__   __  __    __    __        ___                                     _,$$
 |  \ |   /   | |  \  |   |\   |  |                               _,,$$@@@$'
 |__/ |_  \_  | |   | |_  | \  |  |                        _,,$$$@@@@$''
 | \  |     \ | |   | |   |  \ |  |                 _,,$$$@@@@@$'
 |  \ |__ __/ | |__/  |__ |   \|  |           _,$$@@@@@$$'
                                        _,$@@@@@@$''
                                __,,$$@@@@@$$'
       __                   ($@@@@@@@@@$'
      |   \   | | |          @@@@@@$'
      |_   \  | | |          '@@@@@
      |     \ | | |           @@@@@
      |__    \| | |__         @@@@@
                             ,@@@@@.
                            $@@$'$@@@$.
                           $@'    `$@@@@$.
                                    `@@@@@$.
                                     @@@@@@@
                                   ,$@@@@@$'
                          ($@@.__,$@@@@@$'
                           $@@@@@@@@@$'           "I'm no superhero.
                           '@@@@@@$'
                            $@@@@$
                            $@@@$'          But together, we can end this"
                           ,@@$'
                           $@'


==============================================================================

                               RESIDENT EVIL 5

                               FAQ/Walkthrough
                         Copyright (c)2009 DomZ Ninja

==============================================================================

 Author: DomZ Ninja
 E-mail: domzninja[at]hotmail[dot]com
 Updated: 04/14/09
 Version: 1.1

 NOTE: This guide does contain spoilers!

______________________________________________________________________________

                              TABLE OF CONTENTS
______________________________________________________________________________

See that series of numbers to the right of each section? If you want to find 
a specific section in the FAQ, press CTRL + F to open a search box. Type in 
the series of numbers for the desired section that you're trying to find and 
press Enter. Whabam! The search function will take you there in an instant.


1] - Version History.................................. [0100]
2] - Controls......................................... [0200]
3] - The Basics....................................... [0300]
4] - Walkthrough...................................... [0400]
       4.01] Chapter 1-1.............................. [0401]
       4.02] Chapter 1-2.............................. [0402]
       4.03] Chapter 2-1.............................. [0403]
       4.04] Chapter 2-2.............................. [0404]
       4.05] Chapter 2-3.............................. [0405]
       4.06] Chapter 3-1.............................. [0406]
       4.07] Chapter 3-2.............................. [0407]
       4.08] Chapter 3-3.............................. [0408]
       4.09] Chapter 4-1.............................. [0409]
       4.10] Chapter 4-2.............................. [0410]
       4.11] Chapter 5-1.............................. [0411]
       4.12] Chapter 5-2.............................. [0412]
       4.13] Chapter 5-3.............................. [0413]
       4.14] Chapter 6-1.............................. [0414]
       4.15] Chapter 6-2.............................. [0415]
       4.16] Chapter 6-3.............................. [0416]
5] - The Mercenaries.................................. [0500]
6] - BSAA Emblem Locations............................ [0600]
7] - Weapons.......................................... [0700]
8] - Items............................................ [0800]
       8.1] Items..................................... [0810]
       8.2] Treasures................................. [0820]
9] - Unlockables...................................... [0900]
10] - Achievements.................................... [1000]
11] - Bestiary........................................ [1100]
       11.1] Enemies.................................. [1110]
       11.2] Bosses................................... [1120]
12] - Thanks/Credits.................................. [1200]

______________________________________________________________________________

 1] VERSION HISTORY                                                     [0100]
______________________________________________________________________________

FAQ/Walkthrough #41
-------------------

 Version 1.0 (04/03/09) - FAQ/Walkthrough complete and submitted.

 Version 1.1 (04/06/09) - Minor spelling corrections and a fixed mistake
                          thanks to Absolute Steve.

______________________________________________________________________________

 2] CONTROLS                                                            [0200]
______________________________________________________________________________

 - TYPE D (DEFAULT) CONTROLS -

.-----------------------------.----------------------------------------------.
|  D-Pad                      |  Item Shortcut                               |
|-----------------------------|----------------------------------------------|
|  Left Analog Stick          |  Move                                        |
|-----------------------------|----------------------------------------------|
|  Right Analog Stick         |  Move Camera                                 |
|-----------------------------|----------------------------------------------|
|  Start                      |  Pause                                       |
|-----------------------------|----------------------------------------------|
|  Back                       |  Skip Cinema                                 |
|-----------------------------|----------------------------------------------|
|  X Button                   |  Action                                      |
|-----------------------------|----------------------------------------------|
|  Y Button                   |  View Item Menu                              |
|-----------------------------|----------------------------------------------|
|  A Button                   |  Run (Up + A), Quick Turn (Down + A)         |
|-----------------------------|----------------------------------------------|
|  B Button                   |  Co-op Action/Call                           |
|-----------------------------|----------------------------------------------|
|  Right Trigger              |  Fire Weapon (LT + RT), Locate Partner       |
|-----------------------------|----------------------------------------------|
|  Left Trigger               |  Aim, Reload (LT + A)                        |
|-----------------------------|----------------------------------------------|
|  Right Bumper               |  Display Map                                 |
|-----------------------------|----------------------------------------------|
|  Left Bumper                |  Ready Knife, Use Knife (LB + RT)            |
'-----------------------------'----------------------------------------------'

______________________________________________________________________________

 3] THE BASICS                                                          [0300]
______________________________________________________________________________

Advanced Commands
-----------------
While "advanced" may not be the best word for describing these controls, it's 
best that you get yourself acclimated with them if you plan on surviving.

 Using Weapons - Of course, firing your gun. Press and hold the Left Trigger
                 to aim your gun; the laser pointer will help you out when
                 aiming at an enemy. Then, press the Right Trigger to fire
                 your gun. You can reload by hitting A with the Left Trigger
                 held down.

 Your Knife - Your trusty knife is primarily used for breaking barrels and
              crates, but you can also stun enemies up close with your knife.
              Hold the Left Bumper to wield it, then press the Right Trigger
              to swipe in front of you.

 Quick Turn - Turning on your own is somewhat sluggish, but luckily Chris can
              execute a 180-degree turn with the press of a button. Hold Down
              on the Left Analog Stick, then tap A to spin around. While it
              doesn't sound too overwhelming, the Quick Turn is an incredibly
              useful turn and can help save your hide if you're fighting or
              fleeing.

 Melee Attack - Upon stunning a Majini with a weapon, Chris can follow up with
                a devastating melee attack. To stun a Majini, shoot it in the
                head, arm, or leg (it may take more than one bullet to stun
                one). If you approach the enemy while it's incapacitated for
                one to two seconds, a prompt will appear. Melee attacks range
                from a right hook to a stomp that can crush a Majini's skull.


Teaming with Sheva
------------------
For me, I cannot determine if I should categorize Sheva as "helpful" 
or "annoying". Regardless of your opinion, Sheva sticks by your side from 
start to finish. She certainly has Chris's back throughout the entire game, 
and you can even "program" her to act accordingly. Here are the two settings 
for Sheva:

 Cover - Sheva stays close by and tends to defend the two of you, usually
         using smaller weapons such as a pistol. She is more like a personal
         bodyguard in this mode.

 Attack - Sheva often strays from your side and equips a powerful weapon such
          as a rifle, while she plugs enemy Majini by herself. She tends to
          collect any stray items in this mode as well.

While Sheva sounds like a very independent and strong woman, she often needs 
your help as well. If Sheva is caught by an enemy, she will scream for help as 
her location is pointed out to you by a yellow ring. Either shoot the enemy or 
press B when close enough to knock them off of Sheva.

In certain parts of the game, you can perform co-operative actions with Sheva 
to either progress through a level or simply to make a firefight easier. For 
example, you can boost Sheva up onto a roof of a building so she can have a 
better viewpoint of an upcoming battle. When these co-op actions are 
available, a prompt will appear. Press B to perform said action.


Dying Status
------------
Resident Evil 5 features a status not too unfamiliar with that seen in the
Gears of War series. When you are depleted of your health, you will enter the
"Dying Status". Chris will begin bleeding out and call for your partner's aid.
You will be able to slowly crawl on the ground in search for your partner or
to escape from an enemy.

If your partner cannot come to your aid in about five seconds, you will bleed
out: Game Over for you! If Sheva reaches you in time, she will heal you and
you'll be able to fully control Chris again.

The same status is also applied to Sheva. If your partner is dying, the screen
will flash to help notify you. When you manage to find Sheva in due time, tap
B to help her up. If you have a recovery item, pressing B will restore Sheva's
health. If you do not have a recovery item, your partner will be saved but she
will not regain any health. Remember that if anyone dies for good, then the
game ends. It's important to take care of your partner as well as yourself!


Inventory
---------
Your item menu is a lot different than the one seen in Resident Evil 4. Chris 
can only hold a total of nine items at one time. By pressing Y, you'll open 
the item menu; keep in mind that the game doesn't pause, so you have to 
navigate the item menu in real time.

 .---.---.---.   Your item menu looks like so. Upon opening the menu, you can
 |   | X |   |   scroll through the menu and use any available items. To make
 |---+---+---|   things easier on your part, you can select up to four items
 | X |   | X |   to the D-Pad (the slots are represented by the "X"s). The
 |---+---+---|   items in any of these marked slots can be used by pressing
 |   | X |   |   the designated direction on the D-Pad. The item on the top
 '---'---'---'   "X" can also be used by pressing Up on the D-Pad.


Notes About Pickups
-------------------
Just some general notes about finding items strewn about the levels. First 
off, you will find loads of breakable objects, such as crates, barrels, and 
even piles of fruit! These objects yield items that are randomized during each 
gameplay. Since there is no way to pinpoint what you will find inside, I will 
note the name of the object in the walkthrough instead of trying to guess what 
you will find.

Also, items on the ground are helped symbolized by small pillars of light. 
Each color of light corresponds to what type of item it is. Also when looking
at weapon ammo, the ammo boxes are color coded for each weapon type.

 Blue - Currency                    Red - Handgun/Magnum
 Red - Ammo                         Blue - Machine Gun
 Green - Healing Items              Green - Shotgun
 White - Key Items                  White - Rifle

______________________________________________________________________________

 4] WALKTHROUGH                                                         [0400]
______________________________________________________________________________

 NOTE: This walkthrough is based on Normal difficulty.


==============================================================================
 4.01] CHAPTER 1-1                                                      [0401]
==============================================================================

Civilian Checkpoint
-------------------
Chris Redfield (whom you will be playing as throughout the game) meets up with 
his sultry African partner, Sheva Alomar. The two are given their mission to 
head out to Kijuju, but first you must pick up your equipment.

As you walk down the dirt street, I recommend turning on your map (press Right 
Bumper). While it's impossible to get lost here in the Civilian Checkpoint, 
the map and all its markings prove to be very useful in times to come. 
Continue past the townsfolk as you watch someone (or something) getting the 
tar kicked out of them by some locals.

As the pair reach the butcher shop, proceed through the side door on the 
right. Note the blinking yellow ring on the map in relation to your position 
(Chris is the green arrow and Sheva is the red one); this ring points to your 
destination whenever available. Open the door (repeatedly tap the X button 
when doing so to kick it open with a rush of fury instead) and speak with the 
man.

After the conversation with the strange man, open the shiny suitcase to find 
an M92F. Sheva will be given a weapon as well. The mysterious butcher man will 
leave, letting you explore the building. Break open the crate across from your 
location for a random item. To the left are two documents that you should 
probably read. Next up, head outside.


Back Alley
----------
Use your knife to destroy the barrel in the corner next to the wagon, then 
descend down the stairs. Pass by the animal corpse and enter the creepy shack. 
Kick open the door and investigate the deer sprawled out on the table. Read 
the document on the table to the left of the deer, then smash the barrel and 
two crates. Proceed to the back of the room to reach the red exit door. Before 
leaving, take the Green Herb off of the shelf.

As you hear a blood-curdling scream, run up the stairs and into the building. 
Note that the Action button is assigned to B when trying to open the door. 
This usually means that you need your partner's assistance in completing the 
allotted action, and that a cutscene usually follows.

Ahh, your first enemy encounter! The Majini will immediately charge at Chris; 
you probably won't have time to move away. As he grabs you, move the Left 
Analog Stick back and forth to break free. Whenever you are immobilized by an 
enemy like so, press B to call out for help. If you do so, Sheva will rush to 
your aid. Plug a bullet into the Majini's head, then follow with a melee 
attack to finish the job.

Enter the side room to find Handgun Ammo on the dresser. I've seen that the 
quantity of each ammo box is also randomized, so it's impossible to pinpoint 
just how many bullets you'll find with each ammo box. Turn to the nearby 
window and leap through.

Move through the alley to alert a huge group of Majinis. The best option is to 
simply run away, since you have very little ammo. Speed off to the building at 
the end of the road and barricade yourself inside.

On a later playthrough, I suggest facing off against the horde to receive a 
nice treasure, but only if you are fully prepared. There are well over 30 
Majinis that I encountered in this narrow alley, so you'll have to be stocked 
up on ammo and possibly some Hand Grenades.

- Treasure: Topaz (Marquise)
  Killing the horde of 30-40 Majinis after their initial discovery nets you
  this extremely rare treasure.

The Majinis won't be able to get inside, so all is well for now. Grab the Red 
Herb off of the nearby shelf, then approach the grated door. Investigate the 
sturdy door, then press B to initiate a Partner Action. Naturally, you need 
two people to perform these types of action. Hit B to ready yourself and Sheva 
will automatically come to Chris's aid.

With the door opened, pass by the intimidating axes overhead and knife the 
trio of barrels on the far end of the room. Collect the goodies, then face the 
hole across the way and jump down.

Run through the dark tunnel as Sheva follows. The rats scurrying around 
occasionally drop gold when killed, but there's no need to waste ammo on the 
petty creatures. Climb up the ladder at the end of the way to find yourself in 
a small shed. Raid the place of the Handgun ammo and Green Herb before exiting 
into the next area.


Public Assembly
---------------
This place look familiar? Owners of the Resident Evil 5 demo will think so. Go 
down the winding path before dropping to the ground below. Snag the Handgun 
ammo and Green Herb before entering the house. Looks like our mysterious 
butcher friend doesn't receive a warm welcome here. And boy, is that one big 
thug! Prepare yourself for the incoming battle.

As the Majini near the shack, prepare for the onslaught by scrounging around 
for ammo. Destroy the barrel and stack of fruit to your left. Yes, fruit 
contain items. Turn around and open the drawer under the TV for Handgun ammo 
along with the box of ammo on the adjacent table. There is also a crate and 
fruit on the opposite side of the shack.

Stay inside the house as the Majini pursue Chris and Sheva. Aim through the 
window at the gate in front of the house. The Majini will climb over the gate 
at first. Later on, some will scale the fence on the right side of the gate. 
Use the Hand Grenade near the beginning of the fight, when most of the Majini 
have either climbed over the gate or are getting ready to.

Sheva will usually cover an area that you aren't facing. If you face the 
window, she usually attacks enemies coming through the right door, and vice 
versa. Remember to aim for the head and try to use melee attacks; they can 
immobilize groups of enemies along with the target.

After a while, Majinis will destroy the roof of the shack as they start to 
pour in from nearly all directions. As this happens, the huge Executioner 
Majini smashes down the gate with one beastly swipe. Time to get outta dodge!

With the gate down, run past the executioner into the open. Chris phones for 
Kirk for assistance. The goal is to survive until the helicopter comes, which 
takes anywhere from seven to eight minutes.

The Public Assembly is a fairly large area filled with shacks and various 
buildings of sorts. Some of the most noticeable objects here are the red 
explosive oil drums. A small batch is right past the gate, in front of the 
bus. Run past it and turn around. Wait for the Executioner Majini and a few 
lackeys near the barrels, then set them off with a pistol shot.

You can find a few other explosive barrels in the area. You can also locate 
transformers, usually on top of ledges or buildings. These gray boxes are 
electrified, as one could easily tell by looking at it. If an enemy walks 
underneath a transformer, shoot it to have it fall on top of the enemy and 
deliver a painful shock.

While survival is key, this is a great opportunity to search for items. There 
are plenty of items in the Public Assembly, and they will disappear once the 
helicopter arrives. The most important item is the VZ61 Machine Gun; picking 
this weapon up is a must as it's free. Run to the back of the area and search 
the stands on the right for a white suitcase containing the powerful gun.

There are plenty of other goodies here. You can find a barrel inside the bus 
and a second barrel inside the shack to the left. The western house contains a 
Green Herb, Machine Gun Ammo, and Handgun Ammo x3. You can also find random 
items inside via the two barrels.

The north end of the Public Assembly is mainly stands. Slash the fruit for 
some items and collect the Handgun Ammo and Incendiary Grenade as well. The 
eastern building contains Handgun Ammo, Machine Gun Ammo, an Incendiary 
Grenade, and a Hand Grenade. As you fend off Majini, try to collect these 
items to keep your supplements filled.

It took me a few playthroughs to realize this, but you can also climb on the 
roof of the building you were first spotted in. From the broken gate, go to 
the left, hugging the wall as you go. Move around the fence to eventually find 
a ladder on the side of the building. Climb up to find a Green Herb, Handgun 
Ammo x2, and random items inside the crate and barrel.

Before you drop down, ascend the ladder to reach the tip-top of the building 
to locate Hand Grenade x3. This is also a key area to pick off Majini, since 
very little will take the time to reach you up on the roof.

There are also some other key areas to stay at. As Obi Wan Kenobi says, the 
high ground is frickin' awesome. Here are some basic suggestions to hold out 
until Kirk shows up:

 OPTION 1: You can climb up the execution platform via the staircase inside
           the eastern house. It's basically a giant square tower, so you can
           stand in the middle and defend yourself from all sides. The good
           news is that the Executioner Majini cannot climb up to reach you.

 OPTION 2: There is a staircase just past the western house. If you head up to
           the roof of the house, you can jump onto the bus and the small shed
           as well. Essentially, you can simply jump back and forth across
           these three spots over and over again. Unfortunately, Majini can
           climb on top of the bus and shack and it's easy to get overwhelmed
           up here.

 OPTION 3: Like I said before, head to the top of the southern building. This
           may be a better option than the previous ones because you do not
           have to defend against Majinis at all angles.

Aside from runnin' and gunnin' for eight minutes, you can try to kill the 
super-tough Executioner Majini. It's not totally insane, since downing the 
hulking monster treats you with a Gold Ring worth 5000 Gold! It is incredibly 
difficult killing the executioner on your first playthrough, so I suggest 
waiting until you have better weapons before trying to net this rare treasure.

If you feel you're up to the challenge, try to gather up as many grenades as 
you can. Search the area for some and take any from Sheva. After using the 
explosive barrels/transformers to damage the Executioner Majini (there are 
five of these in total), switch to your Hand Grenades and Incendiary Grenades.

If he's still alive (he most likely will be), switch to your brand spankin' 
new VZ61 Machine Gun and unload clip after clip in his skull. Only use your 
handgun as your last resort. Chris can stun the Executioner Majini when 
targeting his head. As the foe falls to his knees, dash over and give him a 
swift uppercut. After you connect, back up and continue firing.

The Executioner Majini doesn't let the two of you finish it off without trying 
to obliterate you as well. The mini-boss has three main attacks. The first is 
a charged overhead swing; simply sidestep to avoid direct contact. If Chris or 
Sheva is struck with the axe, they will automatically enter dying status.

The second attack is a horizontal swing. As the Executioner Majini loses 
health, he will begin to swing his axe a number of times. This attack is a tad 
harder to dodge since it's quicker, but you should be fine if you keep your 
distance. The executioner manages to kill Majini instead of you with this 
attack anyways.

The third and final attack is fairly rare and will only occur if you are 
standing right next to the Executioner Majini. He will grab Chris by the 
throat and begin choking the life out of him. As your health quickly 
decreases, call Sheva for assistance or try to free yourself. The best way to 
avoid this is to again, keep away from your opponent.

- Treasure: Gold Ring
  You will receive this treasure by slaying the Executioner Majini.

Once Kirk arrives - whether you slayed the Executioner Majini or not - he will
firebomb the place and save Chris and Sheva. Chapter 1-1 has come to a close.


==============================================================================
 4.02] CHAPTER 1-2                                                      [0402]
==============================================================================

Public Assembly
---------------
All of the items from the previous chapter are gone due to the firebomb, so 
there is no need to waste time here. Run forward through the busted gate and 
check the shack to find a barrel. If you drop down into the stream and walk 
towards the grate, you will notice a barrel on the other side. We'll get it in 
a second.

Climb back up, then walk around the side of the hut to reach Sheva. Continue 
towards the hole and jump down to reach the other side of the grate. Break 
open the barrel for a nice helping of Gold, which certainly is useful this 
earl in the game. Climb back up and go through the red metal door.


Urban District
--------------
Enter the building in front of you, collect the Handgun Ammo on the table, and 
slash open the barrel. Exit the house through the other side to encounter a 
similar building in front of you. Near the broken ladder and press B to 
perform an assist jump. Sheva will be boosted up onto the awning, where she'll 
locate a key inside the building. We cannot enter the house just yet.

Go around the side of the building to locate a hungry Majini. Defeat her, then 
continue down the alley and proceed to your right. Attack the Majini on the 
other side of the fence, then turn around to see if there are any other foes 
around (there are usually two others).

Break the barrels against the fence, then continue down the street to find 
another broken ladder. A Majini will jump out of an alcove near the ladder, so 
take him out quickly. You may also notice a young girl getting dragged away by 
a Majini from beyond the fence. Strange.

Assist Sheva up onto the side of the building and follow her as she makes her 
way across the roof. She will collect the Old Building Key and meet Chris back 
down on the ground. Three Majini will try and ambush you from a building 
window, so kill them as they drop down with Sheva.

Follow your map into the building across from the ladder and open the door. 
Hop through the window across from you to find a crate, nothing more. Jump 
back out into the alley and proceed through; you'll find a barrel along the 
way. A Majini will jump out from hiding when you reach a stand cluttered with 
cardboard boxes.

If you make your way around the street, you will reach your destination in the 
form of a red door with a metal grate on the front. However, we should 
probably collect some goodies beforehand. The big house next to you is locked 
from all openings but one.

- BSAA Emblem #1
  To find the first BSAA emblem, climb onto the side staircase of the locked
  building. Keep your back against the door and face the building across the
  street. Slowly turn your head to view the left side of the building. The
  emblem is on the side of the white house to the left, though you need to
  look over the wall to see it. If it helps, descend the stairs a bit to get a
  closer look.

The only accessible opening is a door underneath the stairs. Head inside and 
collect the Shotgun Shells from off the counter. Stay on the first floor and 
enter the next room for some Gold. Unlock the door for future use, then make 
your way to the top floor.

You will find a barrel on the balcony in front of you and some First Aid Spray 
on a shelf past the TV. If you near the opposite balcony, you'll be surprised 
by two sneaky Majini.

- Treasure: Antique Clock
  After entering the locked building, make your way to the top floor and exit
  out onto the balcony. There you will find a chest containing the treasure.

After collecting the valuable, jump down from the balcony and proceed towards 
the blinking blip on the map. Once Chris and Sheva open the door, a cutscene 
will begin. While the situation may seem urgent, you can dawdle around all 
you'd like and the outcome won't be affected.

Ignore the distress calls and use the Old Building Key on the green house. Go 
inside to not only find a measly crate, but the Ithaca M37 as well. If I were 
you, I'd stick with the shotgun. If you're a lousy hog, then you can keep the 
VZ61 yourself, but if you have a shred of kindness, you can hand over the 
machine gun to Sheva.

