napad manages to give off steam
without dehydrating itself is unknown.)
Any damage to the creature, whether by gunshot or blunt force trauma, will chip
away at it shell-like exterior, revealing its softer muscle tissue underneath.
The nerve center under the shell on its back is very sensitive. Damage to this
area will kill the creature instantly.
Below is a transcript of a communication sent from a member of the BSAA to
headquarters.
--"We've got a big one!"
"Shit. This thing is strong."
"Don't get near it! Stay back and just keep firing!"
"Wait! It's covered by some kind of shell armor."
"Use your shotguns to break it! We aren't getting anywhere like this!"
=============
Finn Macauley
=============
Finn Macauley is a 22-year-old BSAA operative working for its North American
Branch.
The first real action he sees is in Edonia's civil war. Chris Redfield is his
commanding officer. He is honest and sincere, if somewhat timid. As an
explosives expert, he is tasked with destroying barricades and anti-aircraft
gun turrets.
Unfortunately, he falls victim to Ada's machinations, succumbing to an
infection that turns him into one of the very B.O.W.s he was tasked with
fighting. After losing his humanity during the transformation into a mindless
creature, he is killed by BSAA support troops dispatched to Edonia to dispose
of the B.O.W.s.
Finn sent a letter to his mother the day before he was sent to Edonia.
--Dear Mom,
I hope you've been doing alright. Tomorrow, I ship out to Edonia as a member of
BSAA North America's Alpha team. Since I'm still just a rookie, it's an honor
for me to be able to join this team. I just hope I don't slow down any of the
others.
The name of our team's captain is Chris Redfield. He's pretty much a legend due
to his track record for fighting against bioterrorism. I had the chance to talk
to him once, but he looked so scary that I couldn't get anything out. But I'll
probably have another chance once we get to Edonia, so I'll try not to be so
timid the next time. I need to listen to you more and just be more outgoing.
Well, I'd better get going. It'll be a while before I can write you again, so
don't get too worried about me. I wish I could get you something from Edonia,
but you know how busy it can get on the battlefield.
Finn
==============
Chris' Amnesia
==============
Chris Redfield suffered post-traumatic amnesia after he and his team were
caught in a trap sprung by Ada Wong in the Republic of Edonia. Most of his team
died, and an unconscious Chris was brought to a local hospital.
Upon waking up, Chris had no recollection of who he was or what had occurred,
but his mind was wracked by an overwhelming and inexplicable guilt. Chris
determined to run away, and he left the hospital before anyone could check in
on him.
Until Piers Nivans and the BSAA found him, Chris lived as a moody and violent
drunk, hoping that he could numb himself to the pain of what happened that
fateful day.
Below is a statement made by a female bartender working at the bar Chris
visited regularly during his drunken stupor in eastern Europe. She was
questioned by the BSAA.
Below is a memo left behind by a researcher involved with the Iluzija for NeoUmbrella.
--We call this mutation "Iluzija." It was a very surprising find.
Its camouflage ability is so effective that it becomes practically invisible.
This of course gives it a very good advantage over its prey. The scales not
only hide the snake-like creature, but they also are extremely hard and make
for good armor. But on the inside, this creature is just like any other animal.
Its only vulnerable spot is its mouth, which becomes visible once opened for
attack. But the victim would only have a moment to exploit it before they were
eaten alive.
===========
Chris' File
===========
Chris Redfield began his military career as a pilot in the United States Air
Force. His unwillingness to compromise brought him into direct conflict with
superiors. Unable to settle these differences, Chris retired from the Air
Force.
He was then scouted by Raccoon City's special forces (S.T.A.R.S.) because of
his superior fighting skills and pilot qualifications. After what came to be
known as the Mansion Incident on the outskirts of Raccoon City, Chris set off
on his own to stop Umbrella and make the world aware of the threat of
bioweapons.
Following Umbrella's dissolution in 2003, Chris decided to join the BSAA and
continue the fight. This brought him to Africa in 2009, and into direct
conflict with his former boss, Albert Wesker. Chris killed Albert during the
operation, and he was finally able to put to rest all the ghosts of Umbrella
and Raccoon City.
In 2012, during an operation in Edonia, all his BSAA soldiers except for Piers
Nivans are turned into B.O.W.s. Chris suffered from head trauma that led to
amnesia, and it wasn't until six months later that Piers was able to find him
again. Chris was a large part of the BSAA, and it was a big shock to the
organization when he was reported missing from the hospital. The search for him
was led by Piers and all branches of the BSAA helped in any way they could.
Below is an e-mail sent from the West African Branch to Piers during this time.
--Recipient: Piers Nivans, BSAA North American Branch
Sender: Sheva Alomar, BSAA West African Branch
I was very sad to hear of Chris' recent disappearance. He was such a large part
of the BSAA, and he was a very important person to me, as well. Please let me
know if there is anything I can do to help. The BSAA West African Branch is
always here for your support.
==============
Chris and Leon
==============
Chris Redfield and Leon Kennedy work for two different organizations, and have
no reason to interact with each other. But they do share one connection--Chris'
sister Claire.
Following the Mansion Incident in 1998, Chris set out for Europe on his own,
determined to bring down Umbrella. Before he left, he neglected to inform
Claire as to his whereabouts, so she came to Raccoon City to find him. There
she met Leon, and together they fought their way out of the horrors of Raccoon
City. Claire was then reunited with Chris on Rockfort Island.
She loves and respects her brother, and she considers Leon a trusted friend.
With Claire as a mutual contact, it would only be a matter of time before the
two met. Although the interactions between their respective organizations are
highly restricted, when they finally met, both were able to understand each
other's deep convictions, particularly those related to the eradication of bioorganic weapons. The conversation that followed between the two is
confidential. However, Hunnigan wrote down the details of their meeting into a
report she sent to Adam Benford. Below is a excerpt from that report.
--Terra Save member, Claire Redfield, introduced the two and they shook hands
firmly, smiling. It looked almost like they were two friends who hadn't seen
each other in 10 years. They didn't say much and it was a short conversation,
but I believe they came to understanding of each other's hardships in their
battles against bioterrorism.
I believe this meeting was an important step in breaking down the barrier
between the U.S. government and the BSAA.
============
Neo-Umbrella
============
In Edonia, Chris and his BSAA team fell into a trap set by Ada Wong. She used
the C-Virus to turn his team into B.O.W.s.
As the leader of Neo-Umbrella, Ada brought the C-Virus that had been developed
in China to the civil war in Edonia, where she secretly gave it to the
insurgents to administer to its mercenary fighters. The mercenaries then
mutated into creatures known as J'avo, and she gathered the data on their
transformations.
Chris has spent most of his life fighting the pharmaceutical company Umbrella,
almost losing it on numerous occasions. It's not hard to imagine what he
thought when he first heard the name Neo-Umbrella. Why Ada named her
organization such is a question only she can answer.
Alpha team was almost completely annihilated after coming into contact with
Neo-Umbrella and Ada. However, there was still no actual proof of NeoUmbrella's existence at the time. The woman who called herself Ada could even
have been lying as far as the BSAA knew, so they were careful not to jump to
any conclusions.
Ultimately, Neo-Umbrella officially made its voice heard when the new virus hit
China, and Ada Wong was confirmed as its leader. Below is a note written by
Marco Rose of BSAA North America before being sent off to China to counter the
new organization and its attacks.
--Gonna be sent out to China today since they got hit with some new virus. I'll
be leading Bravo team. Heard that Alpha team found Chris, so I guess he'll be
leading them. Will be good to see him.
I can't believe those assholes behind the attacks are calling themselves "Neo-
Umbrella." I guess they really think they're hot shit for using that name.
Can't wait to get a hold of Ada and make her beg forgiveness in front of the
whole world.
==============================
From the Files of Neo-Umbrella
==============================
To: All Neo-Umbrella Staff
At 23:29 today, our leader Ada Wong's vital signs ceased. At the same time,
Plan D was shown to be activated. All personal in our far-east facilities are
urged to head for one of the predetermined safety zones. This emergency notice
is for all human staff and not for J'avo test subjects. An emergency cable will
be sent to the underwater facility once Plan D is fully in motion.
Plan D:
1. Infect all of Lanshiang by firing a missile into Tatchi.
2. During the confusion, awaken Haos in the underwater facility, and send it
ashore.
With this, the whole world will taste the panic that was Raccoon City; chaos
will be the new order. Let us make our leader, Ms. Wong, proud.
===========
Piers' File
===========
All the men in Piers Nivans' family have been in the military, going all the
way back to his great-grandfather. For as long as he could remember, Piers
wanted to follow in his father's footsteps.
He graduated at the top of his class from an elite military academy, where he
was highly recognized for his skills as a sniper. Following graduation, he
joined the army's Special Forces. Not long after joining the Special Forces, he
became disillusioned.
While he continued to participate in his drills without a hitch, he yearned for
some greater calling, a reason for all this training. In 2010, he found that
calling when Chris Redfield, impressed with Piers' sniper skills, asked him to
join the BSAA.
Piers was impressed with the way Chris ran Alpha Team; he treated them like a
family and not like expendable soldiers. Chris, for his part, knew he couldn't
be a field agent forever, which is why he recruited Piers. Chris believes the
future of the BSAA lies with talented individuals like Piers, and Piers, for
his part, now has a cause worth fighting for.
Piers spoke to some of those under him regarding Chris about a year ago. Below
is a memo written by one of them who seemed to take great interest in what
Piers had to say.
--Piers talked the other day about Chris Redfield, what the man went up against
when he was my age. I gotta say, it's pretty crazy.
When Chris was 25, he was involved in the famous Mansion Incident. He went up
against B.O.W.s before they were even called B.O.W.s, and lived! Just that
alone is awesome enough. But then 3 months after, he goes on a solo mission to
search for his sister at Rockfort Island, which was run by Umbrella. He ran
into monsters made from a new virus and even went up against Albert Wesker.
I don't think I could ever handle all that he did at this point in my life. He
is one hell of a guy. A legend, even!
I'd want to be just like him. I just don't know if I really got what it takes.
================
Chris and Albert
================
Chris Redfield and Albert Wesker, Jake Muller's father, have a history that
goes back to when the two were on the same S.T.A.R.S. team and encountered the
world's first known B.O.W.s during the Mansion Incident in 1998.
It turned out later that this "accident" was engineered by Albert, who was
working for Umbrella. As a result, Chris lost many good friends and colleagues.
Chris set out to stop Umbrella and prevent the spread of B.O.W.s, which led him
into conflict with Albert on numerous occasions.
In 2009, Chris found himself in Africa as he attempted to stop Albert from
murdering a majority of the planet's population. During their battle, Albert
mutated himself into a B.O.W., but he was killed thanks to Chris and his
partner, Sheva Alomar. Thankfully, Albert's plans of global genocide were never
realized.
Chris' speaks of his feelings during this time below.
--Taking care of Wesker was definitely a big turning-point. I realized what I had
been fighting for. But then again, at the same time, defeating a monster like
him really made me feel like I had accomplished all I had set out to do.
I have no intention of giving up the fight. But I can't do it alone. There may
come a time when someone like Wesker comes around again, and a younger
generation will need to carry the torch. So, I'm going to go back to working in
a team and teach the younger generation what they need to know. The BSAA will
need them.
===================
Underwater Facility
===================
Neo-Umbrella's deep-sea research facility was built so the group could have a
secret location to create B.O.W.s.
Teams of scientists extracted magma from below the ocean floor to find bacteria
and microbes that could thrive in such extreme conditions, and then added their
traits to the C-Virus to give life to powerful B.O.W.s.
Where Neo-Umbrella found the financial backing to construct such an august
facility remains unknown.
Below is a memo written by a researcher from that deep-sea facility.
--It's been a week since my orders brought me here. Who would have thought a
structure like this could exist this far underwater? And the only reason they
built it was for creating and containing Haos. Just one big, expensive
incubator. I hope it was worth it.
