Professional Documents
Culture Documents
Resident Evil 6
Resident Evil 6
-- Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS01]
-- Gameplay Basics . . . . . . . . . . . . . . . . . . . . . . . . . . [BS02]
-- Melee Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS03]
-- Character Melee List . . . . . . . . . . . . . . . . . . . . . . . [BS04]
-- Campaign Skill List . . . . . . . . . . . . . . . . . . . . . . . . [BS05]
-- Ranking Information . . . . . . . . . . . . . . . . . . . . . . . . [BS06]
-- Templates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [DT01]
-- Emblems/Trophies/Achievements . . . . . . . . . . . . . . . . . . . [DT02]
-- Titles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [DT03]
-- Handguns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE01]
-- Shotguns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE02]
-- Sniper Rifles . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE03]
-- Machine Pistols . . . . . . . . . . . . . . . . . . . . . . . . . . [WE04]
-- Assault Rifles . . . . . . . . . . . . . . . . . . . . . . . . . . [WE05]
-- Magnums . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE06]
-- Explosive Weapons . . . . . . . . . . . . . . . . . . . . . . . . . [WE07]
-- Melee Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE08]
-- Explosives . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE09]
-- J'avo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [EN01]
-- Glava Mutations . . . . . . . . . . . . . . . . . . . . . . . . . . [EN02]
-- Noga Mutations. . . . . . . . . . . . . . . . . . . . . . . . . . . [EN03]
-- Ruka Mutations. . . . . . . . . . . . . . . . . . . . . . . . . . . [EN04]
-- Telo Mutations. . . . . . . . . . . . . . . . . . . . . . . . . . . [EN05]
-- Chrysalid Mutations . . . . . . . . . . . . . . . . . . . . . . . . [EN06]
-- B.O.W.s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [EN07]
-- Zombies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [EN08]
-- Animals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [EN09]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
___
/ \ [IN00]
___ | | ___
=========================================================== / \ \___/
/ \
___ | | ___ | |
SECTION I / \ \___/ / \ \___/
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_____ _ / \ / \ \___/ / \ \___/ / \
|_ _| || ___ | | ___ | | ___ | | ___ | |
| | _ __ | |_ _ __ ___ / \ \___/ / \ \___/ / \ \___/ / \ \___/
| | | '_ \ | __|| '__|/ _ \| | ___ | | ___ | | ___ | |
_| |_ | | | || |_ | | | (_) |\___/ / \ \___/ / \ \___/ / \ \___/
|_____||_| |_| \__||_| \___/ ___ | | | | | |
/ \ \___/ \___/ \___/ INTRODUCTION
============================= | |
=========================================
\___/
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - I N T R O - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Welcome to my Resident Evil 6 guide, fellow action horror gamer!
- Berserker
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
\_ 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!
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.
o Update to camera options. Under "Other" the following camera options may now
be adjusted:
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 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 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.
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
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 4 HD
http://www.gamefaqs.com/xbox360/625523-resident-evil-4-hd/faqs/63034
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-in-
nightmares/faqs/59192
-- RE5 Desperate Escape
http://www.gamefaqs.com/ps3/991006-resident-evil-5-desperate-escape/faqs/59292
______________
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]
-------------------------------------------------------------------------------
GAMEPLAY BASICS
-------------------------------------------------------------------------------
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
================
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:
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:
--------------------------
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
============
==================
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!
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.
.--------------------------------.
| 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]
-------------------------------------------------------------------------------
MELEE BASICS
-------------------------------------------------------------------------------
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
================
The Melee Button
================
The button to activate the majority of all melees in RE6 is the R1/RT button.
Each character can perform a melee combo by tapping the R1/RT button twice.
There are also several enemy stun types that will cause a player to activate a
finishing melee while standing near the enemy. See the "Stun Types" section
below.
============
Combat Gauge
============
Every character has a combat gauge with five blocks worth of stamina below
their life bar. This represents how many times they can use certain moves
before they have to recharge their stamina. Most melees take off one bar of
the stamina gauge. Some melees take off more than one bar (Jake's melee combo
and Leon's Wing Shooter quick shot combo).
Once the melee bar is fully used up, your character will enter a tired state
and be forced to recharge stamina as they hold their chest. At that time, your
character cannot run or use most melees. The only melee that your character
can perform while tired is a weak kick with the melee button.
When not in use, the melee gauge will recharge. It will recharge depending on
what action your character is currently performing. Using a herb pill will
instantly recharge the stamina gauge.
.--------------------------------------------------.
| Combat Gauge Recharge |
|==================================================|
| Run/use melee | no charge |
| Walk | slow charge |
| Stand still while standing | normal charge |
| Stand still in prone position | fast charge |
| Herb pill usage | instant recharge |
'--------------------------------------------------'
==========
Stun Types
==========
This is a listing of all the enemy stun types in Resident Evil 6 along with
some tips on how to activate them. RE6 has the same leg stun and arm stum
animations that can be activated from shooting an enemy in the leg or arm a few
times, but the melee that results from the stun is the same for both types of
stuns and I call this stun type a "Light Stun". A leg or arm stun is now
harder to get and there are a variety of other stuns that yield the same melee
prompt. There is now a stun type that makes the enemy stagger for longer than
a light stun and I refer to this type of stun as "Heavy Stun". I referred to
them this way in my RE6 demo guide.
A light stun is a stun that is gained after hitting J'avo in any portion of the
body other than the head. This stun can be VERY short. It's so short that
sometimes, your character cannot even finish a melee and get the button prompt
for the finisher melee afterwards. The second hit of any character's basic
melee combo (with R1/RT) will cause this type of stun for a greater period than
usual. Any type of gunshot to any portion of the body besides the head will
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.
- 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.
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.
The heavy stun is the hardest stun to get with weapons or melees. It requires
a player to hit an enemy several times to where it staggers and stays stunned
for a few seconds. The heavy stun is longer than the light stun. The easiest
way to get this type of stun on a J'avo is to toss a flash grenade. The heavy
stun is the resulting stun on all nearby enemies once a flash grenade goes off
in the area.
NOTE 1: With a heavy stun, the type of melee will differ depending on whether
it is activated from the front or back of the enemy. Every character has two
types of melees with a heavy stun (front and back melee).
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.
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.
The head stun is activated with a shot to the head with any type of weak
weapon. It can be activated with a knife as well. The enemy will grab its
head and stagger backwards. This is a returning stun from RE4 and RE5. Move
toward the staggering enemy to get a special head stun melee finisher.
NOTE: Back heavy stun melees can be done from a head stun by stepping behind an
enemy.
TIP: If you have problems setting up a heavy stun, equip a low damaging weapon
such as a machine gun then perform a quick shot on an enemy to set up a light
stun and then quickly shoot that stunned enemy in the head. The enemy will
remain still while stunned allowing for more precise aim.
The enemy falls to the ground after receiving damage. In order to get this
type of stun, the enemy must fall to the floor from your attacks. An enemy can
be shot while it is near a ledge and it will fall to the ground. Unlike RE5, a
grounded animation cannot be interrupted by your character falling on the enemy
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. Non-
prompt 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.
.-----------------------------------------------------------------------------.
| 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.
NOTE: The melee MUST be triggered from the enemy's FRONT side in order to
perform the Coup De Grace (frontal heavy stun melee).
=======
Counter
=======
A melee finisher can be activated by pressing the R1/RT button when the button
prompt appears the second before an enemy attacks your character. Stand and
wait on an enemy to perform some type of melee attack then press the R1/RT
button right as the button prompt appears to perform a counter.
NOTE: A counter melee animation will sometimes differ depending on the weapon
that the enemy has equipped. The weapon that the character has equipped can
lead to a different counter melee as well. With Chris, he will always stab an
enemy in the chest for his counter melee while the knife is equipped.
==========
Quick Shot
==========
A quick shot is performed by pressing L1+ R1/LT + RT. This autotracking shot
will hit the closest enemy and set up a light stun on that enemy. All quick
shots take one block from the combat gauge in order to perform them. Quick
shots can be performed with melee weapons such as Chris' knife, Sherry's stun
rod and Jake's knife.
NOTE: Quick shots can be performed with melee weapons such as Chris' knife,
Sherry's stun rod, Jake's bare hands and Leon's knife.
====================
Environmental Melees
====================
When an enemy is stunned in any type of stun pose while next to a railing,
platform or wall, your character will grab the enemy and slam their head into
the wall/railing or toss them off the railing. Environmental melees take the
place of any type of other melee that can be done when an enemy is next to one
of the obstacles listed above. Environmental melees are instant kill as well.
Another type of environmental melee is the leg grab melee or face buster. When
standing near an enemy that is on a slightly higher platform, you will get a
melee prompt for a leg grab melee. Press the R1/RT button at that time to grab
the enemy's legs and pull them off their feet. The enemy will hit the platform
with their head.
[BS04]
-------------------------------------------------------------------------------
CHARACTER MELEE LIST
-------------------------------------------------------------------------------
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
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.
___ _ _ __ _ __ _ _ _
/ __\| |__ _ __ (_) ___ /__\ ___ __| | / _|(_) ___ | | __| |
/ / | '_ \ | '__|| |/ __| / \// / _ \ / _` || |_ | | / _ \| | / _` |
/ /___ | | | || | | |\__ \ / _ \| __/| (_| || _|| || __/| || (_| |
\____/ |_| |_||_| |_||___/ \/ \_/ \___| \__,_||_| |_| \___||_| \__,_|
.-----------------------------------------------------------------------------.
|BASIC MELEES |
|==================================================================
===========|
| 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 | | | | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|COMBAT KNIFE MELEES |
|==================================================================
===========|
| 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
perform it easier as well.
.-----------------------------------------------------------------------------.
|ONE-HANDED GUN MELEES |
|==================================================================
===========|
| 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 | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|TWO-HANDED GUN MELEES |
|==================================================================
===========|
| 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 | |
'-----------------------------------------------------------------------------'
___ _ __ _
/ _ \(_) ___ _ __ ___ /\ \ \(_)__ __ __ _ _ __ ___
/ /_)/| | / _ \| '__|/ __| / \/ /| |\ \ / // _` || '_ \ / __|
/ ___/ | || __/| | \__ \ / /\ / | | \ V /| (_| || | | |\__ \
\/ |_| \___||_| |___/ \_\ \/ |_| \_/ \__,_||_| |_||___/
.-----------------------------------------------------------------------------.
|BASIC MELEES |
|==================================================================
===========|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED |
DAMAGE |
|-----------------------------------------------------------------------------|
| Roundhouse | Light Stun | Melee button from | 1 block | 250 |
| | | front of enemy | | |
|-----------------------------------------------------------------------------|
| Uppercut | Heavy Stun | Melee button from | 1 block | 800 |
| | (Front) | front of enemy | | |
| | Partner Assist | | | |
| | Melee | | | |
|-----------------------------------------------------------------------------|
| Dragon | Heavy Stun (Back)| Melee button from | 1 block | |
| Sleeper | 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 | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|TWO-HANDED GUN MELEES |
|==================================================================
===========|
| 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 | |
'-----------------------------------------------------------------------------'
__ _ _ _
\ \ __ _ | | __ ___ /\/\ _ _ | || | ___ _ __
\ \ / _` || |/ // _ \ / \ | | | || || | / _ \| '__|
/\_/ /| (_| || <| __/ / /\/\ \| |_| || || || __/| |
\___/ \__,_||_|\_\\___| \/ \/ \__,_||_||_| \___||_|
.-----------------------------------------------------------------------------.
|BASIC MELEES |
|==================================================================
===========|
| 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 | | | | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|BARE HANDS MELEES |
|==================================================================
===========|
| 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.
.-----------------------------------------------------------------------------.
|ONE-HANDED GUN MELEES |
|==================================================================
===========|
| 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 | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|TWO-HANDED GUN MELEES |
|==================================================================
===========|
| 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 | |
'-----------------------------------------------------------------------------'
__ _ ___ _ _ _
/ _\| |__ ___ _ __ _ __ _ _ / __\(_) _ __ | | __(_) _ __
\ \ | '_ \ / _ \| '__|| '__|| | | | /__\//| || '__|| |/ /| || '_ \
_\ \| | | || __/| | | | | |_| | / \/ \| || | | < | || | | |
\__/|_| |_| \___||_| |_| \__, | \_____/|_||_| |_|\_\|_||_| |_|
|___/
.-----------------------------------------------------------------------------.
|BASIC MELEES |
|==================================================================
===========|
| 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 | | | | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|STUN ROD MELEES |
|==================================================================
===========|
| 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.
.-----------------------------------------------------------------------------.
|ONE-HANDED GUN MELEES |
|==================================================================
===========|
| 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 | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|TWO-HANDED GUN MELEES |
|==================================================================
===========|
| 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 | |
'-----------------------------------------------------------------------------'
__ __ _
/ / ___ ___ _ __ / _\ /\ /\ ___ _ __ _ __ ___ __| | _ _
/ / / _ \ / _ \ | '_ \ \ \ / //_// _ \| '_ \ | '_ \ / _ \ / _` || | | |
/ /___| __/| (_) || | | |_\ \ _ / __ \| __/| | | || | | || __/| (_| || |_| |
\____/ \___| \___/ |_| |_|\__/(_)\/ \/ \___||_| |_||_| |_| \___| \__,_| \__, |
|___/
.-----------------------------------------------------------------------------.
|BASIC MELEES |
|==================================================================
===========|
| 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 | | | | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|SURVIVAL KNIFE MELEES |
|==================================================================
===========|
| 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 | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| S U R V I V A L 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
perform it easier as well.
.-----------------------------------------------------------------------------.
|ONE-HANDED GUN MELEES |
|==================================================================
===========|
| 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 | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|TWO-HANDED GUN MELEES |
|==================================================================
===========|
| 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 | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|WING SHOOTER MELEES |
|==================================================================
===========|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED |
DAMAGE |
|-----------------------------------------------------------------------------|
| 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 | |
'-----------------------------------------------------------------------------'
_
/\ /\ ___ | | ___ _ __ __ _ /\ /\ __ _ _ __ _ __ ___ _ __
/ /_/ // _ \| | / _ \| '_ \ / _` | / /_/ // _` || '__|| '_ \ / _ \| '__|
/ __ /| __/| || __/| | | || (_| | / __ /| (_| || | | |_) || __/| |
\/ /_/ \___||_| \___||_| |_| \__,_| \/ /_/ \__,_||_| | .__/ \___||_|
|_|
.-----------------------------------------------------------------------------.
|BASIC MELEES |
|==================================================================
===========|
| 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 | | | | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|ONE-HANDED GUN MELEES |
|==================================================================
===========|
| 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 | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|TWO-HANDED GUN MELEES |
|==================================================================
===========|
| 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 | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|HYDRA MELEES |
|==================================================================
===========|
| 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.
_ _ __ __
/_\ __| | __ _ / / /\ \ \ ___ _ __ __ _
//_\\ / _` | / _` | \ \/ \/ // _ \ | '_ \ / _` |
/ _ \| (_| || (_| | \ /\ /| (_) || | | || (_| |
\_/ \_/ \__,_| \__,_| \/ \/ \___/ |_| |_| \__, |
|___/
.-----------------------------------------------------------------------------.
|BASIC MELEES |
|==================================================================
===========|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED |
DAMAGE |
|-----------------------------------------------------------------------------|
| Jumping | Light Stun | Melee button from | 1 block | 250 |
| Roundhouse | | front of enemy | | |
|-----------------------------------------------------------------------------|
| Flip Kick | Heavy Stun | Melee button from | 1 block | 800 |
| | (Front) | front of enemy | | |
| | Partner Assist | | | |
| | Melee | | | |
|-----------------------------------------------------------------------------|
| Leg Face | Heavy Stun (Back)| Melee button from | 1 block | |
| Slam | Head Stun (Back) | behind enemy | | |
| | Stealth Melee | | | |
|-----------------------------------------------------------------------------|
| Leg | Head Stun | Melee button from | 1 block | |
| Takedown | | 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 | | | | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|ONE-HANDED GUN MELEES |
|==================================================================
===========|
| 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 | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|TWO-HANDED GUN MELEES |
|==================================================================
===========|
| 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 | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|CROSSBOW MELEES |
|==================================================================
===========|
| 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.
.-----------------------------------------------------------------------------.
|BASIC MELEES |
|==================================================================
===========|
| 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 | | | | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|ONE-HANDED GUN MELEES |
|==================================================================
===========|
| 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 | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|TWO-HANDED GUN MELEES |
|==================================================================
===========|
| 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 | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|SURVIVAL KNIFE MELEES |
|==================================================================
===========|
| 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 | |
'-----------------------------------------------------------------------------'
___ _ _ _
/___\| |_ | |__ ___ _ __ /\/\ ___ | | ___ ___ ___
// //| __|| '_ \ / _ \| '__| / \ / _ \| | / _ \ / _ \/ __|
/ \_// | |_ | | | || __/| | / /\/\ \| __/| || __/| __/\__ \
\___/ \__||_| |_| \___||_| \/ \/ \___||_| \___| \___||___/
.-----------------------------------------------------------------------------.
|ENVIRONMENTAL MELEES |
|==================================================================
===========|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED |
DAMAGE |
|-----------------------------------------------------------------------------|
| Wall Smash | Any Stun | Melee button from | 1 block | |
| | | front or back of | | |
| | | enemy | | |
|-----------------------------------------------------------------------------|
| Railing/ | Any Stun | Melee button from | 1 block | |
| Object | (Front) | front or back of | | |
| Smash | Partner Assist | enemy | | |
| | Melee | | | |
|-----------------------------------------------------------------------------|
| Toss Off | Any Stun | Melee button from | 1 block | |
| Railing | (Near Railing) | front or back of | | |
| | Stealth Melee | enemy | | |
| | (Near Railing) | | | |
|-----------------------------------------------------------------------------|
| Push Off | Any Stun (Near | Melee button from | 1 block | |
| Ledge | Ledge With No | front of enemy | | |
| | Railing) | | | |
|-----------------------------------------------------------------------------|
| Kick Off | Any Stun (Near | Melee button from | 1 block | |
| Ledge | Ledge With No | behind enemy | | |
| | Railing) | | | |
|-----------------------------------------------------------------------------|
| Grab Legs | No Stun (Below | Melee button near | 1 block | |
| and Pull | Enemy That Is On | enemy's legs | | |
| | Raised Platform) | | | |
|-----------------------------------------------------------------------------|
| Falling | No Stun (Above | Melee button near | 1 block | |
| Face Slam | Enemy That Is | enemy's legs | | |
| | Below Your | | | |
| | Character's | | | |
| | Raised Platform) | | | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|COVER MELEES |
|==================================================================
===========|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED |
DAMAGE |
|-----------------------------------------------------------------------------|
| Neck Break | No Stun | Melee button from | 1 block | |
| | | behind wall near | | |
| | | near enemy (while | | |
| | | holding L1/LT to | | |
| | | take cover) | | |
|-----------------------------------------------------------------------------|
| Face Smash | No Stun | Melee button from | 1 block | |
| | | behind low object | | |
| | | or wall near enemy | | |
| | | while holding L1/LT | | |
| | | to take cover) | | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
|PARTNER ASSIST MELEES |
|==================================================================
===========|
| 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.)
.-----------------------------------------------------------------------------.
|ENEMY SPECIC MELEES |
|==================================================================
===========|
| 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]
-------------------------------------------------------------------------------
CAMPAIGN SKILL LIST
-------------------------------------------------------------------------------
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
=============
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.
.---------------------------------.
| 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
-- Melee Player
o Field Medic Lv.2 (AI partner gives 2-3 health tablets per revival)
o Combat Gauge Boost Lv.2 (more stamina for combat gauge)
Combat Gauge Boost Lv.2 allows a player to have a total of ten bars of stamina
on the combat gauge instead of only five. This means that player doesn't even
really have to worry about losing stamina as much! With how powerful melee is
and the amount of invincibility frames that RE6 melee still has, this skill is
highly recommended. Combat Gauge Boost goes great with Melee Lv.3 - a player
will have added damage per melee and the ability to spam melee even more!
Field Medic Lv.2 is plain broken if you ask me. This skill makes the AI
partner give your character 2-3 health tablets for EVERY revival out of dying
status. This basically means you don't even have to carry around herb tablets
or first aid sprays! This is definitely a skill to use on Professional
difficulty.
==========
Skill List
==========
The following is a listing of each skill for campaign mode in Resident Evil 6.
Skills for The Mercenaries and Agent Hunt mode are found in my smaller guide
for those modes.
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 20000 | Increases the drop rate of normal and pipe bomb |
| | | arrows |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 8000 | Increases the drop rate of 5.56 NATO ammo |
'-----------------------------------------------------------------------------'
How to unlock: Defeat a total of 1500 enemies with any assault rifle
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 37000 | Increases the damage of the Assault Rifle for |
| | | Special Tactics, Bear Commander and Assault Rifle|
| | | RN by 100% |
'-----------------------------------------------------------------------------'
-- Breakout
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 2800 | Amount of rotations needed to break out of enemy |
| | | grabs is reduced |
'-----------------------------------------------------------------------------'
-- Crossbow Master
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 40000 | Increases the damage of the Crossbow by 100% |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 70000 | Increases combat gauge to 8 blocks of stamina |
|-----------------------------------------------------------------------------|
| 02 | 90000 | Increases combat gauge to 10 blocks of stamina |
'-----------------------------------------------------------------------------'
-- Critical Hit
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 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
.-----------------------------------------------------------------------------.
| 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
.-----------------------------------------------------------------------------.
| 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
.-----------------------------------------------------------------------------.
| 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% |
'-----------------------------------------------------------------------------'
How to unlock: Defeat a total of 800 enemies with any grenade launcher
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 40000 | Increases the damage of the Grenade Launcher and |
| | | the Bear Commander's alternate fire (grenade |
| | | launcher) by 100% |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 22000 | Increases the drop rate of 40mm explosive, acid, |
| | | and nitrogen rounds |
'-----------------------------------------------------------------------------'
-- Grenade Power-Up
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 40000 | Increases the power of hand, flash and incendiary|
| | | grenades by 100% |
'-----------------------------------------------------------------------------'
-- Handgun Master
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 37000 | Increases the damage of the Nine-Oh-Nine, Triple |
| | | Shot, Wing Shooter and Picador by 100% |
'-----------------------------------------------------------------------------'
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 Rifle for Special |
| | | Tactics, Bear Commander and Assault Rifle RN |
'-----------------------------------------------------------------------------'
-- Infinite Crossbow
How to unlock: Complete all campaigns (Chris, Jake, Leon and Ada's campaign)
.-----------------------------------------------------------------------------.
| 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 |
'-----------------------------------------------------------------------------'
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|
'-----------------------------------------------------------------------------'
How to unlock: Complete all campaigns (Chris, Jake, Leon and Ada's campaign)
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 79000 | Infinite ammo for the Semi-Auto Sniper Rifle and |
| | | Sniper Rifle |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 3500 | Increases item drop rate from defeated enemies |
'-----------------------------------------------------------------------------'
-- J'avo Killer
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 3000 | Increases strength of attacks on J'avo by 20% |
|-----------------------------------------------------------------------------|
| 02 | 25000 | Increases strength of attacks on J'avo by 50% |
'-----------------------------------------------------------------------------'
-- Last Shot
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 55000 | Increases the power of last bullet in a clip by |
| | | 300% |
'-----------------------------------------------------------------------------'
-- Lock-On
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 2800 | Laser sighting moves less when aiming |
|-----------------------------------------------------------------------------|
| 02 | 31000 | Laser sighting moves much less when aiming |
'-----------------------------------------------------------------------------'
-- One Wolf
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 100 | The partner will not help your character |
| | | (AI partner in single player) |
'-----------------------------------------------------------------------------'
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% |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 25000 | Increases the drop rate of .50 Action-Express and|
| | | .500 S&W Magnum ammo |
'-----------------------------------------------------------------------------'
-- Magnum Master
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 40000 | Increases the damage of the Elephant Killer and |
| | | Lightning Hawk by 100% |
'-----------------------------------------------------------------------------'
-- Melee
.-----------------------------------------------------------------------------.
| 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
.-----------------------------------------------------------------------------.
| 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
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 10000 | Reload speed increased by 20% for all weapons |
'-----------------------------------------------------------------------------'
-- Recovery
.-----------------------------------------------------------------------------.
| 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 |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 8000 | Increases the drop rate of 7.62 NATO ammo and |
| | | 12.7mm ammo |
'-----------------------------------------------------------------------------'
-- Rock Steady
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 3500 | Targeting cursor moves less when shooting |
|-----------------------------------------------------------------------------|
| 02 | 33000 | Targeting cursor moves much less when shooting |
'-----------------------------------------------------------------------------'
-- Shooting Wild
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 65000 | Removes laser sighting and sniper score but |
| | | increases weapon damage by 50% |
'-----------------------------------------------------------------------------'
-- Shotgun Master
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 38000 | Increases the damage of the Assault Shotgun and |
| | | Shotgun by 100% |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 8000 | Increases the drop rate of 10-gauge and 12-gauge |
| | | shotgun shells |
'-----------------------------------------------------------------------------'
-- Sniper Master
How to unlock: Defeat a total of 1000 enemies with any sniper rifle
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 39000 | Increases the damage of the Semi-Auto Sniper |
| | | Sniper Rifle and Sniper Rifle by 100% |
'-----------------------------------------------------------------------------'
-- Team-Up
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 14000 | Increases damage of partner attacks when your |
| | | character is nearby (AI partner in single player)|
'-----------------------------------------------------------------------------'
* Damage is increased when the partner is within 5 meters of your character.
-- Zombie Killer
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|==================================================================
===========|
| 01 | 3000 | Increases strength of attacks on Zombies by 20% |
|-----------------------------------------------------------------------------|
| 02 | 25000 | Increases strength of attacks on Zombies by 50% |
'-----------------------------------------------------------------------------'
[BS06]
-------------------------------------------------------------------------------
RANKING INFORMATION
-------------------------------------------------------------------------------
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
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 B-
rank.
NOTE: The following tables are also listed in the campaign walkthrough.
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.
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
[CT00]
CAMPAIGN TIPS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-------------------------------------------------------------------------------
o In single player, pause the game during each part of spoken dialogue to get
through it quicker.
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.
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.
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.
o Take advantage of weapon switch firing for the sniper rifle and any shotgun
to avoid reload animations after every shot. To weapon switch fire, hold a
weapon such as a shotgun then hold down the R1/RT button to fire it then
switch to another weapon and then back to the shotgun and keep repeating that
sequence while holding the R1/RT button. Your character will rapidly fire
the shotgun in that case. To control it better, you can only press the R1/RT
button when your character switches back to the weapon you want to fire - in
the case above, only tap R1/RT when switching back to the shotgun.
o Zombie dogs are best killed by countering their jumping grab. From a
distance, they will always stop eventually and then run toward a character -
they will jump and try to tackle the character at that time. The counter
prompt command for the counter appears as they jump from close range.
o Wait for a Shrieker's chests to bulge out then shoot the red spot to kill
them in only a few shots from any weapon.
o An incendiary grenade will take heavy damage from any type of zombie. It
will either kill or take heavy damage from zombies, Bloodshots, zombie dogs
and Shriekers.
o Save remote bombs in the first three chapters of Leon's campaign for when the
characters run into Whoppers. Whoppers will take some extremely heavy damage
from remote bomb explosions. A remote bomb explosion followed by a melee
when they are stunned will take some extremely heavy damage from a Whopper
and almost kill it.
o When a J'avo is knocked to the ground, always try to aim for its head and
perform a head crush melee for an instant kill most of the time.
o Flash Grenades automatically set up heavy stun on most J'avo that still have
a human head. The frontal heavy stun melee (Coup De Grace) takes a bunch of
damage and can hit multiple enemies and the back heavy stun melee takes
longer, but it is instant kill. Flash grenades will light stun Ruka-SRP
(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 Noga-
Skakanje (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.
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
[PR00]
\__________________________________________________________________________
___/
/ __ _ \
/ / ___ ___ _ __ \_______________/ /\ /\ ___ | | ___ _ __ __ _
/ / / _ \ / _ \ | '_ \ / PRELUDE \ / /_/ // _ \| | / _ \| '_ \ / _` |
/ /___| __/| (_) || | | |\_______________// __ /| __/| || __/| | | || (_| |
\____/ \___| \___/ |_| |_|/ \\/ /_/ \___||_| \___||_| |_| \__,_|
\__________________________________________________________________________
___/
/ \
----------------------------------------
PRELUDE - NO HOPE LEFT
----------------------------------------
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.
The action will start out in a first person view. The player will take control
of Leon after he grabs Helena. Tap the X/A button as displayed on the screen
to drag Helena into the alley. The Leon player can look around with the right
thumbstick while dragging her. Leon will take her over to a nearby alley.
Leon and Helena will stumble as a wooden piece breaks below them. Pull Helena
up with the partner assist button when the button prompt appears as Leon grabs
her arm. Carry Helena in between the stacked crates and oil drums up ahead.
Walk up to the door at the end of the alley.
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.
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.
Helena is badly hurt and Leon must find a way to heal her. Leon cannot leave
this area without tending to Helena's injuries. A player now has full control
of Leon's movement with the left thumbstick.
When Leon faces a direction, press the X/A button to make the camera turn in
that direction. Players can quick turn by pressing left thumbstick back + X/A.
The quick turn is not as useful as it was in past Resident Evil's if the camera
speed is increased, but it's good to know that it's still there.
Walk over to the armored vehicle to get a X/A button prompt while standing near
it. Press the displayed button to look into the vehicle. Ah, a green herb! I
bet that BSAA soldier was gonna' smoke that herb! Press the X/A button again
to open the back door of the vehicle. Tap the Square/X button to collect the
--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!
-------------------------------------------------------------------------------
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.
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.
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.
Shoot the zombie two times and Helena will be saved. Prepare to shake the left
thumbstick while Leon flies the helicopter.
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.
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\__________________________________________________________________________
___/
/ ___ _ _ ___ _ \
/ __\| |__ _ __ (_) ___ \______________________/ / _ \(_) ___ _ __ ___
/ / | '_ \ | '__|| |/ __|/ CHRIS CAMPAIGN \ / /_)/| | / _ \| '__|/ __|
/ /___ | | | || | | |\__ \\______________________// ___/ | || __/| | \__ \
\____/ |_| |_||_| |_||___// \\/ |_| \___||_| |___/
\__________________________________________________________________________
___/
/ \
.--------------------------------------------------------------.
| 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]
----------------------------------------
CHAPTER 1 - THE FALLEN HERO
----------------------------------------
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.
Fall off any of the sides of the top floor of the building. There is a --TALL
CRATE-- near two large crates on the middle floor. Use the R1/RT button (melee
button) to break these open while standing next to one. These will give a
player a random item most of the time once broken open. The melee attack that
breaks open a breakable object will not use any stamina from the combat gauge.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
----------------------------------------
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...
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.
----------------------------------------
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 move to a
green herb after selecting red herb or a red herb after selecting a green herb.
You'll need to manually move toward a green herb after a green herb is selected
if a red herb is in your inventory.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green), [ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1, [ ] 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.
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 table to the left of the door. Tap the X/A
button to open the door. Tap the button twice to kick open that door. Hell
yeah! Screw suspense, just blast whatever is ahead, right?
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] 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.
Step to the back of the street off to the right. A BSAA helicopter will pass
by overhead. Yeah, we got this situation under control! Follow the helicopter
and... Well, damn. It gets blasted with a rocket launcher and crashes into a
building and causes a huge explosion.
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
-------------------------------------------------------------------------------
The BSAA soldiers in your squad will run up ahead. Follow them around the
corner at the end of the alley. Piers will mention that it appears that Chris'
training is kicking right in. I guess once you have such an awesome
reputation, kicking ass will always come natural, no matter what.
There is a corridor along the right side of the stacked crates but nothing
special is down it. Move toward the incinerator in the back of the alley.
Step into the corridor across from the incinerator and use the partner assist
button to open the door at the end.
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.
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.
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
----------------------------------------
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.
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.
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
----------------------------------------
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.
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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
--> Objective: Get to the roof
Chris and Piers will be on a walkway with a set of stairs up ahead of them.
Turn to the left and break open the two --TALL CRATES--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
----------------------------------------
The first J'avo up the stairs ahead is set up for a stealth melee kill, so run
up to him and get near his backside then press the R1/RT button to toss him off
the side of the catwalk. The J'avo up the next set of stairs will notice the
characters and start to fire at them. Blast him to stun him then run up the
second set of stairs and kill the second J'avo. He can be knocked off the edge
with an environmental melee just like the previous one once he is stunned.
When a player reaches the top of the stairs and steps onto the rooftop, a
cutscene will play.
The Tenement building (Ace of Spades) with the hostages is right up ahead.
After the cutscene, a new objective will be given to Chris and Piers' team and
a group of J'avo will hop across the gap in the walkway up ahead. The squad of
BSAA with your team will open fire on them and likely make them mutate. Fire
from a distance or run and climb up the ladder then hop over the gap on the
platform up ahead to get below the platform that they are on. Players can
climb up to the platform that they are on via the ladder on the side and melee
kill them or make them eat lead.
It's important to know that J'avo throughout the rooftops ahead will mutate
based on how they are shot. If a player shoots their arms, they will mutate
into Ruka-SRPs with blade arms and if they are shot in their legs, they will
mutate into Noga-Lets that have wings on their bottom half. The Noga-Let J'avo
are weakest in the J'avo body, particularly the head. In this area, it's best
to kill most J'avo with melee or shoot them in the body or head to avoid having
them mutate.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* If either player shoots the legs of any of the J'avo and causes the J'avo to
mutate into a Noga-Let, the BSAA soldiers will contact HQ and tell them about
this mutation. The soldier will refer to the Noga-Let mutation as a "Type 5
Mutation".
----------------------------------------
NOTE: Flash grenades work quite well for this portion of the chapter and the
characters will get them in a great amount later. A flash grenade will
instantly stun normal J'avo to where a character can hit them with a heavy stun
melee and the blinding flash from a flash grenade will knock Noga-Lets out of
the air. While approaching a grounded Noga-Let your character will get a melee
prompt. While it is on the ground, face away from the J'avo head and step near
the wings and then press the R1/RT button to perform a special melee to the
Noga-Let at that time.
The serpent emblem for the rooftops portion of chapter 1 can be seen all
throughout the time that both characters are up on the rooftops. It is on a
green building with metal extensions that stick out along the sides. Look for
one of the smaller green buildings and this medal will be on top of the middle
extension at the very top. Only Piers can see it really clearly with his
rifle, but both characters can shoot it with good aiming. Just look for the
bright blue circle on the building.
***************************************************************************
****
Climb up to the platform that the J'avo were on then run across the bridge up
above. Your character will cross over to a building that is burning along the
sides below. The characters will hold up their hands to block their face from
the intense heat.
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
----------------------------------------
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.
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.
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
----------------------------------------
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
----------------------------------------
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 Noga-
Lets 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 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!
There are two --TALL CRATES-- in the alcove to the immediate left - break them
before falling. Fall off the platform that Chris climbs to.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
----------------------------------------
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.
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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
--> Objective: Go to the Ace of Spades
Use the partner assist button to kick open the red door off to the side.
Follow the path around the right side of the building then climb the ladder.
NOTE: Stop right above the ladder and don't follow the walkway up ahead just
yet. With Piers, you can easily get the "Bring the Heat" trophy/achievement
while up above the ladder in this area. Take out the Anti-Materiel rifle and
aim with it then use the Triangle/Y button to turn on night vision. Look
toward the building directly ahead with night vision on to easily see a few
J'avo on it - they will be a bright white. Aim at the head of one of the J'avo
and blow of its head to get the trophy/achievement!
Move along the platform then follow the walkway up ahead. Hop to the walkways
below. The last section of walkway will fall out from under the first player
that lands on it.
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
----------------------------------------
Before long, J'avo will start to attack. Bravo team will contact Chris and
Piers and tell them to hold out until they arrive.
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
-------------------------------------------------------------------------------
Like HQ says, there are hostages on the first and seventh floors of this
Tenement building. The BSAA will bomb the building after the hostages are
secure. The building has altogether eight floors that the characters can
explore - it actually has more, but only eight floors are accessible to Chris
and Piers. Chris and Piers are currently on the top floor (eighth floor) right
now.
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.
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.
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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Move back up to the eighth 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 Anti-
Materiel 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.
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.
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
----------------------------------------
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.
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.
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.
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.
***************************************************************************
****
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.
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.
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 - STAIRWAY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Move up the stairs and run through the doorway on the third floor at the top.
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 \ / /_)/| | / _ \| '__|/ __|
/ /___ | | | || | | |\__ \\______________________// ___/ | || __/| | \__ \
\____/ |_| |_||_| |_||___// \\/ |_| \___||_| |___/
\__________________________________________________________________________
___/
/ \
.--------------------------------------------------------------.
| 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]
----------------------------------------
CHAPTER 2 - TRAGEDY IN EUROPE
----------------------------------------
December 24, 2012
Edonia, Eastern Europe
____________________________________
__________________________________________/ STAGE 2-1 -- CITY IN EASTERN
EUROPE
-------------------------------------------------------------------------------
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 long-
range enemies.
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.
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. Telo-
Magla 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
----------------------------------------
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
----------------------------------------
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).