There's nothing else inside or on the roof of the building, so proceed to the 
other house in search of the girl in distress. The girl resembles a regular 
Majini at first, but you'll soon come to realize that this chick is quite 
different.

After a successful headshot, the Las Plaga will emerge from the bloody stump. 
This is a Cephalo, and you must defeat this tentacle-like parasite. Test out 
your Ithaca on the parasite, but don't get too close or you'll get slashed by 
the sharp spike on the end of the parasite.

- Treasure: Ivory Relief
  Defeat the Cephalo to earn this treasure. You must kill the Cephalo itself
  to get the Ivory Relief. The first time I played through this chapter, I
  used a melee attack to break the girl's neck: the Cephalo did not emerge,
  and I was not rewarded with the treasure.

Majinis will pour into the building from both doors. Exit the house on the far 
side and rush down the stairs into the open. Target the group of Majinis out 
with your new shotgun; they're great for crowd control. There's a crate back 
inside the house if you are in desperate need of items. Otherwise, proceed 
around the bend to get to the other side of the locked gate. Smash the two 
barrels on the far end before entering the door marked on your map.


Abandoned Building
------------------
Proceed down the hall to hear an eerie scream. Open the door to enter a mess 
of a room. There's nothing in here but rats, so swiftly move through to the 
second floor. Inspect the strange black goo seeping down the steps. When you 
round the corner, an Alpha Team member will stumble in front of you and 
collapse. He's dead.

Pass by the body to reach a room with a blasted ceiling. First smash the 
barrel in the corner, then climb up to the third floor.

- BSAA Emblem #2
  After climbing up the ladder, look upwards past the hanging corpse to the
  big water tower in the not-too-far distance. The emblem is resting above a
  metal railing just underneath the water tower.

Go around the perimeter of the floor (destroy the two barrels for goods) and 
pass by the door. Jump across the gap to a treasure chest, which contains 
various assortments of Gold. Hop back over and open the door.

After the cutscene, pick up the Handgun Ammo next to the corpse and approach 
the blue door; break the crate to the left of the door before opening it. 
Another dead body, woo! Continue down the hall to reach an elevator leading to 
the Furnace Facility. Open the door and ride the elevator. 


Furnace Facility
----------------
Take the goodies from the barrel in front of you and walk down the hallway. 
More black goo, hmm. Go through the door ahead to find another corpse, and 
more importantly, some barrels. The door ahead - your destination - is locked 
for now, so instead continue down the side hall.

You will reach the furnace room. Naturally, there is a giant furnace on the 
opposite side of the room. I'm one to cause trouble; if you're the same way, I 
suggest refraining from destroying the red gas canisters: you will sorely need 
them later. And when I say "later", I really mean "in like two minutes".

Collect the Green Herb in the southwest corner and the items in the three 
barrels. Walk to the other side of the room (you can walk through the furnace 
if you so choose) to find a dead body. Pry the Furnace Key from his cold, dead 
fingers (always wanted to say that) and destroy the two barrels.

If you're wondering what the lever is here, you can test it out. Doing so 
activates the furnace. Upon pulling the lever, the two doors to the furnace 
slowly close; once fully closed, the burners activate and fry anything inside 
to a crisp. Again, we will be needing its use in mere seconds. Leave the 
furnace room and backtrack to the locked door for a cutscene.


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 BOSS: Uroboros
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

Uroboros is a throbbing mass of black worm-like creatures; worms don't seem
threatening, but don't get any wrong ideas. This freak is one tough cookie. In
fact, put away your weapons and book it. Run back into the furnace room and
when the boss follows you inside, the doors will close. You gettin' any ideas?
Well, you should be.  First off, lets talk about the boss's attacks.

While it is not an attack, Uroboros can seep into the ground and reappear 
somewhere else in the furnace room. Look for the group of worms that form a 
puddle to see where the boss pops up next. Also use the map to spot the new 
location of the boss; bosses will appear as sky blue blips on the map.

Uroboros has three offensive attacks. Its main attack is using its long arms. 
It will either stretch out its arms to punch your or even detach its arm as 
the limb flies towards you like a missile. Either way, dodge the attack. 
Uroboros will also try to charge you like a battering ram. Follow the button 
prompt that appears onscreen to roll out of the way.

Now for the third and final attack. Sometimes the monster will grab you with 
both its arms. Wiggle yourself free or call for Sheva's help; if you fail to 
do either, it'll result in an instant death.


The Normal Way
--------------
First-timers, listen up! Do not even try downing Uroboros with conventional 
methods. Spare your ammo and grenades and pay attention. Uroboros is insanely 
powerful, and the best way to take it down is by roasting the sucker in the 
furnace. Obviously, it won't comply, so it is our duty to trick the poor sap 
into entering the furnace.

Since the room is basically a giant square, it isn't too difficult luring 
Uroboros around. Since you want it in the furnace, stand inside and wait for 
it to slowly crawl to your location. If the boss has its eyes on Sheva (I 
don't blame it...), get its attention with a few pistol shots.

The main problem about this fight is that the furnace doors take an obnoxious 
amount of time to close. You will have to activate the lever BEFORE Uroboros 
enters the furnace. Stay on the west entrance of the furnace and start baiting 
the boss. As soon as you see it crawl towards you, move through the furnace to 
the other side. Activate the lever so that the door starts closing before the 
monster is even inside. You'll want the doors around halfway down as the boss 
goes inside, Indiana Jones style.

If you are not as successful and Uroboros escapes a certain fiery death, have 
no fear. Continue running away from Uroboros and stall until the furnace doors 
reopen - you will hear a distinct ring. This can take around a minute, so try 
and dodge Uroboros's attacks while running around in circles.

If you manage to seal Uroboros inside the furnace, the burners will fry it
like a piece of chicken. On Normal or lower, the boss battle will end here. On
any higher difficulty, you will have to repeat this process a second time to
finish the fight.


The Unconventional Way
----------------------
You should only follow this strategy after completing the chapter at least 
once. You will need a load of ammo and advanced weapons to defeat Uroboros 
without the help of the furnace. Basically any shotgun, rifle, or even an 
upgraded machine gun or pistol can down this boss.

In order to really damage Uroboros, you must weaken the boss. There are a few 
ways to do this. The main way is to destroy both of the boss's arms. Its arms 
are connected by bright throbbing blobs. Target these blobs to eventually 
break off the boss's arm. Keep in mind that they regenerate given due time. 
However, take out both arms to substantially weaken the boss.

Otherwise, you can use fire to put a chink in Uroboros's slimy armor. The 
easiest way to do so is if you have a hefty supply of Incendiary Grenades; 
toss one at Uroboros's feet (it doesn't have feet, but just roll with me) to 
set it ablaze. You can also use the two gas canisters to do it for you. Press 
X to knock the canister over and let Uroboros roll over it. As it is lodged 
inside the creature, ignite it with a gunshot.

When the boss is weakened, it will topple to the floor like a pile of bubbling 
tar. At this point, use your most powerful weapons on it. Shoot it anywhere 
with your rifle or shotgun. Eventually, Uroboros will regain its composure and 
the battle will continue. Repeat any of the three strategies to "stun" the 
boss, then finish it off with your weapons.

=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

- Treasure: Gold Ring
  Defeat Uroboros with conventional weapons to earn a Gold Ring.

Once the menace is out of the way, return to the locked door and open it with 
the Furnace Key. In the midpoint of the hallway is a suitcase containing three 
sets of Handgun Ammo.

- BSAA Emblem #3
  Just after collecting the ammo from the suitcase, look on the right wall for
  a fence. Look through the fence to find the emblem on the other side; shoot
  through the links to hit it.

Enter the elevator to get the heck out of here.


==============================================================================
 4.03] CHAPTER 2-1                                                      [0403]
==============================================================================

Storage Facility
----------------
Immediately at the beginning of the chapter, open the suitcase in front of you 
for an H&K MP5. Scrounge the area for items inside the many crates and barrels 
here in the Storage Facility.

- BSAA Emblem #4
  The bright blue emblem is hanging on the wall above the document on the east
  side of the Storage Facility. One of the very few emblems that are actually
  in plain sight.

When you are ready, exit the warehouse. Maneuver around the first couple cargo 
containers to hear a Majini's yelp. Look above you to spot a bow gun Majini. 
Target the sucker before he can unload a few arrows on you. Before you move 
ahead, look in front of you to spot a trip wire right under your nose. It is 
hooked to explosives; back up to a safe distance and shoot the explosive on 
the side of the container to disarm the trap.

Walk around the bend and target the two Majinis. At the fork here, take a 
left. Disarm the explosive and walk forward to find two barrels and a crate. 
Return to the intersection and go forward to reach another fork.

Go to the left to find a Green Herb inside one of the cargo containers. 
Proceed to the right instead and near the northeast shipping container. You 
can enter it through the back, where you will find a barrel. Follow the main 
path (there will be an explosive in the way) to encounter some Adjules.

Three to be exact. These annoying dogs will pounce on you in an attempt to 
tear your jugular out. How pleasant. When you see their head split open, 
target the exposed flesh for major damage. Otherwise, stick to your Ithaca 
shotgun or one of the machine guns. Destroy the explosives on the right and 
follow the path to reach a ladder. Climb on top of the containers and follow 
it to the other end, where you can drop down to the far end of the maze.

A Big Man Majini among other foes stand in Chris and Sheva's way. I shouldn't 
have to say it, but that Big Man Majini... he's a big guy . This 
new enemy can soak up a lot of gunfire, but target the oil drums to his right 
(against the car) for starters. As he's coated in flames, shoot the Majini in 
the head.

Avoid his lunging punch, which can cover a lot of ground in a hurry. Use your 
shotgun to stun him, then follow up with a melee attack. You'll probably get 
some help from the Majinis on top of the storage canisters ahead, who have 
such terrible aim that they most likely will hit the Big Man Majini with their 
molotov cocktails instead of the two agents.

- Treasure: Jewel Bangle
  You will be rewarded with this by downing the Big Man Majini.

Once the big man falls, take care of the stragglers (including a few Adjules) 
and hoard the place for Gold and items. Approach the large gate behind the 
totaled cars and have both of you open it.


Bridge
------
The two crates directly in front of you usually hold some nice stuff. Start 
your way across the bridge, leaping across the gap in the way. As a truck 
barrels onto the bridge, target the well... barrels. Hit the nearest one to 
destroy the truck before it destroys you.

There is a small group of Majini up ahead on the bridge when you pass the 
truck, though you can use the remaining explosive barrels to do them in. Nab 
the goods they leave behind and continue across the bridge, entering the 
warehouse on the other side. Loot the place of the barrels and crates, then 
leave.

- BSAA Emblem #5
  With your back against the warehouse, look to the right to spot a set of
  stairs. Walk towards the stairs and don't descend them just yet. Stand in
  the corner near the stairs and look out at the bridge. The BSAA emblem is on
  one of the support beams holding up the bridge. It can be a little tricky to
  spot - and even trickier to hit with a handgun.

Go down the stairs and enter the murky sewer underneath. A trio of Adjules 
will round the corner without warning. Quickly pull out your shotgun and knock 
all three down with a round. There are two more wild dogs up ahead. There is 
nothing of worth down here in the sewers nor are there any more enemies, so 
make haste to the next area.


Port
----
Exit out of the tunnel into a nasty sewer here in the port.

- Treasure: Sapphire (Pear)
  After exiting out into the port sewer, turn to the left to find a Sapphire
  (Pear) on the ground. Look for the shine!

Proceed near the Majinis lying on the floor to witness the introduction of 
Kipepeos. These bat-like creatures aren't very dangerous, so take out each one 
with a few shots from your M92F handgun.

After all four Kipepeos are dead, kick open the door (it requires a few hard 
kicks due to the lock on the door) and move through the sewer to reach a 
ladder leading up to the port.

- Treasure: Diamond (Pear)
  As you round the corner on the port entrance, you will see a Majini walking
  away; his casual stroll turns into a dash. He's on the other side of the
  stack of canoes, if you cannot spot him at first. If you use this very
  narrow window of opening to shoot and kill this Majini, he drops a Diamond
  (Pear). I find it to be very difficult to do so, but keep in mind that there
  are other (easier) ways to find this treasure later in the game.

Collect the Green Herb against the stack of canoes and enter the building on 
the right. There isn't much here; just a crate and barrel. Go back out onto 
the port and continue down to the beach. Chris and Sheva can wade through 
water in Resident Evil 5. That doesn't sound like a shocking find, but you can 
locate some Gold and a treasure in the water.

- Treasure: Topaz (Pear)
  This treasure is hidden in the water. It should be against the large boat;
  more specifically, in the corner between the side of the boat and the wooden
  beams sealing you off from the ocean.

If you set Sheva to "Attack", she will search the waters and collect the Gold. 
Return to the beach and stroll across to the other half of the port. Two 
Majinis here bounce. Don't worry, they do not drop super-valuable treasures 
if/when defeated.

The gate to the left is locked, so ignore it for the time being. Slash the 
fruit on the central group of stands for some items. One of them always holds 
a Hand Grenade.

- Treasure: Ruby (Marquise)
  See the chest in the middle of the fruit stands? Use a Hand Grenade to
  destroy the stands, giving you access to the chest and the treasure.

- BSAA Emblem #6
  Walk around the port in search for a small green booth. It says "CHARGE" on
  the front, so that should help. Once you have located it, walk up against it
  (practically press your chest against the screen of the booth) and aim the
  camera up to find the emblem on the ceiling of the booth. In my opinion,
  this is probably the most concealed BSAA emblem in the game. Sheesh!

From the green booth, turn around and climb up the ladder to reach the roof of 
the nearby buildings.

- Treasure: Emerald (Square)
  The treasure is on top of the roof of the far building (where you find the
  Port Key).

Use your map to locate the yellow blip. It's in one of the buildings nearby! 
Pick up the Red Herb from the table in front of the building and kick the door 
open. Inspect the gruesome sight, then shoot down the shiny object to find the 
Port Key.

Upon doing so, the party is crashed by more Majinis. A Big Man Majini will 
knock open the door, so worry about him first (you may want to exit the small 
confines of the house to deal with the brute). Once he is taken care of, 
eliminate the other Majinis.

When the coast is clear, use the Port Key on the gate. Head onto the docked 
boat and take down the lone Majini here. You will find some barrels on both 
ends of the boat. Climb onto the dock and grab the Green Herb down here. Hoist 
yourself up to the north end of the port.

Majinis, bow gun Majinis, and Big Man Majinis, oh my! Luckily, Kirk radios in 
and helps the two of you out. Try to conserve most of your ammo here, since 
Kirk manages to take out most of the enemies here. Just worry about the bow 
gun Majinis on the ledges in the distance.

Climb up the nearest ladder you see to reach the roof of one of the shacks on 
your right. Pick up the Green Herb and snipe any foes from here.

- BSAA Emblem #7
  From on the roof of the building, look across at the blue and white building
  just across from you. Look through the window above the awning to spot the
  BSAA emblem.

Jump down and proceed to the solitary house across the small fence. A few 
Majini burst out the main door, so use a grenade or a shotgun to scatter the 
group. Enter the house afterward to find an S75 rifle inside! It doesn't 
really matter who carries it, but I love me some sniping. Just try to balance 
out the number of guns between the two of you.

When ready, head to the yellow blip on the map and exit to the Shanty Town. As 
a great man conveniently named Kirk once said... STAY FROSTY!!!


Shanty Town
-----------
Again, owners of the demo will instantly recognize this area. Nothing new has 
been added here in the main game, so it is exactly the same as what you saw in 
the demo version.

Open the blue gate in front of you and approach the front door of the house. 
Kick the door open with authority and clean the place out. Notice the double-
bladed chainsaw on the bloody table... hey, I learned a new word in class 
today, and it was "FORESHADOW". *HINT* *HINT*

Exit the same way you came in. Pick up the Green Herb from the ground in front 
of you. Open the two crates on the shelf against the house and continue down 
the dirt road to view Kirk's fate. Why do the cool helicopter pilots always 
have to die in these games? Yeah, I'm lookin' at you, Mike! Lets mourn the 
loss of our good fri-- oy, another broken ladder! Hoist Sheva up onto the top 
and go down the trail yourself. 

Take care of the molotov Majini on the ledge, then worry about the other guys. 
Sheva will normally take care of any emerging Kipepeos, leaving you to the 
Majinis themselves. Go up the stairs and through the door; call Sheva over if 
she hasn't reached you yet.

To the right is a locked gate, and to the left is a barrel and a well-hidden 
Majini. Serving a time out, eh? Climb up the first set of stairs to the second 
floor. Defeat the Majini up here and the one descending the other set of 
stairs. On the top floor, open the two barrels and nab the Green Herb in the 
corner.

Go onto the balcony up here. If you don't have the S75 already, request it 
from Sheva. Use an assist jump to toss her over to the adjacent building, 
then jump down the hole to the balcony on the second floor.

Majinis will rush into the building occupied by Sheva, and she will need your 
help fending them off. Use the rifle to snipe the Majinis and also use the 
explosive red barrels in here as well. Avoid targeting the explosive barrels 
on the ground though: we'll need them a tad later.

Once Sheva descends the stairs and opens the door to your building, go down 
and meet up with her. Defeat any stragglers and search the adjacent house for 
goods and dropped items.

- BSAA Emblem #8
  Enter the second floor of the building Sheva was inside. From the window,
  look out to the top of the other building; specifically, where you use the
  assist jump to send Sheva over the gap. Look above to spot the emblem on the
  edge of the roof, just above the top floor.

Return to the alley and look at the base of the stairs to find a transformer 
on a telephone pole. 'Kay, just wanted to point that out; head up the stairs 
to the gate. Prepare yourself... for a fight.

A Chainsaw Majini will burst out of the gate in a rush of pure, unadulterated 
rage. Use a Quick Turn and run past the transformer. As the Majini passes 
underneath, knock it on his head. Nice way to start things off here.

Town Majinis will enter the alley in small waves. They are incredibly annoying 
to deal with, but it's probably best to ignore them for the most part. The 
main target is the Chainsaw Majini, and you must be aware of his whereabouts 
at all times. Luckily, he appears on your map as a blue marker (just like the 
boss from earlier).

I'm sure you know, but the Chainsaw Majini only has one attack. Unfortunately, 
the attack will kill you automatically if it makes contact. Run away when the 
Majini unleashes a sadistic yelp before he can decapitate you with one swing.

First off, use the various hazards here to take out a chunk of the Chainsaw 
Majini's overall health. Aside from the transformer, there are four explosive 
barrels strewn through the alley. Use all four to start off the fight, then 
use any grenades on the Chainsaw Majini - the explosion will also clear out 
the lackeys, which is a nice touch.

Once you're down to guns and guns only, stick with the shotgun. Having to 
precisely aim with a rifle while the freak is chasing you down is never easy. 
Leave it to Sheva (I know there's a Leave it to Beaver joke here somewhere, 
but dammit, I can't find it!). After two shotgun blasts, the Chainsaw Majini 
will be open for a melee attack.

He's got quite a bit of health (more than the Executioner Majini), so keep it 
up and always stay near your partner to avoid either of you getting chopped to 
pieces. Once the Chainsaw Majini falls, take the Guard's Key from his corpse.

Head up to where the mini-boss came from and through the gate. Break the 
barrel along the way and open the gate with the Guard's Key. As a reward, you 
get to take the contents of the chest just past the gate!

- Treasure: Ruby (Square)
  Collect this from the chest after defeating the Chainsaw Majini.

- Treasure: Sapphire (Square)
  Collect this from the chest after defeating the Chainsaw Majini.

- Treasure: Topaz (Pear)
  Collect this from the chest after defeating the Chainsaw Majini.

- Treasure: Emerald (Pear)
  Collect this from the chest after defeating the Chainsaw Majini.

You can also find Gold bars that are worth 3000 Gold! After collecting the 
prizes, proceed through the metal door ahead.


Train Yard
----------
Can you say "incredibly small area"? I sure can. You can find a whole Green
Herb in this whole place. It's just on the other side of the door. Take it 'n
make your way into the train yard. Poor Kirk...

The following cutscene is one of those nifty interactive cutscenes, so keep
controller in hand. Follow the easy button prompts to complete the chapter.


==============================================================================
 4.04] CHAPTER 2-2                                                      [0404]
==============================================================================

Train Station
-------------
There is a document right in front of you on the table, so why don't you go 
ahead and read it? Kids don't read enough these days! Take the Green Herb from 
behind you and the Handgun Ammo in the far corner of the room, then exit 
through the open door.

As you empty out into the Train Station, go to the left. Go between the two 
train cars and run to the end. Be careful of the explosive tripwire at the 
end! After you bypass it, four Adjules will attack. Whip out the shotty and 
show 'em who's boss. A second pack will attack shortly after: watch for them 
to appear from underneath the other train cars. They're sneaky!

Destroy the second explosive as you wind through the other train car. You'll 
probably hear some Majinis up ahead, but ignore them for now. Once at the end, 
run to the right to reach a dead end.

- Treasure: Jewel Beetle
  Once at the dead end on the eastern side of the map, run past the angled
  shipping container and hug the wooden fence to the right. You should find a
  Jewel Beetle clinging onto the fence.

At the end, you will also find Machine Gun Ammo. Return to the train car from 
before and climb up onto the stacks of wood. There is a ladder which you can 
use to reach the top of the train car.

- Treasure: Jewel Beetle
  Before climbing on top of the train car, turn around and inspect the stack
  of girders to find another Jewel Beetle.

Climb onto the train car and eliminate the three bow gun Majinis. You can jump 
from train car to train car to reach the enemies if you so desire.

- BSAA Emblem #9
  From the initial train car you climbed up on, jump to the one on the right.
  Facing the house where you started the chapter, look above the roof at the
  electrical tower in the distance. You should spot the familiar blue glimmer
  at the top of the tower. Use your rifle (take it from Sheva if it's not in
  your possession) and shoot it. You can use the handgun as a last resort, but
  hitting your target is more difficult.

After hitting the emblem, run to the end of the car to find a large amount of 
Gold. Hop over to the middle car, then to the dirt-filled dumpsters to the 
side. Destroy the explosive in your way and run to the end, where the game 
prompts you to jump into the mine cart below.

Before you do so, use your rifle or handgun and aim inside the tunnel below. 
Disable the first explosive, then jump into the mine cart below. As soon as 
the cart starts rolling, look forward to find another explosive trap down the 
tunnel. Quickly disable it before you collide with it. When the mine cart 
stops, wait for your partner to catch up before entering the mines below.


The Mines
---------

         EXIT --->  .-._
                    `-._`.
                        \ \            .------------------------.
                         | |           |                       .-.
              _,------._/ /            |                       | |
           ,-' _,----._x '.            |                     _,'x|
          / ,-'        `-. \           |                _,--' _,-'
         | |   _,----._   | |          |             ,-' _,--'
        ,' '--'        `--' '.         |             | ,'
       /                      \        |             | |
       |           x          |        |             | |
        \                     /        |             | |
         `.__,--._      __,--'         |            ,'  \
                  \  ,-'               |          ,'x,'\ \
                   | |                 |        ,',-'   \,'
                   | |                 |       / /
                   | |                 |      | |
              _,---'  \                |      | |
             (      _,'                |      | |      ,'\
            _,' _  '-._                |      | |   ,-' ,'
           /  ,' `._   `--.__          |       \ \,' ,-'
          |  /      `-._   _,'         |        \   /
          |x|           ) |            |         | |
           \|  ,---.__,'   \           |         | |
              /     __     /           |         | \
              \   ,'  \   |            |          \ `.
               \  `.__/   '._          |           `. `.
                `._    _     \         |             `. \
                   |  / `.__,'         |               | |
                   '-'                 |               | |
                    '------------------'               |_|  <--- START

Since your GPS cannot be accessed underground, you have no way of figuring out 
where to do. Well, here's where I come in! The ASCII diagram should help in 
your journey throughout the mines. It's not perfect, but it'll certainly do. 
The "x"s on the map are the location of the treasures, which can also be a 
pain to find down here.