====
Haos
====
Haos is a gigantic B.O.W. and the ultimate weapon created by Neo-Umbrella at
its underwater facility.
The creature has translucent skin, making humanoid bone structures and internal
organs visible to the naked eye. In addition, there are also gas producing
organs that secrete a gas that turns humans into zombies. This gas is thousands
of times more concentrated than Lepotitsa's, and its potential infection radius
is just as exponentially wide.
Should it ever reach the surface, it would follow its programming and continue
to divide and multiply. In only a few days these Haos creatures would
contaminate the entire planet. In the event of Neo-Umbrella leader Ada Wong's
death, the Haos creature would still be released. However, depending on when
that occurs, there is the possibility that the creature could be released at an
incomplete stage of its development.
As it so happened, Ada indeed died before the creature could reach its full
form, and it was awakened and released according to the programming in the
system. Below is a record of this event.
--23:29
Ada Wong's death confirmed.
Executing Plan D.
Initializing Haos awakening procedures.
Progress of metamorphosis: 70.3%
Lower body still incomplete.
Plan will not be affected.
===========
Jake Muller
===========
Jake Muller is a 20-year-old professional mercenary under the employ of rebel
forces in Edonia. Despite his youth, his combat experience is quite high, and
his survival skills are quite formidable.
His cynicism creates an unapproachable aura, and even his fellow mercenaries
consider him to be moody and distant. The only thing he trusts in this world is
cold, hard cash, and he has no time for the concerns of others. He is the
consummate mercenary, selling his services to the highest bidder without any
concern for the ideologies of the groups that employ him.
While Sherry was investigating Jake, she talked with some mercenaries who
remembered him. Here is what one of them had to say.
--Jake Muller? Yeah, I remember him.
We were together a lot back in Edonia. Not a very nice guy, but not exactly
bad. But he's like me--money is everything. Being nice doesn't make you money.
We're killers without consciences and that means we just do our job without
thinking about if it's "nice" or not. Jake especially seemed to have that
tendency. But that's pretty much all we have to do with each other.
Why? Is he your boyfriend or something? You're a pretty brave little girl
coming to a place like this to chase a guy like that. He's not your boyfriend?
Then what are you doing here? Shouldn't you be at school? Sorry, you just look
really young.
Here, you look like you've been through a lot; why don't you come over to my
place and rest up? Come on, I'm not gonna hurt ya! Hey, wait--come back! What's
the problem? Shit...
===================
Soldiers of Fortune
===================
Jake Muller spent most of his teenage years as a mercenary, fighting on the
front lines of countless conflicts the world over.
The first group of mercenaries he joined taught him everything he needed to
know about armed and unarmed combat. His trainer was strict and demanding, but
treated him almost like a son, and Jake found himself able to feel a sense of
attachment to him, something he had only previously felt for his mother.
Unfortunately, that mercenary was actually a double agent who sold out the
whole unit.
After being betrayed by his father figure, Jake put his faith in the only
person who had never let him down--himself. Any compassion in his heart was
lost, and he drifted from war to war as a soldier of fortune.
Jake was 17 at the time. He and only one other person on the team survived the
incident. Below is a testimony made by that other survivor.
--Yeah, I remember it.
About three years ago, we were in South America and our so-called captain was
in bed with the enemy. We were surrounded before we knew it. We tried to fight,
but there was just too many of 'em, so we started droppin' like flies, one by
one till it was just Jake and me.
They put away their guns--tryin' to save ammo I guess--and came at Jake with
knives. He was out of bullets, but he still stood his ground. Helluva thing to
see; I couldn't believe how strong and intense he was. But reinforcements came
eventually and saved us at the last minute. The kid put up a good fight, but he
was a mess because of the whole thing.
He don't trust no one since then. I guess he really thought highly of that
traitor.
=============================
Bio-Organic Weapons (B.O.W.s)
=============================
Bio-Organic Weapon -- An organic life form that has been turned into a weapon,
usually by means of viral infection. The virus is designed not to kill the host
outright, but to transform it into a creature that is suited for combat
situations.
The creatures that ran amok during the leak of the T-Virus in Raccoon City in
1998 are typical of such B.O.W.s. One of the most effective B.O.W.s produced by
the T-Virus was the Tyrant, which gave many Raccoon City survivors a run for
their money. Its high intelligence and strength made it a focus for
researchers.
Records of this are kept even with the BSAA. Below is one of those records.
--The "T" in T-Virus stands for Tyrant: the ultimate human-based B.O.W.. Not only
is a Tyrant incredibly strong, but it is also intelligent and capable of
only choice I had. It makes me happy to know that I might be able to prevent
others from ending up like I did. Even this mission I'm about to go on will
make a difference.
You've always been so kind, but you don't have to worry. I won't do anything
stupid. You saved my life, so I plan on keeping it for a long, long time.
Yours Truly,
Sherry
===========
The G-Virus
===========
William Birkin, father of Sherry Birkin, is responsible for the discovery of
and research on the G-Virus, a virus with incredible regenerative and
reproductive abilities. The G-Virus causes the host to lose rational thought,
turning it into a violent creature that seeks to replicate the virus as an
embryo in a person with blood ties to the original host.
During the Raccoon City Incident, an armed group sought to steal the G-Virus,
and killed William Birkin in the process. Before his death, however, Birkin
injected himself with the virus, thus consummating his life's work. Revived by
the virus, Birkin sought out his nearest blood relative, his daughter Sherry,
and injected her with an embryo for the G-Virus. Claire Redfield created an
antidote to stop the embryo from mutating Sherry's body, but even after the
expulsion of the embryo, trace amounts of the G-Virus remained in her body.
The result of the government's tests on her is that she has incredible
regenerative abilities, including immunity to most viruses. Her youthful
appearance is thought to be due to the G-Virus as well.
Below is a note written by a researcher who was involved in the study of
Sherry's unique condition.
--Sherry Birkin was the light from the darkness that engulfed Raccoon City. She
is a miracle.
The small amount of G-Virus that remained in her body is still active, but
produces no harmful effects. Only its regenerative properties have been
activated, making her almost immortal in a way. This also is what makes her
look so young, since it has halted her aging processes. Plus, she now has a
strong resistance to all other viruses.
Unfortunately, I don't think this comes as a blessing to Sherry. She will
always be different from everyone else which will probably cause her some pain.
But I think she will pull through. She's strong, kind, and has such a positive
outlook on life, no matter what the situation.
I wish you nothing but happiness, Sherry.
======
Mesets
======
The Mesets is a creature that results from high-level mutation brought on by
exposure to the C-Virus. Mesets is derived from the Serbian word for
"moonlight."
Mesets resembles a human-sized crow and has the ability to fly and chase after
But it would be great to have that woman he's with brought back alive. She
looks good enough to eat. I bet she'd make a great sound under the knife. I'm
getting excited just thinking about it. I can't wait to slide my scalpel across
her creamy, snow-white skin, cut it open and take a long look at the inside.
================
Jake's Childhood
================
Jake Muller was born into a home without a father, and from an early age he had
to support his chronically ill mother. She could have made a full recovery if
the family could have afforded it, but Jake and Ms. Muller had barely enough
money to cover their daily needs.
She tried her best to provide for the family, and did all she could to protect
Jake. He loved his mother, but couldn't understand why she was still enamored
with his father, the man who had abandoned them. To say Jake didn't think
highly of his father would be an understatement.
When Jake got older, he decided he would become a mercenary, selling his
services to the insurgents fighting the government. He had no love for
politics; he just wanted to afford better medical care for his mother.
Unfortunately, Ms. Muller passed away not long after he became a soldier of
fortune.
Jake felt like he was alone in the world, and his heart was now hardened. His
only concern was for money, even though he no longer had a pressing need for
it.
His mother left a note for him next to her bed before she died.
--I love you, Jake. I'm so sorry to have to leave you like this. Please forgive
me. And please, don't hate your father. I'm sure he loves you and is thinking
about you, and I know you two will find each other someday.
Stay strong.
================
Detention Center
================
Neo-Umbrella agents abduct Jake Muller and Sherry Birkin from Edonia and
imprison them in their research facility in China. The facility itself is
surrounded by a luxurious estate that masks the sinister activities that take
place within its walls. The estate is protected by heavily armed J'avo and
armored vehicles, ready to fend off any attack at a moment's notice.
Below is a journal entry written by a guard whose job was to watch over Jake.
--It's been four months since I started this job. Jake has been cooperative with
the experiments, and the guy watching Sherry says she hasn't been causing any
trouble either. They've probably given up hope.
But only two more months until the powered up C-Virus is finished and then we
won't need them anymore. I wonder what we'll do with them.
Can't wait until this is over. I'm tired of staring at a half-naked man all day
every day. I wish I could trade with the guy watching Sherry.
==========
Lab Report
==========
June 20, 2011
Finally!
At last I've been chosen! The report came back that my body type is highly
compatible with the C-Virus! No longer will I have this frail, crude body. I
will be reborn as a powerful weapon! There's chance I will no longer retain my
humanity, but it is a paltry sacrifice in light of the wonderful gains. This is
what I've dreamed about all my life.
I will be reborn!
June 27, 2012
Sh e gave me the v irus ...hers elf
Hey Claire,
I was able to get some days off at the end of next month when you said you'd be
in America. I have so much I want to talk to you about. I can't wait to see
you!
I'll send Ronny a message, too. I bet he'll be excited to hear you're coming
back!
====================
Life without Freedom
====================
Following the Raccoon City Incident, the U.S. government decided to take Sherry
Birkin into custody and keep her under observation because of the trace amount
of the G-Virus that remained in her blood. Claire Redfield stayed by Sherry's
side during the time she had to suffer through daily tests and experiments.
While it was Claire who provided emotional support, it was Derek Simmons who
became her legal guardian.
Claire visited Sherry as often as she could, trying to help Sherry overcome all
the trauma she had endured. Sherry idolized Claire, and was determined to be
just like her: a strong, capable woman. Derek was not without compassion for
the orphaned girl, and he allowed Claire, a civilian, to visit and comfort
Sherry, even though the girl's existence was a closely guarded state secret.
In total, Sherry spent 11 years in the hands of the government. It wasn't until
2009 that she was given any freedom.
Below is a letter that Claire tried to send to Sherry during this time. The
letter was intercepted, but never shown to Simmons. The person who found it
sympathized with Sherry and Claire's situation, but couldn't allow it to go to
Sherry, so he had it destroyed in secret.
--Sherry,
I don't want to make things any harder for you, but I need you to be careful
around Simmons. I know he's been supportive and let's me see you, but
something's not right with him. I don't have any proof, but I know what people
look like when they're hiding something, and I get that feeling every time I
look into his eyes. You are so trusting of people, and it worries me. Please
just be careful, for my sake.
I'll be busy, so I won't be able to come and see you for a little while. Keep
being your cheerful self.
==============
Experiment Log
==============
June 27, 2011
Five days have passed since the test subject was administered with the C-Virus.
All vital signs are stable.
This is not the ideal candidate for such a test, but considering how the
previous 322 subjects all died within 24 hours, I'd say this is substantial
progress. He was chosen well. The only setback is that the subject lost his
right arm during a lab accident, and the C-Virus has shown an inability to
regenerate it. Still, the subject shows potential in other areas we had not
anticipated, and will make for a powerful bioweapon. That's good considering
While there is a stoicism in her demeanor, it is her poise and sangfroid that
she is known for. She appears to be working toward a specific goal, and once
she accomplishes it, she is the type that would have no qualms about betraying
her handlers.
In 1998, she went to Raccoon City with the intent of secreting out a sample of
the G-Virus. It was there that she first met Leon Kennedy, a rookie cop at the
time. Following the events of Raccoon City, she has been known to offer aid to
Leon on his missions, but mostly as a ploy to enlist his help.
Currently, Ada has snuck aboard a submarine after being contacted by Derek
Simmons, a man she hasn't heard from since the Raccoon City Incident. While on
the submarine, she discovers a mission that was never fielded to her, and a
terrible secret that will spur her to act. What form those actions will take is
anybody's guess.