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.
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
CRATE-- inside as well.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++ASSAULT SHOTGUN++, [ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
----------------------------------------
Return to the street behind the bridge and follow the APC. The APC will knock
over a gate up ahead. Follow it down the street. J'avo will step out of the
corridor off to the right and attack and they will step out along the high
ledge off to the left as the APC moves down the right street. The majority of
the J'avo in this area are very weak and only take a few shots from any weapon
to kill, so just blast them out of the way when you see one. Aim up toward the
left upper ledge and kill the J'avo that try to shoot from behind the railing
as well. Take cover behind the APC or nearby pillars if needed.
Enter the small room in the back of the right corridor and break open the
--TALL CRATE-- inside. There will be at least one J'avo inside the room, so be
ready for him. Continue to follow the APC afterward. It will knock over
another fence and continue out into the next street.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
----------------------------------------
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.
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
----------------------------------------
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.
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
-------------------------------------------------------------------------------
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.
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.
Be sure to take cover often here. Don't just rush out into the line fire that
often unless moving to another cover point Run and slide behind the group of
sandbags across from the gun turret where the J'avo is stationed and try to
shoot the J'avo behind the gun turret. There is also a J'avo with a sniper
rifle on a high catwalk in the back of the bridge.
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.
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 Noga-
Oklop when shot in the arms or legs still.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
----------------------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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
----------------------------------------
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?
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.
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
----------------------------------------
NOTE: The two players can go the way the other player came from and possibly
find some items from breakable objects if they are still around. The Piers
player can fall down the ladder off to the left before reaching the back of the
bridge to find some breakable objects and the Chris player can find some
breakable objects on the lower catwalk of the bridge. Whether items will be
there or not depends on how long ago the player shattered the objects.
Both players should join up on the other side of the bridge. Run to the
opposite side of the bridge (above where the tank was). Both players need to
use the partner assist button to push off the large metal container on the far
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.
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 Ruka-
Khvantanje 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]|
----------------------------------------
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.
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
-------------------------------------------------------------------------------
Wow, that big guy doesn't look happy. The big enemy is known as an Ogroman.
This bad boy can flatten players out in the street pretty easily, so stay out
of his way while outside. The BSAA would help out from the air, but there are
some anti-aircraft guns situated around this area that prevent them from flying
in. Jake Muller and Sherry Birkin will help Chris and Piers for this battle.
All the characters need to disable the anti-aircraft guns. There are a total
of three of them. Each of the guns are manned by J'avo. Find the gun and kill
the J'avo then Finn will plant an explosive on the gun. The characters will
have to protect Finn while he plants the explosive. Finn will have a meter
near him that shows how much longer it will take him. J'avo and an Ogroman
will attack while Finn arms the explosives.
With both Chris and Piers, the assault shotgun is a good weapon to use for
killing J'avo during this portion of the chapter. Chris' handgun and assault
rifle work well when quick shot is used in order to set up light stuns on J'avo
for melee. Piers' anti-materiel rifle quick shot can work well for instantly
killing or knocking down J'avo during this portion of the chapter. His MP-AF
works well for precision shooting and setting up melees on J'avo.
NOTE: None of the J'avo in this portion of the chapter will mutate in any way,
so don't worry about shooting them in the head, body, arms or legs - it doesn't
matter since they won't mutate.
The first anti-aircraft gun is on the second floor of the nearby building. The
building is on the left side of the screen once control is given back to the
player. Find the open doorway then move up the stairs. Move off down the
first corridor to the left after climbing both sets of stairs to find two
--TALL CRATES-- against the right wall of the room through the doorway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
----------------------------------------
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.
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.
NOTE: The Ogroman will destroy the gate that blocks the street to the third
anti-aircraft gun eventually, so players won't have to use the ladder then.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] 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 anti-
aircraft 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
-------------------------------------------------------------------------------
Chris and Piers will be in the corridor that leads to the foyer of city hall
from the start of this portion of the chapter. Move into the lobby ahead.
Several people are encased in cocoons throughout the bottom and top floor of
the lobby.
A noise will come from an upstairs room. Finn will move toward the door and
call everyone's attention to the door on the second floor as he gets a reading
from the other side. Chris will tell Piers and Finn to join him while he
checks out the second floor and leaves the rest of Alpha team in the lobby.
Well, I'm sure the disturbance on the second floor can wait until the
characters break the --TALL CRATE-- behind the bottom floor counter and check
behind the back of the staircase for a serpent emblem. Use the partner assist
button to open the door on the second floor that Finn is near when ready.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
----------------------------------------
When Chris and Piers enter the City Hall Foyer after the four player crossover
segment with Jake and Sherry, move behind the stairs behind the front counter
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.
***************************************************************************
****
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.
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
----------------------------------------
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
----------------------------------------
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 to find a hidden alcove. There is a
--GREEN HERB-- on the left side of that alcove.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
----------------------------------------
After the cutscene where Chris and Piers meet Ada, they will start out in the
Patient Room of City Hall. There is an alcove on the right side of the room
and there is a green herb on the left side of that alcove. Look at the top of
the metal cabinet in that alcove to see this serpent emblem on the right side
of it.
***************************************************************************
****
Exit the room and follow Ada into the corridor outside.
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.
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.
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.
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 \ / /_)/| | / _ \| '__|/ __|
/ /___ | | | || | | |\__ \\______________________// ___/ | || __/| | \__ \
\____/ |_| |_||_| |_||___// \\/ |_| \___||_| |___/
\__________________________________________________________________________
___/
/ \
.--------------------------------------------------------------.
| 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]
----------------------------------------
CHAPTER 3 - CONFLICT
----------------------------------------
June 30, 2013
Waiyip, China
_______________________________
_______________________________________________/ STAGE 3-1 -- POISAWAN
ENTRANCE
-------------------------------------------------------------------------------
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.
Move up the ramp and step out onto the alley above.
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.
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
----------------------------------------
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. Glava-
Sluz 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
-------------------------------------------------------------------------------
This battle is another four-player crossover battle where Chris and Piers must
help Jake and Sherry in the courtyard below. Chris and Piers will be up on the
roof of the building that surrounds the courtyard and Jake and Sherry will be
in the courtyard below. An attack helicopter will let out J'avo and Noga-
Skakanje into the courtyard and the surrounding buildings. Any J'avo in this
area has the potential to mutate into a Noga-Skakanje when they are shot in the
legs.
Noga-Skakanje are J'avo with long grasshopper legs. They can hop a great
distance and hit a player when they land. They also have close range attacks
with their swords while near a character. They can quickly hop in place while
near a character to do damage as well - these attacks can be very annoying.
It's best to shoot these enemies in the J'avo body - mainly the head in order
to damage them. They can be stunned with a quick shot like other J'avo. When
they group together, toss a flash grenade at them to set them up for heavy stun
melees.
Like Chris says at the start, don't worry about the helicopter - focus on
killing the J'avo in this area. Killing off all the J'avo in the area will
complete the objective. The best place to get to kill the J'avo for this
battle is on the walkway across from the current walkway where the characters
start. This walkway provides an excellent view of the area and the characters
will be positioned where the majority of J'avo spawn while on the building.
NOTE: Noga-Skakanje will hang on to the side of the attack helicopter and shoot
at Chris and Piers during the battle. It's best to NOT target these J'avo
until toward the end of the battle, when they are the only J'avo that remain.
Players will waste too much ammo trying to hit them beforehand and they will
likely leap off the helicopter sometimes during the battle anyway.
Normal J'avo will spawn from the wall on the walkway across from where the
characters start and Noga-Skakanje will mainly hop over to the crate with the
ladders and green tarp covering it in the middle of the building after they hop
off the helicopter. Players can take cover behind the damaged pillars on the
side across from the starting walkway. The only real flaw with this walkway is
that the cover is not that great, but the helicopter will not bear down on the
characters with gunfire that often.
NOTE: Do not kill the J'avo in the courtyard below the walkways. The J'avo
below will be killed off by Jake and Sherry.
Keep killing off the J'avo until only a few remain. The last few J'avo will be
highlighted with red markers. Find the red markers and kill those J'avo. The
last few J'avo (Noga-Skakanje) will likely be hanging on the side of the attack
helicopter, so target them while they joyride along the side of the helicopter
then blast them off. Make sure that they are the only J'avo to target however.
If there are other J'avo in the area, then target them first and the Noga-
Skakanje on the helicopter might hop off. The Noga-Skakanje will be much
easier to hit if they decide to hop off.
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.
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.
Use the partner assist button to kick open the door on the next building.
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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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!
-------------------------------------------------------------------------------
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
Chris just can't stop thinking about how he wants to grab that kid and stuff
his ass in a volcano or some type of furnace whenever he sees Jake. It's like
I can see that feeling in Chris' eyes. Anyway, Chris is hell-bent on
terminating the B.O.W. so it's time to start back looking for that pesky snake
once again.
Move along the walkway below the rooftops where the helicopter attacked and use
the partner assist button to open the double doors of the next building to end
this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_________________________________
_____________________________________________/ STAGE 3-3 -- POISAWAN INNER
AREA
-------------------------------------------------------------------------------
Follow the BSAA soldiers down the corridor ahead. The body in the corner at
the intersection can be examined. It seems the snake has been this way.
Follow the corridor to the left.
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.
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, the team will find another BSAA soldier all
sprawled out in some garbage. The body can be examined. It seems Keaton
didn't make it. Move down the stairs off to the left then use the partner
assist button to kick open the door off to the left near the end of the
corridor.
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.
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
----------------------------------------
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
----------------------------------------
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
BOSS BATTLE
------
I L U Z I J A =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
-------------------------------------------------------------------------------
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.
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
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.
*********************************** 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!
***************************************************************************
****
The snake will knock the characters into a water channel. It will slither by
the characters and stagger them. The snake cannot be damaged anymore with
gunfire. Marco is standing on the side of the water channel next to a large
electrical cable that is plugged into an outlet. The cable stretches over to a
machine on the other side of the water channel.
One player needs to rush to the other side of the water channel and climb one
of the ladders on that side. There are two --GREEN HERBS-- above the two
ladders on that side of the channel.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green) x 2
----------------------------------------
NOTE: Do not combine the green herbs unless your really need to. The
characters will be able to get a red herb shortly after the battle.
Move toward the lever to get an X/A button prompt while standing near it and an
overhead view of the water channel. There is a puddle of water in the middle
of the water channel and the electric cord attached to the lever just happens
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.
Fall back down into the water channel then run over to the other side and use
the X/A button to grab Marco's hand while he holds his hand down from the ledge
above to get back on the other side. He will help both players up. Pick up
the --RED HERB-- off to the right after pulling up.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red)
----------------------------------------
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.
Marco's Chrysalid will hatch during the cutscene and a new enemy will attack
the characters. This enemy is known as "Gnezdo". The enemy is composed of
flying insects that get together and make up a human-like form that will walk
forward. This enemy attacks by shooting out swarms of insects that will
stagger a character and it has a close range attack where it will grab a
character and the insect swarm will cover the character and attack - this move
is not near as damaging on normal mode as it is in The Mercenaries. Be sure to
shake the left thumbstick to try to get out of the attack when caught. His
grab only takes off one block on normal mode.
A Gnezdo is very easy to defeat once its weakness is exposed. Blast the human
form composed of bugs to make a bigger bug appear. When the big bug is in
view, blast the bug with a shotgun or hit it with a carefully aimed high
powerered-weapon shot such as a rifle shot to kill it very quickly. This enemy
is very weak and falls fast once players start to hit its big bug form.
NOTE: A flash grenade toss will instantly make the Gnezdo shows its big bug
weak point. It will make the swarm of insects fly apart. This is a fantastic
weakness to know if it ever corners a player.
After killing off the Gnezdo, Marco's Chrysalid will break apart. His body
will drop an item. Walk over and pick up **MARCO'S C4 EXPLOSIVE**. Break the
five --TALL CRATES-- in the room after picking up the explosive - two are near
the entrance double doors, one is near the exit door and two are further in the
back.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 5
----------------------------------------
Use the partner assist command to open the next set of double doors in the room
to trigger a cutscene. Man, if Chris would have still had that uber mass like
he had in RE5, Piers would have gone through that wall... and through the next
five walls after that most likely.
Follow the corridor and run down the stairs after the cutscene. HQ will
mention the current location of Ada Wong over radio. Use the partner assist
button to open the door at the bottom of the stairs to end this portion of the
chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
________________________________
______________________________________________/ STAGE 3-4 -- STILT HOUSING
AREA
-------------------------------------------------------------------------------
I bet Chris is going to take Ada into his backyard and uproot up an oak tree
and beat her ass with it when he catches her this time. Hop off the starting
ledge and break the two --TALL CRATES-- across from the ladder.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
----------------------------------------
Leap over to the boat below the ledge to the right then run to the other side
and hop over to the dock. Immediately take cover behind the surrounding walls
as the lasers of sniper rifles follow the characters. There are some sniper
rifle J'avo on the high walkway of the building off to the left. The Piers
player needs to take out his anti-materiel rifle and shoot the sniper rifle
J'avo. The Chris player can help out by shooting the enemies with long
distance machine gun shots.
When all of the J'avo are finished, find the boat with two tall crates on it
and then get on the dock to the right of that boat and break the --TALL CRATE--
and --WOODEN CRATE-- on the boat near that dock. Run over to the boat with the
two --TALL CRATES-- on it then pull up onto the platform and break the tall
crates. Step to the edge of the boat, beside the oil drum, then leap over to
the next boat.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3, [ ] Wooden Crate x 1
----------------------------------------
Move along the boat then hop over to the next portion of the dock. Immediately
take cover behind the small metal wall to avoid the J'avo snipers. There are a
few Noga-Skakanje (long legs) with rifles off to the right and one J'avo with a
sniper rifle in the very back of the area. The Chris player should try to
snipe the enemies with his machine gun (or possibly explosive rounds).
Hop over to the left boat and move over to the next boat. More J'avo with
sniper rifles will attack along the wooden walkways - two of them are on an
overhead walkway and two of them are along the wooden walkays up ahead. If
they are shot fast enough, you really don't need to take cover from them. The
lower J'avo can form Chrysalid shells. If they do, a Napad will hatch from
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
----------------------------------------
Ada will be in a jet ski up ahead. The beginning of this part is confusing.
You really think it's going to maintain that Uncharted style camera where the
camera stays in front of the player as the attack helicopter faces the
characters but then the camera quickly switches back to a behind view of the
characters. Be ready for this and prepare to move over to the dock in front of
the door.
NOTE: Run fast here! Hold down that X/A button and don't stop moving. If you
fall behind your partner too much, you're already dead. The helicopter
destroys each object in the water with missiles, and if you're on it when it
fires them, you're dead.
Run along the dock then hop over to the next two boats and then follow the next
dock to the right. The characters will have to hop to a wooden platform then
climb up a boat on the other side of the platform. Hop over to the next boat
then climb down that boat while turning to the left. Ignore the J'avo up
ahead. If you stop, you die.
NOTE: To turn to a side quicker after a jump, aim in the direction you want to
go with your current gun. This will make your character stop running after a
jump and the character will turn faster than performing a moving turn.
Run along the dock that stretches to the right. Hop over to the next boat
followed by the next dock then run to the right. Leap over to the next boat
then get on the wooden platform behind it. Turn to the left and follow the
dock beside the platform then hop over to the next boat. Climb the boat then
hop to the next dock. Ignore the two Noga-Skakanje on the upcoming dock and
the Napad on the upcoming boat and just run right by them then leap over to the
next boat.
NOTE: If the Napad hits a character, that character might get held up too much
and die. Try sliding by him if you think he is about to hit your character.
Climb on top of the boat to the left then leap over to the pagoda building.
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.
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.
Follow the dock to the side and leap over to the boat. Three J'avo will fall
from the overhead walkway and attack. They can mutate into Ruka-SRP (blade
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
-------------------------------------------------------------------------------
Chris and Piers are hot on Ada's trail once again. This area is actually a
crossover segment with Leon Kennedy and Helena Harper, though the four
characters can only hear each other during gameplay. The four characters never
actually meet during gameplay in the next few rooms.
IMPORTANT: There is a race to an elevator in the next corridor and the first
two characters that reaches the elevator and gets on it first will get some
bonus items (breakable crates and chests containing skill points). The race
will not start until the characters open the next door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
If players can beat Leon and Helena to the elevator in the Medical Research
Facility, a medal will be gained.
.---------.
MEDAL: Beat Leon and Helena in the race | [ME153] |
----------------------------------------
Follow the corridor ahead and kick open the next door with the X/A button. 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. "We're not alone in
here" can be heard from Leon Kennedy. Start dashing down the corridor ahead.
--> 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. 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.
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.
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.
***************************************************************************
****
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.
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.
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 right 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.
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 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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*********************************** 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.
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.
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.
***************************************************************************
****
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.
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
--> Objective: Don't lose the target
Chris and Piers will start out in the military jeep that they hopped into
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 | | Gun Controls |
|========================| |=============================|
| L1/LT | Brake | | R1/RT | Fire gun |
| R1/RT | Accelerator | | Right thumbstick | Aim gun |
| X/A | Boost | '-----------------------------'
'------------------------'
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.
Turns/Obstacles:
o Sharp right
o Left turn (middle blockades)
o Right turn (middle blockades)
o Sharp right
o Sharp left
o Ramp
Turns/Obstacles:
The military jeep will enter a tunnel now. The jeep with Chris and Piers will
be on the right side of the tunnel and Ada will be on the left side of the
tunnel.
The jeep will exit the tunnel. There are many cars that will be moving toward
the jeep's direction in the streets ahead. Be prepared to quickly turn to the
side to miss them and the J'avo vehicles that the jeep will pass.
Turns/Obstacles:
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.
Turns/Obstacles:
o Left turn
o Right turn (middle blockades)
o Sharp left
o Right turn (middle blockades)
The jeep will move up on a narrow ramp ahead. Try to avoid hitting the side
walls.
Turns/Obstacles:
o Left turn
o Right turn
o Right turn
o Left turn
o 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.
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!
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.
Chris will take over as the driver for the rest of this driving segment. Press
the Square/X button to have Chris punch out the windshield of the jeep after
the windshield is cracked from falling to the ground to get a better view of
the road ahead. Hell yeah!
NOTE: If you don't punch out the windshield, Chris can't boost in the jeep. I
guess knocking out the windshield gives the jeep more adrenaline, eh?
.------------------------. .-----------------------------.
| Military Jeep Controls | | Gun Controls |
|========================| |=============================|
| L1/LT | Brake | | R1/RT | Fire gun |
| R1/RT | Accelerator | | Right thumbstick | Aim gun |
| X/A | Boost | '-----------------------------'
'------------------------'
Turns/Obstacles:
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!
Turns/Obstacles:
o Left turn
o Right turn
o Right turn to get on ramp
o Left turn to get off the ramp
o Right turn
o 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.
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.
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 \ / /_)/| | / _ \| '__|/ __|
/ /___ | | | || | | |\__ \\______________________// ___/ | || __/| | \__ \
\____/ |_| |_||_| |_||___// \\/ |_| \___||_| |___/
\__________________________________________________________________________
___/
/ \
.--------------------------------------------------------------.
| 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]
----------------------------------------
CHAPTER 4 - VENGEANCE
----------------------------------------
June 30, 2013
Waiyip, China
_________________________
_____________________________________________________/ STAGE 4-1 -- REAR
HANGAR
-------------------------------------------------------------------------------
The Neo-Umbrella J'avo in this area all have body armor on that makes them a
bit tougher than standard J'avo. They all wear helmets, but a shot to the head
will knock off the helmet and activate a head stun. All of the J'avo in the
current area will run off after the J'avo is knocked off Piers.
J'avo with sniper rifles will start to fire from the high walkways in the very
back of the hangar and there is one J'avo in the room off to the left. Dash
toward the room through the left doorway.
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
J'avo to kill them off.
NOTE: To set up a Glava-Smech for a frontal heavy stun melee (Coup De Grace),
perform a quick shot on it with a weak weapon then slide into it before it
recovers from the light stun. It will stagger and not recover for a long time
after the slide, allowing your character to pulverize it with a Coup De Grace
for major damage.
Grab the ++SEMI-AUTO SNIPER RIFLE++ off the table then open the nearby chest
and take out the three packs of --7.62MM NATO AMMO-- inside. Finally, the
Chris player has a rifle after all this time! Piers now has a second rifle.
This rifle is semi-auto so it fires almost rapidly. Check the back table to
find two breakable --WOODEN CRATES--. Run upstairs and break the --TALL CRATE-
- at the top of the stairs then move up the top staircase.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++SEMI-AUTO SNIPER RIFLE++, [ ] 7.62MM NATO Ammo x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2, [ ] Tall Crate x 1
----------------------------------------
*********************************** TREASURE
**********************************
Campaign: Chris, Chapter 4
Location: Rear Hangar - Entrance Area
Contents: 7.62MM NATO Ammo x 3
When Chris and Piers start out in the Entrance Area of the Rear Hangar at the
beginning of Chapter 4, they will have to fight off against a Neo-Umbrella
J'avo that will attack Piers. After fighting off the first J'avo, enter the
room through the doorway off to the left. There is a semi-auto sniper rifle on
the table up ahead and to the left and there is a chest with three pickups of
7.62MM NATO Ammo inside.
***************************************************************************
****
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
----------------------------------------
REAR HANGAR - ENTRANCE AREA
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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 of the hangar (big helicopter
with two blades) and then step inside and break the two --TALL CRATES-- outside
the cockpit.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
----------------------------------------
When Chris and Piers start out in the Rear Hangar at the beginning of Chapter
4, get the semi-auto sniper rifle and kill off the sniper rifle J'avo on the
high walkway then find the transport helicopter (big helicopter with two
blades) on the right side of the hangar and step inside of that helicopter.
Move to the cockpit entrance to see this emblem behind the left seat in the
cockpit. It can be hit with a low melee.
***************************************************************************
****
While moving across the hangar, a Neo-Umbrella J'avo will raise the stairs on
the left side of the back portion of the hangar, blocking the door where Ada
went to. A few Neo-Umbrella J'avo will arrive and attack. These J'avo will
start to mutate into Glava-Smech (pincher head), Telo-Eksplozija (explosive)
and Ruka-Khvatanje (insect arm). This is a very dangerous pairing of J'avo.
The Ruka-Khvatanje quickly grab at long range with their insect arm and the
Glava-Smech will start that annoying super armor attack of theirs that is hard
to stop. Try to finish off the Ruka-Khvatanje first then deal with the Glava-
Smech. Knock the Ruka-Khvatanje to the ground then crush their head with a
ground melee. Flash grenades can work well to stun the Ruka-Khvatanje and set
them up for heavy stun melees.
Two sniper rifle J'avo will be on the left set of stairs along the side. When
they are shot, one will form a Chrysalid that will hatch into a Napad. As
usual, the Napad will drop --1500 SKILL POINTS-- once defeated.
Ignore the main destination, as labeled by the target indicator, for right now.
Move up the stairs on the left side of the hangar. A bulkhead door will lower
over the corridor that leads to the door that Ada went through.
NOTE: There are two objectives to perform in this Hangar now. This walkthrough
does them in the order of blowing open the bulkhead door and then raising the
stairs, but they can be done the other way around. If they are done
differently, your enemy setup may differ slightly from what I describe.
Dash down the corridor at the top of the stairs and climb the ladder off to the
right at the end.
The second wave has several J'avo in it that can mutate into Ruka-Bedem, Glava-
Smech (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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Piers player needs to move to the back of the walkway and approach the
missile once all J'avo are defeated. The Chris player will be delayed since he
must climb across an overhead pole to reach the side with the missile. Don't
mess with the missile just yet. Wait on the Chris player.
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 Telo-
Eksplozija 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.
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 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 both lead the same way,
but it's best to move up the stairs in order to break the two --TALL CRATES--
near the railing off to the right. Drop off the side of the ledge at the top
and the characters will land on the catwalk just past the lower corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] 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.
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.
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
-------------------------------------------------------------------------------
There is a --FLASH GRENADE-- on the right shelf up ahead. Grab that sucker
then use the X/A button (near the elevator button) to open the door to the
elevator at the end of the next corridor. Use the partner assist button to
take the elevator up to the bridge.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Flash Grenade
----------------------------------------
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.
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.
The acid rounds can be loaded into the grenade launcher by pressing the
Triangle/Y button while the grenade launcher is equipped and being aimed. Acid
rounds are highly effective against J'avo groups. They weaken the J'avo
heavily and set them up for heavy stun melees.
A J'avo will stand at the top of the stairs when a character reaches the left
doorway then it will mutate into a Ruka-SRP (blade arm). It's dangerous to
fight this mutation on the stairs so allow him to move into the room then blast
him in the head and heavy stun melee his ass.
STAIRWAY CORRIDOR
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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
----------------------------------------
*********************************** 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.
***************************************************************************
****
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.
Step back into the outside corridor then use the partner assist button to open
the double doors down the left side of the corridor.
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.
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.
***************************************************************************
****
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.
***************************************************************************
****
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
-------------------------------------------------------------------------------
Move along the fenced corridor up ahead. The aircraft carrier will shake when
Chris and Piers reach the T-intersection. Make a left and follow that corridor
then break the --WOODEN CRATE-- on the larger crates at the end. Turn back
around and move down the other corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
----------------------------------------
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.
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 | | |
| |_____________________|______________ ____________________| |
| steam 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
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.
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.
Use the partner assist button to kick open the door on the other side of the
Kitchen.
*********************************** 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.
*********************************** 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.
***************************************************************************
****
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.
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.
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 room to the right and then break the --WOODEN CRATE--
on the first lower bunk bed to the left. Leave the room after breaking the
crate and continue down the corridor to the right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
----------------------------------------
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.
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.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
___________________________________________
___________________________________/ STAGE 4-4 -- AIRSACE OVER AIRCRAFT
CARRIER
-------------------------------------------------------------------------------
Chris and Piers are now in the jet (VTOL) that they took from the hangar of the
aircraft carrier. They must now destroy the virus missile that is preparing to
launch. The Chris player is in the cockpit and the Piers player is in the seat
behind Chris.
.--------------------------------.
| COCKPIT CONTROLS |
|================================|
| Left thumbstick | Move jet |
| L1/LT | Aim |
| R1/RT | Fire |
| R2/RB | Barrel Roll |
'--------------------------------'
The Chris player mainly needs to work on destroying (or dodging) missiles that
are in the air and destroying the helicopters that are firing out the missiles.
Missiles are marked with a red missile icon and the helicopters are marked with
a red diamond target marker. There are only three helicopters. Make sure to
watch for the missiles while shooting at them though. Instantly press the
R2/RB button to do a barrel roll when a rocket appears. Fly back and forth
over the aircraft carrier so the Piers player can easily establish a lock-on
and fire missiles to destroy all the anti-aircraft guns.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Shoot the three helicopters that surround the airspace above the aircraft
carrier while playing as Chris to receive an extra medal at the end of the
chapter.
.--------.
MEDAL: Destroyed 3 helicopters with the VTOL's barrel gun | [ME080]|
----------------------------------------
NOTE: The Chris player will see the Piers player targeting anti-aircraft guns
while Chris flies the VTOL jet. It's a bit distracting, but keep in mind that
it's the Piers player doing the targeting, not Chris, so just ignore the
targeting cursors that you'll see on the aircraft carrier below. It's a bit
confusing on the first time through with Chris if you haven't played as Piers
yet - it looks as if Chris is targeting objects, but it's actually Piers.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
.----------------------------.
| 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 anti-
aircraft 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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
.--------------------------------.
| 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.
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Approach the first red container directly ahead then press the X/A button near
it to start a QTE sequence. A gauge with a timer needle will display. Press
the Square/X button when the timer needle moves across the green portions of
the gauge. The Piers player will have to do this three times for each bomb.
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.
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!
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
\__________________________________________________________________________
___/
/ ___ _ _ ___ _ \
/ __\| |__ _ __ (_) ___ \______________________/ / _ \(_) ___ _ __ ___
/ / | '_ \ | '__|| |/ __|/ CHRIS CAMPAIGN \ / /_)/| | / _ \| '__|/ __|
/ /___ | | | || | | |\__ \\______________________// ___/ | || __/| | \__ \
\____/ |_| |_||_| |_||___// \\/ |_| \___||_| |___/
\__________________________________________________________________________
___/
/ \
.--------------------------------------------------------------.
| 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]
----------------------------------------
CHAPTER 5 - THE ROOT OF THE PROBLEM
----------------------------------------
July 1, 2013
Chinese Waters
_________________________________
_____________________________________________/ STAGE 5-1 -- UNDERWATER
FACILITY
-------------------------------------------------------------------------------
Chris and Piers will start outside the elevator that they took down in the
cutscene where Chris recalled beating the stuffings out of Wesker and tossing
his mutated ass into a volcano. Use the partner assist button to open the
double doors off to the right up ahead. A cutscene will trigger after the two
characters step into the next room.
Well, it appears that Chris has set off the alarm. Find the air duct on the
left side of the room while facing the monitors. Crawl through the air duct.
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.
***************************************************************************
****
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.
Chris will fall out of the air duct and into a corridor below the Cargo Bay.
There are two J'avo up ahead and they can be taken down with stealth melees.
It's a bit hard to kill both of them quietly without one noticing your
character but it can be done.
Hide behind the crate off to the right while the two J'avo step away from
Chris. When they both move back down the corridor, stay to the far right side
of the crate (you can stay in the middle at times without having the closest
J'avo notice Chris). When both of the J'avo turn their backs and walk away, run
behind each one and stealth melee kill them. Run toward them and get behind
each one to get a R1/RT stealth melee kill prompt.
Walk over to the lever on the wall to the left of the elevator and pull it with
the X/A button to start the elevator. Chris will contact Piers and tell him
that he has restored power to the elevator.
Press the button on the wall to the left of the elevator to open it. Chris
will contact Piers and tell him that he is in the elevator and headed his way
after stepping into the elevator. Press the button the left side of the
elevator to ride it up to the Cargo Bay.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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
far the worst.
It's really best to ignore the J'avo behind the gatling gun turrets for now.
If Piers kills off one of them, another J'avo will simply takes its place and
start shooting some more. The J'avo will start to toss hand grenades behind
Piers cover point if he stays in place for too long which can be highly
annoying.
NOTE: Do not stand in a cover area for too long in this room or the Neo-
Umbrella J'avo will toss a hand grenade toward Piers. Literally, all you hear
is a single bounce followed by an explosion that takes off tons of health. You
have been warned.
Run to the other side of the room directly ahead (across from the gap) then
move into the left corridor on that side and break the two --METAL TALL
CRATES-- there. There are two more --METAL TALL CRATES-- further ahead on the
same side of the room also.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
There is a medal that can be gained from shooting three J'avo with a gatling
gun turret and it's best gained in this room 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.
.--------.
MEDAL: Killed 3 enemies with gatling guns | [ME156]|
----------------------------------------
Find the next lever on the middle portion of the current side of the room and
pull it to stop the fan blade of the second wind tunnel below the Cargo Bay.
This will allow Chris to crawl through the second wind tunnel below. Chris
will reach an elevator and get back to the Piers player soon. The elevator
door is on the side of the Cargo Bay behind the gatling gun turrets.
Now, all the Piers player has to do is hold out in this room until the Chris
player arrives on the elevator. Chris will restore power to the elevator very
quickly - at least the AI Chris partner will.
NOTE: Chris will keep in contact with Piers while heading toward him. He will
tell Piers when he reaches the elevator. A Piers player can actually take
cover and wait for the Chris player to reach the Cargo Bay.
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
----------------------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
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 Glava-
Smechs. 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
----------------------------------------
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.
***************************************************************************
****
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.
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.
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.
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.
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.
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.
_______________________________________________
/ \
/ 1 4 3 \
/ Napad Napad Napad Gnezdo Napad Napad \
/ \ \\ \ | || | / // / \
| \ \\ \ | || | / // / |
| \ \\ \ | || | / // / |
| \___\!\___\ |___|!|___| /___/!/___/ |
| _______ |
| / \ |
| *J'avo Spawn Point | | ENTRANCE |
| (2F) \_______/ |
| ___ ___ ___ ___ |
| / /! / / \ \ !\ \ |
| / / / / \ \ \ \ |
| / / / / \ \ \ \ |
\ / / / / \ \ \ \ /
\ Gnezdo Napad Gnezdo Napad /
\ 5 EXIT 2 /
\_______________________________________________/
* 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
-------------------------------------------------------------------------------
Find the two --METAL TALL CRATES-- and two --WOODEN CRATES-- to the right of
the control panel then break them. Move over to one of the two lifts and
activate one of the levers with the partner assist button. You have a choice
as to which characters will pair while riding upwards. The choice will have an
impact on the conversations that will take place while riding to the top floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 2, [ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* You have a choice of which pairs of characters will get on each lift. A
different conversation will take place depending on which characters are
together. You can have Sherry + Chris, Jake + Chris or Chris + Piers on one
lift while playing as Chris for instance. The conversation while moving up
the lifts will change depending on your choice.
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.
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
__________________________
____________________________________________________/ STAGE 5-3 -- UPPER
LEVELS
-------------------------------------------------------------------------------
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.
Chris and Piers will start out on the same ledge that they were on during the
last cutscene. When control is given to the player once again, turn around
immediately and move toward the big ladder then press the X/A button to grab a
hold of the ladder behind Chris and Piers and then start climbing. Haos will
destroy the platform at the bottom of the ladder then chase the characters up
the ladder while it climbs.
After pulling up to the platform, hop over the gap on the opposite side then
run directly ahead (toward the screen) and follow the walkway along the side of
the wall. Hop over the gap and run along the walkway as the walkway slants
upward. Haos will be slamming his hands into the walkway behind the
characters. Climb over the small pipe cover in the walkway then climb up to
the higher walkway after the hopping over the pipe cover - hold the dash button
and forward to keep moving ahead.
Chris and Piers will reach a high overhead platform. The Chris player needs to
use the partner assist button to boost Piers to the platform above him. Once
the Piers player gets up on top of the platform, the Piers player needs to move
back toward the ledge above Chris and use the partner assist button to give him
a hand to climb up. When both characters get up to the high platform, run to
the opposite end of the platform and fall off.
Haos will slam his left arm on the walkway up ahead and block the characters
from moving forward. He must be shot in the head or body to make him move his
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.
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.
BOSS BATTLE
------
H A O S =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Haos is a threatening boss from long range mainly. He can be a total beast if
Chris and Piers stay at long range. If you choose to fight this boss from long
range, you better get a LOOOOONG long range away from the creature. Haos' only
long range attack is his arm slide where he will slam his right arm into the
water and drag it across the room to his left. This attack has some insane
range and covers a wide area!
From close range, Haos is actually very limited. He only has an arm slam with
his right arm and a blood vomit attack. Both of these require him to hit the
characters much more precisely when compared to his room-filling arm slide.
It's really best to fight Haos from close range if your character has enough
ammo. Players can get behind the creature and Haos will have difficulty
turning to attack. He turns very slow and a character can unload on him from
his back. Haos must do a complete body turn with his long arms in order to
turn. His appendages or arms cannot hit a player when he turns also! He must
turn and then ready an attack if he chooses to attack, so all a character
basically has to do is circle him from close range and he can't do much!
Haos takes some major firepower to bring down during this battle however. The
main reason that you will want to move away from him is to find ammo in the
surrounding wooden crates. While breaking crates, BE SURE to move the camera
toward Haos to confirm that he is at an extreme long range. There are
altogether twelve --WOODEN CRATES-- along the sides of the circular room.
Circle the outer edges of the room to find them. Many of them are in groups of
two and there are two groups of three.
NOTE: Be sure to break all wooden crates and collect all items from them BEFORE
the battle is over. A player will start in a new area after this battle.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 12
----------------------------------------
To damage Haos during this battle, blast him in his head with a powerful
weapon. Whenever Haos is hit in the head with a high powered weapon, it will
grab its head in pain. The semi-auto sniper rifle or anti-materiel rifle from
long range can work well to damage him in the head but make sure your character
stays at an extreme distance from him to avoid his arm slide. Haos will fall
fast to explosive rounds aimed at any portion of his body also. From close
range, blast him with the shotgun in the head. It's really best to use the
explosive rounds here though. It only takes a little over ten explosive rounds
to any portion of the body to defeat Haos. Shotgun ammo and rifle ammo will
come in handy for a fight up ahead mainly for better accuracy. Acid rounds can
work just as well as explosive rounds for Haos also. It's good to save either
explosive or acid rounds for an upcoming fight though. Either one should work
well in that fight.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--------
END BOSS BATTLE
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
____________________________________
__________________________________________/ STAGE 5-4 -- EMERGENCY
ESCAPE ROUTE
-------------------------------------------------------------------------------
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.
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.
Haos can be seen outside the window of the corridor directly ahead. He will
slam into the side of the corridor wall and shake the tunnel. Run to the left
and slide up under the closing bulkhead door.
The camera will change to a frontal view of Chris and Piers as Haos bust
through the wall in the back of the corridor and starts to crawl after them.
Water will be gushing into the corridor behind him. Hold the X/A button and
dash forward. Chris and Piers will run through a few doorways with closing
bulkhead doors but Haos will slam right through them shortly after they close.