The mines are incredibly dark and nearly impossible to navigate without a 
lantern. Luckily, there's one right next to your starting location! Whomever 
is using the lantern cannot use weapons or any other item without having to 
put it down first. Since there are enemies down here, I suggest letting Sheva 
carry the lantern.

Take the Green Herb from the ground next to the lantern and proceed through 
the dark tunnel. Once you reach a fork, go right to find a Red Herb at the 
dead end. Take the left path to reach a small pool of water and a Majini. 
Defeat him and the Cephalo that appears.

- Treasure: Ruby (Pear)
  After defeating the Cephalo just after the first fork, look up at the roof
  for a bright shine. It's much easier to spot treasures down here if you put
  the lantern down; finding a bright light is easier when the remaining area
  is pitch black. Dislodge it from the ceiling and grab it.

Defeat the two Majinis ahead, then take a right at the intersection to find 
two barrels and two crates. Since this is a dead end, follow the upper path 
instead. Kill the Majini that charges towards you and continue until you reach 
a bridge.

- Treasure: Ruby (Pear)
  Shoot the ruby out of the ceiling at the base of the tunnel just past the
  bridge.

- BSAA Emblem #10
  Once on the bridge, turn towards the waterfall to your right. The emblem is
  at the top of the waterfall, embedded in the rock. It's much easier to spot
  when your partner shines the light on it.

The upcoming area is a bit more open-spaced, which will help you locate 
enemies and items. Three Majinis lie in wait here, so take them out before 
looting the place of barrels and crates. Continue to the next fork; to the 
right is an immediate dead end with two barrels, so open them before going to 
the left.

- Treasure: Diamond (Oval)
  If you hug the left wall all the way around the bend, you will reach a small
  alcove containing a barrel, crate, and a chest. Open the chest for a Diamond
  (Oval). Just use the ASCII map for assistance in finding the treasure.

Afterwards, follow the straight path to enter a gate. Use the crank nearby to 
raise the gate, letting Sheva through. Once she's through to the other side, 
release and focus on the wave of Majinis behind you. As Sheva tries to open 
the gate to let Chris through, fend off the enemies. Once Sheva open the path, 
relocate her in the lit, open area.

There are a lot of enemies here, so make it easier on yourself by getting to 
high ground. Rush over to the ladder on the opposite side and climb up to the 
second floor. Pick off the bow gun Majinis and dynamite Majinis up here while 
Sheva focuses on the Majinis below. A few Majinis will snipe you from the 
towers above, so use a rifle of your own against them.

- Treasure: Ruby (Square)
  This treasure is stuck on the large wheel on the central tower. Climb up
  the ladder and run onto the walkway, then look up at the giant wheel. The
  ruby is stuck on a brown circular object stuck to the side of the wheel.

If you wish, you can return to the ground floor and break open the several 
barrels for goodies. Otherwise, climb up to the third floor. Smash the barrel 
directly in front of you and take the Green Herb, then follow the ledge. 
Continue around the perimeter, breaking the barrels and crates as you go, 
before entering one of two entrances to the side tunnel ahead (preferably, 
take the western entrance).

A Majini will drop down from a ledge below and antagonize you. Defeat him and 
wait for the Cephalo to emerge, then blast it to oblivion.

- Treasure: Ruby (Square)
  After defeating the Cephalo, look at the ceiling next to the ledge that he
  jumped down from to see a white glimmer. Shoot the ruby out from the ceiling
  and add it to your collection.

When you reach the tunnel entrance on the left, follow it. Two bow gun Majinis 
and a dynamite Majini wait for you up ahead. As the Majini lights the stick of 
TNT, shoot it to destroy the entire group. Once the dust settles, enter the 
elevator and ride it to the surface.


Mining Area
-----------
Take the Rifle Ammo and Green Herb from the ground next to the staircase. 
Next, head up the stairs and enter the building to start a cutscene. Once it's 
over, grab the Green Herb to your left and approach the lockers in the back 
left corner of the room. One of them contains the powerful Dragunov SVD rifle. 
Equip it and take cover against the window.

A Majini is firing at the building with a gun turret. Between his rounds of 
fire, peek through the window with your rifle and snipe him. If you run out of 
ammo, don't worry: the other Majinis will run to the building where you can 
defeat them from inside. Sniping the turret Majini is your main concern here.

Run down the stairs and out the building. If another Majini gets on the 
turret, use your rifle (if you have any remaining ammo) or take cover to the 
left. Climb up the ladder to the western ledge to eventually get a good shot 
of the Majini.

- Treasure: Diamond (Brilliant)
  Climb up onto the western ledge to find a chest in the far corner. Open it
  for the treasure.

Pass by the turret and inspect the blue portable toilet. Knock on it (or press 
B to let Sheva do the honor) to disturb a Majini. Hey, I'd be pissed too! 
Collect the Handgun Ammo in the shed to the right of the ladder and prepare to 
climb to the cliffside above.

- Treasure: Diamond (Pear)
  Before ascending up the first ladder, dislodge the Diamond (Pear) from the
  cliff wall; directly to the right of the ladder.

Climb up to the top and take out the bow gun Majini. At the other end of the 
cliff is another ladder in which you need to use to reach the ground below.

- BSAA Emblem #11
  After climbing up the first ladder, take out a rifle and aim back towards
  the building where you encountered Irving. To the right is a tall stack of
  buildings stretching up the side of the cliff. The emblem is leaning against
  the lowest one. It's pretty easy to spot blue on white as long as you are
  using your rifle scope.

Drop down onto a ledge, then down to the ground to reach the other end of the 
Mining Area. You will encounter many dynamite-wielding Majinis up ahead, so 
prepare yourself for a lot of sniping and a lot of dodging.

Take the Handgun Ammo to the right of where you drop down, then follow the 
trail. Boost Sheva up onto the ledge above the broken ladder, where she will 
help Chris fend off enemies. Follow Sheva up the side of the hill, defeating 
the Majinis along the way. Things will probably get a little hairy up here, so 
remember to keep your distance and try to aim for the explosives themselves 
for an easy kill.

- Treasure: Diamond (Square)
  After the coast is clear, jump down onto the ledge where you hoisted Sheva
  up onto. Dislodge the treasure out of the wall here and take it before
  climbing back up onto the cliffside.

When you reach the green dumpster up ahead, have both Chris and Sheva push it 
out of the way. Now that the path has opened up, collect the Hand Grenade, 
Green Herb, Shotgun Ammo, and the contents of the two barrels. Drop down from 
the ledge for a cutscene.


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 BOSS: Popokarimu
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

Like many of the bosses in Resident Evil 5, it's more about using teamwork and 
strategy as opposed to brute force to dispose of Popokarimu. This large bat-
beetle hybrid has the ability to fly as well as crawl on the ground. As a 
result, it can attack from both the ground and in the air.

Surprisingly, Popokarimu spends most of its time on the ground. It has several 
close-range attacks that it uses quite often. Whether it be a simple swipe of 
its clawed wing or a swing of its armored tail, getting hit will deal a load 
of damage as well as knock you off your feet.

Popokarimu can also charge at you, but you can easily avoid getting hurt by 
following the on-screen button prompt. Sometimes, the boss will also shoot a 
brownish-green substance out of its tail. If you are encased in this goo, free 
yourself before the boss gets the upper hand.

If the boss takes flight, it will flap its wings incredibly slowly; the only 
method of attacking in air is by divebombing the two agents. Like the boss's 
charge attack, you can avoid it by pressing the button that appears.

Most of Popokarimu's body is covered in tough armor, which makes damaging the 
boss a chore. Its weak point is the underside of its tail; easily noticeable 
by its bright pink color. However, targeting the soft flesh means that you'll 
have to get behind the boss enough time to properly attack it. And that's 
where the hard part comes in.

There are two main ways of fighting this battle: with a friend or by yourself. 
If you have a friend, this boss fight is incredibly simple. Have one player 
bait Popokarimu by shooting it. While the boss is distracted, have the second 
player run behind and unload shotgun shells on the weak point. When the boss 
realizes what's up, avoid its attacks and repeat the process.

If you're stickin' it solo, the battle strategy changes significantly. The two 
flimsy sheds are filled with Proximity Bombs. When one is equipped, you can 
place it anywhere you'd like with the Left Trigger. While it's down, wait for 
Popokarimu to set it off by crawling over it.

You should keep track of two main things in regard to Proximity Bombs: first 
off, you can pick up bombs after placing it if you so choose. If you put it in 
a lousy spot, pick it up and put it somewhere else. Second, you cannot set off 
a Proximity Bomb if you or your partner steps on it. Also, the subsequent 
explosions cannot hurt you whatsoever.

After Popokarimu sets off a Proximity Bomb, it'll fall to the ground and flail 
around like a baby for a few moments. Take this time to run to its backside 
and target the underside of its tail. Both shotguns and rifles deal the most 
damage to the boss's weak spot.

Another neat trick is to use Hand Grenades to damage the boss. Since the 
splash damage is so wide, you can hurt the boss even if you toss the grenade 
near its head or side. Using two Hand Grenades can even stun the boss just 
like a Proximity Bomb would. You will defeat Popokarimu after shooting its 
weak point enough times.

=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

A hummer shows up just in time after the boss battle.


==============================================================================
 4.05] CHAPTER 2-3                                                      [0405]
==============================================================================

Savanna
-------
This entire chapter takes place on a gun turret. In this situation, Chris, 
Sheva, and random soldier #15742 are driving through the savanna. As you drive 
through the savanna on the back of the hummer, motorcycle Majinis will swarm 
in and douse your vehicle with molotov cocktails. Use the gun turrets to shoot 
the enemies down. Your hummer has its own health bar, and depleting will cause 
a Game Over.

The drive through the savanna can be broken up into four main sections for 
each of the four waves of enemies. The first wave of Majinis are only 
motorcycle Majinis. Try to target the Majinis themselves or the gas tank to 
destroy the vehicle itself, possibly setting off a chain reaction for any 
nearby motorcycle.

Every once in a while, you'll have to perform a button prompt to grab onto the 
hummer as it makes a sharp turn. After a few groups of motorcycle Majinis are 
taken down, a truck will rush behind you. You can either defeat the Majinis on 
board or target the driver to prevent him from ramming your car. Destroy the 
truck itself by firing at the vehicle. After a while, it'll catch fire and 
eventually blow up after a few more rounds of turret fire.

After a checkpoint, the third wave will show up: another truck accompanied by 
some motorcycle thugs. The computer-AI always spots the enemies immediately, 
so figure out what direction Sheva is firing at to locate the enemies quickly. 
After a while, two more trucks appear alongside some motorcycles.

When the hummer stops, turn around to find a blockade. Immediately target the 
red explosive barrels on the bed of the parked truck to destroy it and the 
nearby Majinis. Once the barrier is down, you will have to fend off one more 
truck and a few more motorcycle Majinis. Hang on afterwards to eventually 
reach the port.


Port
----
As the gang reaches the port, they are treated to a catastrophic sight. About 
30 seconds later, you encounter the thing that created this disaster. You know 
something is badass when it wears a belt made of dead bodies.


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 BOSS: Ndesu
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

Hmmmm, looks like the developers were a tad lazy in creating bosses for this 
game. This big lug looks almost exactly like the El Gigante From Resident Evil 
4. The battle strategy will be a lot different though, since you fight this 
creature with a gun turret.

Since you don't really have any variety at all when it comes to offensive 
strategies, all you can really do is shoot the heck out of Ndesu. You can also 
use the gun turret to cancel some of the boss's incoming attacks as well.

Ndesu will lumber over to the hummer and either try to squash you with his 
foot or pound you into the dirt with his two fists. The only way to avoid 
these two attacks is to shoot Ndesu until he covers himself up and cancels the 
attack. If Ndesu moves back and into a stance, he's getting ready to charge 
the hummer. Since you clearly cannot move, shoot the boss to cancel the attack.

Sometimes Ndesu will also grab a giant boulder in an attempt to hurl it on 
Chris and Sheva. Instead of targeting the giant, instead shoot the boulder to 
reduce it to pebbles. If Ndesu hurls it at you, continue shooting during each 
bounce before it collides with the truck. The boulders deals quite a bit of 
damage, so try your hardest to destroy it.

A few of Ndesu's other attacks can be dodged using proper button prompts. In 
two instances, Ndesu will either punch you or slam the ground to create a 
shockwave. In both cases, perform the necessary button command to avoid taking 
any damage. When Ndesu uses one of the telephone poles as a staff, you will be 
able to use a button prompt to avoid his horizontal swing. As for his vertical 
thrust, attack the boss to cancel the attack.


Dealing With Everything Else
----------------------------
You have other things to worry about other than the boss, which may come as a 
surprise. First off, about the gun turret. I'm sure you are aware from the 
previous area, but your gun turret can overheat if used for a long period of 
time. The turret icon on the bottom screen will begin to fill up with red as 
you continue holding down the Right Trigger. If it reaches the top, the gun 
will overheat and you won't be able to attack for a short period of time.

One of the keys to making it outta here alive is to never let the gun turret 
overheat. You can let the red line go as high as you'd like, but if it reaches 
the very top, that's no good. Wait until the line reaches about 3/4s of the 
way up before releasing the trigger and letting the line lower (which takes 
much less time than if you were to let the gun overheat).

Aside from Ndesu, Chris and Sheva will have to deal with bow gun Majinis. They 
lurk on the far right side of the area; one perched on a building's roof while 
the other one is on the ground in front of the building. While they aren't 
much of a threat, they certainly can be annoying and it only takes a second to 
dispose of them.

More Majinis will appear soon after the first two are killed, but at least you 
have a period of free time to concentrate on the big cheese. They are a lot 
more dangerous on higher difficulties, so always take the time to defeat any 
bow gun Majinis present.


Dealing With Ndesu
------------------
You can target Ndesu with your gun turret virtually anywhere, but the boss 
takes the most damage by getting shot in the head. Repeatedly target his head, 
taking the necessary time to let your turret cool down. There are also four 
explosive barrels present on the battlefield which can be used to deal 
substantial amounts of damage to Ndesu.

After getting peppered by gunfire enough, two Plagas will emerge from the 
boss's shoulders. These are your new targets. Fire upon one of the two Plagas 
to eventually destroy it, then move on to the second. Ndesu will continue 
using his routine attacks with his weak spots emerged, so avoid them as so.

Eliminate both Plaga growths to make a giant parasite emerge from Ndesu's 
skull. The boss will fall to one knee, so you will have a very easy time 
targeting the Plaga. After it takes enough damage, the parasite goes back 
inside the boss's skull and four smaller growths appear again on Ndesu's body.

Clearly, you will have to destroy the four Plagas to make the main parasite
appear again. When all four are taken care of, target the giant head Plaga
again until it is destroyed and the boss is dealt with.

=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

The chapter will close with a cutscene afterwards.


==============================================================================
 4.06] CHAPTER 3-1                                                      [0406]
==============================================================================

Marshlands
----------
The Marshlands is a colossal area composed of several main sections. Since the 
place is so big, I have decided to split the sectors up. From your starting 
location, walk across the bridge towards the dead body sprawled on the ground. 
Take the Beast Slate off of the floor to obtain the first of four key items in 
this chapter.

- Treasure: Beetle (Brown)
  You should easily spot the shiny treasure on the wooden fence to the right
  of the dead body.

- Treasure: Ruby (Pear)
  Shoot the animal skull to the left of the corpse to shatter it, releasing
  the treasure onto the floor.

Break the vases in the corner and head back onto the dock leading back to the 
airboat. 

- BSAA Emblem #12
  As you step onto the dock, look to the right out into the body of water.
  Equip some sort of rifle and zoom outwards towards the pole. To spot it with
  ease, look above your position for an identical pole. Follow the wire out
  into the distance to locate the wooden pillar. The emblem is hanging on the
  side of the pole. It's a difficult sniper spot, but if you're playing with a
  friend you can drive up to the pole with the airboat and shoot it there.

Step onto the airboat and drive north into the swamp. Head to the blinking 
location on the map and get off onto the dock. The gate to the village is 
sealed, but we have 1/4 of the key. Insert the Beast Slate, then pick up the 
Slate Map to your right. Your GPS map will indicate the location of the 
remaining three slates.

                                   - - -

It doesn't matter which order you go after the slates, so follow my commands 
whichever way you'd like. I'm simply going to go to the closest location, 
which is the southwest corner of the marshlands.

Drive through the gateway and follow the long canal to reach a clutter of 
small huts.

- Treasure: Beetle (Brown)
  As you go counter-clockwise around the huts, drive very slowly at the start
  (around 3-4 o'clock if you catch my meaning) and hug the outer wall. A
  Beetle (Brown) is stuck on the side of the wall, and Sheva will grab it once
  you get close enough to it.

Go around the huts to find a dock, where you can park. Proceed up the ramp and
into the closest house. Break the single vase inside, then leave. Go down the
walkway to an open area containing a Green Herb, two vases, and a chest.

- Treasure: Idol (Silver)
  Open the treasure chest in the central area between the two shacks.

Head to the eastern side of the area to encounter Wetlands Majinis. They will 
jump out of the water and onto the wooden walkways. These foes are quicker, 
stronger, and just plain weirder than the Majinis encountered in the town. 
Most carry long spears, while others are equipped with shields. Some are left 
unarmed, but can still pose a threat.

Stay on the central area where you found the Idol (Silver). There you can get 
a view of all the available entrances. You'll have to survive a few sets of 
Wetlands Majinis before the action dies down.

While the eastern hut contains a lowly vase, the northeast hut holds the real 
prize: the Warrior Slate. After fully exploring the three houses and taking 
what you came here for, return to the airboat and head out. Before you can 
return to the lake, the Majinis seal the exit. Drive near the platforms and 
let Sheva take care of the four bow gun Majinis. Next, drive through the 
gateway to find a final Majini inside a tower. Once he's dealt with, the exit 
will open up again.

                                   - - -

Next, proceed to the eastern end of the marshlands. Step onto the dock and 
near the body of water in front of you. It's big, but you'll have to manage it 
on foot. Be wary, for this lake is not empty.

As soon as you enter the water, you will hear eerie music, signifying the 
presence of crocodiles. The crocs will poke only their heads out of the water 
and slowly swim towards you. They are incredibly tough and can kill you in one 
hit, so taking them head on is suicide. Your best bet is making a mad dash to 
the opposite end of the lake. Once you get underneath the hut, climb the 
ladder to safety.

- Treasure: Beetle (Brown)
  You feelin' froggy? If so, you can snag a treasure while running through the
  croc-infested lake. From the start, run to the far left side of the lake and
  approach the tree. The beetle is stuck on the tree's base.

Once up on the ledge, enter the house to initiate a battle between a handful 
of Wetlands Majinis. Leave and follow the walkway to a tiny hut at the far 
end. Collect the Raptor Slate inside and dispose of any lingering Majinis. 
Head out by jumping back down into the lake.

- Treasure: Ruby (Pear)
  As you leave the lake, collect the Ruby (Pear) stuck to the left side of the
  opening from underneath the house.

Collect the Ruby (Pear), then bolt back to the airboat.

                                   - - -

The location of the final slate isn't much of a trip. When you get off the 
airboat, approach what looks to be a ceremonial table.

- Treasure: Emerald (Pear)
  Shoot the skull at the top of the display to dislodge the treasure.

Break the rest of the stuff here for some items and read the document on the 
shelf. Head onto the road to find two shacks.

- Treasure: Ruby (Pear)
  Shoot the animal skull hanging on the post in front of the nearest shack to
  find the treasure.

You'll find vases in each of the two huts here. Proceed to the north end of 
the area to find two towers. The ladders are broken, so hoist Sheva up with an 
Assist Jump. She will find the Shaman Slate in the right tower.

- Treasure: Idol (Silver)
  Use an Assist Jump to let Sheva up into the leftmost tower to find the Idol
  (Silver).

As soon as you collect the slate, Majinis will storm the premise. In total, 
there are about 10-15 enemies here; usually coming in groups of four to five.

Once of the Majinis will morph into a Duvalia after its initial defeat. 
Duvalias are some tough suckers. You cannot target their plated clam-like head 
with any weapon, so instead go for the bony pink flesh at its side. After 
damaging this appendage enough, the Duvalia will fall and open its "mouth". 
Shoot the inside of its mouth with a shotgun or rifle to put it down.

Once you regain your composure from the mini battle, return to the airboat. We 
have all the slates, but there's still plenty of exploring to do in the 
marshlands. Lets go!

                                   - - -

You can find a poultry farm in the dead center of the swamp. It's directly to 
the west of the crocodile lake, so disembark immediately.

- BSAA Emblem #13
  Immediately after landing at the poultry farm, take out a rifle. From the
  dock, aim underneath the right side of the hut in front of you. The emblem
  is on the underside of the house.

The poultry farm is a very small patch of land mainly inhabited by chickens. 
Who woulda thunk it? Now a chicken farm may not be the most exciting of 
places, but it's certainly important if you're looking for some tasty eggs. 
Chickens lay eggs quite often in this game, so wait around for them to lay 
some eggs. If a minute or so passes by and there are no eggs, either kill them 
or leave 'em be: they won't lay any more.

If you're patient, you can eventually collect all four types of eggs here. 
After the chickens have done their part, you can enter the airboat and drive 
about five feet away to "reset" the area. That way, when you return to the 
farm, the chickens will have returned back to their egg-laying selves. Repeat 
this over and over again if you're hoping to find an extra rare Gold Egg or 
Rotten Egg.

- Treasure: Beetle (Brown)
  The beetle jewel is clinging to a wooden post just to the left of the main
  dock.

- Treasure: Chalice (Silver)
  Enter the hut and open the chest to find this treasure.

Other than eggs and treasure... not much to do here.

                                   - - -

At the northwest end of the lake is a fish farm. Unfortunately you cannot kill 
fish or anything of the sort, but there are a few goods we can unearth here. 

- BSAA Emblem #14
  Immediately upon entering the fish farm, look at the ceiling of the hut to 
  find the BSAA emblem in plain view.

The fish farm consists of a pool of water enclosed in a circular walkway. 
First follow the bridge and climb up the ladder to a tall platform.

- Treasure: Chalice (Silver)
  Open the chest on the upper level of the fish farm.

Next, drop down into the pool. Don't worry, there are no crocs here. :)

- Treasure: Beetle (Brown)
  The Brown Beetle is clinging to the side of the railing when wading through
  the pool of water.

Hmm, there's REALLY not much to do here, eh?

                                   - - -

You will find an abandoned ship between the fish farm and the poultry farm. If 
you drive diagonally from one to the other, you won't miss it. Step onto the 
dock, then into the ship.

- Treasure: Beetle (Brown)
  It's to the left when entering the ship's deck, dipped in some water.