She had no memory of the mission assigned to her, but it was executed none the
less. Below is a report detailing the outcome of that mission sent to Derek
Simmons.
--I couldn't get Jake. He and the girl that was with him, Sherry Birkin, went
missing. They might have been caught in the explosion and blown to bits.
=====================
Report on Jake Muller
=====================
Mr. Simmons:
The mission to find the son of Albert Wesker has been completed. I have
confirmed that Jake Muller is the biological son of Wesker.
Name: Jake Muller (Age 20)
Citizenship: Republic of Edonia
Physical Characteristics: Caucasian; 190cm; blue eyes
Has been in the employ of Edonian mercenaries for five years. Has trained or
fought in all parts of Europe, the Middle East, and South America. A DNA sample
from Muller proved his relationship to Wesker.
Wesker's alleged immunity to viral infection has manifested itself in Muller.
Unfortunately, the DNA sample I attained would not be enough to assist with CVirus research. A bodily fluid, blood, saliva, or bone marrow sample would be
required. It is my recommendation that you dispatch your top agent to secure a
tissue sample from Muller.
END
--UPDATE
I have confirmed that Jake Muller's mother has died of illness. Details on her
are scarce, but we learned that she was born in Edonia and immigrated to
America in her early twenties, where she became pregnant with Albert Wesker's
child. She then returned to Edonia with Jake without telling Wesker of his
birth.
=========
Submarine
=========
Ada Wong sneaks onto a submarine in order to find out what Derek Simmons is
planning. When she gets there, she finds that the security systems respond to
her fingerprints and voice, and there is information on her that no one should
have.
Throughout the submarine, Derek's hand can be seen in it all, from the room
decor to the layout itself. It is a mystery as to who built this submarine and
for what purpose.
However, a letter was found that sheds some light on the mystery.
--Ada,
The Family's army grows stronger
with it. That is why I am giving
and this submarine as a present.
you well. All I ask in thanks is
======
Gnezdo
======
I thought it was a woman standing there at first, but then I got closer and saw
that it was a huge swarm of bugs in the shape of a woman. I freaked out and
tried to run, but they came after me. There wasn't anything I could do against
them. They nibbled at me until I was covered in blood. I was lucky to survive.
-Record of a Gnezdo-attack victim
--The Gnezdo is a creature that results from high-level mutation brought on by
exposure to the C-Virus. Gnezdo is derived from the Serbian word for "hive."
These small creatures have the appearance of hornets, and they can form a swarm
that mirrors the size and shape of a human being. Just as with ants and bees,
the Gnezdo behave with a hive mindset, but each individual creature has its own
role to play.
Where the Gnezdo differ is that their queen does not continue to propagate the
species, but serves only as a commander, giving out orders like a general to an
army. The sensory perceptions are shared between the queen and the individual
Gnezdo. If the queen is lost, the swarm will dissolve; as long as she lives,
however, the swarm will remain intact and follow her commands.
The queen is hard to spot among the swarm as it attempts to conceal and protect
her. An attack on the swarm will momentarily scatter the Gnezdo, revealing the
queen and exposing her to danger.
=============
Ada and Derek
=============
Derek Simmons believes in world stability, and he, along with The Family,
believe in preserving that stability, even if they have to act illegally to do
so.
When Derek first met Ada Wong, it caused a ripple in his normally logical and
unperturbed personality. Ada's skills as a spy were unparalleled, and the
missions she carried out for him were instrumental in his goals.
A fracture in their work relationship was formed when Ada learned that Derek
was behind the operation to raze Raccoon City. Realizing it was dangerous to
keep company with Derek, Ada left his employ, never looking back.
From that point on, Derek has been maniacal in his plans to get back Ada.
Whether it was because he felt an emotional attachment to her or because he
thought she was the only woman whose intelligence could match his own is
unknown. But this monomania with Ada led him to put a sinister plan into
action.
Below is a note Simmons wrote after he lost Ada.
--How could she leave me? We were the perfect partners! She was beautiful,
intelligent, and the only one I would allow at my side. She should have known
that.
Ada, why...
Now I'll have to create a replacement.
==============
Scorched Earth
==============
Operation: Bacillus Terminate was the name for the missile strike ordered by
the U.S. government to halt the spread of the virus in Raccoon City in 1998.
The decision to raze the city of 100,000, killing infected and survivors alike,
came from Derek C. Simmons, a high-ranking government official.
Raccoon City was a case study for his future plans as he believed the world
would stop using traditional weapons and switch over to bioweapons. The data
provided by Raccoon City allowed him to assess the efficacy of such weapons,
but he made certain that the truth of Umbrella's involvement, and their
bioweapons program, would never be known. Eager to resolve the issue as quickly
as possible, he urged the more hawkish members of the president's
administration to eradicate Raccoon City for the sake of the country.
The attack on Tall Oaks was devised by Simmons to show the world, and dubious
officials in government, the threat bioweapons pose in the hands of terrorists,
as well as to prevent President Benford from revealing the truth behind Raccoon
City.
Everything went just as Simmons planned. After Operation: Bacillus Terminate
was carried out on Tall Oaks, he sent a message to The Family while flying to
China in his private jet. Leon recovered that message and submitted it to the
FOS after his return from China.
--Operation: Bacillus Terminate has been executed just as planned. But this time
it won't be covered up like it was for Raccoon City. Everyone will know that
the president was killed by bioterrorism and the government had no choice but
to clean it up. The whole world will know the threat posed by bioterrorist
organizations, and shall be in awe of the country that stood up to protect its
people and fight this threat: America!
Now we've shown them who the real global power is. This is how things should be
and now balance will be achieved in the world, with The Family at the helm.
==========================
Note Found in a Laboratory
==========================
To my dear sister Helena,
I'm sorry I was never the good sister I should have been, even though you loved
me unconditionally.
I'm sorry for everything. They injected me with something. It's making me
forget things, who I am. Who you are even. I don't want that. Please know that
I've always loved you, too. I don't want to leave you
hope you find someone to love
you dont want forget
love you
Below is a report written by a member of The Family, found in the same research
facility that Deborah's memo was found.
--We've been ordered to dispose of Deborah now that the plan has succeeded. But
some of us wanted to see what the C-Virus would do to her healthy body, so we
injected her. She was just going to be killed and thrown away anyway, so we
didn't see any problems with it.
Some were excited and had high hopes for her mutation, but there were no
visible effects even an hour after injection. Unfortunately, we need to hurry
and evacuate Tall Oaks. In just a few hours it's going to be a giant ball of
fire. We're going to have to leave Deborah in the lower levels, though it's too
bad that we won't be able to see how she turns out.
========
Shrieker
========
The Shrieker is a type of zombie that can summon other zombies by emitting a
large sound that stimulates their aural faculties. In addition, zombies'
nervous systems react to the sound, and this reaction causes them to behave
more violently.
If something were to interfere with the sound the Shrieker is emitting, it will
change to a high-frequency sound that will overload the aural receptors in the
zombies' brains and destroy that part of it.
Below is a scribbled memo found in the wreckage of Tall Oaks.
--That thing is screaming again! I think my eardrum is gonna explode. God, it's
loud! And every time he screams, more zombies start showing up. What is going
on?!
It's been hanging around outside my house, screaming and calling more zombies.
I think it's after me.
I don't want to die...
=============
Two Ada Wongs
=============
There are reports of two Ada Wongs involved in the current crisis. One is the
famed spy that comes to the aid of Leon Kennedy from time to time. The other
Ada Wong is the leader of Neo-Umbrella, and the one responsible for introducing
J'avo to Edonia six months prior.
The former is the true Ada Wong, and the latter is a copy created by Derek
Simmons utilizing the C-Virus. The fake Ada contacts the real Ada, telling her
about the impending biohazard about to be unleashed in China. The real Ada
decides to go to China to find out what this imposter's intentions are.
A video taken of the birth of the Neo-Umbrella Ada Wong was found underneath
Tall Oaks. Below is part of a note written by Simmons during the time of her
birth.
--I've finally created the perfect replacement for Ada. I'll have to make sure
she is like the original in every way, not just in looks, but in intelligence
and habits, as well. This will require some training. I'll also have to teach
her never betray to me.
My very own Ada--so exciting.
Now, where should I start...
====================
Ada and Raccoon City
====================
In 1998, Albert Wesker, Jake Muller's father, sent Ada Wong on a mission in
Raccoon City to retrieve a sample of the G-Virus William Birkin was hoarding
for himself. When William's wife Annette interfered with that mission, Ada used
Leon Kennedy to have him unwittingly aid her. Ada then made her way back to
Albert with a sample of the virus in hand.
In 2004, Albert ordered Ada to Europe to obtain a sample of the Las Plagas
parasite. There she encountered Leon again and ended up stealing the parasite
sample he had procured. She did not, however, hand the sample to Albert. She
kept it for herself and went off the grid. She had her own intentions for
keeping the virus. She was not going to allow herself to be a pawn in Albert's
plan for global domination.
Ada eventually learned of Wesker's death in Africa. Below is a memo written by
her during this time.
--I just got word that the BSAA took down Wesker. I can't say that I'm saddened
by this, but he was a large part of my plans while we were partners. I feel
almost a slight emptiness inside.
He had a very large impact on many, and held the reins on bioterrorism. I'm
interested to see how this changes things, but for now, I need to keep my eye
on Simmons and his organization, The Family.
No matter what happens, I will never lose sight of my ultimate goal.
==========
The Family
==========
Derek C. Simmons is the current head of a secret organization known only as The
Family. The Family was founded by one of Derek's ancestors before the United
States was even founded, and its vast network of wealth and power extends
throughout the globe.
The Family has been manipulating the course of human development for a long
time. Their ostensible goal is to maintain stability in the world, but its true
motivation lies in exploiting events to benefit its members. For now, they
believe maintaining that stability is contingent upon keeping the United States
at the top of the pyramid of world power.
If the truth about the U.S. government's connections to Umbrella's bioweapons
program were to get out, it would destabilize the world and remove America from
the top of that hierarchy of power. Derek sets into motion a plan that will
launch a bioterrorist attack and assassinate the president, thus preserving The
Family's designs on power and stability.
After the incident at Tall Oaks, Simmons sent The Family orders that were
recorded in the data Ada had given to Leon.
--The assassination was successful. Make sure to set all Lepotitsa in Tall Oaks
to self destruct and prepare for Operation: Bacillus Terminate.
Leon Kennedy and Helena Harper are following me to China. They were reported
dead by the FOS, but the report is false. Make sure a Lepotitsa gets on their
plane so that the FOS's report doesn't go to waste.
=========
Bloodshot
=========
During the biohazard incident, an extremely rare type of zombie was discovered,
one that had most of its head destroyed. The creature was given the misnomer of
Bloodshot because all of its muscle tissue was exposed.
Unlike normal zombies, this creature is incredibly agile, and the speed with
which it will attack and devour flesh is incomparable. These differences are
thought to be a mutation brought on by the C-Virus.
Below is a report given to the FOS by Leon, who had a run-in with this rare
mutation.
--I've been seeing various mutations caused by the C-Virus. One new variation,
named Bloodshot, reminded me a lot of the Lickers I encountered in Raccoon
City. They both look like they've got their insides on their outsides. This
special mutation seems to stem from the damage taken by the infected body.
=============
Carla Radames
=============
Carla Radames was responsible for the discovery of the C-Virus, and a close
confidant of Derek C. Simmons. A prodigy in her youth, Carla completed a
doctorate course in genetics when she was only fifteen, after which she was
recruited by Derek to work for him manufacturing viruses and B.O.W.s.
Derek praised her for her intelligence and successful research, and his praise
increased her devotion to him. One way she tried to earn his praise was by
developing the C-Virus. As it would turn out, she was nothing more than a tool
for him to accomplish his goals.
The person Carla Radames ceased to exist when she was used against her will in
Derek's experiment to recreate Ada Wong.