A cutscene will trigger eventually.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
____________________________________
__________________________________________/ STAGE 5-5 -- EMERGENCY
ESCAPE ROUTE
-------------------------------------------------------------------------------
The Piers player needs to crawl toward the red syringe on the floor while Haos
holds the Chris player. Hold toward the red syringe with the left thumbstick
to crawl toward it with Piers. Press the Square/X button when near the syringe
then prepare to press the R1/RT button afterwards. The Chris player cannot do
anything during this sequence. If the Piers player doesn't hurry up and move
toward the syringe, the Chris player will get squashed by Haos.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* The Piers player can respond to the Chris player while crawling toward the
syringe. Hold down the partner assist button and tap up or down on the
directional pad to respond like normally.
----------------------------------------
When the Piers player takes control of Piers again, the controls for him will
change a bit. He now basically has an infinite weapon in his right arm. The
controls for using him now are listed below.
.------------------------------------------------------------.
| Piers Controls |
|============================================================|
| L1/LT | Ready weapon |
| L1 then tap R1/LT then tap RT | Fire shot (can be charged) |
| 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.
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 of four --METAL TALL CRATES--
and three --WOODEN CRATES--. They are located on each side of the room to the
right and left of the exit door. Two of the tall crates are to the far right
of Haos' Chrysalid while facing him.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] 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.
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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
o Arm Slam - Haos holds up one of his front arms and slams it into the floor.
This will knock a character down. He can do this several times in a row to
hit your character as the character tries to get up. To avoid this, (while
on the ground after one slam) hold L1/LT while on the ground then quickly
push and hold to the right or left with the left thumbstick to roll away from
his arm.
o Jumping Arm Slam - While up on a crate, Haos falls toward the character and
slams his arms into the floor. Both arms can hit your character. Never
stand directly below him for too long while he is on a crate to avoid this
attack.
o Arm Swipe - Haos moves forward and slaps his arm to the side. This has some
wide range around Haos' front side. He can do this with both arms!
o Tentacle Spread - Haos slams his right arm into the floor and tentacles move
out of his arm. The tentacles eventually shoot out and cover a good bit of
the area in front of him. This attack has some long range to it. Get very
far away or hide behind a crate to avoid it.
o Tentacle Grab - Haos slams his right arm into the floor and tentacles move
out of his arm then head right toward your character and grab the character
then bring him to Haos. When he tentacles grab your character, get up
immediately then run away from Haos (toward the screen) to avoid his double
arm grab that he will do afterwards. Rolling to the side will dodge his arm
slam that he will sometimes do after this move. The tentacle grab can be
dodged by stepping to the side. This has no tentacle charge animation like
the tentacle spread does - it's just an instant shot of tentacles to grab.
o Double Arm Grab - Haos holds both of his arms back then reaches forward and
grabs a character. This grab cannot be escaped with QTE struggling. The
partner must free the grabbed player with the partner assist button while
standing next to Haos or by shooting Haos to make him drop the character.
This will kill a player by crushing the character if the grab is not broken.
o Body Explosion - After both of Haos' back organs have been damaged, his lower
body will explode. This can hit a character, so stay away from him while he
prepares to form a Chrysalid shell.
-------------------------------------------------------------------------------
Haos has a huge range of attacks during this battle. He has an attack for just
about every range. Staying close to him this time is a very bad idea. The
large crates that are spread around the room will come in handy during this
fight for cover areas. Haos will leap on top of the surrounding crates and
spit liquid toward the floor or the ceiling. The liquid will form a Chrysalid
egg and then explode seconds later. These can be shot, but either way, the
explosion will damage your character. The eggs can leave behind items once
they explode, so watch for them!
Look over the attack list for Haos. He is quite a pistol from close range now.
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 semi-
auto 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.
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.
NOTE: The Piers player really should fail the QTE sequence above at least once.
The death animation is so sudden and hilarious. SPLAT!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--------
END BOSS BATTLE
A --GREEN HERB-- has spawned to the left of the back door. The developers
don't want a Chris player to hobble through the next area without any stamina
it seems.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
----------------------------------------
One of the players needs to approach the door with the valve handle in the back
of the room. Press the X/A button while standing in front of the door then
rotate the left thumbstick to rotate the valve handle. Use the partner assist
button 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?
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.
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!
-----
THE
END
-----
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 \\ \ | '_ \ / _ \| '__|| '__|| | | |
/\_/ /| (_| || <| __/\_________________/_\ \| | | || __/| | | | | |_| |
\___/ \__,_||_|\_\\___|/ \\__/|_| |_| \___||_| |_| \__, |
\________________________________________________________________________|__
_//
/ \
.--------------------------------------------------------------.
| 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
-------------------------------------------------------------------------------
Jake and Sherry start out in a sewer tunnel after escaping the J'avo group from
the previous cutscene. A war between the BSAA and J'avo surrounds them and
they must escape this deadly battlefield.
o Nine-Oh-Nine (handgun)
o Bare Hands
o Herb Pill x 5
Jake starts out with a Nine-Oh-Nine Handgun, and a few healing tablets. Jake
can switch to his bare hands to fight unlike other Resident Evil characters.
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.
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.
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.
***************************************************************************
****
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.
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.
NOTE: Players can fall off the sides of the ledges in this area - when your
first step out to the wooden walkway and along the bridge at the end of the
area. Prepare to shake the left analog to pull yourself back up.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
----------------------------------------
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.
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.
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.
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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!
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
-------------------------------------------------------------------------------
Both Jake and Sherry will start out with the camera facing them while Ustanak
rampages toward them from behind. Get ready to run like Nathan Drake! Long
story short, hold down the X/A button and hold down on the left thumbstick
(toward the screen) and haul ass. As long as you keep holding the X/A button
your character will leap over the fallen debris up ahead.
NOTE: Players really have to move fast at the beginning of this chase sequence.
If your character stumbles much, Ustanak will kill that character.
Eventually a cutscene will play. When the view changes to show the back of
Jake and Sherry after the cutscene, run forward! Keep running and leap off the
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.
There isn't a reason to waste any bullets on Ustanak as he looks through the
window. He will give up the chase and leave eventually. The objective marker
says to move down the hall. I say that we enter the restroom for now though.
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] |
----------------------------------------
*********************************** 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.
***************************************************************************
****
Jake and Sherry will have to outrun Ustanak shortly after a cutscene after the
two escape a corridor area with J'avo that attack them in great number from
high areas. Jake and Sherry will enter a restroom with one J'avo inside. Jake
can boost Sherry up through the hole near the far side of the restroom. After
Jake tosses Sherry up through the hole in the rooftop of the building, Sherry
can turn around and blast the serpent emblem to the right of the hole in the
floor behind her.
NOTE: With Jake, a player can toss a flash grenade up toward the emblem to
break it. Just stand with your back to the wall that Jake tossed Sherry up
then toss the flash grenade upward to the opposite end.
***************************************************************************
****
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Step out of the restroom and break open the wooden crate on the shelf to the
right and open the door to the side of it then step into the storage room.
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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
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
-------------------------------------------------------------------------------
Jake and Sherry will start out from the area that they fell from after the
Ustanak battle. There is a --TALL CRATE-- and a --WOODEN CRATE-- through the
hole in the wall up ahead. As Jake and Sherry enter the dark corridor off to
the right, they will put on a light to illuminate the area. Jake will start to
talk about his past to Sherry as they move down the dark hallway. There is a
--TALL CRATE-- at the end of the dark corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
----------------------------------------
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
Contents: 2000 Skill Points
After Jake and Sherry step down the corridor from the room with mannequins,
there is a treasure chest to the right of the fence with the face on the wall
across from it in the background. Open the chest up for 2,000 skill points
before leaving the area.
***************************************************************************
****
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
-------------------------------------------------------------------------------
Wow, that big guy doesn't look happy. The big enemy is known as an Ogroman.
This bad boy can flatten players out in the street pretty easily, so stay out
of his way while outside. The BSAA would help out from the air, but there are
some anti-aircraft guns situated around this area that prevent them from flying
in. Chris Redfield and Piers Nivans will help Jake and Sherry for this battle.
All the characters need to disable the anti-aircraft guns. There are a total
of three of them. Each of the guns are manned by J'avo. Find the gun and kill
the J'avo then Finn, from the BSAA, will plant an explosive on the gun. The
characters will have to protect Finn while he plants the explosive. Finn will
have a meter near him that shows how much longer it will take him. J'avo and
an Ogroman will attack while Finn arms the explosives.
NOTE: None of the J'avo in this portion of the chapter will mutate in any way,
so don't worry about shooting them in the head, body, arms or legs - it doesn't
matter since they won't mutate.
The first anti-aircraft gun is on the second floor of the nearby building. The
building is on the left side of the screen once control is given back to the
player. Find the open doorway then move up the stairs. Move off down the
first corridor to the left after climbing both sets of stairs to find two
--TALL CRATES-- against the right wall of the room through the doorway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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.
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.
NOTE: The Ogroman will destroy the gate that blocks the street to the third
anti-aircraft gun eventually, so players won't have to use the ladder then.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] 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 anti-
aircraft 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
-------------------------------------------------------------------------------
Something is outside the helicopter and it sounds mad! Control will be given
back to the player as the banging on the outside starts. Ustanak will tear
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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
NOTE: The gatling gun turrets can overheat, so fire in short burst or limit
your firing when the barrel of the gun starts to turn a bright orange to allow
the gun to cool down.
The helicopter that carries Ustanak will fly back into the distance. Now, a
player must shoot the helicopters around Ustanak. Start off by shooting the
helicopter that he is on. Ustanak will fire missiles at the helicopter that
Jake and Sherry is in while he is in the background, so quickly blast the
missiles with the turret. Blast the helicopters and then blast the missiles.
Eventually Ustanak will leap over to the helicopter on the left side. When he
does this blast the helicopter that he is on until it starts to burn. Once it
starts to burn, don't continue to focus fire on that one helicopter - blast the
helicopter on the right side. The right helicopter will eventually fall to the
ground. Blast the helicopter that Ustanak is on after the right helicopter
falls out of the air.
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
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\__________________________________________________________________________
___/
/ __ _ __ _ \
\ \ __ _ | | __ ___ \_________________// _\| |__ ___ _ __ _ __ _ _
\ \ / _` || |/ // _ \/ JAKE CAMPAIGN \\ \ | '_ \ / _ \| '__|| '__|| | | |
/\_/ /| (_| || <| __/\_________________/_\ \| | | || __/| | | | | |_| |
\___/ \__,_||_|\_\\___|/ \\__/|_| |_| \___||_| |_| \__, |
\________________________________________________________________________|__
_//
/ \
.--------------------------------------------------------------.
| 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 |
'-----------------------------------------------------------------------------'
[JM02]
----------------------------------------
CHAPTER 2 - THROWN OUT INTO THE COLD
----------------------------------------
December 24, 2012
Edonia, Eastern Europe
___________________________
___________________________________________________/ STAGE 2-1 -- MOUNTAIN
PATH
-------------------------------------------------------------------------------
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.
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 bottom path on
the map, but the characters can't reach it from that side. You see, there is a
high ledge on that side and the data chip just happened to land on the high
part, so guess what? We've got to take the top path and circle around over to
that high ledge!
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
----------------------------------------
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
really no point in getting on it since walking is just as fast really.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
While riding on a snowmobile, if you can ram it into a Mesets and kill the
Mesets, a medal will be gained at the end of this chapter. It's best to let
the first two Mesets live before getting to the hill so you can try ramming
both of them later.
.--------.
MEDAL: Defeated a flying B.O.W. with the snowmobile | [ME149]|
----------------------------------------
.-------------------------.
| Snowmobile Controls |
|=========================|
| A/A | Get on |
| Triangle/Y | Get off |
| R1/RT | Accelerate |
| L1/LT | Brake |
'-------------------------'
Like a kid with a new toy, another J'avo will try to drive over the characters
with his trusty snowmobile in the top area, so blast him off his vehicle. The
area up above the hill has several stacked logs around it. **FOS MEMORY DEVICE
A** is in the center of the area near a crane that is parked by a wooden fence.
After Jake and Sherry move up the icy hill and fight off the two J'avo that are
on snow mobiles, they will reach an area with stacked logs where FOS Memory
Device A is located (the second data chip that Jake and Sherry must collect).
There is a crane next to the memory device that has a serpent emblem on the
operator's seat. Get near the crane then blast it.
***************************************************************************
****
NOTE: There are several red gas canisters in the log area and the areas ahead.
Blasting them doesn't really help out much but I'd thought I'd bring it to your
attention with this note.
There is a bridge in the north and there is also a --WOODEN CRATE-- in front of
that bridge and off to the right. Move across the bridge to reach the other
side and get closer to the next data chip.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
----------------------------------------
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
creature hatches from them though.
Enter the small wooden shed at the top of the mountain and break open the two
--WOODEN BARRELS-- and the two --WOODEN CRATES-- inside then open the treasure
box near the wooden crates to find --4000 SKILL POINTS-- and two --FLASH
GRENADES--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Flash Grenade x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2, [ ] Wooden Crates x 2
----------------------------------------
*********************************** TREASURE
**********************************
Campaign: Jake, Chapter 2
Location: Mountain Path - Top of the Mountain Path
Contents: 4000 Skill Points, 2 Flash Grenades
When Jake and Sherry reach the very top of the mountain path, they will find a
wooden shed next to the last data chip. This shed has two wooden barrels and
two wooden crates inside. The two wooden crates are next to a treasure chest
that contains 4000 skill points and two flash grenades, so open that sucker and
collect them.
***************************************************************************
****
Find **FOS MEMORY DEVICE C** along the side of the wooden shed. There is also
a serpent emblem nearby, so read below and blast it.
After collecting the last data chip, a crunch sound will come from the trail
that leads to the wooden shed. That definitely doesn't sound like someone
biting into a Nestle Crunch bar or a kid eating Rice Krispie treats, so I guess
that Chrysalid finally hatched. Yup, another Mesets is about to attack, so
it's time to take out that sniper rifle and go crow hunting. Blast it and then
rob him of his skill points!
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
red gas canister on it. There is a --WOODEN BARREL-- up ahead and there is a
hole next to the wooden barrel. The hole will allow the characters to slide
back down to the bottom area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 1
----------------------------------------
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
-------------------------------------------------------------------------------
After the cutscene, J'avo will attack from outside the house. Be sure to check
around the room for --9MM AMMO-- on a table to the left of the open window and
a --FLASH GRENADE-- lying on the floor on the right side of the cabin. J'avo
will eventually enter the cabin, so beat them down with Jake's bare hands or
Sherry's stun rod. Players might get a possible Glava-Begunats J'avo mutation
here. The J'avo head will split apart and three insect heads will emerge from
it. This J'avo is weakest in the head so knock him to the ground with a rifle
quick shot then crush his head with a melee. This J'avo will basically berserk
and charge toward a player while swinging his weapon.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo, [ ] Flash Grenade
----------------------------------------
Well, with all the noise that was made, it appears that the J'avo have started
an avalanche Run toward one of the two snow mobiles then get on one using the
partner assist button to start driving it.
.-------------------------.
| Snowmobile Controls |
|=========================|
| X/A | Get on |
| Triangle/Y | Get off |
| R1/RT | Accelerate |
| L1/LT | Brake |
'-------------------------'
NOTE: While driving down the mountain trail with the steep hills along the side
at the beginning and the area with the trees, there are some collectable skill
points in the area worth 100 skill points and 300 skill points. Keep tapping
the Square/X button and you might get lucky and find some. The ones in the
tree areas are right near some of the trees.
Drive on ahead down the mountain trail. The characters will move along a
narrow path in between some steep hills at first. Eventually, they will drive
out to a trail with a ledge to the right of them. Be sure to stay on the trail
and don't fall off the ledge to the right or the character will die! The
avalanche will start to move down the left side of the area toward the end of
the trail, so turn right when prompted to by your partner. The characters will
eventually make a jump from a high ledge and land below.
Eventually, the characters will come upon an area with several trees. Hitting
these trees will slow a player down quite a bit and might make your character
get caught by the oncoming avalanche. The trees get quite thick and hard to
dodge so keep a sharp eye out while moving down the trail ahead. The snow will
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.
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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
--> Objective: Find the cave exit
After the usual Jake sarcasm, the characters will be ready to explore the cave
tunnel up ahead. Follow the tunnel. The middle part has several ice crystals
that alert bats from up above. They will only stagger the characters a bit but
not hurt them
NOTE: The bats can be shot to add one to the records book as a defeated animal.
They can be killed with a flash grenade to get a medal for killing an enemy
with a flash grenade as well.
Open the door at the end of the tunnel by using the left thumbstick to rotate
the valve handle. There are plenty more of these doors coming up.
Jake and Sherry will see Ustanak below them. Two tracker enemies known as
"Oko" are fluttering about along the path to the side. Yeah, it's the same
path that Jake and Sherry have to move down, of course! Okos have a limited
range of vision and can only see what they shine their blue light on. If the
Okos spot a player, they will alert Ustanak and he will rampage toward that
area to find the character. Ustanak will immediately kill a player when he
gets close to them. Players can hide in the red container at the beginning of
this area by pressing the X/A button near it to hop inside. Both players can
hide in the container, but they must get in one at a time.
NOTE: Hiding in the container will do no good on the third time that either
Jake or Sherry is spotted. Ustanak will finally decide to check the incredibly
obvious container that screams "hide in here" and therefore your goose will be
cooked!
The Oko that flutter on the path ahead can be killed by sneaking up behind them
when they fly away from the characters. Hit them with an R1/RT melee attack
from behind when the button prompt appears while standing behind one of them.
There are only two Oko up ahead, so wait for them to turn their back and
flutter away then move behind them and melee them one by one. Don't get in a
hurry here or the characters might get discovered by Ustanak.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
If a player can get through this cave section and the upcoming cave sections
without killing any of the Okos the player will receive a medal at the end of
this chapter. 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 far right side of the railing and find the
ladder. Wait for the Oko in the corridors to move out of the way then drop
and run to the corridor directly ahead. An Oko will see your character
eventually, so run to the stairs and quickly open the door.
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.
*********************************** 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.
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.
*********************************** 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.
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.
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.
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.
Jake and Sherry will be plowing into Ustanak with the driller from the last
cutscene. This part is all about QTEs and how a player responds to them. Here
is a list of all the QTEs so you will be ready for them:
Kev: "You want S.T.A.R.S.!? Well, too bad, you get drill, bitch!"
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 \\ \ | '_ \ / _ \| '__|| '__|| | | |
/\_/ /| (_| || <| __/\_________________/_\ \| | | || __/| | | | | |_| |
\___/ \__,_||_|\_\\___|/ \\__/|_| |_| \___||_| |_| \__, |
\________________________________________________________________________|__
_//
/ \
.--------------------------------------------------------------.
| 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]
----------------------------------------
CHAPTER 3 - ESCAPING CONFINEMENT
----------------------------------------
Waiyip, China
June 30, 2013
______________________________
________________________________________________/ STAGE 3-1 -- DETENTION
CENTER
-------------------------------------------------------------------------------
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.
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.
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.
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Sherry player will start out in a different room after the cutscene with
Jake. Wait around until a cutscene plays where Jake will turn off the power to
the facility.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* While in Sherry's room, a player can turn on the stereo system and the TV
along the right table.
----------------------------------------
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.
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.
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.
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.
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] |
----------------------------------------
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.
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.
***************************************************************************
****
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo, [ ] 7.62MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Golden Urn x 3
----------------------------------------
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
----------------------------------------
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
----------------------------------------
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!
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.
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.
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.
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.
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.
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.
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
-------------------------------------------------------------------------------
Jake and Sherry will start out in the Security Room after the cutscene. Move
back out the room then reenter the Statue Room.
After Jake and Sherry gain entrance to the Security Room and then move back out
to the Statue Room, a tank will bust through the double doors in the back of
the Statue Room. Hide behind the big statue in the center the room and allow
the tank to destroy the statue with its turret. A serpent emblem will be lying
in the middle of the floor where the statue was once the debris clears. Slide
into it to hit it and watch out for the tank's gunfire!
***************************************************************************
****
Jake needs to help Sherry up the ledge to the second floor. Facing the front
of the big statue, the ledge is on the back right side of the room. Jake can
boost her up by standing below the ledge or the Jake player can move up the
stairs and swing on the pole then get to the second floor and then stand by the
top of the ledge to the right of the top door and pull her up. Either way,
both characters need to get up top.
NOTE: Stay away from whatever direction the tank's gun turret is facing. It is
slow so it's easy to dodge and it definitely packs one hell of a punch when it
hits a player!
Don't worry too much about the J'avo. Just blast them or melee them enough to
knock them down or stagger them then run past them - slide into them and knock
them down with a melee attack then run. Don't get caught up in killing too
many J'avo or the tank will blast a character. You might get some Glava-
Begunats and Nova-Skakanje mutations here. Begunats are the raging insect
heads and Skakanje are grasshopper-legged J'avo that can leap really high. Use
the partner assist command to open the double doors at the top.
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.
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.
Anyway, move up the stairs and open the door with the partner assist button.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
----------------------------------------
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.
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'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.
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.
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...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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 \\ \ | '_ \ / _ \| '__|| '__|| | | |
/\_/ /| (_| || <| __/\_________________/_\ \| | | || __/| | | | | |_| |
\___/ \__,_||_|\_\\___|/ \\__/|_| |_| \___||_| |_| \__, |
\________________________________________________________________________|__
_//
/ \
.--------------------------------------------------------------.
| 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]
----------------------------------------
CHAPTER 4 - ON THE RUN
----------------------------------------
Waiyip, China
June 30, 2013
______________________________
________________________________________________/ STAGE 4-1 -- CITY AND
HIGHWAY
-------------------------------------------------------------------------------
.-------------------------.
| 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 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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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
the street further below. A slight cutscene will trigger.
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.
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.
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:
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.
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:
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.
Two J'avo with cocktails on motorcycles will be in front of Jake and Sherry
after the cutscene. They will toss cocktails on the road behind them just like
the last pair did.
Obstacle List:
The tanker will start to tump over and J'avo up ahead will crash into the
truck. As the motorcycle gets close to the fuel truck press the buttons that
appear on the screen as the quick QTE button press indicator appears in order
to make Jake slide up under the tanker. The buttons are usually either X/A or
Square + X/X + A.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=
The Sherry player will have to shoot the fuel tank on the side of the truck.
It's red and on the right side of the truck.
In the sequence where Jake and Sherry are on a motorcycle, the helicopter will
open fire on a tanker shortly after Jake saves Sherry from falling off the
helicopter. After sliding up under the tanker, the Sherry player will have to
shoot the fuel tank on the tanker. While aiming, look toward the left side of
the street and shoot the serpent emblem on top of the sign off to the left
before shooting the tanker fuel tank.
Jake and Sherry will head down the road again and three J'avo with cocktails on
motorcycles will be up ahead of them this time. As usual move to the side
opposite the hand that they toss the cocktail with. The J'avo will crash on
some of the obstacles since they likely didn't read a guide that told them
every precise direction to move toward on the street ahead - hey, it happens!
Obstacle List:
Quickly move to the left side of the street when there are several cars on the
right side as shown above and ride up on the ramp along the left side. The
motorcycle will ride up onto a wooden walkway then crash through the wooden
window of a building and the characters will accelerate down a narrow corridor
in the building. Prepare to press the button displayed on the screen in the
QTE sequence at the end of the building when coming upon the helicopter. The
button will either be X/A or Square + X/X + A once again.
CITY AND HIGHWAY - INTERSTATE HIGHWAY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Jake and Sherry will land on an interstate highway.
Obstacle List:
Now more pesky J'avo with cocktails on motorcycles will group in front of Jake
and Sherry and start to toss cocktails on the street behind them. Carefully
navigate through their cocktail fires. The helicopter will move down the road
then open fire on a car carrier eventually. The car carrier will drop its cars
and they will roll and bounce toward Jake and Sherry.
Obstacle List:
NOTE: The cars that fall off the car carrier can actually bounce over Jake and
Sherry if they are on the same side with them. The car bouncing might be a bit
random other than what I have above.
Accelerate toward the ramp on the back of the car carrier and ride up the ramp
then watch Jake jump that helicopter in an action cutscene!
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
________________________________
______________________________________________/ STAGE 4-2 -- POISAWAN
COURTYARD
-------------------------------------------------------------------------------
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.
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.
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.
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
-------------------------------------------------------------------------------
*********************************** 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
-------------------------------------------------------------------------------
Jake and Sherry will start out in a narrow alley. A group of J'avo will walk
down the street directly ahead. If you're playing with an AI partner in solo,
the AI partner will likely alert the J'avo. Players can allow them to continue
to walk down the street then run up behind them and hit them with a stealth
melee from behind (hit R1/RT while behind the J'avo). From the start, don't
move and they might walk on down the street and ignore the characters.
There is a --GREEN HERB-- on a crate off to the right while stepping out of the
entrance corridor. Find the --WOODEN CRATE-- off to the left while stepping
out of the corridor and a --TALL CRATE-- behind the stack of crates to the
right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Small Crate x 1, [ ] Tall Crate x1
----------------------------------------
Many of the J'avo will begin a mutation process where they will form Chrysalid
shells once they have been damaged in this area and the next few areas. They
will mutate into Strelats while inside. Keep in mind that the shells can be
destroyed before they hatch into Strelats by blasting them with whatever
firepower or attacks your character can hit them with. They will not leave
behind any items once the Chrysalids have been broken however. Like in other
areas, a Strelats will leave behind a treasure worth 1000 skill points once
defeated.
It's best to hit Strelats with your most powerful weapon to get rid of them
quickly (magnum or sniper rifle). Bear down on them with firepower and spam
them with shots to kill them quickly. They can be set up for melee by running
at them and hitting them with Jake or Sherry's knee attack. Jake's homing
cobra strike (hold L1/LT then press R1/RT) will set them up for melee as well.
Once they are stunned, walk up to them to get a button prompt for a melee.
Find the ladder on the right side of the area and climb it then climb the sign
at the top to pull up to an area with two --TALL CRATES--. They both contain
random items just like all the other tall crates.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
----------------------------------------
Another group of J'avo are down the street up ahead. Watch them from a
distance and notice how they pace back and forth - they can be snuck up on and
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.
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
----------------------------------------
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.
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
----------------------------------------
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
After Jake and Sherry get past the street where they separate, they will enter
a corridor that leads to a red ladder. While standing near the red ladder,
look through the hole on the right side of the crates to see this emblem lying
on a platform of a stand in the background. Shoot it from a distance. A
player can also look off the top walkway railing and shoot the emblem from up
high.
***************************************************************************
****
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
----------------------------------------
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
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_________________________________
_____________________________________________/ STAGE 4-5 -- AIRPLANE CRASH
SITE
-------------------------------------------------------------------------------
U S T A N A K =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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).
-------------------------------------------------------------------------------
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]|
----------------------------------------
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.
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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
Jake and Sherry will start out next to the burning tower after the battle.
Walk through the gate doors off to the right and break the three --TALL
CRATES-- spread around the containers then fall into the hole with the blinking
red lights up above it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
----------------------------------------
Open the door at the end and break the two --TALL CRATES-- and --WOODEN CRATE--
then collect the --GREEN HERB--. Use the partner assist button to open the
door off to the right in order to enter the next area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
----------------------------------------
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
________________________________
______________________________________________/ STAGE 4-6 -- STILT HOUSING
AREA
-------------------------------------------------------------------------------
The Jake player will automatically be controlling the wheel of the flat boat
that both Jake and Sherry are moving down the river on. Use the left
thumbstick to turn the boat in order to miss the obstacles in the water up
ahead. It doesn't matter which way a player rotates the thumbstick - just
turning it one way is enough!
NOTE: If the boat hits an obstacle, a player will have to walk to the back of
the boat and restart the engine. A precision QTE button tap sequence will
appear.
The Sherry player needs to shoot at the Noga-Let J'avo that fly toward the
boat. Shoot at the J'avo body on the bottom of the Noga-Let to damage them
quickly. It pays to switch your handgun to 3-shot burst fire and blast them or
shoot them with the Bear Commander.
Turn to the left to dodge a boat up ahead. Turn to the right to avoid a group
of small boats and a sign. A burning boat will tump over up ahead so turn left
to steer away from it. Jake and Sherry will arrive at a submerged Pagoda
building. They can leap over to the rooftop of the building from the boat.
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
[ ] Wooden Crate x 1, [ ] Vase x 1
----------------------------------------
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!
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.
\__________________________________________________________________________
___/
/ __ _ __ _ \
\ \ __ _ | | __ ___ \_________________// _\| |__ ___ _ __ _ __ _ _
\ \ / _` || |/ // _ \/ JAKE CAMPAIGN \\ \ | '_ \ / _ \| '__|| '__|| | | |
/\_/ /| (_| || <| __/\_________________/_\ \| | | || __/| | | | | |_| |
\___/ \__,_||_|\_\\___|/ \\__/|_| |_| \___||_| |_| \__, |
\________________________________________________________________________|__
_//
/ \
.--------------------------------------------------------------.
| 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 |
'-----------------------------------------------------------------------------'
[JM05]
----------------------------------------
CHAPTER 5 - THEIR LAST ESCAPE
----------------------------------------
July 1, 2013
Chinese Waters
___________________________________
___________________________________________/ STAGE 5-1 -- UNDERWATER
FACILITY 1
-------------------------------------------------------------------------------
Jake and Sherry will start out in a cell. They will be freed from their
confines as the player takes control of them. Walk over to the window beside
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.
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
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
----------------------------------------
Once Jake and Sherry get their guns back, reenter the holding cell that they
were trapped inside and look up toward the pipe in the corner to the right of
the air duct that Sherry was boosted up to in order to see this serpent emblem.
Shoot it from below.
***************************************************************************
****
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.
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)
----------------------------------------
After Jake and Sherry activate reserve battery 2 and get the elevator back to
50% charge, they will have to move down a corridor. Turn left at the end of
the corridor to get to a T-intersection. Move to the right then make another
right to enter a lab area. Look at the glass case off to the left in the lab
area to see a serpent emblem on the middle left shelf. Blast the glass then
blast the emblem.
***************************************************************************
****
Move down the corridor in the back of the area then stand beside the doorway.
Wait for the lift platform to lower then hop over to it. Allow the lift to
take the characters down to Room C then hop over to Room C's doorway.
There is a --REMOTE BOMB-- near the control panel of each lever (two in total).
Across from Sherry's lever, there is a pickup of --9MM AMMO-- lying on the
shelf near the console also. Run back to the doorway that faces the lift then
hop back onto the lift. The lift will take the players up to Room D, but only
Jake can swing over to it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Remote Bomb x 2, [ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* There are two meat grinders in the center of this room. Stand near one of
the meat grinder and grab a Rasklapanje hand to perform a special kill
sequence. Your character will toss the hand into the grinder!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Allow a Rasklapanje hand to move toward one of the grinders then use the melee
command to pick it up and toss it into the grinder to gain a medal at the of
this chapter.
.--------.
MEDAL: Ground a B.O.W.'s hand | [ME165]|
----------------------------------------
*********************************** TREASURE
**********************************
Campaign: Jake, Chapter 5
Location: Underwater Facility 1 - Room D
Contents: 5000 skill points
After Jake and Sherry activate reserve battery 3, they will be able to hop back
out to the lift platform and it will take them up to Room D. Only Jake can
enter Room D since he will have to swing across a pole to enter it. There is a
briefcase on the table in the back of the room with 5000 skill points inside of
it.
***************************************************************************
****
Walk back to the doorway and swing across to the lift platform with blue
lights. Don't get on the one with red lights! Allow the blue lift to take
Jake to Room G then hop into Room G. Room G has a pole above it, so only Jake
can get to this room.
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.
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.
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.
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 shake the left thumbstick to maintain their grip on
the lift at the bottom. Tap the X/A button after pulling up to crawl toward
Room B as the lift above the characters lowers and a Rasklapanje two halves
chase the character from behind. This is like something off Terminator!
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****!"
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
__________________________
____________________________________________________/ STAGE 5-2 -- LOWER
LEVELS
-------------------------------------------------------------------------------
This part of the chapter is another crossover segment with Chris Redfield and
Piers Nivans. Find the control panel along the side of the ledge of the
circular gap. The HAOS release simulation will trigger. Push the button on
the control panel with the X/A button to activate the two lifts on the sides of
the room.
Find the two --METAL TALL CRATES-- and two --WOODEN CRATES-- to the right of
the control panel then break them. Move over to one of the two lifts and
activate one of the levers with the partner assist button. You have a choice
as to which characters will pair while riding upwards. The choice will have an
impact on the conversations that will take place while riding to the top floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 2, [ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* You have a choice of which pairs of characters will get on each lift. A
different conversation will take place depending on which characters are
together. You can have Sherry + Jake, Jake + Chris or Jake + Piers on one
lift while playing as Jake for instance. The conversation while moving up
the lifts will change depending on your choice.
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.
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
___________________________________
___________________________________________/ STAGE 5-3 -- UNDERWATER
FACILITY 2
-------------------------------------------------------------------------------
Jake and Sherry will start out in a corridor after the outside cutscene. Rush
ahead and break the four --METAL TALL CRATES-- up ahead. Follow the corridor
to the door at the end and break the two --METAL TALL CRATES-- off to the left.
Use the partner assist button to open the door at the end of the corridor -
stand by a button along the side of the door and tap the partner assist button.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 6
----------------------------------------
Drop to the catwalk below the current ledge that Jake and Sherry stand on.
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.
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
----------------------------------------
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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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 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.
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
.--------------------------------.
| 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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
BOSS BATTLE
------
U S T A N A K =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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
Jake needs to hop over to the ladder and climb the ladder to join up with the
Sherry player on the catwalk up above.
Run to the left and open the door at the end of the catwalk using the partner
assist button.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_____________________________
_________________________________________________/ STAGE 5-1 -- SHIPPING
CENTER
-------------------------------------------------------------------------------
After the fight with Ustanak where Jake fights him hand-to-hand, the Jake and
Sherry player will exit the area and enter a corridor. Move to the end of the
first corridor and this emblem will be near the railing to the right. It's
extremely obvious.
***************************************************************************
****
Run past the containers and crates along the left side of the corridor and use
the partner assist button to have both characters pry open the door at the end.
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 of the fight with Ustanak is all based on QTE button tapping.
Both players will have to climb the cargo platform while it speeds forward. A
player needs to use both the L1/LT and R1/RT button to climb up the cargo
platform and escape from Ustanak. In order to climb, hold one button then tap
and hold the other, let go of the last button held down then press and hold it
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.
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.
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!
-----
THE
END
-----
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 \ / /_/ // _ \| | / _ \| '_ \ / _` |
/ /___| __/| (_) || | | |\_______________// __ /| __/| || __/| | | || (_| |
\____/ \___| \___/ |_| |_|/ \\/ /_/ \___||_| \___||_| |_| \__,_|
\__________________________________________________________________________
___/
/ \
.--------------------------------------------------------------.
| 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]
----------------------------------------
CHAPTER 1 - ANOTHER OUTBREAK
----------------------------------------
June 29, 2013
Tall Oaks, USA
__________________________________
____________________________________________/ STAGE 1-1 -- VISITORS ROOM
(AREA)
-------------------------------------------------------------------------------
Leon will start out right next to the corpse of Adam Benford. Leon will turn
and face Helena then the two will chat a bit about Tall Oaks Cathedral, which
is the main destination at the moment. The Leon player needs to walk toward
the door in order to trigger a conversation - this will allow the Helena player
to move.
NOTE: The Helena player will be forced to stand still until the Leon player
walks toward the door. The Helena player can use the route guide button to
turn around and continually annoy the Leon player though - L2/LB.
From the start, both players' commands are very limited. All a player can do
is walk, push in on L3/LS and R3/RS to straighten the camera or change sides
and pull up the objective marker with L2/LB. The right thumbstick is used to
rotate the camera.
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.
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.
That looked like a man to me, not just some obscure shadow. Anyway, we shall
codename him "shadow". Leon and Helena need to get to the other side of the
Dining Room and follow this... shadow thing. Now that Leon and Helena have
reached the bottom of the stairs, both characters will now run while moving
forward with the left thumbstick.
NOTE: The door off to the left at the bottom of the stairs can be opened, but
the only door in the room beyond that door is locked for now.
Run by the first row of tables by moving down either of the two open left paths
near the far wall. With the middle set of tables, move down the open path to
the right - there is a chair down that path that the first character will
always hit. Players can move along any of the paths in the third row, except
for the far right path. Walk through the doorway off to the left at the other
end.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* The middle set of tables has a chair off to the left that the lead player
will always hit. The hit will differ depending on whether a player runs or
walks by it (shove or slight push).
----------------------------------------
A display board blocks the left path and Leon can't punch it aside like Chris
could, so enter the Kitchen off to the right. The camera will zoom in as the
first character enters the Kitchen.
Someone is coughing! Open the door to the next room and a cutscene will play.
The man from the cutscene will dash out of the room shortly. His name is
"Robert" or so the official strategy guide tells me...
While in the Storage Room, directly after the cutscene with the man (Robert),
walk to the right side of the PC on the middle table then look into the room
off to the left. The room is blocked off but there is a serpent emblem in the
room. Aim at the emblem and shoot it with a handgun to make it break.