The main treat here in the shipwreck is a shiny suitcase containing a Rocket 
Launcher! This hunk of a weapon should be saved for dire situations only, such 
as a boss battle. Keep in mind that you can get a Rocket Launcher every time 
you replay this chapter.

                                   - - -

Return to the western dock and use the remaining slates to open the gate.


Village
-------
Drop down into the stagnant river.

- BSAA Emblem #15
  As soon as your feet hit the water, spin around and face the dock that you
  were just on. There should be a small hole in the side, revealing the BSAA
  emblem.

Proceed down the river and take out the bomb-throwing Majini situated high up 
on the search tower. Move up the stairs to reach the village. The glowing blip 
on the map locates a rotting corpse. I know it looks soooooo enticing, but 
look on the ground in front of the body. See those holes? Consult to Admiral 
Ackbar for further information.

Ignore the corpse and explore the rest of the village. Note that you can reach 
the corpse from the back end of the hut without setting off the spike trap. Do 
so, collecting the S&W M29 near the body. Turn around and make your way to the 
northwest end of the map. It's a circular open area containing another spike 
trap. Carefully pick up the Gold in the middle of the trap, then back away to 
set it off.

Majinis will pour into the village after your presence has been given away. 
Alongside the horde are two Giant Majinis. These masked freaks are incredibly 
quick given their tall stature, able to perform jumps that would make a 
kangaroo blush. They can scale floors without the use of ladders, so 
retreating to one of the upper levels won't help.

The one pro about Giant Majinis is that they're very reckless. They swing 
their spiked club around like it's nobody's business, whacking away foes and 
allies alike. The Giant Majinis will often clear a path for you inadvertently.

This is a rather good time to use your Rocket Launcher if you still have it in 
your possession. Only use it if you can get the two Giant Majinis together in 
one shot; they'll be destroyed automatically if hit by the explosion. If that 
is not an option, you can always use the magnum you picked up about 20 seconds 
ago. Remember to aim for the Giant Majini's hips and legs since their faces 
are protected by the indestructible masks.

- Treasure: Blue Enigma
  These treasures are always dropped by Giant Majinis.

Once the dust settles, collect the loot dropped by all the Majinis. There's no 
need to stay inside the village anymore, so we can head out. One problem: the 
exit is blocked off!

Return to the hut where you found the S&W M29 and search behind it for a small 
winding hill. Proceed up the hill and climb up the ledge to reach a locked 
door.

- Treasure: Jewel Beetle
  It's stuck to the wooden fence to the right of the locked door.

Use the nearby hand crank to lower the bridge below. With you manning the 
crank, have Sheva cross the bridge and unlock the door from the other side. 
There are no enemies during this ordeal, so sit back and wait for her to get 
the job done.

There's no need to really go down the stairs unless you want to search the 
contents of a few vases (they always seem to be filled with snakes). Stay on 
the upper floor and go inside to find a Green Herb, a document, Rifle Ammo, 
and some Gold on the long table.

Proceed down the walkway just outside the house to come to a dark tunnel. To 
the left is another walkway separated by a small gap. If you leap across the 
gap and continue down the path, you'll reach a gondola that takes you to the 
next area.

- Treasure: Ceremonial Mask
  Go inside the tunnel near the gondola to find a treasure chest containing
  this treasure.


==============================================================================
 4.07] CHAPTER 3-2                                                      [0407]
==============================================================================

Execution Ground
----------------
There's a few vases and barrels inside the starting point, but nothin' else.
Leave to view a short cinema. You can pick off a few Majinis on the central 
platform from above, but otherwise jump down to the walkway on the left. The 
waters below are infested with crocodiles, but there's no possible way for you 
to fall in. Instead, you can shoot Majinis straying near the edges of ledges 
or platforms to knock them in. Tasty.

Run down the catwalk and kill any Majini that gets in your way. Some will jump 
over the tall walls surrounding the Execution Ground, creating a steady flow 
of enemies. Head to the central sacrificial area for Chris to spot a switch on 
the far end. Continue slaying Majinis until the crowd dies down, then inspect 
the red hand crank here. 

A wall is blocking you from reaching the switch, so we'll have to find an 
alternate path. Sheva suggests manning the crank while Chris rides the raft to 
the switch. At the intersection, take a left to reach the flimsy wooden raft. 
As the raft slowly floats through the water, crocodiles will attack at any 
chance they can get. When you see a button prompt appear on the bottom of the 
screen, perform said command to avoid getting chomped on by a hungry croc.

Once you reach the other end, kick the switch to lower the bridge outta here. 
Meet up with Sheva at the bridge and enter the cave ahead.

- Treasure: Ruby (Pear)
  Shoot the torch near the first ledge to shatter it as the treasure falls to
  the ground.

- Treasure: Sapphire (Square)
  Destroy the torch near the second ledge to find it.

Chris and Sheva soon stumble upon a small camp. The folks at Tricell didn't 
leave much behind here, so your stay shouldn't be too long. You can search the 
tall grass for Gold, but be aware that snakes love to roam through tall grass.

- Treasure: Jewel Beetle
  You can locate this treasure by searching the two oil drums.

- BSAA Emblem #16
  Go through one of the two Tricell tents, and search the grass between them
  once on the other side to find the emblem.

Make sure to pick up the First Aid Spray from the northernmost tent and the 
barrels in the nearby shack. Afterwards, travel down the path to reach the 
entrance to the oil field.

- Treasure: Ruby (Square)
  Before entering the oil field, search the rock wall adjacent from the door
  to find a bright glimmer. Shoot the Ruby (Square) down from the cliffside
  and take it.


Oil Field, Refinery
-------------------
The Majinis will most likely spot you as soon as you enter the oil field, so 
stay at your location and wait for them to gather below. Pick them off or use 
a Hand Grenade to eliminate the whole bunch before dropping down. There should 
be a few bow gun Majinis lurking on their perches. To spot them, proceed to 
the central tower by taking the steps to your left or going underneath and 
using the ladder.

Climb to the top of the tower to find a valve wheel. Turn it to turn off one 
of the flame jets on the west side. A few Majinis will appear over there, so 
take 'em out as they try to reach your position.

- Treasure: Jewel Beetle
  It is clinging to the tower on the opposite side of the valve wheel.

Drop down and go through the new area, climbing the ladder on the side. Pull 
the lever here to make the zip line accessible. Ride the zip line to the ledge 
on the far side of the oil field. As soon as your feet touch the ground, a 
Chainsaw Majini storms through the entrance.

You have one of two options. First, you can try and be a daredevil by turning 
the nearby valve wheel as the Chainsaw Majini pursues you. If you want to be 
on the safe side, you can drop down and kill the Chainsaw Majini first. Once 
he's dead, ride the zip line again and turn the wheel. Either way, you'll have 
to kill this monstrosity.

A good plan is to use the nearby Proximity Bomb. Place it near the edge of the 
platform. Once the Chainsaw Majini jumps up onto the platform, he'll end up 
walking across the bomb. Once he's stunned, either follow up with a melee 
attack, begin turning the wheel, or simply book it.

You will find yourself running around in circles constantly to try and keep a 
good distance between yourself and the Chainsaw Majini. All you can really do 
is follow the same procedure used to defeat the first one.

- Treasure: Venom Fang
  Dropped by the two Chainsaw Majinis in the Oil Field, Refinery.

Once the Majini is dead and the valve wheel is turned, one of two flame jets 
blocking the exit will extinguish. Return to the central tower and head to the 
eastern side of the oil field. Pull the lever, then ride along the zip line. 
Turn the wheel, then proceed towards the door to signal the appearance of a 
second, more powerful Chainsaw Majini!

This one appears right in front of you, as he smashes open the door with his 
deadly weapon. You cannot drop down to the ground from here, so stand and wait 
for the Chainsaw Majini to attack. When he raises the chainsaw up in the air, 
dodge the attack and run right through the door. From here, repeat the same 
process to down him. You'll receive another Venom Fang.

Now that the exit is open, continue past the two disabled flame jets. A small 
group of Majinis is your last threat here; one of them even carries around lit 
dynamite, so taking them down shouldn't prove to be too difficult. Enter the 
big metal door afterwards.


Oil Field, Control Facility
---------------------------
The two agents meet up with our good buddy Josh again! As Josh tries to get 
the elevator opened, you'll have to guard his back. Majinis will appear in 
waves and appear at virtually all angles. A machine gun or shotgun are advised 
when facing off the groups.

A Big Man Majini usually shows up just as the elevator appears. If you want a 
Jewel Bangle, stick around and end him. If not, make a rush for the elevator 
and escape to the upper floor.

Once up top, more opponents will attack. The following step is simple, as you 
have to run around the perimeter of the building to the door. Kill any Majini 
that gets in your way. Once you reach the door, it will be locked. Of course. 
Josh tries to get it to open as a Chainsaw Majini appears at the elevator.

It's all about stalling here, as you have to hold off the onslaught of enemies 
while Josh tries to free our asses. If you wish to kill him, you'll receive a 
Gold Ring. It's not advised, because you have virtually no running room on 
these narrow walkways.

Climb up the ladder and run to the corner. Stay up on this ledge and target 
the Chainsaw Majini from afar. When he jump down to the lower ledge, continue 
attacking him. If he manages to jump up to your position, switch to a shotgun 
to easily stun him. Keep stunning him and following up with a melee attack 
until the door opens up. When that happens, turn around and bolt through the 
door.

- Treasure: Gold Ring
  Defeat the Chainsaw Majini in the Oil Field, Control Room.

Run down the stairs and continue to a set of two red doors. Open them.


Oil Field, Dock
---------------
Sheva spots Irving's boat at the dock. No time to waste! There's no need to 
search the left side of the dock, as you will only find one measly barrel. Run 
to the right and head over towards the boat. You can find some barrels in the 
sheds on either side of the dock; one of them containing a Hand Grenade that 
will be useful in a few seconds. A cutscene starts once you reach the boat.

- BSAA Emblem #17
  Ignore the timer for now and instead of backtracking, run to the edge of the
  dock. Once at the water's edge, face the building on the right and peer
  through the window to spot the emblem! Shoot it through the window.

There is also a briefcase containing a large amount of Gold on the opposite 
side of the landing point.

You have two minutes to escape to the other side of the dock, and the swarm of 
incoming Majinis certainly don't help your cause! Use shotguns and any 
grenades to cut through the wave of enemies. Don't worry about killing them or 
taking their spoils. Just get your butt back to the starting point.

Kick open the door and run past the shack as a Big Man Majini comes stumbling 
out the door. Out also come a few Adjules. These are probably the only enemies 
you should take the time to kill considering they're the only enemies that can 
actually catch up to you when running! Use any Hand Grenades coupled with your 
trusty shotty to finish them off.

- Treasure: Gold Ring
  This is dropped by the Big Man Majini on the dock.

Destroy the explosive on the stairs and continue past the second building. A 
few Majinis come outside, but you can easily run right past them. Get onto the 
pier and into the boat on the right to escape unharmed.


==============================================================================
 4.08] CHAPTER 3-3                                                      [0408]
==============================================================================

Oil Field, Drilling Facilities
------------------------------
As Josh pilots the boat, you will have to protect him as well as your own skin 
from incoming Majini boatmen. Use a handgun or machine gun to target the 
Majinis on the trailing boats. After outlasting the boats, turn around and 
face forward. Majinis will be targeting you from elevated platforms and 
bridges. Most of the Drilling Facilities are covered in giant red explosive 
tanks, which should be used to eliminate most of the threat here.

Once Josh is stopped by a closed gate, get out. Dispose of the nearby Majinis 
and take out the ones stationed near explosive tanks. Why they'd do that is 
totally beyond me.

- BSAA Emblem #18
  The emblem is underneath the platform above the bridge that you passed. Face
  away from the closed gate and look underneath the platform to see the bottom
  tip of the emblem. It's easiest to target when on the walkway just before
  leaping to the other side.

Once on the opposite side of the area, take the Handgun Ammo off the ground 
and pull the lever at the far end (to the right is another barrel). Now that 
the gate is opened, continue back to Josh and the boat. Dispose of any Majinis 
in the way and try more to retreat as opposed to wasting ammo fighting 
everyone.

Again, you will have to protect Josh from Majinis ahead until you reach a 
second closed gate. Once you step off, break the two barrels and take the 
Green Herb on the other end. This facility is much larger than the last, 
leaving more areas to explore. Instead of jumping to the other side of the 
area, drop down onto the wooden pier.

As you continue, two Majinis on gun turrets will attack. They are above the 
closed gate, so use a rifle to take them down. Run down the pier towards the 
small shack. There is a suitcase full of ammo inside, but the real treat is 
the big suitcase just outside the shack. You'll find an M3 shotgun inside!

- Treasure: Sapphire (Pear)
  Exit the shack, then jump across the water to the eastern side of the pier.
  In front of you is a closed shed. On the ground to the right of the shed is
  the treasure.

Run north up the pier towards the sealed gate. Once in front of the gate, you 
will find two levers (one on each side of the gate). You will need Sheva to 
pull one while you activate the other. Before you do that, you may want to 
explore on top of the gate first. If you climb up the ladder to the right of 
the lever, you will reach the top of the gate.

There are a few barrels here, so collect the contents. Pass by the gun turret 
and enter the small building.

- Treasure: Emerald (Marquise)
  Check the drawer in the corner of this building to find it.

On the other side of the gate is a barrel and a Green Herb. When you are ready 
to use the levers to open the gate, make sure to clear the area of bow gun 
Majinis before you attempt to do so.

Now that the gate is open, run back to Josh. The infantry after opening the 
gate mainly consists of Kipepeos, who can easily be avoided. You may want to 
kill them anyways because it usually takes Sheva a while to reach the boat.


Patrol Boat
-----------
Cutscene and boss time!


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 BOSS: Irving
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

So Irving has turned himself into a giant, hideous sea monster. Kinda reminds 
me of the boss battle in Gears of War 2 for some odd reason. Surprisingly 
enough, Irving doesn't have too many attacks. Irving spends most of the time 
swimming on the far side of the boat.

You will be able to target it with one of the turrets on the boat. The turrets 
on the south end of the patrol boat are gun turrets. The ones on the north end 
fire explosive grenades. What to use? Whatever floats your boat really. Oh, 
and after the battle begins, make sure to take the First Aid Spray from the 
northeast corner of the boat.

Irving only has one direct attack. If you see him swimming towards the boat 
instead of parallel to it, get ready to perform a button sequence to dodge his 
gaping maw. If he snags you in his mouth, it's an instant kill. Just for the 
record, all of the boss's attacks can be dodged by following a button prompt.

Eventually, Irving submerges as four tentacles emerge from the water. Check 
your map to find the blue blip to locate the boss. These tentacles are tipped 
with sharp claws, almost like tiny hands. They will occasionally slam down on 
the deck; follow the button shown onscreen to avoid getting crushed.

Use either the machine gun turret or grenade turret to attack the tentacles. 
They will slowly regenerate after being destroyed, so make sure to destroy all 
four in a rather quick fashion before any of them reform. Once the tentacles 
are cut off, Irving will resurface again.

Sometimes Irving will display some other tentacles. These ones actually look 
like long, slimy tentacles. Yes, Irving has two types of tentacles that you 
should be aware of. These ones will grab and constrict you. Either wiggle the 
Left Analog Stick enough or call for help. Attacking these tentacles doesn't 
do anything, so wait for them to leave.

Your main target in this battle is the pulsing "bubble" on Irving's head. Just 
look for its snout and you should spot it. Target this weak point with either 
turret type to damage the boss. It glows orange when hit, so you'll definitely 
know when you hit it.

Unfortunately, this battle helps showcase the worst part of the game for me: 
the computer AI. Sheva is incapable of using the turret herself and will 
instead waste her own ammo trying to attack Irving. She does not attack the 
weak point; she just wildly fires like a barbarian. Either take Sheva's ammo 
away from her or assign her to a turret. Now if Irving ends up on the other 
side of the boat, either assign Sheva to a closer turret or just let her do 
whatever she wants. Useless, I tell ya!

After attacking Irving's eye spot enough times, the second stage of the fight 
will begin. Irving will now position himself behind the patrol boat at all 
times. He will open his mouth, revealing his nasty tongue (which is actually 
Irving himself). This is your new target.

While you try to attack Irving's tongue, four more claw-like tentacles emerge 
from the sea and serve as a distraction. Now you will have to avoid tentacle 
attacks and deal with them before you can hurt Irving. After a while, Irving 
will go back underwater and use his bite attack. Make sure to dodge; you don't 
want to lose this late in the fight!

If you're playing with a friend, have one buddy shoot the tongue while the 
other goes after the four tentacles. If not, assign Sheva to one of the two 
machine gun turrets once this phase begins. Also remember that the machine gun 
turrets can overheat! Keep shooting Irving's deformed tongue to eventually win 
the boss battle.

=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

Poor Irving. He was favorite character in the game! 


==============================================================================
 4.09] CHAPTER 4-1                                                      [0409]
==============================================================================

Caves
-----
Lets hope for some answers! Run through the shack to find a few vases, then 
continue towards the mouth of the cave. Continue past the campfire and through 
the tunnel to the main area.

A small group of Bui Kichwas appear in front of you. These enemies are more of 
a nuisance than anything. They only have one attack, which you'll have to 
consult to your partner to free yourself from their grip. Otherwise, a few 
shots from your handgun or an Incendiary Grenade will clear out a pack.

Pass by the ladder for now to reach a dead end. Climb up the ledge to your 
left to reach a treasure chest.

- Treasure: Topaz (Trilliant)
  Open the treasure chest at the dead end to receive... a treasure!

- Treasure: Sapphire (Pear)
  After obtaining the Topaz (Trilliant), turn around and look up at the cave
  ceiling for another treasure which can be shot down.

When you backtrack to the ladder, a trio of Bui Kichwas will attack. Either 
deal with them or climb up the ladder to escape. Destroy the vases littered on 
the side of the stone bridge for some treats.

- BSAA Emblem #19
  As you cross the bridge, look to your right (more specifically, just as you
  pass the second skull and ribcage) and down the chasm to spot the emblem on
  the side of the wall.

Continue across the bridge into the tunnel ahead.

- Treasure: Emerald (Pear)
  Shoot out the first torch you see to find the treasure.

A rather large swarm of Bui Kichwas confront Chris and Sheva ahead. It makes 
things a lot easier if you have an Incendiary Grenade at your disposal.

- Treasure: Sapphire (Square)
  Shoot out the second torch along the tunnel.

Continue towards a large stone door. Defeat any lingering Bui Kichwas here.

- Treasure: Ruby (Pear)
  Destroy the animal skull lying on the floor to the right.

- Treasure: Sapphire (Pear)
  Destroy the skull on the ground to the left to claim your prize.

- Treasure: Topaz (Pear)
  Shoot out the third torch next to the door.

Open the door to continue to the Ancient Village.


Ancient Village
---------------
Quite a change of scenery. We go from a shanty town, to a swamp, to an oil 
rig, and now to underground ruins. Walk forwards and drop down the hole to the 
lower floor. Smash the vases on the left and approach the arched doorway.

- Treasure: Topaz (Square)
  The treasure is lodged in the middle of the doorway.

Go through the doorway and drop down to the next floor. Pass through the 
ancient torture room. To the left is another doorway while a tomb is lying in 
front of you. Enlist in Sheva's help to open the tomb, where you will find a 
nice amount of Gold.

- Treasure: Emerald (Pear)
  Shoot the torch lying on top of the sarcophagus in the next room.

Continue forward onto the bridge for a cutscene. Chris and Sheva will be 
separated for the time being, but you should be able to hold your own. Jump 
down the collapsed bridge to the floor below, where Wetlands Majinis will 
attack. Collect the Green Herb on the ground in front of you, then face your 
attackers.

Majinis will come from both directions, so you won't be able to cover your own 
hide entirely. Luckily, Sheva will snipe enemies from her position above. Push 
forwards, towards the stairs.

- Treasure: Topaz (Pear)
  Destroy the torch in the corner along the staircase.

By the time you reach the top of the stairs, only a couple Majinis should be 
present. Eventually, Sheva will reach your location as the two regroup. Enter 
the leftmost room to find another tomb. Open it for a hefty amount of Gold and 
a few treasures.

- Treasure: Sapphire (Square)
  Found inside the tomb after reuniting with your partner.

- Treasure: Sapphire (Pear)
  Found inside the tomb after reuniting with your partner.

Next, head to the room on the right.

- Treasure: Sapphire (Pear)
  Shoot the torch lying in front of the open sarcophagus.

- Treasure: Ruby (Pear)
  Inspect the mummy to take the treasure.

You can also find a Green Herb inside the open tomb. Cross the bridge ahead 
This one won't collapse, though opening the tomb ahead will initiate a trap. 
Make sure to press X as you fall for a proper landing.

As Chris and Sheva fall into the basement, Majinis and Bui Kichwas attack. 
After defeating the small wave of foes, the exit will open up. While the door 
may be opened, enemies continue to spawn in the cross-shaped basement. Before 
leaving, there are three chests that are dying to be plundered!

- Treasure: Emerald (Trilliant)
  Found in one of the three chests in the basement.

- Treasure: Ruby (Trilliant)
  Found in one of the three chests in the basement.

- Treasure: Sapphire (Trilliant)
  Found in one of the three chests in the basement.

There are three shielded Majinis and two bow gun Majinis in the large room 
ahead. Since you have the high ground, you can use a grenade or any normal 
weapon to pick them off.

- BSAA Emblem #20
  Look at the intricate structure above the doorway on the far side of the
  room. A ways up, you will find the emblem above the doorway. Having a rifle
  certainly helps when trying to shoot it.

Jump down to the floor and smash all the vases. As you approach the doorway, 
you'll set off another trap. This one is a bit... interesting to say the 
least. Giant wooden, spiked, flaming tumbleweed-looking things roll down into 
the room. Yeah, they're that complicated to describe. All you need to know is 
that these balls ricochet back and forth like a pinball and act as grenades if 
you come in contact with one.

Run to the center of the room and up on the pedestal. Turn the lever to open 
the door. It will begin closing, so immediately go down the stairs and make a 
mad dash to the door, dodging the hazards along the way. Wow, all too similar 
to Indiana Jones. When you make it through, Chris will step on a switch that 
keeps the door open. If you don't make it in time, return to the pedestal and 
activate the switch again.

Proceed down the staircase and through the door. Move down the hallway to 
eventually set off a switch and turn on another trap. Complete the interactive 
cutscene to reach the far end of the dreaded hallway. Jump down from the ledge 
and pull one of the two chains (have Sheva yank the other one) to open the 
entryway to the next section of the ruins.


Labyrinth
---------
This area as well as its name may seem intimidating, but there is really
nothing challenging or confusing about this place at all. Just follow
meeeeeeee!!

From the start, break the vase to your left. Then, head to the right. When you 
reach the torch, look across the gap at a small island. Jump to it and walk up 
the rickety wooden stairs to the top floor, which only contains two vases and 
a nice treasure.

- Treasure: Topaz (Square)
  It is lodged in the ceiling near the stairs.

Return to the entrance of the Labyrinth and descend the stairs This cross-
shaped area is kinda like the hub room. The east entrance is blocked off; for
now just go to the left. You're given access to the northwest sector. Once you
reach the end of the hall and the entrance to the northwest area, turn to your
left to find a briefcase in an alcove. Open it for a Grenade Launcher!

Go forward in the open area towards the blue statue. Inspect the chain. Sheva 
tells you to get to the one on the other side. Return to the hub room and go 
down the north hallway to reach the other side of the northwest sector. You 
can find a vase containing a First Aid Spray in the tall weeds.