Carla began work on the C-Virus in 2001. Below is a note written by Carla,
found in the Quad Tower, detailing the origins of the C-Virus.
---
I was able to get a hold of the now-harmless T-Veronica virus, and I've decided
to use it as a base for my research into new viral weaponry.
First, I succeeded in extracting only that which causes sudden DNA mutations, a
characteristic that has become stronger ever since the original Progenitor
Virus. Combining this with the T-Veronica, I've eliminated any chance of brain
cell damage, which was a major flaw of the virus. I call this combination "T02."
Before, if the T-Veronica virus was injected into a subject, that subject had
to undergo a long sleep at ultra-low temperatures in order to slowly adapt to
the virus and avoid brain damage due to sudden mutation. However, with T-02,
this is no longer necessary.
Now, if I can just combine it with a sample of the G-Virus taken from Sherry
Birkin's body, I'll have the perfect virus. I don't know how many years it will
take, but I'll do all I can to make Simmons proud.
===============
Derek and Carla
===============
Derek Simmons used countless test subjects in his efforts to "clone" Ada Wong.
The main impediment to those efforts was finding subjects with compatible
genetic structure.
Using the extensive resources of The Family, Derek learned that one of his own
researchers, a Carla Radames, would be a suitable candidate. Derek tricked
Carla into taking part in the experiment because she believed Derek valued her
and her work too much to risk her. She was wrong, and Derek succeeded in
creating the clone of Ada he had desired.
While Carla looked and behaved similar to Ada, there was still a piece of her
that remained Carla. Derek's relationship with Ada had only been professional,
so he couldn't see that this clone was not the real Ada. Whether through
misguided affections or a desire to revenge himself on Ada, he ignored any
nagging doubt and began to train and treat Carla as if she were the real Ada
Wong.
Carla, having lost most of her personality during the experiment, behaved as
Derek wanted. But in the depths of her soul, there was still a spark of Carla's
original self, and once it came to the surface, she vowed to destroy Derek, the
man who had ruined her life.
Below is a note written by Carla just after she was transformed into Ada Wong.
--I am Simmons' loyal servant, Ada Wong. I will do anything he asks, and in
return, he does whatever I ask. We are the perfect match and no one can come
between us.
But recently, I can't help but feel some horrible emotion deep down every time
I look into his eyes. I don't understand how I could feel this way when we are
meant to be together. Some voice is screaming, "Kill him! Destroy his dreams!
Don't let him get away with this," and it gets louder every day, but why?
What's wrong with me? He loves me so much and I love him back. There's no
reason for me to feel any of this. I can't imagine a world without him.
I've given everything to him. I would never want to destroy his dreams. Ever.
===================
The enhanced C-Virus was created by strengthening the C-Virus with Jake
Muller's blood. This enhanced virus was engineered by Carla Radames by taking
the elements of Jake's blood that were resistant to viral infection, and using
them to re-engineer the C-Virus into a more potent virus.
When a host is infected by the normal C-Virus, the host will eventually become
encased in a cocoon before emerging as a new creature. With the enhanced
version, not only does it strengthen the host, but it removes the need for a
chrysalis stage. This host can continue to mutate indefinitely into new forms
without compromising its cellular integrity.
The enhanced C-Virus is incredibly difficult to manufacture, and only Carla has
the know-how to do it successfully. As such, only a limited amount of the
enhanced C-Virus is known to exist.
========================
The End of Derek Simmons
========================
When Derek C. Simmons was betrayed by Ada Wong following the Raccoon City
Incident, it was the first time he had ever felt emotional stress. He felt that
if he could not have the real Ada Wong serving him faithfully, then he would
create one to do so. He decided he would use the C-Virus, a virus with
unlimited potential to change the human body, on its creator, Carla Radames, in
order recreate his beloved Ada. No one knows how many lives Derek sacrificed in
order to realize that goal.
When he succeeded with Carla, he was overcome with joy, but Carla had not
completely lost herself in the process, and she hated Derek for what he did to
her. Eventually she would see to it that he was injected with a potent strain
of the C-Virus, one that would cause his body to mutate painfully into hideous
creatures without end. In the end, he was killed by Ada Wong.
===============
Carla's Revenge
===============
Carla Radames was reborn as Ada Wong because of the experiment Derek Simmons
forced her into and the subsequent training she received following her
transformation. Unknown to Derek, Carla retained some remnants of herself in
the deepest recesses of her psyche, and this part of her was determined to undo
everything Derek had done.
Carla secretly founded the Neo-Umbrella organization so she could perfect the
C-Virus, something that would be instrumental in her plans to destabilize the
planet, an idea that was anathema to Derek. Her plan was to launch missiles
loaded with the gas that would turn people into zombies, and to unleash the
ultimate B.O.W. on the unsuspecting world - Haos.
Her plan to wreck havoc in China would have gone off without any problems but
for one incomprehensible act: she contacted the real Ada Wong and involved her
in the situation. Whether she did this in some vain attempt to destroy the
original Ada and leave only herself, or to have Ada save her, no one can say.
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___[CM00]
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S E C T I O N I X
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| CAMPAIGN MEDALS
=============================================\___/====== \___/ ================
The following is a list of all Campaign medals for Resident Evil 6. Since this
is a CAMPAIGN walkthrough, I will only cover campaign medals here. A full
medals guide by me can be found on GameFAQs.com.
http://www.gamefaqs.com/ps3/605603-resident-evil-6/faqs/65827
Some Medals are listed with search codes that will take the reader to the
portion of the walkthrough where those medals are discussed to give you a
clearer view of the exact location where they may be obtained. Yes, I actually
went back through the walkthrough and added many of the harder medals to it.
What more would you expect from your favorite Chris playing FAQ author?
------------------------------------------------------------------------------CAMPAIGN MEDAL (001/175) _
-- Accuracy - A Rank
|_|
VALUE:
Gold
CAMPAIGN:
Any
REQUIREMENT: Get an overall A-rank in the Accuracy category for any chapter
from any character campaign - as accurate as possible.
TOTAL MEDALS (001/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (002/175) _
-- Accuracy - B Rank
|_|
VALUE:
Silver
CAMPAIGN:
Any
REQUIREMENT: Get an overall B-rank in the Accuracy category for any chapter
from any character campaign - some focus on accuracy.
TOTAL MEDALS (002/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (003/175) _
-- Accuracy - C Rank
|_|
VALUE:
Copper
CAMPAIGN:
Any
REQUIREMENT: Get an overall C-rank in the Accuracy category for any chapter
from any character campaign - average accuracy.
TOTAL MEDALS (003/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (004/175) _
-- Accuracy - D Rank
|_|
VALUE:
CAMPAIGN:
Bronze
Any
REQUIREMENT: Get an overall D-rank in the Accuracy category for any chapter
from any character campaign - poor accuracy.
TOTAL MEDALS (004/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (005/175) _
-- Deaths - A Rank
|_|
VALUE:
Gold
CAMPAIGN:
Any
REQUIREMENT: Get an overall A-rank in the Deaths category for any chapter
from any character campaign. Do not die much at all.
TOTAL MEDALS (005/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (006/175) _
-- Deaths - B Rank
|_|
VALUE:
Silver
CAMPAIGN:
Any
REQUIREMENT: Get an overall B-rank in the Deaths category for any chapter
from any character campaign. Do not die much.
TOTAL MEDALS (006/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (007/175) _
-- Deaths - C Rank
|_|
VALUE:
Copper
CAMPAIGN:
Any
REQUIREMENT: Get an overall C-rank in the Deaths category for any chapter
from any character campaign. Do not die frequently.
TOTAL MEDALS (007/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (008/175) _
-- Deaths - D Rank
|_|
VALUE:
Bronze
CAMPAIGN:
Any
REQUIREMENT: Get an overall D-rank in the Deaths category for any chapter
from any character campaign. Die a lot!
TOTAL MEDALS (008/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (009/175) _
-- Clear Time - A Rank
|_|
VALUE:
Gold
CAMPAIGN:
Any
REQUIREMENT: Get an overall A-rank in the Clear Time category for any chapter
from any character campaign. Get through the chapter as quickly
as possible.
TOTAL MEDALS (009/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (010/175) _
-- Clear Time - B Rank
|_|
VALUE:
Silver
CAMPAIGN:
Any
REQUIREMENT: Get an overall B-rank in the Clear Time category for any chapter
from any character campaign. Get through the chapter quickly.
TOTAL MEDALS (010/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (011/175) _
-- Clear Time - C Rank
|_|
VALUE:
Copper
CAMPAIGN:
Any
REQUIREMENT: Get an overall C-rank in the Clear Time category for any chapter
from any character campaign. Get through the chapter at a
moderate pace.
TOTAL MEDALS (011/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (012/175) _
-- Clear Time - D Rank
|_|
VALUE:
Bronze
CAMPAIGN:
Any
REQUIREMENT: Get an overall D-rank in the Clear Time category for any chapter
from any character campaign. Take a long time to get through the
chapter.
TOTAL MEDALS (012/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (013/175) _
-- Enemies Routed - A Rank
|_|
VALUE:
Gold
CAMPAIGN:
Any
REQUIREMENT: Get an overall A-rank in the Enemies Routed category for any
chapter from any character campaign. Kill as many enemies as
possible.
TOTAL MEDALS (013/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (014/175) _
-- Enemies Routed - B Rank
|_|
VALUE:
Silver
CAMPAIGN:
Any
REQUIREMENT: Get an overall B-rank in the Enemies Routed category for any
chapter from any character campaign. Kill many enemies.
TOTAL MEDALS (014/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (015/175) _
-- Enemies Routed - C Rank
|_|
VALUE:
Copper
CAMPAIGN:
Any
REQUIREMENT: Get an overall C-rank in the Enemies Routed category for any
chapter from any character campaign. Kill an average amount of
enemies.
TOTAL MEDALS (015/000)
-------------------------------------------------------------------------------
VALUE:
Bronze
CAMPAIGN:
Any
REQUIREMENT: Get an overall D-rank in the Enemies Routed category for any
chapter from any character campaign. Run by the majority of
enemies.
TOTAL MEDALS (016/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (017/175) _
-- Rescued partner
|_|
VALUE:
Bronze
CAMPAIGN:
Any
REQUIREMENT: Allow an enemy to grab your partner then step close to the grabbed
partner to get a partner assist melee button command. Press the
O/B button to perform a melee to free your partner to get this
medal. Zombies constantly grab, so this is best done in Leon
or Ada's campaign.
TOTAL MEDALS (017/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (018/175) _
-- Saved a partner from dying
|_|
VALUE:
Copper
CAMPAIGN:
Any
REQUIREMENT: Allow a co-op partner to enter dying status from getting hit too
much then move toward the dying partner and revive the partner
with a resuscitation (O/B) or by giving the partner a herb tablet
or equipping and using a first aid spray near the partner. The AI
partner in solo play cannot go into dying status, so this must be
received during co-op play.
TOTAL MEDALS (018/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (019/175) _
-- Aided a partner in need during a story intersection
|_|
VALUE:
Silver
CAMPAIGN:
Any
REQUIREMENT: During the four-player crossover segments, help a partner from the
other group of characters. For instance, while playing as Chris,
when the Jake player gets grabbed by a J'avo, move near him and
perform a partner assist melee on the J'avo to bust the J'avo in
the face and save Jake. The following is a list of crossover
segments in the game.
.--------------------------------------------------------------------------.
| EDONIA
| FACILITY
| COURTYARD
| CRASH SITE
|
| Chris, Chapter 2 | Chris, Chapter 3 | Chris, Chapter 3 | Jake, Chapter 4 |
| Jake, Chapter 1 | Leon, Chapter 4 | Jake, Chapter 4 | Leon, Chapter 4 |
|------------------|-------------------------------------------------------'
| LIFT AREA
|
| Chris, Chapter 5 |
| Jake, Chapter 5 |
'------------------'
TOTAL MEDALS (019/000)
VALUE:
Silver
CAMPAIGN:
Any
REQUIREMENT: Allow an enemy to attack your character then press the R1/RT
button when the button prompt appears to counter that enemy. This
counter must kill to receive credit for this medal. Either weaken
a J'avo then counter it to kill the J'avo or find a zombie with a
weapon in Leon's campaign and counter the zombie to instantly kill
it. A Bloodshot's jumping attack is very easy to counter and
instantly kills it also. A counter attack that kills is also
referred to as a "Coup De Grace counter" sometimes.
