RESIDENT EVIL 6 - WALKTHROUGH/GUIDE V1.00 Written by: Bahumaut/ Ben Buttenshaw Additional notes and info from: Minion MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMDIZ+MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMOO?Z$MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM7ZODD$?MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM?ZZ7O?8OIMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMNZOONMMMOZZDMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM+88ZMMMMMMMNMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMNZOIMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMO$ZMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMD7$DMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMD?Z$MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMZ8IIMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM$$D7$MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM~IIO?7DMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMM=7I7$~7NDMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMZZO$Z7O?8NDDMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMM$$?+I?I$8D+II7ZDNMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMM$OZ$II$MMM$=?Z$?7$DD8OMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMN$$I7=7=MMMMMDZO?7,Z7~I~~+IMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMZ7ZZ$I?ZMMMMMD=?O$$?Z$$IO$I$MMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMM8$Z$$7~$MMMMO$7$$O7$ZZ8$ZZZ$?MMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMZ$$7I7$=MMON8$8$7ZOZZO78O8$Z8MMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMM87$I$ZZZIODDMMMMZ8?7:N78O8OODMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMNZI+~IZZ7DNMMMMMMMMD:ZO~=7O8DMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMII$ZO$OZMMMMMMMMMMMDOO=7OZO8MMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMI$Z88OMMMMMMMMMMMMM=M~Z$ZONMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMNN7ODOMMMMMMMMMMMMM$~?Z8$$MMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMOMZ8DMMMMMMMMMMMMMD+ZO$$MMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMNNOOZDMMMMMMMMMMMM?O$+7IMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMM7OIO7MMMMMMMMMMMOZOZI==MMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMM$+$I7ZMMMMMMMMMMZ$7I7?+MMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM8ZOZZ7MMM$OMMMM=~?~:$MMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMZ$I?7+?7OZZDMZ:++IOMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMDZ$IZOOO$?ZNM~+?7$MMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMNZZ8O8DMMMMD=$$OMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMDOOMMMMMMMMMI+MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM ******************************************************************************* ******************************** VERSION INFO ********************************* ******************************************************************************* Version 0.75 - Leon, Chris and Jake campaigns completed. Ada campaign still in progress. Due to the nature of this game and the splits between characters involved I have played through it with a friend (minion) in co-op to capture what both players go through at these points. However On the Chris playthrough I was playing alone and some of these points may be unexpanded so I will go through again after the rest of the guide is completed. Thanks for your patience. Complete serpent emblem locations will probably be the final thing to be completed, sorry but it just isn't high up on the priorities list compared to finishing off a whole campaign. Sit tight however and I'll get it done. Now go blast some zombie heads soldier! ******************************************************************************* ******************************** INTRODUCTION ********************************* ******************************************************************************* This guide is intended for those that are playing through for the first time (I have tried to keep as well as in their respective locations) as well as those going through on harder difficulties. Enemy numbers and good cover locations are there as well as advice for those playing on professional difficulty. Difficulty levels overall seem average for a third person shooter, however the checkpoints are normally acceptable and the added challenge of obtaining S ranks on the highest difficulty makes them quite challenging ordeals for those who claim they are truly masters of this game. Please email me at benbutton600@hotmail.com or message me at trueachievements.com (gamer tag = Bahumaut) with any comments or suggestions, alternate strategies or tips. Apart from those little things let's get on with the zombie exterminating. ******************************************************************************* ***************************** TABLE OF CONTENTS ******************************* ******************************************************************************* Just use Ctrl + F (the find function) and key in the code for the level to skip to the portion of the guide you need. --------------------------------- VERSION INFO -------------------------------- --------------------------------- INTRODUCTION -------------------------------- ------------------------------- TABLE OF CONTENTS ----------------------------- -------------------------------- LEON'S CAMPAIGN ------------------------------ LEON - CHAPTER 1 Ivy University, U.S.A....................................(LC1) LEON - CHAPTER 2 Tall Oaks, U.S.A.........................................(LC2) LEON - CHAPTER 3 Catacombs, U.S.A.........................................(LC3) LEON - CHAPTER 4 Lanshiang Airspace, CHINA................................(LC4) LEON - CHAPTER 5 Lanshiang, CHINA.........................................(LC5) ------------------------------- CHRIS'S CAMPAIGN ------------------------------ CHRIS - CHAPTER 1 Edonia, EASTERN EUROPE..................................(CC1) CHRIS - CHAPTER 2 Edonia, EASTERN EUROPE..................................(CC2) CHRIS - CHAPTER 3 Wayip, CHINA............................................(CC3) CHRIS - CHAPTER 4 Aircraft Carrier, CHINA.................................(CC4) CHRIS - CHAPTER 5 Chinese Waters, CHINA...................................(CC5) -------------------------------- JAKE'S CAMPAIGN ------------------------------ JAKE - CHAPTER 1 Edonia, EASTERN EUROPE...................................(JC1) JAKE - CHAPTER 2 (JC2) JAKE - CHAPTER 3 (JC3) JAKE - CHAPTER 4 (JC4) JAKE - CHAPTER 5 Chinese Waters, CHINA....................................(JC5) --------------------------------- ADA'S CAMPAIGN ------------------------------ ADA - CHAPTER 1 Deep Sea, NORTH ATLANTIC..................................(AC1) ADA - CHAPTER 2 Tall Oaks, U.S.A..........................................(AC2) ADA - CHAPTER 3 (AC3) ADA - CHAPTER 4 (AC4) ADA - CHAPTER 5 (AC5) ------------------------------- COMPLETE BEASTIARY ---------------------------- --------------------------- SINGLE PLAYER ACHIEVEMENTS ------------------------ ----------------------------------- LEGAL STUFF ------------------------------- ******************************************************************************* ********************************* LEON'S CAMPAIGN ***************************** ******************************************************************************* =============================================================================== LEON - CHAPTER 1 Ivy University, U.S.A "" (LC1) =============================================================================== Available Weapons (first time through): Leon: Survival Knife (begin with) Wing Shot (begin with) Shotgun (found in chapter) Incendiary Grenade (random drop/ found in chapter) Remote Bomb (random drop/ found in chapter) Helena: Picador (begin with) Hydra (begin with - yes she starts with a shotgun!) Shotgun (found in chapter) Incendiary Grenade (random drop/ found in chapter) Remote Bomb (random drop/ found in chapter) _______________________________________________________________________________ Useful skills (that aren't infinite ammo or broken): Single Player skills: *Field medic - Free health? Hell yes! *Team up - more damage for free? Why not? Multiplayer/ Split screen skills: *Item drop increase - More stuff is useful all the time *Shotgun shell pickup increase - After finding it, it will become your best friend at the end of this level *Zombie hunter - 100% of the enemies in this level are zombies *Melee - Enemies have few weapons (except for a few gunner zombies) here so melee is more useful *Critical hit - the slow moving zombies make this decidedly more useful *Defense - Reduced damage is always handy _______________________________________________________________________________ Objective: Escape from the campus Well let's get started... Ok I move like a dehydrated lemur and can't access half the controls. Brilliant! I know this is the 'first' campaign but replaying it means these limitations really grate on your nerves. You start standing over the body of the President (gee this sounds like a really bad fever dream) and there is nothing to pick up in the first few rooms so just head for your objective. Open your first (of many) co-op doors to find you can shoot but not yet access your inventory. Wend your way down the stairs and take the door to the left at the bottom. Inside you will find another set of stairs which has a can of first aid spray at the top. Head back out to the room with a ton of tables and walk through it to the other end arriving in the kitchen. Awww, isn't that cute? The game is trying to be suspenseful (seriously there are no zombies for the first ten or fifteen minutes in this game). Continue down hallways until you reach another co-op door and a slightly deranged survivor. Objective: Search the campus for Liz CHECKPOINT. Yay we have items! The next five minutes are just a game of follow the leader. Wherever he goes, simply follow him and head to the objective. I do like how the torches are incorporated onto the characters instead of having to be held (therefore taking up valuable hand real estate). Try not to shoot Liz, its not her fault they went for the cheap scare here. Objective: Escape from the campus Head for the now working elevator and get ready for the game to actually start (long intro for this type of game, unless it's called Silent Hill). CHECKPOINT. Cutscene. CHECKPOINT. Zombie in face. CHECKPOINT. Zombies in face. Ok I guess I can go into some more depth, the first zombie will grab Leon (meaning if you are playing as him it will latch onto you). This is your introduction to quick-time events in this game. There are three main ones that occur quite often: Dual thumbstick wiggling (faster than single stick), Tap A rapidly and alternate pressing RT and LT to climb. In this case it is the stick wiggling so knock the zombie off and let Helena put a bullet in its head. A few seconds later a rush of zombies will burst through the elevator doors and if you are Helena you can use your hydra to devastating effect. If you are Leon your best bet is to sprint through the zombies (LS + A as they haven't told you yet) so you can get some space to melee or shoot them with your pistol. The initial wave of zombies don't actually dissolve or drop items so try to conserve ammo if you want to have plenty for later. This is a good opportunity to get used to the new melee system and stealth attacks so first timers playing this level might want to take a few minutes to learn the ropes. After clearing the garage or just running past the zombies you will be teleported by a cutscene. CHECKPOINT. Immediately to your left is some 9mm ammo and in front is a staircase. Grab the staircase and climb the ammo. Strike that. Reverse it. Thank you. Another hallway will greet you with a doorway at the end. Open it to reveal a seemingly empty lecture room but thanks to the clumsiness of Leon or Helena the walking dead will try to eat your brains (good job!). There are three zombies in this room to take care of before you collect your first healing item. There is a green herb halfway up the blocked stairs. For anyone new to the series and its item combination mechanic, herbs work in the following ways: Green Herb = 1 HP Red Herb = 0 HP Green + Red Herb = 6 HP Green + Green Herb = 3 HP Green + Green + Green Herb = 6 HP So as you can see the most efficient combination is a green and red herb. However due to the scarcity of red herbs, this can become a painful waiting game and often it is better to combine any excess green herbs. Leave one green available if you happen to stumble across a red herb but otherwise just combine them. Oh and make sure to stick them in your tablet case (they can't heal you if they ain't equipped!). Leave through the lower door and if you are feeling cruel tell your partner to open the next door. Yes a zombie will meet you mid jump. Shake him off and smash him down. There will be another zombie kneeling behind the front desk. If you time it right you can stealth kill her making life easier. Another zombie will rise as you move up the central aisle so be sure to say G'day and smash his face into a desk (desk head smashing not mandatory). There is some 9mm ammo at the back of the room as well as another green herb. Head into another hallway and down a flight of stairs to find a perfect stealth attack target standing to your right. Slam him into the carpet and make sure to get the other zombie lying on the ground as well. There is also another clip of 9mm ammo and yet another green herb (gee I forgot how forgiving they were at the start). Enter another corridor to see a classroom on the left and the hall continuing on ahead. Make a detour into the classroom and remove the two zombies on your way to the front desk. On the desk is a clip of 9mm ammo and two incendiary grenades (cause that's what I keep on my desk when I teach! [Sarcasm intended for any who couldn't spot it]). Head up the back for a valuable red herb and combine away. Outside the room are four zombies just chilling in the hallway. You can get at least two stealth attacks on these guys and have them all down in seconds if you are quick enough. Kick open the door and, ah a breath of fresh air... oh except for the corpses. Any who you might want to turn up the brightness option in the settings before moving forwards as it is easy to be snuck up upon by a zombie in the dark otherwise (the default setting is quite dark). Head left straight away towards the zombie running the store and use the slide over move (A button) to ram her and her bottle into the ground. There are two packs of 9mm ammo on the ground in the corner and this is a good spot to lure zombies if you are on a high difficulty level to prevent surprise attacks. On the far left side of this area is a stall with a red and green herb sitting on it so be sure to grab and combine these (remember your tablet container can hold twelve so use it instead of wasting inventory space). There will also be zombies holding weapons in this section (three or four) which can deal impressive damage if they hit so be sure to take them out first if possible. There are no more items out here so head for the marker to advance. Objective: Get the keycard Or not. The other entrance you just passed is your new destination. Kick open the doors for a CHECKPOINT. This hallway will introduce you to the concept of a swarm of zombies. Top up your HP and make sure all your guns are reloaded before trying to open the door at the other end of the corridor. Oh, and take special note of the fire extinguishers that explode, the 9mm ammo and green herb on the ground. Way to go Helena, I always wanted to be swarmed to death. I'm estimating the total zombie count is ten to twelve so a shotgun will help or if you think you are good enough a pistol will work. With the relatively confined space melee isn't really recommended. Close the door and grab the ammo underfoot. There is another clip in one of the computer desks to pick up. There is also another clip in the third room to collect. Serpent emblem: Opposite the 9mm clip in the other desk Co-op open the door to find the keycard (just be ready for every zombie in the last three rooms to wake up all at once, including the one that leaps for your face. I'm not kidding about that one). A quick sidestep will bypass the zombie security system and the others in the earlier rooms only become active as you approach. Just make sure not to approach from the front of the zombie and it will all be ok. Zombies will also jump in through the windows when you reach the corridor again so make sure you are ready before heading for it. Four or five zombies will have spawned outside (they don't drop items by the way) and are just a waste of resources. Dash for the other doorway and swipe your card to get inside. Objective: Escape from the campus Hmmm, metal detector eh? I wonder if.... oh damn zombies everywhere! As you can tell from my initial reaction to this area there is no way you can avoid passing through the detector (just jump the desk? No, says the path scripter). Walk through and start taking out the inevitable spawning zombies. CHECKPOINT. Oh but the desk at the other detector you can slide over? What the hell? There are only three active zombies (despite the horde at the mesh) so it isn't as dangerous as it initially appears. If you want to have some fun you can actually melee the zombies through the bars. After exiting the detector room the actual zombie horde arrives from outside. Now I'm unsure if these zombies are infinitely spawned but they certainly outlasted two decent players with full health so overall it is just better value for resources to sprint to the junction and make a right to arrive at a cop car. Remember if you hold down the A button you automatically make your jumps. After Leon demonstrates how not to drive a car you unceremoniously drag yourself out of the twisted burning wreckage that was the car. Oh look a sewer level. This first campaign just keeps getting better and better [rolls eyes]. Objective: Get to the cathedral Follow the tunnel to your first smashable crates (these things are everywhere in the game so I'll only point them out from time to time - I'm lazy like that :) ). Open the door to find the railway line and a new potential instant kill. Important safety tip: Trains to the face hurt! The quick time to avoid the trains (yes I said trainSSSSS) is X+A at the same time. You get a window of about one and a half seconds so the first time it happens you are almost guaranteed to be screwed over by it. The first zombie you see will be slowly crawling towards you (he can be hard to see so try and stay on the lighted right side of the tunnel). CHECKPOINT. The game does at least give you a checkpoint before the train. Two crawling zombies will wobble towards you from the right wall. Another four will be in the tunnel but as you move forward the first train will arrive. Flatten yourself against the wall and pick up the items after it passes. At the flaming drum ahead you will meet your first zombie dogs. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU New enemy encounter: Zombie dog Attacks: Bite - The dog lunges at you and mauls you Tactics: The best way to deal with these annoying animals is to hit them with an incendiary grenade before they even see you (instant kill). The other method is to unload a few shotgun shells into them as it knocks them down making it easy for the follow up shots to connect. They are more of a nuisance than a threat in this campaign. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU After dealing with the dogs move up the tunnel to see a survivor (not for long) tussling with a zombie. Warning: Another train is coming. Let the train take care of the zombie. A group of five or so flaming zombies will approach you from the electrical wire strewn along the path. They are a good target for an incendiary grenade or you can just climb up the small step to get past them. Three zombies will try to ambush you in the darkened stairs so make sure to get the drop on them first. Open the next red door for a CHECKPOINT and more train tracks. Serpent emblem: Under the train car to your right The first batch of zombies you encounter seems to be on a timer in relation to the approaching train. Racing past them doesn't activate the train any sooner so if you lure them over to the right you can squish them all at once. Just don't be performing an action when it arrives. Move up to the highly suspicious train car and lift Helena up onto the roof. If you are Helena you have one zombie in the car to kill and a door to open for Leon. CHECKPOINT. The first new car you enter results in no zombie attacks. The second on the other hand introduces acid spitting zombies. Make sure to take them out first as they are incredibly accurate. The third car is active zombie free, just be careful as you jump out as a sneaky zombie is waiting outside. Another zombie stands mesmerized in front of the train waiting for a sneak attack so oblige him. Climb onto the platform and run to the end to be accosted by a suicidal survivor (once again not for long). She will open the path for you along with a wave of zombies to kill. CHECKPOINT. The wave can be dispatched easily with a remote bomb or well-placed incendiary grenade. There are several acid spitters in the group so back up along the platform if you want to shoot them all. The acid will arc and hit the roof, missing you most of the time. One more zombie is waiting at the turnstiles upstairs with his back to you. You know what to do. With that you move back up to street level. The street has a few scattered zombies and an axe wielding zombie that tries to take a little off the top. Dissect him with his own axe then turn your attention to the zombies ahead. The two attacking the car that careens in are oblivious to your presence so feel free to paint the car red with their faces. Two more will wander along the road towards you so pick them off or just jump kick them. A survivor (this is getting to be a joke, really) is trapped under a car. What's the bet on his survival time? I hear three seconds, do I have four? Going, going and gone. Ladies and gentlemen locked in at three seconds. Zombie gunners are introduced here and it may just be easier to run for it. I'm stubborn however and decided to insert a wind tunnel into the gunner zombies. Down the alley and up the ladder you go. Cross the gap and definitely stealth kill the zombie standing there (OUCH that was some serious dental torture). Drop down and kick open the door for the next barrage of enemies. Three gunners will hunt you down along with a few normal zombies. Use an incendiary to make short work of them. A few zombies are waiting in the alley across the street and another up the ladder. Push the dumpster out of the way and immediately jump up to the right as gunner zombies are about to open fire. Drop down off the bus and about four zombies (including a gunner) will attempt to stop you. You can engage them or dash for the doorway to progress. CHECKPOINT. Sit back and shoot some pool. Oh wait, the whole zombie apocalypse thing. Head out the back of the bar and get the zombie on the ground. Take note of the weapon icon on the screen here as it lets you know there is a weapon in that location that you can pick up and keep for the rest of the campaign. Enter the only available door and walk past the bodies (they have a trigger so they won't move yet). Objective: Find the key Oh you need a key, follow the objective to find the key. The zombies will reanimate when you pick it up so start beating some skulls. Open the door to pick up the shotgun. If you are Helena you now have two shotguns so double the pain can ensue. CHECKPOINT. Open the next co-op door to meet the shrieker. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU New enemy encounter: Shrieker Attacks: Scream - stuns the character and if close enough can damage them Swan song - emits a stun scream upon death automatically Tactics: A fast but relatively weak variant of zombie. If they are in a cluster of regular zombies they can be dangerous due to their stun ability. Their weak point is the glowing red sack where the throat is and they are easily killed by a single shotgun blast to it. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU The shrieker will most likely run away so head after it, cleaning out the zombies in your path. The door at the end of the corridor normally contains the shrieker so have your shotgun at the ready. Remote bombs also work very well in such narrow corridors. The outdoor area has a split up point where Leon defends against a wave of zombies alone while Helena opens a gate. Use grenades or your shotgun to hold out while Helena races for the door. Open the door to the bar to make it to safety. Serpent emblem: On a shelf on the left side of the bar CHECKPOINT. You'll be back on the street and able to see some survivors having some trouble with the local populace. Whatever you do, don't approach them until the out of control van arrives as you will likely be crushed by it if you do. A shrieker and three gunner zombies (the latter arrives in the van) complicate matters even more. Use your remote bombs and incendiaries but try to keep any shotgun shells you can get as the final area for this chapter is a real handful otherwise (it's coming up next). Shoot the petrol/gas and retreat into the gun shop. Objective: Eliminate all enemies UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU New enemy encounter: Bloodshot Attacks: Leap - The bloodshot zombie tenses up and then leaps at its target Grapple - If allowed to come within close proximity to the character it initiates a damaging grapple attack Tactics: These new type of zombies can be quite a bit quicker than their brethren and leap far more often. They also inflict more damage when they connect so bringing them down fast is a priority. Shotguns work well along with explosives and incendiary grenades (just be careful as sometimes the incendiary grenades cause them to mutate in the first place). Oh and these guys can take quite a bit of punishment before they go down. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU CHECKPOINT. Grab the first aid spray off the counter and some ammo off one of the shelves. An incendiary grenade is sitting on another shelf as well. Now you are in a hold out until all the zombies are dead situation. If you are low on health or ammo you can let your allies deal with the zombies or you can wade in yourself. The stairs are your only fall back option so try not to get cornered there. Objective: Go upstairs Objective: Eliminate all enemies Basically a repeat of the previous fight except there are some good items to pick up before you start and bloodshots are more prevalent in this fight. Shotguns are a must thanks to the close quarters (especially against the bloodshots). UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU New enemy encounter: Fat bastard (sorry I meant whopper) Attacks: Charge - his most annoying attack, he charges up then rams you quickly Lift grapple - When close he essentially bear hugs you dealing large damage Splat - Upon death, the whopper can fall on the player seriously injuring them Tactics: I haven't really found a weakness to exploit on this guy but out of the methods I tried the shotgun to the face seemed to work alright. If you can deal some early damage with a remote bomb even better. Sidestep his charges and keep shooting him in the face to bring him down. 'Nuff said. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU CHECKPOINT. Well a close range fight with a charging bastard. You see why I told you to save your shotgun ammo yet? Dance around the whopper, avoiding the regular zombies on the floor. There should be a bit of shotgun ammo in the drawers if you are running low. Grab the green herb (you probably need it) and try to stay alive. If you survive the onslaught there is only one last fight to go in this chapter. CHECKPOINT. Feel free to use your resources in this fight as it is the last one of the chapter. Another whopper will be present and plenty of regular zombies will be there also. Use your healing items and shotgun to stay alive and when the way out opens, race for it like your ass is on fire. Because it probably is. That marks the end of Leon chapter one. Man that was a long opening chapter. =============================================================================== LEON - CHAPTER 2 Tall Oaks, AMERICA "Helena: I've had enough of these games. Let's go." (LC2) =============================================================================== Available Weapons (first time through): Leon: Survival Knife Wing Shot Shotgun Semi-auto Sniper Rifle (found in chapter) Incendiary Grenade Remote Bomb Helena: Picador Hydra Shotgun Semi-auto Sniper Rifle (found in chapter) Incendiary Grenade Remote Bomb _______________________________________________________________________________ Useful skills (that aren't infinite ammo or broken): Single Player skills: *Field medic - Free health? Hell yes! *Team up - Less useful than before as there are sections where the partners are split up. Still handy at times nonetheless Multiplayer/ Split screen skills: *Item drop increase - More stuff is useful all the time *Shotgun shell pickup increase - Still useful as ever *Zombie hunter - 100% of the enemies in this level are zombies *Melee - Enemies have no ranged weapons (except acid spit) here so melee is more useful *Critical hit - the slow moving zombies make this decidedly more useful *Defense - Reduced damage is always handy _______________________________________________________________________________ Objective: Survive the zombie attack Right off the bat there is a horde in your face, apparently with two ammo clips digging into your buttocks. Not sure what to make of that... but anyway you will have your pistol already out so knock back the closest zombies with some gunfire and miraculously survive the following cutscene. Objective: Go through the cemetary (cause thats always a good idea kids!) Basically you just follow the long winding cemetary path until you reach a hut and small gate. There will be a large amount of zombies in this area that tend to attack in one or twos but they are very weak to melee attacks so use them to conserve some ammo. The freshly dug graves act as 'traps' (I use the term very loosely as they are so obvious) with zombies in them. Head for the gate first to find you cannot progress without a key. Head back to the hut for a CHECKPOINT and a door to open. There is an incendiary grenade and some 9mm ammo in the hut so grab that after opening the door. Now it's a game of shotgun tiggy (you shotgun the thing you are chasing). There are four or so zombie dogs infesting the cemetary path you just walked up. Remember that the best tactic is incendiary grenades before they notice you and a shotgun if they do. Normal zombies will also constantly spawn as you search for the dog with the key so just head for the dog before you waste your ammo. Objective: Reuinite with your partner CHECKPOINT. Cutscene zombie over and you are now separated from each other. If you are playing Leon your situation is more dangerous as the larger quick zombies will spawn and attack you. The lanes are quite narrow so you may want to pull out your trusty shotgun to finish them before they leap at you (or blast them in mid air). Helena on the other hands gets a few seconds breathing room before zombies start flying at her so she can be a bit more cautious. There is a dog however as compensation for the breather. A shrieker will be waiting in the center of the area so track him down before moving towards the objective. After you reunite (most likely long before your partner comments on your reunion) head for the objective to find a co-op door which opens into the cathedral yard. Sanctuary! Ah wait. The people inside are over cautious bell ends and won't let you in until you've lost most of your health and wasted most of your shotgun ammo. Put in other words you are about to be hit by a massive zombie rush. CHECKPOINT. Objective: Enter the cathedral Smash the boxes and grab the incendiary grenade before you walk up to the door and begin the massacre. The ambush consists of bloodshots, spade wielding zombies and shriekers. Use incendiaries for mobs and the shotgun for everything else. Unfortunately there isn't much I can help you with here, it is simply a matter of having enough resources and skill to kill enough zombies to trigger the door opening without dying first. Oh and its a co-op door opening so your partner has to open it with you. This may lead to some controller throwing moments. Be warned. Objective: Search the cathedral Make sure to grab the green herb and first aid spray from the central seating area and then hunt down all the barrels to smash. Grab the statue when you are done and either hoist or be hoisted to the second floor. Whoever is on the second floor needs to lower the ladder for Leon as well as grabbing the second madonna statue. There is also another green herb to snag up here as well. Place the statues on the pedastals to open the door to the next area. Two highly suspicious levers await inside the small room. Unfortunately you have no choice but to pull them if you want to progress so do so. Ojective: Defeat the statue trap Seriously? The 'puzzle' is so easy a two year old could figure it out. Leon gets attacked first but in each case you just run up to the statue and press A. CHECKPOINT. The next room is the same but with a heck of a lot more statues (gee this is great after watching the doctor who episode where the weeping angels take over Manhattan [shudders]). Follow the red lines back to the statues if you are having trouble with this and strafe to avoid their attacks. Note that you are also invincible when pushing the button of a statue. It is possible to get through without getting hit once if your strafing and timing is good. CHECKPOINT. Objective: Light up the statues Notice how you suddenly can see your laser sight 'line?' That is because it is required for the remaining puzzles in this section. As soon as they are complete the laser buggers off (Awwww it made aiming so much easier!). Pull out a gun and aim at the mirror to open the door. A zombie will be on the steps twixt the next area and yourself so arm yourself appropriately. Aim down from the top landing at the mirror to open another door (real mind melting puzzles eh?). Next room: Aim at the mirror above each others heads. If you are Leon you get to shoot a zombie between rooms while Helena waits. The perspective in this room is slightly perplexing however so look at the mirror on the roof very carefully to spot where you have to aim (Helena's spot is on the far right). Grab the madonna and a door opens again. Objective: Search the cathedral Reach the CHECKPOINT at the top of the stairs to notice that fancy-dancy (shut up, It's my walkthrough I can use whatever descriptors I like) weapon icon on the screen. FPS campers let out a collective sigh because you just got your grubby mitts on the sniper rifle. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ New weapon: Semi-auto Sniper Rifle - Can hold 5 rounds, is (obviously) semi-automatic and uses 7.62mm NATO ammo. Used by: Chris, Piers, Leon and Helena (unsure about Jake and Sherry at the moment as I am writing this campaign first). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You could so grab that statue through the bars (game logic, sigh). Anyway time to blast some bells to test out your new toy. Hit all five, including that tiny one on the wind vane to open the bars and grab the figurine. A new portal (read: door as I'm getting tired of typing door, hall and several other commonly repeating words) will open revealing the third floor gallery upon which you stand. Ensure you smash the barrels and reload all your weapons before activating the pedastals as you are in for a potentially hazardous engagement. Objective: Eliminate all enemies UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU New boss encounter: Lepotitsa [sniggers childishly at the name] Attacks: Sweet embrace - The lepotitsa will grab the player and initiate a QTE, if this is failed it will force its tounge down the players throat. Killing them instantly. Gastronomy - The lepotitsa releases a cloud of virus infused fumes which damage the player massively (staggering them) and infecting any nearby survivors. Tactics: Welp, there are two ways to handle this one. Up close and personal with a shotgun and explosives. Or instead you can try far away with the sniper rifle to remain out of range of the damaging gas cloud. Both are valid options and it mostly boils down to your resources and personal preference. Although it can be annoying being interrupted as you try to snipe by newly created zombies. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Choose a method to tackle the beast and let rip. If you manage to kill it before it infects any female survivors you will get an achievement. Lots of shotgun/ sniper ammo later and it will finally fall and a red and green herb will materialize up the front of the pew area. Probably just as well as that fight can get pretty brutal. Grab the keycard off the body and open the locked door under the altar. A treasure chest with a 4000 SP item and two barrels are in the room so make sure to grab them. Co-op open the door to enter the underground laboratory. Objective: Investigate the underground laboratory Notice how all the doors in the room have numbers on them? Thats because it's puzzle time boys and girls! Simply input the digits of the room you want to open and hey presto. Not much of a puzzle really is it? Of course one of the initial rooms has zombies in it (012) and one is already open (021). There is a shrieker (102) in another room who spawns about six zombies when he is released. The final door (201) contains yet more zombies. Open the gate between areas (210) to do the same thing again. The room (012) this time contains two more zombies, along with a hidden door that can be opened with the code (201). The combination (021) this time opens the exit gate. (102) results in another shrieker (with a green herb inside his room). (120) contains a zombie just dying to become a bloodshot. Now that all the gates are open take the exit out to another co-op door. Looks like an interrogation room in here, funny that. A zombie is playing possum in the hallway outside so do what you do best before heading for the next door. Head towards the objective until you are in a hallway with a few doors going off to the left and right. Serpent emblem: In the bathroom on the left drain the water out of the sink to find this emblem A zombie will be in the only stall in this room as well. The next bathroom on the right has a red herb inside in the last stall. Don't empty the basin unless you want to fight another shrieker. A zombie will walk out as you approach the end of the hall and more will be inside. After passing through out into yet another corridor you are welcomed by a cheery sight. Giant tanks containing B.O.Ws [sobs into beer]. Head into the room directly in front of you to find out an interesting little tidbit about miss Ada Wong. Another inputting device from earlier is against the wall in this room also. (201) opens the door to progress, giving you a new objective in the process. Objective: Activate the passageways Lots of chrysalid caccoons around and a dog in a cage down the ladder (I shot it and you'll see why I did shortly). This can be a very frustrating section as you have to activate a series of platforms while being bombarded with the undead. Each lever has to be pushed in sequence and if you die you have to start the whole thing again. Once you pull the first lever the insanity starts. Run back through the rooms you just came from to find another lever on the far wall of the now open room. A mesh screen will drop when this one is pulled, cutting off access for the following mob. You will have to drop down into the lower walkway to exit the room (remember that dog I told you to shoot? That one is down here if it isn't dead). Follow the walkway and climb the ladder at the other end to most likely reunite with your partner. The next lever is right next to where the first lever was (to the right at the top of the ladder). Pull this one to half lower another cage. This one needs careful handling as it splits you both up again (you don't want to redo all that again do you?). If you are playing as Leon you just have to hold out until Helena makes it to the lever (approx 30 - 60 seconds depending on skill level). Helena on the other hand has to contend with four normal zombies and a bloodshot coming at her. Use an incendiary if you have one here to clear the decks (except for maybe the bloodshot) and finish off any survivors with your shotgun. Helena pulls the lever either way and the final cage drops down letting Leon across. Co-op pull the two levers to end this section. CHECKPOINT. Take your time moving into and around the next large room as scattered zombies and a shrieker can make hasty players regret it. After taking him down zombies start arriving via every vent in the place. That's your cue to make like a tree and leave. The hatch at the end of the walkway is your escape route. Objective: Find Deborah Follow the tunnel (getting an introduction to how crawling works). Serpent emblem: After the second crawl point it is on your left Continue along the linear path until you have to drop down a small ledge and immediately climb up the other side. In a small corridor to your right will be a well hidden zombie waiting to ambush you. Head to the end of the next tunnel to finally clap eyes on Deborah. Great. Helena is not officially useless. You can kick though so feel free to do so. You can't access your inventory either so I hope you weren't full or that green herb at the first landing will just sit there and mock you. Let Leon (or if thats you then you) clear the way ahead of hostiles. There are only three before your first CHECKPOINT. Another three zombies will attack as you work your way forward. A second green herb will be just sitting there laughing at you (can you tell I had a full inventory?). Another CHECKPOINT will go off shortly and you will run into a dumpster. Leon must push this to move (Duh) and the inevitable acid zombies make an unwelcome return. You will find another green herb here (Arrrg! This is driving me nuts! I just lost six health tablets) as well as a red herb [smashes head against keyboard](NINE TABLETS!). Another dumpster for Leon to move and you continue to wind your way down the massive circular stairs. Reach the bottom for a dramatic cutscene. Objective: Defeat the mutated Deborah Couldn't see that one coming could you? Yeah, how many survivors have we actually rescued so far? Minus nine? Theres a QTE to survive if you are Helena here but otherwise you fall down again for a CHECKPOINT. A series of simple ledges and a few basic zombies await you on your way down the collapsing pit. It's really too simple to be a threat so keep going until Deborah shows herself again. Ok, welcome to the boss fight everyone. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU New boss encounter: Deborah Harper (mutated) Attacks: Spin kick - She spins through the air towards the target lashing out to deal damage Saw blade - She whirls her tendrils round in a circle damaging any characters in the area Heartbreaker - She stabs a tentril into the character knocking them to the ground. If you don't complete the QTE fast enough the second one lands and its game over Charge - She forms her tendrils into a shield and tries to ram into you at speed Tactics: Just looking at her you can see her weak spot. And the greater the area of coverage of your shots the higher your chance of hitting them (HINT: I mean use the shotgun). She is very fast and quite damaging if she lands her hits but just concentrate on the glowing tendrils and eventually you will bring her down. Shooting her when she is upstairs results in her falling down, momentarily stunned. This gives you ample time to run over and fill her full of shotgun shells. When she is weakened a single tendril will raise out of her. Make sure it shatters and continue firing. After a few rounds of this she will become enraged and smash the floor out from under you. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Grab all the items (including the red herb) and jump into the lift. You can cover Leon if you want if you are Helena. Otherwise if you are Leon you get the happy job of racing down more stairs with zombies all over them. This is another one of those simple sections that don't really need any detailed explanations. Once you reach the halfway point, Leon has to turn a lever to keep the lift moving. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Boss fight continued: The music swells and we are all careening down a track at high speed. Use X+A to duck under the barricades or be prepared to lose a lot of health. Once you are far enough along the track, Deborah decides she wants a ride as well and hops aboard. She has the same weak point but with no room to manouver this will most likely put a ding in your health. Same strategy as before, unload on her with the shotgun and hope you have enough health. She will do this twice before leaping off and leaving you hurtling towards an explosive barrel. If you have the shotgun out the shot is a piece of cake, otherwise I hope you are good under pressure as if you miss its kablooie. More barricades impede your progress so try to keep the top of your head attached as you roll along. She will jump onto the carrige for the final time before a cutscene takes over. This dumps you on your back with her about to stab you with a tendril. Two blasts from your shotgun should be all you need to finish her off for good. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Does that mean we did all that for nothing? Yes it does. Yay! =============================================================================== LEON - CHAPTER 3 Catacombs, AMERICA Helena: "It's not the water I'm worried about." (LC3) =============================================================================== Available Weapons (first time through): Leon: Survival Knife Wing Shot Shotgun Semi-auto Sniper Rifle Assault Rifle RN (found in chapter) Incendiary Grenade Remote Bomb Helena: Picador Hydra (no longer useful at this point and rounds take up inventory space) Shotgun Semi-auto Sniper Rifle Assault Rifle RN (found in chapter) Incendiary Grenade Remote Bomb _______________________________________________________________________________ Useful skills (that aren't infinite ammo or broken): Single Player skills: *Field medic - Free health? Hell yes! Multiplayer/ Split screen skills: *Item drop increase - More stuff is useful all the time *Shotgun shell pickup increase - Still useful as ever *Zombie hunter - 100% of the enemies in this level are zombies *Melee - None of the zombies in this level have guns so melee is very useful (just stay away from the exploding zombies) *Critical hit - the slow moving zombies make this decidedly more useful *Defense - Reduced damage is always handy _______________________________________________________________________________ Objective: None Amazingly you start where the last chapter ended (a shock I know). A set of doors will be directly behind you along with an inviting pair of levers. Pull them to enter the catacombs proper. Objective: Search the catacombs (vague much?) Move down the item laden corridor (in pots) until you reach a closed coffin that you can activate. Inside is an Assault Rifle RN to grab. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ New weapon: Assault Rifle RN - Takes thirty rounds, is fully automatic and uses 5.56mm NATO ammo. Used by Leon and Helena. Has a bayonet for increased leathality in melee. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As you advance you will see a line of tiles that are slightly sunken in your path. Stepping on them causes two massive whirling blades to appear out of the walls ahead. A zombie ambush is waiting for you as you move under them so you either need to shoot them while lying underneath the fans or rush forward to take them out quickly. You can release the A button while under the fans, mercifully your character is not stupid enough to decapitate themselves. Around the next corner a zombie will be gazing into the flame wall. Stealth kill him and then Helena has to be lifted up to the higher level to deactivate them. Leon has to fend off a few zombies while she does this so try to keep moving (the zombies in the tunnel do nothing). After removing the zombie keeping the trap active Leon can safely rejoin Helena. Hmmm a trap that still works, I wonder if there is going to be a zombie ambush? Yep 100% correct. CHECKPOINT. Insert the ring into the door to trigger the ambush. Now I know the trap controls look attractive but don't stay on them too long as zombies will also spawn behind you after twenty seconds or so. So fire off the flames a few times and then concentrate on the newly arrived zombies. There will most likely be a couple of bloodshots in there so make sure to keep your shotgun handy. After either rushing for for the door or flaming the encroaching zombies alive Helena makes a rather ominous and accurate comment about the upcoming area. Head towards the objective until you can climb up onto solid ground on your right. Serpent emblem: In one of the closed coffins here Resume your aquatic trek until you reach a golden gateway. Helena gets the high area again (complete with small tunnel) while Leon gets to play in the water. However this time there are active zombies in the tunnel. After turning the handle Helena takes a trip with Frankenfish and jumps over a small wall seemingly cutting her off from Leon. Objective: Reunite with your partner CHECKPOINT. Helena is faced with four zombies and a bloodshot (who is thankfully slowed down by the water). Chris on the other hand has to deal with submerged zombies if he doesn't get out of the water fast. After letting each other through their respective gates, Helena can grab a 5000 SP treasure out of a coffin on the left side (the one on the right contains a snake). Both characters must work their way through a relatively simple area with a crank lever and gate to open at the end. Open the co-op door to 'get out of here.' Objective: Find the exit from the cave CHECKPOINT. Welcome to the bowels of the Earth. Beware as acid spitters, whoppers and other enemies here as they appear in abundance. A spitter and regular zombie are the first to confront you upon your arrival so do them the courtesy of perforating them. The path in this section is very linear and the only real thing of note is the order of the enemy encounters. The next encounter involves exploding zombies (the ones holding lanterns) and several regular zombies. Approach the first lever and after grabbing hold, release it as zombies are dropping down from behind you (including a shrieker). Acid spitters also are in the area so don't stop strafing to avoid damage. Once the area is clear you can safely drop the bridge. Another acid spitter and regular zombie will attack from above as you move forward a little so keep an eye to your upper left as you move along. Another acid spitter will move in from directly ahead so deal with him next. Armoured zombies will drop down from the upper right on the next platform and more will approach from accross the bridge. Once they are mopped up you can continue on until you drop down another ledge and seconds afterwards almost drop into the yawning chasm below. Survive the QTE then jump across the same hole to see a shrieker and explosive zombie on the next platform ahead. CHECKPOINT. A whopper will be waiting for you at the far end of the rickety wooden bridge. The weight of the whopper will shake the bridge, throwing off your aim and/or stunning you so back up and take out your shotgun or remote bomb to get the drop on it. If you feel cheap you can get about five sniper rounds to its head before it starts towards you. Surf across the wobbling bridge (if the whopper is aboard) and after crossing a similar bridge you get a repeat of the previous fight. Shotgun or burn the wobbling tub of lard and drop down a ledge for a CHECKPOINT. A co-op jump with disasterous consequences means you either have to climb for your life or protect Helena with your sniper rifle. Unfortunately if you are playing as Helena you really have your work cut out for you with a whopper, shrieker and a regular zombie to combat. Two explosive zombies join in and other regular zombies as well. Bloodshots and explosive zombies continue to plague you as you move along the path. Finally Helena reaches the lever to let Leon across and find a boulder to push. CHECKPOINT. Proceed forward along the trail. Serpent emblem: On the right column (off the path) as you walk along the trail. Just make sure not to be back attacked as you go along as acid spitter love to do that kind of thing. After turning the co-op lever (a zombie will attack during the QTE so you can stop and fight or try to complete it before it reaches you) you will once again descend even further. A shaky start is what you are off to when you land. Sprint for it (ignoring every zombie on the way) to reach the other side before the ground crumbles beneath you. A boulder blocks your way and after pushing it aside you take a little dip. Swimming? Ugh there are very few games where swimming is an enjoyable experience and this is definitly not one of them. The left stick controls movement and the A button controls your strokes. Airholes are invaluable here as your air supply can dwindle rapidly if you get grabbed too much by zombies. After a CHECKPOINT you will see a SP item on the ground below. At the end of this area is a co-op manhole (yes a manhole) and upon attempting to shift it Frankenfish will return (I'm sure it has a proper name but I haven't been able to find it) with its sharky-like vengeance. Objective: Survive the attack A simple series of QTEs follows as well as another chance for your party to split up. Doggypaddle for your life Leon! Once Helena opens the gate anyway. If you are playing as Helena you have the most vital task (and less hazardous) of preventing Frankenfish from making a meal out of Leon. You have to hit the tongue of the fish to force him to retreat temporarily. Leon on the other hand has the unenviable job of swimming or being eaten (tough choice). Three good sniper shots later and Leon will be on dry land safe from the fish. Go back and grab any pots you missed now that Leon is safe. Co-op open the door to roll the tape on Frankenfish II. You begin by sliding down the pipe on your back with Frankenfish barreling (heh get it? He gets blown up by a barrel) after you. Aim for the tongue with whatever gun you feel most comfortable with. After several barrages of bullets a barrel will slo-mo towards the fish. Aim and fire to bring about the final demise of Frankenfish as well as the chapter. =============================================================================== LEON - CHAPTER 4 Lanshiang Airspace, CHINA HUNNIGAN: "Leon, you're going to need to take the controls." LEON: "I was afraid you were gonna say that." (LC4) =============================================================================== Available Weapons (first time through): Leon: Survival Knife Wing Shot Shotgun Semi-auto Sniper Rifle Assault Rifle RN Lightning Hawk (found in chapter) Incendiary Grenade Remote Bomb Helena: Picador Hydra (no longer useful at this point and rounds take up inventory space) Shotgun Semi-auto Sniper Rifle Assault Rifle RN Lightning Hawk (found in chapter) Incendiary Grenade Remote Bomb _______________________________________________________________________________ Useful skills (that aren't infinite ammo or broken): Single Player skills: *Field medic - Free health? Hell yes! *Team up - Lots of confined spaces here so team up works well Multiplayer/ Split screen skills: *Item drop increase - More stuff is useful all the time *Shotgun shell pickup increase - Still useful as ever *Zombie hunter - 90% of the enemies in this level are zombies *Melee - None of the zombies in this level have guns so melee is very useful (just stay away from the exploding zombies) *Critical hit - the slow moving zombies make this decidedly more useful *Defense - Reduced damage is always handy _______________________________________________________________________________ Hmmm, I wonder if zombies or snakes on a plane are worse? Probably zombies I guess. Well, you haven't seen one of those enemies for a while have you? Like one chapter ago. Objective: Defeat the B.O.W The Lepotitsa will start directly in front of you, so immediately swap to your shotgun and get some damage in. Having fought one previously should mean you know about the highly damaging gas attack it can do so try to keep in that sweet spot just out of its range so your shotgun does as much damage as possible. Also immediately in front of you is the lightning hawk magnum to pick up. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ New weapon: Lightning Hawk - Takes seven rounds, fires quite fast and has far less recoil than the Elephant Killer. It uses .50 action-express magnum ammo. Used by Leon and Helena. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Lepotitsa will start to make its way towards the passenger area if you take too long but once enough damage has been dealt to it (you can see damage being taken as it begins bleeding profusely) it will escape into the ceiling. Look at the information panel for the plane to see that there is a problem at the tail end. Objective: Find the cause of the anomaly The stairs out of the cockpit will open, allowing you access to the passenger area (well they seem remarkably calm and disinterested about the whole affair). There is a green herb in a small room between areas as well as another in the next dividing room. Once you reach a staircase going down you will be entering the cargo area of the plane. After entering the first room of the cargo area look directly in front of you for a case containing a 5000 SP item. Open the QTE door and grab the first aid spray on the basin along the left hand wall before co-op turning a big red wheel with your partner. CHECKPOINT. The Lepotitsa is back (big suprise) and once again you are in a small confined area with it. Objective: Open the hatch and keep out the gas The Lepotitsa is invulerable during this objective so don't bother wasting ammo on it (seriously I emptied all my guns into it topping up my health as it dropped and I still couldn't kill the thing). So make your first priority the box on the wall opposite where your objective is pointing. Smash it open and Open the hatch for a CHECKPOINT and a very annoying climbing QTE (or should I say TTE? Tedious time event). Use the RT and LT buttons to climb up the ramp making sure to dodge (X + A) the falling debris. Once you reach the top you will be rewarded with a CHECKPOINT. Objective: Stop the plane from crashing It just seems to be one thing after another, I can really imagine Leon quoting Samuel L Jackson here. Oh and all the passengers are zombies now by the way. These zombies seem incredibly weak and die with a single headshot. Head through the plane taking out the six or so zombies in the first section. A co-op point halfway will allow you access back to the front half. Serpent emblem: On the left side of the stairs up to the cockpit A couple of zombies will be waiting in the cockpit so take them out from the bottom of the stairs. Grab both boxes of lighning hawk ammo before approaching the controls. Looking at the diagram of the plane reveals that things are going from bad to worse. CHECKPOINT.As Helena you are required to keep the zombies away from Leon as he tries to control the plane. As Leon on the other hand you just have a series of QTEs to complete to successfully land the plane. Don't underestimate the shambling zombies as if just one gets past you can fail the event. Objective: Help Sherry and Jake CHECKPOINT. Hello Mr Ugly. If this is the first campaign you play this will be your first time encountering Ustanak. Get used to seeing his ugly mug as he will be popping up repeatedly all the way through Jake and Sherry's campaign. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU New boss encounter: Ustanak (same as Jake and Sherry's campaign so most info is repeated) PHASE 1: Corridor fight Attacks: Charge - You know what this is. Grab - Again, you know what it is. No hook shot this time though. Dual Grab - You thought single grab was bad. Now he can take two of you out at once. Multi layered QTE to get out. This hurts, mostly from duration. Tactics: Avoid him. He hurts. Use height to give yourself those few extra seconds of cover. He will jump up to you eventually, but just jump down and move away. The Lightning hawk and Sniper Rifle are probably your best weapons against him at the moment. There are also some explosive barrels in the raised areas to push down and shoot when he is next to them. There are also crates scattered around. At the end of this phase, we do what we like to call "Be a prick to Sherry", in which you lovingly launch her over the fence to Ustanak. But hey, she can heal, right? Oh and Leon too. PHASE 2: Smash the gate Attacks: Charge - You know what this is. Tactics: Sherry and Leon drive a bus to break a wall. QTE for the X. This allows passage to next area. And by the way make sure you aren't in the path the bus takes (in the middle of the area). PHASE 3: Chipmunk running and fighting Attacks: Charge - As per usual. Shotgun - Giant sized just for him. Single Grab - He will grab someone while still shooting at others with the shotgun. Fun. Tactics: Long story short, you need to get all 4 characters (yes I know) to push the moveable ladder tower into place to grant you access to remote bombs and a first aid spray. Other places have various items and such. PHASE 4: Why does he hurt so much? Attacks: Charge - Hurts. Dual Grab - You thought single grab was bad. Now he can take two of you out at once. Multi layered QTE to get out. This hurts, mostly from duration. Grab Throw/Drop Kick - While he has someone held, he can throw them at another person. Cheap bastard. Tactics: He has now changed arms to go full melee. He is no easier though. Lightning hawk, Sniper Rifle and remote bombs all work well. The shotgun may also work if you want to dance. I found strafing avoided most of his attacks in this phase. Although, that could just have been that the two NPC characters were in his hands. Do lots and lots of damage, and a tower will finally lock onto him and fall on his his pretty face. So now he's dead. Yup. Not coming back. Ever. Oh dear god, we're going to have to fight him again, aren't we? UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Objective: Go after Derek Simmons After the tower topples you enter one of the three areas in the game (besides the final campaign) that really feels like survival horror. You are introduced here to the 'wobbly mutant' Rasklapanje. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Boss encounter: Rasklapanje (must avoid typing name as much as possible...) Attack: Grapple: Results in instant death, can only be done when fully formed Grasp: When split in half the top half can grab and hold you in place Tactics: This enemy may seem similar to the one in Resident Evil 5 that you killed with the flamethrower and explosive barrels but it is a lot easier to slow down as a shotgun blast will knock it down. You can't kill it but you can steal enough time this way to complete your objective. If he is fully formed and grabs you it is intant death. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU CHECKPOINT. This section can be very tedious as your job is to find three keys to get through a gate (and you have to insert the keys individually, costing you time). Rasklapanje will relentlessly follow you as you try to collect them so you don't really have much time to think, let alone figure out which order to collect them in. As a salute to one of the few tense areas in the game I won't tell you the order or locations of the keys (just look at your screen anyway) but I will give you some handy info to get them quickly. I would also recommend using the keys as you pick them up as they give you checkpoints as you open the locks (you don't want to start over again right?). Serpent emblem: When heading straight up the street towards the padlocked door it is in one of the alleys to the right in a small room sitting on a box Padlock key A is protected by an electrified puddle. The switch is in the shop immediately to the left on the back wall. Picking up the second key activates a second Rasklapanje (great! As if one wasn't bad enough) which makes the section even more dangerous. There is a red herb and 2000 SP item in a shop directly to the left of the padlocked door. To reach the final padlock key you will need to find the ladder in the right area of the market, climb onto the roof, find the jump point, wait for your partner and finally be able to access the key. Open the co-op door to find it. Once the final lock is opened you retreat into the new area. See that grinder over there? If you suck at QTEs you will see it in your nightmares. Once you move next to it you have a final encounter (in this chapter at least with Rasklapanje. Twirl the sticks twice then press RT in time to eliminate him (sweet vengance or indeed sausage vengance). Enter the co-op door for a cutscene. Objective: Track Ada Wong CHECKPOINT. Head downstairs and through the door to enter a scene from the Resident Evil movie. Sprint for the other end of the corridor and get ready to slide as the laser trap moves towards you. Smash the two glowing lights on the side of the laser barrier doorway to disable the trap. CHECKPOINT. Awesome, let's get attacked by Roombas. Just run around and these things will self-destruct (don't bother wasting your shotgun ammo on them). Objective: Undo the locks on the barriers Leon will then proceed to try and bypass the locks for the doors. Just keep circling the room and eventually the doors will open. Make sure to investigate the two cases immediately to your left as you exit as two 5000 SP items are inside! Another case at the opposite end of this room contains a 4000 SP item (what a haul!). Head out of the room and drop down for a CHECKPOINT. Chase Ada down for a cutscene. Objective: Go after Derek Simmons CHECKPOINT. Head downstairs, grabbing all the items in the crates as you go. Open the large co-op gate to find yet another cutscene. CHECKPOINT. Well Simmons is on the run and this is one of the first of many fights with him (he's as bad as Ustanak in that regard but in this case his fights are all condensed into chapter four and five). Ah, the irony of Leon's statement as you try to intercept him at the front of the traincar (LEON: "We won't. We're ending this now!"). Famous last words Leon, you haven't got a good track record with unkillable enemies. Enough putting off the inevitable I suppose. Make sure you pick up the ammo and red herb in the third car before you co-op lift up to the roof. Objective: Defeat mutated Derek UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU New boss encounter: Mutated Derek Simmons (mutated form one) PHASE 1 - Rooftop mayhem Attacks: Leap - Derek lunges forward, knocking you over Derek resembles some kind of large dog now but he is anything but friendly. The way to damage him involves damaging him enough to return to human form. Once he does this unload as much damage as possible on him (the lightning hawk magnum springs to mind as a good option). Once he is down on one knee in human form run up and melee him to deal some damage. Due to the constant movement of the train aiming becomes slightly harder than usual so the shotgun can be of good use against his beast form. He constantly tries to move towards you when in his beast form so keep a safe distance away if you aren't going the shotgun approach. Derek will also move between the roof and inside of the train carrige so be careful about monitoring him as he moves around. After a set number of these beatdowns he will eventually fall. This unfortunately isn't the end of him as we enter phase two of the fight. PHASE 2 - Splitsville Attacks: Leap - Derek lunges forward, knocking you over Spines - Derek launches a series of spines from his tail at you During this phase Leon and Helena will be on separate trains. Derek has also sprouted a new addition to his arsenal, a tail that shoots spikes at his targets. Leon must try to race away from Derek while Helena fires at him from the adjacent train. This section is quite short so it won't be long before you both meet up again. PHASE 3 - Reunion Spines - Derek launches a series of spines from his tail at you Derek will be racing along the tracks and keeping pace with the train. Take cover behind one of the sets of seats and start firing over it at him. He will really start firing his new spines at you so keeping in cover prevents taking serious damage. After dealing enough damage he will jump back into the train. A QTE will occur (X + A) where you dodge him before returning to the top of the train. Finally you will be able to shoot him down as he charges the train to finish the fight. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU CHECKPOINT. After climbing out of the water slowly climb the stairs to finish the chapter. =============================================================================== LEON - CHAPTER 5 "LEON: Something doesn't feel right." (SERIOUSLY? You say that now?) (LC5) =============================================================================== Available Weapons (first time through): Leon: Survival Knife Wing Shot Shotgun Semi-auto Sniper Rifle Lightning Hawk Rocket Launcher (single use only) Incendiary Grenade Remote Bomb Helena: Picador Hydra Shotgun Semi-auto Sniper Rifle Lightning Hawk Rocket Launcher (single use only) Incendiary Grenade Remote Bomb _______________________________________________________________________________ Useful skills (that aren't infinite ammo or broken): Single Player skills: *Field medic - Free health? Hell yes! *Team up - Less useful than before as there are sections where the partners are split up. Still handy at times nonetheless Multiplayer/ Split screen skills: *Item drop increase - More stuff is useful all the time *Shotgun shell pickup increase - Still useful as ever *Rifle ammo pickup increase - Very useful to have some extra on hand *Zombie hunter - 100% of the enemies in this level are zombies *Melee - Enemies have no ranged weapons here so melee is more useful *Critical hit - the slow moving zombies make this decidedly more useful *Defense - Reduced damage is always handy _______________________________________________________________________________ Objective: Avoid the gas Well, things just went from worse to shit-storm. The gas is spreading through the city and it's your job to get the hell away from it. Head down the stairs and up the road towards the gate objective. Co-op open the gate and head up the stairs through a door to the right to avoid the wall of gas. While everyone else wastes time talking, grab the items and herb on the counter. You only get a few seconds to grab it before the window smashes and the gas begins to seep in. Race up the stairs avoiding the incoming zombies. At the top of the stairs hold out until the door is opened. Follow the hallway to the end and open the co-op doors to see a car ahead. CHECKPOINT. Take a little ride in the car though the gas filled streets. After your driving lesson ends co-op lift each other over the wall of debris. This is the point where the prologue played out (but Helena isn't incapacitated here). Ada will be firing down from the chopper above and your first priority should be getting off the street. Head down the narrow alley to find a door and building with plenty of corpses inside. The next crawlpoint can be used as a barrier against the two zombies outside. Just pick them off through the gap before crawling through. Serpent emblem: In the back of a truck to the left after you exit the crawl point CHECKPOINT. A green herb will be inside the car to grab before opening a door into another corridor. A wall of zombies will rush up the stairs towards you as you round the corner. A remote bomb or incendiary can clear things up in seconds or you could just open fire. After opening a co-op door you will be looking down onto the freeway (looks like fun doesn't it?). Hold out in the first area you drop down into until a zombie knocks aside the object blocking your way. After passing through this gap you will enter cutscene mode then regain control running towards the screen away from a massive explosion. Hold down the A button to automatically make your jumps until you reach the helicopter. Leon will have a zombie QTE to contend with before you regain your feet inside the chopper. Helena on the other hand will have to teach the concept of aeronautics to the zombie pilot with a stick wiggling QTE. Leon will once again improve his awesome track record while driving vehicles. After dropping onto the glass a dodge (X + A) QTE will occur. Grab the items here before co-op ofening the next door. Drop down to meet Truckosaurus! Oh, it's just Derek again. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Boss encounter: Derek Simmons (mutated form two) PHASE 1 - Truckosaurus, really? Attacks: Roar - Stuns all nearby characters Crunch - Derek attempte to snatch you up and eat you Tail swipe - Derek will turn 360 degrees, knocking down anyone in a radius Charge - the same as practically every other boss monster Truck you - He will ram into a vehicle, flinging it towards you Jump - Derek will leap across the area, potentially landing on you for heavy damage Tactics: Well, the tactics are exactly the same as phase one last time but he has some new attacks to worry about and you have barrels to play with. Shoot the barrels when he is nearby then sprint up and damage him until he drops to his knee. You can then activate the melee QTE and the following A tapping one to inflict pain upon him (it's even the same damn animation). Derek on the other hand will try to stop you doing this by stunning you with his roar and trying to eat you. PHASE 2 - Eye see you! The cavalry arrives here as a hummer with two rear mounted mini-guns drops into the area. The chase sequence is very simple. Just fire at his eye as much as possible before the car is destroyed. PHASE 3 - Not even remotely interesting You are probably out of the explosive barrels at this point. So you will have to start using your remote bombs to keep the damage flowing. There are plenty of crates around the edges of the area to smash for items if you don't have any. You may have to resort to using your shotgun or lighting hawk to inflict the final damage you need to finish him off. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Wow, he has really good recovery time as he's back up and trying to kill Ada. Climb up the rope (yeah I hate that QTE with a passion too) and eventually you will hop off at a good sniper perch. Zombies will fall from behind you dropping sniper ammo to help you fire upon Derek. Use your rifle to deal the required damage and laugh as Ada pounds his face in. After another rope climbing session Leon will play the hero and go to the aid of the damsel in distress. Helena has the job of providing fire support from the window. Derek is back in his dog form and as such he leaps about alot. Use the small side area to avoid his long leaps and use any remaining shotgun ammo to heap the pain on once again. Helena can just keep taking potshots at him, occasionally breaking some crates to get ammo. The occasional zombie will still drop down as well giving you some ammo. Once you deal enough damage once again Derek will knock Leon to the edge and will be rescued by Ada. Derek will once again vanish out of sight. Which of course means we'll have to fight him again. Oh, two seconds later eh? Derek will be blocking your path yet again. He will swipe and stab at you as you try to deal enough damage to stun him. After you meet that amount the zombies around him will swarm and attack him. This gives you the opportunity to get away from him. Objective: Get to the heliport Follow your objective marker, making sure to pick up all the items in the crates on the way. Co-op lift yourself up for Leon to be knocked onto a lift leaving Helena trying to get him out of there. Helena has to use the lift control panel to move Leon away from Derek's attacks. The only difficulty is the waves of zombies that attack while you attempt this. The QTE for the panel can be tricky too as you have to time your X button presses to succeed. I recommend using the hydra or shotgun to take out the zombies quickly then focus on the panel. Completing this twice should result in Leon moving to safety. A co-op door bars your path but now Leon is back you can smash through it. Stock up as you approach the final objective. Derek is back one final time in his ultimate form. Hey he really is a cockroach! UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Boss encounter: Derek Simmons (mutated form three) Attacks: Rush claw - He will hold both large claws together then push them forward, hitting a large area for painful damage Slash claw - Derek slowly raises a claw to the side and a QTE dodge will present itself to avoid the attack Stab - His legs will fall at random points in the area dealing damage if you are below Acid spit - He will launch a ball of burning acid directly at you dealing heavy damage if it connects Tactics: The basic technique for damaging Derek is to make him absorb the zombie impaled with the lightning rod. He only absorbs zombies when he has taken enough damage to his massive glowing weak points. This can be a lot harder than it sounds as a constant stream of alternative zombies will slowly move towards him presenting him with multiple options to absorb. Once his head is on the ground from the multiple thunderbolts make sure the rod is in a new zombie then use RT on his head to climb up and place a grenade on him. This will damage him again and cause him to absorb the zombie with the lightning rod one final time. Once the bolt hits you will both be knocked back onto another platform. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU CHECKPOINT. Jump over the fence and climb the stairs to reach the long awaited helicopter. But wait, haven't you got some unfinished business to resolve? Yes grab the Rocket Launcher and finish off Derek once and for all. Good riddance. Get on the helicopter to finish the game. Oh, wait we still have three campaigns to go don't we? ******************************************************************************* ********************************* CHRIS'S CAMPAIGN **************************** ******************************************************************************* =============================================================================== CHRIS - CHAPTER 1 Wayip, CHINA "PIERS: Good, I needed a break" (CC1) =============================================================================== Available Weapons (first time through): Chris: Combat Knife (start with) 909 Pistol (start with) Assault Rifle (start with) Flash Bangs (found in containers/ dropped randomly) Hand Grenades (found in containers/ dropped randomly) Piers: MP-AF (start with) Anti-material Rifle (start with) Assault Shotgun () Hand Grenade (found in containers/ dropped randomly) Flash Grenade (found in containers/ dropped randomly) _______________________________________________________________________________ Useful skills (that aren't infinite ammo or broken): Single Player skills: *Field medic - Free health? Hell yes! *Team up - You spend a lot of time together so free damage is nice Multiplayer/ Split screen skills: *Item drop increase - More stuff is useful all the time *AR ammo pickup increase - The shotgun isn't yet available so this can fill the void *J'avo killer - 75%+ of the enemies in this level are J'avo *Firearms - Enemies tend to wield guns here so firearms are more useful *Defense - Reduced damage is always handy _______________________________________________________________________________ Objective: Head for the site of the attack Time to go sightseeing through China on the mystery tour. Unforunately this mystery just results in zombies. Drop down the rope and stock up on items before opening the door. Two horrifying enemies appear as you kick open the door (yes the media, fear it). Head straight ahead until the vehicles ahead blow up in your face (are all vehicles in Resident Evil games made of napalm?). Enter the co-op door to exit the hectic streets and up the stairs inside. Serpent emblem: Sitting on a shelf in the first room at the top of the stairs Follow the linear corridor until you can drop down into an alley. Open the co-op door at the end to meet the first enemy of this campaign. The J'avo here will be directly in front of you just waiting to have his head blown off. You will come to several squad members in need of help (we can't all have the main character buffs of being able to move or actually being able to kill enemies). I'm pretty sure the RPG J'avo killed himself of there (see how intelligent our enemies are?). Open the co-op door and then another to be faced with four or five J'avo inside. You can let your squad deal with these enemies if you want to avoid taking any damage. The next door contains one J'avo hiding behind a box (feel the terror of one guy behind a box, real survival horror here people). A door will be kicked down as you approach your squad members and a J'avo will rush in. Gee you can't tell the scripted encounter enemies for the fact that they don't dissolve and drop items. J'avo will appear one by one as you progress down this alley so melee works well as you are unlikely to be flanked or surrounded. The co-op door at the end of the alley leads to an ambush by a mutated J'avo and his friends. The sickle armed J'avo is slightly more agressive than the regular kind and his head is harder to hit as his arm often gets in the way. If you are playing as Piers you can just use the Anti-material Rifle to end him fast. Keep an eye out for the gunner J'avo that spawns after the first enemy dies or you might lose some health to cheap attacks. Objective: Proceed along route 9 Climb the stairs and drop down to find....another alley. Co-op the door for a CHECKPOINT. Gunner J'avo will rush into the alley from the other end and take cover, actually acting like slightly intelligent enemies (or just enemies that escaped from any other popular FPS you can name). Piers and his rifle can be very handy here as the J'avo will stay in cover and fire at you constantly even if you try to rush them. Kill off all the gunners before you move up or else you have to contend with melee enemies in your face while still being shot. The two melee J'avo will come out of a roller door on your right halfway down the alley. The door at the end of the alley opens into a room thankfully empty of J'avo. Serpent emblem: hidden behind a crate directly in front of you as you enter the room Follow the path until you reach a firey CHECKPOINT and a room with two smug looking J'avo just standing there inside. Yeah, I threw a grenade in at their feet and laughed as they 'sploded (I can be vindictive at times). A reinforcing J'avo will walk down the stairs once the other two are dead. A sickle arm mutated J'avo will emerge from a small room on the left once you reach the top of the stairs. Almost immediately afterwards another door will shatter into a million pieces and a sickle J'avo will emerge through the next door. Once they have been dealt with open the co-op door to head outside. Hey look! A place that isn't an alley or small room! Creativity overload! A J'avo will be gazing off into the distance in front of you so help him get a closer look at the scenery. A gunner J'avo will be waiting at the next turn of the stairs. Well with little cover it is probably best to rush him or quickshot then rush him. Objective: Go to the Ace of Spades CHECKPOINT. A gunner J'avo will be on a roof directly ahead (a height level above you). Piers and his Anti-material Rifle really help out here as you can take out the rooftop bound gunners ensuring the rest of the J'avo get shredded by the rest of the squad. Climb across to another rooftop once you are done and up another ladder to be greeted by another squad of gunner J'avo. Immediately run to your right to find cover and avoid taking damage. Piers is once again invaluable here with his ability to kill enemies quickly without wasting large chunks of ammo trying to fire at enemies more than fifteen meters away. When you're ready climb up to the co-op slide point and watch as Chris gets the short end of the stick, having to swing hand over hand to safety as Piers provides covering fire. CHECKPOINT. Once Chris makes it to safety you both move in parallel along the rooftop, all the time being attacked by gunner and mutated moth J'avo. Chris will be the main focus of their ire but the mutated moth J'avo will attack both characters. If you make it through that gauntlet you will be able to progress through the co-op door. CHECKPOINT. After being forced down to a lower level you will be pinned down by gunner J'avo as melee J'avo approach your cover. A well thrown hand grenade will solve your melee enemy problems and Piers sniper rifle or Chris's assault rifle will take out the gunners. Head up the long ladder and through a co-op door. Objective: Hold out until Bravo Team arrives Welp, this section can actually be a stiff challenge as enemies spawn in from every direction (just look at where the explosive barrels to see where they spawn). Use the barrels to take out clusters at a time and use your automatic weapons as you won't really have much time to place your shots. Use your hand grenades to take out clusters of enemies and try to keep behind cover as much as you can. If you can hold out long enough (or defeat enough enemies) Bravo Team will arrive to save your bacon. Objective: Rescue the hostages The narrow hallways in this area are packed with gun wielding J'avo out for blood. Depending on your health situation you might want to let your squad deal with most of the J'avo in the area, moving forward when their numbers thin out. If you want to directly engage the enemies here your best bet will most likely be Chris's assault rifle or the MP-AF that Piers wields on full auto. Once the all clear is sounded head down the stairs a floor to find another level infested with J'avo. Same tactics apply here, let your squad lead the way and follow them when resistance is lighter. Arggghh, spider-zombies! Yeah make sure to watch the ceiling as well now these guys have shown up. Take out the three on guard and move up to where the hostages are located for a CHECKPOINT. Clear the floor of the remaining spider J'avo (rescuing a hostage in the process) and head down a floor. Follow the hallway here and on the left will be a case with a 2000 SP item inside. Another hostage laden spider J'avo will move around again on the floor you were on previously. Head up there and catch up with it to start tracking down the final hostage. Head for the elevator and when it grinds to a halt, use the ceiling hatch to get out. Explosions will abound from the J'avo with the RPG launcher above you. Make sure to take him out first before opening the doorway and dealing with the gunner J'avo inside. A hand grenade is a good way to clear the path, however a second wave will arrive after defeating the first. So get to work on them with whichever weapon you still have ammo for. Head down the stairs to find ladders to the lower floor. Before dropping down make sure to grab the 5000 SP item from the case. Dropping into a hostage situation from above should really give you an advantage, unfortunately the dead cannot be take by suprise. Use your automatic weapons to deal damage quickly and make sure to reload before taking out the final visible J'avo. Because one drops down from above to threaten the hostage. One final shot is required to rescue the hostage so make sure it's a good one. Objective: Get clear of the building Missiles are coming for you and we don't like that kind of thing do we? Head up the ladder and up to the second floor to circle around the floor and out to safety after a wiggly stick QTE. =============================================================================== CHRIS - CHAPTER 2 Edonia, EASTERN EUROPE Piers: "Suck it up Finn." (CC2) =============================================================================== Available Weapons (first time through): Chris: Combat Knife 909 Pistol Assault Rifle Assault Shotgun (Found in chapter) Flash Bangs Hand Grenades Piers: MP-AF Anti-material Rifle Assault Shotgun (Found in chapter) Hand Grenade Flash Grenade _______________________________________________________________________________ Useful skills (that aren't infinite ammo or broken): Single Player skills: *Field medic - Free health? Hell yes! *Team up - You spend a lot of time together so free damage is nice Multiplayer/ Split screen skills: *Item drop increase - More stuff is useful all the time *Shotgun shell pickup increase - After finding it it will become your best friend at the end of this level *AR ammo pickup increase - If you like the assault rifle better than the shotgun you weird person you *J'avo killer - 75%+ of the enemies in this level are J'avo *Firearms - Enemies tend to wield guns here so firearms are more useful *Defense - Reduced damage is always handy _______________________________________________________________________________ NOTE: Make sure you keep five hand grenades if you can during this level as they will come in very handy against the enemies at the end of this chapter. Objective: Bring the city under control After you barrel roll out of the army vehicle move for cover immediately as even a second or two exposure here can result in some nasty chip damage. Move up the cover on the left side (keeping an eye out for flanking J'avo gunners) smashing crates on the way. Heading too far out to the right in the open will allow the sniper to fire away at you dealing painful damage so weave from cover to cover as you move up. If you are playing as Piers you can actually beat the sniper at his own game if you are quick enough. Dodge in and out of cover to see where the laser is coming from and then put him down. The halfway point of this area is where the sniper was crouching. This is a good spot for Piers to dig in and take out the RPG J'avo on the third floor on the left and the J'avo gunners on the right so it is safer to move up. Chris can go... I dunno, sit in a corner and suck his thumb maybe? Be careful if you are on thermal sight though as if you are looking at sky it can mask the presence of hostiles. Use the newly arrived APCs as cover to reach the building on the left. Swap to a fully automatic gun before rushing in as quick response will probably be more important than deftly placed shots here. A red herb will be sitting halfway up the stairs going into the building with three or four J'avo inside. Use the stairs or window frames as cover to avoid damage and methodically clean the place out. Head for the co-op door objective to see that you've suddenly got problems. Don't bother shooting the massive Ogroman as it can only be damaged via QTE initiated in melee range. Just wait until you both jump off the arch and hug the right (reversed camera here) wall until you can enter an archway with some stairs leading up. This is the best place to make a stand against the Ogroman as it slows the J'avo as they try to reach you. You might initially find it hard to target through the windows but don't worry as the Ogroman will take care of that for you. Once a wall has been cleared and the Ogroman has been damaged enough near it, it will kneel down and grab the wall with it's hand. Run up to it's hand and press RT to enter the QTE to damage the Ogroman. This is just a quick tap A one but it requires quite a lot so I hope your thumb is ready. Once this has been completed the way out will be opened and you can backtrack to obtain your much deserved new weapon. The assault shotgun. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ New weapon unlocked: Assault Shotgun - Can hold 7 shells, is semi-automatic and uses 12-Gauge shells. Used by: Chris, Piers and Ada. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Move up to the Armoured Personnel Carrier (APC for future reference) and approach the corner for a CHECKPOINT. Take cover against the corner to take a peek at the five enemies waiting there on the ground and five in the window/s across from you. They all have guns so the best method is firearms but you can still lure them around the corner and treat them to a knuckle (or combat knife) sandwich if you so desire. There are also some boxes to smash in a small room on the right of the road. There is also a LMG gunner in the window where the street turns again so try to stick to the pillars to remain unperforated. Once they all flame off follow the APC but slow down as you near it. You will see a J'avo on the wall ahead (a free kill basically), ping him in the head and kiss the ass of the APC for a CHECKPOINT. Run through the door on the left to get off the street as your armour is about to run into trouble. Run up the stairs and drop down into the next room to circle round behind the J'avos manning the barricades (good opportunity for some stealth kills if you are into that kind of thing). Across from you on the second floor is a sniper so keep a wary eye out for the red laser sight (two headshots should take him down). Run up to where the sniper was for some crates and a good shooting position to gun down any straggling enemies. Another sniper will be at the end of the street, use your advantageous position to pick his brain.... with lead. Move up to the objective marker to make a rather anticlimactic entrance and to find another CHECKPOINT. Objective: Cover Finn Macauley Apparently a train car is in the way and you need to protect Finn as he plants the charges. There are RPG J'avo in the area (you have been warned) and the enemies approach from the right (from where you dropped down). There are two crates up a ladder to your left and a good firing position too. Just be wary of those rockets. Use the partition between the areas to move up and keep safe. Objective: Find Finn Macauley Sprint for the marker and make your dramatic (cutscene!) escape. Objective: Rescue the BSAA operative Directly ahead is a green herb to grab and a cutscene to watch. Prepare to curse the phrase 'no man left behind' as you smash the three crates on the way to rejoining your comrades. Fling Piers across the gap for a CHECKPOINT. As you move onto the bridge stay to the left (you'll see why in a few seconds). Use the left stick and A button to crawl to Finn's outstretched hand. CHECKPOINT. Objective: Destroy the tank Take cover at the edge of the burning APC to see the turret directly across from you. Take out the J'avo mounted on it and use this position to take potshots at the approaching J'avo. Race over to the cover on the right and vivisect any J'avo that run around the corner. Piers will yell out for you to distract the tank while he blows the fuel tanker. Just wait in this position and it will happen automatically. Objective: Reunite with your partner Sprint for the end of the bridge and take cover from the sniper on the balcony above. Aerate his skull and climb the ladder on the left. CHECKPOINT. Smash the crates on your way and climb a second ladder for another CHECKPOINT. Another crate will be on your left along with a J'avo in a train car. Kick the ladder down for Piers. Objective: Clear the path You can either jump down and help Piers or stay at the top of the ladder and shoot through the hole at the J'avo. Either way make sure you climb down when you are done as there is a crate to smash. Now that Piers is back with you that dustbin will prove no challenge for your co-op attack. CHECKPOINT. Objective: Hold off enemies until Finn arrives Well, the crap just hit the fan... unfortunately requiring you to defend until a timer runs out. Wow, the J'avo can fly planes too. The cover to the left of the bridge should be sufficient (along with a supply of shotgun shells or assualt rifle ammo you should be fine). Concentrate your fire on the LMG wielding J'avo or any mutated ones first. Once Finn has placed the charges sprint for cover with your squad at the rear of the bridge. Objective: Set explosives Make sure to remain kneeling while the rail gun rumbles toward you. It is likely that you will be hit by at least one blast but you shouldn't take too much damage if you are in cover. Objective: Destroy all (AA) gun turrets UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Boss encounter: Ogroman "Do you know how long it took for me to work out that you needed to jump onto these guys to 'pull out' their weak point? I was looking everywhere for a damn crane or some lifting mechanism to lure them under for an hour!" Attacks: Stomp - Stamping down quickly onto a character inflicts significant damage Slam - By slamming its hands into the player he can bring the hurt Grab - The Ogroman will try to snatch up the character inflicting large damage Tactics: You can kill the Ogroman by shooting his weak point until he leans on a building, then you use the RT on his hand to enter a quick-time event to damage the Ogroman. Repeat this a few times and it will die. Use pistols or assault rifles as these tend to be able to hit the weak point better at a distance. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU After the long cutscene you will be facing a giant Ogroman. The weakness of these guys are the organs attached to the wire coming out of the top of the spine. The pistol or assault rifle are helpful against the Ogroman as they are accurate enough to hit the weak point. Run into the building a squad member is beckoning you towards and take a left at the top of the stairs to find two crates. A sniper will be waiting as you backtrack to the stairs so pop him from around the corner. Two more J'avo are in the small room to the left of the sniper so use a flashbang to stun them or carefully pick them off from the doorway. Once someone yells out to buy them some time so they can plant explosives enemies will spawn from above in the same room. Stay in here and melee/blast them before they realise what is happening as this prevents them from taking cover and picking away at your health. If you are having trouble you might want to break out the shotgun as the enemies tent to arrive in twos. Retreat to the stairs when the charges are set and smash the crates next to the stairs. CHECKPOINT. Smash the boxes in the spawn room (now that it has stopped spawning) to collect some more items. On to the second gun (hope you aren't low on health as there are three in total)! Your squad member will kick open the door of the central building but be careful when you enter as two LMG J'avo will be waiting within. I would recommend staying inside the building while they plant the charges as you can bum rush any spawning enemies as they drop down from the top of the ladder (it's always fun welcoming spawners with a shotgun shell to the face... so satisfying). You will be shouted at some more: translation get your ass to the underground tunnels. They should be just below you so head to the base of the central building and drop down. Oh happy, happy, joy, joy! A second B.O.W will join the fray. This one hasn't got an exposed weak point so you have to aim at his jaw if you want to stagger him. Anyway back to the tunnel/hell hole. Make sure to keep an eye turned upwards to make sure you don't walk under any massive man-hole covers as you may be suddenly laminated to the floor by a Ogroman's foot. Make your way through the tunnel towards the final gun, smashing crates and taking out the lurking J'avo. Make sure you grab the green herb near the central building entrance. There should be a red herb down there as well. Ignore the first ladder you come to as it will lead to a pain filled doorway (the turret will interrupt your door opening so it is pointless). As soon as you reach the top of the second ladder press yourself against the right side of the door frame as a LMG J'avo is waiting for you. Carefully move up the stairs and use the cover on the left to take out any enemies on the ledge. Keep going around the ledge and drop down to reach the final AA gun. Take out the two guards and the J'avo on the AA gun. The Ogroman will break down the gate so you should skedaddle down the underground tunnel to avoid it. Wait down there until it is ready to detonate. CHECKPOINT. Objective: Find and exploit the B.O.W's weakness If you didn't read the above: You can kill the Ogroman by shooting his weak point until he leans on a building, then you use the RT on his hand to enter a quick-time event to damage the Ogroman. Repeat this a few times and it will die. In the case of the last Ogroman you only need to do this one then the cavalry will erase him for you. Objective: Search city hall Head up the stairs and kick the door open. You will spot Ada down a creepy corridor. Equip the shotgun and move ahead, a J'avo will burst out of a door to the left. Laugh as you blast him in the face and enter the room he was in for a few goodies. Enter the door at the end of the corridor for a CHECKPOINT. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU New enemy encounter: Nepad Attacks: Charge - ordinary charge attack (will sometimes pound chest beforehand) Grab/Grapple - ordinary grab attack if you wander too close Tactics: This enemy has armour on its body which can be destroyed via shotgun or explosives which exposes the flesh below. They move slowly but can suddenly charge (increasing in speed dramatically). They take quite a lot of damage to kill and on the higher level difficulties you will definitely want to have a few hand grenades to blast off the armour protecting them from your bullets. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Drop down to watch one of the cacoons hatch. This enemy has armour covering his upper body which can be blasted away easily with the shotgun. This is where those grenades I told you to save earlier will come in very handy. Be careful though as while you are engaging the first Nepad another one will hatch. Use one or two hand grenades and a barrage of shotgun fire to the face to quickly get rid of one of the Nepad. A third Nepad will hatch during the fight as well so make sure to keep an eye open. Repeat the grenade + shotgun strategy to take the remaining two down. Once they are dead, search the room for smashable crates and head through the newly opened door for a CHECKPOINT. Open the red door at the end of the corridor and immediately run back outside as weapons fire will zing past your face (know the phrase 'dead on arrival?'). There is a LMG J'avo directly in front of you as you step in and one behind the door and another to the LMG gunner's left. Use the door frame to pick them off and grab the goodies scattered around before going through the next door. Objective: Escape from city hall After the meeting a CHECKPOINT will happen and you will have a new friend. After opening the new door you will see the foyer has turned into a warzone, race up the stairs and co-op open the door. CHECKPOINT. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU New enemy encounter: Strelat Attacks: Spray/Bite - when rearing up they will lunge forward to deal damage Spines - When rearing up they will shoot a stream of spines at a character Tactics: Strelats are fast moving creatures that like to get in your face quickly. A shotgun works well when they try to rush you (I also think they can run up walls as they looked like they attempted to until my shotgun shell met them coming the other way). They stand up on their hind legs to attack so when they stop blast them. Don't bother trying to stop them when they run with anything except flashbangs/ hand grenades (likely to be too slow) or shotguns as only these interrupt their movement (at least from the initially available weapons). UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU There will be three Strelats to take out but they all spawn from cacoons so lining them up isn't too hard. They move fast though so be sure to keep on your toes. Once they are taken care of let Finn open the door for you and drop down for a CHECKPOINT. More Strelats will be waiting for you along with two Nepads. use any remaining resources you want as these are the last enemies in the chapter (It's fun to let loose occasionally, eh?). Open the final door for a cutscene and the end of the chapter. =============================================================================== CHRIS - CHAPTER 3 Wayip, CHINA "CHRIS: Damn you to hell, Wong." (CC3) =============================================================================== Available Weapons (first time through): Chris: Combat Knife 909 Pistol Assault Rifle Assault Shotgun Grenade Launcher (found in chapter) Flash Bangs Hand Grenades Piers: MP-AF Anti-material Rifle Assault Shotgun Grenade Launcher (found in chapter) Hand Grenade Flash Grenade _______________________________________________________________________________ Useful skills (that aren't infinite ammo or broken): Single Player skills: *Field medic - Free health? Hell yes! Multiplayer/ Split screen skills: *Item drop increase - More stuff is useful all the time *Shotgun shell pickup increase - Your best friend is still useful *AR ammo pickup increase - If you like the assault rifle better than the shotgun you weird person you *Grenade ammo pickup - Self explanatory once you have the launcher *J'avo killer - 75%+ of the enemies in this level are J'avo *Defense - Reduced damage is always handy _______________________________________________________________________________ Objective: Head for mission objective Drop down and watch the cutscene to see a Iluzja ordering some takeaway (I'll go into more detail about it later). Follow the linear path until you reach the excessive tomato sauce spill, next to this on the right is a green herb. Serpent emblem: Backwards and left from where you stand after looking at the bloodstain. It is sitting on a pile of boxes. Climb the ladder and open another door to reach a CHECKPOINT. Around the next corner are two lurking melee J'avo so dispose of them in the manner you like best and climb another ladder. Halfway up a second ladder two more J'avo will drop down, nearly knocking you off of it. Make sure they've got a ticket to ride (the bus straight to hell) with a few headshots. If you jump over the chest high wall just prior they have difficulty following you allowing you to take them out with ease. Climb the ladder again and open the door at the top and immediately use the doorframe as cover. Three gun toting J'avo will barrel roll into view and open fire on you. Use the ample cover to flame them and the three in the next room. These guys seem to be guaranteed to mutate into two headed variants that rush you and can lock you in place with phlegm or something so be sure to take them out ASAP when they mutate. Another red door with a first aid spray on a crate behind it and a co-op door to open. Objective: Help Sherry and Jake You start on a large U shaped area with a few crates to smash and Sherry and Jake getting fired on by a chopper. J'avo suffieciently damaged will mutate into large cricket-like legs and make their way up to your area. Shotguns work well to knock these guys down and finish them off quickly. There is a good alcove to hide in on the floor below where it is hard for the chopper to hit you and there is room to move. Once you've thinned out the enemies enough individual enemies will show up as objectives so you can quickly track them down. The final ones will most likely be the two on the chopper (in my game they refused to come down so I gave the chopper a new red paint job in exasperation). Open the now available co-op door and follow the ladders up to a five crate bonanza. Co-op kick down another door for a CHECKPOINT. Directly in front of you is a grenade launcher and a first aid spray along with several packs of ammo for the launcher. Now what does this sound like ladies and gentleman? Oh right a boss encounter. Enemies will spawn from the side you entered from as well as the chopper. You just convieniently got a grenade launcher so go to town. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ New weapon unlocked: Grenade Launcher - Can hold six grenades, fires a single grenade at a time and has three different types of ammuniton: explosive, acid and liquid nitrogen grenades. Used by: Chris and Piers. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Boss encounter: Helicopter "In this case it definitely isn't get to the choppa!" Attacks: Machine gun - The chopper will fire a line of machine gun ammo at you Rockets - A large explosive blast will erupt wherever the rockets hit Tactics: Enemies will spawn from the side you entered from as well as the chopper. You just convieniently got a grenade launcher so go to town. You can play it safe (taking cover under overhangs, staying out of the line of sight) but the massive radius of the missiles can still hit you quite often so I would recommend trying to take it down ASAP as you will consume less resources overall (less spawning enemies, less wasted ammo and health items). The chopper will probably take around ten shots to destroy so the quicker you can rack up the hits the better. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU CHECKPOINT. Make sure to fully explore the area for goodies before moving towards the next objective as more grenade launcher rounds always come in handy. Cross the small bridge and open the door. Objective: Track the B.O.W Serpent emblem: In the small room next to the mahjong table on a bunk bed. Head through the rooms looting as you go until you reach a co-op door. Gee, hasn't the guy in the cutscene ever seen a horror movie? Don't wander off alone from the group. CHECKPOINT. Follow the corridors to another dead squad member. Co-op kick another door and you will finally get a chance to unload some rounds in the Iluzja (not sure if it actually does anything to it at this point though). Slide down a rope, push some 'shit' out of the way and watch half your team get decimated via cutscene. Objective: Regroup with Alpha team CHECKPOINT. Search the place for some crates to destroy and kick down a co-op door. Jump down the hole after the Iluzja and get mario'd by your other squad members landing on your head. Kick down another co-op door for a chance to square off with the giant snake. Objective: Defeat the B.O.W UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Boss encounter: Iluzja Attacks: Chomp - The Iluzja will rear up and snap at you if you are in front of it Squeeze - The Iluzja will drop down on top of you and squeeze like an anaconda Tactics: The Iluzja has the ability to camouflage itself (it cannot hide its mouth just before it attacks though). Anyone familiar with Halo camo will know how to look out for this type of 'shimmer.' It opens its mouth just prior to attacking so a good shot down the throat should crimp its style a bit. A word of advice is be very careful if you are using the grenade launcher as hitting one of the hanging pig corpses can backfire badly. Overall the grenade launcher seems the best weapon to use against this beast. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU CHECKPOINT. After sustaining enough damage the Iluzja will retreat and you will receive a CHECKPOINT. You will have to crawl into the tunnel (Duh! Of course any sane person would do that right?). Make sure to have your shotgun ready as the Iluzja will say hi while you crawl along. After reaching the end of the crawl area the Iluzja will be waiting to rush you (you know I'm getting really tired of typing 'Iluzja'). Escape its grasp for a CHECKPOINT. More damage to the Iluzja, another CHECKPOINT and it will bugger off. So it has it's scarpered. This will repeat several times with some time to gather items in between. Once you are in a square area being bashed by the Iluzja brushing against you it is time to get some payback. Climb the nearby ladder and grab both green herbs before activating the switch. Now the timing is quite specific so you have to predict when to pull the lever. The first pull disconnects the plug and proves useless so you can safely ignore that pull. When the Iluzja rears up in front of your ally is when the switch needs to be activated. If you time it successfully you obtain some KFC, nah just fried snake. In a doggy bag. Objective: Track Ada Wong Get pulled up and grab the red herb behind the soldier. Follow the hallway to a co-op doorway. Objective: Defeat mutated Marco UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU New enemy encounter: Gnezdo Attacks: Swarm - A flurry of wasps surround the character dealing damage Sting - The large wasp attacks Tactics: To make this easy simply use the shotgun and blast the large wasp that appears. If you focus on this you will quickly down the enemy. He isn't much of a challenge really. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU CHECKPOINT. Grab the items strewn around the room and Marco's C4 explosives. Blast the door and open the co-op door downstairs. You will arrive at a dock with snipers to the left/in front of you, the safest way is to use the first boat for cover and pick off as many as you can with the assault rifle then circle round on the only path available to you. After the short cutscene immediately grab the cover in front of you and take out the two snipers to the right. Certain enemies turn into Nepads in this area but if you are skilled/ lucky enough you can blast them with the shotgun as they jump across gaps and kill them instantly. No muss, no fuss! You remember the strategy though right? Hand grenade + shotgun = win. After killing the second Nepad jump to the next area, smash some crates and open the co-op door. CHECKPOINT. Objective: Lose the hellicopter following you This is pretty simple as long as you hold down the A button to sprint and not have to press A at every jump point. Ignore all the enemies in your way and just keep running. When you reach the building you will get a CHECKPOINT. The same strategy as before applies here. The quicker you take it down the less resources you waste. Introduce the helicopter to the concept of love, encased in a grenade launcher round. That's the power of love.... Sorry, my references are becoming squared. Objective: Track Ada Wong Anyway, a CHECKPOINT will occur and the building will start shaking (no rush, take your time. No, really as it won't explode until you jump to the next one). Two groups of three J'avo will jump down at you but you can simply let Piers knock them into the water. There is a 4,500 SP item here in a chest as well. Climb the ladder and open the co-op door. Run into the building with the looming threat of mad science overhead. Spint up the corridor preparing to slide when the lasers appear. Smash the two pantels to the side of the laser door to open it. CHECKPOINT. The elevator spits you out in front of a co-op door, open it and proceed to get locked in with some killer roombas. The shotgun works great against these things as well as just running around like you have TNT strapped to your ass. Note the exclaimation point on the wall which after sufficient violence opens up a panel which can be rejiggered to let you out of the room. Distract the prototypes (normal movement works fine) until the doors open. Right next to the exit are three large SP items to grab. When you are ready drop down onto the catwalk for a CHECKPOINT. Follow Ada until you reach a co-op door and finally corner Ada (failing again to stop her). Then a highway chase ensues... wait, what? The car chase poses no real challenge until you arrive at the darkened parking lot. As you reach the second level you are blinded by headlights and need to take out a lot of enemies quickly to prevent massive damage. Concentrate on the RPG wielding enemies at the front first, then focus on the vehicles. Unfortunately there is no easy way to take them all out at once so you just have to do the best you can. CHECKPOINT. The next section can be really annoying if you get a bad run and there isn't much you can do about it. Take the wheel and whenever you are confronted with RPG enemies in front of you boost past them (this is your only defense, laughable isn't it?). If you took too much damage earlier you are most likely boned here as the rockets can pack a wallop. If you manage to make it to the carrier you are home and hosed. Wow that felt like a long chapter... =============================================================================== CHRIS - CHAPTER 4 Aircraft Carrier, CHINA "ADA: I should thank your men for being such good test subjects" (CC4) =============================================================================== Available Weapons (first time through): Chris: Combat Knife 909 Pistol Assault Rifle Assault Shotgun Grenade Launcher Semi-auto Sniper Rifle (found in chapter) Flash Bangs Hand Grenades Piers: MP-AF Anti-material Rifle Assault Shotgun Grenade Launcher Semi-auto Sniper Rifle (found in chapter) Hand Grenade Flash Grenade _______________________________________________________________________________ Useful skills (that aren't infinite ammo or broken): Single Player skills: *Field medic - Free health? Hell yes! Multiplayer/ Split screen skills: *Item drop increase - More stuff is useful all the time *Shotgun shell pickup increase - Very handy most of the time and even more so against a specific monster late in the level *AR ammo pickup increase - If you like the assault rifle better than the shotgun you weird person you *J'avo killer - 85%+ of the enemies in this level are J'avo *Rifle ammo pickup - You obtain the sniper rifle right at the start of this level and if you are good with it this is a great skill *Firearms - Enemies tend to wield guns here so firearms are more useful *Defense - Reduced damage is always handy _______________________________________________________________________________ Objective: Search the ship ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ New weapon unlocked: Semi-auto Sniper Rifle - Same as Leon and Helena's ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As soon as you regain control head for the weapon icon on the map to pick up the semi-auto sniper rifle (finally!). Now you can wreak your bloody vengance on those long range assholes in style (instead of sprinting at them trying to caveman club them). Grab the ammo out of the briefcase nearby and begin your rampage. Move towards the far end of the ship, shotgunning down a few creepy looking enemies (some of them detonate upon death). The stairs will be raised as you approach but keep pressing forward, a stack of shipping containers provides perfect cover for taking out those pesky snipers, making your future forward momentum much easier. Head to the marker to continue onwards. Race up the stairs to the left for some crates and jump down to resume your progress. The next section is a fairly long run to the next marker (there are no enemies in your path but they are shooting at you from the boat opposite) so just make a dash for it (up stairs and ladders). Pull the lever to drop the stairs and to activate a CHECKPOINT. Drop the ladder down to realize you are back where you started the level. Objective: Destroy the barrier and secure a route Serpent emblem: Inside the cockpit of the helicopter in the middle of the runway. Head for the left side of the ship where the newly moved stairs are but climb the first set of stairs before reaching those. The top of the stairs provides a CHECKPOINT and a way to drop down to the massive rocket. After dropping Piers down onto the platform you go for a little trip. CHECKPOINT. Head towards the rocket and you will have to cling to a pipe to cross over to it while snipers take potshots at you. Also four enemies are waiting on the other side (I expended a grenade launcher here to simplify matters, heh). Once you have some breathing room aim and launch the rocket to clear the way. CHECKPOINT. Objective: Track Ada Wong Jump down to the deck and prepare for a barrage of cheapness as a jet lets slip the dogs of war on your ass. Immediately move to the right after landing and use the chopper as cover while you off a few of the enemies. You have to work your way around to the right which means running through a hail of bullets at a specific point (make sure you have at least two units of health when you jump out of the helicopter and make a dash for it and two again as you round the crate to reach the right side of the ship. After that point the jet cannot hit you so just be methodical and progress towards the marker. Finally head up to the door you opened with the rocket to co-op open the door to a cutscene and CHECKPOINT. Enter the lift and get ready for the next wave of enemies. One will most likely rush you in the corridor and two will be waiting behind desks in the next room. Two spider legged J'avo will emerge as well from the wall behind the desk (these guys move fast and can be a real pain). A flashbang or grenade works really well in clearing this room fast. The room to the left in the next corridor is a toilet with a green herb and one enemy inside. Open the next door for a CHECKPOINT and an exploding enemy at close range. Make sure you move out of its radius before your ally blows you up. Two more sickle arm enemies will rush into the room so be waiting for them with the gun of your choice. Check out the doorway to the right at the top of the stairs to find some shotgun shells. Pass through two doors to find the remains of the ships crew, which amazingly don't attack you. The three enemies that come into the room on the other hand do, so use the doorway or other cover to take them out safely. As you exit out into the small hallway you get ambushed by four enemies so retreat back into the previous room and replay the last thirty second of shooting prior. Once they all hit the floor grab the green herb by the newly opened doorway. Proceed until you reach another co-op door and CHECKPOINT. Immediately get ready to fight spider legged enemies, if you stand where you regain control they get confused by the door edges (go the AI Capcom!). Be careful as you approach where Ada was as a hive/swarmer is in the room. Rushing in will cost you a lot of health. Shoot the large wasp with the shotgun or if you have a suprlus use grenades. After taking care of him climb the stairs for another two second delay to your progress (yes a door). Inside are three enemies so enter guns blazing. After the first three there are five more behind the room partition so be cautious about moving between rooms. You will then have to protect Piers for a whole five seconds as he turns a valve and sprider legged enemies charge you. Use the shotgun or assault rifle to flame them quickly and resume the womanhunt. Climb the newly lowered ladder to find a CHECKPOINT and a briefcase to the right with a 5000 SP item inside. Serpent emblem: Under the same staircase as the 5000 SP item Oh look a power up room... suspicious. However it is just false tension as there is a long cutscene which ends with an anticlimax. Objective: Use a jet to stop the missile launch Objective: Get all the passcodes Oh look a convientient lock that requires three items from the trophy cabinet to open, oh wait I mean passcodes. Sigh, this series has progressed in so many ways but suddenly it all comes flooding back... The first passcode is in plain sight right next to the lock. Well, that would put you off french kissing for life... (If you like your dated references it reminds me of the alien in Space Quest II who chased after you on the space station). UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Boss encounter: Rasklapanje Attack: Grapple - Results in instant death, can only be done when fully formed Grasp - When split in half the top half can grab and hold you in place Tactics: This enemy may seem similar to the one in Resident Evil 5 that you killed with the flamethrower and explosive barrels but it is a lot easier to slow down as a shotgun blast will knock it down. You can't kill it but you can steal enough time this way to complete your objective. If he is fully formed and grabs you it is intant death (the same way you just saw so it isn't very pleasant). UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Objective: Survive the attack CHECKPOINT. Basically it is a race with horrible painful screamy death as a consolation prize for the loser. Just follow the icons and blast any Rasklapanje in two that stand in your way. There are plenty of CHECKPOINTs so there shouldn't be too many ragequits. Keep in mind you have to do a circuit of the whole area as some doors lock behind you. Once you eventually get all the codes back to the lock you input them very slowly so try to draw away any following Rasklapanje before trying to input all three. CHECKPOINT. Wasn't that fun? Open the co-op door for a shock attack (unless you have a brain and then its a predictably cheap attack). Shoot the bits out of the air and climb back up. Another door and the jet is in sight... Now Resident Evil has a habit of showing you your final objective and then throwing a boss fight at you (like final fantasy and its save points). The same is sort of true here as the boss in this case is a fully manned aircraft carrier. Carrier: This section initially seems daunting but it is pretty basic overall. As Piers is in charge of the guns, your job is to do long slow arcs over the carrier tapping RB from time to time to avoid incoming missiles. Once all the anti-air guns are down you land on the deck and a timer starts. Your new job is to cover Piers while he makes his way towards the controls. This is fairly easy as well just make sure to take out the snipers at the top left in the second bombing. The third portion just requires you to shoot the Ogroman in the jaw and when he moves shoot the missile to finish the chapter. =============================================================================== CHRIS - CHAPTER 5 Chinese Waters, CHINA "" (CC5) =============================================================================== Available Weapons (first time through): Chris: Combat Knife 909 Pistol Assault Rifle Assault Shotgun Grenade Launcher Semi-auto Sniper Rifle (found in chapter) Flash Bangs Hand Grenades Piers: MP-AF Anti-material Rifle Assault Shotgun Grenade Launcher Semi-auto Sniper Rifle (found in chapter) Hand Grenade Flash Grenade _______________________________________________________________________________ Useful skills (that aren't infinite ammo or broken): Single Player skills: *Field medic - Free health? Hell yes! Multiplayer/ Split screen skills: *Item drop increase - More stuff is useful all the time *Shotgun shell pickup increase - Very handy most of the time and even more so against a specific monster late in the level *AR ammo pickup increase - If you like the assault rifle better than the shotgun you weird person you *J'avo killer - 80%+ of the enemies in this level are J'avo *Firearms - Enemies tend to wield guns here so firearms are more useful *Defense - Reduced damage is always handy _______________________________________________________________________________ Objective: Search the underwater facility Open the first door and set off the inevitable alarm system (just once could the main character not accidently set off the alarm?). Objective: Rescue Sherry and Jake CHEKCPOINT. Crawl through the opening and throw Piers across the gap. CHECKPOINT. Drop down the ladder and crawl under the now stopped fan. Serpent eblem: After standing up ofter crawling under the fan it should be right in front of you. Move through the room picking up the freebies on the way and let Piers stop the fan again. Slide down the vent to continue. Objective: Restore power to the elevator CHECKPOINT. You will regain control with two J'avo in front of you, a quick stealth attack can take care of one and then a melee combo can take the other before they even know what's going on. Pull the lever to activate the elevator and hop aboard. When the doors open take cover as quick as you can or you are liable to get an explosive to the face. I'm unsure as to whether you can avoid this section by activating the elevator again immediately but if you can you still have to avoid getting blasted by RPG fire. Once you manage to descend you will arrive to a CHECKPOINT. Arrive to a much less explosive enviroment, co-op open the doorway and prepare for some more J'avo (four to be precise). Along with more in the next room there is also a briefcase with some launcher ammo, be careful as one of the J'avo may be carrying a RPG. Welcome to the cheapness area... walk into a room and BOOM! RPG carrying J'avo infest these rooms so be very cautious when entering a new one. Turn on the elevator and step inside to reach the next room. Climb up to the catwalk above to pick up some items before co-op pull the lever and let the fun begin. J'avo and Chrysalis will enter the room (hope you have some grenade launcher rounds to simplify matters). Climb to the upper area to avoid being sniped and overwhelmed. Take out the sniper first then concentrate on the pair of Nepads (Both of them were standing together so I managed to kill both with just three grenade launcher rounds). Be really careful when the hiver arrives as it can take you unawares very easily. Take down the final Nedat and you should be right to eliminate the remaining regular J'avo. Race for the airlock when the countdown ends (as the supply of Chrysalis continues past the end of the timer). Watch the cutscene to see the boys having some issue and the destabilizing environment once again. Objective: Escape with Sherry and Jake CHECKPOINT. Hmmm, I wonder if that giant cacoon is the final boss. Nah, Capcom wouldn't be that obvious. Right? Please? Grab the ammo around the area before activating the console. Hey a four character section, this as always means a massive influx of enemies that two characters just couldn't take on. With the limited space on the platform the shotgun works very well against the J'avo. Believe me, its times like this that I'm very glad I had the field medic skill as otherwise I would be dead many times over. Be prepared for moth J'avo, cheap exploding J'avo and several other sorts in your battle upwards. Objective: Escape from the B.O.W CHECKPOINT. Oh crap, thats one big ugly bastard and he's coming right for us! Immediately start climbing and then running along the platforms to stay ahead of the monstrosity. It was at this point I really began hating the activation points (you need to stand in a very specific spot to activate the event. Ugh, why is the crawl animation so slow. I know it sounds like I'm complaining over nothing but repeat this section enough times and you will too. Key thing in this section is to remember you can slide (yes I forgot about it until I died several times). Eventually you will reach the lift and rise skyward for a CHECKPOINT. Well this definitely looks like a major boss fight arena. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Boss encounter: Haos Attacks: Slam - The B.O.W slams his hand down into the floor attempting to laminate you Tactics: The B.O.W can move deceptively fast and his slam radius is quite large. Concentrate on avoiding his attacks rather than dealing too much damage as Piers will help out in that department. I know his heart glows, denoting a weak point but he didn't seem to take any more damage there than he did to the back so I just remained behind him unloading the grenade launchers explosive rounds until he falls. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Ojective: Escape from the B.O.W CHECKPOINT. Does the B.O.W really strike you as dead? Yeah me neither. So let's obliviously continue onwards leaving it to follow us for a more climactic fight later (didn't these guys ever see Zombieland? The double tap?) Walk forward five or so steps and be proven right. The sections in this area seal within a certain time so its a race against time punctuated by shooting the B.O.W. Grab the ammo on the ground before you move ahead if you are short and ready either your shotgun or launcher to fire at the B.O.W. Crawl into the next section, shoot the B.O.W and slide for the closing door. After three or four repeats of this you will have to keep a door from closing so Piers can rejoin you. After showing of Chris's physique for thirty seconds he catches up and a CHECKPOINT occurs. Welcome to another pipe dream as the B.O.W resumes its attack. This one involves sprinting towards the screen but thankfully closing doors aren't in the way this time. Watch the cutscene (Ouch, that looks really painful!). Oh look at that... The maguffin has arrived to save the day (He really sent it in to be analyzed, eh?). Objective: Defeat the gigantic B.O.W CHECKPOINT. Escape the clutches of the B.O.W and head for the marker to pressurize the doors. The B.O.W will attack again, however its weak point is now exposed and vulnerable to your weapons fire. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Boss encounter: Haos Attacks: Sludge - Fired directly at you as a ranged attack Roof sludge - Can stick to the roof or drop down and act as mines Tendrils - Very long range ground attack that pulls you back into the range of the B.O.W Slam - Basic smash of the arm into the ground with short range Grapple - Instant kill unless it gets interrupted by Piers Tactics: You know its kind of depressing when you can beat a final boss without firing a single bullet but you can if you like (waste of ammo but if you want to feel like you are doing something then go ahead). You can ignore the depressurization messages as that triggers upon beating the boss. Let Piers deal the damage and just wait until the B.O.W caccoons itself, then let rip/ melee it until it is smashed. When you smash the caccoon the top half of the B.O.W will lay stunned on the ground. Run up and melee one of the weak points. Repeat this two more times and the battle will end with a CHECKPOINT, crawl and a few quick-time events. Note: Even if you have field medic here Piers can't use tablets as he is so make sure you have some healing on hand to prevent early deaths. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Objective: Escape from the underwater facility CHECKPOINT. Run along the walkway and ignore the enemies as they won't be able to hatch and react fast enough. Watch the ending cutscene to reach the end of the Chris campaign. Definitely felt more like a Gears of War campaign than a resident evil one but thems the breaks. ******************************************************************************* ******************************* JAKE'S CAMPAIGN ******************************* ******************************************************************************* =============================================================================== JAKE - CHAPTER 1 Edonia, EASTERN EUROPE "Jake: 50 million, non negotiable." (JC1) =============================================================================== Available Weapons (first time through): Fists (start with - I assume they detach at the wrist or something) 909 Pistol (start with) Elephant Gun (found in chapter) Hand Grenade (found in loot containers/ random drops) Flash Bang (found in loot containers/ random drops) Sherry Stun Rod (start with) Triple Shot (start with) Elephant Gun (found in chapter) Hand Grenade (found in loot containers/ random drops) Flash Bang (found in loot containers/ random drops) _______________________________________________________________________________ Useful skills (that aren't infinite ammo or broken): Single Player skills: *Field medic - Free health? Hell yes! *Team up - Extra damage for free? Why not? Multiplayer/ Split screen skills: *Item drop increase - More stuff is useful all the time *J'avo killer - 80%+ of the enemies in this level are J'avo *Firearms - Enemies tend to wield guns here so firearms are more useful *Defense - Reduced damage is always handy _______________________________________________________________________________ Follow the linear path and climb a few ladders to see all hell breaking loose outside. A co-op door is waiting your approach at the end of the corridor. Observe the helicopter mow down the stargazing J'avo and then turn his attention to you. Race down the alley using the sides for cover taking a sharp left at the junction ahead (multiple attempts at getting hit by the helicopter have failed, you on the other hand may get lucky). CHECKPOINT. Three J'avo (including one with an RPG) are taking potshots at the helicopter. Of course once the slightest part of you appears around that doorframe all thought of the impending assault helicopter leaves their minds as they all welcome you with open rockets and machine gun fire. Don't be fancy here (like me when I lost five HP trying to slide/remote bomb them then bugger off) just use the doorframe as cover while you do your thing. FYI: the helicopter does hit you now it has been confirmed (it took four tries but he does). Head for the small hut to move between open areas and spin kick the RPG zombie outside (you can still kick the crap out of him when the game take control of the camera so don't despair). Apparently the helicopter has learned a new trick... Rockets! While you are on the upper ledge it seems like the rockets don't hurt you however this hasn't been 100% confirmed. Drop down and immediately take cover to the right against the far corner of the building as rockets will be following your ass in seconds. Count out the number of rockets so you can tell when the gap in the barrage occurs and make a dash for the stairs on the next one. After you outside again you will see a J'avo clubbing a marine to death. He is actually a doodad (piece of scenery) until he finishes attacking him whereupon you can start picking his nuts off with your pistol. The helicopter is still firing at you so keep moving. A co-op door enters you into a cutscene. CHECKPOINT. You regain control in a dimly lit room (as per usual) with a couple of crates and a green herb around the corner. Be prepared to fall like a clumsy bastard (it's preset so don't blame yourself). What follows is one of the games 'stealth' sections (can you hear the fingerquotes here?). The first two J'avo are childs play to sneak up behind but mistiming the second one means the third J'avo will spot you. If you manage to take all three out there is one more immobile J'avo in the small building here. Walk up behind him and take him out through the window. Drop down the ladder inside the hut and stealth kill the final J'avo. A path split lies in your path ironically as Jake prefers increasing his frequent flier points while Sherry prefers to take the train. Jake first has to help Sherry up (who has a J'avo to take out on the way, easily stealth killed) and then whoever jumps across the gap first has to double back to lower a ladder down for their partner. Serpent emblem: Looking to your right on the upper ledge here you can see it Prevent yourself from falling again and open the co-op door. Two gunner J'avo and a machette weilding one will be waiting for you as you round the next corner. Use the sandbags as cover while you pick them off. Lift Sherry to the upper level so she can be mauled by the J'avo above. Melee it and knock down the pole to let Jake progress a dead run because the floor will fall out from under him (again). Sherry will have to deal with two initial J'avo that are easy to kill and then three more (one of which will likely mutate and will take a lot of damage to put down). Reunite and open the co-op door together. CHECKPOINT. A turret will greet you with a cheery hello of opening fire. This section has infinitely spawning guys so to avoid loss of life, limb and testicles (at least if you are playing as Jake) sprint for the objective which is a co-op door. The path is left-right-left-right and a co-op door. Basically head for the paths where the J'avo aren't spawning. Objective: Survive Time to wear out that sprint button as you meet recurring Jason look alike Ustanak. This guy is pretty much immortal (and unlike Jason this guy can actually run) and will instant kill you if he comes in contact with you. Please avoid this at all costs. First phase is a sprint towards the camera (nothing special just don't stop). The second one is away from the camera which can screw you over if you aren't paying attention. Sherry stuffs up here and needs to be rescued by Jake (by pressing the B button. How heroic! Not.) Objective: Escape from the warehouse CHECKPOINT. There is a green herb in the toilets on the left with a J'avo in one of the stalls. Once you've picked it up Jake lifts Sherry up to a loot bonanza (ammo and red herbs and skill points, oh my!). There is also another doorway on Jake's level containing some crates and a ladder down for more loot. Co-op open the door to enter a massive room. Are you not suspicious that they pumped you up with ammo and healing items before letting you in here? If you're not you should be. This a pre-loot situation. Once a certain event is initiated you will no longer have time to grab the loot in the area. So go round collecting all the loot before it happens. Check every room and shoot every lurking J'avo before approaching the large green door. Key note: do not destroy the barrels in this section except for the first one which takes out three J'avo at once. Make sure to grab the Elephant Killer gun from the briefcase on the second floor as well. Drop all the ladders on the upper area down before activating the green door. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ New weapon: Elephant Killer - Can hold five rounds, has very high recoil and does massive damage but in quickshot can really bring the pain. It uses .500 S&W Magnum ammo. Sherry and Jake get the chance to wield this monster. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Boss encounter: Ustanak (1 of 4) Attacks: Hookshot (1HP+) - He holds his arm out straight and fires his massive claw at you. He then locks you in, damaging you and then a QTE to break out will occur Strafing is the best way to avoid this attack (obviously). Grapple (3+HP)- Grabs you when you are in close proximity dealing large damage Charge (3HP)- The typical boss charge with the additional caveat that he is unstunnable. Sometimes he will charge without the full warning animation (especially when he is upstairs). Tactics: Prepare to move out of his charge that he initiate immediately after the cutscene ends. BARRELS!!!!!! Yeah barrels are your best friends here as they are the most effective way of crippling Ustanak. Ustanak has the ability to go through walls (put a drill bit in there and I can make it through walls man! - Ah Red Dwarf) effectively clearing the area allowing the infinitely respawning J'avo free reign to add extra unneeded orifices to your body. Ensure the stockpile of J'avo remains low or you might find things get a bit too dicey. Remote bombs and the Elephant Killer are your alternatives for dealing damage to this behemoth. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Objective: Escape from the ruins Follow the linear corridor, looting as you go until you reach the freaky mannequin room. On the shelf is a green herb to collect and a red herb further down the corridor. A strongbox with a 2000 SP item is inside to grab. Climb the ladder and slow down as you approach the corner. Two gunner J'avo are waiting there so this is a good opportunity to use a flash bang if you have been hoarding them. After the light fades race up and insta-kill them before they can recover. Objective: Help the BSAA After meeting up with Chris and Piers you can sort of do your own thing (you are supposed to help them blow up the AA guns but there isn't really any reason you have to go out of your way to as they will succeed with or without your help. The fight progress can be monitored by the number of guns that have been destroyed. The first gun is in the building to the right of where you gain control, the second is in the big central building and the final one you can only reach by dropping into the underground tunnels and surfacing in a building on the far side. Kick the ladder down then drop down past the gate to find the third AA gun. There are a lot of items to get in the underground tunnels including herbs and ammo. The only real danger is being stomped through the massive manhole covers by the Ogroman on the streets above, oh and there's J'avo too. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Boss encounter: Ogroman Attacks: Stomp - Stamping down quickly onto a character inflicts significant damage Slam - By slamming its hands into the player he can bring the hurt Grab - The Ogroman will try to snatch up the character inflicting large damage Tactics: You can kill the Ogroman by shooting his weak point until he leans on a building, then you use the RT on his hand to enter a quick-time event to damage the Ogroman. Repeat this a few times and it will die. Use pistols as they tend to be able to hit the weak point better at a distance. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU And you thought because it ended here is Chris's campaign. Wrong! Your best friend is back (Ustanak) and he's brought attack helicopters. Objective: Stop Ustanak; don't crash UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Boss encounter: Ustanak (2 of 4) Attacks: Swipe (1+HP) - Ustanak claws at you dealing average damage The first sequence of this fight is him breaking through the side panels of the plane trying to hold you tight. He will normally go for the panels you are standing near but avoiding him is a simple matter of moving out of the range of his claw. Use the elephant killer and remote bombs to damage him. Phase two begins with transfer to a new helicopter via a co-op jump and a QTE for Jake to avoid becoming swiss cheese. CHECKPOINT. You will have to man the turrets at the back of the chopper to try and deal as much damage as you can to Ustanak. He will cling to the helicopters swinging back and forth as you destroy them. The helicopters will also launch slow moving missiles when they move further away. He will fire his minigun at you as well dealing 2+HP of damage. To avoid this use the A button to duck behind your turret (we all like to avoid massive head trauma). If there is only a single helicopter left it becomes indestructable until another batch arrive (figure that the hell out). When you deal enough damage you will fall on your ass with ammo underneath you and be tasked with shooting the giant red screw you sign (read fire extinguisher) that rolls towards Ustanak. You then have to grab the bouncing parchute (very quick QTE) with the A button which ends the chapter. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU =============================================================================== JAKE - CHAPTER 2 "Well come on super girl, let's get looking" (JC2) =============================================================================== Available Weapons (first time through): Fists 909 Pistol Elephant Gun Hand Grenade Flash Bang Remote Bomb (found in chapter) Sherry Stun Rod Triple Shot Elephant Gun Hand Grenade Flash Bang Remote Bomb (found in chapter) _______________________________________________________________________________ Useful skills (that aren't infinite ammo or broken): Single Player skills: *Field medic - Free health? Hell yes! *Team up - Extra damage for free? Why not? Multiplayer/ Split screen skills: *Item drop increase - More stuff is useful all the time *J'avo killer - 80%+ of the enemies in this level are J'avo *Firearms - Enemies tend to wield guns here so firearms are more useful *Defense - Reduced damage is always handy _______________________________________________________________________________ Ok, what the hell do I say about this section? How 'bout ugggggggggggghhhhhhh? Head for the ladder and climb up to see sanctuary. Or not, no instead you have to tramp through a bloody no-visibility snowstorm (thats why you need the map) with infinitely respawning enemies. At times the snowstorm will increase in intensity and obscure your vision even more. The red dots on your map are the objectives (same with the key icons on your screen). You will be introduced to a new enemy here. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU New enemy encounter: Mesets Attacks: Rib impale - The Meset swoops down from above, impaling and grappling you with their ribs Tactics: These horrible looking bird-like mutations are quite dangerous as they can fly above you dropping down to grapple you with their ribs. They take quite a few hits to bring down even with the sniper rifle or magnum. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Im gonna be very straight forward and less amusing as I really want to get this section over with. From where you are, you should be able to see the point where the first memory stick is. This isnt as straightfoward as it looks. You will need to do a massive circle around to get it. Nothing of too much drama, just a couple of Mesets and J'avo. More spawn after you collect the stick. From here you will need to make your way around the right up an icy path. Here you will find more of both, and even a J'avo on a snow mobile. If you can kill him you can take the snow mobile, if thats your thing. If you fall over at any point on the icy path, you will slide to the bottom. As amusing as this is at first, if it keeps happening, it gets annoying very fast. At the top is a large open area with another snow mobile J'avo, and your second stick. At the south west is a bridge which will take you to a hut with the last stick in it. In case you hadnt seen them on the way into the hut, more Mesets will hatch after collecting the final stick. Its up to you if you want to fight them or not. But now you must epic backtrack to that nice cozy hut and some hot coffee. But dont despair, there is a shortcut and a speed up. If you 'acquired' a snow mobile you can use that. Dont worry too much about the aiming, if you get to a cliff, you will jump off before it careens over. If thats not your style, when you get to the icy path, slide for a second (Run+LT), and then let it go. You will then start your slide down, and have the ability to steer with the Left Stick. At the bottom of the icy path is a ladder which will save you a little time and get you some herbs. Climb the ladder, follow the train tracks, and at the end will be a crate anda crawl path. Before you crawl, check your inventory to make sure you have at least two free slots for the herbs. As soon as you crawl, you will, yup you guessed it, slide. Spam X here to pick up both the Red and Green herbs. You will find yourself back at the start. From here travel north east, then make a u-turn and up the path to the hut. A Meset will hatch here. Dispatch of it and enter the co-op door to start a cutscene. Where hot coffee and sexy times happen. And I'm totally not lying (I totally am). After your cosy little tete a tete you will be rudely interrupted by insurance salesman, wait I mean six J'avo. They will come in two at a time and try to surround you in a wall of death. Pistols, melee and even the magnum are all good choices for dealing with these in your face enemies. Once the wall dissapears from existence, sprint for your snowmobile outside (head for the objective if you are unsure). I'll warn you. Prepare to die a lot. Here you will be chased by snow. It can insta-kill you. And cliffs can kill you. And trees. You get the idea. Controls are simple - accelerate all the time pretty much. As you first head off, there are some skill point items that flash by, so spam X to pick them up. When the camera pans out (after you exit the small valley), dont turn right, to avoid a Cliff Death. However, after a while you will notice it coming right for you from straight ahead, turn right to avoid Snow Death, but not too early, or else Cliff Death. If you turn as soon as you see it, you should be right. CHECKPOINT. After the jump, you are introduced to Tree Death. Avoid these. They may not kill you immediately, but they cause Snow Death, due to your speed loss. You will also notice snow coming down the right side as you progress. Don't get too close, or else Snow Death. After the waypoint, you will be exposed to a lot of jumps and you will see the snow approaching from the left. Avoid this, as the area of Snow Death is greater than before. Afterwards, you will reach a tunnel with some skill point items (spam X). CHECKPOINT. Thankfully there is a checkpoint here as you may die a lot in the next part (this time did it first time, so apologies if turns are not completely accurate). Glaciers are rising and cracking in front of you, and you have to navigate it. Start straight ahead, it will veer you left if you dont do it yourself. Turn right and then curve around left (as too far right will cause Fall Death). After, it keeps relatively straight before a massive jump at the end. You will need to do a QTE with the A button (oh dear god don't forget the A button), or else you will have Fall Death and have to do the whole glacier bit again. If your playthrough is anything like mine, you will hate that QTE with a passion (we made it through perfectly first time, but missed the A button, which lead to many more deaths). Then you will have a cutscene, and on to acoustics. Objective: Find the cave exit CHECKPOINT. Guess who is back! Its Ustanak! But now in multiple form, and with 50 percent more insta-kill. As you walk through, you will notice that some patches of ground make a lot of noise (they will point it out too). Progress on and you will see the Ustanak is now operating on an alarm system. I should make a note that you will not need your guns. Shooting (even the ALARM BUGS) will alert them to your position and Ustanak will run to you and insta-kill you. Unless you hide first. The only way to avoid the bugs seeing you is to hide in a dumpster. You can still see out in first person, so pick your time to leave and backstab. Oh yeah, you can backstab the ALARM BUG with a melee attack. Be patient, approach when they are facing away from you, and kill the little buggers. You can kill all of them in this whole area if you are careful. There are two ALARM BUG before the first drop. Be careful and backstab and you will be fine. Drop down. CHECKPOINT. Two more bugs. Stab stab. Here you will have a choice between a ladder or a drop. Take the ladder for 2000 SP item in a briefcase. Then you have another choice of climbing the ladder and dropping from there, or dropping from the lower level. The ladder drop has Ustanak and an ALARM BUG, and even after killing the bug, he can hear you if you get too close. The other way has a co-op push to progress. Cutscene will show how awesome his hearing is that he can hear an icicle smash from ages away, but not good enough to hear you talking 5 metres in front of him. Move to end of corridor. CHECKPOINT. You will be shown an entire room that you must navigate. While it looks like there are a lot of options to hide in, most of the dumpsters have stuff in them. The only one you can get into is the closest to where you start, on the left. If you want another overview, go from the safe dumpster along the path to an overlook. Going past this to the end will get you a 5000 SP item in a strongbox. Take your time to watch the bugs and pick them off one by one. There are five in total, and all can be killed without setting your best buddy off. However, if you do, just run to the dumpster and climb in to see a close call cutscene. You have enough time to do this. Make your way to the end and go through the door. CHECKPOINT. Nothing to worry about here. Oh yeah, he bursts through and you must flee like scared chipmunks. If you havent had a proper introduction to it before, this is how you slide. Run towards the camera, until you see where you must slide. From numerous attemps at this, sliding earlier is better than later. Too late causes you to crawl and subsequently get grinded. Once past that, camera control is taken from you as he drills through, and you must find the magical hidden ladder. Climb that. CHECKPOINT. Here you will notice the acoustic ice. Great combination with Ustanak. And you need a cardkey. Guess whos guarding that. Here you have some options available to you. At time of writing, this is being played multiplayer, so Sherry's actions in single player arent known. However, as Sherry you can get a boost, sneak up and take the keycard with no loss of resources. There are also remote bombs that can be used to distract him. However, attemps to use a bomb to distract him and walk over the ice proved bad. So if you are not as good at sneaky, or just paranoid as you might be around him by now, get Sherry over by vaulting, and remote a bomb on the other side while she picks up the keycard. And if you are playing as Sherry, this is the heaviest keycard ever, requiring an A tap QTE to pick up. Whichever method you use to get it, go through the door and annoy him with your taunting sound. CHECKPOINT. Here you must outrun Ustanak with a series of QTE doors. Nothing special, just open and go through. Continue on, until you find a, well, um, you'll see. Objective: Take down Ustanak CHECKPOINT. Using your newfound Dildozer, a long sequence of QTE tug of war will determine the victor. The QTE will occasionally swap between the characters. If you stuff up, its not the end, so long as you still have some room to breathe. Once the final thrust has been delivered, continue on. Objective: Find the cave exit CHECKPOINT. Find the cave exit. One word. Ouch. =============================================================================== JAKE - CHAPTER 3 "" (JC3) =============================================================================== Available Weapons (first time through): Jake Fists Sherry Stun Rod _______________________________________________________________________________ Useful skills (that aren't infinite ammo or broken): Single Player skills: *Field medic - Free health? Hell yes! *Team up - Extra damage for free? Why not? Multiplayer/ Split screen skills: *Item drop increase - More stuff is useful all the time *J'avo killer - 80%+ of the enemies in this level are J'avo *Firearms - Enemies tend to wield guns here so firearms are more useful *Defense - Reduced damage is always handy _______________________________________________________________________________ Objective: Escape from the building Wait, you were dead, right? Whatever. Kill some guys, you know know how to melee right. One guy has a stun rod. Pull lever to cut power. Watch Sherry do awesome fighting. Do you really want to know where that stun rod ended up? Didn't think so. From here the guide will be split. Jake: Follow objective until you find something to push. Push it all the far end of the alcove it is in. Circle around to where you pushed it to, and climb up and enter a crawl space and drop down for a checkpoint. CHECKPOINT. Enter the small room to assist Sherry using a turret camera, who otherwise would have to fight masses of guys with guns and swords with only a stun rod. Once Sherry has the code, use the same code to open the door near you. In our run, it was Top Left, Bottom Left, then Top Middle. CHECKPOINT. Do not progress until you have cleared the room for Sherry. Or else you can't go back and she will die. Through the door there is a crawl space to go through. Then climb a ladder to find another crawlspace. And another ladder. And crawlspace. And then a drop. And a locker room. Sherry: Wait until Jake clears the path for you. Use his help to kill masses if they spawn. Two areas have turrets in them. In the last area is only a camera, with an infinite spawn of one guy. This guy is used to progress. The door in this room requires a code. Hide in the locker opposite and wait for one to go through. If there is anyone in the room when you try to do this, just stealth kill them. The code changes for each playthrough, so just watch and see. CHECKPOINT. Around the corner is guys with guns and stun rods. Wait for Jake to clear the room for you. Serpent emblem: on a shelf to the right of the code protected door Enter code and continue. Both: You know that sexy time I promised you before? Well, this is the closest you're going get. Enjoy the cutscene. Objective: Find the comms system CHECKPOINT. There are guys here. With guns. As well as a guy that cocoons into a Strelat. Elephant Killer is good against that. Progress on to fight lots of guys. Seriously, they're everywhere. You need to collect their ID tags. Here you have tactical options. Going past the big hall allows you to circle back to the end of the hall. Halfway along the hall is another room with lots of guys and a door you can't open. At the end of the hall to the left is more guys. Search all the rooms for ID tags and items, as they are in various locations. The pot plants can be smashed for items. Head down to the end room where you will see a massive statue and open area, as well as your destination. CHECKPOINT. Kill the guys in the room and attempt to open the door. You can't. There is a slot on the statue, which you need to fill with those ID tags you have been collecting. Put in three to allow access to the first door. Through here I hope you like fighting lots of guys, or like we did, have an ample supply of flash grenades. In the bar room, watch Jakes rendition on the piano to score an ID tag. There is another in the pink seahorse fountain, as well as in the pink bath under the crawl space (under the giant bull's balls), and one up the stairs under some pushable logs. You only need 10 total to get into the second door. Also be prepared for lots of just random guys (thank you flash grenades), that it is much better to just run past back to the statue room. Put in the 7 remaining coins needed. CHECKPOINT. Open door. Cutscene ensues. Objective: Escape from the building CHECKPOINT. Slight spoiler to make it easier for you. The tank hurts. Run outside and to the right to give Sherry a boost. All the J'avo in the area will mutate when they die, so keep the Elephant Killer handy. Jake must run around and use his ninja acrobatic skills to jump to where the door is. Co-op open it to find a checkpoint. CHECKPOINT. Remember what I said about tank hurty? Well now the action starts with him literally on top of you. So run towards the camera straight away. But before you think you have done this before, unlike Ustanak, the tank can shoot. He will aim for one of you, so just run to the other side before it shoots. At the end of the hall the door is on the opposite side of the camera, so run away from the camera into safety where you can drop and get some items. CHECKPOINT. Some guys are here shooting at you. The ones up close will mutate, so expect to fire another shot. Snipe them to make life easier. Oh, and tank. When you move out to the water. He likes his dramatic entrances. So now lots of guys will spawn and keep spawning and mutating. Jake must go upstairs to pull a lever that conveniently allows someone with acrobatic skills to pass. Then he must 'lure' the tank to hit the statue as it passes. So move back and forward to get the tank to hit what it needs to hit. Once the tank has hit it three times, Jake can swing across. 