Pull the chains with Sheva to move the blue statue back into the wall. This 
opens up another part of the Labyrinth.

- Treasure: Sapphire (Square)
  Revealed after pushing the blue statue back into the wall.

The southern hall has now been sealed, but a staircase has lowered down onto 
the western hallway. Climb up the stairs to reach a green statue. Before 
pulling the two chains, head to the left.

- Treasure: Idol (Gold)
  Just past the green statue, jump over the gap to reach a treasure chest
  containing the Idol (Gold).

Push the green statue back into the wall to change the layout of the area.

- Treasure: Emerald (Square)
  Revealed after pushing the green statue back into the wall.

Use the walkways to return to the entrance again. Doing so will prompt the 
appearance of some Majinis. From the entrance, go to the right to eventually 
meet up with some more Majinis. Pass the island that you explored before and 
continue around the perimeter to reach a stairs leading back down into the 
basement. Climb the next set of stairs to reach a gold statue.

If you go to the right of the statue, you can follow a walkway past a purple 
statue that leads to a chest containing Flash Rounds. Return to the gold 
statue and pull the chains to embed it into the wall.

- Treasure: Topaz (Square)
  Revealed after pushing the gold statue back into the wall.

Approach the purple statue in the corner to find out that it only has one 
chain! Order Sheva to stay here and go down the stairs into the hub room. The 
northeast and southeast sectors have been opened. You'll only find two vases 
and a Proximity Bomb in the southeast sector.

In the northeast sector is a second purple statue, again with only one chain. 
Looks like the two purple statues match up! Unfortunately, some more Majinis 
stop us before we can reach the statues. Sheva eventually meets up with you to 
face off against the enemies. After defeating the Majinis and Bui Kichwas, 
have the two of you pull each chain to move both purple statues.

- Treasure: Ruby (Square)
  Revealed after pushing the purple statues back into the wall.

- Treasure: Sapphire (Square)
  Revealed after pushing the purple statues back into the wall.

The southwest sector is now opened, so make your way there after collecting 
both treasures.

- BSAA Emblem #21
  This certainly is a tricky one. Stand in the northernmost doorway leading to
  the southwest sector of the Labyrinth. Look up, then to the right (towards
  the ledge where you found the Idol). Look way above to the top of the tall
  brown wall. The emblem is on the wall, just below a green bush. You can spot
  it much easier if you move the red statue, then climb the first flight of
  stairs to the central platform. From here, look above the green statue.

Yank the chains on the red statue to push it back into the wall.

- Treasure: Ruby (Oval)
  Revealed after pushing the red statue back into the wall.

One final challenge stands in front of our way: Popokarimu!

Yes, you read that right. Another Popokarimu (it's a different color than the 
first meaning that you did indeed kill the first one) flies into the southwest 
sector. It's very much possible to escape from the creature and retreat to the 
next area, but doing so costs you a "one time only" treasure.

Popokarimu has the same attacks as the other one, but it's harder to dodge it 
in the tight confines. As a bonus, Popokarimu also cannot fly due to the 
claustrophobic nature of the Labyrinth. Some attacks can be automatically 
avoided by following button commands, but the others will be harder to dodge.

The easiest and best way to defeat Popokarimu is to use your newly-found 
Grenade Launcher. It comes with 12 Explosive Rounds, so start unloading 
anywhere you'd like on the boss. Two or so should knock it to the ground, 
allowing you to use the remaining ten on Popokarimu's tail. Alternatively, you 
can use the Proximity Bomb found earlier to stun it.

- Treasure: Soul Gem
  Defeat Popokarimu in the Labyrinth to earn this rare gem.

Once Popokarimu is defeated, exit the sector and climb the northern stairs to 
reach the exit. 


==============================================================================
 4.10] CHAPTER 4-2                                                      [0410]
==============================================================================

Worship Area
------------
Climb the steps to reach the two vases on the left.

- Treasure: Topaz (Pear)
  Turn around and view the wall above the entrance. Shoot the treasure lodged
  in the wall and take it.

Walk forward to enter the Worship Area. The exit is sealed, where you will 
find three indentations on the gate leading out of this place. Like Chapter 3-
1, you will have to explore this colossal area to find three key items. Also 
like the aforementioned chapter, you can collect the three items in any order.

                                   - - -

Lets go to the left, shall we? Approach the hallway to witness one of the most 
annoying AND helpful environmental objects here. Large towards convert 
sunlight into powerful lasers that destroy anything in its path, like the 
Majini ahead! These hazards are hereby dubbed "laser totems" by yours truly.

The laser totems go off every second, so avoid standing in the hall and try 
hiding in one of the many alcoves to avoid taking serious damage. From the 
start, go to the left and run all the way down the path to find two vases at 
the end. Break 'em, then go through the doorway.

Head across the wooden bridge to encounter a few foes. While you deal with 
them, three bow gun Majinis attack on the ledge above. To reach them, ascend 
the staircase nearby. Once the coast is clear, take the Sea Emblem off of the 
central pedestal.

As you backtrack, more Majinis attack, including a Giant Majini. Quickly pass 
them and return to the laser totem pathway. Return to the stairs near the 
sealed exit and turn around. The Giant Majini should be following you, but is 
unaware of the danger present on this hallway. Like I said, the laser totems 
can be just as helpful.

As the Giant Majini draws closer, knock it away with a shotgun. Keep it in the 
path of the laser totem, so the laser can quickly sap its energy away. Keep it 
up until the laser totem eventually kills the Giant Majini (and any other 
regular Wetlands Majinis). Take the Blue Enigma it drops and return to the 
sealed gate. Place the Sea Emblem in the proper slot.

                                   - - -

Return to the left. This time, head to the right. You will have to duck in and 
out of the crevices as the laser passes by until you are out of harm's way. If 
you're daring, you can run underneath the laser totem to find two vases.

Anyways, when you reach the path to the left, don't get too comfortable. This 
path is also struck by a second laser totem. There are several alcoves on the 
left in which you can use as cover. Remember, press X when against a wall to 
take cover and peek around the edge to see if the laser has passed.

- Treasure: Topaz (Square)
  Shoot the torch lying in a nearby alcove on the left.

Push forward to the stairs on the right. Once you reach the horizontal hall, 
grab the Green Herb under the doorway. Two laser totems cover the entire 
stretch of the long hall, sweeping across each other to cover nearly every 
inch. Wait for the lasers to roast the Majinis advancing on the left, then 
rush past their remains (or lack thereof).

There is a broken bridge ahead which can only be crossed by Sheva. Take a 
rifle from her if you don't have one, then perform an Assist Jump. Majinis 
will attack her on the other side, so use a rifle to protect your lovely 
partner. She will eventually take the Sky Emblem and meet back up with Chris.

Another Giant Majini is on your tails, so use the two laser totems back on the 
horizontal hallway against him. Place the Sky Emblem in the slot at the door 
by backtracking the same way you came through.

                                   - - -

This time, head east from the door. Avoid the laser totem here by ducking in 
and out of the crevices against the wall.

- Treasure: Sapphire (Square)
  Shoot the torch lying in a nearby alcove on the right.

Go north while you avoid the deadly lasers to enter a tunnel. As you round the 
corner, defeat the Majini and the others that drop down from above. A torch-
bearing Majini also enters the hallway, so take him out from a distance.

Exit the hall and climb the stairs to find the final emblem. First, clear out 
the enemies here before taking the Earth Emblem. Upon collecting it, s'more 
enemies will attack. Blast your way through and take the stairs on the left as 
opposed to going back through the tunnel.

- Treasure: Sapphire (Pear)
  It's stuck in a small rock jutting out of the wall on your left after you
  go up the small set of stairs.

Smash the vases on the right and watch for a laser before you step out into 
the open. Advance forward to pass under the laser totem. Well, you're back at 
the horizontal hallway, except now you're on the other end. Go to the right 
and around the corner to reach a dead end in the far corner of the area.

- Treasure: Emerald (Pear)
  Shoot out the torch lying in the northeast corner of the area.

- Treasure: Ruby (Pear)
  There is a treasure lodged underneath the bridge overlooking the horizontal
  hallway. It's tricky to get, because you have to run underneath the bridge,
  dislodge it, pick it up, then reach a safe spot all before the laser totems
  cross your path.

Return to the exit and place the final emblem in the door to open it. Go 
across the large bridge to reach a huge set of double doors.

- Treasure: Diamond (Trilliant)
  The diamond is stuck in the ledge above the set of double doors leading out
  of the Worship Area.


Pyramid
-------
Ah, the only puzzle in the game. And sadly, it's very easy (or in my case, 
thankfully. I'm not smart enough to decipher big, tough puzzles!). The pyramid 
consists of several floors. You need to access the elevators by moving mirrors 
around to create a chain of sunlight. It's all very simple, even without the 
following basic ASCII diagrams. Like, they're very, VERY basic diagrams.

  +------------+--------+------------+
  |            |        |            |  - 1F -
  |            +--------+            |
  |   +---+                +---+     |
  |   | 1 |                | 2 |     |  Mirror 1 - turn left
  |   +---+                +---+     |  Mirror 2 - leave as is
  |                                  |  Mirror 3 - leave as is
  |                                  |  Mirror 4 - leave as is
  |                                  |
  |           +---+        +---+     |
  |           | 3 |        | 4 |     |
  |           +---+        +---+     |
  |                                  |
  +----------------------------------+

After you move the northwest mirror once, the beam of sunlight will continue 
throughout all mirrors, opening the elevator. Make sure that you never touch 
the ray of light, because it will kill you automatically. Walk around the beam 
of light to the elevator and press B to ride to the basement.


  +----------------------------------+
  |                                  |  - B1F -
  |          +---+        +---+      |
  |          | 1 |        | 2 |      |
  |          +---+        +---+   +--+  Mirror 1 - leave as is
  |                               |  |  Mirror 2 - turn left
  |  +---+   +---+                |  |  Mirror 3 - leave as is
  |  | 3 |   | 4 |                |  |  Mirror 4 - turn right
  |  +---+   +---+                |  |  Mirror 5 - leave as is
  |                       +---+   +--|
  |                       | 5 |      |
  |                       +---+      |
  |                                  |
  +----------------------------------+

First, you will have to kick down the two pillars in this room. They block the 
sunlight from traveling across the mirrors Move Mirror 4 clockwise (turn it to 
the right). Next, turn Mirror 2 left. Take the elevator down a floor.

- Treasure: Ruby (Pear)
  This is on the raised platform on the east side of the floor.


  +----------------------------------+
  |                                  |  - B2F, Open Tombs -
  |     +---+             +---+      |
  |     | 1 |             | 2 |      |
  |     +---+             +---+      |  Mirror 1 - turn right
  |                                  |  Mirror 2 - turn right
  |     +---+    +---+               |  Mirror 3 - turn right
  |     | 3 |    | 4 |               |  Mirror 4 - leave as is
  |     +---+    +---+            +--|  Mirror 5 - leave as is
  |                       +---+   |  |
  |                       | 5 |   |  |
  |                       +---+   +--|
  |                                  |
  +----------------------------------+

If you follow this step, the rooms on the west and east side of the basement 
will open up, giving you access to some nice treasures! And just for the 
record, don't bother opening the chest in the center of the main room. It's a 
trap that will spawn several Bui Kichwas.

Before moving anything around, enter the northern chamber. Defeat the two Bui 
Kichwas, then inspect the gruesome sight.

- BSAA Emblem #22
  Inspect the wall above the doorway when inside the northern chamber to spot
  the BSAA emblem.

Next, turn Mirrors 1, 2, and 3 to open the two side tombs.

- Treasure: Beetle (Gold)
  Inside the western chamber, on top of a decorative box.

- Treasure: Idol (Gold)
  On top of a decorative box in the east room.

- Treasure: Ruby (Pear)
  Shoot the animal skull hanging on the right side of the eastern tomb.

- Treasure: Emerald (Pear)
  Shoot the animal skull hanging on the left side of the eastern tomb.

You can also shoot the load of vases for Gold, but beware that snakes lie 
inside many of the vases as well. When you're done looting the Pyramid out, 
return to the main room.

To open the exit, turn Mirror 2 left, Mirror 4 left, and then tap Mirror 2 
right to make the elevator accessible.


  +----------------------------------+
  |                                  |  - B2F, Open Exit -
  |     +---+             +---+      |
  |     | 1 |             | 2 |      |
  |     +---+             +---+      |  Mirror 1 - turn right
  |                                  |  Mirror 2 - turn right
  |     +---+    +---+               |  Mirror 3 - turn right
  |     | 3 |    | 4 |               |  Mirror 4 - turn left
  |     +---+    +---+            +--|  Mirror 5 - leave as is
  |                       +---+   |  |
  |                       | 5 |   |  |
  |                       +---+   +--|
  |                                  |
  +----------------------------------+

If you're going for a speed run or simply don't care about valuables, you can 
make a run for the exit without opening the tombs. From the start, turn Mirror 
1 to the right and Mirror 3 to the right as well. Then, turn Mirror 4 to the 
left and finally Mirror 2 to the right.

With the elevator open, ride it out of the Pyramid. Move forward to view a 
cutscene and finish the chapter.


==============================================================================
 4.11] CHAPTER 5-1                                                      [0411]
==============================================================================

Underground Garden
------------------
Okey dokey, this is one of the shortest chapters in the game.

- Treasure: Ruby (Square)
  Turn around from your starting position and comb the rock wall for the
  familiar glimmer of a treasure.

Next, go to the right. Go around the central island towards some Tricell tents 
and move up against the gray/black pipe.

- BSAA Emblem #23
  Look underneath the walkway leading to the north end of the garden. Follow
  the pipe you're leaning up against as it trails into the water underneath
  the walkway. The emblem is lying against the pipe under the walkway.

Head to the left side of the Underground Garden, towards the two structures, 
whether they be heaters or water purifiers.

- Treasure: Jewel Beetle
  The beetle is stuck to one of the rocks near the water's edge, just in front
  of the two gray tanks.

Move onto the central island and admire the pretty flowers.

- Treasure: Emerald (Pear)
  From the central island, look way up at the north end of the rock wall.
  Like, I mean waaaaaaay up. It's almost directly above the northern exit.

Proceed through the tent. If you wish, you can read the document before 
leaving.


Progenitor Virus House
----------------------
Explore the side room on the left. You can find a couple crates, Machine Gun 
Ammo, Handgun Ammo, and an Incendiary Grenade. There are also a few files in 
this room if you're into like, reading. You can also turn on the computer to 
view additional information about... stuff.

Exit and follow the hall to catch a glimpse of someone. Or something. Approach 
the next doorway, taking the Green Herb before entering. Take the Shotgun 
Shells from off the table and turn on the two computers if you wish. You can 
also destroy the pods to deprive the flowers of their water. Mwahaha!

Exit through the other side. As you continue through the hall, you'll spot 
some telltale clues that something is amok. Break the lone crate in the 
hallway and open the hatch ahead. Chris and Sheva are treated to several 
mangled corpses in the room ahead. Lovely.

Pull the lever to open the display window, then smash through and continue to 
the storage room. You can pass through and admire the animals along the way, 
or you can mercilessly slay them all. PETA will have none of this!

Take the Green Herb in the northwest corner, then travel south to encounter a
Licker Beta. These nasty creatures are blind, but have no trouble spotting 
You if you make too much noise. They'll attack with their long tongue, so you
Are actually better off confronting it head on. Eliminate the first Licker,
Then enter the display case to find the second one. It drops a Lion Heart.

- Treasure: Lion Heart
  These are left behind by some Licker Betas.

Open the hatch inside the display case and walk down the hall. Destroy the 
crate and enter the small room on your right. Collect the Red Herb inside and 
open the safe for some Gold, but most importantly, take the AK-74 from the 
silver suitcase.

Leave, then take the Handgun Ammo from the corner before proceeding up the 
stairs to the upper floor.

Pull the lever on the wall, then have both Chris and Sheva open the steel door 
lying in your way. Sheva notes that Lickers are blind and have lousy hearing. 
Slowly walk past the two display cases filled to the brim with Lickers. They 
will be aware of your location if you run, shoot, or kick doors open. Move 
towards the door and slowly open it.

Move towards the gate ahead. The only way to open it is to kick it down, which 
automatically notifies the Lickers. You can either run away or face off 
against the six or seven Lickers. If this is your first playthrough, I suggest 
tucking your tail between your legs and fleeing.

Run towards the elevator and hit the button to call for it. It won't arrive 
for around half a minute, so hold off against the pursuing threats until the 
elevator arrives. Once it does, quickly head inside into safety.

If you choose to fight the Licker Betas, you will earn a lot of cash in the
form of Lion Hearts. It is a fairly good way of earning Gold. Even after you
kill the Lickers in the display case, calling the elevator will automatically
signal the appearance of four or so more Lickers. 


Experimental Facility
---------------------
Collect the buttload of ammo and grenades in the shelf. This is actually a 
good way to earn ammo over time. If you nab all the ammo, quit, then continue, 
you will return to this area with the ammo and grenade stock refilled. Keep 
this up until you have a sufficient amount of ammo.

Continue onto the walkway for a cutscene and boss fight. Before the fight 
begins, you'll have to follow a simple button prompt.


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 BOSS: U-8
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

This is actually one of the easiest boss fights in the entire game. This large 
arachnid-type creature moves around the edge of the circular platform. It will 
use its long claws to attack in two different ways. U-8's main attack causes 
it to swipe horizontally. You can easily dodge this attack by performing the 
selected button onscreen. In fact, some of the time the boss will swipe at you 
yet a button prompt does not appear. If this is the case, just run away.

There are two other attacks that can be dodged with a button prompt. Sometimes 
U-8 uses his hind claws to attack; these ones are also avoided with a button 
prompt. Also, it will try to impale you with its pointed abdomen. Again, it 
can be avoided by a press of a button.

U-8's other two attacks are totally different than its others. While it isn't 
really an attack, U-8 will jump and slam onto the elevator platform, stunning 
both you and Sheva. It doesn't hurt you, but opens up a window for another of 
the boss's moves. Sometimes it will actually ram the elevator; first it backs 
up, then charges forward. Avoid this by standing on the opposite side of U-8.

If you see U-8 climb up to the ceiling, take out your shotgun. It will release 
tiny little bugs that fly around and divebomb you. They are easily disposed 
and can be taken out with one shot, so use a shotgun to take out an entire 
group simultaneously. It's probably best to defeat them as opposed to ignoring 
them, since they drop items.

First off, you can find several items on the elevator at any time. The arena 
holds two Hand Grenades, two Green Herbs, and Shotgun Shells. Just what we 
need in this fight. Sheva will most likely pick these up along with any 
goodies dropped by the U-8 larvae.

In order to damage U-8 (and most of Resident Evil 5's bosses), you need to 
target its weak spot. The weak spots are the patches of red flesh on its two 
front claws and its mouth. Since U-8 keeps its mouth shut most of the time, 
target its claws as it moves back and forth along the elevator.

Use a machine gun or shotgun to target the red patches of skin on its claws. 
Doing so can be annoying if it constantly moves around and around. After 
attacking its claws enough, U-8 will fall to the elevator platform. While the 
boss is temporarily incapacitated, use your strongest weapons to target its 
gaping mouth.

It is best to use a shotgun to damage the inside of the boss's mouth, but Hand 
Grenades also work wonders. Since you receive two at the start of the fight, 
you might as well put 'em to use. Toss the grenade next to the mouth to damage 
it significantly. Otherwise, run right up to U-8's mouth with your shotty and 
let it rip.

After taking enough punishment, U-8 will get up and continue its normal 
pattern. Continue dodging its attacks and shooting its claws or mouth to stun 
it, then go crazy on its mouth to ultimately put this joke of a fight to rest.

=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

Next chapter, please.


==============================================================================
 4.12] CHAPTER 5-2                                                      [0412]
==============================================================================

Experimental Facility
---------------------
After the two question Excella's motives, go through the door in front of you.


Power Station
-------------
Smash the four boxes at the end of the hall and open the door. Proceed down 
the stairs to encounter the final Majini type: the Base Majini. These foes are 
much different than the other Majinis in the game. Mainly, for they carry 
guns. This is the first time where the cover system becomes detrimental to 
your survival. When against a wall or object, you can press X to take cover 
behind it. Press X again to move away or the Left Trigger to peek around the 
edge with your weapon.

The first near the doorway won't give you much trouble as you can kill him 
without any cover. Next, run down the remainder of the stairs and take cover 
at the doorway next to the enemy's now dead body. Take out the Majini with the 
machine gun and the other two that charge through the door. Once the coast is 
clear, take the Green Herb and continue through the door.

Break the three crates to your left before rounding the corner. Press up 
against the wall and take out the machine gun Majini. Next, advance to the 
metal crates and duck behind them. Take out the Majinis with the machine guns 
first, then worry about the ones with the stun rods.

Before entering the marked door on the map, check the small side room to the 
left to encounter the one thing in the entire game that actually scared me. 
Take the Red Herb and the contents of the two wooden crates before heading to 
the yellow blip on the map.

Round the corner and take down the first Majini, then hide behind the crate it 
was standing next to. Deal with the two machine gun Majinis on the ledge 
before trying to get up to their position. There are three explosive tanks in 
which you can put to use to easily clear the room of enemies. Loot their 
remains, then take the elevator down.


Experimental Facility Passage
-----------------------------
Another small area. Small, but filled with danger! Snag the Green Herb in 
front of you and destroy the crate for an item. Approach the front of the main 
passage. Lickers are patrolling the area, walking on the walls and ceiling in 
a circular pattern.

It is very much possible to avoid all of the Lickers and prevent one huge 
firefight by sneaking past their patrol routes. Once you reach the other end, 
head down the other side of the hall. A few more Lickers will emerge from the 
vent and follow an identical process.

If you are low on ammo, health, or just feel like it, you can proceed through 
this entire area without startling one Licker. However, you will miss out on a 
load of treasure, since five of the Lickers will drop Lion Hearts. That's a 
lot of Gold!


Missile Area, First Floor
-------------------------
As you will soon realize, the Missile Area is composed mainly of two large 
conveyor belts that ship waste to a large furnace. You will have to traverse 
across these moving belts, so try to avoid falling into the fiery pit, mmkay?

Run to the right and open the crates, then drop down onto the ground next to 
the conveyor belt. Kill the Majini lurking in the corner next to you, then 
turn around to find a Red Herb and a crate. Proceed down the path to encounter 
a group of Majinis on the other side of the conveyor belt. Use the wall and 
moving containers as cover when dealing with them.

Run to the end and climb the ladder to reach the other side of the belt. Deal 
with the remaining Majinis, then head to the far end to reach the conveyor 
belt. Drop onto it and run forward to avoid falling in the furnace. Your best 
bet is to walk between the two belts to avoid moving backwards and the cargo 
containers. 

When you reach the end, climb up on the ledge to the right and defeat the 
Majini. Kick open the door and pick up the items on the other end. Drop onto 
the second conveyor belt and move against the current. The containers moving 
across the belt are explosive cans, so put your weapons away; only use them to 
kill the grenadier Majini on the balcony above the conveyor belt.

As you continue down the belt, Majinis with riot shields will enter the other 
end of the belt. In this case, use the explosive canisters to get rid of them 
easily. Pull the lever at the opposite end to stop the belt. As you descend 
the stairs, take care of the three Majinis that are coming up the stairs.