TOTAL MEDALS (025/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (026/175) _
-- Successfully countered one of Ustanak's attacks
|_|
VALUE:
Silver
CAMPAIGN:
Jake, Chapter 5
REQUIREMENT: This can only be done with Jake when he fights Ustanak with his
bare hands near the end of Chapter 5 in the Underwater Facility.
This is NOT the dodge command. There is a special counter that
Jake can do when Ustanak gets at a distance from him.
Back Ustanak up to the far side of the walkway he is fought on
then move away from him. Ustanak will eventually perform a
dashing ram toward Jake. The dodge command prompt will appear
first and then a counter command prompt (R1/RT) will appear a
second after that. Quickly press the R1/RT button when it appears
to perform a special counter on Ustanak. Jake can actually suplex
Ustanak for a counter - it happens randomly.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME026] to find the precise area this is in.
TOTAL MEDALS (026/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (027/175) _
-- Killed an enemy with a physical attack
|_|
VALUE:
Bronze
CAMPAIGN:
Any
REQUIREMENT: Kill an enemy off with a melee button attack (R1/RT). This can be
either a basic R1/RT hit or a melee triggered through a button
prompt melee command. The Melee and Combat Gauge Boost skills can
help with this medal.
TOTAL MEDALS (027/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (028/175) _
-- Killed 10 or more enemies with physical attacks
|_|
VALUE:
Copper
CAMPAIGN:
Any
REQUIREMENT: Kill an enemy off with a melee button attack (R1/RT). This can be
either a basic R1/RT hit or a melee triggered through a button
prompt melee command. Do this a total of ten times in a single
chapter. The Melee and Combat Gauge Boost skills can help with
this medal.
TOTAL MEDALS (028/000)
VALUE:
Copper
CAMPAIGN:
Any
REQUIREMENT: Stand near an enemy and wait for it to attack then press the R1/RT
button when the counter command prompt appears as the enemy attack
is about to hit your character. To get this medal, a player does
not need to kill the enemy.
TOTAL MEDALS (037/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (038/175) _
-- Correctly executed all revolving-action command prompts
|_|
VALUE:
Bronze
CAMPAIGN:
Any
REQUIREMENT: Successfully time button presses in all QTE button prompts with
the gauge that has a revolving timer needle that passes by a green
portion of the gauge. These are found in LEON, CHAPTER 4 while
playing as Leon (while he flies the plane and while he helps start
the bus with Sherry during the Ustanak battle at the Crash Site.
Complete the QTE sequences without fail to get this medal. Tap
the button CAREFULLY.
TOTAL MEDALS (038/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (039/175) _
-- Saved partner from falling off a high ledge
|_|
VALUE:
Bronze
CAMPAIGN:
Any
REQUIREMENT: There are points in the game where a character can fall off a
ledge and hang onto the side - the player that falls will get a
thumbstick shaking QTE. Allow your partner to fall off the side
and hang on then approach the partner to get a O/B button prompt
command. Press the button to help the partner up and get credit
for this medal. The best place to get this is on LEON, CHAPTER 3
toward the end of the Cavern and while on the mountain trail in
JAKE, CHAPTER 1. The AI partner will fall off the side on the
Cavern stage with Leon quite often.
TOTAL MEDALS (039/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (040/175) _
-- Praised a partner's actions 3 times
|_|
VALUE:
Bronze
CAMPAIGN:
Any
REQUIREMENT: Praise a partner by pressing the O/B button when that partner
kills an enemy with melee or gets a critical headshot on the
enemy. Do this a total of three times. This can be done with the
AI partner. Watch the partner and tap the O/B button when the
partner melee kills or kills an enemy with a critical headshot.
TOTAL MEDALS (040/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (041/175) _
-- Killed an Agent Hunt player
|_|
VALUE:
CAMPAIGN:
Copper
Any
REQUIREMENT: Have the "Agent Hunt Mode" option turned on (allowed) while
starting up a game and then, when a player joins your game, kill
that player to get this medal. You have no way of knowing which
enemy is the player except for the unique actions that a player
might do. If an enemy keeps respawning over and over again after
a player has joined as a creature that is the enemy player most
likely. See my Agent Hunt guide for more info on which stages a
player can join as a creature.
TOTAL MEDALS (041/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (042/175) _
-- Killed by an Agent Hunt player
|_|
VALUE:
Bronze
CAMPAIGN:
Any
REQUIREMENT: Have the "Agent Hunt Mode" option turned on (allowed) while
starting up a game and then, when a player joins your game, allow
that player to kill your character to get this medal. You have no
way of knowing which enemy is the player except for the unique
actions that a player might do. If an enemy keeps respawning over
and over again after a player has joined as a creature that is the
enemy player most likely. See my Agent Hunt guide for more info
on which stages a player can join as a creature.
TOTAL MEDALS (042/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (043/175) _
-- Matched online in a story intersection
|_|
VALUE:
Bronze
CAMPAIGN:
Any
REQUIREMENT: Match up with another player during one of the many four-player
crossover segments. You must have your online service enabled to
do this obviously. Below is a list of crossover segments.
.--------------------------------------------------------------------------.
| EDONIA
| FACILITY
| COURTYARD
| CRASH SITE
|
| Chris, Chapter 2 | Chris, Chapter 3 | Chris, Chapter 3 | Jake, Chapter 4 |
| Jake, Chapter 1 | Leon, Chapter 4 | Jake, Chapter 4 | Leon, Chapter 4 |
|------------------|-------------------------------------------------------'
| LIFT AREA
|
| Chris, Chapter 5 |
| Jake, Chapter 5 |
'------------------'
TOTAL MEDALS (043/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (044/175) _
-- Killed 5 enemies with explosive drums
|_|
VALUE:
Copper
CAMPAIGN:
Any
REQUIREMENT: Kill a total of five enemies in a chapter with explosives that are
in the environment such as fire extinguishers, gas canister and
red explosive barrels. This can be easily done in CHRIS CHAPTER 1
since there are quite a few explosive barrels on the rooftop area
outside the entrance to the Tenement building (Ace of Spades).
TOTAL MEDALS (044/000)
VALUE:
Silver
CAMPAIGN:
Any
REQUIREMENT: Complete a chapter without falling to an enemy attack.
TOTAL MEDALS (054/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (055/175) _
-- Killed an animal
|_|
VALUE:
Bronze
CAMPAIGN:
Any
REQUIREMENT: Kill one of the many animals in the game. Animals are mainly
found in LEON'S CHAPTERS of his campaign. In the kitchen of Tall
Oaks University, there are rats, in the courtyard there are crows,
in the Catacombs of chapter 3 there are spiders above the door
where the Simmons family ring must be inserted, in the Market maze
of chapter 4, there are chickens in cages that can be shot. In
JAKE, CHAPTER 2 bats can be killed by tossing a flash grenade in
the first tunnel with ice crystals after riding down the mountain
the snowmobile. Take your pick and kill one.
TOTAL MEDALS (055/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (056/175) _
-- Tripped a running enemy
|_|
VALUE:
Bronze
CAMPAIGN:
Any
REQUIREMENT: Shoot an enemy with a weapon while it runs to make the enemy trip
and fall. This is best done against J'avo when they run in either
CHRIS' CAMPAIGN or JAKE'S CAMPAIGN.
TOTAL MEDALS (056/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (057/175) _
-- Knocked an enemy off a high ledge
|_|
VALUE:
Copper
CAMPAIGN:
Any
REQUIREMENT: When your character sneaks up on a J'avo or stuns a J'avo that is
near a high ledge, your character will get a melee command to push
off the J'avo. Perform that melee to get this medal. The easiest
way to get this medal is to sneak up behind the J'avo that stands
near the railing up the first set of stairs in the Rooftop area of
CHRIS, CHAPTER 1 then push that J'avo off with the stealth melee
command while behind it.
TOTAL MEDALS (057/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (058/175) _
-- Killed an enemy with a flash grenade
|_|
VALUE:
Copper
CAMPAIGN:
Jake, Chapter 2; Chapter 5
REQUIREMENT: An enemy has to die to the flash bang of a flash grenade toss to
get this. Mesets in JAKE, CHAPTER 2 will die instantly to a flash
grenade, so it's best to get this medal there. There are two rats
that will stay behind near the air duct that Sherry has to climb
through at the start of JAKE, CHAPTER 5 and they will die to a
flash grenade also.
VALUE:
Silver
CAMPAIGN:
Any
REQUIREMENT: Complete any chapter while only using an assault rifle. A player
can still perform melees with the R1/RT button while doing this.
TOTAL MEDALS (069/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (070/175) _
-- Beat the chapter using only a grenade launcher
|_|
VALUE:
Silver
CAMPAIGN:
Chris' campaign
REQUIREMENT: Complete any chapter while only using a grenade launcher. Both
Chris and Piers get access to this weapon. A player can
still perform melees with the R1/RT button while doing this.
TOTAL MEDALS (070/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (071/175) _
-- Beat the chapter using only physical attacks
|_|
VALUE:
Silver
CAMPAIGN:
Any
REQUIREMENT: Complete any chapter while only using a R1/RT melee attacks.
TOTAL MEDALS (071/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (072/175) _
-- Beat the chapter without the use of physical attacks
|_|
VALUE:
Copper
CAMPAIGN:
Any
REQUIREMENT: Complete any chapter while only using guns to bullet kill enemies.
TOTAL MEDALS (072/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (073/175) _
-- Beat the chapter without reloading
|_|
VALUE:
Silver
CAMPAIGN:
Any
REQUIREMENT: Complete any chapter without reloading a weapon. It's best to use
a character such as Chris, Leon and Sherry since they have a melee
weapon that doesn't need to be reloaded when trying to get this
medal. Jake's bare hands are also good to use to get this medal.
TOTAL MEDALS (073/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (074/175) _
-- Beat the chapter without the use of grenades
|_|
VALUE:
Silver
CAMPAIGN:
Any
REQUIREMENT: Complete any chapter without using any grenades. A player can
still perform melees with the R1/RT button while doing this.
TOTAL MEDALS (074/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (075/175) _
|_|
VALUE:
Silver
CAMPAIGN:
Any
REQUIREMENT: Complete any chapter while only using grenades. A player can
still perform melees with the R1/RT button while doing this.
TOTAL MEDALS (075/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (076/175) _
-- Beat the chapter without using health items
|_|
VALUE:
Copper
CAMPAIGN:
Any
REQUIREMENT: Complete any chapter without using a herb pill or first aid spray.
TOTAL MEDALS (076/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (077/175) _
-- Kill 50 enemies with a knife
|_|
VALUE:
Gold
CAMPAIGN:
Chris and Leon's campaign
REQUIREMENT: Kill a total of 50 enemies with Chris' Combat Knife or Leon's
Survival Knife in any of their campaigns. A player must kill all
50 enemies in one chapter to get this medal.
TOTAL MEDALS (077/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (078/175) _
-- Beat the chapter without picking up any ammo or health items
|_|
VALUE:
Silver
CAMPAIGN:
Any
REQUIREMENT: Complete any chapter without picking up any ammo or healing items.
Skill points can be collected, but don't pick up other items.
TOTAL MEDALS (078/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (079/175) _
-- Beat the chapter without equipping any skills
|_|
VALUE:
Copper
CAMPAIGN:
Any
REQUIREMENT: Complete any chapter without any skills equipped.