***************************************************************************
****
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.
o Picador (handgun)
o Hydra (shotgun)
o Herb Pill x 5
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.
----------------------------------------
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.
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.
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.
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.
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.
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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
--> Objective: Escape from the campus
Leon and Helena will start out at the bottom of a stairway. Look to the left
and grab the --9MM AMMO-- off the floor near the light on the wall. Run up the
stairs.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo
----------------------------------------
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 of stairs and
collect the --GREEN HERB-- near the fallen light. Move along the corridor on
the right side of the room and open the double doors.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green
----------------------------------------
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 - 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 if you get
next to him quick enough. The body on the ground near the items is a zombie
too, so smash its face in then pick up the --9MM AMMO-- and --GREEN HERB--.
Enter the hallway at the bottom of the stairs.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo, [ ] Herb (Green)
----------------------------------------
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
----------------------------------------
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)
----------------------------------------
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!
----------------------------------------
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:
There is some --9MM AMMO-- on the floor right in front of the door that Leon
and Helena just shut. Don't worry about the dead body on the sofa - he won't
get up for a while. There is another body behind the first table also. Walk
to the back of the room, near the next door and use the X/A button to open the
drawer of the desk off to the left then pick up the --9MM AMMO-- inside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo x 2
----------------------------------------
CAMPUS - LIBRARY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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.
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!
Alright, now it's time for the zombie reviving act. The female zombie in the
chair will get up all groggy and hungry then take out her aggression on the
first player that moves toward her, so let her have it with an overpowered
melee.
CAMPUS - LIBRARY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The dead body in the first library is still too lazy to attack, so just walk on
by it.
You may want to use an incendiary grenade on the zombies outside the entrance
doors since they can pile up quite a bit.
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.
Oh, jeez! The zombies out here can get quite violent. Zombies will constantly
spawn from the surrounding dorm building then come crashing through the windows
of the buildings. These zombies like to suddenly break out into a dash and
lunge then grab players. It's not wise to stay in this area very long, so run
toward the barricade up ahead and vault over it. Make a right along the
walkway up ahead then hop over the next barricade and haul ass toward the
police car.
NOTE: The Helena player can use commands while in the car. Be sure to praise
your Leon partner to annoy him!
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.
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
-------------------------------------------------------------------------------
Leon definitely wants to tap that, but there are more important things at stake
now. I bet Helena will let it all hang out once she gets to the Cathedral -
she won't hold back anything then, so let's go!
Walk down the stairs and step into the sewer tunnel below. Follow the waterway
as it stretches around the right corridor. Use the melee button (R1/RT) to
break open the two --TALL CRATES-- and --WOODEN CRATE-- at the end of the
waterway to collect some random items. Breakable objects such as these will
always hold some type of random items.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate
----------------------------------------
Open the door off to the left. This is the first time that a player can open a
door quickly. Double tap the X/A button while opening the door to open it
faster. Unlike characters in other campaigns, Leon and Helena will quickly
push the door open. I must admit, it looks a lot more realistic than kicking
it open like your ready to take charge of any given situations like RE4 Leon.
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.
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.
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
----------------------------------------
Leon and Helena will move through a Subway Tunnel where they will have to dodge
an oncoming train with a button prompt command. After they exit that tunnel,
they will enter a tunnel where their lights will go out and then they will be
attacked by a few zombies.
When the characters step into the next Subway Tunnel after that, hop off the
platform after moving through the doorway then look off to the left to see a
serpent emblem below the train cart to the right. Step back a bit to see it.
It's leaning up against the bottom right side of the train. It has to be shot
with a gun weapon.
***************************************************************************
****
Follow the tunnel to the left. There is no reason to move down the other side
of the tunnel past the fence off to the right since the tunnel in the back is
blocked by water that has an electric cable inside of it. Dash down the tunnel
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.
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.
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
discuss the situation in the streets outside. It doesn't look good.
Break open the two --TALL CRATES-- against the right wall. Move past the
turnstiles then use the partner assist button to open the gate door to end this
portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
______________________
________________________________________________________/ STAGE 1-4 -- THE
TOWN
-------------------------------------------------------------------------------
Hunnigan will contact Leon and Helena as they move up the stairs. Let's see
what the damage looks like on the outside.
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.
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.
Find the alley off to the right down the left side of the street then run into
that alley.
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 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.
Try to open the door at the end of the corridor with the dead body slumped over
against the wall. The door is locked!
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.
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.
Use the partner assist button to open the door off to the side.
A zombie will open the door to the left while following the Shrieker and the
Shrieker will step by another zombie up ahead. Try to blast through the
zombies and melee them to the side and follow the Shrieker. Zombies will move
in from the corridor outside the building as well. Zombies will step through
the doors off to the left when the characters step around the corner further
ahead. Use an incendiary grenade here or a remote bomb if zombies start to
pile up. You could actually place a remote bomb in the corridor and leave it
there for when the Shrieker retreats back down the corridor.
The Shrieker is hiding behind the left corridor up ahead. Take out the shotgun
and wait for him to step out then make him eat lead right in his red bulge on
his chest. BE SURE TO STEP AWAY FROM THE SHRIEKER WHILE IT DIES! It will
make
one final scream as it dies. The scream will damage zombies and any
surrounding characters. The Shrieker will drop --1000 SKILL POINTS-- once
defeated - all Shriekers will drop this amount. The zombies in the area will
stop being so aggressive once the Shrieker dies. Open the next door.
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
A group of survivors will get attacked by zombies during a cutscene. Rush over
to the survivors after the cutscene and help them by killing off the zombies.
Get the zombies in wrestling holds and show the survivors how we did things in
Raccoon City long ago! We never just shot zombies - we freaking got them in
headlocks and slammed their heads into the street.
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.
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.
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
-------------------------------------------------------------------------------
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
----------------------------------------
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.
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
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.
NOTE: Players can collect all the items after the upcoming fight. It's hard to
collect them all before fighting the next enemy.
Eventually, a new enemy will bust through the door of the room that the
characters just came from. This new big zombie is known as a "Whopper". This
thing rampages in one direction often - it will literally break out into a
nearly unstoppable run. It's very dangerous to stay in one place too long when
fighting a Whopper. It's also just as dangerous to stay in the current room
also. This Whopper is a "Whopper Supreme", which has more health than the
standard Whopper.
Move back into the last room by stepping through the doorway to have a breather
from the Whopper's aggressive attacks. It will still move back through the
door, but you'll have much more room to fight him. Aim for his legs and blast
him in the legs with the shotgun. It's really best to take advantage of weapon
switch firing while fighting him if you choose to use the shotgun. Hold down
the R1/RT button while the shotgun is equipped and switch back and forth from
another weapon to the shotgun to fire the shotgun rapidly. Hitting the Whopper
in the legs will eventually stun the Whopper and set it up for a Coup De Grace
melee. Run toward the Whopper and hit it with the melee for some heavy damage.
Whoppers will always drop --2500 SKILL POINTS-- once defeated. As already
mentioned, this particular Whopper (Whopper Supreme) has more health than
others. They aren't all as durable as this one.
Bloodshots will step through the window of the Workshop while fighting the
Whopper. It's really a good idea to use remote bombs during this fight if you
have around three of them. You can place one in the middle of the room before
the Whopper even burst through the door then detonate it shortly after - be
sure to wait a bit since he is invincible when he first appears. Each remote
bomb will stun him - it takes three remote bombs along with Coup De Grace melee
follow-ups to kill him in normal mode. Remote bombs will also instantly kill
any Bloodshots that enter the room through the window. You won't need remote
bombs for much else that is coming your way, so think about using them here.
Incendiary grenades can help out for the Bloodshots since it will kill them
instantly most of the time.
The gunshop owner will move into the next room after the fight. Follow him.
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.
Yep, it's not over yet! A Whopper will grab the front of the bus from outside.
Equip incendiary grenades and find the spitter zombies in the back of the
Whopper. There are around four or five of them. Toss an incendiary grenade at
the spitter zombies and ignore the Whopper for right now. The spitter zombies
will constantly hit the characters in the bus with their acid spit if you don't
kill them fast. Use a handgun to kill one if the incendiary grenades don't
kill it. It's sometimes hard to get an incendiary grenade past the Whopper.
Make sure all of the zombies behind the Whopper are defeated then take out the
shotgun and blast the Whopper with the shotgun. Switch to another weapon while
holding down the R1/RT button to fire the shotgun and keep switching back and
forth to rapid the shotgun. The spitter zombies are the worst problem with
this fight if you allow them to stay behind the Whopper. Once the Whopper is
damaged enough, it will stagger and a cutscene will trigger that will end this
chapter!
Zombies will enter the bus through the windows in the back and a Bloodshot can
enter the bus also. It's best to focus most firepower on the Whopper however.
Once he is damaged enough, the fight will be over. Blast the zombies just
enough to knock them down if they start to enter the bus then go back to
shooting the Whopper.
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\__________________________________________________________________________
___/
/ __ _ \
/ / ___ ___ _ __ \_______________/ /\ /\ ___ | | ___ _ __ __ _
/ / / _ \ / _ \ | '_ \ / LEON CAMPAIGN \ / /_/ // _ \| | / _ \| '_ \ / _` |
/ /___| __/| (_) || | | |\_______________// __ /| __/| || __/| | | || (_| |
\____/ \___| \___/ |_| |_|/ \\/ /_/ \___||_| \___||_| |_| \__,_|
\__________________________________________________________________________
___/
/ \
.--------------------------------------------------------------.
| 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]
----------------------------------------
CHAPTER 2 - BURIED SECRETS
----------------------------------------
June 29, 2013
Tall Oaks, USA
_____________________
_________________________________________________________/ STAGE 2-1 -- THE
BUS
-------------------------------------------------------------------------------
THE BUS
¯¯¯¯¯¯¯
--> Objective: Survive the zombie attack
Leon and Helena will wake up shortly after the bus crashes and they will be
laying down in the middle of the bus. Hold the L1/LT button to aim then start
shooting at the zombies in front of the characters. Shoot rapidly and try to
hit the upper bodies of the zombies. Pick up the two --9MM AMMO-- pickups in
the back of the characters while reloading, but don't stop shooting much.
The bus will shake and the characters will scoot to the back of the bus as the
bus tilts over. Keep shooting the zombies to keep them away until a cutscene
triggers.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo x 2
----------------------------------------
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_____________________________
_________________________________________________/ STAGE 2-2 -- FOREST
CEMETERY
-------------------------------------------------------------------------------
Hunnigan will contact Leon and Helena after the bus crashes. The characters
will start out near a burning bus. Their combat gauge will be exhausted, but
it should recharge before any trouble starts. Lay down on the ground to make
it recharge quicker.
Find the path across from the crashed bus. The characters will have to reach
the cathedral through the cemetery. What a great place to be during the middle
of a zombie outbreak, eh? Follow the path into the cemetery and be on the
lookout for stray zombies that will suddenly walk toward the characters from
the shadows. Zombies will spawn often out in the cemetery but they usually
come one at a time, so it's nothing that Leon and Helena can't handle with
their wrestling holds.
NOTE: Don't move off the sides of the path too much. There are several open
graves in the cemetery that the characters can fall into. Once a characters
falls into a grave, they will be waist-deep in water and a zombie will attack
the character. The ladder in each grave can be used to climb out of the grave.
The characters will pass by a second lamppost and then a third lamppost. The
third lamp post has an open grave near it. Be sure to avoid the grave and keep
moving forward. After passing by the third lamppost, a flash of lightning will
stagger the characters and zombies will appear all around them. Be prepared to
move away from their sudden lunges and quick shot them then knock them to the
ground. If you're good at counters then time the R1/RT prompts before their
attacks to kill them off quickly.
*********************************** TREASURE
**********************************
Campaign: Leon, Chapter 2
Location: Forest Cemetery - Graveyard
Contents: 5000 skill points
While Leon and Helena follow the path in the Forest Cemetery, they will pass by
lampposts that are lit up. While passing by the third lamppost (with the open
grave near it), lightning will flash and zombies will attack. Once the
characters pass by the third lamppost, look off to the right to see a fenced
area with a wooden fence around it. Step off from the path and enter that
fenced area through the entrance on the opposite side. Approach the stone
coffin in that area to get a X/A button prompt. Press the button then tap the
Square/X button to open the coffin. There are 5000 skill points inside.
NOTE: The fenced area is closest to the fourth lamppost, but players will see
it off to the right while stepping away from the third lamppost. The main path
zigzags a lot when approaching it.
***************************************************************************
****
Zombies will attack more aggressively now. They will start to spawn in groups
of two and they will move toward the characters faster. The characters will
come upon a forth lamppost eventually.
While Leon and Helena follow the path in the Forest Cemetery, they will pass by
lampposts that are lit up. While passing by the third lamppost (with the open
grave near it), lightning will flash and zombies will attack. Once the
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.
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
----------------------------------------
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.
CATHEDRAL STAIRS
|___|
|___|
L __________________________| |________________________
O D | Shrieker |
___ C O | _______________________________________________ |
|GH |K O | | | |
| ER | | | |
| |D | | | |
| |_______| |_________ ____________ ________| |
| | | Shrieker | | Shrieker |
| _____________________| | ____ | | ________|
| | | | | | | |
| | | | | |___________| |________
| | | | |< RH (in coffin) |
| |__________________ |___| |________________________ |
| Shrieker | | |
|__________________ | ____________________ | |
| | | | | |
___ | | | ____________ | | |
| | | | | | | | | D | ___
| | | | | | | | |o| | |
| | | | | | | | |g| | |
| |________________| |_______ | | | |_________| |___| |
| | | |< HELENA | |
|________________________________| | | STARTING |_________________________|
LEON STARTING ^ |- -|
START
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)
----------------------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-
=
CATHEDRAL STAIRS
|___|
|___|
L __________________________| |________________________
O D | Shrieker |
___ C O | _______________________________________________ |
|GH |K O | | | |
| ER | | | |
| |D | | | |
| |_______| |_________ ____________ ________| |
| | | Shrieker | | Shrieker |
| _____________________| | ____ | | ________|
| | | | | | | |
| | | | | |___________| |________
| | | | |< RH (in coffin) |
| |__________________ |___| |________________________ |
| Shrieker | | |
|__________________ | ____________________ | |
| | | | | |
___ | | | ____________ | | |
| | | | | | | | | D | ___
| | | | | | | | |o| | |
| | | | | | | | |g| | |
| |________________| |_______ | | | |_________| |___| |
| | | |< HELENA | |
|________________________________| | | STARTING |_________________________|
LEON STARTING ^ |- -|
START
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 to the right (east). A
Shrieker is along the path at the second turn, so be ready to blast him when
his chest bulges out and glows red. He will drop --1000 SKILL POINTS--.
Helena will be able to meet up with Leon again in front of the stairs to the
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 self-
torture! Use the partner assist button to open the gate at the end of the
path.
Break the two --TALL CRATES-- on the opposite sides of the fence outside the
cathedral doors. Find the --INCENDIARY GRENADE-- on the bench along the back
left side of the courtyard (while facing the cathedral doors) and the
--INCENDIARY GRENADE-- on the bench in front of the tree on the right side of
the courtyard (while facing the cathedral doors). The incendiary grenades will
definitely come in handy in a moment. Use the partner assist button to try to
open the doors of the cathedral. A cutscene will trigger.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Incendiary Grenade x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
----------------------------------------
--> Objective: Eliminate all enemies
The guy on the other side of the door will not let Leon and Helena inside the
cathedral until the zombies in the courtyard are thinned out a bit. Zombies
will spawn in the graveyard directly across from the cathedral and climb over
the fence then attack the characters. They will also hop over the fence on the
both sides of the cathedral courtyard as well, but the fence directly across
from the door is where the majority of the zombies will come from. Incendiary
grenades can work well to burn groups of zombies for this battle. Do not spam
grenades during the first part of the battle though. Try to use only one if
any.
Once the phrase above is said, more zombies will enter the courtyard from the
surrounding graveyards as the bell of the cathedral rings. Red zombies will
start to hop over the fences. Some of these red zombies will mutate into
Bloodshots when they are shot. Watch for the Bloodshots and work them into a
group with other zombies then toss an incendiary grenade at them. Countering
Bloodshots still works very well during this battle. They are so easy to
counter when they jump from long range since the counter prompt command stays
up for quite a while when they get next to your character while in the air - it
will still instantly kill them too!
Eventually, a man will break open a window of the cathedral and start to fire
at the zombies with his sniper rifle. It's good that someone is willing to
help! Shriekers will start to join the Bloodshots in attacking the characters
toward the end of the battle. Players will mainly be fighting Shriekers and
Bloodshots eventually. Incendiary grenades work great for Bloodshot groups but
not as much for Shriekers. Wait for Shriekers to expand their chest and then
blast them in the chest.
Bloodshots still drop --500 SKILL POINTS-- and Shriekers still drop --1000
SKILL POINTS-- during this battle. The man inside will tell the characters to
"Get their asses in here!" toward the end of the battle. When he says this,
it's time to enter the cathedral.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
If players can kill all enemies in front of the cathedral a medal will be
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]|
----------------------------------------
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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
--> Objective: Search the cathedral
Helena wants to show Leon something below the cathedral altar. Grab the
--GREEN HERB-- on the right side of one of the right benches in the middle of
the cathedral. Walk further toward the back of the cathedral and snatch the
--FIRST AID SPRAY-- from the bench with the woman that sits on it off to the
left. She won't be needing that. There are two --WOODEN BARRELS-- near the
wall on the left side of the cathedral close to the first aid spray pickup.
Find the door on the right side of the cathedral (first door to the right while
stepping away from the entrance door) then open that door and break the two
--WOODEN BARRELS-- inside that room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green), [ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2
----------------------------------------
Walk toward the altar in the back of the cathedral then make a right and pick
up the **MADONNA OF HAPPINESS** on the pedestal to the right. Examine the
altar with the X/A button while standing in front of it. Well, let's see there
are two broken ladders on the sides of the walls that surround the altar and I
get a partner assist button prompt when I step near each one. Toss Helena up
to the second floor via the partner assist button while standing next to one of
the broken ladders to the sides of the altar. It's best to toss her up the
right side.
Leon needs to climb up the ladder. Search the top floor walkway to find two
--WOODEN BARRELS--. There is one barrel on each side of the portion above the
cathedral entrance. Find the --GREEN HERB-- that lies on the cabinet near the
right barrel.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 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.
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.
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.
.--------------------.
| 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.
Both players need to aim (with L1/LT) and point their gun lasers at the mirror
on their own side until both mirrors glow then the doors to the next room will
open. Be sure to break the four --WOODEN BARRELS-- (two on each character's
side) before entering the next room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] 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.
This room is slightly trickier than the last few. There is a statue with a
mirror on opposite sides of the next room that the characters must aim their
gun lasers at. In order to make your laser shine into the next room, look up
on the ceiling and aim your laser at the reflection of the statue on the
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 - 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"
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.
A door will open below the stairs through the doorway to the side. Rush down
the stairs and move through the newly opened doorway.
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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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
-------------------------------------------------------------------------------
Move through the doorway directly ahead. Break the --BLUE TALL CRATE-- up
above the stairs to the side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Blue Tall Crate x 1
----------------------------------------
There is a panel that can be used to enter numbers to open the holding cells
throughout the room. The numbers that can be entered into the panels are on a
sign that extends out above each door. Some doors do not have full room
numbers and a player must use a bit of trial-and-error to figure out the
correct code. I'll list out all rooms that can be opened and you can decide
whether you want to open them or not. None are all the way bad.
NOTE: A player can look through the peephole while standing next to each locked
door to see inside the room.
o 012
o 102
o 201
o 210 (opens the gate to the next room)
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.
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.
o 012
o 201 (opens room in Room 012)
o 102
o 120
o 021 (opens exit gate)
*********************************** TREASURE
**********************************
Campaign: Leon, Chapter 2
Location: Underground Lab - Room 201
Contents: 5000 skill points, First Aid Spray
In the second room where Leon and Helena can enter numbers into a control
panel, enter the number "012" to open that room then enter the number "201" to
open the door to the room inside Room 012. Enter Room 012 and kill both
zombies in the room then enter the doorway off to the left (Room 201). There
is a green herb and two blue tall crates in the room along with a chest that
contains 5000 skill points and a first aid spray.
***************************************************************************
****
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.
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.
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
----------------------------------------
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 back out into the hall again then run to the other end and open the door
then step into the next area. If Helena hasn't already activated him, a zombie
that carries a liquid nitrogen tank will step through the door of the Operating
Room and attack before the characters can open it.
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.
There is panel for unlocking the door in the hallway outside on the left side
of the room while facing the back. The panel is right next to a Chrysalid
shell that has broken out of its test tube. Enter the number "201" into the
panel to unlock the door down the hall outside. Step back out into the hall
then run through the doorway at the other end.
If this is your first time seeing these cocoon shells, they are known as
"Chrysalids". There is one on the bed directly ahead and there are two in the
corridor to the left. The room behind the Chrysalid on the bed is blocked by a
shutter. Enter the corridor to the left. There is a zombie dog in a cage
below the grated floor. It can be shot or left alone. It won't attack but it
will constantly bark.
Ignore the ladder that leads down to the test tube area below the grated floor.
There is no reason to go down there right now, but it will be used in a few
minutes. Enter the room down the stairs to the right at the end of the
corridor.
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.
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.
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
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
-------------------------------------------------------------------------------
There is a --SMALL POT-- off to the left that can be broken. Break it with the
melee button then follow the tunnel ahead. Leon and Helena will start to talk
about whatever it is that Helena wants to show Leon. It must be pretty
revealing since Helena can't just tell him. The characters will have to step
through some shallow water further into the tunnel. Crawl or slide up under
the archway in the tunnel. The characters will step into an area with an
overhead bridge. There is another archway up ahead, so slide or crawl up under
it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Small Pot x 1
----------------------------------------
Break the --POT-- behind the wooden plank on the left side of the tunnel -
players will receive a melee button prompt while standing near it even though
it is behind a wooden plank.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 1
----------------------------------------
Keep following the tunnel and the characters will eventually step out of the
water. They will start to talk about the tape that they watched back in the
lab area.
Players will start to hear some distant moans. There is a zombie in the tunnel
off to the left. Be sure to kill it then break the --POT-- and --SMALL POT--
off to the side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 1, [ ] Small Pot x 1
----------------------------------------
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_____________________________
_________________________________________________/ STAGE 2-6 -- PRIMITIVE
ALTAR
-------------------------------------------------------------------------------
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
----------------------------------------
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.
The Helena player will have to shake the left thumbstick from the start as
mutated Deborah impales her with a pincher arm. Stay away from mutated Deborah
at this part. All the players must do here is survive. There is no need to
damage Deborah. Ada will join up with Leon and Helena at this portion of the
Primitive Altar.
NOTE: Deborah will attack Leon and Ada at the beginning of this fight, but she
will not take off any damage if she hits either character.
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
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
-------------------------------------------------------------------------------
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.
A sudden shake in the surrounding area will knock Leon down while moving along
the wooden walkway. Break the --POT-- off to the right while moving down.
Another shake will happen eventually. Move ahead very slowly after the second
shake since some wooden debris will fall from the ceiling in front of Leon and
it can hit him. Continue down the walkway after the debris falls. The walkway
will shake a third time and stagger Leon but no more debris will fall. Drop
off the end of the walkway at the bottom.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 1
----------------------------------------
Debris will fall ahead of Leon as he lands on the circular platform below. Two
spitter zombies and a normal zombie will attack. One of the spitter zombies
has body armor so blast it in the head with the handgun. Find the gap in the
circular platform then hop down either side of it.
Break the two --POTS-- off to the left and then hop over the gap near them.
Enter the room off to the right then kill the zombie with the lantern and break
the two --POTS-- along the left side of the area. Stand near the crank then
use the X/A button to grab the handle and then rotate the left thumbstick to
make the cart with Helena and Ada move over to the platform by Leon. Hop into
the cart with your two women, playa!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
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.
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]|
----------------------------------------
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:
* 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.
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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 \ / /_/ // _ \| | / _ \| '_ \ / _` |
/ /___| __/| (_) || | | |\_______________// __ /| __/| || __/| | | || (_| |
\____/ \___| \___/ |_| |_|/ \\/ /_/ \___||_| \___||_| |_| \__,_|
\__________________________________________________________________________
___/
/ \
.--------------------------------------------------------------.
| 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]
----------------------------------------
CHAPTER 3 - GOING FROM BAD TO WORSE
----------------------------------------
June 29, 2013
Tall Oaks, USA
____________________________
__________________________________________________/ STAGE 3-1 -- ALTAR
CORRIDOR
-------------------------------------------------------------------------------
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
-------------------------------------------------------------------------------
Leon and Helena will talk while moving down the corridor ahead. Follow the
corridor and break the two --POTS-- off to the right and the --SMALL POT-- near
the fallen coffin to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 2, [ ] Small Pot x 1
----------------------------------------
*********************************** TREASURE
**********************************
Campaign: Leon, Chapter 3
Location: Catacombs - Entrance Corridor
Contents: 2000 skill points
When Leon and Helena first enter the Catacombs, they will talk to each other
while following the corridor ahead. The characters will pass by a breakable
small pot off to the left. Before reaching the stairs ahead, walk over to the
closed coffin on the left side past the breakable small pot then tap the X/A
button to grab the top when the button prompt appears while standing next to it
then tap the Square/X button to open the coffin. There are 2000 skill points
inside. The coffin to the right of this coffin has a snake inside.
***************************************************************************
****
Before reaching the stairs, both coffins along the sides of the corridor can be
opened. Open the left coffin to find --2000 SKILL POINTS--. The right coffin
has a snake inside of it. It will hop out and try to bite the player that
opens it - move to either side directly after opening it to avoid its attack.
The snake can be shot to add it to your "Enemies" list under "Records". And no,
it doesn't drop eggs.
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
----------------------------------------
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.
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.
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
Keep the flame active until your partner starts to shoot at zombies that are
spawning from the high walls to the right of the lion head. Some of these
zombies are armored and some of them carry dynamite. There will be one
Bloodshot among them. As soon as the last zombie that falls out of the high
ledges along the walls is killed, run back over to the crank handle and start
rotating it to spew flames out of the lion head and kill the zombies that try
to move across the bridge. The zombies that try to move across the bridge at
that time are mainly spitter zombies and there are a few Bloodshots among them.
Be sure to get to the crank handle before the spitters start to spit acid.
The big door will open after the waves of enemies listed above. Be sure to run
back to the bridge and other surrounding areas and grab all the items left
behind by the zombies. There is often a straggling zombie on the other side of
the bridge in my games. Approach the big door and use the partner assist
button to open it.
Leon and Helena will enter a tunnel with a waterfall up ahead. Step into the
shallow water. A cutscene will trigger and show some sort of fish monster.
Step further into the water and walk to the left. The water will get waist-
deep soon.
The characters will step by several coffins and a big tree root on the wall to
the left. If you look ahead past the row of coffins directly ahead, the fish
monster will swim through a hole in the wall past the coffins. The characters
can't move into the area where the fish is. They must make a left and follow
the watery tunnel with coffins to the left. It will stretch off to the right
eventually. Move along the path to the right when the characters get the
option of getting out of the water. The water directly ahead has nothing down
it.
Step by the coffins and break the --POT-- near the blue wood piece off to the
right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 1
----------------------------------------
After Leon and Helena use the Simmons Family Ring to open the large door at the
end of the Catacombs area, they will reach a water area where a fish will swim
by up ahead of them during a cutscene. Follow the water path off to the left
and keep heading left until the characters come upon a path off to the right
where they can step out of the water. Step up to the path with coffins and
find the closed coffin off to the left across from a breakable pot. Open that
coffin to find this serpent emblem inside. Even though it is in close range,
it must be shot with a gun weapon.
***************************************************************************
****
Break the --SMALL POT-- off to the right near the very end of the path. Hop
back down into the water from there. There is nothing special along the left
path, so walk directly ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Small Pot 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.
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
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 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.
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
----------------------------------------
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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
-------------------------------------------------------------------------------
Leon and Helena have now entered an area that is even older than the Catacombs
that they were in. The Cavern is more ancient than Heihachi from the Tekken
series.
Be forewarned that this area has a bunch of randomly spawning zombies in it.
Some of the spawns are scripted, but there is always a chance that a zombie
might sneak up on your character. The spitter zombies in this area can get
quite annoying with their long range spit from long range and high ledges. It
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.
__ __
.' '._______.' \
| ._______ . .''.
/ ___.' ^ \..' / '.
// WALKWAY '. .'
Shrieker > \/ BREAKS '. . ______
/\ || | \
_/ / | | | . __ '
.' ' || //' \\
.' ' || // \\
( .' || // \ \_
\___ .' | | / /Whopper >' |
Whopper >/ \ / / '.___|
... ( PPP ' / __
| | \_____| _____ .' '.
____ ______ '.__' .'''''\__.' | | ||PPP |
/ '.____.' ) /P____......_|_|_| '. ..'
| _____ ) / / Platform sinks^ | |
\ .' '.____.' _/ / ||
|| '. .' .| |.
| | < BRIDGE | | Shoot serpent ' '
|| . \ emblem from >| /
.' '. ( | here \__/ \
| ' '\ \ _ __/| \ \
|P | ' ' '._________/ | \ \
\___ \ SERPENT > |._____________.___| \ |
\\ EMBLEM ||
\ \__ ||
| \ ____/ /
'.____/ __ _ .' /
.'''.____.' '. / \.' ... /
' .____ ) ___ _____ \SP .' './
'..' \____/ / \________.' '.__ _____ ___/ .'
(P ________ START __| |_____| |___.'
\___/ /'._____.' ^^^
|___/ < ^^^
___ < BOTTOM FLOOR AREA
| |<
| |
| |
| |
\ \
\ \
\ \
\___\ ___
| |
|___|
___
| |
|__/
___
| /
|_|
___
.------------------. | |
| MAP ABREVIATIONS | |___|
|==================| ___
| P | Pot | | |
| SP | Small Pot | | |
'------------------' |___|
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.
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.
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--.
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
----------------------------------------
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 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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
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.
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
-------------------------------------------------------------------------------
I must admit, that objective is kind of funny. Try to find the way out and
avoid drowning while you're at it! Anyway, here are the controls for swimming.
If you've played Resident Evil Revelations on 3DS, the controls are similar.
.-------------------------------------.
| SWIMMING CONTROLS |
|=====================================|
| Left thumbstick | Swim |
| Right thumbstick | Change direction |
| X/A | Swim faster |
'-------------------------------------'
Basically, you swim by holding the left thumbstick in any direction. It's best
to hold the left thumbstick forward and then turn your character by holding the
right thumbstick in the direction that you want your character to turn.
Players can turn with the left thumbstick but the turn is not as smooth.
Tapping the X/A button will make your character perform a stroke and then swim
faster in the current direction. You really need to get the hang of the
swimming controls to enjoy this part. It can be frustrating if you don't take
a few moments to learn them. RE swimming is different compared to other games.
Your oxygen gauge is displayed on the gray meter on the lower right hand side
of the screen. This will decrease slowly while swimming and can be recharged
by swimming toward an air pocket. Whenever light is seen in the tunnel ahead,
that is light from an air pocket, so swim up toward it to get air. When all
oxygen is lost, a character will die instantly. The meter will turn red when
it is almost out and it will slow down some then continue to decrease slightly.
NOTE: Players will get an X/A button prompt while directly below an air pocket.
Press the button at that time to automatically swim upwards. The button must
be pressed again to submerge and continue.
Below is a map of the entire flooded area. As you can see, it's linear, but
while swimming around, it doesn't look this linear!
EXIT
| |< Swim straight up here
| |
| |
| |
_______________.' |
.'500 skill points .'
| _____________.'
| .'
| |
| O | < Air Pocket
| |
| |
| |
| |
| |
| |
| |
| | ____
| |____| | < Path gets blocked here
| |
'.______ |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| O | < Air Pocket
/ /
/ /
/ /
/ /
| |
| |
| |
| |
| |
| |
\ \
\ \
\ \
\ \
| |
| O | < Air Pocket
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
/ \
| |
| |
START > | |
' |
'._____/
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.
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.
o Rapidly press the X/A button to pull the spear out of the creature's back.
o Press the R1/RT button to pull the spear out of Brzak's right eye and stab it
in the other eye.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
o Shake the left thumbstick to pull the spear out of Brzak's mouth and stab him
in his left eye.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
.-------------------------------------.
| SWIMMING CONTROLS |
|=====================================|
| Left thumbstick | Swim/Turn |
| Right thumbstick | Rotate camera |
| X/A | Swim faster |
'-------------------------------------'
Find the torch that hangs in the tunnel to the left and swim in that direction.
Make a right while swimming through the tunnel then swim toward the gate up
ahead. Swim forward after Helena opens the gate for Leon.
Keep swimming forward and move under the bridges up ahead. When Leon starts to
swim toward the second bridge, prepare to rapidly press the X/A button to swim
away from Brzak as the fish opens its mouth and swims toward Leon. Helena will
be shooting the creature from the overhead bridge. It almost looks like Brzak
will grab Leon, but the QTE sequence will finally end.
Swim forward once again. Prepare to hammer the X/A button again as Brzak
starts to chase Leon a second time. Helena will shoot Brzak from the bridge up
above. Swim forward again. A zombie will emerge from the water and grab Leon.
Shake the left thumbstick to break free from the grab. Helena can shoot the
zombie to break the grab instantly. Brzak emerges behind Leon again and starts
to chase after him, so spam the X/A button once again to swim away from Brzak
while Helena shoots at his mouth. Swim forward afterwards and then pull up
onto the platform to rejoin Helena.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
After both players get through the swimming portion of the chapter and then
fight off Brzak in the QTE sequence battle when they are both caught by him,
Leon and Helena will be separated when they arrive in Brzak's Den. The Helena
player will be on a platform up above the Leon player. Move across the first
bridge and enter the cave tunnel on the other side. Find the 5.56MM NATO ammo
pickup and this serpent emblem will be in the bottom half of a barrel next to
the ammo pickup.
The Leon player can get this serpent emblem also, but that player must
backtrack to the area where Helena comes from. Climb the wooden ladder off to
the right when Leon finally pulls up in front of the damage iron gate.
***************************************************************************
****
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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Brzak will be sliding after Leon and Helena following the cutscene and the
characters will be lying on their back while sliding backwards down a sloped
water channel. When Leon and Helena begin to slide down the water channel, tap
the Square/X button rapidly to collect the three pickups of --9MM AMMO-- while
they slide downwards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo x 3
----------------------------------------
Brzak is a unique boss that is pretty easy once you see how to beat him. His
weak point is the glowing appendage that is in his mouth. He has a definite
pattern for the battle. He will race forward and open his mouth and then start
to hold it open while trying to bite the characters. Blast him in his orange
mouth appendage while he dashes toward the characters to make him back off.
Shoot his mouth appendage with some kind of rapid fire weapon such as a handgun
or the assault rifle. A shotgun can work quite well for hitting him also - a
shotgun blast stops him every time from extreme close range!
Reloading is what can get a player killed during this battle the most. Never
reload while Brzak is headed toward the characters. Only reload when he moves
away from the characters. Literally switch to another weapon if you have to in
order to keep from reloading. Several TNT barrels will pass by while fighting
Brzak but they can't be shot.
Fight off Brzak's bite attack twice and he will perform another attack.
Eventually Brzak will place his fins on the walls along both sides of him then
move forward very quickly with a bite attack. At that time, prepare to tap the
Square+X/X+A buttons together to roll out of the way of this chomp attack.
Brzak will make one final attempt at a bite. When he opens his mouth again,
the screen will switch to slow motion then the characters will look up toward a
TNT barrel. Blast the TNT barrel to end the battle.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--------
END BOSS BATTLE
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\__________________________________________________________________________
___/
/ __ _ \
/ / ___ ___ _ __ \_______________/ /\ /\ ___ | | ___ _ __ __ _
/ / / _ \ / _ \ | '_ \ / LEON CAMPAIGN \ / /_/ // _ \| | / _ \| '_ \ / _` |
/ /___| __/| (_) || | | |\_______________// __ /| __/| || __/| | | || (_| |
\____/ \___| \___/ |_| |_|/ \\/ /_/ \___||_| \___||_| |_| \__,_|
\__________________________________________________________________________
___/
/ \
.--------------------------------------------------------------.
| 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 |
'-----------------------------------------------------------------------------'
[LK04]
----------------------------------------
CHAPTER 4 - WE'RE GOING TO CHINA
----------------------------------------
June 30, 2013
Waiyip, China
_________________________________
_____________________________________________/ STAGE 4-1 -- INSIDE THE
AIRPLANE
-------------------------------------------------------------------------------
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* If you watch the TV monitor in the back of Leon and Helena when they first
start talking during the opening cutscene for chapter 4, you will see Chris
Redfield push aside a camera. This is taken directly from Chris' chapter 1
mission in his campaign. My boy is a movie star now!
----------------------------------------
AIRPLANE - COCKPIT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
--> Defeat the B.O.W.
One of the pilots of the airplane just Chrysalid'd out and became a Lepotitsa
on Leon and Helena. Now they face off against another Lepotitsa just like that
walking bloated C-virus carrier in the cathedral.