- BSAA Emblem #24
  After going down the stairs, approach the open dumpster on your left. The
  emblem is hiding inside. You're best off hitting it with a shotgun since its
  angle and height of the dumpster makes it hard to hit with any other gun.

Check out the document on the nearby table and open the briefcase for an SIG 
556 machine gun. There is another lever up the steps past the table, but the 
power is out. Go up the stairs to the right of the lever and follow the arrow 
down another flight of stairs.

As you pass by some strange cocoons, grab the Machine Gun Ammo from the metal 
box. Follow the walkway to the blinking point on your map. Have the two pull 
both switches to turn the power on. Head back to the lever near where you 
found the SIG 556. Ignore the unidentifiable shriek as you pass by the cocoons 
again. Wait... one of them is open? Like you honestly didn't think that would 
happen.

Walk beyond the cocoons to trigger the appearance of a Reaper. They may just 
look like oversized bugs, but these freaks need a whole lot of firepower to be 
taken down. First off, back the hell away from it immediately; it's most 
common (and only one of two attacks) can kill you instantly.

When a white bulge appears out of the Reaper's stomach, shoot it before it 
goes into hiding again. The Reaper will fall as another blob appears on its 
shoulder. Shoot it to make another appear on its other shoulder. Shoot it. One 
final weak point appears on the Reaper's back; unload with your shotgun to 
defeat the Reaper. It's truly an annoying enemy that you will unfortunately 
encounter many more times.

- Treasure: Power Stone
  Obtained after defeating a Reaper

Once back at the lever, flip it to turn on the nearby conveyor belt. Notice 
all those dead bodies on the belt? Well, not all of them are dead. I dunno, 
it's really weird. Avoid the zombies (?) as they will get up and grab you, 
pulling you towards the furnace with them. If you are caught, free yourself or 
get Sheva to knock them away.

- Treasure: Dead Bride's Necklace
  Two of these can be found attached to two random zombie things lying on the
  conveyor belt.

- Treasure: Dead Bride's Necklace
  Two of these can be found attached to two random zombie things lying on the
  conveyor belt.

Run towards the ledge at the far right corner, near where the cargo containers 
are coming out from. Sheva usually has a hard time maneuvering across these 
fast-moving conveyor belts, so I had to keep pressing B to call her for a few 
minutes until she finally got there. =/


Uroboros Research Facility
--------------------------
You will spot familiar black goo as you trek through the hallway. Drop down to 
find a cluster of crates and Handgun Ammo. Take anything flame-related, such 
as Incendiary Grenades and Flame Rounds before going through the door.


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 BOSS: Uroboros Mkono
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

It's Uroboros again! Well... another one! But it looks almost exactly the same 
as the other one! Fighting against Uroboros Mkono is very similar to the one 
back in Chapter 1-2. The biggest difference? No furnace. =X

Nicely enough, Uroboros Mkono has the same main attacks as the first Uroboros 
from early in the game. I'm here if you need a bit of refreshing in terms of 
how to counter them. Normally, the boss will swing one of its long arms in 
front of it. If you get hit, you'll be knocked backwards and take a load of 
damage. Sometimes Uroboros Mkono detaches one of its arms as it flies towards 
you; follow the button prompt to dodge.

While this attack only happens up close, Uroboros Mkono will grab you. Call 
Sheva to free yourself before you are killed. Since the boss is just as slow 
as you would assume considering the fight in Chapter 1-2, it can also teleport 
around the room. It's almost like fighting a direct rehash!


Using the Flamethrower
----------------------
Like Uroboros, there are a few different ways to finish this boss off. Too bad 
none of them are as simple as trapping it in a furnace. Use a machine gun or 
shotgun to target the pulsing, bright fleshy patches on Uroboros Mkono's two 
arms. Once you break off both its arms, it will wither towards the ground in 
its weakened state.

Before the boss can recover, grab the Flamethrower off of the eastern wall; 
the game shows you a quick clip of the location and to notify you that the 
weapon has charged up. Like using the lantern in Chapter 2-2, the person 
carrying the Flamethrower cannot use any other weapons or items in their 
inventory.

If playing solo, I suggest having Sheva use the Flamethrower. It's one thing 
she's fairly competent at doing! Sheva will automatically run over to Uroboros 
and attack with the Flamethrower, dealing damage to its exposed weak points - 
long, bright orange bulbs extending out of its back. This will deal a lot of 
damage to Uroboros Mkono's weak spots before they retreat inside again.

After a while, the Flamethrower will require recharging. You will have to take 
the Flamethrower and put it back where you found it to resume charging. When 
it has been charged up again, order Sheva to take it and resume burning the 
boss to a crisp.


Using Other Methods
-------------------
The Flamethrower isn't always the best choice. Obviously, it requires charging 
which causes this boss battle to drag on for a while. Second, it is a big 
weapon that isn't part of your inventory, meaning the person using it cannot 
access their inventory. Plus, every time you are hit, you'll drop the weapon 
and have to pick it up again.

There are plenty of other options to douse Uroboros Mkono in flames.

- Incendiary Grenades. You can actually find a few Incendiary Grenades through
  the room, among other ammo and such. After destroying both of the boss's
  arms, toss an Incendiary Grenade at its base to expose its weak points. You
  won't be able to use a grenade to damage the weak points, so instead take a
  machine gun or shotgun to attack the two bulbs.

- Flame Rounds. If you have your Grenade Launcher in your possession, you'll
  be able to use these powerful rounds to expose Uroboros Mkono's two weak
  points. You find a few of them before the boss fight, and they're especially
  since they are more powerful than Incendiary Grenades.

- Explosive Canisters. There are three red gas canisters scattered around the
  research facility. When you approach one, knock it down with X. When the
  boss travels over it, the explosive canister will become lodged in its gooey
  interior. Shoot the canister to automatically expose the boss's weak points;
  even if you didn't shoot off its two limbs. 

Using the explosive canisters should be your first priority, since they deal
the most damage and eliminate the process of targeting the boss's bright pink
joints. If all other options are lost, then you should resort to using the
Flamethrower to defeat the boss. Just remember to eliminate its two arms
before you start torching it. Destroy both bulbs to kill Uroboros Mkono.

=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

That wasn't that bad, right? Now that Uroboros Mkono has been reduced to a 
puddle of muck, the chapter comes to a close.


==============================================================================
 4.13] CHAPTER 5-3                                                      [0413]
==============================================================================

Uroboros Research Facility
--------------------------
Exit through the open door to reach a small room with two giant fans.

- BSAA Emblem #25
  Look behind the fan on the right to find the emblem. Shoot it as the fan
  blades pass.

Climb the ladder to reach a fork. Go straight ahead and into the room. Check 
out the document, then take the Machine Gun Ammo and Shotgun Shells from off 
the desk.

- Treasure: Sapphire (Marquise)
  Open the safe to the right of the door (when facing the door) to find this
  rare treasure.

Backtrack the fork and head the other way, taking the Machine Gun Ammo as you 
go. When you come to the door, knock it open.


Missile Area, Second Floor
--------------------------
There are four crates to your right to prepare for the battle ahead. Move 
forward and step out onto the catwalk. Take cover on the sheet metal nearby, 
then look across the chasm to spot four Majinis. Shoot 'em all down while 
taking cover, then enter the side room. There are five crates inside.

Return to the catwalk and proceed until a Reaper drops in on you. Once it's 
dealt with, take cover on the sheet metal next to you. Machine gun Majinis 
will target you from afar while ones with stun rods try to pursue you. Defeat 
the stun rod Majinis by knocking them in the hole next to you, then take down 
the others.

Jump over the gap and defeat the second Reaper that appears. To the left is a 
small room and north of your location is another lever. Since the power is out 
and the lever inactive, enter the side room and let the juice start flowin' 
again! You can also find a crapload of crates in here along with a Red Herb, 
Hand Grenade, and Rifle Ammo.

Plus, open the silver suitcase for an H&K PSG-1! This badass rifle is one of 
the best out there. You'll be able to test it out real soon. Return to the 
lever and pull it to call over the moving platform, complete with two Majinis 
and a Big Man Majini! Use your new rifle to dispose of them before the 
platform reaches you.

Sheva steps on the platform and tells you to start it up. As she reaches the 
other side, protect her from Majinis until she can set the platform back to 
your location and you can regroup. Take the contents of the crates from the 
dead end, then walk to the left.

A brief cinema introduces Chris and Sheva to two rocket launcher Majinis. They 
stand on the other side of the area, firing missiles at you. Take cover along 
the wall and try to take them out with one of your rifles. If you are hit by 
an RPG, you'll automatically enter Dying Status!

Once you reach their location, finish off any stragglers and enter the control 
room. A few Majinis with shields and a rocket launcher Majini will surprise 
you on the other side. It's very easy (and funny) to open the door, toss a 
grenade at their feet, then watch as the door closes and the grenade goes off.

- Treasure: Royal Necklace
  The necklace is inside a fancy red box just to the right after entering the
  control room.

After picking up the treasure and Green Herb, exit the room and continue to 
the next area.


Moving Platform
---------------
Grab the Green Herb and hoard the six crates before stepping onto the giant 
elevator. While it's reminiscent of the area where you fought U-8, it is not 
the same place.

- BSAA Emblem #26
  Once on the circular elevator, head to the opposite end of the power switch.
  Look up towards the gray platform high up on the wall. Use a rifle scope to
  scan underneath the platform to find the emblem.

Approach the green glow of the computer screen and pull the two switches to 
activate the elevator.

As the elevator slowly moves like a merry-go-round, Majinis will appear along 
walkways and ledges. You're best off ignoring them as the elevator will soon 
whiz past them. Soon after turning on the elevator, Majinis will stop it by 
triggering a lever on a platform on the side of the room.

Once Sheva gives Chris the news, look for this platform and take out the 
Majini holding the lever. It's eye level with Chris and Sheva, so spin around 
to find the punks. Once they are killed, the elevator will start up again.

A second set of Majinis stop the elevator again. The platform they're on is 
below the elevator a little bit; Sheva usually finds them without any trouble. 
Once the elevator reaches its stopping point, Majinis will appear on the 
walkway leading off of the elevator. Take cover behind the moving platform's 
central column as you kill the enemies.

Collect the items they leave behind and head up the staircase to the Monarch 
Room Entrance.


Monarch Room Entrance
---------------------
Run forward to reach a grimy-looking tunnel leading out into a wide open 
area, which almost looks like a construction site.

- Treasure: Ruby (Brilliant)
  Found lodged in the ceiling just before the path opens up into the large
  chamber.

The building to the right is locked, so that option is null and void for now. 
Search the area for collectables; there are a few crates and some Rifle Ammo 
behind the elevator on the left.

- BSAA Emblem #27
  From behind the elevator, look down the shaft to find the BSAA emblem. Make
  sure to get it before you lower the elevator to the floor or else you'll
  miss out on it.

Pull the switch behind the locked building to turn on the power, then use the
lever next to the elevator to lower it. Jump in the single-person elevator and
tell Sheva to hoist you up to the catwalk above.

As soon as you hop over to the scaffolding, a pack of Licker Betas appear.
You're best off running away from them entirely, passing the side of the ruins
and onto the other walkway. When you reach the blue cargo container, hold down
X to begin pushing it.

Sheva will help you out by distracting most of the Lickers, but some still 
manage to catch up to Chris. If some get too close, turn around and stun them 
with a grenade or shotgun blasts, then continue pushing the blue container. 
It's not recommended - especially on your first playthrough - but you can 
stand and fight all the Lickers if you so choose. You'll earn a few Lion 
Hearts after the fight.

Regardless, once you push the container out of the way, jump onto the roof of 
the small building and enter the hole in the roof. There's a Green Herb and a 
crate on the roof if you want to take them first. Unlock the door and pull the 
lever to lower the bridge.

- Treasure: Chalice (Gold)
  Hidden in one of the three lockers in the building.

The other two lockers contain a First Aid Spray and Magnum Ammo. Cross the 
bridge towards the entrance to the ruins.

- Treasure: Topaz (Brilliant)
  Shoot it out from the wall above the door to the Monarch Room.


Monarch Room
------------
The gang finally confronts Excella, which prompts a surprising boss fight!


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 BOSS: Wesker and Jill
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

Yep, that is correct. No typos here! It's a good old fashioned tag team match 
here: Chris and Sheva versus Wesker and Jill. Some may not even consider this 
a proper boss battle, with proper reasoning of course. Wesker immediately 
announces that he will leave after seven minutes. If you can survive after 
seven minutes, Wesker flees and you will win the "battle". There are two main 
ways to spend your time here.

As for attacks, Jill uses a machine gun to attack Chris and Sheva. Since you 
don't want to hurt her, all you can do is take cover and avoid her entirely. 
Wesker will fire his gun at you, in which you can actually dodge the bullets 
by following the onscreen button command. He also has several sweeps and kicks 
that can take you off your feet.

Wesker also has a dash attack mainly used to cut the distance between both of 
you. He can also follow up with a devastating kick if you are nearby. Most of 
Wesker's attacks aren't much of a problem, since you should spend your time 
hiding like a scared child ready to wet himself.


Surviving Wesker and Jill
-------------------------
The most clear cause of action is to simply survive the battle. Wesker has 
incredible strength and can dodge bullets at a Matrix-like speed. If both of 
you are facing off, do not bother firing your gun at Wesker: he will dodge it 
every time. As for Jill, well, we don't really want her dead, do we? Refrain 
from attacking Jill.

The first floor of the Monarch Room is essentially a large rectangle. There is 
no room for cover and the main attraction are the two Green Herbs at the bases 
of the staircases, so run over to the door on the right. Wesker will kick 
Chris through, giving you access to the second floor.

- Treasure: Emerald (Brilliant)
  At the start of the right, run up the eastern staircase. Follow the balcony
  to the right and break the two vases to find the treasure in one of them.
  You can collect this treasure after Wesker leaves if you so choose.

Run away from Wesker, destroying the vases along the way for items and ammo. 
When you reach the northwest room, go inside and search for treasures; you'll 
find plenty of rare treasures that will disappear once the seven minutes 
expire. Make haste!

- Treasure: Sapphire (Oval)
  Shoot a vase at the northeast end of the treasure room.

Before Sheva runs off to deal with Jill, call her over. Run to the sealed tomb 
and have both partners open it to find two treasures and more importantly: an 
L. Hawk magnum!

- Treasure: Sapphire (Brilliant)
  Inside the tomb in the treasure room.

- Treasure: Emerald (Oval)
  Inside the tomb in the treasure room.

And now for actually surviving the remaining minutes. Jill usually stays on 
the bottom floor, where Sheva may or may not confront her. As for Wesker, he 
must not have very good eyesight. Must be the shades. It's very easy to lose 
Wesker, as the treasure room is the best place to hide.

Wesker always appears on your map as the light blue blip, so you will always 
be able to keep track of his location. He likes to talk to himself, often 
asking where you are hiding. You know Wesker has lost sight of you when he 
asks this, so you're in the clear. When he says "found you!", well, I'm sure 
you can figure it out.

Hiding from Wesker is actually very easy, since he combs the surrounding area 
and moves very slowly when searching for you. Take cover to hide behind 
objects and walls to make Wesker's search more difficult.

Even if you get caught, Chris can counterattack a few of Wesker's main melee 
attacks, so it's not all bad. Plus, the Monarch Room hold two Green Herbs and 
two Red Herbs, giving you plenty of options when injured.


Fighting Wesker and Jill
------------------------
If you want to earn a valuable treasure, you can choose to fight Wesker. Yes, 
you can actually hurt this guy! The only way to damage Wesker is by shooting 
him when you're out of his sight. When Wesker makes a comment such as "you 
can't hide forever!", you know that he's lost sight of you. All you need to do 
now is locate Wesker and hit him when is back is turned.

The start of the battle should be followed the same: investigate the door on 
the right side to get your ass kicked through it, then run away to 
the "treasure room". It's the best hiding place. When Wesker loses sight of 
you, try and get around him so that his back is facing you, then unload on his 
head a few times before he turns around and confronts you.

The L. Hawk is an incredibly powerful gun, so you may want to get it first and 
use it on Wesker to deplete his health. The trick is to damage him enough 
before the seven-minute timer expires, during which Wesker will scoff and 
leave you alone with Jill.

- Treasure: Heart of Africa
  After dealing enough damage to Wesker so he leaves before the timer has
  expired, this one-of-a-kind treasure will appear between the two staircases
  on the bottom floor.


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 BOSS: Jill
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

Once Wesker leaves - whether the seven minutes are up or you forced him to 
flee like a crybaby - Jill will be left alone with Chris and Sheva. Remember 
that we aren't trying to hurt Jill, so don't even think about shooting her. If 
you kill her (you certainly can), the game ends.

Jill has a few attacks that you need to look out for. When she is close 
enough, she can initiate a few acrobatic kicks that aren't too threatening. 
Jill's two main attacks are used with her machine guns. Rarely, she will jump 
to the balcony and sweep the area with gunfire.

Normally, she stays on the first floor. Jill will stand with her arms 
outstretched as she fires. She will slowly rotate, creating a circle of 
machine gun bullets. Otherwise, Jill will also fire straight ahead, which 
seems more logical when trying to attack Chris and Sheva.

The goal of this fight is to destroy the strange piece of machinery on Jill's 
chest. One of you will have to hold Jill down while the other tries to pry the 
object off of her. When close enough, you can try calming Jill down by simply 
talking to her. You're probably best off having Sheva restrain Jill while you 
try to rip the device off.

Repeatedly tap the designated button to try and pry it off until Jill knocks 
both of you away. You will have to repeat this process an excruciating amount 
of times to finally rip it off and end the fight.

You can make things go a bit easier by shooting the control device. It has
both its risks and rewards. If you use a strong enough gun, shooting the
device will weaken it considerably and won't require as many button-tap
events. However if you miss, there is a chance the bullet will kill Jill. You
can also have Sheva shoot the device if you restrain Jill yourself; just get
behind her and repeatedly press A. 

=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

Ready for another drastic change of scenery? Lets goooooooo!!


==============================================================================
 4.14] CHAPTER 6-1                                                      [0414]
==============================================================================

Ship Deck
---------
Told you it was a drastic change of scenery!

- Treasure: Topaz (Oval)
  Facing the ladder leading down to the ground, look to the right (to be more
  specific, look about southwest facing the ladder). Look between the cargo
  container next to you and the tall pole. There is a Majini standing on the
  walkway not too far away. Fire through the narrow gap between the objects to
  hit and kill him. He'll drop the treasure in which we'll get later.

Take a rifle and aim up the tower to the left of your starting location. Kill 
him, which will alert more Majinis to your position. No, this WAS a good idea. 
As all the enemies try to flock towards the ladder, you can calmly and easily 
pick each and every one off.

Drop down and go up the stairs, then go up the ladder leading up to the tower. 
Ignore the second ladder for now and drop to the other side. Climb up to the
ship's bow to find a Green Herb and several crates.

Fall back down and climb up the ladder, then make your way up the huge ladder 
to the observation tower. Time to do some sniping.

- Treasure: Topaz (Oval)
  See the giant horizontal beam near the south end of the ship? Well it is
  actually a crane, and there are two Majinis standing on top of it. If you
  have a rifle (particularly the H&K PSG-1), zoom in and take out both of the
  Majinis; they each drop the treasures in which we will get later. 

- Treasure: Topaz (Oval)
  See the giant horizontal beam near the south end of the ship? Well it is
  actually a crane, and there are two Majinis standing on top of it. If you
  have a rifle (particularly the H&K PSG-1), zoom in and take out both of the
  Majinis; they each drop the treasures in which we will get later. 

- BSAA Emblem #28
  Arguably one of the hardest emblems to find, this emblem is on top of a
  radio tower on the south end of the ship. You can actually spot the teeny
  thing in the distance with a sniper rifle, though it's still pretty hard to
  hit from this distance. Look near the center of the crane where you killed
  the two Majinis for a tower sticking above the crane. Look at the very top
  of the tower to see a small light circle - this is the emblem.

Drop down to the lower level, then to the ground and take the stairs onto the 
walkway. Two Adjules crash out of a shipping container; defeat them and the 
pair of Majinis trudging across the walkway.

Head across to encounter two more Adjules, a few Majinis, and a Big Man 
Majini. Focus on the Adjules first, then the big man. The last remaining Base 
Majini turns into a fearsome Duvalia. A Flash Grenade or Flash Rounds can 
finish this bad boy off in a hurry; otherwise use standard procedures.

Jump down from the ledge, break the two crates, and follow the trail between 
the giant shipping containers to the right. To the right is a dead end and in 
front of you is another dead end. What to do? Notice the green button on the 
side of one of the cargo containers? Press it to raise it above you, opening a 
new path.

Run through to find a similar container, however there is no button. There is 
a locked gate in which you cannot open just yet. However, there is a ladder 
next to some crates in which you can climb. Push the dumpster in front of you 
out of the way, then jump down.

A short cutscene starts where Sheva is trapped in a cage by some Majini 
losers. While Sheva is stuck, Majinis start pouring out two open containers 
like it's some sort of black hole. Your partner will be able to help you to an 
extent, but most of the grunt work is left to Chris. The final Majini turns 
into a Duvalia, which in turn drops a Crane Keycard.

- BSAA Emblem #29
  Okay, my mistake. THIS is the hardest emblem to find in the game. In fact,
  you cannot even see it in plain sight! The emblem is only revealed to you in
  the form of a cutscene. It's inside the open cargo container on the left,
  when facing Sheva. No bullet can reach it, so the only way to get it is to
  toss a Hand Grenade inside.

Shoot the green button next to the open cargo canister to raise the container 
up, then run through to the locked gate. Use the keycard on it to open the 
door, then follow the staircase up to the side of the crane. Upon going up the 
stairs, you can pick up the Topaz (Oval), which should be on the ground to the 
right. If you look through the crack, you'll see your starting point!

Climb the ladders and defeat the Majini, then look down at Sheva's position.
She'll most likely be getting picked on by two Adjules, so defeat them for
her. Pull the lever up here to move the cage out of the way, conveniently
forming a bridge to the next section of the ship deck. 

Backtrack to the area where you found the Crane Keycard and climb the ladder 
to meet up with Sheva. You should find the second Topaz (Oval) that was 
dropped by one of the crane Majinis. Take the Green Herb near the crate and 
break it open, then walk forward across the green container.

Destroy the next crate here, then hop across the four cargo boxes to reach a 
dead end. Open the safe here for some Gold Bars. Two Majinis punish you for 
your thievery, so kill them before they get the chance and return to where you 
found the second Topaz (Oval).

Proceed to the left for a Big Man Majini ambush! Two of them drop down on you. 
Jump towards the three crates to the left and deal with them from there. Take 
the Jewel Bangles they leave behind and hop down to the ground. Take the third 
and final Topaz (Oval), then climb back up the container.

Walk on one of the green containers and Sheva will shoot the button, raising 
you up to a higher level. Let Sheva get on the second container and shoot the 
button on the side to have her rise up to the same plane. It doesn't really 
matter which one you go on; I usually take the left one.

Once the two of your regroup, head to the west side of the ship deck (if you 
took the right path). drop down from the ladders and turn around to find 
another movable shipping container. Move it with the button, then go 
underneath to find a second safe containing more Gold Bars.

After defeating the seemingly endless wave of Adjules, ascend the staircase 
leading up to a hatch door.


Ship Hold
---------
Before going down the stairs, nab the Green Herb, Hand Grenade, and Machine 
Gun Ammo from off the shelf. Go down the stairs and break the boxes in the 
corner, then jump down the hatch. As the two move down several flights of 
stairs, they discuss Wesker's relationship with Chris.