TOTAL MEDALS (079/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (080/175) _
-- Destroyed 3 helicopters with the VTOL's barrel gun
|_|
VALUE:
Silver
CAMPAIGN:
Chris, Chapter 4
REQUIREMENT: At the end of CHRIS, CHAPTER 4, play as Chris in the final area
where Chris pilots the VTOL jet then shoot down at least three
helicopters that are flying in the air above the aircraft carrier
to get this medal.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME080] to find the precise area this is in.
VALUE:
Bronze
CAMPAIGN:
Leon, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (086/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (087/175) _
-- Relieved Deborah of her suffering
|_|
VALUE:
Bronze
CAMPAIGN:
Leon, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (087/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (088/175) _
-- Acquired the Simmons Family ring
|_|
VALUE:
Bronze
CAMPAIGN:
Leon, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (088/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (089/175) _
-- Discovered the exit from the underground cavern
|_|
VALUE:
Bronze
CAMPAIGN:
Leon, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (089/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (090/175) _
-- Defeated the B.O.W. lurking in the water
|_|
VALUE:
Bronze
CAMPAIGN:
Leon, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (090/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (091/175) _
-- Piloted the aircraft
|_|
VALUE:
Bronze
CAMPAIGN:
Leon, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (091/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (092/175) _
-- Provided Sherry and Jake backup
|_|
VALUE:
Bronze
CAMPAIGN:
Leon, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (092/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (093/175) _
-- Agreed to fight towards a common goal
|_|
VALUE:
Bronze
CAMPAIGN:
Leon, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (093/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (094/175) _
-- Made it to Quad Tower
|_|
VALUE:
Bronze
CAMPAIGN:
Leon, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (094/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (095/175) _
Parted ways with Ada once again
|_|
VALUE:
Bronze
CAMPAIGN:
Leon, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (095/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (096/175) _
-- Sent Derek to his grave
|_|
VALUE:
Copper
CAMPAIGN:
Leon, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (096/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (097/175) _
-- Returned to the fight after 6 months
|_|
VALUE:
Bronze
CAMPAIGN:
Chris, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (097/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (098/175) _
-- Saved a valuable hostage
|_|
VALUE:
Bronze
CAMPAIGN:
Chris, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (098/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (099/175) _
-- Escaped from a building being bombed
|_|
VALUE:
Bronze
CAMPAIGN:
Chris, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (099/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (100/175) _
-- Provided cover while Finn set the bombs
|_|
VALUE:
Bronze
CAMPAIGN:
Chris, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (100/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (101/175) _
-- Gained control of the bridge
|_|
VALUE:
Bronze
CAMPAIGN:
Chris, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (101/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (102/175) _
-- Neutralized 3 anti-aircraft guns
|_|
VALUE:
Bronze
CAMPAIGN:
Chris, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (102/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (103/175) _
-- Shot down the helicopter
|_|
VALUE:
Bronze
CAMPAIGN:
Chris, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (103/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (104/175) _
-- Avenged your fallen comrades
|_|
VALUE:
Bronze
CAMPAIGN:
Chris, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (104/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (105/175) _
-- Infiltrated the aircraft carrier
|_|
VALUE:
Bronze
CAMPAIGN:
Chris, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (105/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (106/175) _
-- Witnessed Ada's end
|_|
VALUE:
Bronze
CAMPAIGN:
Chris, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (106/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (107/175) _
-- Saw an unavoidable nightmare
|_|
VALUE:
Bronze
CAMPAIGN:
Chris, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (107/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (108/175) _
-- Saved Sherry and Jake
|_|
VALUE:
Bronze
CAMPAIGN:
Chris, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (108/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (109/175) _
-- Escaped from the giant B.O.W.
|_|
VALUE:
Bronze
CAMPAIGN:
Chris, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (109/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (110/175) _
-- Said farewell to your partner
|_|
VALUE:
Copper
CAMPAIGN:
Chris, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (110/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (111/175) _
-- Made a promise with your partner
|_|
VALUE:
Bronze
CAMPAIGN:
Jake, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (111/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (112/175) _
-- Escaped from a collapsing building
|_|
VALUE:
Bronze
CAMPAIGN:
Jake, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (112/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (113/175) _
-- Teamed up with the BSAA in the square
|_|
VALUE:
Bronze
CAMPAIGN:
Jake, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (113/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (114/175) _
-- Recovered all the lost data
|_|
VALUE:
Bronze
CAMPAIGN:
Jake, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (114/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (115/175) _
-- Escaped the avalanche on snowmobile
|_|
VALUE:
Bronze
CAMPAIGN:
Jake, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (115/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (116/175) _
-- Defeated Ustanak with the drill
|_|
VALUE:
Bronze
CAMPAIGN:
Jake, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (116/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (117/175) _
-- Successfully escaped captivity
|_|
VALUE:
Bronze
CAMPAIGN:
Jake, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (117/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (118/175) _
-- Reunited with your partner
|_|
VALUE:
Bronze
CAMPAIGN:
Jake, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (118/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (119/175) _
-- Evaded the tank's attacks
|_|
VALUE:
Bronze
CAMPAIGN:
Jake, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (119/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (120/175) _
-- Avoided the helicopter's attacks
|_|
VALUE:
Bronze
CAMPAIGN:
Jake, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (120/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (121/175) _
-- Lit the approaching B.O.W. on fire
|_|
VALUE:
Bronze
CAMPAIGN:
Jake, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (121/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (122/175) _
-- Defeated Ustanak with Leon and Helena
|_|
VALUE:
Bronze
CAMPAIGN:
Jake, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (122/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (123/175) _
-- Escaped from the underwater facility
|_|
VALUE:
Bronze
CAMPAIGN:
Jake, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (123/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (124/175) _
-- Landed the finishing blow to Ustanak
|_|
VALUE:
Bronze
CAMPAIGN:
Jake, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (124/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (125/175) _
-- Upheld your promise to your partner
|_|
VALUE:
Copper
CAMPAIGN:
Jake, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (125/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (126/175) _
-- Acquired information about Jake
|_|
VALUE:
Bronze
CAMPAIGN:
Ada, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (126/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (127/175) _
-- Outran the incoming flood of water
|_|
VALUE:
Bronze
CAMPAIGN:
Ada, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (127/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (128/175) _
-- Escaped from the sinking submarine
|_|
VALUE:
Bronze
CAMPAIGN:
Ada, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (128/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (129/175) _
-- Acquired Simmons' ring
|_|
VALUE:
Bronze
CAMPAIGN:
Ada, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (129/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (130/175) _
-- Gave Simmons' ring to Leon
|_|
VALUE:
Bronze
CAMPAIGN:
Ada, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (130/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (131/175) _
-- Obtained information about your doppelganger
|_|
VALUE:
Bronze
CAMPAIGN:
Ada, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (131/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (132/175) _
-- Experienced a little taste of China
|_|
VALUE:
Bronze
CAMPAIGN:
Ada, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (132/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (133/175) _
-- Witnessed an airplane crash
|_|
VALUE:
Bronze
CAMPAIGN:
Ada, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (133/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (134/175) _
-- Saved Sherry from the attacking B.O.W.
|_|
VALUE:
Bronze
CAMPAIGN:
Ada, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (134/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (135/175) _
-- Shook off the BSAA tail
|_|
VALUE:
Bronze
CAMPAIGN:
Ada, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (135/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (136/175) _
-- Witnessed your own death
|_|
VALUE:
Bronze
CAMPAIGN:
Ada, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (136/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (137/175) _
-- Faced your own destiny
|_|
VALUE:
Bronze
CAMPAIGN:
Ada, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (137/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (138/175) _
-- Approached Quad Tower from the outside
|_|
VALUE:
Bronze
CAMPAIGN:
Ada, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (138/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (139/175) _
-- Jumped off the 80th floor
|_|
VALUE:
Bronze
CAMPAIGN:
Ada, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (139/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (140/175) _
-- Settled things once and for all
|_|
VALUE:
Copper
CAMPAIGN:
Ada, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
TOTAL MEDALS (140/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (141/175) _
-- Killed 3 zombies hiding on the rooftop
|_|
VALUE:
Copper
CAMPAIGN:
Leon, Chapter 1
REQUIREMENT: While in the Gun Shop after the Stagla Gas Station in LEON,
CHAPTER 1, zombies will be hiding on the rooftops of the outside
area. Shoot at least three of these zombies to get this medal at
the end of the chapter. These can be shot in the lower area of
the Gun Shop, on the upper floors and while inside the bus!
Here a few rooftop zombies (there are a few more than this):
o While in the Gun Shop, look out the window that is across from the front
counter to see a zombie on the rooftop of the building across the street.
o While in the Gun Shop, look out the window that is across from the front
counter to see a zombie on a lower walkway of the building across the from
the window. Even though this one isn't on the rooftop, it still counts
toward this medal.
o While in the Gun Shop, move over to the side with several windows and look
out the left window. There is a zombie that can barely be seen on the
rooftop across from the window. He is very dark because he is so far. Shoot
him.
Video Link: http://www.youtube.com/watch?v=jOdbIeq9D8A
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME141] to find the precise area this is in.
TOTAL MEDALS (141/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (142/175) _
-- Killed all enemies in front of the cathedral
|_|
VALUE:
Copper
CAMPAIGN:
Leon, Chapter 2
REQUIREMENT: While Leon and Helena are in front of the Cathedral in LEON,
CHAPTER 2, check the door to make the civilian come to the door
and then several waves of zombies will spawn around the area.
Stay and fight all the zombies until they stop spawning. Do not
enter the cathedral until all zombies are killed to get this
medal.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME142] to find the precise area this is in.
TOTAL MEDALS (142/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (143/175) _
-- Saved one or more survivors in the cathedral
|_|
VALUE:
Copper
CAMPAIGN:
Leon, Chapter 2
REQUIREMENT: This is done while fighting the Lepotitsa creature toward the end
of LEON, CHAPTER 2. To save civilians during the fight, the
Lepotitsa must be killed quickly. Lay down remote bombs and
detonate them when the Lepotitsa runs over them then melee the
creature and lay down another remote bomb near him then detonate
it. A player can literally trap the Lepotitsa with remote bomb
explosions if your character has enough.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME143] to find the precise area this is in.
TOTAL MEDALS (143/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (144/175) _
-- Stopped the flames without your partner's help
|_|
VALUE:
Copper
CAMPAIGN:
Leon, Chapter 3
REQUIREMENT: You must play as Leon in LEON, CHAPTER 3 in order to get this.
The zombie that turns the crank that makes the flames shoot across
the bridge must be killed without boosting Helena up to the tunnel
above the bridge. In order to kill the zombie, Leon needs to
stand in front of the left railing of the bridge and toss an
incendiary grenade over to the walkway to the right of the bridge.
This incendiary grenade must hit the zombie that is turning the
crank in order to get this medal.
Video Link: http://www.youtube.com/watch?v=n24Y3IKJph4
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME144] to find the precise area this is in.
TOTAL MEDALS (144/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (145/175) _
-- Blew up all the fuel tanks at the crash site
|_|
VALUE:
Copper
CAMPAIGN:
Jake, Chapter 4 and Jake, Chapter 4
REQUIREMENT: During the crossover segment with Jake, Sherry, Leon and Helena
while at the Airplane Crash Site, get on top of the surrounding
crates and push off all the metal crates full of fuel tanks and be
sure to shoot all the fuel tanks in the area. Some of the metal
crates are only accessible after Sherry drives the bus through the
side of the back of the area.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME145-1] or [ME145-2] to find the precise area this is in.
TOTAL MEDALS (145/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (146/175) _
-- Put a B.O.W.'s hand into the microwave
|_|
VALUE:
Copper
CAMPAIGN:
Chris, Chapter 4 and Leon, Chapter 4
REQUIREMENT: During CHRIS, CHAPTER 4 while in the Rear Hangar or LEON CHAPTER 4
while in the Marketplace Maze, grab a Rasklapanje's hand with the
VALUE:
Copper
CAMPAIGN:
Chris, Chapter 2 and Jake, Chapter 1
REQUIREMENT: While in the area In Front of City Hall where Finn must set off
three explosives to destroy anti-aircraft guns in CHRIS, CHAPTER 2
or JAKE, CHATER 1, an Ogroman will attack the characters while
they are leaving from the middle building rooftop. This Ogroman
does not have his growth sticking out of his back, so get up on a
building and stun him by shooting him in the mouth then hop on his
back with the melee button while on a building then shake the left
thumbstick (and right thumbstick) to pull the red growth out of
his back and reveal his weak point to get this medal.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME150-1] or [ME150-2] to find the precise area this is in.