The fight with the Lepotitsa in the cockpit is no different from the way it was
in the cathedral, other than the fact that Leon and Helena don't have as much
room to run from the creature this time. The Lepotitsa is a bit more limited
with its attacks this time, which is both good and bad. Be sure to take note
that the door at the bottom of the ramp is closed, so DO NOT get on the metal
floor in between the back railings or else the Lepotitsa might corner your
character. When you move around the back corridor make sure that the Lepotitsa
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.
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.
After the characters fight the Lepotitsa in the cockpit of the airplane,
Hunnigan will direct their attention to the back of the plane over radio. The
stairs in the back of the cockpit will be open afterwards. Run down the stairs
then find the partially open shutter off to the right. Stand and face that
shutter then look below it on the right side to see a serpent emblem behind a
fallen table and suitcase.
***************************************************************************
****
A man is laying down on the floor of the Crew Lounge area. Step into the First
Class Seating Area through the doorway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo, [ ] Herb (Green)
----------------------------------------
AIRPLANE - STAIRWAY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Run down the stairs and enter the Cargo Bay through the doorway at the bottom
of the stairs.
After the Lepotitsa battle in the cockpit of the airplane, Leon and Helena will
eventually move down some stairs after they pass the second class seating area.
The characters will step into a Cargo Bay with gas cylinders off to the left.
Find the glass cases with liquor and beer inside then use a melee attack to
smash the second glass case to the right. There is a serpent emblem on the top
shelf of that glass case and a green herb on the bottom shelf of the glass case
to the left. This serpent emblem can be easily hit with a melee attack.
***************************************************************************
****
*********************************** TREASURE
**********************************
Campaign: Leon, Chapter 4
Location: Airplane - Cargo Bay
Contents: 5000 skill points
After the Lepotitsa battle in the cockpit of the airplane, Leon and Helena will
eventually move down some stairs after they pass the second class seating area.
The characters will step into a Cargo Bay with gas cylinders off to the left.
Move directly ahead to find a gray chest across from the glass cases. Open the
chest to find 5000 skill points.
***************************************************************************
****
Walk over to the door with the valve handle on it and rotate the valve handle
to unlock the door. Press the partner assist button to open the door after
unlocking it.
--> 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.
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.
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 - 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.
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)
A cutscene that will end this portion of the chapter will trigger shortly after
Leon pulls up on the throttle for a while.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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
zombie and get it in a wrestling hold!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_________________________________
_____________________________________________/ STAGE 4-2 -- AIRPLANE CRASH
SITE
-------------------------------------------------------------------------------
U S T A N A K =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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).
-------------------------------------------------------------------------------
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]|
----------------------------------------
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.
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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
Both character parties have been separated by a burning steel tower now.
Hunnigan will contact Leon and Helena after the fight. Find the open gate to
the side and follow the corridor behind it then break the three --TALL CRATES--
at the first corner. Turn to the left and break the two --TALL CRATES--
further ahead. Approach the set of red double doors and press the partner
assist button to end this portion of the chapter and move on to the next area.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
____________________
__________________________________________________________/ STAGE 4-3 --
MARKET
-------------------------------------------------------------------------------
MARKET - MARKETPLACE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
--> Objective: Go after Derek Simmons
Hunnigan will contact Leon and Helena as they step into the new area. There
are several chickens up ahead. Be sure to shoot one to add it to your
"Enemies" list under the "Records" menu. It's cruel, but hey, I used to do it
daily in RE5 Mercs! My Chris has stomped, hooked and uppercutted a chicken
before!
____
| |
| |
____________________________ ____________ _| TC|
| ^ | | |
____ | Locked Exit Door |____| |__
|SP2 |__| |
|RH | ________ |
|____ _____| _____ |
|__| | | | ____ __ |
| | | | | TC| |
| | | | |___| |
____| | | | | |
| | | | | |
| |_____| | | |
___|____|__ | < Locked |__ __| |
| 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
some item boxes to break in the meantime.
While stepping down the street ahead, look off to the left to see an alcove
with a --TALL CRATE-- in it. Find the alley further ahead to the right. There
is a dead guy in the alley.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Examine the body in the alley to trigger some extra dialogue.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
----------------------------------------
After the four-player crossover fight with Ustanak, Leon and Helena will enter
a Market. Move down the street and enter the alley on the right side of the
street then look off to the right to see a serpent emblem on top of a table on
the other side of an open shutter.
***************************************************************************
****
Step into the area with the open shutter and break the serpent emblem mentioned
above then break the --TALL CRATE-- in the very back of the building. Step
through the opening in the building next door then move all the way to the back
and break the --TALL CRATE--. Go back outside. The door on the other side of
the alley is locked with a bolt from the back side. Move back out to the
street.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
----------------------------------------
While walking to the north, there are two more locked doors on each side of the
street. The man that could be seen in the cutscene earlier is lying dead on
the street in front of the locked door to the right. Further down the path,
there is another locked door with a bolt in the back of it to the left - it's
across from an alcove with a table and a cabinet in it. The characters will
eventually check the gate up ahead during a cutscene. The gate has three
separate locks and requires three storage keys in order to open the locks.
A new creature will attack Leon and Helena after the cutscene. This creature
is a Rasklapanje. Every part of this creature is alive. It can be knocked in
half by shooting it in the chest and then the torso and the legs will attack
players. The torso and the legs can be knocked out for a few minutes and they
will leave behind items, but they are not dead. All of the creature's parts
will reanimate and it will try to pull itself back together once again.
Incendiary grenades will instantly knock out a Rasklapanje's torso and legs
once it has been split - keep this in mind since it helps a lot. Shooting it
point blank in the chest with the shotgun will instantly knock it in half.
Besides incendiary grenades, the shotgun is really the best weapon to damage
any part of it.
The cutscene that plays after Leon and Helena knock the Rasklapanje apart for
the first time makes it look like the creature is invincible, but it isn't.
Both halves can be knocked out to keep the creature from chasing the characters
all throughout the marketplace. It's good to run from Rasklapanjes if you can,
but take out the shotgun and blast it if it ever becomes a nuisance. Knock out
both halves of it for items. Rasklapanjes have grabs that will automatically
kill a player when they their full body. Escape the grab through left
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]|
----------------------------------------
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.
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.
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.
*********************************** 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
----------------------------------------
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
QTE Commands:
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
--> Objective: Track Ada Wong
Well, if it isn't the bitch in the blue dress! Wait, what!? This area is
actually a crossover segment with Chris Redfield and Piers Nivans, though the
four characters can only hear each other during gameplay. The four characters
never actually meet during gameplay in the next few rooms.
IMPORTANT: There is a race to an elevator in the next corridor and the first
two characters that reaches the elevator and gets on it first will get some
bonus items (breakable crates and chests containing skill points). The race
will not start until the characters open the door below the stairs.
The door that Ada stepped through is now locked. There is nothing else to do
in the current room, so move down the stairs to the left and open the door
below.
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] |
----------------------------------------
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.
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: Leon, Chapter 4 AND Chris, Chapter 3
Location: Medical Research Center - Outside Room 01
Contents: 2000 Skill Points
While Leon and Helena are in the crossover segment with Chris Redfield and
Piers Nivans 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.
While Leon and Helena are in the crossover segment with Chris Redfield and
Piers Nivans 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.
***************************************************************************
****
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: 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.
(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: 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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*********************************** 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.
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.
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.
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Wow, that cutscene fight was like a cougar going up against a bear.
There are a few pickups left in this area. Enter the office room down the
catwalk corridor and pick up the --FIRST AID SPRAY-- off the desk with the
computer on it while inside. Step back outside then run down the stairs on the
opposite side of the catwalk. Hunnigan will contact Leon and Helena while they
move down the stairs. Find the four --TALL CRATES-- in stacks of two below the
stairs.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Examine the door with the oil drums in front of it below ths stairs to
trigger some extra dialogue.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
----------------------------------------
There is one --TALL CRATE-- near a stack of wooden boxes and three --TALL
CRATES-- next to the left of the exit door near the red light. Open the door
near the three tall crates and step outside.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
___________________
___________________________________________________________/ STAGE 4-5 --
TRAIN
-------------------------------------------------------------------------------
Leon and Helena will start out on the back cart of the train. Simmons is up
ahead, so enter the train carts in front of the characters and find him. Push
through the door at the end of the second cart then enter the third cart. The
characters must push through two doors to enter the fourth cart. The fourth
cart has two pickups of --9MM AMMO-- below the second set of seats to the right
and some --5.56 NATO AMMO-- on that set of seats. Further ahead there is a
--RED HERB-- on the floor below the fourth set of seats to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo x 2, [ ] 5.56 NATO Ammo, [ ] Herb (Red)
----------------------------------------
Open the next two doors and step into the fifth cart. The characters will look
up toward the roof hatch in the back of the fifth cart. They can't go any
further into the train. Use the partner assist button to toss Helena up on top
of the fifth cart. She will grab Leon to help him up and a cutscene will
trigger.
BOSS BATTLE
------
S I M M O N S (C H I M E R A) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
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 mid-
range 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.
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.
Obstacle List:
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
----------------------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
S I M M O N S (C E N T A U R) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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 current train cart to find a --GREEN HERB--, --12-GAUGE
SHELLS--, --9MM AMMO--, and --5.56MM NATO AMMO--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo, [ ] 5.56MM NATO Ammo, [ ] 12-Gauge Shells, [ ] Herb (Green)
----------------------------------------
Once Simmons has taken enough damage, he will run toward the back of the train
cart then move up into the train cart and charge the characters. Be ready to
tap the Square+X/X+A buttons together to dodge his attack - fail to press the
buttons and your character dies. The characters will climb on top of the train
cart.
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
¯¯¯¯¯¯¯¯¯¯¯¯
--> Objective: Head for mission objective
Leon and Helena will pull up out of the river and be on a concrete walkway next
to the city. BSAA soldiers are talking on the street above. Move ahead and
the characters will look back into the water toward the area where Simmons
landed. Walk forward and move up the stairs to trigger a cutscene that will
end this chapter.
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\__________________________________________________________________________
___/
/ __ _ \
/ / ___ ___ _ __ \_______________/ /\ /\ ___ | | ___ _ __ __ _
/ / / _ \ / _ \ | '_ \ / LEON CAMPAIGN \ / /_/ // _ \| | / _ \| '_ \ / _` |
/ /___| __/| (_) || | | |\_______________// __ /| __/| || __/| | | || (_| |
\____/ \___| \___/ |_| |_|/ \\/ /_/ \___||_| \___||_| |_| \__,_|
\__________________________________________________________________________
___/
/ \
.--------------------------------------------------------------.
| 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]
----------------------------------------
CHAPTER 5 - THERE IS STILL HOPE LEFT
----------------------------------------
July 1, 2013
Tatchi, China
_______________________
_______________________________________________________/ STAGE 5-1 -- PORT
AREA
-------------------------------------------------------------------------------
A BSAA soldier will come toward Leon and Helena and get them to follow him.
Follow the soldier down the stairs to trigger a cutscene. Break the --TALL
CRATE-- near the fallen man and the dead body then follow the BSAA soldier.
The BSAA soldier will move up some stairs to the right along the street ahead.
Some zombies will move out of the C-virus gas down the street ahead, but just
run past them since there are many that will step out of the gas. The C-virus
gas in this area will kill players if they step into it. When the characters
move up the stairs, the C-virus gas will cover the street behind them - there
is no going back.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* If you stick around the first area before the cutscene and after the
cutscene, some extra dialogue can be heard, such as a BSAA soldier's dying
moments over radio.
----------------------------------------
Be sure to reload all your weapons for this next part. If your inventory is
full and you want some extra 9MM Ammo, 12-Gauge Shells or a Red Herb then
discard something now. Meet up with the BSAA soldier at the gate door up above
the stairs and use the partner assist button to open the gate door.
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).
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
----------------------------------------
Once Leon and Helena get out of the streets with the approaching C-virus gas
near the beginning of chapter 5, they will enter a Clothing Store. A zombie
will eventually bust through the window of the store and cause the gas to enter
the store. There is a serpent emblem on the shelf with shoes on the right wall
across from the table with white handbags. It's best to collect all the items
in the room then shoot this serpent emblem while moving up the stairs.
***************************************************************************
****
Once the C-virus gas starts to spread in the Clothing Store, it's time to go!
Run up the stairs and follow the BSAA soldier. The window to the left will
break open as a zombie shatters it and C-virus gas will flood into the room.
Quickly run to the left side of the next set of stairs and open the brown chest
then snatch the --12-GAUGE SHELLS-- and --.50 ACTION-EXPRESS MAGNUM AMMO-
-
inside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 12-Gauge Shells, [ ] .50 Action-Express Magnum Ammo
----------------------------------------
*********************************** TREASURE
**********************************
Campaign: Leon, Chapter 5
Location: Port Area - Clothing Store
Contents: 12-Gauge Shells, .50 Action-Express Magnum Ammo
Once Leon and Helena get out of the streets with the approaching C-virus gas
near the beginning of chapter 5, they will enter a Clothing Store. A zombie
will eventually bust through the window of the store and cause the gas to enter
the store. The characters will be forced to move up some stairs. After moving
up the first set of stairs, the C-virus gas will enter the building from a
window to the left as a zombie bust through it. Quickly run to the left of the
next set of stairs to find a brown chest. Open it and collect the 12-Gauge
Ammo and .50 Action-Express Magnum Ammo inside.
***************************************************************************
****
Follow the BSAA soldier up the second set of stairs. The zombies can get
overwhelming if players stick around this area for too long, but the gas is
approaching, so try to run by them for the most part. There are two --TALL
CRATES-- near the left wall while stepping away from the stairs and a --WOODEN
CRATE-- off to the left while facing the metal doors at the top.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
----------------------------------------
The BSAA soldiers will attempt to get the metal doors open. Fight off the
zombies that move toward their location while they get them open. Eventually,
the BSAA soldiers will kick through the doors. Rush into the corridor behind
the doors.
Follow the BSAA soldier that leads the way ahead. The characters will run
along many corridors then eventually reach a corridor with the BSAA soldier at
the end. There are two --TALL CRATES-- on the right wall ahead. A group of
zombies will bust through the shutter door off to the left at the end of the
hall. Use the partner assist button near the doors at the end of the corridor
to trigger a cutscene.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
----------------------------------------
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
-------------------------------------------------------------------------------
Well now, this area looks familiar! There's nothing like coming full circle in
a game. I really consider the prelude of RE6 to be a bad case scenario though.
This portion of the chapter is more like a look at the brighter side of the
current situation. To me, the prelude is an envisioning of the "No Hope Left"
theme of RE6 (sort of like a "what if" scenario) and this chapter is like
seeing everything from a "There is Still Hope Left" view, hence my chapter
title. Or either, the prelude is just some beta stage that the developers had
and they wanted to place it in the game so we might enjoy it and find some
reasoning behind it - aka. the prelude could have been a way to cheaply make
the game twenty minutes longer.
Leon and Helena will start out in the middle of a zombie-infested street. Ada
will be helping them kill the zombies from a helicopter up above. Kill off the
zombies or immediately run to the alley along the side of the street. Either
way, get to that alley.
NOTE: This is a great area to stay and rack up on zombie kills and collect the
items they drop. Just use melee to kill them and Ada will help out from the
helicopter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* If players spend too long out in the street, Ada will actually turn the
helicopter toward the alley and shine its light down the alley. It's
almost like she is saying "Get your asses in there. Now." Or she is being
like Kev and helping players to find that wooden crate near the left wall of
the 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.
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.
Run toward the BSAA soldier after the cutscene with the helicopter. Hold the
X/A button and move on ahead and then climb on top of the car then climb up to
the crates in the back of the car and jump across them and finally hop over to
the helicopter.
Shoot the zombie two times and Helena will be saved. Prepare to shake the left
thumbstick while Leon flies the helicopter.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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
-------------------------------------------------------------------------------
_____________________________________________________
/ WC WC WC \
/ WC WC TC \
/ TC \
/ TC \
/\ \
/ \ /\ \
/ \ / \ \
/ / / / \
/\ / \ / \
/ \ / \/ \
/ \/ *EB ____ \
/ TC \ \ \
| TC WC \ \ |
| TC WC WC | | |
| TC | | |
| ___ |___| |
| |F T| *EB |
|*EB __ |U R| _____ |
| | | |E U| | |TC /\ |
| | | |L C| TC TC| |TC / \ |
| |__| | K| TC |_____|_ / / |
| |___| | | \ / |
| | | \/ |
| | | TC |
| |___| _____ WC|
\ |_____| ____ TC /
\ *EB / / TC /
\ / / /
\ ___ ___ / S / *EB /
\ | | | | /U/ /
\ _____ _____ | | |___| / B / /
\ WC | | || | /___/ /
\ WC |_____|_____||___| /
\ TC /
\ TC /
\ 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) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Do not get close to Simmons at all during this battle. Always keep your
distance. Basically all of his attacks are close range. He will mainly hit a
player with his body more than anything else. All of the attacks that I list
above will make Simmons move forward a bit - if he touches your character with
his body, it will damage your character. The main attacks that you need to
watch out for are his bite attack and his tail swipe. He will always open his
mouth before he bites and there is a button prompt command for dodging it
(Square+X/X+A) that will appear shortly before he bites. The bite can be
avoided by stepping to the side. He can do this bite from long range - prepare
the bite and then dash forward and chomp a character. His tail swipe has some
major range, so be sure to keep your distance while behind him! His roar and
stomp will mainly only stun a player, but don't move near him or he will hit
your character with his body while performing either move.
T-rex Simmons has three major weak points on him for this battle:
o Eyes on back
o Eyes on chest
o Eye in mouth
It's best to shoot Simmons in the eyes on his chest or back. He will only show
his mouth weak point when he opens his mouth to perform his roar or bite. His
back weak point is actually very easy to hit. Simply shoot him in his back
when he puts his head down to hit his back weak area. His chest eyes are only
really in view when he faces a player. It's really harder to get pinpoint aim
at his chest eyes. Shoot him with the handgun or the assault rifle. The
shotgun and semi-auto rifle can works just as well. Don't use the magnum since
this fight carries on for too long and the magnum is just a waste of ammo for
Simmons as the moment. A player can also put down a remote bomb and then lead
Simmons over it then detonate it to cause major damage to him.
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.
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
-------------------------------------------------------------------------------
Leon and Helena are now forced to climb the elevator cable after leaping out
the elevator during the last cutscene. They'll reach that roof eventually!
This sequence is all about QTE button pressing, so get ready to climb with your
controller like back on the plane. Press and hold both shoulder buttons then
release one and hold it back down then alternate between the two. Make sure to
always hold one shoulder button all the time. Never let go of both and try to
never stop climbing. Hold R1/RT and L1/LT, let go of L1/LT then press and hold
L1/LT again then let go of R1/RT and press and hold R1/RT again then repeat.
Do not pay attention to what is going on around Leon and Helena - it will only
distract a player and can mess up your timing. Try to focus on the figure in
between the on-screen button prompts. The camera will shift to different views
of the characters. Glass will fall on the characters eventually and make them
stagger. Simmons will appear on the roof of a walkway that extends between two
background buildings. Ada will be fighting Simmon's Centaur form in the
background while the characters climb. A cutscene will play eventually.
Be sure to hold the R1+L1/RT+LT buttons after the cutscene to maintain grip on
the cable! Ada will continue to fight Simmons while Leon and Helena climb the
cable. Leon and Helena will jump off to a broken walkway across from Simmons
and Ada.
Take out the semi-auto sniper rifle and shoot at Simmons. Aim for the bottom
portion of his long torso. Shoot at him sparingly. Do not spam him with
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.
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 will start out right next to Ada. Tap the partner assist button to check
on Ada. Leon will lift her up and he can now protect her from Simmons. Don't
shoot at Simmons. There is no need to. If you're playing with an AI partner,
Helena will be shooting at Simmons.
Simmons will walk toward Leon and Ada while in human form, so he can troll them
with phrases on the way over to them. When he gets close, he will change back
to his Centaur form. The Centaur form will fire toward the characters and Leon
will shield Ada with his bulletproof back. Ada will wake up around the time
that Simmons gets close and then another boss battle will start once again.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
S I M M O N S (C E N T A U R & C H I M E R A) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
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
-------------------------------------------------------------------------------
S I M M O N S (W E A K E N E D) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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
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
----------------------------------------
Find the stairs past the railing up ahead then move down to the next level of
the rooftop. Break the two --WOODEN CRATE-- near the left fence then use the
partner assist button to open the door on the right wall.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
----------------------------------------
Break the --TALL CRATE-- and --WOODEN CRATE-- near the fence to the right.
Step up to the metal platform to the side then approach the crane and use the
partner assist button to boost Helena up to the top of the crane.
There is very little reason to shoot Simmons during the first part of this
battle, so just save your ammo. He will fire out one Chrysalid shell anyway,
so move to the back and then run forward when he fires it to dodge the spit.
He has very bad aim.
NOTE: Shooting Simmons during the first part of this fight can stagger him and
cancel his spit attack, but he is likely to get at least one spit attack out
anyway, so there is little reason in shooting him from the start.
Simmons will eventually fly toward the lift and cling on to the wall right by
the lift. This is when the Leon player should take out his trusty shotgun and
aim at either one of the fly creature's eyes then blast him right in the eye.
Fill that eye full of buckshot! The Leon player must shoot Simmons during this
part. Shooting him in the eye will cancel his Chrysalid spit and keep him from
knocking the lift over the side. If the Leon player does not shoot Simmons in
his eyes, Simmons will hop over to the wall up above the lift and detach the
lift to kill Leon. You might want to switch to a different weapon when Simmons
moves further back toward the end (assault rifle, handgun, etc) - the shotgun
still works at that time, but Simmons will be further away.
The main reason why Leon needs to shoot Simmons here is to keep it away until
Helena brings the lift to the other side of the rooftop.
NOTE: Leon might pull up into a crowd of zombies when he gets off the lift so
be ready to attack immediately after Leon climbs up.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Try to make sure that zombies are not near the crane controls then walk up to
them and press the X/A button to use them. A QTE gauge with a timer needle
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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
----------------------------------------
S I M M O N S (F L Y) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Simmons, you are a genius! You are now the perfect advertisement for the next
Lost Planet! It's as if you have glowing heat sources all over your body now.
Spit up some thermal energy for us!
Yeah, he's still alive and... yeah, you have to kill him. Again.
Simmons has a long range spit attack during this battle that has some good
targeting so don't stay at long range from him. It's best to stay about mid-
range from him for this battle. All of his attacks are very slow for the most
part. His blade arm attacks can be avoided by stepping to his sides or
rolling. His main attack that can catch a player off guard is his ram.
Whenever he puts his head on the ground, he is about to ram forward with his
head and frontal arms, so roll or move out of the way of this oncoming attack.
He has a special attack where he will hold a blade arm up into the air and the
camera will focus on the blade arm and give players a Square+X/X+A command to
dodge it. If your character has an incendiary grenade equipped while Simmons
does this then press the dodge command buttons as they appear on the screen
then prepare to tap the R1/RT button afterwards to perform a special attack on
Simmons. Your character will run up his blade arm and toss a grenade into the
joint on one of his back legs. This will instantly knock off the leg and make
him try to regenerate by feeding on a zombie.
Several zombies will be attacking during this battle and they will constantly
respawn, so be sure to dodge them or attack them to get them out of the way.
The zombies can get in the way quite a bunch during this battle if you focus on
Simmons too much. Simmons' weak points are obvious during this battle since
they all glow.
Simmons will shield his eyes, so he can't be hit in the eyes from the beginning
of this battle. The characters need to hit Simmons in his glowing leg joints
that are closest to his body. Take out the magnum or another high powered
weapon such as the semi-auto sniper rifle and blast his leg joints. Just about
any weapon will work, but it will take much more firepower with some weapons
such as the handgun. Constantly blast him in one leg joint to eventually
destroy the leg joint and make one of his legs fall off. This is the final
battle, so go all out with the magnum if you have magnum ammo left. Shoot off
multiple legs to speed up the battle even more! Don't just stop shooting his
joints after one leg falls off if you have a lot of magnum ammo.
Once one leg is off, he will try to regenerate. If all other zombies in the
area are killed, Simmons will grab the zombie with the lightning rod sticking
out of it and will try to feed on it. A tentacle reaches out for the zombie.
Lightning will strike him when he tries to feed on the zombie with the
lightning arm in it and further damage Simmons. The lightning rod will fall
back to the floor. Run over to the lighting rod and pick it up with the X/A
button when that button prompt appears while standing over it. Carry the
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
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.
.--------.
MEDAL: Beat the chapter without using a rocket launcher | [ME147]|
----------------------------------------
Walk toward the helicopter door after the cutscene to end the chapter.
-----
THE
END
-----
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.
If this is your first scenario to finish, Agent Hunt mode will be unlocked
after completing Leon's scenario. Players will unlock "Ada's campaign" if this
is the last of three campaigns that is completed.
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
[AW00]
\__________________________________________________________________________
___/
/ _ _ __ __ \
/_\ __| | __ _ \________________________/ / / /\ \ \ ___ _ __ __ _
//_\\ / _` | / _` | / ADA CAMPAIGN \ \ \/ \/ // _ \ | '_ \ / _` |
/ _ \| (_| || (_| | \________________________/ \ /\ /| (_) || | | || (_| |
\_/ \_/ \__,_| \__,_| / \ \/ \/ \___/ |_| |_| \__, |
\_______________________________________________________________________
|___//
/ \
============================================
DECEMBER 2012 UPDATE INFO FOR ADA'S CAMPAIGN
============================================
Ever since the December 2012 update for Resident Evil 6, Ada's scenario has
been available from the start without the need of beating other character
campaigns. Agent serves as a co-op partner for Ada, but he can only be played
by the joining player (aka. not the host). Agent cannot open doors or interact
with key items like Ada can. He also teleports to new areas that Ada accesses
with her hookshot.
.--------------------------------------------------------------.
| 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 |
'-----------------------------------------------------------------------------'
[AW01]
----------------------------------------
CHAPTER 1 - MORE GAMES?
----------------------------------------
June 27, 2013
Deep Sea, Northern Atlantic
________________________________
______________________________________________/ STAGE 1-1 -- SUBMARINE
INTERIOR
-------------------------------------------------------------------------------
Ada will start out in the Docking Bay of a submarine after the opening
cutscene.
Ada starts with the following in her inventory:
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.
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 Neo-
Umbrella 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 front of the oil drums directly ahead after pulling
up from the air duct. Drop down the trapdoor with the ladder at the end of the
corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] 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.
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 the left at the end of the corridor. Break the
--TALL CRATE-- against the back left wall. Drop down the opening with the
trapdoor off to the right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
----------------------------------------
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.
DO NOT examine the panel with the red light to the right of the door. It will
shock Ada if it is checked with the wrong figure displayed on it. Walk to the
other side of the wall in the room and examine the small glass window above the
small wooden counter on the left wall. The glass is blocked by something.
Rush back around to the other side of the wall and examine the white bull head.
Ada will press the button on the pedestal below the bull and its horns will
move away from its eyes. Run back to the wall on the other side and look
through the glass hole again.
The painting on the other side of the room will change while looking at it
through the glass hole. It will display one of four animals above the figure
in the middle of it. This animal must appear on the panel to the right of the
locked door to unlock that door. There are four pedestals with animal shapes
on them spread around the room.
Puzzle Pedestals:
o to the right of the desk near the glass window (right animal piece)
o to the left of a white paining along the wall (right middle animal piece)
o to the left of the main puzzle painting (left middle animal piece)
o to the right of the main puzzle painting (left animal piece)
Possible Animals:
o Fish
o Eagle
o Snake
o 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.
Glowing white circles on floors activate the security guns with green lasers
throughout the submarine. Keep these in mind since they will help out a bunch
for the areas ahead. Strangely, the guns will not fire at Ada. They only
shoot at J'avo.
Walk down the corridor up ahead and step on the white glowing circle to the
left. The overhead gun down the corridor to the right will shoot the J'avo
that patrols it. There is a locked set of double doors at the end of the next
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.
Collect the --RED HERB-- to the left of the projector and the two --INCENDIARY
GRENADES-- to the right of the projector then find the --GREEN HERB-- on the
desk with the chair near it. Walk over to the projector and press the X/A
button when the button prompt appears to turn it on. A recording will play on
the white screen in the back of the room as the room turns dark.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red), [ ] Herb (Green), [ ] Incendiary Grenade x 2
----------------------------------------
The alarm in the submarine will go off after the film plays and three Neo-
Umbrella J'avo will race down the corridor after the double doors open down the
corridor outside the current room. The J'avo will attack Ada right after the
cutscene. If you have a hand grenade, then toss it out the doorway. Arm the
crossbow with pipe bomb arrows then shoot the J'avo outside the doorway.
Players can move against the wall and allow the J'avo to enter the room then
kill them one at a time also. Step out into the corridor once the J'avo are
defeated.
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.
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.
Alright, it's time to find the rescue sub and blow this popstand! Ada will
start out in a room with bunk beds. She will show her main destination on her
PDA. Walk up to the door then unlock it with the X/A button then open it.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_______________________________
_______________________________________________/ STAGE 1-2 -- SUBMARINE
REACTOR
-------------------------------------------------------------------------------
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!
***************************************************************************
****
Hop over the platform down the next corridor to the right then break the --TALL
CRATE--. Find the open trapdoor then drop down the ladder.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
----------------------------------------
There is a Glava-Smech (pincher head) in the alcove to the left. Ada might as
well fight him now since he will most likely be alerted later. Kill him with a
pipe bomb arrow to make quick work of him. There is also a --TALL CRATE--
behind the creature.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] 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.
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...
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.
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.
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.
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.
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.
Turn back around and rotate the valve handle on the pipe on the opposite side
of the corridor by grabbing it with the X/A button then rotating it with the
left thumbstick. This will turn off the water that is coming out of a pipe on
the other side of the gap - it is blocking an air duct. Run over to the
lowered fence then hop over to it. Run ahead and crawl through the vent.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
____________________________________
__________________________________________/ STAGE 1-3 -- SUBMARINE
TORPEDO ROOM
-------------------------------------------------------------------------------
Ada will start near the door that she hookshoted to earlier. Ada will be
walking across the wall while moving down the corridor ahead. Hop through the
doorway at the end of the corridor.
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.
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.
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
with water on the left side and doorway with water on the right side (both
doorways are on the floor). The doorway with water on the left side has a
toilet above it. This will be your way out of this area, so remember that it
has a toilet above it. Hop into the water through the doorway to the right.
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.
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 Dive back into the water and turn all the way around while floating
o Swim downwards and swim through the tunnel with the ladder.
o Swim upwards in the next corridor and find the next tunnel with a ladder
o Swim 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.
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.
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.
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?
(about 5-7 seconds to answer)
Be sure to stand in front of the console the entire time that Ada answers a
question or the microphone will not pick up her voice and you will be forced to
repeat some of the answer while back up on the platform.
Once the final question has been answered, the console will speak some more
then eventually open the hatch in the ceiling above the platform. Stand near
the wall below the hatch that opens in the ceiling to get a hookshot button
prompt command. Hookshot through the hatch to trigger a cutscene that will end
this chapter.
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\__________________________________________________________________________
___/
/ _ _ __ __ \
/_\ __| | __ _ \________________________/ / / /\ \ \ ___ _ __ __ _
//_\\ / _` | / _` | / ADA CAMPAIGN \ \ \/ \/ // _ \ | '_ \ / _` |
/ _ \| (_| || (_| | \________________________/ \ /\ /| (_) || | | || (_| |
\_/ \_/ \__,_| \__,_| / \ \/ \/ \___/ |_| |_| \__, |
\_______________________________________________________________________
|___//
/ \
.--------------------------------------------------------------.
| 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 |
'-----------------------------------------------------------------------------'
[AW02]
----------------------------------------
CHAPTER 2 - A LATE BIRTHDAY
----------------------------------------
June 29, 2013
Tall Oaks, USA
_____________________________
_________________________________________________/ STAGE 2-1 -- FOREST
CEMETERY
-------------------------------------------------------------------------------
FOREST CEMETERY - CATHEDRAL ROOFTOP
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
--> Objective: Find the entrance
Ada will start out on the rooftop of the cathedral. Walk forward along the
rooftop to trigger a cutscene.
Follow the path across from the cathedral window. There will be three
gravestones to Ada's right at the end of the path. Break the --WOODEN BARREL--
off to the left behind the three gravestones.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 1
----------------------------------------
After Ada moves across the rooftop of the cathedral at the start of chapter 2,
she will be in the yard behind the cathedral after the next cutscene. Follow
the path in the back of the cathedral and Ada will come upon three gravestones
off to the right in the back of the path. The middle gravestone has a hole in
front of it. Step behind the middle gravestone to see a serpent emblem on it.
Hit the serpent emblem with a melee.
***************************************************************************
****
The middle gravestone has an open hole in the ground in front of it. Move
toward the hole then use the X/A button to hop down into the sewers below the
cathedral.
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.
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.
Run through the next doorway and break the two --WOODEN BARRELS-- near the left
wall. Step toward the ceiling debris below the ceiling torch to get a button
prompt command for Ada's hookshot. Use the hookshot to pull up to the tunnel
above the current area. Climb up the ladder.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2
----------------------------------------
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.
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.
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).
Move up the stairs in front of the hole in the floor and drop to the room
below.
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.
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 see an
air duct on the lower portion of the left wall. Crawl through that air duct.
Ada will enter a secret room with three --WOODEN CRATES-- in it, Break them
all for some extra normal arrows then crawl back through the air duct.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 3
----------------------------------------
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.
The barred door will open and a floor will close together in the room behind
the bars. Three zombies will step out onto the floor. There is a gap that is
in front of the doorway, so Ada will have to hop over to the floor that the
zombies are on. The floor can only hold so much weight though. If Ada leaps
over to it while the three zombies are on it then the floor will fall out from
under her and she will land in that last room with the three crates in it.
There is a dead guy pinned against the far wall with arrows. Man, if only
there was some way to get those zombies off the floor!
NOTE: If Ada falls to the floor below, the zombies will fall and get killed.
They will each drop normal arrows.
So long as ALL THREE zombies are pinned against the wall, the floor will not
fall out from under Ada when she hops over to it. Leap over to the floor. Run
over to the chest with the purple stone on it then open it and collect the
**SIMMONS FAMILY RING** from inside.
Hop back across the gap and return to the middle room.
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.
Alright, it seems that two zombies wanted them some bling, so they robbed the
skull of its red eye and gold tooth. Ada will have to get these items back.
Find the two --WOODEN BARRELS-- to the right of the ladder up ahead and shatter
them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] 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.
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 will duck down and get stuck in the end of the low tunnel. It will
block the way, so it must be killed. Quickly take out the assault shotgun and
blast the Whopper while crawling toward it. It doesn't have as much health as
the usual Whopper, so it will fall quickly. The red-hooded zombie with the red
eye is in the room ahead. Crawl out to the next room.
NOTE: Just in case you can't kill the Whopper fast enough, there is a tunnel to
the left, before reaching him, that Ada can crawl through and still crawl out
to the room ahead. It's a little side tunnel that can be taken.
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
----------------------------------------
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.
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.
========================================
Open the chest with the blue stone on it and collect the **SIMMONS FAMILY CREST
PIECE C** from inside.
Now that all three family crests have been found, it's time to make like a tree
and get out of here! Stand on the red marker on the floor ahead to get a
hookshot command. Hookshot up to the corridor above then climb the ladder in
the back of the corridor.
After Ada collects all three Simmons Family Crests (A, B and C) and returns to
the locked door in the Crypt Maze, place all three crests on the door to have
it slide to the side and reveal a ladder. Drop down the ladder and then rotate
the camera and look up on the wall to see a serpent emblem on top of a pillar
on the back wall near the ceiling.
***************************************************************************
****
Open the double doors directly ahead to end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
____________________________
__________________________________________________/ STAGE 2-2 -- ALTAR
CORRIDOR
-------------------------------------------------------------------------------
Stay away from mutated Deborah at this part. All a player must do here is
survive. There is no need to damage Deborah. Ada will join up with Leon and
Helena at this portion of the Primitive Altar.
NOTE: Deborah will attack Leon and Ada at the beginning of this fight, but she
will not take off any damage if she hits either character.
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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
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
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
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]|
----------------------------------------
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:
* 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.
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_____________________________
_________________________________________________/ STAGE 2-3 --
UNDERGROUND LAB
-------------------------------------------------------------------------------
The elevator will descend to the lab floor and the doors will open. Break the
--TALL CRATE-- in the corridor outside then open the door up ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 2
----------------------------------------
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.
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
----------------------------------------
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
----------------------------------------
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
----------------------------------------
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
----------------------------------------
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.
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\__________________________________________________________________________
___/
/ _ _ __ __ \
/_\ __| | __ _ \________________________/ / / /\ \ \ ___ _ __ __ _
//_\\ / _` | / _` | / ADA CAMPAIGN \ \ \/ \/ // _ \ | '_ \ / _` |
/ _ \| (_| || (_| | \________________________/ \ /\ /| (_) || | | || (_| |
\_/ \_/ \__,_| \__,_| / \ \/ \/ \___/ |_| |_| \__, |
\_______________________________________________________________________
|___//
/ \
.--------------------------------------------------------------.
| 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]
----------------------------------------
CHAPTER 3 - ANOTHER NIGHT ON THE TOWN
----------------------------------------
June 30, 2013
Waiyip, China
___________________________________
___________________________________________/ STAGE 3-1 -- TENEMENT - BIN
STREET
-------------------------------------------------------------------------------
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
instantly kill the J'avo and avoid mutations.