6 J'avo will greet you, half with mutations, so that Elephant Killer comes in very handy. There are 2 briefcases, one with Elephant Killer ammo and Flashbang, and the other has 2 SP items in it. During this time, Sherry is best advised to run in circles until Jake gets on the bike and saves their arses. =============================================================================== JAKE - CHAPTER 4 JAKE: "I've taken bigger spills. Course, I don't have that healing of yours." SHERRY: "Too bad the fall didn't knock the wise ass out of you." (JC4) =============================================================================== Available Weapons (first time through): Jake Fists 909 Pistol Elephant Gun Hand Grenade Flash Bang Remote Bomb (found in chapter) Sherry Stun Rod Triple Shot Elephant Gun Hand Grenade Flash Bang Remote Bomb (found in chapter) _______________________________________________________________________________ Useful skills (that aren't infinite ammo or broken): Single Player skills: *Field medic - Free health? Hell yes! *Team up - Extra damage for free? Why not? Multiplayer/ Split screen skills: *Item drop increase - More stuff is useful all the time *J'avo killer - 80%+ of the enemies in this level are J'avo *Firearms - Enemies tend to wield guns here so firearms are more useful *Defense - Reduced damage is always handy _______________________________________________________________________________ Objective: Don't die Into the fray again. Jake is driving, Sherry has infinite ammo. In the first section the only obstacle to avoid is a chest high wall on the left hand side. Sherry just needs to shoot when she can. By the way, I hope you like checkpoints. As there are a lot of them. But to counter your now happy smiles, those checkpoints are all needed. Objective: Eliminate all enemies CHECKPOINT. While admiring the scenery mid flight, Sherry needs to shoot the red barrel to kill the Rocket launcher guy. If he has already fired by that time, a shot to the rocket nulls it. In the next section Jake must avoid a lot of obstacles, and after the initial bit, Sherry must shoot the bikers behind them. CHECKPOINT. Sherry is the one now taking her frequent flyer points, as she must now hold onto X for dear life while Jake QTE to launch, and avoid obstacles on left and right while racing towards the ramp. CHECKPOINT. Avoid stuff. Dont die. Objective: Shoot the tanker CHECKPOINT. Helicopter shoots truck, slide under using QTE A. Sherry has all the time in the world to line up her shot. And shes off the bike too. CHECKPOINT. Avoid lots of cars. Sherry shoots pursuers. Unless you die, then they just sit there after you reload. Go up a ramp. Boxes dont hurt. Helicopter at end of tunnel does, however. QTE A to not die. CHECKPOINT. More avoiding. Car. Car. Truck. Bus. Truck. Death. Whoops. Avoid stuff. CHECKPOINT. Avoid moltovs. Sherry shoots guys. Helicopter interrupts, and all pursuers vanish. CHECKPOINT. Hope you like cars! Because they love you. Avoid. Jump ramp. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ New weapon: Bear Commando - Standard assault rifle with grenade launcher. Swap fire using LT+Y. Assault Rifle holds 30 shots, and fires quickly. Grenade launcher has separate ammo and can only hold one shot at a time. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CHECKPOINT. They just can't keep vehicles alive, can they? Helicopter, J'avo, and no cover. But hey, you have Chris to help. Just kill guys until they are given target points to show how many are left. Or failing that, run around like aforementioned scared chipmunks, and let Chris do the killing. The guys didn't do much damage when I ran. But it is quicker and easier to just kill them yourself. And quickshot is your friend here. If you don't know what that is, press LT and RT at the same time. Your character will then quickly fire at the nearest enemy. Only downside is that it consumes some of your melee bar per shot. Once all enemies are dead, helicopter provides a pole for Jake, who has to flip across, kick a ladder, and co-op a door with Sherry. CHECKPOINT. After the door, drop down to be greeted by 5 crickety bastards (mutated J'avo that can jump). Elephant Killer works on elephants, so it should be awesome against crickets. If you line them up, you can kill more than one in one shot. Many more will spawn, giving you items each. Jake will need to launch Sherry so she can kick down a ladder to proceed. If you are unsure as to how to kill the helicopter, my suggestion is to use melee. Haha. No seriously. After Jake announces that he will think of something, head to one of the Jake Only acrobatic spots (highest point on map) to grab hold of a rope to QTE X climb your way to the top. Once on the helicopter, shoot that annoying pilot in the face with the weapon of your QTE choosing. Satisfying, isn't it. You somehow then teleport back onto the ground, and Chris gets the credit for killing it. Alternatively, if you like your battles epic and long, is to use the Bear Commando grenade launcher and take pot shots at it from the roof, avoiding its strafing runs, and resupplying with the crickets. The third, chipmunk method, is to hide somewhere and let you playing as Chris in the other campaign take it down. Objective: Head for the mission objective CHECKPOINT. There is stuff in here. Loot all. As you walk down an alley, you will see some guys run past. Stop. 5000 SP item in a strongbox to the right behind a dumpster. Serpent Emblem: Just after the alley on a car to the left. Co-op door at end. Objective: Get through the shopping area CHECKPOINT. Enemies. Lots. Kill. Some becomes Strelat. Kill also. Jake climb. Acrobat. Drop. Open door. Good boy. Go through doors until co-op door. CHECKPOINT. In this area are lots more guys. Climb to get yourself a chokepoint. Makes life slightly easier. More guys when you open the door. As I always say, flashbangs are awesome. Co-op door after. Climb stairs to find 4000 SP item in a strongbox. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ New weapon: Shotgun - Finally. Same as Leon's. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Jump out to trigger the clumsy acrobats fall. Serpent Emblem: To the left as soon as Jake regains control. CHECKPOINT. Again lots of guys here. You can make your way down the street, or take some 'cover' by climbing the ladder. Take the street, if you are up you get hit a lot before you can even aim. About half of the guys mutate, and some cocoon. The ones at the end won't hatch until Sherry has been vaulted and made her way to open the bar on the door. Jake loves his Elephant Killer though, so the cocoon guys should be no issue. Make your way through the door, along the linear paths, and down to a co-op door. Objective: Defeat the B.O.W. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU New enemy encounter: Ubistvo Attacks: We assume he insta-kills you. Not sure though. Killed him too quickly. Tactics: Don't let him hit you. Kill single J'avo that spawns. Grenades to the face work. After several grenades, Jake can melee QTE to stab him with his own jutting bits of metal. He then calls for Sherry to finish him off. You have quite a bit of time to do this, so you don't have to be standing right there. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU CHECKPOINT. The door to the next area is surrounded by flames, but you can go through it. Just aim for the objective and go that way. Go through the door. Objective: Take down Ustanak UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Boss encounter: Ustanak fight (3 of 4) PHASE 1: Corridor fight Attacks: Charge - You know what this is Grab - Again, you know what it is. No hook shot this time though Dual Grab - You thought single grab was bad. Now he can take two of you out at once Tactics: Avoid him. He hurts. Use height to give yourself those few extra seconds of cover. He will jump up to you eventually, but just jump down and move away. Bear Commando grenade launcher and Elephant Killer is good. There are also some explosive barrels in the raised areas to push down and shoot when he is next to them. There are also crates scattered around. At the end of this phase, we do what we like to call "Be a prick to Sherry", in which you lovingly launch her over the fence to Ustanak. But hey, she can heal, right? PHASE 2: Smash the gate Attacks: Not sure, he just kinda stood there. Tactics: Sherry and Leon drive a bus to break a wall. QTE for the X. This allows passage to next area. PHASE 3: Chipmunk running and fighting Attacks: Charge - As per usual Shotgun - Giant sized just for him Single Grab - He will grab someone while still shooting at others with the shotgun. Fun Tactics: Long story short, you need to get all 4 characters (yes I know) to push the moveable ladder tower into place to grant you access to remote bombs and a first aid spray. Other places have various items and such. PHASE 4: Why does he hurt so much? Attacks: Charge - Hurts. Dual Grab - You thought single grab was bad. Now he can take two of you out at once. Multi layered QTE to get out. This hurts, mostly from duration. Grab Throw/Drop Kick - While he has someone held, he can throw them at another person. Cheap bastard. Tactics: He has now changed arms to go full melee. He is no easier though. Bear Commando grenade launcher, Elephant Killer and Remote Bombs all work well. The shotgun may also work if you want to dance. I found strafing avoided most of his attacks in this phase. Although, that could just have been that the two NPC characters were in his hands. Do lots and lots of damage, and a tower will finally lock onto him and fall on his his pretty face. So now he's dead. Yup. Not coming back. Ever. Oh dear god, we're going to have to fight him again, aren't we? UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Objective: Head for the mission objective CHECKPOINT. You deserve this checkpoint. Stuff to loot. Door to co-op. Cutscene. Objective: Shake off your pursuers QTE for Jake, Flying Things With The Ability To Fly for Sherry to shoot. Objective: Defeat the B.O.W. CHECKPOINT. Him again. Ok. Grenade launcher works. Other J'avo spawn, some even mutate. Chainsaw guy attacks them too if they are in the way. Go chainsaw guy. Damage him enough and he takes something stronger than the stun rod. Mop up the remainder, and catch a ride. Objective: Defeat the B.O.W. CHECKPOINT. Again. You know what to do. He seems to not have a lot of health. But we are using grenade launcher. He can grapple you, but a QTE A breaks it eventually. More fast is a B from an ally. If you do that, he doesn't even break a HP, and you regen it. CHECKPOINT. He's back. Again. Again. You might be inclined to save Sherry. But save your ammo. Just let her run, and she will be rescued by Ada Wong. Who cunningly uses the helicopter blade to defeat the chainsaw B.O.W. CHECKPOINT. Walk. Stuff happens. =============================================================================== JAKE - CHAPTER 5 Underwater Laboratory, ????? "Ugh, of course. They took our weapons." (JC5) =============================================================================== Available Weapons (first time through): None until you retrieve them _______________________________________________________________________________ Useful skills (that aren't infinite ammo or broken): Single Player skills: *Field medic - Free health? Hell yes! *Team up - Extra damage for free? Why not? Multiplayer/ Split screen skills: *Item drop increase - More stuff is useful all the time *J'avo killer - 80%+ of the enemies in this level are J'avo *Firearms - Enemies tend to wield guns here so firearms are more useful *Defense - Reduced damage is always handy _______________________________________________________________________________ Try to get through to your weapons. Once they notice it, vault Shelly to the air vent where she will crawl through to the weapons. And nearly get ganked. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Boss encounter: Rasklapanje Attack: Grapple - Results in instant death, can only be done when fully formed Grasp - When split in half the top half can grab and hold you in place Hand Launch - Hands jump at you and you flail until you grab and throw away Tactics: He is slowish and kinda stupid. Just run to the guns, pick them up, and shoot the lock. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Serpent Emblem: First room up the wall. Shoot after retrieving guns. When you feel like it, co-op exit the room. Objective: Escape from the underwater facility CHECKPOINT. Follow the corridor to the object you need to power. It requires four batteries. Easy right? Only now there are multiple wobbly mutants who want nothing more than to be invulnerable and insta-kill you chasing you. Turn on the first generator, which opens a moving lift like thing. You will need to jump when it is there, and try to avoid Rasklapanje while waiting. Use this to get to the next battery. Turn that on, avoid Rasklapanje, go back to elevator thingy. As you progress, it will give you more options on where to go. Assuming you survive that long. Jump at the one which has the objective to get the next battery. Eventually a new elevator thingy will activate. Use Jake to get to D to get a 5000 SP item in a briefcase. Jake can then use that ledge to get onto the next elevator. Jake must go to G solo and wait for Sherry (probably better to wait on elevator to avoid having to avoid Rasklapanje). Sherry needs to go to F, walk back around to E, get on second elevator, go to I. From those respective points, activate the last battery. CHECKPOINT. Now you have to kill one. Shoot it back into the laser beam and it dies, causing a electricity overload. Run back around to where Sherry came in and flip the lever for the crane. Jump on the elevator and just survive until things blow up. Then theres a QTE, followed by a mass QTE A to crawl to avoid getting crushed while being chased. Terminator anyone? Board elevator. CHECKPOINT. Ascend. Stay alive. Lots of J'avo, flyers, snipers, RPGs, you know, usual stuff. Just stay alive long enough to reach the top. Then you're good. CHECKPOINT. Walk along and grab some items. Co-op the door. Weclome to hell. Objective: Shake off Ustanak CHECKPOINT. Jake sums it up very well. Run away to the left. Right path breaks. At the end is a co-op push. Objective: Take down Ustanak CHECKPOINT. He is now in front of you with his flaming balls. Deal damage. He will make you fall. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Boss encounter: Ustanak - 4 of 4 Attack: Punch - He punches you Kick: He kicks you Charge - He charges you Judo Throw - Throws you behind him if you get cornered Tactics: Jake decides to duke it out with him one on one. So use this opportunity to take all of the frustration you have gathered over his many battles, and punch him repeatedly in the balls. X+A to dodge, LT to counter, RT to hit. If you deal enough damage, you get to go spacko on his arse in QTE. It is all using A, but at first it is just the time trigger (press before time runs out), but the last couple are fill the bar (press A repeatedly and beat the timer). If you are playing as Sherry, you get to play emotional support, with care package crates to the, well, all of him. Line up your shot with LS, release with X, and if you hit, he gets stunned for a while, which not only gives Jake a break, but allows more unbroken frustration venting ball hits. The care package regenerates after a few seconds, so just stay at the activation point on the high platform. You have no guns, so just stay there and care. Jake gets one QTE A spam chance before failing, but you can take a few hits overall. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Objective: Escape Serpent Emblem: After corridor, to right. CHECKPOINT. Continue on. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU Boss encounter: Ustanak - 5? of 4 Attack: Swipe: He swipes you, dodge with X+A if you are too close Tactics: Thats right. Not even lava can stop him. So prepare for fight five of four. Use awesome climb tactics to get to the cargo (co-op of course), or not so awesome climb tactics and dodge to avoid his attacks. Release cargo. Do all that again. Do all that again but this time get the gun. QTE to finally kill the bastard. No for real this time. Enjoy sweet victory and cutscenes. UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU =============================================================================== ******************************************************************************* ******************************** ADA'S CAMPAIGN ******************************* ******************************************************************************* =============================================================================== ADA - CHAPTER 1 Deep Sea, NORTH ATLANTIC "Dammit, an alarm." "Well, that was a pain [in] the ass." (That is their typo, not ours.)(AC1) =============================================================================== Objective: Don't attract attention to yourself You will find yourself now fully clothed. Aww. Open the door. Here is now a stealth section. Not strictly so, but if you are found, lots of guys will spawn at your face, and you will most likely either die or drain a lot of your resources and health fighting them. So a stealth section it is. Around the first corner is a guard to the left, which you can stealth kill. Do so. Next is a door of death. Crawl around it in the vent to the side (seriously, who designs these places?). Peek around the corner here (use cover to do so) to see a patrolling guard whose path ends just before the corner you are at. Wait until he arrives and turns back to stealth kill him, but be quick about it and run back as another guard down the path might see you. Peek around this corner to see the guard on the other side of the death door. Once he has gone, cross into the room on the left of said door. Crawl through the vent in the end of the room, and stealth kill the guy washing his hands. No guards walk directly ouside this room, so walk to the door and peek around. Here you can see the guard from before. Wait until back turned and stealth kill. And Im tired of writing stealth kill, as I will be doing a lot in this section, so hereafter it will be referred to as SK. Follow the path and peek through this door. While you may not see a guy straight away, there is one through the death door. His eyes are obvious. Before going through this area, be aware. After running down the hall and into the room on the left, there is a guard in here that will automatically see you and mutate when you hit him. He will not raise the alarm, as he has mutated, but firing any loud shots will. So you can either melee him, or shoot him with crossbow. On normal he takes more than your melee bar to kill, so go cross. Running back out into the hallway to get away has the chance of the other guy seeing you, so dont risk it. Kill this guy whichever way pleases you, and move on. Enter the crawlspace and scare the rat, but do not get out, as there is a guy that may see you. While still in the vent, change the view so that Ada is on the left of your view, look back at here to see above and behind her. Once the guy has started walking away, quickly get up and SK him. He has a short patrol route, so speed is of the essence. (Note: If you do stuff up, quickly run to the objective and jump down. When we did so, only two or so guys followed us down which is much less than spawned, and easier to mop up. Then proceed.) CHECKPOINT. If you raced down here after setting off the alarm, kill the leftovers. The alarm section seems to have passed for now, so dont worry as much about stuffing up stealth (or if you just want to go offensive). They will still attract any nearby enemies (ie the guy around the corner), but not spawn masses of enemies. If you wondered what you get in return for a lack of companion, here you find out. Your trusty hook-shot. I mean grapple thingy. You will need to keep this in mind that if you don't know where to go, or it looks like a dead end, you may just need to grapple. Some sections will have something on the ground to indicate a grapple point, so keep an eye out. After grapple, peek around the corner (beam makes it harder to wall hug, so don't run too far) to see the guy patrolling, and SK him when appropriate. He is the only one here, so don't worry about fast retreat. At the next corner rinse and repeat. Up the stairs, peek around the next corner, you will see two guards. Luckily they do not find anything suspicious about a loud grinding sound and gas canisters that move themselves. Because thats normal. So move that rack to the left of you and make a vision block to move on. Enter the crawlspace and scare yet another rat(or kill with the crossbow if you really feel like it). Open the vent (very loudly, especially with said guys still there, but hey, they're deaf apparently) and drop down. Guys are around corner to right, so don't go there. (Note: You can completely skip this stealth section if you can't be bothered, as they seem more focused on trying to kill you than raising an alarm, so you just need to fight the three.) (Note: We never actually successfully did what is proposed, so we just fought them. But this is what we think should work in theory. Just having timing issues. And lack of patience.) What did I say about that alarm? Forget that now. Up ahead you will see a short cutscene showing you the reintroduction of the alarm. How we missed him so. Hug the wall in cover so you auto drop down to avoid being seen. Down the path are two guys, so time your run past so both have their backs to you. Peek around to the guy in the next room. He doesn't give much time, so when back is turned, move to the gap in the window. As soon as he turns his back, jump through the window and SK him. But don't be too eager, as if he has not turned completely, he will see you. (This is the thing that we were not able to do successfully. Timing issues. So we just killed them. Works. If you have a method that you have successfully done, feel free to send an email.) After pillaging and looting, follow the path and drop down. After scaring many rats, enter the crawlspace, and enjoy arsecam. CHECKPOINT. Here is your first puzzle. Try to open the door. Can't do that. Move to the other side of the wall and try to look through the viewfinder. Something is blocking it. Other side of wall again and press button to move the horns of the cow with horns. Wait, that's a bull. No wait, looks more like a ram. Wait, now that the horns have moved, that's a goat. Aren't we good at animal classification. Anyways. Viewfinder again. Your creature will appear. (First time for us was Snake, second was Hawk, no Eagle, no Vulture. Bird. So it will be different for yours.) Find the four devices in the room, and construct your creature. Go back to viewfinder if you need to refresh. Kill any vases that happen to look at you funny. Go through the door. Objective: Get through the submarine CHECKPOINT. You will now meet your new best friends. And we say this without sarcasm. No really. Friendly turrets. Once activated, these will shoot any enemy in sight. Just step on the blue glowing platforms to turn them red. These turrets will not shoot you, and cannot harm you. If ever too many guys spawn for you to handle, just lure them back to an activated turret. If you reload, you will need to activate them again. Progress onwards, activating turrets and enjoying the show, until you reach a door. Enter. Here are some healing herbs. Red and Green. This is your karma reward for earlier. Friendly turrets and heals. Unless its your karma balance for what is coming up. Oh darn. In this room is yet another puzzle. Turn on the projector. Puzzle over. After the cutscene, guys will spawn in masses. Remeber those turrets? Run back to them and let them do the mop up. Or at the least, assist. Turrets can take a while to see, line up, and kill enemies, so dont expect one to take them all out at once. The turret even further back takes even longer just to see one, so wait around the corner from the first one (so they have to run past its line of sight), and help it out if there are too many. Run through where the guys came from to progress. CHECKPOINT. Here more guys will spawn. Lure them back to turret or kill them yourself. Once dealt with, when you get to the end of the room, another two will spawn. In our run, one mutated, so turret again if you wish. You may be tempted to just go through the vent, but those two guys will follow you, putting you into a not so nice crossfire. And by that I mean, continue through the vent to find lots of guys shooting you. In this first area there are two turrets and two panels to activate them. Run to each of these quickly and activate the turrets to greatly assist you here. (We ran around like scared chipmunks for the most part and let dual turrets take care of guys.) In our run, one guy went boomy, so avoid him. Around in the next area, first off there is a guy up top on a catwalk. Kill him. In the next area is a manned enemy turret. But one of our friends is behind him. So run to the activation panel, and take cover while it does mop up. Open bars at end. Objective: Find the escape vehicle Open door at end of room. Serpent Emblem: In room on other side of first big post. Loot some stuff and drop down hatch. Unfortunately, no more friends here, but it was fun while it lasted. Although you can avoid it, if you go to the left, be aware of the mutant just waiting there for you. Once you kill him (assumedly if you made noise), a second J'avo will appear. Continue along the only other path, and around the corner where you can see a long hallway, is another J'avo. Mutated in ours. Continue until the ladder. Up the ladder and around the generator thingy is a mass load of guys. There are some cover issues here, and some of the end of said generator thingy, they can shoot through. Which makes trying to snipe the far away guys interesting. Kill the guys and once you kill a certain guy on the far side of the gap, a cutscene will show him making stuff burn. Move to the edge of the platform you are on, and use a grappling jump. Get moreso into the mindset of using this, and looking for these points, as you will to do these a lot in the coming sections. Open the door, and kill the mutable J'avo. Another door. Here you can see stuff getting more screwed. Jump across. CHECKPOINT. Move to the end and grapple. Continue. Open door. Continue. Grapple. Couple of guys here, kills them. Continue. Grapple. CHECKPOINT. Here you are introduced to your new enemy. Water. Water kills. Or it can kill, if it catches up to you. Hope you practiced your epic running and grapple searching skills. Move up until you fall over. Move and tap A to move faster to reach the top. Then you will calmly fall (seriously, nothing phases her), and QTE timed A press to survive. In this next area is where the water will chase you, so you will need to be quick. Move to the end to activate water chase. Grapple up. Run towards camera and up ladder on right. Run along, jump gap, and up ladder at end on right. Laugh at level (or lack thereof) of her statements. Run along, jump gap, don't overshoot ladder on left. Run along, climb ladder. Jump down, run to right, shoot lock to move fence, move to valve. Jump gap, shut off valve, run back to crawlspace (tap A to move faster), and grapple. CHECKPOINT. Turn left, climb ladder. Run forward, turn right as it steals camera control, climb ladder. Run around, jump gap, climb ladder on left. Run forward, climb boxes in a general rightward u-turn, climb stairs. Grapple for dramatic cutscene. Objective: Escape from the ship Now that there is no water on your arse, now they must throw something else at you. Gnezdo! Swarmer guys. Look lower to see how to kill. Just remember to target queen. Jump down and you will see one straight away. Off it and continue to the end through the hatch. Serpent Emblem: On the other side of the hatch Run back where you came from and up the ladders. Crawl through hole and try to active panel. Objective: Restore the power Jump through hole in wall. CHECKPOINT. Drop down. Two are immediately in front of you, and will activate straight away. Another two will come in from a side room. Another two will come in from another room. One more will come in. They break in order, but if you don't kill them quick enough, they can overwhelm you. Your options are to kill them all and have a leisurely time running around doing objectives, or to race run the objectives with them still alive, taking refuge in the water where they cannot hurt you. (Note: At this point we have not done the non killing Gnezdo way. So we are unsure if they will follow all the way back to the control panel room. We assume not, but if they do, that is going to suck.) Now we will be doing some maps for you. From where you land, there are four holes to go through. We will be using the red door as a reference of straight ahead. Red is your exit. If in doubt from here, follow red. Red gap, leads to another red gap, to red lit water on the left, which will lead you back to the start room (once the power is on). This path you will want to know if you are taking the non Gnezdo killing way. From our reference point room, to the right is a dead end room, but you can climb the boxes to go through a hole into red room. This may be useful if you are running from Gnezdo, to circle back. From starting room, to the left is a water jump room, but otherwise a dead end. From starting room, behind is where you can see the power, but cannot reach. At the other end isa water jump. This water is the quickest way to access the power. Jump into the water and go directly straight to objective. Pull the power lever. CHECKPOINT. Take the same path back, exit the water, and go straight through the central room through the red door. In that room, through the red lit door again, and into the red lit water way. If you get lost, or cannot go back the way you came from the power box due to Gnezdo, you should end up in one of the aforementioned rooms. Just use the guide of red is good to exit. Climb out of water, open door, grapple, drop down. CHECKPOINT. Now you should be back in the main room. As soon as you climb onto where the control panel is, stuff will happen. Take time to read before doing that though. Here you will have a timed event which you must complete, or die. Infinite guys will spawn, and you will be required to talk to the control panel at certain intervals. Do this as soon as it asks you to, or else you will be wasting precious time. Ada does this enough herself (remember what I said before about her being so calm about everything). You must be near the control panel while Ada is talking, or else it will ask you to repeat what you said. Shotgun blasts do not obscure your voice though, so feel free to fight on. While the computer is asking you questions, you do not have to be close, only to answer. Ada will answer automatically, and she is always correct, you just need to activate it. Generally it is easier to stay on the platform for this section, as it ensures you are close enough, and makes it harder for melee guys to reach you. Ada will automatically grapple when time is up, but we stayed on platform just to be sure. After winning, grats on your newfound hobby of being a torpedo. Isn't she lucky it was facing the right direction. =============================================================================== ADA - CHAPTER 2 Tall Oaks, U.S.A "Wanna play, huh? All right. Ready or not, here I come." (AC2) =============================================================================== Run around to where the grave is. Serpent Emblem: Behind the grave Jump down into the grave. CHECKPOINT. Proceed though to the chest. Shoot the lock off and pick up the crest part. Zombie will spawn. Kill them to proceed. Grapple up and climb the ladder. In front of you is where the crest needs to go. Putting it in will open up a section where you can find the others. Hope you like crypts! Objective: Find the missing pieces Jump down the ladder. CHECKPOINT. Proceed through the door to what I will call the main room. Here you can test Ada's awesome door opening skills on the various locked doors. The fail kick. Walk around up the stairs and shoot the lock to find a chest. Inside is a key which is needed to open the door. Open and enter. Here you will see a cutscene of an annoying zombie drop a chest down a hole. Objective: Figure out the puzzles In case you hadn't guessed, there are going to be a lot of puzzles in this area. Kill the zombie for starters. Around the room are corpses held up by rope. These all have locks, and generally one each will drop arrows which will be useful for some of the later puzzles. For this one, the lever can be moved by pushing it. Push it to the right under the hanging corpse. Shoot the corpse to open the trapdoor. If you don't line it up correctly, just readjust the lever and shoot the corpse again when it respawns. Once completed, jump down the hole. CHECKPOINT. Here you need to complete the circuit. Using bodies. Literally. Push the two chairs onto the electric panel to allow the circuit to continue. You will know when it is right as the chair (and Ada) will be electrified. Ada won't take damage from that. Once both are in place, open the chest and grab the crest part. From here a zombie will spawn from the hole in the wall near the last panel. If you accidentally kill him, another will spawn, so don't worry. This zombie is the last to complete the circuit. Lure him to the panel, and once he is standing on it, hit him melee once. He will then fall on it, allowing the electricity to pass, and open the door. If he doesn't do it straight away, just keep trying. Once the door is open, climb the ladder. CHECKPOINT. You will find yourself back in the main room. If you try to endter the room, you will fall down into the room below (the entire floor is a trapdoor), but the zombies will auto die and there are some crates in here, so I would recommend doing it once just to get loots. Crawl through the hole, and up the ladder to be back in the main room. The zombies and you are too heavy, so you need to lose some weight. Or, alternatively, get the zombies off the floor. So if you don't feel like an epic cardio workout, take the hint of the motionless zombie on the wall, and shoot the three with the crossbow in the chest. If they are close enough, they will be stuck and kind of just wobble there. If they are too far from the wall, they will fall over closer to the wall. Just shoot again. While the zombies are there, you can hit them at your leisure if you feel like it. Open the chest for a ring of no consequence that has absolutely no impact on Leon's campaign whatsoever when Ada gave it to him. Objective: Find the missing pieces Go back into trapdoor chest room and open the door on the far side. Grapple point (if the stolen camera control didn't give it away). Another grapple point outside, and another, before going back down. Drop down into the main room and investigate the skull. Notice his missing eye and tooth. Apparently zombies around here like the bling bling. Grapple up the broken ladder. CHECKPOINT. Prepare to fall. And read first. Here is a trap. It will try to blade you as you crawl away. It moves fairly slowly, but there is a reason for that. If you can, be super fast and try to get out as quick as you can. If you can, you won't be trapped by the Whopper who will bury his face at the end of the tunnel. Alternatively, take the crawl path to the left to avoid blades and Whopper face. Either way, there is one acid spitting zombie in the tunnel you will need to take care of. The Whopper will always put his face in the tunnel and get stuck, even if you aren't there. First time through, we had enough time to shoot his face before the blade got to us, but why take chances. If left there untouched, he will die from the blade anyways, so you may as well save your ammo. Plus it is amusing. There is another acid spitter, and your eye zombie in the room. When done, take the eye and move on. Drop down back into the main room, and put the eye into the skull. Climb the ladder to chase the tooth zombie. Enter the room. (Note: Don't bother to try to attack your target until the very end. While you can see him, and even shoot him, you can't kill him until the end.) CHECKPOINT. Lots of zombies spawn while your target gets away. One has a firecracker so be aware of him. Killing this guy will cause him to explode, killing a few more much easier. Once they are dead, proceed through the door. Many more will spawn, including a shrieker. Again, kill the shrieker when all the other zombies are close, and he will kill them all with his dying breath, and not even damage you a whole bar. In the next room, is a shrieker, and some acid spitting zombies. If you can, kill the shrieker again to kill the others, but the spitters make that slightly harder this time. In this room you can kill your target (or as we did, found him dead after happy fun times with the shrieker's Swan Song), collect the tooth, and proceed. CHECKPOINT. Run up the stairs, and crawl through the hole back to the main room. Put the tooth in. Open the chest for the final crest part. Step on the allocated grapple point to grapple, go up the ladder, and out back to the crypt area. Put both crest pieces into the door. Drop down and open the door. After the cutscene, shoot this familiar person a bit and she will make the ground break. (What did I say before about cardio?) CHECKPOINT. Follow the stairs down, and loot stuff, then co-op over the gap. Continue downwards, and get Helena to move the box so you can again co-op jump. Midway you will find pissed of bitch sister that won't die. CHECKPOINT. Use your new vantage point for safety in this fight. Take pot shots at her and after a little bit a cutscene will teleport you off your safe vantage point. Pick up the items and SP if you can, and use the explosive barrels to your advantage. As she jumps around, she wil usually target you. The jump will also tranform her, so her aoe is much bigger than it first looks. If you move as soon as it looks like shes targetting you, you should be fine. Position yourself near the barrels, and either shoot them, or occasionally she will break them herself. In general, aim for the glowy parts on the end of her tentacles. If you weaken them enough, she will be stunned on the ground for a bit allowing you to do a QTE melee attack for extra damage. After enough damage, you will fall through the floor. Again. CHECKPOINT. Loot stuff, and then jump into the cart across. Don't worry about helping Leon, as since they aren't your companions, they can't die. So save your ammo, and let them handles themselves. CHECKPOINT. Immediately after this is the mine cart section. Hold LT+Move Forward+A to hit the floor, which makes you invulnerable to both the low things you need to duck, and her horizontal swipes. Just make sure you aren't in the middle of the cart, so you won't be hit by her downward thrusts. Occasionally it will cutscene you standing again. So just drop. The only time you need to do something is when the rocks block your path and you have to shoot the barrel. After that, hit the floor and let time kill her. This is a timed fight, so actually shooting her won't do anything, she will just fall off at the end. Once Deborah has grappled Helena, shoot her once to finish the fight. CHECKPOINT. Get in elevator. Arrive up to find a Maccas load of Whoppers. First one will charge you straight away. Kill them if you wish, but you can just run around them. I would suggest killing, as they aren't too difficult (2 shots with crossbow on normal with Firearms 3), and they give a 2500 SP item each. One will spawn from the water, and another is in a room guarding a key. The last one will not move until you enter that area. They all can break the metal bar walls while charging. Serpent Emblem: Out towards the water and stairs, on your right Get the key, either by running around, or killing, and open the door and grapple to proceed. CHECKPOINT. There is a Whopper here once you are up. Surprise. Kill him or run. If you run, you will need to run past a lot of guys, but it is possible without taking any damage. Have done so. However, killing gives SP items, and the chance to just go at your own pace. Up to you. At the end of that same corridor is a Nepad that will charge at you. You can QTE avoid, but I think I just ran around him first time. In that room is a 4000 SP item in a strongbox. Proceed to the right and around the corner. Surprise again, another Mepad. QTE counter or avoid. Move on. Go to the end and jump down. If you just avoided, they will not follow you down here. Serpent Emblem: On wall to the right Proceed under the grate and grapple up. CHECKPOINT. Remember those Crysalis in Leon's campaign that didn't hatch? Well guess who has to deal with them now. Thats right, you. Again. Doo all of your looting before approaching the objective door at the end of the room. As soon as you go near that door, the first Nepad will hatch. After you deal with this one (or after a time amount, not sure), another will burst through the door to the side near the alarm door. Then another two will spawn, but you will have objectives on them to see them approach. The last will spawn from the room at the end. Kill them all to open the door. Go through and make your way to the happy birthday cutscene. =============================================================================== ADA - CHAPTER 3 Waiyip, China "Why is it nothing stays dead anymore?" (AC3) =============================================================================== Objective: Head for mission objective Proceed around until you find a playground. There is nothing strategic here, but you can climb it and even slide down the yellow slide. That's just awesome. Climb the boxes and grapple your way into the next area. CHECKPOINT. From where you land, the two J'avo somehow don't see you. Take your time to line up a double headshot with the Sniper. It can be done. This is amusing as they just stand there for a while longer doing their thing. Before they remember how to die. Move out and kill a few mutated J'avo. As you proceed down the street, ninjas will attack you. Show them that guns are superior (especially Sniper Rifles to the crotch), and move on. Through the door will be some guys who will mutate or crysalise. The former in ours used the gun as a club. Move through another door to proceed. CHECKPOINT. Survivors will be made less surviving by a guy who you must kill. Go forward and through a gap in the right, and turn right again. Serpent Emblem: On a traffic barricade Exit this and follow the main street down. Towards the end will be a guy partially hiding and a Strelat. Kill. There is a fair amount of ammot in stalls around here, so stock up if you need to. In the open area will be more guys, mostly Crysalis guys who will spawn more Strelats. Dispose of them. Proceed to the end, jump the barricade, and grapple up. CHECKPOINT. Meet a new friend. Now we know where he came from. You must now run. And run lots. Start by running towards the screen. Then when it changes, to the right. Then away when it changes again, and turn left and Ada will auto grapple. Again away from the screen, and jump the barricades. Ada will then fall and QTE wiggly stick to get up. Jump across, run to the right, and then straight ahead, and slide before smacking into the sign at the end of that path. Jump again, Ada will auto take care of herself and that bastard chasing you. Don't ask how a thin gate stops a guy with a chainsaw. CHECKPOINT. Grapple to next area and use vantage point to kill some zombies. On one of the tables is a Green Herb. Kill zombies and pick up the key. That zombie wakes up. Big surprise there. Open the door. CHECKPOINT. Your buddy returns, and steals your key. Explosive bolts do well to stun him and do nice damage. If he hits you once, while it won't insta-kill you, it will take you from 6 health down to dying. Additionally, there are many crawling zombies which will grab onto you, allowing chainsaw time to get to you and kill you. Get onto a high platform and when chainsaw follows you, fill him with explosive bolts (on normal about 5 do the trick), and get your key back. Just be careful when jumping back down, as there will be a mass of crawling zombies waiting for you. Open the door again. CHECKPOINT. Grapple up and run along and catch a bus. But someone else has already caught it. This is more a time aspect for this first bit, so you have options. Either just unload something at him (shotgun works well) to stun him so he doesn't reach you, or evade him. But you don't have much room to move. However, if you move to the end of the bus and face it and press A, Ada will grapple to the other end of the bus. Wait until he gets close, and grapple to the other end. This time, if he does reach you, he will insta-kill you, very graphically, and for quite a while. Ouch. Serpent Emblem: On scaffolding to left of bus. This is timed, before the bus moves again. As your aim wobbles so much, shotgun works well. If you die here, there's another graphic death scene, which is different to the first. This is yet another timed fight, and this one is longer than the first, so I would suggest using the dodge method. Wait until he is close, and A grapple to the other side. The bus will go back and forth a couple of times, but after the last one, Ada will auto grapple to train tracks. CHECKPOINT. Of course he followed you. And is within a metre of your face. I think he likes you. You have a bit more width to work with here, but no easy escape. At the ends are electricty that will stop you if you move too far. But you can dodge around him. After doing some damage, a train will spawn. CHECKPOINT. Timed QTE of X then A then RT (in our run anyways) to not die. Different death animation here too. There was just a checkpoint, so don't worry if you stuff up (you will just dislike that sign). Shoot him more and the BSAA will get a lock on 'Ada'. After enough damage, a QTE wiggly stick will allow her to be awesome in a cutscene. CHECKPOINT. Climb out of train car. Because that is more awesome. Once you have landed, enter the house and look down the stairs to the right. Serpent Emblem: Behind crate down stairs. Head up stairs. In the room is a 4000 SP item in a drawer. Open door. Don't shoot the other main characters down your scope. CHECKPOINT. Here you have to help the others. Fliers will spawn, shoot them down. Once they reach the next area, just shoot Chainsaw until he electrocutes and falls into the water. CHECKPOINT. Loot the crates. Especially if you are low on sniper stuff. Or just ammo in general. Herbs too. Run along and grapple stuff. CHECKPOINT. More herbs in here too. Vases must die. Get the feeling they are stocking you up for a boss fight? Climb to the top and wait for Chainsaw to climb up. Shoot him a few times with the Sniper, and que grapple and cutscene. Shoot at Chainsaw (or just wait, not sure), and then swing down to save Sherry. CHECKPOINT. Jump down and grapple your way along until you see some new wheels. Oh, and you win. =============================================================================== ADA - CHAPTER 4 "You wanted to destroy the world. Now you have destroyed your body. Hope you enjoyed it." (AC4) =============================================================================== Objective: Search the ship Walk forward and stealth kill (SK hereafter) the J'avo. Walk down the hall, and to the left is another. And another after him. Go to where you need the passcodes. Objective: Get all the passcodes Kill the first J'avo, and grab his passcode. Wobbly mutant (aka Rasklapanje), will spawn from a vent in the ceiling, making this even more interesting. Walk down the stairs. Several J'avo with guns will spawn. And Wobbly will only chase you. As you are more tasty. And dont dissolve when dead. Run straight ahead, and turn right to open a door. CHECKPOINT. Turn right and go to end, turn right again, turn right again, and into cabin (with gun objective)to find the Bear Commando (Assault Rifle/Grenade Launcher). In this room is also Wobbly, as well as a 5000 SP item in a briefcase on the table. Start to backtrack (going left a lot) but before you go all the way back, go into a room on the right to find another passcode guy. After killing him, a second Wobbly will eat the passcode. Fun. Go out the room and wait. Feel free to shoot the other Wobbly (or parts thereof) to survive. When the Wobbly part with the objective comes out a vent, kill him to get the passcode. Go along the corridor to the right of the room as you leave it, and turn right here. Go down the stairs, turn right, and fire will activate. QTE A to burn the first, and shoot the second to knock him back into the flames. CHECKPOINT. You deserve it. Up the stairs and four J'avo will burst from the doors. There are some items in the rooms that they burst out from. But don't take too long, as Wobbly isn't really dead. Or more are just spawning. First room on the right has a keycard guy. Kill and grab, as another Wobbly will fall on your head. Now that you have all three, return to corridor and continue onwards. CHECKPOINT. Use the codes on the door, to find Wobbly taking a nap on the other side. Your rude door opening woke him up, and he's now peckish. Also, watch out for the two behind you. Just saying. To the left is a dead end. Up the stairs is a grapple point. Use that, much better odds. While other Ada is talking, you can't aim, so you won't be attacked. Just wait until she stops blabbing. Objective: Find the secret information (Note: If you can get to the bridge without being seen, you get an achievement.) Sounds cryptic, doesn't it. Walk along and grapple. Open the door, and prepare to run slide to get into the next room. Green Herb in here too. Proceed up the stairs, and don't open the door. Walk outside and don't be seen by the light. Use your cover dive (LT+Move+A), and slide along the ground to the right to avoid being seen. Or you can just run time it, but we found this more amusing. When you are at the end, wait for the light to pass, get up, and walk onwards. You should have heaps of time. Grapple up. Serpent Emblem: Immediately to left after grapple Continue on and into a crawlspace. Watch Chris do his thing, and move on. Distractions yay! Drop down. CHECKPOINT. Walk on. There is a guy in the room to the left, but you can ignore him and just walk on. In the room around the corner, is a Gnezdo patrolling the room. You can avoid being seen here, just watch its pattern. For ours it walked in a big circle, so just following the path it took when it was out of sight worked. Press the button and go through the door. CHECKPOINT. Jump through the hole. More searchlights, be ready. CHECKPOINT. Running is better here, as you will still be seen in some sections while crawling. Ducking initally does hide you, if you want to line up your timing. As soon as you drop, run to the left and don't get caught on the scenery. She will auto crawl into a space where for a section you won't be seen. Use this to time what you want to do. After is a hole, and then another safe spot. At the end is a long run to safety, so make sure you have a lot of time. When she gets up, run left, then as camera changes take a u-turn, and away from screen to a grapple point, all before you are seen. CHECKPOINT. At least they are nice with the checkpoints. Crawl or wall hug along here so you are not seen. Use cover at the end to peek around. This guy does not move, but also does not see you from cover. Use Crossbow and line up a shot to the head to kill him silently. Crawl or wall hug along and up the ladder. Jump into vent crawlspace. CHECKPOINT. Do not move yet. There are cockroach things patrolling in here. However, they aren't very observant. Shoot them with the Crossbow for silent kills. If you hear gunfire, it is not because you are seen. Chris is fighting below you. Kill both Cockroaches and proceed to the rightish direction and drop down. Follow the path to find another door with golden handle. Fancy, isn't it. CHECKPOINT. Look down to see bleeding Fake Ada. Seeing as this is this game, we are going to assume she is not dead. As no boss we ever kill stays dead. Drop down, and crouch behind box at your left. Guy comes at end of that path. Wait until he turns, and SK him. Serpent Emblem: In locker on left. Activate elevator, go down. Objective: Find an escape route (Note: Upon starting this section, you should receive the achievement for successfully completing the stealth section.) Now Fake Ada is slowly crushing, well, everything in the ship. So make your way along the only path, and open the door. CHECKPOINT. Hit the pustules that burn and go through the door. Head to the right. Fake Ada will burst out of pustules and chase you. Open door and go through. CHECKPOINT. Walk along the only path to the next door. Along the way you may encounter Fake Ada clones, and walls that try to grab you. These are walls with lots of stuff on them, and arms reaching out. Stay away. Open both doors (one Wiggly QTE), and proceed. CHECKPOINT. In this room, next to the opening on the end, you will see a large face. This lauches at you and knocks you back. It can't be killed, so trigger it by moving forward, avoid the launch, and go through while it is retreating back. There is another in the next room. Use same strategy. If it does hit you, you do have enough time to get up and run past before it has fully reset. The next one has an explosive barrel near it. Shoot it and use Wiggly QTE to open door. CHECKPOINT. Wow, its like we are inside a marshmallow. A butt ugly marshmallow. Around this corner you will be chased by a face. There are some arms along the walls here that will grab you. Trying to avoid didn't seem to work, so just run down the middle until the second one catches you and be prepared to Wiggle QTE out, and keep running, this time towards the screen. Ada will auto jump and grapple. Now you will be in slow motion, and have to shoot the barrels before you get eaten. Pustles have some items, and don't do a whole HP damage, so heal up between each. Exit through the door. CHECKPOINT. From here you will see a lot of those nitrogen canisters. Once Carla spawns, you will need to use your Crossbow Explosive Bolts. Nothing else does enough damage for enough time. If you have non, you can find some to the sides of her face. With enough bolts to the face, she will open up a passage through her, for long enough before it regenerates back. Remember those canisters? Use that time to shoot them. You can't walk through, as there is an invisble wall. Once you hit the canisters, she explodes and dies. Oh, and there is a Clone chasing you. More like shambling. Shooting it in the head causes it to lose its head and fall over. Then get back up. As far as we can tell, it doesn't die. And has acid which it will dribble on you if it gets too close, which can disrupt your aiming and allow her more time to regenerate. Just move away if that happens. Once she is dead, move on and let Chris deal with it. =============================================================================== ADA - CHAPTER 5 Tatchi, China "All substance, no style. Typical." "Kinda fun to watch." (AC5) =============================================================================== Objective: Helicopter? Awesome! Your reward for all of this. Help Leon and Helena by shooting zombies. Leon and Helena don't seem to react if you hit them accidentally, but we haven't tested if they are invincible yet. CHECKPOINT. Helicopter. Rail shooter for this first bit. You only have 6 missiles, but from what we can tell, they cant shoot for shyte. They don't come back (until you die), but for all they are worth in this section, that doesn't matter. I would recommend saving them for the next section. Just spray the enemies with gunfire, and shoot down any missile they fire at you. While there is only one on screen, that isn't hard. One at first, then another, then two at once. When there are two, the far one shoots missiles. Objective: Eliminate all enemies Here is an attack helicopter. Isn't he pretty and sparkly? Well, he is just missing one thing. Flames. He can take down your health really quickly, but his bulelts are slower. Oh, and if you didn't notice (as we didn't), you have control of the helicopter's movement now. You can strafe left and right, which you need to do to avoid being shot. Pelt him with bullets, and try to get a missile to his face, and he goes down. Objective: Defeat mutated Derek Strafing is good. Always strafe. And shooting. That's good too. Just keep shooting and strafing. Don't die. Oh, and when he jumps it's amusing. It's like he is in the olympics and doing an epic spin summersalt dive. There are a few checkpoints in this, so it is more of a time sink than a challenge. Objective: Eliminate all enemies Save the civilians! Because, they won't like, die later or anything. Just shoot the zombies around them. Again, they don't seem to mind the occasional bullet to the face themselves, but haven't tested if they can die. Clear the helipad, and you will land. Why you would want to give up the helicopter with infinite ammo, missile, and apparently a Rocket Launcher in the back, is beyond me. But Leon thanks her for it. Objective: Head for mission objective Use Ada's non missable grappling skills to proceed. Grab the Green Herb. Go through door. As you fall, don't bother shooting. Just wait until the time is up and you grapple out. Oh look, boss. Damage or time will allow you to progress up via grapple. CHECKPOINT. Now hurt him more. If you do enough damage, he will go small again. Use this time to melee him, and QTE mash A for extra damage. After enough damage, up another level. CHECKPOINT. Rinse and repeat with more levels and more checkpoints. CHECKPOINT. When you reach the high area, there will be zombies, and you will need to assist Leon and Helena who are climbing, by shooting Derek as he claws at their feet. Aren't you glad you aren't doing the QTE to climb. Yay for grappling hooks! CHECKPOINT. While you sleep, Leon takes one in the back for you. Ouch. If you have played as Leon, you would know what to expect here. Leon and Helena are here to help. Slightly. Just do damage, and take melee opportunities when they arrive. Avoid his charges, and his cheap grabs. Bear commando works well (in AR mode), if you can keep it steady. When he is standing on Leon, press B behind Derek to assist him over the edge. CHECKPOINT. Put in the key, and watch the cutscene. And another. Prepare for the boss fight. This one is really hard, so I hope you didn't use too many of your resources in the last fight. The best weapon to use in this fight, is the Uzi. Strange I know, but it works. Just keep unloading until it goes down. The rest I will let you work out on your own. Good luck! =============================================================================== ******************************************************************************* ****************************** COMPLETE BEASTIARY ***************************** ******************************************************************************* REGULAR ENEMIES: ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU Bloodshot Health *** Damage ** Speed *** Special * Overall **1/2 Definitely a step up from the regular zombie dross. Bloodshots are faster and more evasive than typical zombies and are improved in nearly every other way as well. You can disrupt them mid-air with a well placed shotgun blast though. Attacks: Leap - The bloodshot zombie tenses up and then leaps at its target Grapple - If allowed to come within close proximity to the character it initiates a damaging grapple attack Tactics: These new type of zombies can be quite a bit quicker than their brethren and leap far more often. They also inflict more damage when they connect so bringing them down fast is a priority. Shotguns work well along with explosives and incendiary grenades (just be careful as sometimes the incendiary grenades cause them to mutate in the first place). Oh and these guys can take quite a bit of punishment before they go down. ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU Gnezdo One swarm of Gnezdo isn't really that hard to deal with, just shoot the swarm until the controlling wasp has been revealed and then start unloading on it. When dealing with multiple swarms at once however this can become problematic. You need a weapon that is capable of one or two shotting the control wasps to even stand a chance (those who have made it to Ada's campaign probably know the part I mean). The crossbow is your best bet against swarms as it can instant kill a controller if you connect. Unfortunately this requires you to be a good shot as the reload time can be fatal otherwise. Attacks: Swarm - A flurry of wasps surround the character dealing damage Sting - The large wasp attacks Tactics: To make this easy simply use the shotgun and blast the large wasp that appears. If you focus on this you will quickly down the enemy. He isn't much of a challenge really. ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU J'avo (varies depending on additional mutations) Health * Damage * Speed *1/2 Special * Overall * Wow, the sheer number of mutations (15 + 4) these guys can go through is amazing so it's hardly worth your time learning each ones individual strengths and weaknesses as I will let you know right now that shotguns work on all of them. Yes, all of them. If a J'avo mutates and you don't want to try to conserve your ammo with headshots just swap to the shotgun and blast away. The additional four 'chrysalid' mutations are still all vulerable to shotguns as well. Except maybe the Mesets when they are in the air. ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU Mesets Health ***1/2 Damage *** Speed ***1/2 Special **** Overall ***1/2 These enemies only come into play in Jake's campaign and as such are just begging to meet your elephant killer or sniper rifle. The only problem is they don't like to stand still. If you can find a protective overhang to hide under Mesets cannot swoop you and drop down to the ground to approach you via land. When they do blow them away. If you can't find cover I hope your a good shot while strafing as otherwise you are gonna take serious damage. Attacks: Rib impale - The Meset swoops down from above, impaling and grappling you with their ribs Tactics: These horrible looking bird-like mutations are quite dangerous as they can fly above you dropping down to grapple you with their ribs. They take quite a few hits to bring down even with the sniper rifle or magnum. ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU Nepad Health *** Damage *** Speed ** Special ** Overall **1/2 This enemy initially looks quite impressive with the heavy armoured carapace it wears. Dealing with them though is actually quite easy with the right tools (hand grenades and shotguns). Crack open that shell and fill it up with shells. Attacks: Charge - ordinary charge attack (will sometimes pound chest beforehand) Grab/Grapple - ordinary grab attack if you wander too close Tactics: This enemy has armour on its body which can be destroyed via shotgun or explosives which exposes the flesh below. They move slowly but can suddenly charge (increasing in speed dramatically). They take quite a lot of damage to kill and on the higher level difficulties you will definitely want to have a few hand grenades to blast off the armour protecting them from your bullets. ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU Oko Health 1/2 Damage N/A Speed **1/2 Special **** Overall ** These little buggers are Ustanaks guard insects. They travel on linear paths waiting for you to club them in the back. Weak as anything but having the ability to summon Ustanak for a stomping kind of mitigates that. Just make sure they don't see you. Ok? ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU Shrieker Health *1/2 Damage * Speed **1/2 Special **1/2 Overall ** The AI of the shrieker seems to be able to switch from flee to attack on the fly so make sure if you can't kill it (at this moment anyway) you at least know where it is. Or else things can definitely come back to 'bite you in the ass later.' Attacks: Scream - stuns the character and if close enough can damage them Swan song - emits a stun scream upon death automatically Tactics: A fast but relatively weak variant of zombie. If they are in a cluster of regular zombies they can be dangerous due to their stun ability. Their weak point is the glowing red sack where the throat is and they are easily killed by a single shotgun blast to it. ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU Strelat Health ** Damage ** Speed **** Special *** Overall *** The main thing Strelats have on their side is blistering speed. Unfortunately for them they have to rear up to attack, making an individual Strelat just a delayed kill (run, run, run, rear, shotgun to face). When there is more than one it becomes a lot more dangerous as you will need to concentrate on two or more at a time as well as strafe constantly to avoid projectiles. If you are on a repeat playthrough and have access to a grenade launcher, don't hesitate to use it to splatter these lizards. Attacks: Spray/Bite - when rearing up they will lunge forward to deal damage Spines - When rearing up they will shoot a stream of spines at a character Tactics: Strelats are fast moving creatures that like to get in your face quickly. A shotgun works well when they try to rush you (I also think they can run up walls as they looked like they attempted to until my shotgun shell met them coming the other way). They stand up on their hind legs to attack so when they stop blast them. Don't bother trying to stop them when they run with anything except flashbangs/ hand grenades (likely to be too slow) or shotguns as only these interrupt their movement (at least from the initially available weapons). ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU Whopper Health **** Damage **1/2 Speed **1/2 Special ** Overall *** Whoppers can be fearsome opponents in confined areas, especially when met early game by Leon and Helena who only have starting weaponry. Its these guys that make you wish the game had a good sideways dodge roll (seriously). Their mounds of blubber make them very resistant to damage of all types (except maybe fire) so you will have to work for your win. Attacks: Charge - his most annoying attack, he charges up then rams you quickly Lift grapple - When close he essentially bear hugs you dealing large damage Splat - Upon death, the whopper can fall on the player seriously injuring them Tactics: I haven't really found a weakness to exploit on this guy but out of the methods I tried the shotgun to the face seemed to work alright. If you can deal some early damage with a remote bomb even better. Sidestep his charges and keep shooting him in the face to bring him down. 'Nuff said. ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU Zombie Health * Damage * Speed * Special * (add +1 for acid spitting) Overall * Hah, these guys? You want strategy tips against these weaklings? Ok, well never approach them directly from the front when they are down as they can grab you for chip damage. When their arms are waving together like they are trying to give you a hug, don't go near them as they will grab you for chip damage. When they lanch themselves at you, stidestep them and melee them once in the head for a quick kill (most efficient way). One of the few creatures the starting handguns are good against. Oh and fire can turn them into Bloodshots. Zombies are so much about the chip damage it isn't funny. Oh and the acid spitters can go burn in a fire (use grenades or rush them to take them out quickly). ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU Zombie Dog Health *1/2 Damage ** Speed *** Special ** Overall ** Less dangerous than previous incarnation of the hounds, most likely because of the increased combat cababilities of the characters in this version. They can also interact with other infected to coordinate attacks upon characters. Attacks: Bite - The dog lunges at you and mauls you Tactics: The best way to deal with these annoying animals is to hit them with an incendiary grenade before they even see you (instant kill). The other method is to unload a few shotgun shells into them as it knocks them down making it easy for the follow up shots to connect. They are more of a nuisance than a threat in this campaign. ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU BOSS CLASS ENEMIES: ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU Attack Helicopter Health **** Damage **1/2 Speed *** Special *** Overall *** Due to the placement of the grenade launcher just before this 'boss.' I tend to think of it more like a tutorial for how to use it than an actual boss fight. Unfortunately Professional makes this a kind of stupid though process as the chopper can rip you to shreds in a hurry and its army of cricket legged defenders don't help matters either. Swapping between the ammo types will help you take care of both on higher difficulties. Attacks: Machine gun - The chopper will fire a line of machine gun ammo at you Rockets - A large explosive blast will erupt wherever the rockets hit Tactics: Enemies will spawn from the side you entered from as well as the chopper. You just convieniently got a grenade launcher so go to town. You can play it safe (taking cover under overhangs, staying out of the line of sight) but the massive radius of the missiles can still hit you quite often so I would recommend trying to take it down ASAP as you will consume less resources overall (less spawning enemies, less wasted ammo and health items). The chopper will probably take around ten shots to destroy so the quicker you can rack up the hits the better. ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU Deborah Harper Health **** Damage *** Speed **** Special *** Overall ***1/2 She can drain a surprising amount of health if your attention wanders too much, (I wonder why too) and she is very fast in her initial arena battle. Her charge attack can also be quite quick so make sure to keep a minimum safe distance so you have time to react to it. Attacks: Spin kick - She spins through the air towards the target lashing out to deal damage Saw blade - She whirls her tendrils round in a circle damaging any characters in the area Heartbreaker - She stabs a tentril into the character knocking them to the ground. If you don't complete the QTE fast enough the second one lands and its game over Charge - She forms her tendrils into a shield and tries to ram into you at speed Tactics: Just looking at her you can see her weak spot. And the greater the area of coverage of your shots the higher your chance of hitting them (HINT: I mean use the shotgun). She is very fast and quite damaging if she lands her hits but just concentrate on the glowing tendrils and eventually you will bring her down. Shooting her when she is upstairs results in her falling down, momentarily stunned. This gives you ample time to run over and fill her full of shotgun shells. When she is weakened a single tendril will raise out of her. Make sure it shatters and continue firing. After a few rounds of this she will become enraged and smash the floor out from under you. The music swells and we are all careening down a track at high speed. Use X+A to duck under the barricades or be prepared to lose a lot of health. Once you are far enough along the track, Deborah decides she wants a ride as well and hops aboard. She has the same weak point but with no room to manouver this will most likely put a ding in your health. Same strategy as before, unload on her with the shotgun and hope you have enough health. She will do this twice before leaping off and leaving you hurtling towards an explosive barrel. If you have the shotgun out the shot is a piece of cake, otherwise I hope you are good under pressure as if you miss its kablooie. More barricades impede your progress so try to keep the top of your head attached as you roll along. She will jump onto the carrige for the final time before a cutscene takes over. This dumps you on your back with her about to stab you with a tendril. Two blasts from your shotgun should be all you need to finish her off for good. ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU Derek Simmons Health **** Damage **** Speed ***1/2 Special **** Overall **** This guy is one tenacious bastard who will hound you for a good chunk of Leon and Helena's campaign. His strength and weaknesses change up with each fight making dealing with him in each new form a matter of relearning what hurts him although the animations for when he is vulnerable remain the same (as well as the quick time animations funnily enough). ENCOUNTER ONE: Hound form PHASE 1 - Rooftop mayhem Attacks: Leap - Derek lunges forward, knocking you over Derek resembles some kind of large dog now but he is anything but friendly. The way to damage him involves damaging him enough to return to human form. Once he does this unload as much damage as possible on him (the lightning hawk magnum springs to mind as a good option). Once he is down on one knee in human form run up and melee him to deal some damage. Due to the constant movement of the train aiming becomes slightly harder than usual so the shotgun can be of good use against his beast form. He constantly tries to move towards you when in his beast form so keep a safe distance away if you aren't going the shotgun approach. Derek will also move between the roof and inside of the train carrige so be careful about monitoring him as he moves around. After a set number of these beatdowns he will eventually fall. This unfortunately isn't the end of him as we enter phase two of the fight. PHASE 2 - Splitsville Attacks: Leap - Derek lunges forward, knocking you over Spines - Derek launches a series of spines from his tail at you During this phase Leon and Helena will be on separate trains. Derek has also sprouted a new addition to his arsenal, a tail that shoots spikes at his targets. Leon must try to race away from Derek while Helena fires at him from the adjacent train. This section is quite short so it won't be long before you both meet up again. PHASE 3 - Reunion Spines - Derek launches a series of spines from his tail at you Derek will be racing along the tracks and keeping pace with the train. Take cover behind one of the sets of seats and start firing over it at him. He will really start firing his new spines at you so keeping in cover prevents taking serious damage. After dealing enough damage he will jump back into the train. A QTE will occur (X + A) where you dodge him before returning to the top of the train. Finally you will be able to shoot him down as he charges the train to finish the fight. ENCOUNTER TWO: Dinosaur form PHASE 1 - Truckosaurus, really? Attacks: Roar - Stuns all nearby characters Crunch - Derek attempte to snatch you up and eat you Tail swipe - Derek will turn 360 degrees, knocking down anyone in a radius Charge - the same as practically every other boss monster Truck you - He will ram into a vehicle, flinging it towards you Jump - Derek will leap across the area, potentially landing on you for heavy damage Tactics: Well, the tactics are exactly the same as phase one last time but he has some new attacks to worry about and you have barrels to play with. Shoot the barrels when he is nearby then sprint up and damage him until he drops to his knee. You can then activate the melee QTE and the following A tapping one to inflict pain upon him (it's even the same damn animation). Derek on the other hand will try to stop you doing this by stunning you with his roar and trying to eat you. PHASE 2 - Eye see you! The cavalry arrives here as a hummer with two rear mounted mini-guns drops into the area. The chase sequence is very simple. Just fire at his eye as much as possible before the car is destroyed. PHASE 3 - Not even remotely interesting You are probably out of the explosive barrels at this point. So you will have to start using your remote bombs to keep the damage flowing. There are plenty of crates around the edges of the area to smash for items if you don't have any. You may have to resort to using your shotgun or lighting hawk to inflict the final damage you need to finish him off. ENCOUNTER THREE: Giant insect form Attacks: Rush claw - He will hold both large claws together then push them forward, hitting a large area for painful damage Slash claw - Derek slowly raises a claw to the side and a QTE dodge will present itself to avoid the attack Stab - His legs will fall at random points in the area dealing damage if you are below Acid spit - He will launch a ball of burning acid directly at you dealing heavy damage if it connects Tactics: The basic technique for damaging Derek is to make him absorb the zombie impaled with the lightning rod. He only absorbs zombies when he has taken enough damage to his massive glowing weak points. This can be a lot harder than it sounds as a constant stream of alternative zombies will slowly move towards him presenting him with multiple options to absorb. Once his head is on the ground from the multiple thunderbolts make sure the rod is in a new zombie then use RT on his head to climb up and place a grenade on him. This will damage him again and cause him to absorb the zombie with the lightning rod one final time. Once the bolt hits you will both be knocked back onto another platform. ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU Haos (Gigantic B.O.W) Health ***** Damage **** Speed *** Special ***** Overall **** Haos may not be the hardest final campaign boss I've ever faced, and his second encounter can be put down to a joke if you know what to do but his hits seriously hurt. The race upwards will be the same on any difficulty so there isn't really much difference there. The final battle really just depends on if you want to be patient and take no damage or be a hero and get skewered. Piers is just way more effective than you could ever hope to be. ENCOUNTER ONE: Race Attacks: Slam - The B.O.W slams his hand down into the floor attempting to laminate you Tactics: The B.O.W can move deceptively fast and his slam radius is quite large. Concentrate on avoiding his attacks rather than dealing too much damage as Piers will help out in that department. I know his heart glows, denoting a weak point but he didn't seem to take any more damage there than he did to the back so I just remained behind him unloading the grenade launchers explosive rounds until he falls. ENCOUNTER TWO: Final battle Attacks: Sludge - Fired directly at you as a ranged attack Roof sludge - Can stick to the roof or drop down and act as mines Tendrils - Very long range ground attack that pulls you back into the range of the B.O.W Slam - Basic smash of the arm into the ground with short range Grapple - Instant kill unless it gets interrupted by Piers Tactics: You know its kind of depressing when you can beat a final boss without firing a single bullet but you can if you like (waste of ammo but if you want to feel like you are doing something then go ahead). You can ignore the depressurization messages as that triggers upon beating the boss. Let Piers deal the damage and just wait until the B.O.W caccoons itself, then let rip/ melee it until it is smashed. When you smash the caccoon the top half of the B.O.W will lay stunned on the ground. Run up and melee one of the weak points. Repeat this two more times and the battle will end with a CHECKPOINT, crawl and a few quick-time events. Note: Even if you have field medic here Piers can't use tablets as he is so make sure you have some healing on hand to prevent early deaths. ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU Iluzja Health ***** Damage ****1/2 Speed **** Special ***** Overall ****1/2 This snake is a pest with highly damaging attacks and a good turn of speed, making it a lethal combination. The ability to cloak itself is one thing, but being able to cloak itself and drop down from the roof above you? Not cool! Thankfully Chris and Piers are the only two who run into this enemy and they have our friend the grenade launcher. I'm unsure about the effectiveness of the other round types on this snake but if incendiary leaves him flaming and visible it could be a very useful tactic to make your following explosive rounds far more accurate. I generally discount freezing ammo against boss monsters as they are normally immune. Attacks: Chomp - The Iluzja will rear up and snap at you if you are in front of it Squeeze - The Iluzja will drop down on top of you and squeeze like an anaconda Tactics: The Iluzja has the ability to camouflage itself (it cannot hide its mouth just before it attacks though). Anyone familiar with Halo camo will know how to look out for this type of 'shimmer.' It opens its mouth just prior to attacking so a good shot down the throat should crimp its style a bit. A word of advice is be very careful if you are using the grenade launcher as hitting one of the hanging pig corpses can backfire badly. Overall the grenade launcher seems the best weapon to use against this beast. ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU Lepotitsa Health **** Damage ***1/2 Speed *** Special **** Overall ***1/2 The actual cause behind the outbreak in Tall Oaks, these walking mounds of contagion are a real pain to deal with as you can be overwhelmed by the zombies they spawn if you lose focus. Oh and they have a massively damaging close range AoE attack too. Attacks: Sweet embrace - The lepotitsa will grab the player and initiate a QTE, if this is failed it will force its tounge down the players throat. Killing them instantly. Gastronomy - The lepotitsa releases a cloud of virus infused fumes which damage the player massively (staggering them) and infecting any nearby survivors. Tactics: Welp, there are two ways to handle this one. Up close and personal with a shotgun and explosives. Or instead you can try far away with the sniper rifle to remain out of range of the damaging gas cloud. Both are valid options and it mostly boils down to your resources and personal preference. ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU Ogroman Health *** Damage *** Speed ** Special ** Overall **1/2 This guy will most likely be the first or second giant B.O.W you see and as such your initial thoughts may stray to running the hell away. Unfortunately for an Ogroman, size isn't everything due to the fact that without the ability to hit your target you can't defeat your target. Someone forgot a major design tenent when they made this guy. He seriously moves as slow as treacle. Attacks: Stomp - Stamping down quickly onto a character inflicts significant damage Slam - By slamming its hands into the player he can bring the hurt Grab - The Ogroman will try to snatch up the character inflicting large damage Tactics: You can kill the Ogroman by shooting his weak point until he leans on a building, then you use the RT on his hand to enter a quick-time event to damage the Ogroman. Repeat this a few times and it will die. Use pistols or assault rifles as these tend to be able to hit the weak point better at a distance. ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU Rasklapanje Health N/A Damage N/A Speed ** Special ***** Overall ***1/2 This guy is both persistent and annoying and his invulnerability can actually make you worried for a change as there is no real way of stopping him. Weapons that rip him apart easily like the elephant killer, lighting hawk, shotguns, or fully automatic weapons will give you precious seconds to think. All I can say is thank god there wasn't one of these in that damn snow level (Jake C2) chasing you around. Attack: Grapple: Results in instant death, can only be done when fully formed Grasp: When split in half the top half can grab and hold you in place Tactics: This enemy may seem similar to the one in Resident Evil 5 that you killed with the flamethrower and explosive barrels but it is a lot easier to slow down as a shotgun blast will knock it down. You can't kill it but you can steal enough time this way to complete your objective. If he is fully formed and grabs you it is intant death. ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU Ubistvo Health ** Damage **** Speed *** Special **1/2 Overall *** This guy seems to be a bit like a glass cannon, all attack and no defence. Just stay out of his reach and pelt him with explosive grenades and he'll go down in no time really. Just a big wuss. Attacks: We assume he insta-kills you. Not sure though. Killed him too quickly. Tactics: Don't let him hit you. Kill single J'avo that spawns. Grenades to the face work. After several grenades, Jake can melee QTE to stab him with his own jutting bits of metal. He then calls for Sherry to finish him off. You have quite a bit of time to do this, so you don't have to be standing right there. ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU Ustanak Health **** Damage ***1/2 Speed ***1/2 Special **** Overall ***1/2 This guy? Oh bugger off, I've seen enough of him to last me a lifetime. Read the strategies below if you want more. ENCOUNTER ONE: Warehouse Attacks: Hookshot (1HP+) - He holds his arm out straight and fires his massive claw at you. He then locks you in, damaging you and then a QTE to break out will occur Strafing is the best way to avoid this attack (obviously). Grapple (3+HP)- Grabs you when you are in close proximity dealing large damage Charge (3HP)- The typical boss charge with the additional caveat that he is unstunnable. Sometimes he will charge without the full warning animation (especially when he is upstairs). Tactics: Prepare to move out of his charge that he initiate immediately after the cutscene ends. BARRELS!!!!!! Yeah barrels are your best friends here as they are the most effective way of crippling Ustanak. Ustanak has the ability to go through walls (put a drill bit in there and I can make it through walls man! - Ah Red Dwarf) effectively clearing the area allowing the infinitely respawning J'avo free reign to add extra unneeded orifices to your body. Ensure the stockpile of J'avo remains low or you might find things get a bit too dicey. Remote bombs and the Elephant Killer are your alternatives for dealing damage to this behemoth. ENCOUNTER TWO: Frequent flyer Attacks: Swipe (1+HP) - Ustanak claws at you dealing average damage The first sequence of this fight is him breaking through the side panels of the plane trying to hold you tight. He will normally go for the panels you are standing near but avoiding him is a simple matter of moving out of the range of his claw. Use the elephant killer and remote bombs to damage him. Phase two begins with transfer to a new helicopter via a co-op jump and a QTE for Jake to avoid becoming swiss cheese. CHECKPOINT. You will have to man the turrets at the back of the chopper to try and deal as much damage as you can to Ustanak. He will cling to the helicopters swinging back and forth as you destroy them. The helicopters will also launch slow moving missiles when they move further away. He will fire his minigun at you as well dealing 2+HP of damage. To avoid this use the A button to duck behind your turret (we all like to avoid massive head trauma). If there is only a single helicopter left it becomes indestructable until another batch arrive (figure that the hell out). When you deal enough damage you will fall on your ass with ammo underneath you and be tasked with shooting the giant red screw you sign (read fire extinguisher) that rolls towards Ustanak. You then have to grab the bouncing parchute (very quick QTE) with the A button which ends the chapter. ENCOUNTER THREE: Tower Offense PHASE 1: Corridor fight Attacks: Charge - You know what this is Grab - Again, you know what it is. No hook shot this time though Dual Grab - You thought single grab was bad. Now he can take two of you out at once Tactics: Avoid him. He hurts. Use height to give yourself those few extra seconds of cover. He will jump up to you eventually, but just jump down and move away. Bear Commando grenade launcher and Elephant Killer is good. There are also some explosive barrels in the raised areas to push down and shoot when he is next to them. There are also crates scattered around. At the end of this phase, we do what we like to call "Be a prick to Sherry", in which you lovingly launch her over the fence to Ustanak. But hey, she can heal, right? PHASE 2: Smash the gate Attacks: Not sure, he just kinda stood there. Tactics: Sherry and Leon drive a bus to break a wall. QTE for the X. This allows passage to next area. PHASE 3: Chipmunk running and fighting Attacks: Charge - As per usual Shotgun - Giant sized just for him Single Grab - He will grab someone while still shooting at others with the shotgun. Fun Tactics: Long story short, you need to get all 4 characters (yes I know) to push the moveable ladder tower into place to grant you access to remote bombs and a first aid spray. Other places have various items and such. PHASE 4: Why does he hurt so much? Attacks: Charge - Hurts. Dual Grab - You thought single grab was bad. Now he can take two of you out at once. Multi layered QTE to get out. This hurts, mostly from duration. Grab Throw/Drop Kick - While he has someone held, he can throw them at another person. Cheap bastard. Tactics: He has now changed arms to go full melee. He is no easier though. Bear Commando grenade launcher, Elephant Killer and Remote Bombs all work well. The shotgun may also work if you want to dance. I found strafing avoided most of his attacks in this phase. Although, that could just have been that the two NPC characters were in his hands. Do lots and lots of damage, and a tower will finally lock onto him and fall on his his pretty face. So now he's dead. Yup. Not coming back. Ever. Oh dear god, we're going to have to fight him again, aren't we? ENCOUNTER FOUR: Mano y mano Attack: Punch - He punches you Kick: He kicks you Charge - He charges you Judo Throw - Throws you behind him if you get cornered Tactics: Jake decides to duke it out with him one on one. So use this opportunity to take all of the frustration you have gathered over his many battles, and punch him repeatedly in the balls. X+A to dodge, LT to counter, RT to hit. If you deal enough damage, you get to go spacko on his arse in QTE. It is all using A, but at first it is just the time trigger (press before time runs out), but the last couple are fill the bar (press A repeatedly and beat the timer). If you are playing as Sherry, you get to play emotional support, with care package crates to the, well, all of him. Line up your shot with LS, release with X, and if you hit, he gets stunned for a while, which not only gives Jake a break, but allows more unbroken frustration venting ball hits. The care package regenerates after a few seconds, so just stay at the activation point on the high platform. You have no guns, so just stay there and care. Jake gets one QTE A spam chance before failing, but you can take a few hits overall. ENCOUNTER FIVE: Finality Attack: Swipe: He swipes you, dodge with X+A if you are too close Tactics: Thats right. Not even lava can stop him. So prepare for fight five of four. Use awesome climb tactics to get to the cargo (co-op of course), or not so awesome climb tactics and dodge to avoid his attacks. Release cargo. Do all that again. Do all that again but this time get the gun. QTE to finally kill the bastard. No for real this time. Enjoy sweet victory and cutscenes. ******************************************************************************* *************************** SINGLE PLAYER ACHIEVEMENTS ************************ ******************************************************************************* Campaign Achievements: All self explanatory achievements have just been left with their basic descriptions. The Longest Night - 10G Complete the prologue/tutorial. Takes around 10-15 minutes and walks you through the new control scheme. And you have to, so there. Gone to Hell - 15G Complete Leon chapter 1 Buried Secrets - 15G Complete Leon chapter 2 Get on the Plane - 15G Complete Leon chapter 3 Bit Trouble in China - 15G Complete Leon chapter 4 The Trouble with Women - 15G Complete Leon chapter 5 Rescue the Hostages - 15G Complete Chris chapter 1 Tragedy in Europe - 15G Complete Chris chapter 2 After Her! - 15G Complete Chris chapter 3 There's Always Hope - 15G Complete Chris chapter 4 Duty Calls - 15G Complete Chris chapter 5 Money Talks - 15G Complete Jake chapter 1 A Revolting Development - 15G Complete Jake chapter 2 Let's Blow This Joint Complete Jake chapter 3 Still on the Run - 15G Complete Jake chapter 4 See You Around - 15G Complete Jake chapter 5 I Spy - 15G Complete Ada chapter 1 Counterintelligence - 15G Complete Ada chapter 2 This Takes Me Back - 15G Complete Ada chapter 3 Ada's Demise - 15G Complete Ada chapter 4 What's Next? - 15G Complete Ada chapter 5 Green around the Ears - 15G Complete the entire game on Amateur Normal Is Good - 30G Complete the entire game on Normal Back in My Day - 30G Complete the entire game on Veteran Leave It to the Pro - 90G Complete the entire game on Professional Check Out My Tags - 15G Customize your dog tags From the main menu, select 'play game' and then select the option 'dog tags.' Changing any of these options and saving it will earn you this achievement. Titular Achievement - 15G Earn 10 different titles You will get these naturally as you play though the game. Once you unlock your tenth one this achievement will unlock. One is Better Than None - 15G Purchase one skill Select 'Play Game, Campaign, Skill Settings.' If you have any of the in game xp known as SP you can use this to buy skills to improve your character in many ways. Buy any skill to get this achievement. Mad Skillz - 90G Max out all the skills that allow you to level up This requires you to purchase all the skills that have a Lv next to them. It takes just shy of a million skill points to max them out so you are gonna be playing for a while. The skills are: Combat Gauge Boost Critical Hit Defense Field Medic Firepower J'avo Killer Lock-On Melee Piercing Hit Recovery Rock Steady Zombie Killer Silent Killer - 15G Use a stealth attack to take down five enemies Fortunately this doesn't mean all at once like the poor wording seems to imply. This will come naturally as you work through the campaigns, there are plenty of opportunities. Finish What You Start - 15G Perform a coup de grace on ten enemies These are essentially the unscripted partner assist moments where you press B when your partner is being grappled or under attack and pressing it knocks the enemy away. Perform this ten times to obtain the achievement. Bob and Weave - 15G Counter an enemy's attack three times in a row Couple of things to note here: Must be from the same enemy, must be in sequence (one following the other, no interrupts like being hit). You cannot attack either during this. So if you are going for this make sure there is only one enemy left in the area (best in local splitscreen so your friend doesn't kill the last enemy) and keep trying until you get it. Zombies are the easiest to do this with. Down, Not Out - 15G Defeat an enemy while dying, then recover without any help Self explanatory, however stopping the AI from rescuing you may mean you need a particular skill from the shop (Lone wolf: 100 SP) to prevent them reviving you. Lifesaver - 15G Help or rescue your partner ten times Will come through natural progression if you play splitscreen. If you can't play online but have a second controller you could deliberately let your partner die ten times and revive them. Weapons Master - 30G Use all the weapons in the game and kill ten enemies with each of them Self explanatory, the list follows: Weapon List: 909 Ammo Box 50 Anti-Material Rifle Assault Rifle for Special Operations Assault Rifle RN Assault Shotgun Bear Commander Combat Knife Crossbow Elephant Killer Grenade Launcher Gun Turret Hand Grenade Hydra Incendiary Grenade Lightning Hawk MP-AF Picador Semi-Automatic Sniper Rifle Shotgun Sniper Rifle Stun Rod Survival Knife Triple Shot Wing Shooter Give a Little Push - 15G Rising Up - 30G They're ACTION Figures! - 15G Stuntman - 15G Bring the Heat - 15G High Voltage - 15G Zombie Massacre - 15G J'avo Genocide - 15G B.O.W's Are Ugly - 30G I Prefer Them Alive - 15G Flying Ace - 15G Hard Choice - 15G Covered in Brass - 30G Heirlooms - 30G Sneaking Around - 15G ******************************************************************************* *********************************** LEGAL STUFF ******************************* ******************************************************************************* Copyright 2012 Ben Buttenshaw This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.