TOTAL MEDALS (150/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (151/175) _
-- Killed a paratrooper enemy in mid-air
|_|
VALUE:
Copper
CAMPAIGN:
Chris, Chapter 2
REQUIREMENT: While Chris and Piers wait for Finn to bring the injured soldier
from Alpha Team up to the top of the Steel Beast bridge, a player
must kill one of the paratroopers that parachute out of the
helicopter in the air when they start to parachute downward. Aim
at their parachutes and blast the parachute to put holes in it and
make the J'avo fall to the ground and kill it to get credit for
this medal.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME151] to find the precise area this is in.
TOTAL MEDALS (151/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (152/175) _
-- Slid down the slide
|_|
VALUE:
Copper
CAMPAIGN:
Chris, Chapter 3 and Ada, Chapter 3
REQUIREMENT: While in the playground area of Poisawan in CHRIS, CHAPTER 3 or
ADA, CHAPTER 3, find the yellow slide and climb up to the top of
it then stand facing it from the top to get a X/A button command.
Press the button to make your character slide down the slide in
their own unique way. Chris, Piers and Ada can all get this
hidden command.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME152-1] or [ME152-2] to find the precise area this is in.
TOTAL MEDALS (152/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (153/175) _
-- Beat Leon and Helena in the race
|_|
VALUE:
Copper
CAMPAIGN:
Chris, Chapter 3
REQUIREMENT: During CHRIS, CHAPTER 3, while in the Medical Research Facility,
get to the elevator before Leon and Helena and ride it to the top
Copper
CAMPAIGN:
Chris, Chapter 4
REQUIREMENT: This can be received by playing as either Chris or Piers during
the final segment of CHRIS, CHAPTER 4. When Chris lets Piers off
onto the aircraft carrier, the Piers player must reach the virus
missile in less than three minutes.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME155] to find the precise area this is in.
TOTAL MEDALS (155/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (156/175) _
-- Killed 3 enemies with gatling guns
|_|
VALUE:
Copper
CAMPAIGN:
Chris, Chapter 5
REQUIREMENT: This is best done on CHRIS, CHAPTER 5 while playing as Piers. In
the Cargo Bay area where Chris tosses Piers across the gap and
Chris goes below, there are two gatling gun turrets in the upper
floor of the Cargo Bay. Pull the lever to stop the fan for Chris
then DON'T pull the second lever. Neo-Umbrella J'avo will spawn
in the room and attack with the gatling gun turrets, sniper rifles
and rocket launchers. They will continue to respawn as long as
Chris stays occupied so leave him below - he will keep repeating
the same line so mute the TV if needed.
Kill off all J'avo with sniper rifles and rocket launchers and
kill off any J'avo that tries to use either gatling gun. The
gatling guns both face away from the J'avo, so try to lure J'avo
out toward the section of the Cargo Bay in front of the gatling
guns and quickly run behind a gatling gun turret then fire at
them. Lure out and kill three Neo-Umbrella J'avo to receive this
medal at the end of the chapter. It's best to have the difficulty
set to amateur to avoid frustration since rocket launcher J'avo
will constantly respawn and fire rockets from the upper walkway.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME156] to find the precise area this is in.
TOTAL MEDALS (156/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (157/175) _
-- Killed more enemies than Jake and Sherry (1)
|_|
VALUE:
Copper
CAMPAIGN:
Chris, Chapter 5
REQUIREMENT: In CHRIS, CHAPTER 5, while in the Lower Level Lift Area, kill more
J'avo than Jake and Sherry while riding the lift upwards in order
to get this medal.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME157] to find the precise area this is in.
TOTAL MEDALS (157/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (158/175) _
-- Discovered the hidden storage room
|_|
VALUE:
CAMPAIGN:
Copper
Jake, Chapter 1
REQUIREMENT: When Jake and Sherry jump through a window and enter the building
that leads to the warehouse, they will enter a bathroom area off
to the left down the hall up ahead. Jake must boost Sherry and
up toward the hole in the ceiling at the far end of the bathroom
in order to get this medal. You do not need to play as Sherry in
order to receive this medal. There is a herb pickup and a chest
with skill points up above. There is also a serpent emblem across
from this area.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME158] to find the precise area this is in.
TOTAL MEDALS (158/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (159/175) _
-- Wiped out all enemies around the cabin
|_|
VALUE:
Copper
CAMPAIGN:
Jake, Chapter 2
REQUIREMENT: When Jake and Sherry start out in the Cabin area in JAKE, CHAPTER
2, J'avo will surround the cabin and attack from outside. Kill
off all the J'avo that surround the cabin. Stand in the building
and shoot the J'avo that are on the outside when the wall is blown
open and kill them all before leaving to get this medal.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME159] to find the precise area this is in.
TOTAL MEDALS (159/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (160/175) _
-- Beat the cave area without killing any enemies (excluding Ustanak)
|_|
VALUE:
Copper
CAMPAIGN:
Jake, Chapter 2
REQUIREMENT: In JAKE, CHAPTER 2, get through the first cave section and the
upcoming cave sections without killing any of the Okos to get this
medal. This is not as hard as you would think.
o Mining Cave 1 - Allow the first Oko to turn and fly along the walkway and
follow behind it. When it turns and sees the characters, rush to the end of
the walkway and fall off the ledge to the left then quickly hide in the red
container below to avoid Ustanak.
o Mining Cave 2 - Fire a handgun shot once to alert Ustanak then hide in the
red container. When Ustanak leaves, get out of the dumpster and fire another
shot to alert him then hide inside the red container again. Ustanak will
leave the area at that time. Follow the first Oko all the way to the end of
the cave tunnel while behind it. It will turn and see your character at the
end, so quickly fall down the ledge and then run toward the metal container
at the end of the cave tunnel then use the partner assist command to push it.
o Mining Cave 3 - Walk over to the
ladder. Wait for the Oko in the
and run to the corridor directly
eventually, so run to the stairs
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME160] to find the precise area this is in.
ID Medal 06 - This ID medal is dropped from one of the J'avo that attack at the
end of the second floor hallway. They will be on the walkway of
the room with the golden statue.
ID Medal 07 - After dropping down to the statue room, one of the J'avo that
stands by the back set of double doors will drop this emblem once
defeated.
ID Medal 08 - Enter the Bar Room after stepping into the Hidden Hallway and a
group of J'avo will attack from the top floor. Defeat the J'avo
and eventually they will start to hop down from above and one
will drop this ID Medal.
ID Medal 09 - Enter the Bar and walk over to the piano then interact with it to
have your character play it. A plaque with an ID Medal will rise
up out of the top of the piano.
ID Medal 10 - This is on a plaque above the fireplace in the Family Room across
the hall from the Bar.
ID Medal 11 - A wave of J'avo will exit from the Bar Room and enter the Family
Room and attack the characters. One of the J'avo will drop this.
Around three waves will attack in full. They seem to only attack
once players enter the Family Room.
ID Medal 12 - This ID Medal is in the water of the fountain with the seahorse
along the side of it through the glass doors of the Hidden
Hallway.
ID Medal 13 - While in the Pool Room, step into the pink water and climb up
under the back arch to find this ID Medal in the water up under
the bull statue.
ID Medal 14 - In the Pool Room, push the crate up the stairs away from the
glass door to the left of the bull statue and this medal will be
under it.
ID Medal 15 - Step into the Break Room through the glass door on the opposite
side of the Pool Room and fight off the J'avo that attack from
the back of the room (hallway) and one of them will drop this
medal. If the J'avo don't attack in the Break Room, enter the
Library and they should be in there.
ID Medal 16 - While in the Break Room, destroy the golden urn in the room to
get a remote bomb. Place the remote bomb beside the left set of
sofas and the table and then detonate it from a safe distance.
This ID medal is below the left table, so grab it after
destroying the table.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME162] to find the precise area this is in.
TOTAL MEDALS (162/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (163/175) _
-- Personally finished off the helicopter pilot
|_|
VALUE:
Copper
CAMPAIGN:
Jake, Chapter 4
REQUIREMENT: This is actually a trophy/achievement also (Hard Choice). During
Napads to break the three doors along the corridor that leads to
the water that Ada needs to drop to. The Napads can break the
doors with any of their attacks. The three doors will count as
three "walls".
In the lab area, Napads will bust out of Chrysalids. Allow the
Napads in that room to break the double doors that lead back to
the room with the lift (this is across from the exit door) by
leading them toward doors then get them to attack the doors and
break them.
Breakable Walls List:
o
o
o
o
o
4
1
1
3
1
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME169] to find the precise area this is in.
TOTAL MEDALS (169/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (170/175) _
-- Used a B.O.W.'s attacks to kill all zombies in the area
|_|
VALUE:
Copper
CAMPAIGN:
Ada, Chapter 3
REQUIREMENT: While Ada is in the Marketplace of ADA, CHAPTER 3, she must lead
Ubistvo (chainsaw boss) around the area so that he kills all the
crawling zombies that spawn during the fight with him. The
zombies that are in the area before the fight with him do not
count, so kill them off. Pick up the key in the area and do not
kill the zombie that attack and then head toward the door to make
Ubistvo attack Ada. Lead him around to the crawling zombies in
the area and have him kill off the zombies with his attacks.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME170] to find the precise area this is in.
TOTAL MEDALS (170/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (171/175) _
-- Killed more enemies than Jake and Sherry (2)
|_|
VALUE:
Copper
CAMPAIGN:
Ada, Chapter
REQUIREMENT: While Ada is
have to help
while moving
more enemies
3
in the Stilt Housing Area in ADA, CHAPTER 3, she will
Jake and Sherry as they fight off J'avo and Ubistvo
down the river. Use the sniper rifle to kill off
than Jake and Sherry to receive this medal.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME171] to find the precise area this is in.
TOTAL MEDALS (171/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (172/175) _
-- Killed off your imperfect doppelganger
|_|
VALUE:
Copper
CAMPAIGN:
Ada, Chapter 4
REQUIREMENT: During the Aircraft Carrier Interior portion of ADA, CHAPTER 4
kill off all the Carla Spore Ss throughout the rooms before
reaching the Carla boss fight to receive this medal. To kill a
Carla Spore S, wait for it to form a bubble on its body then shoot
the bubble to burst it and set the creature up for melee. Melee
the Carla Spore S at that time to kill it.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME172] to find the precise area this is in.
TOTAL MEDALS (172/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (173/175) _
-- Cleared the chapter without being spotted by the enemy
|_|
VALUE:
Copper
CAMPAIGN:
Ada, Chapter 4
REQUIREMENT: While on the Bridge area of the aircraft carrier in ADA, CHAPTER
4, sneak through the entire area without getting spotted by J'avo
or searchlights to get a trophy/achievement (Sneaking Around) and
this medal. Use stealth kills and stay out of the path of
searchlights.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME173] to find the precise area this is in.
TOTAL MEDALS (173/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (174/175) _
-- Protected Leon and Helena
|_|
VALUE:
Copper
CAMPAIGN:
Ada, Chapter 5
REQUIREMENT: At the beginning of Ada's Chapter 5, Ada is inside a helicopter
and Leon and Helena are on the street below her. Use the
helicopter's guns to kill all the zombies that surround Leon and
Helena and prevent both characters from getting hit by a zombie to
get this medal. If one of the character's dodges or has to push a
zombie, restart and try again. That is considered a "hit". Keep
Leon and Helena from getting hit until they run over to the alley
to receive this medal at the end of the chapter.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME174] to find the precise area this is in.