At the bottom of the stairs you will find a few crates and a Jail Breaker. 
Open the nearby hatch door for a cutscene that fully displays Chris and 
Sheva's truly awful aiming.

- BSAA Emblem #30
  You ready for the final emblem? From the starting point, turn to the right
  and look up at the two cabinets: the BSAA emblem is inside the cabinet to
  the left.

Take the two shares of Rifle Ammo from the table and in the glass cabinet. 
Turn on the computer to read up on some files if you so desire, then collect 
the Green Herb near the hatch door and proceed through to the open room.

Note how none of the Majinis here are yet aware of your presence. If you're 
careful enough, you can snipe a few of the Majinis without setting off the 
alarm.

The first Majini is directly across from the hatch spilling out into the 
walkway. The second is on a balcony above and to the left of the first one. 
The third and fourth Majinis are on the ground below.

To find the fifth Majini, walk down the catwalk and before turning 'round the 
corner, peek around the edge and kill him before he notices you. Jump down the 
ladder and stand against the green metal boxes. Peek around the corner to find 
the sixth Majini, who is frantically looking around for any intruders. Kill 
him, then run forward and hop down the hatch.

If the alarm goes off at any time, you will have to deal with a whole slew of 
enemies, fortunately, it isn't all too bad. There are some oil cans in which 
you can use to your advantage. After clearing out the first group, move 
towards the hatch to make another wave appear. Most of them arrive on the 
walkway above and the open shipping containers. If you want to, you can ignore 
them and jump down the hatch anyways.

A few Majinis tend to pop around the corner down here, but it's nothing too 
dangerous. The final Majini turns into a Duvalia, and fighting it in the close-
quarters can be a pain though. Flash Grenades make everything better though! 
Climb up the ladder to the other side of the hold.

A Gatling Gun Majini comes down the stairs after you round the corner. This 
tough son of a gun has a lot of fire power and won't go down without a fight. 
There are many different weapons you can find in order to damage him, like 
Incendiary Grenades, Proximity Bombs, and the gas canisters. You can find all 
three lying around here, so make sure to pick them up between dodging his hail 
of gunfire.

The best way to attack the Gatling Gun Majini is to just use a rifle and aim 
for his head. Take cover when the gun starts winding up, only firing during 
the short period of time that the Majini stops unloading lead. A sign of his 
weakness is when his beret falls off, which means the Majini is nearing death.

Scrounge the area for items, such as Incendiary Grenades, Proximity Bombs, a 
Green Herb, and several crates. There is a ladder to the right of the hatch 
you came from; the walkway above holds a Green Herb, Proximity Mines, and 
s'more crates.

Pick up the Tanker Keycard A from the Gatling Gun Majini's corpse, then 
approach the locked door. We need two keycards to open this door up. Proceed 
across the walkway to the right to find Tanker Keycard B in a safe. Use the 
two keycards to open the door to the next room.

A rocket launcher Majini attacks as soon as you pour through the doorway. Hide 
behind the metal container in front of you and pick off the Majini directly in 
front of you. A second rocket launcher Majini lies below, so drop down and 
finish him off. Go up the stairs to find the third one at the top. Duck and 
cover when he's about the fire, then sprint towards him as he's reloading.

- Treasure: Dead Bride's Necklace
  Dropped by the three rocket launcher Majinis.

- Treasure: Dead Bride's Necklace
  Dropped by the three rocket launcher Majinis.

- Treasure: Dead Bride's Necklace
  Dropped by the three rocket launcher Majinis.

Collect the three treasures and enter the elevator at the end of the hall to 
complete the chapter. 


==============================================================================
 4.15] CHAPTER 6-2                                                      [0415]
==============================================================================

Main Deck
---------
Hmmm, I think THIS may be the shortest chapter in the game! Go forward towards 
the... pile of dead bodies for a cutscene. Looks like Wesker doesn't even care 
about Excella. But she was hot! An interactive cutscene follows, which takes 
you to the bridge.


Bridge
------
Continue through the damp hallways of the bridge. Every so often, you will 
have to follow a button command to dock from the Uroboros monster. Pick up the 
Green Herb in the corner after dodging the first tentacle. When you reach a 
tentacle that's blocking your path, enter the room to the right.

- Treasure: Chalice (Gold)
  Open one of the lockers here to find the treasure.

Take the Handgun Ammo from the other locker and move on. Dodge another 
tentacle and pass by the dead body into another side room. Open the lockers 
here; one of them holds Rifle Ammo. Enter the next room and search the lockers 
for more ammo, then take the Proximity Bomb and Shotgun Shells before opening 
the hatch door. Go forward and up the stairs.

Enter the room on the left, which contains a Green Herb and three lockers.

- Treasure: Chalice (Gold)
  Open one of the lockers here to find the treasure.

Exit the room the same way you came in and go around the hallway past a group 
of corpses. Of course, one could easily figure that sooner or later one of the 
dead bodies will turn out to be not so dead. Well, here you go. A few of the 
Majinis get up and start attacking. Deal with them, then go around the corner 
to find another Majini.

Defeat it to make the Duvalia appear. Dealing with the deadly Duvalia can be a 
chore in this small area, but you can't get around it: it holds a Bridge 
Keycard that you need to open the door ahead.

Once you defeat it and open the door, investigate the documents and use the 
keycard to gain access to the bridge. You can find Shotgun Shells, Machine Gun 
Ammo, a Red Herb, and Handgun Ammo here in the bridge. Also read the document 
on the clipboard near the exit to learn about the satellite laser. When you 
feel ready, climb the staircase and through the door.


Bridge Deck
-----------
There are two more crates here to supply you with goodies. Next up, kick open 
the gate to face off against the abomination.


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 BOSS: Uroboros Aheri
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

Like the other Uroboros subjects before this big lug, its main weak points are 
giant, pinkish-orange bulbous tentacles. Since the boss is the size of a small 
skyscraper, locating and targeting these weak points should not be all that 
difficult. Uroboros Aheri has several attacks, and like always, button prompts 
are needed to dodge them.

Its most common attack is to use either one or two tentacles to strike Chris 
and Sheva in a jabbing motion. Avoid it by pressing the necessary button. 
Sometimes Uroboros Aheri sweeps the deck in one quick motion. A button prompt 
does not always appear, so dodging this attack may be difficult.

The pattern of attacks depends whether you're on the lower or upper portion of 
the Bridge Deck. On the bottom floor, the tentacles use their stab attack. On 
the top, you're more susceptible to sweeping blows. The boss also gives off a 
signal when the tentacles are about to attack; they will glow very bright. If 
you see one of the bulbs on the end of a tentacle glow, attack it to 
prematurely cancel the attack.

The battle begins with only two tentacles. I suggest staying on the top floor 
of the deck, but that's just my cup of tea. Regardless, target the tentacles 
with a machine gun, magnum, or shotgun. I'd suggest a rifle as a last-ditch 
effort, but the tentacles move around so much that it's hard to pull off an 
accurate shot.

The tentacles will thrash around, sometimes flinging globs of goo onto the 
deck. These things then begin moving around on their own. The little Uroboros 
blobs are no threat and can be destroyed with one bullet, plus they always 
drop valuables such as herbs, grenades, or ammo.

The tentacles will glow very dull when damaged, which also means that it won't 
be able to attack. Continue focusing on one tentacle at a time to eventually 
blow it up. Focus on the second one to expose Uroboros Aheri's REAL weak spot.

While it looks just like one of the bulbs at the end of a tentacle, a huge 
orange core emerges from the center of Uroboros Aheri. Attacking this will 
deal the most damage to the boss, so don't spend any time dawdling around or 
else the core will go into hiding again.

This is the best time to use the Laser Targeting Device. Use your Bridge 
Keycard to open the window on the lower floor of the deck and take it. Using 
this thing is almost identical to wielding the Hammer of Dawn from Gears of 
War. Also, it's like using the Flamethrower as you cannot access your 
inventory when holding it.

Point it at the boss's core and hold down the trigger to begin charging the 
weapon up. It will only charge when it's given a proper target, so if you move 
the targeting scope off the core, the charge will reset. Once it's fully 
charged up, press the Right Trigger as a laser beam rains down from the sky 
onto your marked position. Doing so will significantly damage the core; put 
the weapon down and let it recharge.

Once the core takes enough damage, it will retreat into the center of Uroboros 
Aheri and four, yes four, tentacles grow out from the boss. Now you have to 
deal with four tentacles.

At this time, it will begin using its most dangerous attack of all. The four 
tentacles will rise high into the air and glow bright red. Attack one of them 
immediately; if you fail to do so, all four will slam down onto the deck, 
killing both Chris and Sheva. There is no other way to dodge this attack.

The process will revert again as the tentacles begin attacking. If you wish, 
you can use the Laser Targeting Device on them, but it isn't advised as the 
dang things whip around far too much. Your flow of ammo should be steady since 
the little Uroboros blobs drop items all the time.

Once all four tentacles are destroyed and the weak point emerges again, pick
up the Laser Targeting Device (which recharges rather quickly) and stick it to
the boss. Once the core retreats again, only two tentacles appear afterwards.
Repeat the process a third and final time to destroy Uroboros Aheri.

=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

Chapter over! Told you it was the shortest one yet!


==============================================================================
 4.16] CHAPTER 6-3                                                      [0416]
==============================================================================

Bridge Deck
-----------
Guess what? Wesker IS actually serious about destroying the planet! Because ya
know, I had my doubts beforehand. ;) Backtrack to the bridge.


Bridge
------
There's nothing of worth inside the bridge, so quickly enter the elevator and 
go down into the Engine Room.


Engine Room
-----------
Oh no, there's a fire in the Engine Room! Before moving down the walkway, look 
ahead and take down any visible Majini. Collect the Green Herb in the corner 
and jump down the ladder. Drop down into the water and kill the single Majini 
creepily staring at you, then climb up the ladder to the other side.

To open the bulkhead (whatever that is), go up the stairs on the right and 
pull the lever at the end. It will take a while to open, though. Pick up the 
Green Herb next to the lever and start your way back. You'll be ambushed by a 
few Majinis just around the bend, so deal with them. After the bulkhead opens, 
you will have to wait for a gate to raise, which takes even longer. You can 
spend your free time defeating the Majinis here.

As the gate opens, jump across to the other side and take cover from the 
machine gun Majinis. A rocket launcher Majini is perched on the catwalk above, 
but deal with him last. Once the initial group of enemies have been killed, 
take either the left or right path to reach the upper catwalk. You'll most 
likely encounter a second rocket launcher Majini here as well.

- Treasure: Dead Bride's Necklace
  Dropped by the two rocket launcher Majinis.

- Treasure: Dead Bride's Necklace
  Dropped by the two rocket launcher Majinis.

At the top of the balcony are two rooms. You can find a Red Herb and Nitrogen 
Rounds in the right room and a First Aid Spray and Proximity Bombs in the left 
room. Once you clear the area of incoming Majinis, drop back down to the 
central platform and have both agents pull the levers to open the bulkhead.

As soon as you do, two Reapers emerge from their cocoons behind you. Keep your 
distance when dealing with them both. Just be happy that these are the final 
two Reapers encountered in the game! Finish them off and wait for the bulkhead 
and gate to both open. 

Jump across the gap to the third section of the Engine Room. TWO Gatling Gun 
Majinis rise from the ground in front of the duo. While defeating both enemies 
seems like a near-impossible task, it's actually quite easy.

Immediately dash right between the two Majinis. Run down the stairs on the 
left and climb the ladder up to the gun turret. Unload everything you've got 
on the two Gatling Gun Majinis. Try to juggle the two enemies evenly; attack 
until one staggers, then damage the other one. While these guys are some of 
the toughest enemies in the game, they go down rather quickly to the gun 
turret. Also use the turret to dispose of the normal Majinis scampering around.

Drop down from the turret and take the three Flash Grenades on the box to the 
left. On the other side of the Engine Room, you can find Acid Rounds and a 
First Aid Spray. When ready, take the Hangar Keycard A and Hangar Keycard B 
from the two Gatling Gun Majinis and head on outta here!


Hangar
------
You ready for a fight, chump? Well I guess you better be, considering there's 
no getting around this boss battle.


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 BOSS: Wesker
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

This fight is somewhat similar to the last fight with him, considering how you 
have to spend the majority of the battle hiding like a scared puppy dog. There 
are four floodlights in each corner of the hangar. Turn off three (the fourth 
won't turn off) to coat the room in darkness. This will certainly help in your 
hopes to sneak around. Solid Chris... has a nice ring to it... 

Wesker has the same attacks as he did back in Chapter 5-3. He can still fire 
bullets at you from his handgun, but they can be dodged with a quick finger. 
He also has various melee kicks that can deal serious damage. Some of them you 
can even counterattack instead of simply dodging them. If Wesker dashes with 
incredible speed right in front of you, get ready to counterattack an 
extremely powerful melee attack.

Wesker also has two new attacks. If you in close range, he will grab you by 
the throat and literally choke the life out of you. If your partner is close 
enough, get her to help you. Wesker also uses another attack if close enough. 
He will use the same technique that killed Ozwell Spencer on Chris, so you 
better use the button command to avoid certain death.

Late in the fight, Wesker uncovers one final trick up his sleeve. He will jump 
near the giant jet and hurl a rocket at you. Dodge the rocket to avoid 
immediate death. He usually only throws one rocket at you, which is enough.

Chris and Sheva's main task is to inject Wesker with the PG67A/W serum. Just 
how do we do that? I'll talk about it a tad later. For now, all you should 
know is to shut off the lights and take the rocket launcher from the glass 
display case in the northwest corner of the room (across from the floodlight 
that does not turn off).

Like in the previous battle, you can only hurt Wesker when he has his back 
facing you (or in extreme cases, when he's facing you yet he still cannot see 
you). Always pay attention to his random outbursts to figure out whether or 
not he can see you.

When Wesker is unaware of your location, use the rocket launcher on him. He 
will manage to catch the RPG and struggle with it for a few moments. Quickly 
put the rocket launcher down and take out a gun. Shoot the RPG to blow it up 
and stun Wesker. Quickly run over to him and press X to restrain him while 
Sheva tries to inject him with the serum. Alternatively, Sheva will grab 
Wesker if she is close enough and you'll have to do the honors.

Wesker will automatically counter; it always happens. We will have to use a 
few more rockets to weaken him first. The crates on the ground usually hold 
random items, but one of them always holds another RPG.

The main supply of RPGs is the display case on the upper walkway of the 
hangar. Climb one of the ladders on either side, then run to the middle of the 
walkway to find the huge display. You should never run out of rockets in this 
fight.

You shouldn't really spend time close-hand with Wesker, because whenever he 
dashes towards you, you should book it the other way. If you do become low on 
health, there are plenty of crates in the hangar which often hold Red or Green 
Herbs among ammo and other stuff.

If worst comes to worst and you actually run out of rockets, you can use 
conventional weapons against Wesker. Like you've been taught, hide in the 
shadows and only shoot when Wesker's back is turned. After dealing enough 
damage to Wesker, he will fall to his knees just as if you blew a rocket up in 
his face. You usually need to "stun" Wesker like this - with rockets or not - 
in order to keep him down long enough to inject the serum in him.

=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

Wesker flies away on his jet, but not before Chris and Sheva sneak on. Inside 
the jet, participate in the interactive cutscene to reach the volcano.


Volcano
-------
There are a few crates which will give you your final item drops before the 
upcoming battle. Yeah... we're not done yet. You honestly thought Wesker would 
go down so easily?! Head down the path to begin the confrontation.


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 BOSS: Uroboros Wesker
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

For a while, we'll be running away from Uroboros Wesker. Yeah, I like that 
name. Turn around and start running the other way towards the stone bridge.

- Treasure: Diamond (Marquise)
  Before stepping on the bridge, look beyond it at the rock structure. It's
  kinda shaped like a half circle (or a backwards "C"). It's the same exact
  color and texture as the bridge. Shoot it a few times to make the rocks
  crumble to the ground. Step on the bridge to make it collapse. Instead of
  jumping straight ahead, turn to the left and jump across the newly-formed
  stepping stone to reach the treasure.

Wesker has probably reached you by now, but you can simply jump right past him 
without harm. Jump across the other stepping stone and go up the hill to the 
top; along the way, pick up the Green Herb.

Make sure you avoid Uroboros Wesker when he flings his arm around like a 
windmill. It causes instant death, and you don't want any of that. Once Wesker 
meets Chris up on the plateau, dodge his attacks as Sheva shoots the weak spot 
on his back. In due time, Uroboros Wesker will become annoyed at Sheva and 
leap over to her.

Now you have to protect Sheva as she runs away from Wesker. Fire away at 
Wesker with whatever you've got. Occasionally, he will shoot tiny balls of goo 
at you which can be dodged by performing necessary button prompts. Eventually, 
Sheva will fall and slow her down significantly. As she tries to pull herself 
up, continue attacking Wesker to slow him down.

When Sheva finally regains her composure, she will run to the end of the path. 
It's a dead end, so we'll have to find another way to help before Uroboros 
Wesker catches up. Drop down from the plateau and run towards the big boulder. 
Perform a series of button prompts to eventually knock it into the lava and 
confirm any steroid allegations on Chris.

Now that you have regrouped, return to the hill to REALLY start the boss 
battle. Just for the record, you will restart at this point if killed as 
opposed to having to repeat that other garbage. Good news!

Uroboros Wesker only has a handful of attacks. He doesn't use his windmill arm 
attack anymore, so that's out of the picture. He rarely uses the quadruple goo 
sling attacks as well.

A new attack: Wesker raises his arm above his head and slams it down on a 
target (you or Sheva of course). This can be dodged by pressing the button 
that appears onscreen. An even more common attack is where instead of slamming 
his hand downward, he extends it forward similar to the attack the two 
Uroboros subjects used. Again, use the button prompt to dodge.

One of Uroboros Wesker's more annoying attacks, Wesker will emit a loud roar 
and plunge both arms into the ground. Up comes a wave of tentacles that spin 
around like a tornado. Anyone caught in the center will be killed immediately 
while you'll receive serious damage if nicked by a tentacle.

Sheva tends to run aimlessly around in this fight; use the "Cover" option to 
keep her close to avoid having a dead partner. I remember having her be killed 
by this attack over ten times in a row until I realized she was in "Attack" 
mode. When she's on "Cover" mode, she sticks to your side like a siamese twin.

Aside from using a rocket launcher to end the fight instantly, there are two 
main ways to defeat Wesker once and for all. Both involve targeting his two 
weak points: orange bulbs on both his chest and back. The one on his back is 
available at all times, but the one on his chest is protected by a 
surprisingly sturdy layer of worms.

The best time to hit Wesker's back is when he raises his arm in the air to use 
a slam attack. Quickly get behind him and unload your shotgun on the orange 
patch of flesh. After taking enough punishment, Uroboros Wesker eventually 
counterattacks with his instant-death "tornado attack". After using this move, 
his frontal weak point becomes exposed. Use everything you've got on the weak 
spot until it seeps back into his chest.

The hard way of winning this fight is to continuously damage Uroboros Wesker's 
front and back weak spots. Note that he only exposes his frontal weak point 
after using the tornado attack. It takes a long time, but you can ultimately 
finish him off with this strategy.

There's a much easier way to defeat Wesker. After his frontal weak point is 
exposed, attack it a few times. As Uroboros Wesker staggers a few steps back, 
immediately run up to him to restrain him. You may need to repeat the process 
in order to get close to him. Overall, you need to grab Wesker from behind as 
he is stunned. Once you grab Wesker and hold him back, Sheva will deliver the 
finishing blow.

=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

Perform one final button prompt in the following cutscene to successfully 
complete the game. Now you have unlocked The Mercenaries!

______________________________________________________________________________

 5] THE MERCENARIES                                                     [0500]
______________________________________________________________________________

The Mercenaries is a fun little minigame that is unlocked after completing the
game. In short, you can pick one of eight characters and rage war against
enemies in a timed environment. You earn points or defeating enemies among
other bonuses, so it's up to you to see how many points you can get in one go!

The game ends if one of several conditions are met. Naturally, if you are
killed, then you will get a Game Over and your score will not be recorded. If
time runs out, then the game is completed and you'll be presented with your
score and ranking. While highly unlikely (or if you're just really damn good),
you can kill all 150 enemies on the map to finish your run, while also 
collecting a bonus for eliminating the entire opposition.

By killing enemies in succession, you will earn combos. The combo counter is 
in the top corner of the screen and notes how many foes have been downed in a 
row. After ten seconds of inactivity, the counter will reset to zero. The 
easiest and best way to attain high scores is to keep your combos going. 

 .---------.----------------.   The following scores are only for Solo mode.
 | Ranking | Score (Points) |   Clearly, Solo mode is designed for people that
 |---------+----------------|   want to play by themselves. It's just you, so
 |    D    |    <10,000     |   you'll have to cover your own back. If you
 |---------+----------------|   enter Dying Status when playing alone, you'll
 |    C    |    10,000+     |   have to resuscitate yourself. Repeatedly tap B
 |---------+----------------|   to fill your health back up to one quarter to
 |    B    |    20,000+     |   regain composure.
 |---------+----------------|
 |    A    |    40,000+     |   In Duo mode, it's all about teamwork. Two
 |---------+----------------|   people will be able to work together for one
 |    S    |    60,000+     |   goal. Since the odds are a bit higher when you
 |---------+----------------|   have a friend, the score requirements for each
 |    SS   |    80,000+     |   rankings are higher (they are all doubled with
 '---------'----------------'   the exception of an SS-Rank, in which you'll
                                need 150,000+ points).


==============================================================================
 Tips and Tricks
==============================================================================

 - Time Bonuses are scattered around each level (ranging from 5-10) that will
   increase the time on the clock. The bonuses award you with 30, 60, or 90
   additional seconds to your current time. It's key to find these pillars of
   yellow light to increase the amount of time during the run. More time to
   spend means more enemies to kill.

 - Instead of hoping to stumble upon a Time Bonus when slaying foes, spend the
   start of each run collecting all Time Bonuses on the map. After you have
   done so, you can use the remaining time (possibly over five minutes) to run
   'n gun.

 - You can also find Combo Bonuses tucked away in chests throughout the level
   (ranging from 2-4). When you collect a bonus, any enemies killed in the
   next 30 seconds will nab you an additional 1,000 points.

 - If possible, try to collect Combo Bonuses when surrounded by many enemies.
   That way, killing them all afterwards will earn you many more points.

 - You can find chickens in each of the levels (two in The Mines). At first
   glance, this isn't anything important. However, chickens will earn you a
   whopping 2,000 points AND also increase your combo. If there are no enemies
   around and you happen to stumble upon a chicken, take it out to keep the
   streak alive. They also drop eggs - especially the rare ones - which makes
   getting the "Egg Hunt" achievement quite easy.

 - Wasting time is the worst thing you could do. Since each map is loaded with
   collectibles and enemies drop items as well, ammo conservation is not that
   important. You're best off shooting barrels and crates instead of wasting
   the one or two seconds to open it with your knife.

 - On the same topic, reloading also wastes some time and can put you in a
   dangerous situation is cornered by Majinis. You can access your inventory
   when doing such things as climbing ladders. Try to manage your inventory
   when performing such acts to conserve time.

   You can manually reload by combining ammo with the designated weapon,
   meaning you can reload while climbing ladders and such. Also assign your
   gear to the four D-Pads to avoid having to access the item menu so often.