The J'avo in the streets ahead can mutate into Glava-Begunats (raging insect
head) so watch out about hitting their head with melee or weak weapons. The
J'avo can also mutate into Ruka-SRP (blade arms).
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
----------------------------------------
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
----------------------------------------
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
----------------------------------------
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
-------------------------------------------------------------------------------
Hold the dash button for this entire segment of gameplay. Ada must move along
the wooden walkways above the roofs and get away from Ubistvo. Ubistvo will be
cutting down the wooden walkways while chasing after Ada. If Ada is caught on
a walkway that falls then she will die. All a player really has to do is
follow the wooden walkways and climb, jump, hookshot and slide when needed.
Holding the X/A button while moving will climb, jump and hookshot
automatically.
Ada will start out on a high wooden walkway along a building and the camera
will be facing her, so hold the X/A button then hold down on the left
thumbstick to move toward the camera and have Ada leap over to the bridge. Ada
will land on a metal bridge after jumping off the first wooden walkway. Run to
the right along the bridge then move forward across the walkway on the other
side of the buildings. Hookshot to the pink sign on the left side of the area
- if you keep holding the dash button, Ada will automatically hookshot.
Ada will land on a wooden walkway along the left side of the building. Hop
over the low sign ahead then hop off the ledge of the wooden walkway and Ada
will grab the sign up ahead. Shake the left thumbstick to maintain grip on the
sign (shake both thumbsticks). Ada will pull up. Quickly leap off the sign
and onto the metal bridge ahead. Run to the right along the bridge then move
forward on the wooden walkway on the right side of the buildings. Hop over the
low sign then slide under the next sign. Hop to the metal bridge and then a
cutscene will trigger.
Obstacle List:
o Leap over to the metal bridge from the wooden walkway (Camera faces Ada)
o Run along the metal bridge as it moves right and dash across the right
walkway
o Hookshot to the pink neon sign
o Hop over the sign along the walkway then hop and grab onto a sign
o Shake the left thumbstick to maintain grip on the sign
o Jump off the sign and land on the metal bridge directly ahead
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)
Ada will land in an alley and she will lock the door behind her. There is no
immediate threat in the area at the moment. Follow the alley ahead and Ada
will look up then a hookshot command will appear as she reaches a pink neon
sign. Hookshot to the next area.
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
zombie. A cutscene will play.
BOSS BATTLE
------
U B I S T V O =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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, damn. That little ass has the key on his chainsaw arm now.
Ubistvo is no different from when Jake and Sherry fought him. Shoot him in his
head or chainsaw arm with the assault shotgun from the start of the battle.
The main problem with this battle is that zombies will enter the area and crawl
after Ada - they spawn from the shutter to the right of the red door and the
ledge to the left of the red door. The zombies are even worse because they
crawl and can grab Ada easily when they crawl.
When the zombies start to appear, toss incendiary grenades or hand grenades at
crowds of zombies and try to work Ubistvo into the explosion to damage him as
well. Shoot Ubistvo with a pipe bomb arrow while zombies are around him and
the explosion will damage him and the surrounding zombies. Ubistvo will
actually kill the zombies himself with his intense aggression at times.
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.
Use the key to unlock the red door in the back of the marketplace. Open the
door then move into the next alley.
Ada will land on a wooden walkway. Break the --TALL CRATE-- up ahead and
follow the wooden walkway to the left. A cutscene will trigger as a bus
approaches.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
----------------------------------------
Wait for him to move toward Ada then hookshot out of his way. The bus will
pass by a green neon sign and it will hit Ubistvo and knock him off the bus.
Ada needs to avoid this sign in one of two ways as she passes by it:
o Quickly tap the X/A button while standing near the end of the bus to hookshot
to the other end.
o Hold the L1/LT button and face the sign then duck (X/A) or roll forward or
lie down.
When fighting Ubistvo on the bus, Ada will have to hookshot away from him.
Eventually, the bus will pass by a green neon sign and the sign will hit
Ubistvo and knock him off the bus. When then bus stops, run to the side of the
bus that is closest to the wooden walkway made of bamboo poles then look to the
left to find a serpent emblem in the distance. It is lying on the side of the
building next to a wooden pole. Shoot it with the ammo box 50 or assault
shotgun. The bus will be moving and messing up your aim, that is why I mention
the assault shotgun (because of its bullet spread).
***************************************************************************
****
Turn back toward the sign and aim at it. When the bus starts to move again, it
will move under the sign, so get ready to avoid the sign again by ducking under
it or rolling forward. Ubistvo will hop on the bus once again. Run to the
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.
Ada is trapped on the train tracks with Ubistvo now. Each end of the tracks
has electric cables that will shock Ada if she tries to leave. The only choice
is to entertain Ubistvo for a little while longer.
Notice how I said "entertain" Ubistvo. In other words, don't attack him. Just
run from him. This section is timed and attacking him here doesn't matter.
Players are just wasting ammo if they attack him here. Allow him to move
toward Ada then run past him. Break the tall crates while waiting on him if
you want. There are altogether ten --TALL CRATES-- that are along the side
walls.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 10
----------------------------------------
A cutscene will eventually trigger. The cutscene has plenty of button tap QTEs
in it that come FAST, so don't lay down the controller. Below is a list of all
button presses. Failure to press the buttons will result in death.
NOTE: Your QTE buttons might differ from what I have here. This sequence may
have random button taps.
After the QTE cutscene, Ada will have to deal with Ubistvo some more. Guess
what? Players don't even have to fight him here either. Fighting him is a
total waste of ammo because this fight is timed too! Simply run by him and
wait for Chris Redfield to say a phrase over radio.
Once Chris says the phrase above, some more speech will continue afterwards.
Continue to dodge Ubistvo and wait for a cutscene to trigger. Be prepared to
shake the left thumbstick (rotate both thumbsticks) during the cutscene that
plays afterwards. This is one intense thumbstick shaking sequence, so be
ready. It starts almost the moment the cutscene starts. Failure to shake the
thumbsticks and fill the QTE gauge means that you have to go through the second
part of the Ubistvo battle all over again!
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
___________________
___________________________________________________________/ STAGE 3-3 --
TRAIN
-------------------------------------------------------------------------------
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.
Move up the stairs ahead then open the door at the top. Break the --TALL
CRATE-- near the table off to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
----------------------------------------
*********************************** TREASURE
**********************************
Campaign: Ada, Chapter 3
Location: Railroad Area - Apartment Building
Contents: 4000 skill points
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 up the stairs then
open the door at the top of the stairs. There will be a breakable tall crate
to Ada's left in the next room. Walk forward and open the drawer of the
cabinet by the green wall to find 4000 skill points inside.
***************************************************************************
****
Break the --TALL CRATE-- to the left of the next door then open the yellow door
to end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
________________________________
______________________________________________/ STAGE 3-4 -- STILT HOUSING
AREA
-------------------------------------------------------------------------------
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 end of the steel girders to get another hookshot command.
Hookshot to the walkway up ahead. Follow the walkway to the right then leap to
the walkway and then to the steel girders up ahead. Hop over to a second set
of steel girder from the first set then move to the end of the second set to
get a hookshot command. Hookshot to the area across from Ada.
Hop over the pole along the platform then break the --SMALL VASE-- and three
--VASES-- near the stack of large crates to the left. Hop over the next pole
then break the --WOODEN CRATE-- off to the left. Step out onto the board with
red on it to the right to get a hookshot command. Hookshot over to the crane.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Small Vase x 1, [ ] Vase x 3, [ ] Wooden Crate x 1
----------------------------------------
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 \ \ \/ \/ // _ \ | '_ \ / _` |
/ _ \| (_| || (_| | \________________________/ \ /\ /| (_) || | | || (_| |
\_/ \_/ \__,_| \__,_| / \ \/ \/ \___/ |_| |_| \__, |
\_______________________________________________________________________
|___//
/ \
.--------------------------------------------------------------.
| 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]
----------------------------------------
CHAPTER 4 - WHEN BOYS PLAY ROUGH
----------------------------------------
June 30, 2013
Waiyip, China
____________________________
__________________________________________________/ STAGE 4-1 -- FORWARD
HANGAR
-------------------------------------------------------------------------------
Ada will start out inside the Aircraft Carrier. She will be in the corridor
that leads to the hangar. Use a stealth melee to finish off the Neo-Umbrella
J'avo to the right down the corridor. The J'avo won't turn unless Ada runs in
front of him. Break the --TALL CRATE-- down the corridor to the left. Ada
cannot open the doors to the hangar, but she can check them for some extra
dialogue.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
----------------------------------------
Ada can use stealth melee through these next few areas if a player is careful.
Run to the next door and gently open the door. If you kick it open, the Neo-
Umbrella J'avo in the corridor ahead will hear Ada for sure.
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.
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.
*********************************** 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.
*********************************** 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.
Ada cannot open the double doors to the side and access the rest of the room.
Break the --WOODEN CRATE-- on the table then step back out of the room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] 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.
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
-------------------------------------------------------------------------------
Move toward the railing to get a hookshot command for the walkway above Ada.
Unlock the door to the left. A cutscene will trigger. Ada will shut the door
behind her while entering the next room as Chris and Piers chase her. The door
to the corridor across from Ada will start to close, so run and slide under the
door before it closes. If Ada misses the door then she is caught by Chris and
Piers and the game ends.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* It's worth it to get caught by Chris and Piers at least once. It looks quite
different to see the game end because of a good Resident Evil character for a
change. Chris beats on the outside door just like he does when you play
Piers in Chris' campaign.
----------------------------------------
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.
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.
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.
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.
----------------------------------------
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
-------------------------------------------------------------------------------
Break the --TALL CRATE-- near the door. We are not going back outside for a
while.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
----------------------------------------
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.
NOTE: A Carla Spore S must have a glowing bubble on its skin in order to move.
If it doesn't have a bubble on it, it will stand in place. It is open to a
melee attack when no bubbles are on its body. A melee prompt will appear while
standing next to it so long as another bubble doesn't form on its body at that
time. Be sure to not get hit by the acid that spews from the bubbles or it
will damage Ada.
Break the --TALL CRATE-- to the left after stepping out of the corridor then
blast the two red blobs that are on the door to the left. Shoot them from long
range with a gun weapon such as the ammo box 50 or bear commander. Tap the
trigger since the red blobs don't take many shots. They spit out a liquid that
will damage Ada after they are damaged, so don't shoot them from close range
and don't melee them. Both red blobs will drop items once defeated. Open the
door and step into the next corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
----------------------------------------
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.
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.
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
----------------------------------------
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, she will turn around then fall on her
back while jumping backwards. The action will switch to slow motion, as the
Carla Spore Face approaches Ada. Quickly aim toward the liquid nitrogen tank
on the right or left side of the corridor and blast it to shatter the Carla
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.
BOSS BATTLE
------
C A R L A =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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
Once Carla finally reaches her climax then settles down, step through the hole
in the wall then enter the elevator past the room where the liquid nitrogen
tanks used to be. Step toward the control panel of the elevator then activate
it to take it up and trigger a cutscene that will end this chapter.
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\__________________________________________________________________________
___/
/ _ _ __ __ \
/_\ __| | __ _ \________________________/ / / /\ \ \ ___ _ __ __ _
//_\\ / _` | / _` | / ADA CAMPAIGN \ \ \/ \/ // _ \ | '_ \ / _` |
/ _ \| (_| || (_| | \________________________/ \ /\ /| (_) || | | || (_| |
\_/ \_/ \__,_| \__,_| / \ \/ \/ \___/ |_| |_| \__, |
\_______________________________________________________________________
|___//
/ \
.--------------------------------------------------------------.
| 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 |
'-----------------------------------------------------------------------------'
[AW05]
----------------------------------------
CHAPTER 5 - WE GO OUR SEPARATE WAYS
----------------------------------------
July 1, 2013
Tatchi, China
____________________________
__________________________________________________/ STAGE 5-1 -- HIGH-RISE
AREA
-------------------------------------------------------------------------------
HIGH-RISE AREA - STREET
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
--> Objective: Help Leon and Helena
Ada will be piloting a helicopter during this portion of the chapter. She will
be up above Leon and Helena as they battle zombies in a street below. The
helicopter's health bar is displayed on the bottom right hand side of the
screen. The controls for the helicopter are below.
.----------------------------------------------.
| HELICOPTER CONTROLS |
|==============================================|
| Left thumbstick | Move helicopter |
| Right thumbstick | Move aiming cursor/camera |
| R1/RT | Fire guns |
| X/A | Fire missile |
| L1/LT | Aim guns |
'----------------------------------------------'
The helicopter can move forward, backward, right and left during this first
segment. Aim with the L1/LT button to zoom in for better aiming. Fire the
machine guns on the helicopter by holding the R1/RT button - the machine guns
will not overheat, so hold down the button most of the time. The X/A button is
used to fire one of the six missiles that the helicopter starts with. Conserve
missiles for when Ada really needs them (mainly the boss fight of this area).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
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.
.--------.
MEDAL: Protected Leon and Helena | [ME174]|
----------------------------------------
Fire at the zombies with the helicopter's machine guns. Don't fire any
missiles at the zombies. Save the missiles for fights that Ada will have
later. Be sure to shoot the emblem listed below.
When Ada is blasting the zombies in the street to help out Leon and Helena at
the start of chapter 5, look to the left in the street below then find the
yellow truck. This serpent emblem is in the back of the truck next to the
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.
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.
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
-------------------------------------------------------------------------------
S I M M O N S (T - R E X) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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:
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.
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
-------------------------------------------------------------------------------
Oh look, it's some unimportant civilians that will probably die in a few more
minutes in a grisly murder scene from a C-virus creature. Ada needs to provide
cover fire for the man and woman on the rooftop until all the C-virus zombies
are killed. Shoot at the zombies with the helicopter's machine guns to kill
them. Keep shooting zombies until they stop spawn from the other sides of the
nearby fences.
If the zombies tackle one of the civilians then shoot the zombie off the
civilian. A cutscene will play once all zombies are defeated then Ada's
attention will be directed toward the rooftop to her left.
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.
***************************************************************************
****
Some of the BSAA zombies like to straggle near the stairs, so look there if all
of them are killed along the rooftop. Don't shoot the item crates below the
stairs since Ada will be going that way soon. All of the item drops from the
zombies and Whoppers can be collected by Ada after she lands.
QUAD TOWER ROOF - HELIPORT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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.
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.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
________________________
______________________________________________________/ STAGE 5-4 -- QUAD
TOWER
-------------------------------------------------------------------------------
Ada will leap out to an elevator beside the building room that she was in
during the cutscene. She will start out on the top of the elevator and Simmons
will fire his needle gun at her from the walkway across from her. Move to the
right or left when Simmons shoots at Ada. He will fire from downward then
point his gun upwards and keep firing then target Ada and repeat, so you'll
need to constantly step to the right and left to avoid this. Eventually, the
elevator will fall out from under Ada and she will hookshot up to the walkway
that Simmons is on.
S I M M O N S (C E N T A U R & C H I M E R A) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The objective still hasn't changed when Simmons is in front of Ada. Don't
fight him yet. Run by him and avoid him during this first battle. Leon and
Helena are climbing the elevator cable on the building to the side - they are
marked with blue markers. Stay away from Simmons and dodge to the right and
left to avoid his dash attack. If Ada stays far way from Simmons at all time,
she will only need to step to a far side to dodge his dash attack.
Watch out for the stray zombie that will sometimes get in the way. Don't stop
to shoot Simmons or the zombies - run by them all. Eventually, Simmons will
destroy the walkway that Ada is on and Ada will be forced to grapple to a
higher walkway. Simmons will be on that walkway waiting for her.
This battle here can be about simply dodging if you want it to be. Simmons
will start to perform his torso stab attack during this battle. Watch for the
sudden R1/RT counter command then press it to dodge and counter his torso stab
or run to the side. Stay away from Simmons and all he will do is basically try
to stab Ada. He will often stay on one side and zombies will spawn behind him.
When Ada gets in close range to him, he will start to perform other moves
besides the stab, so don't step near him.
Simmons will eventually get close to Ada, so a player will be forced to move to
another side at that time. Lay down on the ground to avoid his horizontal
torso swing and step to the side to avoid his vertical torso swing.
Dodge Simmons until Leon and Helena move to the broken walkway across from Ada
and Simmons. After Leon and Helena move to that walkway, they will start to
help out Ada by firing their guns at Simmons. This battle is in Ada's favor.
Allow Leon and Helena to damage Simmons and focus on dodging Simmons' attacks.
He will mutate back to his human form eventually. Rush toward him and hit him
with gunfire or melees to make him crouch then Ada will get an R1/RT button
prompt command. Press the melee button to knock him to the ground then tap the
X/A button to punch him while he is on the ground.
Don't even waste Ada's ammo on Simmons for the moment. There is no need to
shoot him while Leon and Helena constantly blast him. They will wear him down
and he will transform back to human at around the same time he would if Ada
were attacking him as well! Eventually, the walkway will fall and Ada will
hookshot to another walkway.
Find the blue markers on the screen to find out where Leon and Helena are.
They are climbing an elevator cable and Simmons is below them. Ada starts with
a crowd of zombies on the walkway across from her during this part. Shoot the
zombies with pipe bomb arrows or the shotgun from close range to quickly kill
them off.
Ada does not even have to help Leon at this part. The only thing a player can
gain from helping Leon and Helena is satisfaction in the fact that your Ada did
something besides standing and watching. Leon will usually dodge Simmon's
attacks and Simmons will constantly get knocked back down the building anyway,
so shooting him with Ada is just wasting ammo really. It looks cruel to just
stand by and watch Simmons chase Leon while Ada could help out but... well,
Leon is a big boy and can fight his own battles. Once Leon gets up to the
window that Helena climbs to, a cutscene will trigger shortly.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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.
----------------------------------------
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.
Blast him in any one of his weak areas with the sniper rifle to weaken him.
Ada's sniper rifle and pipe bomb arrows work very well for this battle. The
assault shotgun can work just as well since it takes off the most damage from a
range compared to the other shotguns.
NOTE: With Ada, to avoid the bullet ejection animation for her sniper rifle,
it's best to switch between her weapons while firing her sniper rifle. Hold
down on the R1/RT button to fire with the sniper rifle then quickly press
directional pad left or right to switch to another weapon then quickly switch
back to the sniper rifle and repeat this process while holding the R1/RT button
the entire time. It's like Ada has a rapid fire sniper rifle - and her sniper
rifle takes a LOT of damage!
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, Simmons will knock Leon over the side of the walkway. When this
occurs, the battle is over. The Ada player gets no QTE button taps or
thumbstick shake commands during this part as Ada delivers the finishing blow
to Simmons surprisingly.
--------
END BOSS BATTLE
Wha? Yeah, there is more to this story. Ada can only walk during this segment
since she is far too badass to run at this point. Move into the blue corridor
ahead and walk into the next room. Don't worry, the hallway is not going to
seal off and try to hit Ada with lasers. We've already had the Paul Anderson
laser tribute in Leon and Chris' campaign, remember?
Ada will enter a room with several monitors on the high walls in front of her.
Walk down either set of stairs then move over to the control panel with blue
lights on it. Basically, the control panel that has red arrows pointing down
to it from the wall above. It's like this control panel screams "PRESS ME", so
go ahead and use the X/A button when the button prompt appears while standing
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.
-----
THE
END
-----
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]
==================================================================
=============
___
SECTION IV / \
----------- ___ | | ___
_____ _______ / \ \___/ / \
| __ \ |__ __| ___ | | ___ | |
| | | | ___ __ _ | | __ _ __ _ ___ / \ \___/ / \ \___/
| | | | / _ \ / _` | | | / _` | / _` |/ __| | | ___ | | ___
| |__| || (_) || (_| | | || (_| || (_| |\__ \ \___/ / \ \___/ / \
|_____/ \___/ \__, | |_| \__,_| \__, ||___/ | | | |
__/ | __/ | \___/ \___/
|___/ |___/ DOG TAG INFO
==================================================================
=============
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
difficulty to receive the corresponding template.
-------------------------------------------------------------------------------
-- Default TEMPLATE (01/21) _
|_|
REQUIREMENT: Unlocked by default
-------------------------------------------------------------------------------
-- Silencer TEMPLATE (02/21) _
|_|
REQUIREMENT: Complete Chapter 1 of Leon's campaign
-------------------------------------------------------------------------------
-- Silencer - Gold TEMPLATE (03/21) _
|_|
REQUIREMENT: Complete Chapter 2 of Leon's campaign
-------------------------------------------------------------------------------
-- Silencer - Copper TEMPLATE (04/21) _
|_|
REQUIREMENT: Complete Chapter 3 of Leon's campaign
-------------------------------------------------------------------------------
-- Silencer - Red TEMPLATE (05/21) _
|_|
REQUIREMENT: Complete Chapter 4 of Leon's campaign
-------------------------------------------------------------------------------
-- Hand Grenade TEMPLATE (06/21) _
|_|
REQUIREMENT: Complete Chapter 5 of Leon's campaign
-------------------------------------------------------------------------------
-- Hand Grenade - Gold TEMPLATE (07/21) _
|_|
REQUIREMENT: Complete Chapter 1 of Chris' campaign
-------------------------------------------------------------------------------
-- Hand Grenade - Copper TEMPLATE (08/21) _
|_|
REQUIREMENT: Complete Chapter 2 of Chris' campaign
-------------------------------------------------------------------------------
-- Hand Grenade - Green TEMPLATE (09/21) _
|_|
REQUIREMENT: Complete Chapter 3 of Chris' campaign
-------------------------------------------------------------------------------
-- Virus Shot TEMPLATE (10/21) _
|_|
REQUIREMENT: Complete Chapter 4 of Chris' campaign
-------------------------------------------------------------------------------
-- Virus Shot - Gold TEMPLATE (11/21) _
|_|
REQUIREMENT: Complete Chapter 5 of Chris' campaign
-------------------------------------------------------------------------------
-- Virus Shot - Copper TEMPLATE (12/21) _
|_|
REQUIREMENT: Complete Chapter 1 of Jake's campaign
-------------------------------------------------------------------------------
-- Virus Shot - Light Green TEMPLATE (13/21) _
|_|
REQUIREMENT: Complete Chapter 2 of Jake's campaign
-------------------------------------------------------------------------------
-- Wings TEMPLATE (14/21) _
|_|
REQUIREMENT: Complete Chapter 3 of Jake's campaign
-------------------------------------------------------------------------------
-- Wings - Gold TEMPLATE (15/21) _
|_|
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 |_|
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 |_|
EXTRA INFO: Finish Chapter 1 of Leon's campaign with Leon or Helena on any
difficulty.
-------------------------------------------------------------------------------
EMBLEM (03/50) _
-- Buried Secrets |_|
EXTRA INFO: Finish Chapter 2 of Leon's campaign with Leon or Helena on any
difficulty.
-------------------------------------------------------------------------------
EMBLEM (04/50) _
-- Get on the Plane |_|
EXTRA INFO: Finish Chapter 3 of Leon's campaign with Leon or Helena on any
difficulty.
-------------------------------------------------------------------------------
EMBLEM (05/50) _
-- Big Trouble in China |_|
EXTRA INFO: Finish Chapter 4 of Leon's campaign with Leon or Helena on any
difficulty.
-------------------------------------------------------------------------------
EMBLEM (06/50) _
-- The Trouble with Women |_|
EXTRA INFO: Finish Chapter 5 of Leon's campaign with Leon or Helena on any
difficulty.
-------------------------------------------------------------------------------
EMBLEM (07/50) _
-- Rescue the Hostages |_|
EXTRA INFO: Finish Chapter 1 of Chris' campaign with Chris or Piers on any
difficulty.
-------------------------------------------------------------------------------
EMBLEM (08/50) _
-- Tragedy in Europe |_|
EXTRA INFO: Finish Chapter 2 of Chris' campaign with Chris or Piers on any
difficulty.
-------------------------------------------------------------------------------
EMBLEM (09/50) _
-- After Her! |_|
EXTRA INFO: Finish Chapter 3 of Chris' campaign with Chris or Piers on any
difficulty.
-------------------------------------------------------------------------------
EMBLEM (10/50) _
-- There's Always Hope |_|
EXTRA INFO: Finish Chapter 4 of Chris' campaign with Chris or Piers on any
difficulty.
-------------------------------------------------------------------------------
EMBLEM (11/50) _
-- Duty Calls |_|
EXTRA INFO: Finish Chapter 5 of Chris' campaign with Chris or Piers on any
difficulty.
-------------------------------------------------------------------------------
EMBLEM (12/50) _
-- Money Talks |_|
EXTRA INFO: Finish Chapter 1 of Jake's campaign with Jake or Sherry on any
difficulty.
-------------------------------------------------------------------------------
EMBLEM (13/50) _
-- A Revolting Development |_|
EXTRA INFO: Finish Chapter 2 of Jake's campaign with Jake or Sherry on any
difficulty.
-------------------------------------------------------------------------------
EMBLEM (14/50) _
-- Let's Blow This Joint |_|
EXTRA INFO: Finish Chapter 3 of Jake's campaign with Jake or Sherry on any
difficulty.
-------------------------------------------------------------------------------
EMBLEM (15/50) _
-- Still on the Run |_|
EXTRA INFO: Finish Chapter 4 of Jake's campaign with Jake or Sherry on any
difficulty.
-------------------------------------------------------------------------------
EMBLEM (16/50) _
-- See You Around |_|
EXTRA INFO: Finish Chapter 5 of Jake's campaign with Jake or Sherry on any
difficulty.
-------------------------------------------------------------------------------
EMBLEM (17/50) _
-- I Spy (Secret Trophy/Achievement) |_|
EXTRA INFO: Finish Chapter 1 of Ada's campaign with Ada or BSAA Agent on any
difficulty.
-------------------------------------------------------------------------------
EMBLEM (18/50) _
-- Counterintelligence (Secret Trophy/Achievement) |_|
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 Chapter 3 of Ada's campaign with Ada or BSAA Agent on any
difficulty.
-------------------------------------------------------------------------------
EMBLEM (20/50) _
-- Ada's Demise (Secret Trophy/Achievement) |_|
EXTRA INFO: Finish Chapter 4 of Ada's campaign with Ada or BSAA Agent on any
difficulty.
-------------------------------------------------------------------------------
EMBLEM (21/50) _
-- What's Next (Secret Trophy/Achievement) |_|
EXTRA INFO: Finish Chapter 5 of Ada's campaign with Ada or BSAA Agent on any
difficulty.
-------------------------------------------------------------------------------
EMBLEM (22/50) _
-- Green around the Ears |_|
EXTRA INFO: Finish all chapters in all four campaigns with any of the lead
characters on Amateur difficulty.
-------------------------------------------------------------------------------
EMBLEM (23/50) _
-- Normal Is Good |_|
EXTRA INFO: Finish all chapters in all four campaigns with any of the lead
characters on Normal difficulty.
-------------------------------------------------------------------------------
EMBLEM (24/50) _
-- Back in My Day |_|
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 |_|
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 |_|
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 |_|
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 |_|
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 |_|
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:
To earn skill points easily, play The Mercenaries and finish each
run. Enemies will start to drop more valuable skill points as the
combo rises. Playing duo Mercenaries will help you to complete a
run easier along with a partner.
EXTRA INFO: Get five stealth attacks of any type against enemies. Stealth
attacks is when your character sneaks up behind an enemy and gets
a melee prompt while the enemy is unaware of your presence and
then your character kills the enemy silently.
EXTRA INFO: A coup de grace is frontal heavy stun melee that KILLS any enemy.
In order to set up a coup de grace easily on a zombie or J'avo,
get a stun type of any kind (head, body, arm, leg stun) by
shooting an enemy and then slide into that enemy (Dash + L1/LT)
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 |_|
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 |_|
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 |_|
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 |_|
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 |_|
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 |_|
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! |_|
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 |_|
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 |_|
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.
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 |_|
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 |_|
EXTRA INFO: Kill any 100 enemies that hatch from a Chrysalid. These include
Napads, Gnezdos and Mesets, Lepotitsas, Strelats and Ubistvo. The
best way to get several kills on Chrysalid enemies to get this
early is to allow the green-eyed Neo-Umbrella J'avo in the
Pressurization Chamber of CHRIS' CHAPTER 5 campaign to pull all
the switches in the room and then fight off the Gnezdos and Napads
in that area. A player can restart and repeat this area to boost
kills. There are a total of ten possible Chrysalid enemies from
the surrounding conveyor belts.
-------------------------------------------------------------------------------
EMBLEM (45/50) _
-- I Prefer Them Alive |_|
EXTRA INFO: At the very end of LEON'S CHAPTER campaign, Leon and Helena will
have to fight a Lepotitsa on the bottom floor main hail of the
Cathedral. If the Lepotitsa is beaten quickly, it will not be
able to infect all the surrounding civilians. Two of the
civilians are female and they must NOT get infected with the C-
virus gas from the Lepotitsa in order to get this emblem.
The best way to defeat the Lepotitsa without the magnum is to lay
down remote bombs then detonate them near the Lepotitsa. Each
remote bomb will stun the Lepotitsa. Melee the creature then
quickly lay another then run away and detonate it. You literally
trap the Lepotitsa in an area and kill it quickly. Shooting it in
its legs with any powerful weapon from close range will stun it
also. One female survivor will leave behind a green herb and one
will leave behind a red herb on the front right bench if they are
both rescued. See my campaign walkthrough for Leon, Chapter 2 for
more detail on this fight. Obviously, you'll have a better chance
at killing the Lepotitsa quickly on Amateur difficulty.
-------------------------------------------------------------------------------
EMBLEM (46/50) _
-- Flying Ace |_|
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 |_|
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 Noga-
Skakanje (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) |_|
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.
EXTRA INFO: Perform different tasks to unlock a total of 150 medals in the
game. These do not have to be unique medals. 150 medals of any
type can be earned, so a player can earn several of one medals
then a few of others so long as 150 medals total are received.
All modes have medals that can be earned. All medals that have
been earned can be viewed under the "Records" menu under the main
menu after going to the "Medals" tab.
-------------------------------------------------------------------------------
EMBLEM (50/50) _
-- Heirlooms |_|
EXTRA INFO: Find and shoot all 80 serpent emblems throughout the four
campaigns of Resident Evil 6. There are four serpent emblems in
each chapter and 20 serpent emblems in each campaign. See the
Serpent Emblems section of my campaign guide for a full list of
them all.
-------------------------------------------------------------------------------
[DT03]
TITLES LIST =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-------------------------------------------------------------------------------
The following is a list of all titles that can be found under "Titles" menu
under the "Dog Tags" menu. Each title listing lists out the requirement,
ranking and some extra information about gaining each one. The titles are
numbered by their Campaign, Mercenaries or Agent Hunt number on the top right-
hand side of each listing and by the Total Title number on the bottom right-
hand side of each listing.
NOTE: The titles that deal with enemies do not have extra info listed on them
just yet. I'll fill them out later after I add an enemies list for an upcoming
Records section - basically, I will be doing two of the same listing at one
time.
-------------------------------------------------------------------------------
-- Resident Evil CAMPAIGN TITLE (001/165) _
|_|
REQUIREMENT: Default title
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.
EXTRA INFO: The title name for this title changes depending on what rank you
are. Play the game for several hours to get this.
EXTRA INFO: Play with others through co-op play in any mode to receive this.
EXTRA INFO: Play games with friends that are on your friends list to get this.
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.
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.
EXTRA INFO: Files are unlocked by shooting serpent emblems in the campaign
mode. On the main menu, go to "Special Features" then go to
"Collections" to read files. All files must have a file emblem on
them to be considered "read" in order to get this title. Files
with a star on them have not been read yet.
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
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.
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.
EXTRA INFO: Play as a zombie in Agent Hunt mode to get this title.
EXTRA INFO: Play as a J'avo in Agent Hunt mode to get this title.
EXTRA INFO: Aim toward an enemy in campaign then tap the partner assist button
(O/B button) to tag that enemy.
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!
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.
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".
EXTRA INFO: Dash in any mode. To dash, hold down the X/A button then hold
forward on the left thumbstick.
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.
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.
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.
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.
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.
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.
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.
EXTRA INFO: Get knocked into dying status by losing all health to get credit
for this title.
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.
EXTRA INFO: Get knocked into dying status by losing all of your character's
health then allow the red bar to fill up all the way so that the
character revives on their own. This will give credit for this
title.
EXTRA INFO: Get knocked into dying status by losing all of your character's
health then kill enemies to get credit for this title.
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.
EXTRA INFO: Die in any game mode. Lose all health then have the enemy finish
off your character to get credit for this title.
EXTRA INFO: Die during a cutscene or get killed by an instant kill attack to
get credit for this. A perfect example of an instant kill attack
is the Ubistvo chainsaw slice that instant kills in JAKE CHAPTER 4
and ADA CHAPTER 3 or getting killed off by a sudden vehicle crash
in LEON CHAPTER 1 while out in the town. Rasklapanje's also have
an instant death grab that will kill. It's best to die through
cutscenes for this one however. With how extremely random RE6's
deaths are, you'll likely get this on your first playthrough.
EXTRA INFO: Aim toward the head of an enemy and shoot the enemy in the head
with any weapon to get credit for this.
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.
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
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.
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.
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
this title as well.
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.
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
EXTRA INFO: Counter an enemy's attack with the R1/RT button command that
appears shortly before an enemy attacks to get credit for this
title. Keep in mind that your character must face the enemy with
their FRONT side in order to get the counter prompt.
EXTRA INFO: Kill enemies with steal melees. A stealth melee can be performed
against any enemy that does not see your character while they are
in close range. The best area to perform a stealth melee is by
playing Sherry in JAKE'S CHAPTER 3 campaign. While Sherry is in
the detention center at the start, she will get several chances as
stealth melees. Sneak up behind an enemy to get a stealth melee
prompt or lean against the side of a wall with the L1/LT button
the wait for the stealth melee button command to appear when a
J'avo gets close to Sherry.
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.
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.
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.
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.
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.
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.
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.
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.
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.
EXTRA INFO: Kill enemies in any mode with the Lightning Hawk magnum to get
credit for this title. Leon and Helena gain access to this weapon
in the Airplane cockpit at the start of LEON'S CHAPTER 4 campaign.
In The Mercenaries, Chris (default) and Sherry (default) start
with this weapon.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
EXTRA INFO: Kill enemies in any mode with Piers' mutated arm to get credit for
this title. Piers can use this weapon starting at the Loading Bay
in the Underwater Facility during the final boss fight in CHRIS'
CHAPTER 5 campaign.
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.
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.
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 only take 1 HP
per toss, so you need to find weak enemies such as animals or
Mesets in Chris' or Jake's chapters to kill with a flash grenade.
Mesets die instantly to flash grenades even though they have more
than 1 HP.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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:
-- Handgun
-- Assault Rifle
o Chapter 1 (Street, Gas Station, Gun Shop)
o Ada, Chapter 5 (Rooftop)
o The Mercenaries (Urban Chaos, Mining the Depths)
-- Knife
-- Bat
o Chapter 1 (Entrance Hall, Dorm Area, Tunnel, Street, Behind Wine Area)
o The Mercenaries (Urban Chaos)
-- 2x4
-- Hand Ax
-- Pipe
-- Fire Extinguisher
-- Golf Club
-- Sledgehammer
-- Bottle
-- Shovel
-- Cleaver
-- Crank
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
-- Flaming 2x4
-- Chest Light
-- Machete
o Chapter 3 (Cavern)
o Ada, Chapter 2 (Crypt Area)
o The Mercenaries (Mining the Depths)
-- Helmet
-- Old Ax
o Chapter 3 (Catacombs)
o Ada, Chapter 2 (Crypt Area)
o The Mercenaries (The Catacombs)
-- Hat
-- Stone
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.
EXTRA INFO: A Whopper is a big bloated zombie. These come in big (Supreme)
and small.
EXTRA INFO: A zombie dog is the a dog that has been infected with the C-virus.
EXTRA INFO: A Bloodshot is a zombie that has mutated into a red zombie with
exposed muscle tissue. This zombie is very aggressive.
EXTRA INFO: J'avo are fought in all chapters of CHRIS' and JAKE'S CAMPAIGN and
they are also fought in ADA, CHAPTER 1, 3, 4 and 5.
-- Machine Pistol
-- Sniper Rifle
o Chris, Chapter 2
o Chris, Chapter 3
o Chris, Chapter 4
o Chris, Chapter 5
o Jake, Chapter 2
o Chris, Chapter 5
o Jake, Chapter 1
o Jake, Chapter 4
-- Rocket Launcher
o Chris, Chapter 1
o Chris, Chapter 2
o Chris, Chapter 5
-- Stun Rod
o Jake, Chapter 3
-- Machete
o Chris, Chapter 1
o Chris, Chapter 3
o Jake, Chapter 3
o Jake, Chapter 4
-- Knife
o Chris, Chapter 2
o Jake, Chapter 1
o Jake, Chapter 2
o Chris, Chapter 4
o Chris, Chapter 5
o Jake, Chapter 5
-- Parachute (Paratrooper)
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.