TOTAL MEDALS (174/000)
------------------------------------------------------------------------------CAMPAIGN MEDAL (175/175) _
-- Rescued Leon from becoming B.O.W. chow
|_|
VALUE:
Copper
CAMPAIGN:
Ada, Chapter 5
REQUIREMENT: While fighting Simmon's T-rex form while Ada is in the helicopter,
allow Simmons to perform his bite attack to Leon and get Leon in
his mouth - Simmons will hold his head up into the air when a
character is in his mouth. While Leon is in T-rex Simmons' mouth,
quickly fire one of the helicopter's missiles at Simmons to make
him drop Leon. This is best done in the very first fight with Trex Simmons since both Leon and Helena start out right near him.
Simmons is also least aggressive during the first fight and he
will mainly attack Leon and Helena if Ada doesn't shoot at him.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME175] to find the precise area this is in.
TOTAL MEDALS (175/000)
------------------------------------------------------------------------------___
___
___
___
___
___
___
___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
[TM00]
===============================================================================
S E C T I O N X
- - - - - - - - - ___
__ __
_
/ \
| \/ |
(_)
|
| ___
| \ / | ___ _ __ ___ ___ _ __
__ _ _ __ _ ___ ___
\___/ / \
| |\/| | / _ \| '__|/ __|/ _ \| '_ \ / _` || '__|| | / _ \/ __|
___ |
|
| | | || __/| | | (__| __/| | | || (_| || | | || __/\__ \ / \ \___/
|_| |_| \___||_| \___|\___||_| |_| \__,_||_| |_| \___||___/ |
|
\___/
===============================================================================
The Mercenaries section of this guide will always be located in a separate
guide on GameFAQs for the purpose of making this current guide shorter. This
section is here to simply give you a link to The Mercenaries information.
Resident Evil 6 - The Mercenaries Guide on GameFAQs:
http://www.gamefaqs.com/ps3/605603-resident-evil-6/faqs/65111
Also, visit my youtube page for my latest RE6 Mercenaries videos:
http://www.youtube.com/BerserkerSTARS
___
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___
___
___
___
___
___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
[AH00]
===============================================================================
S E C T I O N X I
___
___
- - - - - - - - - - / \
/ \
_
_
_
_ |
| ___ |
|
/\
| | | | | |
| | \___/ / \ \___/
/ \
__ _ ___ _ __ | |_ | |__| | _ _ _ __ | |_
|
| ___
/ /\ \ / _` | / _ \| '_ \ | __| | __ || | | || '_ \ | __|
\___/ / \
/ ____ \| (_| || __/| | | || |_ | | | || |_| || | | || |_
___ |
|
/_/
\_\\__, | \___||_| |_| \__| |_| |_| \__,_||_| |_| \__|
/ \ \___/
__/ |
AGENT HUNT MODE |
|
========= |___/ ================================================== \___/ ======
The Agent Hunt Mode section of this guide will always be located in a separate
guide on GameFAQs for the purpose of making this current guide shorter. This
section is here to simply give you a link to the Agent Hunt information.
Resident Evil 6 - Agent Hunt Mode Guide on GameFAQs:
http://www.gamefaqs.com/ps3/605603-resident-evil-6/faqs/65326
___
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___
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___
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___
___
___
___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
[EE00]
===============================================================================
S E C T I O N X I I
- - - - - - - - - - - ___
___
___
___
______ _
/ \
/ \
/ \
/ \
| ____|| |
___ |
| ___ |
| ___ |
| ___ |
| ___
| |__ | |_ ___
/ \ \___/ / \ \___/ / \ \___/ / \ \___/ / \
| __| | __| / __|
|
| ___ |
| ___ |
| ___ |
| ___ |
|
| |____ | |_ | (__ _ \___/ / \ \___/ / \ \___/ / \ \___/ / \ \___/
|______| \__| \___| (_)
|
|
|
|
|
|
|
|
\___/
\___/ EVERY \___/ THING \___/ ELSE
===============================================================================
*******************************************************************************
UPDATES
*******************************************************************************
11/05/12 - Version .65
Only the Chris and Jake portion of the campaign is finished so far. Every other
section needs a lot more work. I'm not happy with the Basics section at this
time, so that will probably change much later. I might just rewrite the whole
section, since much of it is taken from my RE6 demo guide. I removed a BUNCH
of sections from this FAQ because I was unhappy with it at the moment from lack
of time to work on them. I'll add much, much more in the next few weeks.
11/08/12 - Version .65
Leon's first two chapters are now complete. I added some extra sections for
Jake that I was missing last time also. A few corrections were made here and
there. I'll try to get the rest of Leon's chapters finished by the weekend.
11/13/12 - Version .80
Leon's entire campaign is now finished! I'll get to Ada's campaign shortly,
but I might take a while longer with hers.
11/20/12 - Version 1.0
Ada's campaign is now finished. All campaigns are now done and therefore I'll
mark this guide complete. I'll make a full Serpent Emblem List and Treasure
List by the next update. Many more sections for this guide to follow soon
also.
11/27/12 - Version 1.1
A full serpent emblem list is now below the walkthrough section. There is a
full list of melees per character along with extra melees in the basics
section. I'll have more sections to come soon!
I'll have an Agent Hunt mode section by next time. The Mercenaries section
will ALWAYS remain separate from this guide. I am not combining the two like I
did with RE5 because I think it looks tacky to have so much content together.
If you don't like that, well then... get used to it! >:) I may possibly make
the Agent Hunt section separate - just have to see how it looks when I'm
finished.
12/03/12 - Version 1.15
Alright, the Agent Hunt mode section was canned for the campaign guide because
I made a separate guide out of it that is now up on GameFAQs.com right now, so
go and spam it with recommends!
A Dog Tags section was added but only the Titles are filled out for now. I'll
add the Templates and Emblems in the next update. They shouldn't be NEAR as
much of a problems as those titles were. Gah!
I added a mention of how you can stand by the first Chrysalid wall and it won't
fall on the Escape Corridor in Chris' Chapter 5 campaign and I added a mention
of a hidden medal for shooting at the first J'avo that holds two civilians at
gunpoint in Chris' Chapter 1 campaign. I think I made a few corrections here
and there too.
12/04/12 - Version 1.15
Finished up the rest of the Dog Tags section. Templates and Emblems are now
up. Emblems are basically Trophy/Achievements, so that is the
Trophy/Achievements section also. Hoo-ah! More sections coming soon. Medals
might come last, but I will have a whole list of ALL of them. I may make a
separate FAQ for them or some sort of Records FAQ or something.
I'm correcting many things in this guide as I update it. If you find ANY
mistakes then message me about them. Whenever I see an error, I go all
"OMG,NOTINMYRE6FAQPAL!1" and correct that imperfection that dares to mislead my
reader. I want this FAQ to be PERFECT!
12/05/12 - Version 1.20
Campaign Skill List and Ranking Information was added to the Basics section.
Each chapter now has ranking info listed along with it. I added an extra tip
for meleeing J'avo while they are mutating an appendage. I also fixed up the
title for the guide a bit more. The words are from the Resident Evil 6
commercial that plays on TV.
I'll try my best to get this full campaign walkthrough completed by this
weekend. RE6 Mercenaries is calling me more and more... and that RE6 Mercs
guide needs some HEAVY updating - practically a rewrite for everything besides
Basics.
12/10/12 - Version Kev (first almost complete version)
Alright, everything is just about done for this guide. I'll declare it
finished for now, but I still want to add more at a later time. There is a
Weapons section and an Enemies section now. I updated a few areas of the guide
for grammar and some additional content here and there in the walkthrough. The
Enemies section and Titles section of the Dog Tags section are still
incomplete. Once I add some Records info, I will get back to them.
I will add a Records section eventually. I'm trying to decide whether I want
Added Agent's melees to the melee section. Also added a mention of Leon and
Chris's extra melee with both of their knives to the melee section - it's
basically just a quick stab with both of them.
*******************************************************************************
CONTACT INFO
[CI00]
*******************************************************************************
I can be reached at my email address, which is berserker_kev(at)yahoo.com, so
please contact me if you have any questions, comments, etc. Replace the (at)
with @. I don't mind receiving emails at all. Don't add me to your Yahoo
Messenger though; I use Yahoo Messenger only for close friends.
You can contact me through Xbox or PSN. I'm online nearly all the time. Don't
send a friend request though.
Xbox LIVE Gamertag: Berserker Kev
PSN:
Berserker_Kev
I do have a few guidelines however:
1) Give me a subject in the email, preferably one including the name of the
game. An actual subject looks damn sexy in my inbox compared to an
unattractive blank subject line.
2) Read the guide over and make sure that your question is not already
answered.
3) Please speak in English and attempt to use some correct grammar. This is in
no way meant to offend those that cannot speak English well. I have spoken
with some readers that claim they cannot speak English when, in fact, they
speak better English then some Americans. So basically if you "try" to talk
to me then that is good enough. :)
And last, but not least, if you found this walkthrough helpful, an email would
be most appreciated. It is very true that I write these guides as a hobby, but
just that little email that lets me know that I have helped someone always
makes me feel special for about five minutes. Don't worry, I won't tell anyone
on the gaming boards that you used a guide. ;)
If you have a youtube account, you could also give me a subscription on
youtube. I promise to keep you entertained with plenty of Chris Redfield
action!
www.youtube.com/BerserkerSTARS
*******************************************************************************
ABOUT ME
[AM00]
*******************************************************************************
My name is Kevin Hall. I'm 32 years old and live in the US, in a small town in
Mississippi. Ever since I was really young, I have been a huge fan of video
games since I was first introduced to them via the Atari 2600 and NES 8-bit.
My favorite gaming series is the Resident Evil series followed closely by the
Castlevania series. I'm a complete horror gaming junkie - survival horrors are
my main cup of tea. Capcom is my favorite video game company. They hardly
ever let me down when it comes to games with plenty of replay value.
"My Chris will FAQ you up!"
I have been deeply involved in the Resident Evil Mercenaries community ever
since the release of Resident Evil 5 in March 2009. The Mercs portion of RE5
hit me like no other mini game has before and I've spent the past few years
fully dedicated to it for the most part. I'm pretty well known for using only
Chris Redfield in RE5 Mercs and continue to do so in other games. Why? Chris
Redfield has always been my favorite RE character and I'm biased when it comes
to my selected character!
My known aliases are Berserker or Berserker Kev. Many people call me "Kev" and
I've also gained the nickname "Kevo" from the Mercs community.
--------------------------------------------------------------------------------> My Youtube page:
Videos with RE5 Mercs Chris Redfield gameplay and videos for plenty of other
games that I have worked on can be found on my youtube page.
www.youtube.com/BerserkerSTARS
--------------------------------------------------------------------------------> Berserker: Tear Through the Game (My Gaming Blog)
My own site with game reviews, discussions of my guides (some), and random
thoughts about video games. Feel free to post up some comments on the blog. I
don't bite... well not that much... and not too viciously...
http://berserkersblog.blogspot.com
--------------------------------------------------------------------------------> IGN FAQ Writer of the Month interviews:
July 2005
- http://faqs.ign.com/articles/637/637797p1.html
December 2008 - http://faqs.ign.com/articles/941/941068p1.html
--------------------------------------------------------------------------------> My other work can be found at both IGN and GameFAQs.
IGN
- http://club.ign.com/b/contrib?username=berserker_kev&which=faqs
GameFAQs - http://www.gamefaqs.com/features/recognition/21400.html?type=1
--------------------------------------------------------------------------------> My ResidentEvil.net info (www.residentevil.net)
o Username: Berserker
[Xbox site username]
https://www.residentevil.net/en/xbox/o30663.html
o Username: Berserker Kev [PS3 site username]
https://www.residentevil.net/en/playstation/o219148.html
*******************************************************************************
COPYRIGHT
*******************************************************************************
This document Copyright 2012-2013 Kevin Hall (Berserker)
Resident Evil 6 Copyright 2012 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