EXTRA INFO: Glava-Sluz is a J'avo head mutation where the head mutates into an
insect head that can shoot out sticky webbing.
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.
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).
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.
EXTRA INFO: Ruka-Srp is a J'avo arm mutation where an arm (or both) mutate
into a blade arm.
EXTRA INFO: Ruka-Khvatanje is a J'avo arm mutation where an arm mutates into
an insect-like arm that can stretch.
EXTRA INFO: Ruka-Bedem is a J'avo arm mutation where an arm mutates into an
armored shield.
EXTRA INFO: Noga-Trchanje is a J'avo leg mutation where the legs mutate into
spider legs.
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.
EXTRA INFO: Noga-Skakanje is a J'avo leg mutation where the legs stretch into
grasshopper-like legs.
EXTRA INFO: Noga-Oklop is a J'avo leg mutation where the legs form an armored
shells around them.
EXTRA INFO: Telo-Eksplozija is a J'avo body mutation where the body mutated
into a cocoon that can explode.
EXTRA INFO: Telo-Magla is a J'avo body mutation where the chest bust open and
wing-like appendages stick out and spray gas.
EXTRA INFO: Mesets is a J'avo Chrysalid mutation that looks like a bird.
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.
EXTRA INFO: Brzak is the fish boss fought in LEON, CHAPTER 3 while in the
water area of the Catacombs.
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.
EXTRA INFO: Mutated Deborah is fought multiple times in LEON, CHAPTER 2 in the
Primitive Altar area.
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.
EXTRA INFO: Ogroman is a giant B.O.W. that has a red growth that sticks out of
its back.
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.
EXTRA INFO: Mutated Derek is fought multiple times in LEON, CHAPTER 5 and many
of those battles will add up to this title.
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.
EXTRA INFO: Haos is the final boss at the end of CHRIS' CAMPAIGN in chapter 5.
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.
EXTRA INFO:
-- Rat
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])
-- Crow
-- Spider
o Leon, Chapter 3 (Catacombs [on wall above door where Simmons Family Ring is
placed])
-- Rooster
-- Snake
o Leon, Chapter 3 (Catacombs [open the coffins to find snakes inside
of some of them])
-- Bat
EXTRA INFO: Helicopters are found throughout ADA, CHAPTER 5 while Ada pilots a
helicopter, so this is best farmed in that chapter.
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.
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.
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.
EXTRA INFO: Paratroopers are only found at the end of the Steel Beast bridge
portion of CHRIS, CHAPTER 2. They will parachute out of a
helicopter above the bridge while Finn brings the injured soldier
up to Chris and Piers. Shoot the parachutes of the J'avo to kill
the paratroopers and rack up kills for this title.
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.
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.
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.
EXTRA INFO: Finish all chapters from LEON'S, CHRIS', JAKE'S and ADA'S
CAMPAIGN
on Amateur difficulty to get this title.
EXTRA INFO: Finish all chapters from LEON'S, CHRIS', JAKE'S and ADA'S
CAMPAIGN
on Normal difficulty to get this title.
EXTRA INFO: Finish all chapters from LEON'S, CHRIS', JAKE'S and ADA'S
CAMPAIGN
on Veteran difficulty to get this title.
EXTRA INFO: Finish all chapters from LEON'S, CHRIS', JAKE'S and ADA'S
CAMPAIGN
on Professional difficulty to get this title.
EXTRA INFO: Finish all chapters from LEON'S, CHRIS', JAKE'S and ADA'S
CAMPAIGN
on No Hope Left difficulty to get this title.
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.
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.
EXTRA INFO: Finish chapters from LEON'S, JAKE'S and ADA'S CAMPAIGN
with Helena, Sherry or Ada to get this title.
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:
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.
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
more than one healing tablet.
EXTRA INFO: Find all the serpent emblems in all campaigns. Use the Serpent
Emblem section in my campaign guide to help with this one.
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.
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.
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.
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.
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.
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.
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.
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.
EXTRA INFO: Ada carries the Crossbow so play as Ada and make it through
chapter 1 while using only the Crossbow on any difficulty.
EXTRA INFO: In any campaign, use all of your ammo for a single weapon several
times to get this title.
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.
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.
EXTRA INFO: There are a total of nine creatures that count toward this:
J'avo, Napad, Strelats, Mesets, Gnezdo, Zombie, Zombie Dog,
Shrieker, Rasklapanje
[SE00]
==================================================================
=============
___
SECTION V / \
---------- ___ | | ___
______ _ _ / \ \___/ / \
| ____| || || ___ | | ___ | |
| |__ _ __ ___ | |__ | | ___ _ __ ___ ___ / \ \___/ / \ \___/
| __| | '_ ` _ \ | '_ \ | | / _ \| '_ ` _ \ / __| | | ___ | | ___
| |____ | | | | | || |_) || || __/| | | | | |\__ \ \___/ / \ \___/ / \
|______||_| |_| |_||_.__/ |_| \___||_| |_| |_||___/ | | | |
\___/ \___/
SERPENT EMBLEMS
==================================================================
=============
The Serpent Emblems list section of this guide will always be located in a
separate guide on GameFAQs for purposes of making this current guide shorter.
http://www.gamefaqs.com/ps3/605603-resident-evil-6/faqs/65370
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
[WE00]
==================================================================
=============
SECTION VI ___
----------- / \
__ __ ___ ___ | |
\\ // / \ / \ \___/
\ \ /\ / /___ __ _ _ __ ___ _ __ ___ | | ___ | | ___
\ \/ \/ // _ \ / _` || '_ \ / _ \ | '_ \ / __| \___/ / \ \___/ / \
\ /\ /| __/| (_| || |_) || (_) || | | |\__ \ ___ | | ___ | |
\/ \/ \___| \__,_|| .__/ \___/ |_| |_||___/ / \ \___/ / \ \___/
|| | | ___ | |
|_| \___/ / \ \___/
| | WEAPONS
======================================================== \___/
================
_ [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)
==================
Firepower: 150
Clip Size: 15 bullets
Critical Chance: 12.5
Reload Speed: A
Firing Speed: A
Alternate Fire: None
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-Oh-
Nine 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
=======
Firepower: 160
Clip Size: 16 bullets
Critical Chance: 6
Reload Speed: A
Firing Speed: A-
Alternate Fire: None
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
===========
Firepower: 150
Clip Size: 20 bullets
Critical Chance: 8
Reload Speed: A
Firing Speed: S
Alternate Fire: 3-shot burst fire
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 3-
shot 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
============
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
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
===============
The assault shotgun has a quick rate of fire for a shotgun and it takes off the
most damage from close range. The spread of this weapon is the tightest of all
the shotguns, so it's really the most accurate. The gun has a flaw that is
similar to RE6's M3 shotgun however. Take the gun and fire it at a wall so you
can see the pellet spread on it. You'll get hole indentions such as the
following:
. ..
a) .. b) ... c) .. d) ... e) ...
. . . ..
The assault shotgun is a great source of power from close range and it can be
good at mid-range. It's definitely a great weapon to use on bosses and larger
enemies. When fighting enemies such as Napads, that require a strong blast to
stagger, keep in mind that your shot will most likely hit the Napad hard enough
to stagger it but, there is always a chance that the shot might not be powerful
enough to knock the Napad back and then it will hit your character. The
assault shotgun reloads just as slow as other shotguns. Its rate of fire is
what really makes it stands out the most.
=====
Hydra
=====
In Resident Evil 5, the Hydra shotgun was the most powerful shotgun of them
all. The Hydra had a triple barrel and when males would fire the weapon, they
would hold the gun forward with one hand, allowing a player to extend the gun
forward for a more precise close range blast. The Hydra was highly damaging
because it shot SO many pellets per blast (around 14) and all of those would
hit for 500 damage each! I always argue that the Hydra shotgun was broken in
RE5 - especially STARS Wesker in RE5 Mercenaries.
Now, we fast forward to Resident Evil 6. Oh, how the mighty have fallen. I'm
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
=======
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:
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
===================
Firepower: 1000
Clip Size: 10 bullets
Critical Chance: 100
Reload Speed: B
Firing Speed: D-
Alternate Fire: Thermal Scope
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
===============
Firepower: 600
Clip Size: 5 bullets
Critical Chance: 75
Reload Speed: B
Firing Speed: B+
Alternate Fire: None
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
============
Firepower: 700
Clip Size: 6 bullets
Critical Chance: 100
Reload Speed: C
Firing Speed: C-
Alternate Fire: None
The basic sniper rifle is average in all attributes when compared to the other
sniper rifles. This sniper rifle deals a decent amount of damage and it must
be reloaded after every shot fired much like the anti-materiel rifle. The gun
has the slowest reload speed out of all the sniper rifles, but really the
others are just about as slow, so that doesn't really stand out too badly.
Like the anti-materiel rifle, this sniper rifle packs quite a punch with its
quick shot. One of the main reasons to use this gun early in Jake and Sherry's
campaign is for its quick shot since it's a great source of power instead of
having to switch to the magnum! The quick shot is the main savior of the
sniper rifle. If it wasn't for the quick shot, this sniper rifle would be just
as bad at the S75 rifle from RE5.
[WE04[
_ _ ___ _ _ _
/\/\ __ _ ___ | |__ (_) _ __ ___ / _ \(_) ___ | |_ ___ | | ___
/ \ / _` | / __|| '_ \ | || '_ \ / _ \ / /_)/| |/ __|| __|/ _ \ | |/ __|
/ /\/\ \| (_| || (__ | | | || || | | || __/ / ___/ | |\__ \| |_| (_) || |\__ \
\/ \/ \__,_| \___||_| |_||_||_| |_| \___| \/ |_||___/ \__|\___/ |_||___/
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
===========
Firepower: 90
Clip Size: 50 bullets
Critical Chance: 5
Reload Speed: B
Firing Speed: S
Alternate Fire: None
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)
======================================
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
=================================
Firepower: 200
Clip Size: 30 bullets
Critical Chance: 6
Reload Speed: B
Firing Speed: S
Alternate Fire: None
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
================
Firepower: 210
Clip Size: 30 bullets
Critical Chance: 2.5
Reload Speed: B
Firing Speed: S
Alternate Fire: None
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
==============
Firepower: 190
Firepower (Alternate): 1000 (direct hit), 500 (area)
Clip Size: 30 bullets/1 grenade (alternate)
Critical Chance: 4
Reload Speed: B
Firing Speed: S
Alternate Fire: Explosive Rounds
The Bear Commander has the lowest firepower out of the assault rifles, but it
has a unique secondary fire. The gun comes equipped with a small grenade
launcher that can fire out explosive rounds. The gun can only hold one
explosive round at a time, but each explosive round takes off the same amount
of damage as an explosive round from the grenade launcher. The only catch is
that a player will have to reload the bear commander's grenade launcher after
every shot fired.
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
===============
Firepower: 1600
Clip Size: 5 bullets
Critical Chance: 12.5
Reload Speed: C
Firing Speed: C
Alternate Fire: None
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
==============
Firepower: 1200
Clip Size: 7 bullets
Critical Chance: 8
Reload Speed: A
Firing Speed: B
Alternate Fire: None
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.
__ _ _ [WE07]
/__\__ __ _ __ | | ___ ___ (_)__ __ ___
/_\ \ \/ /| '_ \ | | / _ \ / __|| |\ \ / // _ \
//__ > < | |_) || || (_) |\__ \| | \ V /| __/
\__/ /_/\_\| .__/ |_| \___/ |___/|_| \_/ \___|
|_|
__ __
/ / /\ \ \ ___ __ _ _ __ ___ _ __ ___
\ \/ \/ // _ \ / _` || '_ \ / _ \ | '_ \ / __|
\ /\ /| __/| (_| || |_) || (_) || | | |\__ \
\/ \/ \___| \__,_|| .__/ \___/ |_| |_||___/
|_|
========
Crossbow
========
Firepower: 550
Firepower (secondary): 150 (impact)
Firepower (secondary [explosion]): 1000 (direct hit), 500 (area)
Clip Size: 1 arrow
Critical Chance: 100
Reload Speed: B
Firing Speed: ?
Alternate Fire: Pipe Bomb Arrows
The Crossbow is a decent source of power for Ada all the way through her
campaign. The weapon can only fire one arrow at a time and must be reloaded
after each arrow on both primary and secondary fire. The primary fire arrows
deal some decent damage to normal enemies and bigger enemies. It can be
surprising how quickly the normal arrows can bring down bigger enemies such as
Whoppers or Napads when aiming at their weak areas. The normal arrows pack
quite a punch and will often stagger a bigger enemy.
The Crossbow's normal arrows can impale enemies to walls, floors and other
objects. Ada's quick shot with the crossbow, when normal arrows are loaded,
will automatically impale an enemy to the floor when the enemy is shot. While
an enemy is impaled in any way, Ada can move toward the enemy and get a melee
button command for a melee attack while standing in front of the impaled enemy.
The secondary fire for this weapon will shoot a pipe bomb arrow that will
detonate a few seconds after it sticks into the enemy. The actual impale takes
150 damage and the explosion takes 1000 damage on the target that the arrow is
stuck in and 500 damage from all surrounding enemies. The area damage is
minimal, but this weapon is still good for spreading damage in a crowd and
overall crowd control.
This is not really a weapon that you'll want to use against an aggressive boss
since the pipe bomb explosion can hit Ada as well. Make sure that the target
is not the type of enemy that will suddenly charge Ada after shooting it and
don't ever shoot from close range!
The effectiveness of both primary and secondary fire with the crossbow depends
a lot on precision aiming. The crossbow gives a player a dotted line that
showcases the route the arrow will take when shot, so be sure to aim carefully.
The crossbow's normal arrows can be used to kill silently when sneaking around
an area. On higher difficulties BE SURE to aim for the head of the enemy to
ensure that you get an instant kill. An arrow to the chest will often kill
most J'avo on normal difficulty, but always aim for the head on higher
difficulties.
================
Grenade Launcher
================
AMMO TYPE: 40mm Explosive Rounds, 40mm Acid Rounds, 40mm Nitrogen Rounds
CHARACTERS: Chris, Piers
QUICK SHOT: N/A
The Grenade Launcher can fire three different type of ammo through its
alternate fires. It can fire 40mm Explosive Rounds, Acid Rounds and Nitrogen
Rounds. All ammo types must be FULLY loaded before a player can fire. While
switching between the different ammo types, your character will always have to
reload per switch. Unlike Resident Evil 5, all grenade rounds have their own
use and all of them feel unique. Keep in mind that explosive rounds and acid
rounds can damage a player if the explosion is too close - acid rounds spread
acid quite a bit so they can easily hit a player during close range battles.
Explosive rounds are highly damaging and will make an enemy explode for the
final hit once the enemy has been weakened badly. Explosive Rounds are great
for damaging bigger enemies and for spreading damage throughout a crowd.
Explosive rounds can also be just as effective at long range. A player can
literally snipe enemies with explosive rounds from a distance and kill the
enemy off instantly with good aim.
Acid Rounds are much more useful this time. They are highly useful against
J'avo groups. Acid will stun J'avos as the acid eats through their clothing
and then the J'avo will stagger while falling and be open to melee at that
point. Acid rounds can severely weaken J'avo groups to where a single melee
can kill them off. While the J'avo staggers from an acid round, a character
will get a melee prompt for a light stun melee attack while standing next to
the staggering J'avo. Acid rounds are also highly effective against Gnezdo -
it absolutely murders this Chrysalid mutation!
Nitrogen Rounds are much the same way that they were in RE5. Nitrogen rounds
can be shot at a group of J'avo in order to encase them in ice. Walk toward
the frozen J'avo to get a light stun melee button prompt. When the melee is
activated, your character will shatter the J'avo. Bigger enemies such as
Napads can also be frozen with nitrogen rounds, but they will not shatter after
the first melee attack. Bigger enemies require multiple shots and follow-up
melees in order to shatter them. The nitrogen rounds shots will take off 300
damage for a direct hit, so the actual shot can damage an enemy. Keep in mind
that weak enemies can be shattered with weapon fire if they are frozen at a
distance.
===============
Rocket Launcher
===============
The rocket launcher is often the "final straw" weapon in an RE game. It's
basically the way of saying "it's time to wrap this shit up and roll the ending
cutscenes". Leon and Helena gain access to a rocket launcher at the end of
their campaign. The rocket launcher is basically an instant kill weapon.
Whatever your character aims at will die shortly after shooting this weapon is
fired at it. If an enemy is hit with a rocket launcher rocket, that enemy is
no more. Former S.T.A.R.S. captain Albert Wesker knows this all too well.
[WE08]
_ __ __
/\/\ ___ | | ___ ___ / / /\ \ \ ___ __ _ _ __ ___ _ __ ___
/ \ / _ \| | / _ \ / _ \ \ \/ \/ // _ \ / _` || '_ \ / _ \ | '_ \ / __|
/ /\/\ \| __/| || __/| __/ \ /\ /| __/| (_| || |_) || (_) || | | |\__ \
\/ \/ \___||_| \___| \___| \/ \/ \___| \__,_|| .__/ \___/ |_| |_||___/
|_|
============
Combat Knife
============
Firepower: 180
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:
Since the Combat Knife relies on melee, this is a list of the melees associated
with the Combat Knife:
.-----------------------------------------------------------------------------.
|COMBAT KNIFE MELEES |
|==================================================================
===========|
| 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
========
Since the Stun Rod relies on melee, this is a list of the melees associated
with the Stun Rod:
.-----------------------------------------------------------------------------.
|STUN ROD MELEES |
|==================================================================
===========|
| 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
==============
Firepower: 180
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:
Since the Survival Knife relies on melee, this is a list of the melees
associated with the Survival Knife:
.-----------------------------------------------------------------------------.
|SURVIVAL KNIFE MELEES |
|==================================================================
===========|
| 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
============
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
==================
The Incendiary Grenade has gotten much more useful since its RE5 appearance.
The incendiary grenade is highly effective against zombies and Bloodshots. It
will instantly kill or highly damage either group of enemies. Incendiary
grenades can be found in Leon's campaign and Ada's campaign. They can work
well against J'avo as well, but they really put the hurt on zombies.
Incendiary grenades also work well against Rasklapanje - a flame burst will
instantly knock out its torso and legs.
The unique part about an incendiary grenade against zombies is that the zombie
will slowly burn after the grenade is tossed, while the zombie still continues
to walk. The zombie will continue to take damage from the flames while it
burns as it walks and might dissolve shortly afterwards.
=============
Flash Grenade
=============
Firepower: 1
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:
If you ever played RE5 Mercenaries, then you know all about how useful a Flash
Grenade was to Wesker - it set up his game-breaking Cobra Strike melee that
killed all enemies with one hit!
In RE6, a flash grenade will blind an enemy and immediately set them up for a
front or back heavy stun melee. Approach a stunned enemy to get a button
prompt for a Coup De Grace melee (frontal heavy stun melee) from an enemy's
front side or approach the back of the enemy to get the instant kill heavy stun
melee from the back. Flash grenades are only available in Chris' campaign and
Jake's campaign. They can be used to stun J'avo groups and set them up for
some highly damaging melees.
Flash grenades will instantly kill a Mesets enemy (bird enemy from Chrysalid.
They can also be used to stun any other type of enemy that exits a Chrysalid.
===========
Remote Bomb
===========
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]
==================================================================
====== ___ ==
SECTION VII / \
------------ ___ ___ | |
______ _ / \ / \ \___/
| ____| (_) ___ | | ___ | | ___
| |__ _ __ ___ _ __ ___ _ ___ ___ / \ \___/ / \ \___/ / \
| __| | '_ \ / _ \| '_ ` _ \ | | / _ \/ __| | | ___ | | ___ | |
| |____ | | | || __/| | | | | || || __/\__ \ \___/ / \ \___/ / \ \___/
|______||_| |_| \___||_| |_| |_||_| \___||___/ | | | |
\___/ \___/ ENEMIES
==================================================================
=============
__ __
\ \ \_\ __ _ __ __ ___
\ \ / _` |\ \ / // _ \
/\_/ / | (_| | \ V /| (_) |
\___/ \__,_| \_/ \___/
[EN01]
========================
J'avo/Neo-Umbrella J'avo
========================
HIT POINTS:
WEAKNESSES: Melee attacks (stop appendage mutations)
WEAPON LIST:
-- Machine Pistol
-- Sniper Rifle
o Chris, Chapter 2
o Chris, Chapter 3
o Chris, Chapter 4
o Chris, Chapter 5
o Jake, Chapter 2
o Chris, Chapter 5
o Jake, Chapter 1
o Jake, Chapter 4
-- Rocket Launcher
o Chris, Chapter 1
o Chris, Chapter 2
o Chris, Chapter 5
-- Stun Rod
o Jake, Chapter 3
-- Machete
o Chris, Chapter 1
o Chris, Chapter 3
o Jake, Chapter 3
o Jake, Chapter 4
-- Knife
o Chris, Chapter 2
o Jake, Chapter 1
o Jake, Chapter 2
o Chris, Chapter 4
o Chris, Chapter 5
o Jake, Chapter 5
-- Parachute (Paratrooper)
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 its head, it can mutate its head
into a more advanced form known as a Glava mutation. Most of the head
mutations are not that much of a problem. They are more annoying than anything
for the most part, mainly because the head mutation gives the J'avo extra HP.
==============
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)
o The Mercenaries (High Seas Fortress, Requiem for War, Liquid
Fire)
Out of all the J'avo head mutations, Glava-Begunats can be the most dangerous.
For this mutation, the J'avo will sprout three insect heads from its main head.
This J'avo mutation is basically a "berserker" mutation. When the J'avo
mutates into a Glava-Begunats, it will charge forward and swing with whatever
weapon it carries. Even if the J'avo carries a gun, it will swing with that
gun. Its main attack is to swing wildly with its weapon. It will stop
swinging for a short moment, but it will never start charging. This J'avo will
be constantly up in your character's face from the moment it dashes toward your
character.
=========
Glava-Dim
=========
HIT POINTS:
WEAKNESSES: None
LOCATIONS: o Jake, Chapter 3 (Living Quarters)
o Jake, Chapter 4 (Stilt Housing Area)
o Ada, Chapter 3 (Stilt Housing Area)
o The Mercenaries (Rail Yard, Liquid Fire)
Glava-Dim is when the head of the J'avo sprouts an insect head along with two
hornet stingers along each side. This J'avo mutation is rather rare. If it
happens in a chapter, it will likely never happen again for the remainder of
that stage. A Glava-Dim attacks by shooting a poisonous red gas toward a
certain portion of the surroundings. This red gas will cause a character to
swing his/her arms while moving through it and it will slowly drain the
character's health while passing through it. The red gas covers a large range,
so it will make visibility poor in that area for a few seconds.
A Glava-Dim has no major form of attack other than its gas attack, so it is not
a threat from close range. Blast it in the head or quick shot the Glava-Dim
then knock it down with a melee then damage it like you would any other J'avo.
==========
Glava-Sluz
==========
HIT POINTS:
WEAKNESSES: None
LOCATIONS: o Chris, Chapter 3 (Poisawan Entrance, Stilt Housing Area)
o Jake, Chapter 3 (Living Quarters)
o Ada, Chapter 1 (Submarine - one of the first few J'avo guards)
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.
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 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. Noga-
Skakanje 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 Ruka-
Khvatanje 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 Ruka-
Srp 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.
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 Noga-
Let.
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.
======
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)
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)
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)
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)
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)
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
A Rasklapanje is weak to fire, so incendiary grenades work well to knock it
out. It's best to shoot a Rasklapanje with a weapon that can spread such as an
explosive round or toss a hand grenade or incendiary grenade once it falls
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.
===
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.
===============
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 - Cleaver
- Handgun - Crank
- Assault Rifle - Lantern
- Knife - Flaming 2x4
- Bat - Chest Light
- 2x4 - Machete
- Hand Ax - Dynamite
- Pipe - Helmet
- Fire Extinguisher - Liquid Nitrogen Tank
- Golf Club - Old Ax
- Sledgehammer - Hat
- Bottle - Stone
- Shovel
LOCATIONS:
-- Handgun
-- Assault Rifle
-- Knife
-- Bat
o Chapter 1 (Entrance Hall, Dorm Area, Tunnel, Street, Behind Wine Area)
o The Mercenaries (Urban Chaos)
-- 2x4
-- Hand Ax
-- 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
-- Golf Club
-- Sledgehammer
-- Bottle
-- Shovel
-- Cleaver
-- Crank
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 Chapter 2 (Primitive Altar)
o Chapter 3 (Cavern)
o Ada, Chapter 2 (Primitive Altar)
o The Mercenaries (The Catacombs)
-- Flaming 2x4
-- Chest Light
-- Machete
-- Dynamite
o Chapter 3 (Cavern)
o Ada, Chapter 2 (Crypt Area)
o The Mercenaries (Mining the Depths)
-- Helmet
-- Old Ax
o Chapter 3 (Catacombs)
o Ada, Chapter 2 (Crypt Area)
o The Mercenaries (The Catacombs)
-- Hat
Zombies have returned! Once again, cities of civilians are infected with a
virus that turns them into zombies. This time, the C-virus has spread in a gas
form and turned the surrounding populations of the main game into zombies.
Zombies that are created from the C-virus have some slight intelligence that
allows them to use the weapons that they carried while dying.
An unarmed zombie mainly attacks with close range punches and grabs. Unarmed
zombies have a lunging grab attack they will perform from a distance as well.
Zombies that hold weapons attack in a variety of ways. The zombies that hold
melee weapons will often perform a two-hit combo swing with the weapon. They
can also throw their weapon toward a player. Some zombies only hit overhead
with a two-handed weapon.
Zombies sometimes carry fire extinguishers on their back and they might hold
nitrogen tanks that can be shot to damage or freeze the surrounding zombies.
Some zombies later in the game carry dynamite. They will drop the dynamite and
it will explode once they are defeated so keep your distance. Your character
will perform a special melee and counter depending on what weapon the zombie
has - your character will take the weapon and kill the zombie with it. Zombies
that have weapons that stick out of the chest can be used against them during a
melee also. Your character will automatically use the weapon to kill the
zombie instead of performing the usual melee after a zombie is stunned. All
zombie types are weak to incendiary grenades - use incendiary grenades to kill
crowds of them quickly.
The quickest way to kill a zombie with melee is to shoot them in the arm or
head then perform a melee when they turn around after shooting the arm or while
they stagger after being shot in the head. This will almost always instantly
kill them. Zombies with weapons will be instantly killed if they are
countered. Keep in mind that ALL zombie attacks can be countered except for
when they walk toward a character with their arms stretched out. When they
walk forward with both arms stretched out, shoot at them from long range since
they will grab your character when in close range and the grab cannot be
countered.
=========
Bloodshot
=========
HIT POINTS:
WEAKNESSES: Counter, Incendiary Grenades
LOCATIONS: o Chapter 1 (Gun Shop)
o Chapter 2 (In front of Cathedral)
o Chapter 3 (Catacombs, Cavern)
o The Mercenaries (Urban Chaos, Mining the Depths, The Catacombs)
A Bloodshot is a zombie mutation that makes the zombie stronger and much more
aggressive. Zombies that are red can mutate into Bloodshots once they have
been damaged. Bloodshots are like berserker zombies that constantly attack.
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.
========
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)
o The Mercenaries (Urban Chaos, The Catacombs)
A Whopper and Whopper Supreme is a big bloated zombie. These zombies are huge
and take up a great deal of room when they attack. They attack by running
toward a character and knock them down. They also have a grab attack from
close range. The Whopper Supreme is larger than the standard Whopper and has
more health, but it has the same attacks.
It's best to lay down a remote bomb and detonate it to damage a Whopper and
kill any surrounding enemies. The explosion from a remote bomb will often stun
a Whopper and set it up for a frontal heavy stun melee. Run toward the Whopper
and hit it then finish it off with weapon fire to the head or legs. Shooting a
Whopper in the head will take the most damage but shooting it in the legs will
stun it. The dashing attack of a Whopper can be countered in order to stun it,
but don't rely much on that counter. A Whopper is very dangerous and should be
killed quickly with an explosive such as a remote bomb. When a Whopper dies,
step away from it since its falling death animation will stagger your character
(it won't take damage though).
============
Zombie Dog C
============
HIT POINTS:
WEAKNESSES: Counter, Incendiary Grenades
LOCATIONS: o Leon, Chapter 1 (Tunnels)
o Leon, Chapter 2 (Crypt Maze [w/Helena], Lab [in a cage]
o The Mercenaries (Urban Chaos, Mining the Depths)
Zombie dogs are just as annoying as they always were in every other RE game
that they appear in. The "C" in the name stands for the C-virus, but it's
still the same basic zombie dog really. Zombie dogs only have one attack -
they will stand at a distance and line up with your character then suddenly
dash forward and try to jump and pounce on your character.
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 save
grenades for groups. They can be killed with handguns or shotguns, but be sure
to stay at a distance and prepare to move when they run toward your character -
players can use a roll to dodge their lunge attacks. Fighting them with guns
takes many shots to kill them. They are far better countered.
_ _ _
/_\ _ __ (_) _ __ ___ __ _ | | ___
//_\\ | '_ \ | || '_ ` _ \ / _` || |/ __|
/ _ \| | | || || | | | | || (_| || |\__ \
\_/ \_/|_| |_||_||_| |_| |_| \__,_||_||___/
[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.
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
___[FI00]
==================================================================
== / \ ====
SECTION VIII ___ ___ | |
------------- / \ / \ \___/
______ _ _ ___ ___ | | ___ | | ___
| ____|(_)| | / \ / \ \___/ / \ \___/ / \
| |__ _ | | ___ ___ ___ | | ___ | | ___ | | ___ | |
| __| | || | / _ \/ __| / \ \___/ / \ \___/ / \ \___/ / \ \___/
| | | || || __/\__ \ | | ___ | | ___ | | ___ | |
|_| |_||_| \___||___/ \___/ / \ \___/ / \ \___/ / \ \___/ SUMMARIES
| | | | | | 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]
-------------------------------------------------------------------------------
CHAPTER SUMMARIES
-------------------------------------------------------------------------------
=======
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.
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 Neo-
Umbrella 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.
Using his last ounce of strength, Piers injects himself with the enhanced C-
Virus, 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
================
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.
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.
================
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.
================
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 C-
Virus 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.
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 Incident-
survivor 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.
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.
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.
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.
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.
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
===============
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.
===============
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
was short-lived. The buried consciousness of Carla slowly awoke to her
situation, and began to extract retribution against Simmons.
Ada finds her clone's body crumpled on the floor. The imposter had been
cornered by the BSAA but ultimately gunned-down by The Family. However, Carla's
body, which by all rights should have been dead, springs to life and attacks
Ada. Powered by an enhanced strain of the C-Virus, Carla undergoes violent
mutations, shrieking that she is the true Ada Wong.
===============
Ada - Chapter 5
===============
Flying into the city, now engulfed in a zombifying gas, Ada spots Leon and
Helena locked in a heated battle with Simmons. Simmons, it seems, has injected
himself with the same enhanced C-Virus as Carla. Ada rescues Leon and Helena,
and cutting through the last of the Neo-Umbrella resistance, the trio fly to
the Quad Tower. Here, the complete data set on Ada and her clone is housed. Ada
decides that this information must be purged.
Simmons, though, is not finished and launches another attack. With the help of
Leon and Helena, Ada manages to defeat Simmons for good, and then slips away.
Though the building is unstable, Ada makes her way into the Quad Tower
laboratory and uncovers Carla's myriad notes and research, but most
importantly, she finds Carla's ultimate work: a single cocoon housed in a glass
chamber.
Without pity or remorse, Ada unleashes a barrage of fire into the equipment,
destroying all of Carla's things along with the un-hatched cocoon.
As the Quad Tower begins to crumble around her, Ada coolly answers her phone
and smiles.
[FI02]
-------------------------------------------------------------------------------
F I L E S (RE.NET VERSIONS)
-------------------------------------------------------------------------------
===============
Leon S. Kennedy
===============
At 36 years of age, Leon S. Kennedy is the most respected agent working for the
U.S. government, reporting directly to the president himself.
While his demeanor is calm and rational, it should not be mistaken for apathy.
He will take the initiative on any mission he's been assigned, often putting
himself in danger in order to save the innocent.
The bioterrorism we have seen in recent years has surpassed the level the
organizations currently in operation can cope with. Your advice was invaluable
in establishing the DSO.
Agents will be under my direct authority and support will be provided by the
FOS. You will be its first founding member. I am sure you will make our nation
proud and do all that you can to protect its people.
Together we can rid the world of these terrorists, along with the disgusting
B.O.W.s they created.
Adam Benford
President of the United States of America
February 2, 2011
=============
Leon and Adam
=============
Leon Kennedy and U.S. President Adam Benford are not only close friends, but
champions of similar causes.
Adam had a reputation for being one of the few politicians with integrity, a
man of his word, and Agent Kennedy found himself able to trust a man who had
never directly faced the evils of bioterrorism. With mutual goals and a mutual
respect, they grew close during their ten years of fighting bioterrorism
together.
The focus of the biological attack was set on Ivy University where the
president had been visiting to give a talk, leading most to believe this was an
assassination attempt. Not only did it succeed, but it also cost the lives of
nearly all of those residing in the Tall Oaks area.
Just after word of the president's death was made official by the FOS, U.S.
special forces where brought in with orders to obtain the president's body and
assess the situation - along with other orders that still remain confidential.
Below is a partial transcript of a radio transmission between those special
forces and their headquarters.
---
Record Update: 06/29/2013 - 21:02
========================
Field Operations Support
========================
Its original mission was to provide support for agents from multiple U.S.
intelligence agencies discharging their duties around the world. As the dangers
posed by bioterrorism came to take priority for U.S. security, the FOS was
evolved to oversee all operations that deal with response to and prevention of
bioterrorism.
The FOS was originally formed in 2011 by Adam Benford, with Ingrid Hunnigan
installed as operations coordinator and Leon Kennedy as its chief field agent.
The FOS currently focuses on supporting the Division of Security Operations and
their missions.
After receiving word on the large-scale biological attack on Tall Oaks and the
president's assassination, presidential aide Derek C. Simmons mobilized agents
in order to assess the situation. Below is an urgent message sent from Hunnigan
to her superiors shortly after the attack on Tall Oaks.
---
This is Ingrid Hunnigan.
I have made contact with Helena Harper of the USSS. She and Leon Kennedy of the
DSO have confirmed that the president has died from infection. They are now
moving out to pursue who they believe to be behind the incident. I repeat, the
president has been confirmed dead and two agents are now in pursuit of the
suspect.
=======
Zombies
=======
Reports from the incident indicated that many of the revenants' eyes were
glazed over, and their skin had either decayed or been flayed. As these
revenants resemble the walking dead of horror fiction, they were given the
decidedly unscientific name of zombies.
The source of the current biohazard event in Tall Oaks remains unknown, but the
stages of infection of the victims bear a striking resemblance to those of
Raccoon City. For better or for worse, the appellation of zombie has been
applied to these victims as well.
The zombies of Tall Oaks, however, have different characteristics than those
infected by the T-Virus. This is confirmed in a report sent by Leon to the FOS
during his involvement on the scene.
---
Sender: Leon S. Kennedy
Most are strong and agile, and they can run and jump. They even make use of
nearby objects as weapons and are able to avoid obstacles in their way. Only a
very small handful of T-Virus and G-Virus victims showed these kinds of
abilities, but these cases were so few that they were never made public and no
answer as to why they were different was found.
Records of them only exist with the BSAA and US investigators. These are no
longer slow, stupid animals that just want to feed. They are strong and fierce,
so extra precautions must be taken in dealing with them.
===============
Ingrid Hunnigan
===============
Leon, as well as the other agents and her superiors trust her greatly. So much
so that it is often tolerated when she makes decisions that overstep her
authority. She is an indispensible member of the FOS.
Although trusted by many, nothing is known about her private life, which leaves
her coworkers only to speculate. But only about two years ago, a member of the
FOS said that he overheard a phone conversation between Hunnigan and a member
of her family. She seemed very annoyed.
---
Stop calling me at work about this, Mom! I know, but I want to focus on making
work my number one priority right now. I don't need help finding someone, I can
do that on my own. Make sure you tell Dad what I said, too.
==================================
Leon and the Raccoon City Incident
==================================
During the incident, a rookie police officer named Leon Kennedy was caught up
in the nightmare. He was attacked by human infected, a.k.a. zombies, and
Umbrella-engineered bio-organic weapons.
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
=========
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.
I can't wait until everyone sees what we've put in their backyards.
===============
Helena Harper 1
===============
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
Therefore, I would like to recommend Helena Harper of the CIA as a new eligible
candidate. I understand that she has a reputation for letting her emotions
cloud her judgment, but her abilities and conviction are enough to overshadow
her faults and make her a prime candidate for the DSO.
===============
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.
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
==============
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.
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.
=====
Brzak
=====
Brzak is a victim of the C-Virus, although one that is extremely mutated. Brzak
is derived from the Serbian word for "rapids."
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
===========
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.
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
================
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.
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
==========================
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
==========================
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.
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
========
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 well-
being.
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.
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.
=======
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.
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 well-
being.
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'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.
=============
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.
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.
We asked who he was, but he said he didn't even remember, so we just started
calling him "the stray dog." More like a bear than a dog though, from the looks
of him. He's always real depressed looking, rude, never good at paying for all
the booze he drinks--pretty much the worst customer we've got here. Oh, and I
heard that he makes his money by doing some kind of bodyguard work, which
doesn't surprise me. Uses that money to drink and pay for his hotels.
=======
Bosawan
=======
In the early twentieth century, the area was a base of operations for British
colonialism. The Emperor of China was able to rally the surrounding peoples to
extirpate the British from their land. Following British abandonment, the areas
of Bosawan lapsed into a lawless zone. With no one in control, people started
building dwellings haphazardly, until they piled up into the current
labyrinthine mess the district is today.
After the terrorist attack, half of the residents in the area were able to
evacuate, but the whereabouts of the rest are unknown. However, a memo was
found giving hints as to what may have happened to them. It was supposedly
written several days before the attack.
---
A beautiful woman named Wong showed up in Poisawan recently.
She said she was looking for young, healthy men, so I approached her with
interest. It seems that she had been asking around for people like myself who
would be interested in participating in testing new medications. The amount of
money she was offering is enough to live simply off of for a year. I don't know
what kind of medicine they're testing, but you can't beat that price.
Testing new medicine sounds a little scary, but I can't help but think about
that money. I think I'll take Wong up on her offer.
=======
Iluzija
=======
This creature closely resembles a monstrously large snake, one that can
camouflage its body to blend into its surroundings. When the creature spots its
prey, it starts to behave erratically.
Below is a memo left behind by a researcher involved with the Iluzija for Neo-
Umbrella.
---
We call this mutation "Iluzija." It was a very surprising find.
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.
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 bio-
organic 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 Neo-
Umbrella'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
==============================
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.
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.
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.
====
Haos
====
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
===========
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.
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
following orders. No other mutation may ever be capable of surpassing it.
=======
Ustanak
=======
She's giving the orders to it now, but she's so kind to it. Almost like a
mother to a child.
=============
Sherry Birkin
=============
Sherry Birkin is a 26-year-old U.S. agent working under the direct command of a
U.S. presidential aide.
She is one of only a handful of people to survive the Raccoon City Incident in
1998. During the incident, Sherry was infected by the G-Virus. While she
survived exposure to the virus itself, the U.S. government took her into
custody to monitor how the virus would affect her physiology. Thus began her
time as human guinea pig, poked and prodded by curious scientists and
government officials.
She lacks the experience of more seasoned agents, but she can still hold her
own against Jake Muller, and she's capable of providing the emotional support
he has lacked for most of his life.
In spite of the tragedy she has witnessed, she still believes implicitly in the
good of people. Her relationship with Leon and Claire since they saved her in
Raccoon City has never changed.
---
Dear Claire,
I've recently been ordered to go on a mission overseas, but I'm not allowed to
say where or what it's about. I know you've always told me to stay away from
this kind of stuff, and I know you were just worried about me, but it's the
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
===========
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.
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.
======
Mesets
======
Mesets resembles a human-sized crow and has the ability to fly and chase after
prey. It prefers the flesh of cadavers to living organisms, so it rarely eats
its prey after capturing it. Instead, it will release its prey from high in the
air in order to kill it. Mesets will then roost over the corpse and peck away
at its flesh.
It is one of the few high-level mutations that can use tools. It has been known
to drop steel drums and other objects from the sky when hunting its prey.
Below is a memo written by the Neo-Umbrella researcher who produced the Mesets.
---
The Mesets' intelligence is higher than most mutations and it is very close in
appearance and behavior to the common crow. Similar to how some crows are known
to drop nuts onto a freeway so that they can be broken open by the passing
cars, the Mesets will drop its victims from high altitudes in order to kill
them. It is a wonderful mutation.
===
Oko
===
Oko are creatures that are released from an organ on Ustanak's back. Insect-
like in appearance, their erratic flight patterns are more indicative of bats.
Oko is derived from the Serbian word for "eye."
As their namesake implies, they act as the eyes for the visually impaired
Ustanak, but ironically rely on ultrasonic waves to track their prey. Their
sense organs are shared with Ustanak, and when a target is found, they emit a
flash and flap their wings at a level only Ustanak can detect. (The mechanism
behind this shared sensory perception is unknown.) Their ultrasonic waves
cannot pass through walls and other barriers.
The Oko serve no function in combat, and their fragile bodies are quite easy to
destroy.
Below is a memo written by a member of Neo-Umbrella when the Oko were released.
---
There is a high probability that Jake Muller is in a cave at site D24. We will
have Ustanak wait here, but have Oko released and positioned at multiple sites
in order to increase chances of apprehension. We've equipped Ustanak with new
weapons, so hopefully he will be able to at least bring back a piece of Jake.
All we need is some fresh blood.
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
==========
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!
========
Strelats
========
Like many lizard species, they can climb up walls and crawl on ceilings.
Below is a note written by a BSAA member who came into contact with the
creature.
---
We ran into that lizard thing the other day. Finn was right, it's a fast son of
a bitch. It runs all around shooting fucking spikes from its body and it got
one of our guys in the leg with one. He'll live though.
We were able to kill it, but I sure don't wanna see another one of those any
time soon.
====================================
Sherry and the Raccoon City Incident
====================================
In 1998, William Birkin, father of Sherry Birkin, decided to keep the results
of his G-Virus research for himself. His superiors at Umbrella had grown tired
of his attitude and sent a commando unit to retrieve the virus for them. The
unit's mission coincided with the T-Virus leak that had contaminated Raccoon
City. The confluence of the two events contributed greatly to the city's
destruction.
Sherry Birkin was also caught up in these events, but thanks to the heroic
efforts of Leon Kennedy and Claire Redfield, she was able to survive the
incident. Sherry considered Claire to be her new mother after losing both her
parents. It was Claire's love and devotion that had the greatest impact on
Sherry's development, and Claire's nurturing and compassionate ways have
manifested themselves in Sherry's own personality. Sherry and Claire both led
very busy lives, but Sherry still made an effort to try and meet when their
schedules allowed it.
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
==============
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
how pleased he was to be selected for this experiment.
July 2, 2011
The test subject has now been codenamed Ustanak, and in terms of raw strength
and intelligence, it far outstrips any J'avo to date. It shows an uncanny
ability in creating and choosing the appropriate weapons for apprehending its
target.
Word has come down from the top that special weapons are being created for
Ustanak, ones that will help it compensate for the loss of its right arm.
I don't want to question her orders, but I wonder who she would want to
capture.
Creating the arm has been very difficult. We have to do it right or it will end
up like a claw in an arcade crane game; after all, the target won't just be
sitting still for it like a toy in a glass box.
=======
Ubistvo
=======
Ubistvo is humanoid in form, but its spinal column, rib cage, and heart are all
located in its right hand, which itself resembles a monstrous, organic
chainsaw. The heart in its hand not only powers the chainsaw, but also keeps
Ubistvo alive. Destroy the heart and Ubistvo will die immediately.
Its fragile appearance belies that fact that it is quite strong and very
difficult to hurt. Ubistvo is not easily distracted once it has decided on a
target. However, since it does not distinguish friend from foe once it is
locked on a target, it can be a difficult weapon to control.
=============================
Jake Muller's Infamous Father
=============================
Albert Wesker, father of Jake Muller, had a very rare physiology. His body was
highly resistant to viral infection, and he was even able to manipulate the
virus he had injected into himself so that he would only reap their benefits
and none of its deleterious effects. This self-experimentation gave him
abilities that can only be described as superhuman.
As Albert's son, Jake enjoys the same immunity to viral infection. When Jake
injects himself with a solution containing the C-Virus, it has no visible
effect on him.
Albert Wesker planned what would have been the deadliest terrorist attacks in
human history, and he would have succeeded had Chris Redfield and the BSAA not
killed him in time.
Jake has never met his father and knows nothing about the atrocities he
committed. He is also unaware of the genetic legacy he is heir to.
While Jake was being imprisoned in China, he wrote down his thoughts on a whim,
including some thoughts on his father.
---
It's been about 2 months since being caught. I think I've started to pick up
enough Chinese to know what some of these Neo-Umbrella guys are saying. They
keep talking about my dad. I even heard the lady who gives out the nutritional
supplements talk about him. I guess Albert Wesker really is my dad, and he
really did try to kill everyone on the planet. Fuck.
I bet Sherry knows and that's why she needs me. Why wouldn't she tell me? Jesus
Christ, my head hurts just thinking about it.
=============================
A Deal with the United States
=============================
The reason the U.S. government took Sherry Birkin into custody is twofold: one,
they had hoped to study the G-Virus that remained in her blood, and two, they
sought to protect her from Albert Wesker, who wanted to possess a sample of the
G-Virus.
In 2009, the organization Albert had worked for fell apart after he was
eliminated by the BSAA on a mission in Africa. Sherry was thus freed from the
threat posed by Albert and his organization. The government offered her a
chance to leave their protective care if she agreed to come work for them.
Sherry learned of how bioweapons had caused the deaths of countless people
around the world, and she couldn't bear to think of others enduring what she
had experienced as a child. She readily agreed to work as a special agent under
the direct supervision of Derek C. Simmons.
Agent Birkin's latest assignment is to find Jake Muller, the only known living
individual with C-Virus antibodies, and escort him back to the United States.
Below is a note written by Simmons during the time Sherry became an agent for
him.
---
Sherry agreed to become an agent under my supervision in Unlock using RE Points
a little more freedom. I bet she thought that this was her big chance to help
others in need. Her overly-kind and ultimately naive, charitable nature makes
me sick. But, she could still be of some use.
=========
Ustanak 2
=========
Ustanak was created to be the ultimate B.O.W. Originally a human who had freely
injected himself with the C-Virus, his final grotesque form was the result of
Neo-Umbrella's scientists.
Below is a memo written by a Neo-Umbrella researcher just after Sherry and Jake
were once more captured and taken to the undersea facility.
---
Our leader has died. Now there is no one Ustanak will listen to. But he doesn't
know and probably wouldn't understand even if we told him. He would just keep
following the last orders she gave him.
We made a new weapon for him and also gave him a hookshot like the one our
leader used, then we sent him after Jake and Sherry. There's something
different about him, though. He seems quiet, like he's filled with intense
sadness and anger. Maybe he knows...
===============
C-Virus Vaccine
===============
Anti-C is the tentative name given by the U.S. government to the vaccine for
the C-Virus created from the blood work of Jake Muller.
When this vaccine is administered to a person not yet infected by the C-Virus,
that person will be given immunity to the virus. The vaccine, however, only
shows a very low success rate in helping people who have already been infected,
and only if those people have not displayed any characteristics unique to the
J'avo. Usually administration at this stage is fatal.
When the person already displays J'avo characteristics, or has entered a cocoon
or mutation stage, administration of the vaccine is always fatal. The Anti-C is
not a guarantee against infection by the C-Virus, but its mere existence helps
provide a measure of security to the world's population. However, even with the
creation of Anti-C, the C-Virus is still a very large threat.
However, the C-Virus has produced mutations unlike any virus before it. It is
only a matter of time before the virus itself evolves, and Anti-C will be
useless against it. Jake Muller's blood may again become necessary to create a
new vaccine. The BSAA is currently tracking him down.
We must keep a close watch on the virus and be ready when the time comes.
========
Ada Wong
========
Not much is known about the international spy Ada Wong, including her age or
whom she works for. Even her true name, as well as her aims, remain a mystery.
What is known that no matter how difficult her missions may be, she has the
brains and the physical ability to pull them off without a hitch.
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.
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.
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 every day, and I've found myself overwhelmed
with it. That is why I am giving you full control over our East Asian soldiers
and this submarine as a present. Use them as you wish; I hope that they serve
you well. All I ask in thanks is your continued loyal service to me.
======
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.
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.
Ada, why...
==============
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.
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
==========================
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.
It's been hanging around outside my house, screaming and calling more zombies.
I think it's after me.
=============
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.
====================
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.
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.
==========
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.
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 "T-
02."
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.
===================
From Carla's Papers
===================
It won't be long before everything he ever feared will come true. My special
pet resting beneath the sea will be ready soon. All my little cocoons will also
hatch shortly. My greatest creation will be the very undoing of everything he
has worked for.
The world will be so far removed from the stability he craves. It will be
complete chaos! And that chaos will destroy his body!
=========================
Unlimited Transformations
=========================
Carla Radames thinks she can attack China and unleash chaos upon the world, but
Derek Simmons had a plan for stopping her, and she is gravely injured.
"If I'm going to die, then I'll make sure the world he loves dies with me."
With her last ounce of energy, she injects herself with an extremely potent
strain of the C-Virus. It's the same strain one of her subordinates injected in
Derek. In her infected state, she merges her body with that of an aircraft
carrier, transforming herself into something decidedly not human.
She can also create human-sized doppelgangers of herself (Carla Spores). These
avatars of Carla's insanity still resemble Ada Wong, proving that Derek's
experiment damaged her psyche more than even she had realized.
==================
Complete Mutations
==================
After a human is injected with the C-Virus and turns into a J'avo, the virus
will continue to mutate the host until its entire body is covered by a tough,
cocoon-like structure. Inside this chrysalid, the virus will dissolve the
host's body composition and reform it, thus giving birth to a completely
different creature from the J'avo. These creatures are referred to as complete
mutations.
Being able to determine the final outcome for the complete mutation was a key
component of creating reliable bio-organic weapons. This research was
instrumental in stabilizing the C-Virus and creating something that would birth
multiple bioweapons.
================
Enhanced C-Virus
================
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.
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
___[CM00]
==================================================================
== / \ ====
SECTION IX ___ ___ | |
----------- / \ / \ \___/
__ __ _ _ ___ | | ___ | | ___
| \/ | || || / \ \___/ / \ \___/ / \
| \ / | ___ __| | __ _ | | ___ ___ | | ___ | | ___ | |
| |\/| | / _ \ / _` | / _` || |/ __| / \ \___/ / \ \___/ / \ \___/
| | | || __/| (_| || (_| || |\__ \ | | ___ | | ___ | |
|_| |_| \___| \__,_| \__,_||_||___/ \___/ / \ \___/ / \ \___/
| | | | 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.
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.
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: Bronze
CAMPAIGN: Any
REQUIREMENT: Get an overall D-rank in the Accuracy category for any chapter
from any character campaign - poor accuracy.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 |
'------------------'
VALUE: Copper
CAMPAIGN: Any
REQUIREMENT: Get grabbed by an enemy and allow your partner to free your
character with a partner assist melee a total of ten times. This
is best done in Leon or Ada's campaign since zombies constantly
try to grab.
VALUE: Silver
CAMPAIGN: Any
REQUIREMENT: Get knocked into dying status by having enemies drain all of your
character's health then kill an enemy while in dying status to
receive this medal. The Lone Wolf skill can help to make your
partner ignore your character while in dying status in solo play.
VALUE: Bronze
CAMPAIGN: Any
REQUIREMENT: Get knocked into dying status by having enemies drain all of your
character's health then stay in that state until the bar on the
screen charges up all the way. Do not allow your partner to
resuscitate your character. Use the Lone Wolf skill to keep the
AI partner from helping your character in solo play.
VALUE: Copper
CAMPAIGN: Any
REQUIREMENT: Beat any character campaign chapter without entering dying status.
VALUE: Bronze
CAMPAIGN: Any
REQUIREMENT: Get knocked into dying status at least five times on your way
through a campaign and complete the campaign to receive this.
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.
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.
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.
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.
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.
VALUE: Copper
CAMPAIGN: Any
REQUIREMENT: A Coup De Grace is a frontal heavy stun melee that kills an enemy.
Zombies and J'avo can be set up by getting a stun on one and then
hitting the enemy with a melee while it is stunned. The best way
to do this is to quick shot an enemy then perform a dashing slide
(dash + L1) into the enemy to hit the enemy. The enemy will be in
a heavy stun pose afterwards. Approach the enemy from its FRONT
side to get a melee command for a Coup De Grace melee. A Coup De
Grace melee takes a lot of damage, but in campaign it might not
kill. This melee must kill to get credit for this medal.
See my RE6 Mercenaries guide for more info on how to set up a Coup
De Grace melee. The Melee and Combat Gauge Boost skills can help
with this medal.
VALUE: Bronze
CAMPAIGN: Any
REQUIREMENT: A quick shot is performed with just about any weapon by pressing
R1+L1/RT+LT together. This gunshot will auto-target the closest
enemy and hit the enemy. To get this medal, you must perform a
quick shot that kills an enemy. It's best to equip a shotgun then
quick shot the closest enemy to get this medal easily.
VALUE: Bronze
CAMPAIGN: Any
REQUIREMENT: Stealth attacks can be performed while taking cover behind a wall
or any type of low object and then waiting for an enemy to step
near that area. The melee prompt button will appear when an enemy
steps near your character. Stealth attacks can also be performed
while behind an unaware enemy. Stealth attacks can be easily done
while playing as Sherry at the start of JAKE, CHAPTER 3 and while
playing as Jake or Sherry in the mountain area of JAKE, CHAPTER 1.
Chris can also stealth attack while near the elevator that he can
take to the Hangar in CHRIS, CHAPTER 5.
VALUE: Bronze
CAMPAIGN: Any
REQUIREMENT: Kill an enemy by hitting the enemy with a slide (dash + L1/LT) to
get this medal. A slide only takes about 50 damage and your
character will hit the enemy in the legs, which will change the
damage amount, so you'll have to weaken enemies a lot before they
can be killed with a sliding attack. It's best to do this against
J'avo since they are actually weaker in their legs. A powerful
weapon that isn't TOO powerful can help out for weakening an
enemy, such as the semi-auto rifle or a shotgun (don't make the
hit direct).
VALUE: Bronze
CAMPAIGN: Any
REQUIREMENT: Slide into any type of item box and break it to get credit for
this medal. Item boxes are breakable objects such as tall crates,
wooden crates, pots, etc.
VALUE: Copper
CAMPAIGN: Leon and Ada's campaign
REQUIREMENT: Stun a zombie with a weapon lodged in its body then step near the
zombie and perform a melee against the zombie with the button
prompt appears. A good area to find zombies with weapons stuck on
them is on LEON'S CHAPTER 3 campaign.
VALUE: Silver
CAMPAIGN: Any
REQUIREMENT: Perform a physical attack on an enemy after your partner hits the
enemy with a physical attack. Basically, if Helena roundhouses a
zombie to the ground, your Leon must stomp the zombie afterward to
"chain" a physical attack. This is not like bouncing a Majini
back and forth in RE5 to set up an uber Haymaker or Back Hand.
VALUE: Bronze
CAMPAIGN: Any
REQUIREMENT: Complete a QTE sequence where you must quickly tap a button to
survive the sequence without failing to get this medal. A perfect
example is when Jake and Sherry have to grab the parachute while
hanging out of the back of the plane at the very end of JAKE,
CHAPTER 1.
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.
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.
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.
VALUE: Copper
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, 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.
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.
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 |
'------------------'
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).
VALUE: Bronze
CAMPAIGN: Any
REQUIREMENT: Aim a gun at an enemy's head then shoot the enemy in the head to
get this medal.
VALUE: Copper
CAMPAIGN: Any
REQUIREMENT: Aim a gun at enemies' heads and then shoot it in the head. Pop
enemies in the head a total of ten times during a chapter to get
this medal.
VALUE: Copper
CAMPAIGN: Any
REQUIREMENT: Shoot enemy heads a total of five times without hitting another
body part to get credit for this medal.
VALUE: Bronze
CAMPAIGN: Chris and Ada's campaign
REQUIREMENT: Hand grenades are only available in Chris and Ada's campaigns, so
play on either of those campaigns and kill an enemy by tossing a
hand grenade at it.
VALUE: Copper
CAMPAIGN: Chris and Ada's campaign
REQUIREMENT: Kill a total of 10 enemies in a chapter with hand grenades. Only
Chris, Piers and Ada get access to hand grenades.
VALUE: Copper
CAMPAIGN: Leon or Ada's campaign
REQUIREMENT: Kill a total of 10 enemies in a chapter with incendiary grenades.
Only Leon, Helena and Ada get access to incendiary grenades.
VALUE: Copper
CAMPAIGN: Any
REQUIREMENT: An Environmental melee needs to be performed to get this medal.
Enemies must be close to a wall or some other objects and you must
shoot the enemy in the head or get a heavy stun on the enemy
(quick shot + slide) and then stand near the enemy to get the
command for the environmental melee. There are dozens of places
to get this. Lead an enemy toward a wall or crate to get the
environmental melee command once the enemy is stunned.
VALUE: Copper
CAMPAIGN: Any
REQUIREMENT: This medals requires an enemy to kill another enemy during your
game. Enemies that often kill other enemies are Whoppers,
Shriekers and Napads. It's best to get this medal during LEON,
CHAPTER 1 when the Whoppers start to attack in the Town area, let
them run over zombies to kill them. You can also shoot a Shrieker
in the chest bulge to kill it and make it scream to kill all
nearby zombies. This medal is often earned randomly without even
trying for it.
TOTAL MEDALS (052/000)
-------------------------------------------------------------------------------
CAMPAIGN MEDAL (053/175) _
-- Beat the chapter without taking any damage |_|
VALUE: Gold
CAMPAIGN: Any
REQUIREMENT: Complete a chapter without getting hit by an enemy attack. Try to
avoid choosing stages with J'avo that have guns. This is best
done on LEON'S CHAPTERS since zombie attacks are more close range
and can be easily avoided. Set the game difficulty to amateur to
help out for this one.
VALUE: Silver
CAMPAIGN: Any
REQUIREMENT: Complete a chapter without falling to an enemy attack.
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.
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.
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: Copper
CAMPAIGN: Chris and Jake's campaign
REQUIREMENT: Only Chris, Piers, Jake and Sherry get access to flash grenade in
campaign mode, so this must be done in one of their campaigns.
Blind a total of ten enemies in a single chapter with flash
grenades in order to get this medal.
VALUE: Copper
CAMPAIGN: Any
REQUIREMENT: Wait for a zombie to throw a weapon at your character from long-
range then quickly shoot the weapon out of the air to get this
medal.
VALUE: Silver
CAMPAIGN: Any
REQUIREMENT: Wait for a zombie to throw a weapon at your character from long-
range then quickly slash the weapon out of the air with the
survival knife while using Leon to get this medal.
VALUE: Copper
CAMPAIGN: Any
REQUIREMENT: Kill an enemy while it hops over a gap. This can be done in
CHRIS, CHAPTER 1 when Chris separates from Piers while on the
rooftops. Play Chris and find the gap on the building across from
Piers then wait for a J'avo to hop over the gap on that side and
then blast it with a powerful weapon to kill it while it jumps.
VALUE: Silver
CAMPAIGN: Any
REQUIREMENT: Kill an enemy with a headshot (critical head explosion) while it
hops over a gap. This can be done in CHRIS, CHAPTER 1 when Chris
separates from Piers while on the rooftops. Play Chris and find
the gap on the building across from Piers then wait for a J'avo to
hop over the gap on that side and then blast it in the head with
the assault shotgun to kill it while it jumps. Since the assault
shotgun is gained in CHRIS, CHAPTER 2, the chapter must be
replayed. There are a few other gaps around the various chapters
also though.
VALUE: Silver
CAMPAIGN: Chris, Jake and Leon's campaign
REQUIREMENT: Complete any chapter while only using a handgun. A player can
still perform melees with the R1/RT button while doing this.
VALUE: Silver
CAMPAIGN: Any
REQUIREMENT: Complete any chapter while only using a shotgun. A player can
still perform melees with the R1/RT button while doing this.
VALUE: Silver
CAMPAIGN: Jake and Leon's campaign
REQUIREMENT: Complete any chapter while only using a magnum. A player can
still perform melees with the R1/RT button while doing this.
VALUE: Silver
CAMPAIGN: Any
REQUIREMENT: Complete any chapter while only using a sniper rifle. A player
can still perform melees with the R1/RT button while doing this.
VALUE: Silver
CAMPAIGN: Chris and Ada's campaign
REQUIREMENT: Complete any chapter while only using a handgun. Piers and Ada
both use machine pistols (MP-AF and Ammo Box 50). A player can
still perform melees with the R1/RT button while doing this.
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.
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.
VALUE: Silver
CAMPAIGN: Any
REQUIREMENT: Complete any chapter while only using a R1/RT melee attacks.
VALUE: Copper
CAMPAIGN: Any
REQUIREMENT: Complete any chapter while only using guns to bullet kill enemies.
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.
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.
VALUE: Copper
CAMPAIGN: Any
REQUIREMENT: Complete any chapter without using a herb pill or first aid spray.
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.
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.
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: Silver
CAMPAIGN: Jake, Chapter 4
REQUIREMENT: At the start of JAKE, CHAPTER 4, play as Sherry while Jake drives
the motorcycle then shoot at least ten J'avo that follow behind
the motorcycle and make them crash to get this medal.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME081] to find the precise area this is in.
VALUE: Bronze
CAMPAIGN: Leon, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Leon, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Leon, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Leon, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Leon, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Leon, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Leon, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Leon, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Leon, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Leon, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Leon, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Leon, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Leon, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Leon, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Copper
CAMPAIGN: Leon, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Chris, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Chris, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Chris, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Chris, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Chris, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Chris, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Chris, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Chris, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Chris, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Chris, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Chris, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Chris, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Chris, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Copper
CAMPAIGN: Chris, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Jake, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Jake, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Jake, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Jake, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Jake, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Jake, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Jake, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Jake, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Jake, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Jake, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Jake, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Jake, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Jake, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Jake, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Copper
CAMPAIGN: Jake, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Ada, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Ada, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Ada, Chapter 1
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Ada, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Ada, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Ada, Chapter 2
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Ada, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Ada, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Ada, Chapter 3
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Ada, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Ada, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Ada, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Ada, Chapter 4
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Bronze
CAMPAIGN: Ada, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
VALUE: Copper
CAMPAIGN: Ada, Chapter 5
REQUIREMENT: This medal is gained through story progression by completing the
campaign chapter listed above.
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.
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.
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.
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.
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.
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.
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
R1/RT button prompt that appears while standing next to it while
your character is near a microwave to make your character perform
a special kill involving the microwave to receive this medal.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME146-1] or [ME146-2] to find the precise area this is in.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME147] to find the precise area this is in.
VALUE: Copper
CAMPAIGN: Chris, Chapter 1
REQUIREMENT: During CHRIS, CHAPTER 1, while up in the building room past the
butcher shop area in the very first part of the chapter shortly
after getting off the street, Chris and Piers will look down into
an alley and see a J'avo holding two civilians at gunpoint.
Quickly fire at the J'avo to make it run off and save the
civilians to receive this medal.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME148] to find the precise area this is in.
VALUE: Copper
CAMPAIGN: Jake, Chapter 2
REQUIREMENT: Kill a Mesets enemy along the Snowy Mountain Trail by ramming it
with one of the snowmobiles. The snowmobiles are found on the icy
hill. Save one of the Mesets from the start or run into the one
that is further up the mountain trail near the last memory device.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME149] to find the precise area this is in.
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.
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.
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
floor. Toss a hand grenade at the circuits from a distance or
blast them with rapid fire to damage them quickly.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME153] to find the precise area this is in.
VALUE: Copper
CAMPAIGN: Chris, Chapter 4
REQUIREMENT: While in the Forward Hangar in CHRIS, CHAPTER 4, get all the
passcodes and leave the area without opening any of the locked
doors in the maze of corridors. Follow the map below and
backtrack where it says "GO BACK" in order to not open any one-way
doors.
____________________________________________________________
| ^>>>>>>>>>>>>>>|
| _________________________ ^ _________________________ 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 |
| >>> | |____________|v |__________|
| ^| WC | |v |
| ^|_____________________|______________ ____________________|v |
| ^ GO BACK > v |
|__ ^ _____________________________________________________________|
START
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME154] to find the precise area this is in.
VALUE: 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.
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.
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.
VALUE: Copper
CAMPAIGN: 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.
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.
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 far right side of the railing and find the
ladder. Wait for the Oko in the corridors to move out of the way then drop
and run to the corridor directly ahead. An Oko will see your character
eventually, so run to the stairs and quickly open the door.
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.
VALUE: Copper
CAMPAIGN: Jake, Chapter 3
REQUIREMENT: Play as Jake in the Detention Center of JAKE, CHAPTER 3 then make
it to the surveillance room where he can take control of the
cameras in the area where Sherry is. 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 this medal.
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.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME161] to find the precise area this is in.
VALUE: Copper
CAMPAIGN: Jake, Chapter 3
REQUIREMENT: In JAKE, CHAPTER 3, find all the hidden ID medals to get this
medal.
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.
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
JAKE, CHAPTER 4, play Jake while up in the Poisawan Courtyard area
where Jake can get up on the rooftops. This is NOT the area where
Jake and Sherry fight off several J'avo and Noga-Skakanje
(grasshopper legs) while Chris and Piers are above, this is the
area after that. Get up on a rooftop and wait for the helicopter
to fly down and let out J'avo from a rope. Shoot off all the
J'avo that are on the rope to kill them then stand near the rope
to get a button prompt command to climb it. Climb the rope and
then follow the on-screen buttons to shoot the pilot after Jake
climbs it.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME163] to find the precise area this is in.
VALUE: Copper
CAMPAIGN: Leon, Chapter 4
REQUIREMENT: During LEON, CHAPTER 4, while in the Medical Research Facility,
get to the elevator before Chris and Piers and ride it to the top
floor. When the characters reach the circuits on the door, blast
them with rapid fire to break them quickly.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME164] to find the precise area this is in.
VALUE: Copper
CAMPAIGN: Jake, Chapter 5
REQUIREMENT: During JAKE, CHAPTER 5 while in the Underwater Facility, grab a
Rasklapanje's hand with the R1/RT button prompt that appears while
standing next to it while your character is near a grinder to make
your character perform a special kill involving the grinder to
receive this medal.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME165] to find the precise area this is in.
VALUE: Copper
CAMPAIGN: Jake, Chapter 5
REQUIREMENT: In JAKE, CHAPTER 5, while in the Lower Level Lift Area, kill more
J'avo than Chris and Piers 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 [ME166] to find the precise area this is in.
VALUE: Copper
CAMPAIGN: Ada, Chapter 1
REQUIREMENT: While playing as Ada in the Armory of the submarine in ADA,
CHAPTER 1, Ada will come across a corridor with three Neo-Umbrella
J'avo guards in it. There is a metal case with gas canisters on
the wall to the left of the stairs that lead down into the
corridor. Face the canisters then get on the left side of them to
make a button prompt command appear to push them. Push the
canisters aside with the X/A button to reveal a hidden air duct.
Crawl through the air duct and open the cover on the other side to
bypass the area with the three J'avo and earn 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 [ME167] to find the precise area this is in.
VALUE: Copper
CAMPAIGN: Leon, Chapter 3 and Ada, Chapter 2
REQUIREMENT: While Leon, Helena and Ada are riding on the mine cart in the
Primitive Altar after the mutated Deborah fight shoot a total of
five zombies along the tracks to get this medal. There will be
some zombies along the sides and some zombies near TNT barrels.
This can be done in both LEON, CHAPTER 3 and ADA, CHAPTER 2.
NOTE: For more info on this medal, press ctrl + F in my campaign guide and type
in search code [ME168-1] or [MD168-2] to find the precise area this is in.
VALUE: Copper
CAMPAIGN: Ada, Chapter 2
REQUIREMENT: 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.
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.
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.
VALUE: Copper
CAMPAIGN: Ada, Chapter 3
REQUIREMENT: While Ada is in the Stilt Housing Area in ADA, CHAPTER 3, she will
have to help Jake and Sherry as they fight off J'avo and Ubistvo
while moving down the river. Use the sniper rifle to kill off
more enemies 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.
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.
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.
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.
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 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.
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.
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
[TM00]
==================================================================
=============
SECTION X
---------- ___
__ __ _ / \
| \/ | (_) | | ___
| \ / | ___ _ __ ___ ___ _ __ __ _ _ __ _ ___ ___ \___/ / \
| |\/| | / _ \| '__|/ __|/ _ \| '_ \ / _` || '__|| | / _ \/ __| ___ | |
| | | || __/| | | (__| __/| | | || (_| || | | || __/\__ \ / \ \___/
|_| |_| \___||_| \___|\___||_| |_| \__,_||_| |_| \___||___/ | |
\___/
==================================================================
=============
http://www.gamefaqs.com/ps3/605603-resident-evil-6/faqs/65111
http://www.youtube.com/BerserkerSTARS
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
[AH00]
==================================================================
=============
SECTION XI ___ ___
----------- / \ / \
_ _ _ _ | | ___ | |
/\ || || || | | \___/ / \ \___/
/ \ __ _ ___ _ __ | |_ | |__| | _ _ _ __ | |_ | | ___
/ /\ \ / _` | / _ \| '_ \ | __| | __ || | | || '_ \ | __| \___/ / \
/ ____ \| (_| || __/| | | || |_ | | | || |_| || | | || |_ ___ | |
/_/ \_\\__, | \___||_| |_| \__| |_| |_| \__,_||_| |_| \__| / \ \___/
__/ | 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.
http://www.gamefaqs.com/ps3/605603-resident-evil-6/faqs/65326
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
[EE00]
==================================================================
=============
SECTION XII
------------ ___ ___ ___ ___
______ _ / \ / \ / \ / \
| ____|| | ___ | | ___ | | ___ | | ___ | | ___
| |__ | |_ ___ / \ \___/ / \ \___/ / \ \___/ / \ \___/ / \
| __| | __| / __| | | ___ | | ___ | | ___ | | ___ | |
| |____ | |_ | (__ _ \___/ / \ \___/ / \ \___/ / \ \___/ / \ \___/
|______| \__| \___| (_) | | | | | | | |
\___/ \___/ EVERY \___/ THING \___/ ELSE
==================================================================
=============
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UPDATES
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****
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.
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.
Leon's entire campaign is now finished! I'll get to Ada's campaign shortly,
but I might take a while longer with hers.
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.
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.
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!
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.
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
it to be an extra section or a new guide. It will go over all enemy locations
and Medals for sure. I'm still trying to decide what all to do for it.
I'm stopping on the campaign guide for a while and I'm going to go back to my
RE6 Mercs guide since it's in BAD need of an update with the stuff I know now.
That guide needs a full rewrite for everything but the Basics section really.
What you see now in that guide is basically just placeholder info!
There is now a Campaign Medals section in this guide that includes a list of
all medals that can be obtained in the campaign along with a few search codes
that take the reader back into the walkthrough where some medals are discussed.
I went back through the walkthrough and added mentions of some of the more
obscure and challenging medals. A few mistakes were corrected here and there
as well.
Lemme see, all I need now is to finish a Medals Guide and then list out enemy
locations and I think that will just about wrap up this campaign guide for
Resident Evil 6. Be sure to give this guide a recommend on GameFAQs if you
haven't.
This guide is now basically finished. I still have a few "???" areas for some
medals and I'll probably add some info for the multiplayer modes eventually.
Enemy Locations were added for this update and some of the medals were redone.
I updated the Leon "Shoot zombies on rooftops" medal and the majority of Ada's
medals. I'll get started on a Medals and Titles guide next then it will be
back to RE6 Mercenaries to continue work on that guide.
Updated the last two Medals that deal with Ada in the campaign medal section. I
know FOR SURE that the explanations are correct this time.
Took out the Serpent Emblem section - what good is an extra Serpent Emblem
guide if they are already listed in the main guide? I added the url to my
Serpent Emblem guide for that section. There is a new Stage Summaries and
Files section. All of the information is taken from RE.net.
Redid the formatting for the headers in the walkthrough section. I think it
looks much better now with upperscores - the indiviual headers seem to stand
out more. I may redo some other formatting in this guide later. Honestly, I
was rushing to get through with much of this guide and just threw up some
formatting in some areas. I also updated the medals section so that Bronze is
now Copper and Green is now Rusty, just like in my Medal/Title guide.
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]
***************************************************************************
****
You can contact me through Xbox or PSN. I'm online nearly all the time. Don't
send a friend request though.
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. ;)
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.
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.
-------------------------------------------------------------------------------
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
-------------------------------------------------------------------------------
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 - http://club.ign.com/b/contrib?username=berserker_kev&which=faqs
GameFAQs - http://www.gamefaqs.com/features/recognition/21400.html?type=1
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COPYRIGHT
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This document is for private and personal use only. Do not try to sell this
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If you want to use this FAQ on your site, then contact me for permission first.
This FAQ can only be found on a few sites as of now and I am keeping a list of
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This FAQ is not authorized to appear on any Resident Evil sites, especially
Mercenaries sites, unless I say so... which I haven't yet. If it is on there,
then I didn't ever give you permission to use it and therefore, you fail
hardcore and I will tell all my friends and fans of your failings.
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SPECIAL THANKS
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- My parents.
- All of the friends that I've gained from the RE5 Mercs community. Truly too
many to list!
- God for helping me get through the past 4 months of stress problems.
- The Bradygames Official Resident Evil 6 Strategy Guide for being a good
resource at times.
- All the readers that took time to email me and recommend this guide on
GameFAQs. Thank you all!
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., ,.
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Resident Evil 6: FAQ/Walkthrough by Berserker
Version: Kev | Last Updated: 2013-04-07 | View/Download Original File
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