 - Try to down enemies with melee attacks. Eliminating a Majini with a melee
   attack adds on an additional five seconds. It also saves ammo, and hitting
   a Majini with a melee attack will temporarily stun any nearby foes.

 - You will encounter various Las Plagas in The Mercenaries, such as Cephalos,
   Kipepeos, and Duvalias. Like in the main game, they appear after killing a
   Majini. You can prevent the appearance of these enemies (most of the time)
   by performing some melee attacks.

   Not only are these foes tough and require much effort to take down, but
   they can also mess up your combo counter. One of the most disappointing
   feeling is to seemingly kill an enemy as your counter is flashing away,
   only for a parasite to emerge, nullifying the kill. For example, Cephalos
   only appear when a Majini's head is lost, so prevent this by using a
   neckbreaker to kill the enemy instead. 


==============================================================================
 Characters
==============================================================================

There are eight characters in total, each with their pros and cons. Each comes 
equipped with their own weapons, so picking who you are to use is much more 
than personal appearance.


Chris (BSAA)
------------
Unlock: Default

 .---.---.---.   1 - Hand Grenade        Chris is nothing special, though he's
 |   | 1 |   |   2 - M92F                a winner when you really have no one
 |---+---+---+   3 - Ithaca M37          else. He has two manageable weapons,
 | 2 |   | 3 |   4 - First Aid Spray     a nice supply of grenades, and a good
 |---+---+---+                           healing item. Fun early on, though
 |   | 4 |   |                           you may ditch him once you manage to
 '---'---'---'                           unlock all the characters.


Chris (Safari)
--------------
Unlock: Earn an A-Rank on Village

 .---.---.---.   1 - Rocket Launcher     My favorite character. Yes, he has
 |   | 1 |   |   2 - SIG P226            two freakin' ROCKET LAUNCHERS in his
 |---+---+---+   3 - M3                  possession. Only use these bad boys
 | 2 |   | 3 |   4 - Rocket Launcher     against the boss characters. His SIG
 |---+---+---+                           P226 is a surprisingly good handgun
 |   | 4 |   |                           and his M3 is arguably better than
 '---'---'---'                           the Ithaca. The only downside? No
                                         healing item.


Chris (S.T.A.R.S.)
------------------
Unlock: Earn an A-Rank on Experimental Facility

 .---.---.---.   1 - Grenade Launcher    Chris sacrifices his "trademark"
 |   | 1 |   |   2 - SIG 556             shotty for a S&W M29 magnum, which is
 |---+---+---+   3 - S&W M29             a fairly decent trade. It is a very
 | 2 |   | 3 |   4 - N/A                 strong gun, but sacrifices the
 |---+---+---+                           ability to scatter enemies. He also
 |   | 4 |   |                           has a machine gun (which is less
 '---'---'---'                           accurate than a handgun) and a nifty
                                         Grenade Launcher (Electric Rounds).


Sheva (BSAA)
------------
Unlock: Default

 .---.---.---.   1 - Dragunov SVD        Sheva really isn't that good on her
 |   | 1 |   |   2 - M92F                own. All of her weapons are fairly
 |---+---+---+   3 - VZ61                weak, though one could find the SVD
 | 2 |   | 3 |   4 - First Aid Spray     quite useful (and she has a First Aid
 |---+---+---+                           Spray). One thing I hate about Sheva
 |   | 4 |   |                           is that her character positioning and
 '---'---'---'                           the rest of the HUD is mirrored.


Sheva (Clubbin')
----------------
Unlock: Earn an A-Rank on Ancient Ruins

 .---.---.---.   1 - S75                 Like Chris (S.T.A.R.S), Clubbin'
 |   | 1 |   |   2 - AK-74               Sheva is missing out on one of her
 |---+---+---+   3 - Jail Breaker        slots. Boo. She has much better
 | 2 |   | 3 |   4 - N/A                 weapons than the default Sheva,
 |---+---+---+                           including the deadly Jail Breaker.
 |   | 4 |   |                           That, and your AK-74, will probably
 '---'---'---'                           be the two weapons that save your
                                         butt in any of the maps.


Sheva (Tribal)
--------------
Unlock: Earn an A-Rank on Missile Area

 .---.---.---.   1 - Incendiary Grenade  Tribal Sheva is a hit or miss. She
 |   | 1 |   |   2 - Longbow             comes equipped with a Longbow, which
 |---+---+---+   3 - Grenade Launcher    has unlimited ammo. Yet, it can be
 | 2 |   | 3 |   4 - Flash Grenade       hard to use due to the lack of a 
 |---+---+---+                           targeting reticule. As a backup plan,
 |   | 4 |   |                           one could use the wide supply of
 '---'---'---'                           grenades and the Grenade Launcher
                                         (Nitrogen Rounds).


Jill (BSAA)
-----------
Unlock: Earn an A-Rank on Public Assembly

 .---.---.---.   1 - Flash Grenade       My initial reaction to Jill was
 |   | 1 |   |   2 - Px4                 "ughhhhhhhhhhhh", but after using
 |---+---+---+   3 - H&K MP5             her for a substantial amount of time
 | 2 |   | 3 |   4 - First Aid Spray     I realized that she isn't half bad.
 |---+---+---+                           Her unique handgun is badass, and she
 |   | 4 |   |                           has her own supply of Flash Grenades
 '---'---'---'                           that can be used to take down those
                                         pesky parasites.


Jill (Battle Suit)
------------------
Unlock: Earn an A-Rank on Ship

 .---.---.---.   1 - Hand Grenade        Funny; I don't really like Battle
 |   | 1 |   |   2 - VZ61                Suit Jill at all. Aside from the five
 |---+---+---+   3 - H&K PSG-1           Hand Grenades at her disposal, she
 | 2 |   | 3 |   4 - Herb (G + G)        doesn't pack much firepower. Maybe it
 |---+---+---+                           is just because I hate machine guns.
 |   | 4 |   |                           If you're a good sniper, then you
 '---'---'---'                           could probably have fun with Jill.


Wesker (Midnight)
-----------------
Unlock: Earn an A-Rank on The Mines

 .---.---.---.   1 - Hand Grenade        Whoah, Wesker is cool. He packs some
 |   | 1 |   |   2 - H&K P8              serious heat, has strong melee moves,
 |---+---+---+   3 - S&W M500            and even has special abilities! Click
 | 2 |   | 3 |   4 - Proximity Mine      the Right Analog Stick to dash (which
 |---+---+---+                           saps some health) and press X mid-
 |   | 4 |   |                           dash to use a Knee Cannon attack.
 '---'---'---'                           His H&K P8 is a gnarly handgun and
                                         the magnum is the best weapon by far.


Wesker (S.T.A.R.S)
------------------
Unlock: Earn an A-Rank on Prison

 .---.---.---.   1 - L. Hawk             Wow, I think this Wesker is even
 |   | 1 |   |   2 - Samurai Edge        better than the last! He comes with
 |---+---+---+   3 - Hydra               the same techniques, but has arguably
 | 2 |   | 3 |   4 - N/A                 better weapons. The Samurai Edge is
 |---+---+---+                           the best handgun in the game, the L.
 |   | 4 |   |                           Hawk is fantastic, and the Hydra is
 '---'---'---'                           the best shotgun in the game. Check
                                         freakin' mate.


==============================================================================
 Maps
==============================================================================

Legend
------
T - Time Bonus
C - Combo Bonus
X - Chicken
l - Ladder


Public Assembly
---------------
Unlock: Default

Enemies: Majini (Town), Executioner Majini


       __________  both in sewer
      |          | /   ____________________.----.____________
      |     -----|/___|                    | T  |            |
      |     __ TC|____    _______          |_   /     X      |
      |   l|l |   \   |__|  _____|___________| |_____________|
      |,---'--'    \    /                               |
      |             `--'    ____________      __________|
      |                    /                            |
      |    .---------.    |                             |
      |    |         |    |                             |
      |    |         |    |                             |
      |    |         |    |___                          |
      |T   '---------'    |   |                    |    |
      |__________         |   |____     on roof    |    |
                 |        |        |     /         |     \
                 |        |   -----'-------.       |------\_____
                 |        |             T  |       |       __   |
                 |       _|                |       |      |__|  |
                 |      |         ____     |       |            |
                 |      |     T  |    `----'       |__        __|
                 | T    |   _____|        ,'\      '--|___   |-----.
                 |      |  |            ,'  ,'            |  '-._  |
                 |_____ '--'          ,'T ,'         _____|      | |
                       |    ___     ,'  ,'\         |          __| |
                       |   |   \    \C,' on roof    |  .------|  | |
                       |___'---'                    |  |      |  | |
                       |   |                       l|  |_________| |
                       |   |__   `.                 |         |    |
                       |    \ `.   `.               '---------'    |
                      /      \  `.  l`.__                         /
          _________,-'        |   `.__[  |___        ___________,'
         |             __     |   ,'   | |      on roof |
         |_        _,-'  )    |  |     | |   l    /     |
           `-.__,-'     /   ,'   |---.-' '---------.    |
                      ,'  ,'     |___|C          T |   /
                     /   /      ,'   |           --|  |
                     |   |    ,'     |___          |__|
                      \   \   |      |        __   |
                       `.  `._|      |_C_____|__|l_|
                         `.   |l   _/   \
                           `--'---'    on roof

The Public Assembly in The Mercenaries is nearly identical to the level found 
in the main game. The biggest differences are the northern and western areas 
(which were technically accessed in Chapter 1-2) and a few layout changes to 
the southern house.

You will find red explosive barrels and oil cans in the same places as in 
Chapter 1-1. Unlike the main game, where they were mainly used to defeat the 
Executioner Majini, explosive barrels are great for setting ablaze groups of 
Town Majini for large combos in a short amount of time. 

The first Executioner Majini appears after at least 20 enemies have been 
killed. The Executioner Majini is much easier to defeat than the one found in 
Chapter 1-1. Also, defeated sub-bosses in all maps will bubble and explode, 
damaging anyone close enough (even you). 


The Mines
---------
Unlock: Earn a B-Rank on Public Assembly

Enemies: Majini (Town), Big Man Majini, Reaper

                                               __
                          ___,---------.__    /  |
                       ,-'          X     `--'  /
                     ,'  T _,----------.__     '.
                    /   ,-'               `-.    \
                    |  /                     `.   |
                    |  |    _,----------.__   |   |
           on tower  \  \,-'               `-.|  /
                  \   )     _,----------._       \,.
                   ,./   ,-'         C    `-.  ,' ,'
                   `.T`./   _,---------.__   `.`.' \
                   / `./l  /C   l         `.  l\    \
                  |   |   |_____.-----.     \   \    |
                  |   |T   _____  .-. |______|  |    |
                  |  /|   /     | '-'  ______  l|    |
                   \/_|--'      '-----'    T |  |   /
                   /   `._        l          |__/--'
              in alcove   `-.              ,-'
            on ground floor  `---._     ,-'
                                   |   /
                                   |   |
                                   \    \
                                    |   /
                                    |   |
                                   /   /
                                   |   |
                                   |   \
                       _,---.____,'     |
                      /                /
                     |     ,-.  T    ,'
                      \    '-'      /
                     ,-' T _       (
                    /   ,-' `.      `-._____
                   / X /      `-.       C T \
                   |   |         `._    ,---'
                   |   |         _,-'   '.
                   '.C_| ,--.   /        |
                        /    `./        /
                        \      ___    ,'
                         `.  ,'   \  '-._
                          |  `.___/      \
                         /           T   |
                         \____,----.___,-'

As you can see, The Mines is basically a straight line. The northern end is 
fairly wide open, composed of three floors. The top floor has access to a side 
tunnel, where you can find a Time Bonus and chicken. The second floor is 
basically just a ledge that allows you to reach the central tower. The bottom 
floor is pretty empty aside from a few explosive barrels on the bottom.

The rest of the map is a narrow, winding tunnel that eventually leads to a 
dead end. While it's easy to get cornered or surrounded by Majinis, you can 
also make great use of the Proximity Bombs here. Aside from finding some 
scattered around the map, they are dropped by Big Man Majini. Place them in 
the tight confines of the tunnel and wait for groups of enemies to set it off.

The first Reaper appears after at least 30 enemies have been killed. It is 
crucial that you flee from Reapers if you are in the close confines of the 
tunnel, and it's pretty clear that facing off against Reapers in the open area 
is much safer. The fastest way to defeat these enemies (aside from a Rocket 
Launcher) is with Hand Grenades and Proximity Mines.


Village
-------
Unlock: Earn a B-Rank on The Mines

Enemies: Majini (Wetlands), Bui Kichwa, Giant Majini

                        ___  .-----.________
                       ( T `-|              |
                        `--._|      ------| |
                             |            | |
                             |            | |
        ________,------------'-._      _,-' '.--.___
      ,'             ___________             |      `-.__
      |T   _,----.  /           `. T ____,---'.          \
      |___|      |_|             |--|          \          |
                  C              |  |       _,-'      _,--|
                 .-.             |  |      `.  C   ,-'/   /
                 | |_,----._     |  |        `._,-' ,'   /
                 \  `.      `.   |  |            ,-'   ,'
                  `._ `.      \  |  |        _,-'   ,-'
                   |X`. `._    \/   '.__,---'-._   '-._
                   |  /  _T)    |                      `-.
                   | |  |       |             _,---._     \
                   | |  '-.    /            ,'   __ T\     |
                    \|   _|              __/  _,'__\_/     |
                     |__|  _,'          |     ______|      |
                      |`--'             |_|\      `-.       \
                     _|____________      l |   ,--.__)      |
                    |  __     |  |||       |  ( T  __       |
                    | |  |       |||        \  `--'  )       \
                    | |C |    |  |           `.___,-'         |
                    | |__|l   |  |                            |
                    |________T|  |            ___      _       \
                    |            |           /   `----' `-.     `.
                    '-._        ,'\          \             `.     \
                        `--.__,' ,'           `-.____        \     |
                              \,'   ,---.            `--.___,'     |
                               |   /     \       C              _,-'
                               |   \     /      ,------.____,--'
                               |    `---'     ,'
                                \ T         ,'
                                 `-.____,--'

The Village is a fairly small map and is nearly identical to the village in 
Chapter 3-1. It's pretty easy to locate all of the Time and Combo Bonuses. The 
northern section is accessible by several areas and is elevated. The rest of 
the Village is on the ground level (aside from a few houses). 

There are two spike traps in front of the main bridge and the circular area to 
the left of the bridge. Nearby are switches that can be used to trigger the 
spikes. They're best used in Duo Mode when one player can stand next to the 
switch and activate it as the second player baits Majinis into the trap.

The chicken will flee the area shortly after the start of the run, so if you 
are interested, hunt it down quickly.

The Wetlands Majinis are clearly tougher than the Town Majinis. Bui Kichwas 
also appear in small groups: they are annoying, but incredibly weak and help 
boost your combo count in a flash. Aside from that, there is a small chance 
that Kipepeos will emerge from defeated Majinis; you can easily defeat them 
with a Flash Grenade (that also take down swarms of Bui Kichwas as well).

The first Giant Majini appears after at least 20 enemies have been killed. 
These guys can be tough to take down, and avoiding their close and long-range 
attacks can be quite a chore. Use a powerful weapon, such as a shotgun or 
magnum, to target their chest and legs. If you're lucky, you can vanquish one 
instantly by using a spike trap.


Ancient Ruins
-------------
Unlock: Earn a B-Rank on Village

Enemies: Majini (Wetlands), Giant Majini

      _____________
     |           l |                _______
     |   T .----.  |               |     C |
     |_   _|    |  |               |__   __|
       / /      |  |                  | |
      / /       |  |                  | |                _
     | |        |  |                  | |               |T|
     | |____   _|  |__________________| |_______________| |
     |______] [_______________   _____| |lT__________   __|
                         _|  ___|     | |            | |
                        |_  | .-.    [   ]           | |
                         _| | |T|     | |           _| |
                        |_  | | |     | |        __|_  |_____
                         _| | | |    _| |_      |  T_| |__   |
                        |_  | | |___|     |_____| |_ | |  |  |
                         _| | |  ___   T   _____   _|| |  |  |
                        |_  |_| |   |_   _|     | |_ | |__|  |
                         _|  _  |     | |       |  _||    |  |
                        |_  | | |_    | |      _| |_ | .--|  |
                          '-' |  _|   | |     |C   _|| |  |  |       ,---.
                              | |   __| |__     | |  | |  |  |___    | T  \
                              | |  |       |    | |__| |  |_____ `--.|    |
                  ___       __| '--'       '--. |    | '--------'       C |
          __,----'  /      |     _______    __| |  | |  __________,---.___/
        ,'C__,---. |       |    |     .-'  '----'  |T|_|
       /_,'      | |___,---'    \     |            |_|
                 |  ___,---.     \    |_    __,----'
        __       | |       /  |\  `.____|  |
      ,'  `.     | |      /   | \  X  T    '--.
    ,'      `.   | |      |___|  `------.  C  |
    `.  T    /  / /                     '-----'
      `.__,. `./ /
            `.  /
             /_/

This place can take quite a while to get fully acclimated. Unlike the other 
maps, it's very tight and consists mostly of halls, tunnels, and walkways. 
This can both be a blessing and a death wish for players. While it helps cramp 
enemies together as they try to rush into a narrow space simultaneously, you 
don't have much moving room and using explosive items can be harmful to your 
own health.

The laser totems have been disabled here, which could be a good thing or a bad 
thing. It would have been nice to taunt enemies into getting their butts 
fried, but it's probably best to exclude them since you're also a big target 
for the laser beams.

The three main dead ends (where you found the three emblems in Chapter 4-2) 
hold Time Bonuses, Combo Bonuses, and grenades. It's pretty tricky to fight 
here since there's only one way in and one way out (aside from the northwest 
sector), meaning you'll have to either clear the way or run past waves of 
deadly Majinis.

You will also encounter a rare type of Wetlands Majini that uses a pair of 
torches to attack. When it nears you, it'll breathe the flame into your face. 
Try to target it from a distance; strike the torches to ignite the Majini.

Giant Majinis also appear in the Ancient Ruins: The first Giant Majini appears 
after at least 10 enemies have been killed. Using Hand Grenades and other 
types of explosives seems like the way to go, but it's tough to survive the 
explosions unscathed in such tight confines. You can also use shotguns and 
magnums to eliminate them.


Experimental Facility
---------------------
Unlock: Earn a B-Rank on Ancient Ruins

Enemies: Majini (Base), Licker Beta, Rocket Launcher Majini

                                       ______________
                                      |    |         |
      - Second/Third Floor -          |  l |       T |
                                 _____|----'----.    |
                                |               |    |
                                |   .-------.   |    |____________
                           _____|___|_______|   |                 |
                      .---|                 |   |________         |
                      |   |                 |___|                 |
         l            |   |                 | l                   |
       .----------.---|   | C               |____________         |
       |          | C |   |_________________|   | T               |
       |          |   |   |                     |_________________|
       |          |___|   |                     | X |
       |              |   |                     '---'
       |              |   |
       |______________|   |
       |                T |
       |__________________|

                           ________________
                          |  _____    ___  |     - Basement/First Floor -
                          | |              |
           _______________| |              |    ___
          |                      T         |   |   |
          |    ___________   ___   ______  |   |___|
          |___|           |_____    _______|
          | l |                 |  |            ___
          |   |                 |  |           |   |
       ___|   |____             |  |           |___|
      | C          |            |  '-.
      |   .--------'-.          |    |          ________________
      |   | l        |          |  C |------.  |                |
      |   '------.   |          |    |      |_ |                |
      |          |   |----------|  ,-'        ||                |
      |          |   |          |  |        T || T              |
      '----------|   |----------|  |----------'|___________    _|
                 |   |          |  |           |   |       |  |
                 |   |          |  |           '---'       |  |
                 |   |         _|  |_________             _|  |_
                 |   |        |              '-----------'      |
                 |   |        |                                 |
                 |   |        |              .-----------.______|
                 |   |________|    |    |    |
                 |                 |    |    |
                 |____________     |    |    |
                              |____|____|____|
                              |  T |
                              '----'

The Experimental Facility is one of my favorite maps because it's pretty 
small, easy to memorize, and doesn't feature many huge threats. There are also 
a few traps here as well, such as a transformer that generates a shockwave of 
electricity whenever shot. You can also find red explosive barrels underneath 
the gratings of the floor, which can be targeted and ignited.

The Base Majini are covered in various types of armor, meaning you will have 
to properly aim and actually take some time to avoid deflected shots. These 
punks are very tough, though luckily you won't counter any wielding machine 
guns - just Stun Rods. If you see one turn into a Duvalia, either use a Flash 
Grenade or your most powerful weapon/traps.

Aside from Majinis, Licker Betas appear in the Experimental Facility. They
can scale walls and stay low to the ground as they attack with their long,
deadly tongue. I personally hate these Lickers, because getting wrapped up in 
their tongue wastes a lot of time and can deal a load of damage. Plus, it 
seems like there is always a huge wave of Lickers chasing after you.

You can find elevators on some of the floors, which take you from one floor to 
another in short time. While safe inside the elevator, take the time to heal, 
reload, and rearrange your inventory.

Majinis carrying Rocket Launchers take the place of sub-bosses in this map. 
The first Rocket Launcher Majini appears after at least 10 enemies have been 
killed. One of the reasons why I like this level is that these sub-bosses 
aren't that threatening. They are very slow to attack and the rocket itself is 
easy to avoid if you take note of the green laser pointer. 


Missile Area
------------
Unlock: Earn a B-Rank on Experimental Facility

Enemies: Majini (Town), Gatling Gun Majini

                                              on conveyer belt
   __     ______________________________    ____/________
  | T'---'                              |  |  |/ |       |
  |____________l____________________l___|__| T|  |       |
  |           | |                  | |     |  |  |       |
  |-----------| |------------------| |-----|  |  |C   |  |
  |___________|_|__________________|_|_____|  |  |____|  |
  |______|                   ____   l______|__|  | |_____|
  |                         |   _|  |_________|  |       |
  '-------------------------|  |--------.  |  |  |l  .---'
                            |  |        |__|  |  |___|
                            |  |        |  |  |  |
                            |  |   C    |--|  |  |
                            |  |        |--|  |  |
                            |  |________|__|__|__|______________
                            |   _____                     T     |
                            |  |  l  |   _______________        |
                            |  |     |  |  |  |  |      |       |
                            |  |_____|  |  |  |  |      |_______|
                            |__       __|  |  |  |
                    .-------'  |_____|-----|  |  |--------------.
                    |           ___________|__|__|__            |
                    |    T     |     |   |   T   |l             |
                    |          |  T  |   '-------|__            |
                    |          |_____|     |  |  |  |           |
                    '-------.  |       ____|  |  |__|           |
                            |  |______|    |  |  |              |
                            |   ___________|  |  |__            |
                            |           |  |  |  |  |___________|
                            |___________|  |  |  |
                            |   _____   |  |  |  |
                            |  |     |  |  |  |  |----.
                            |  |     |  |  |  |  |    |
                            |  |     |  |__|__|__|_|__|________________
                            |  |  T  |                                 |
                            |  |_____|______________________________  T|
                            |  |        |          |  |             |  |
                            |  |------.-'         _|                |  |
                            |  |l     |--.       |                  |  |
                            |  |      |   `._____|                  |  |
                            |  |      |                             |  |
                            |  |    --'                            l|  |
                          __|__|____________     X                  |  |
                       __|                  |C______________________|  |
                      |__|--   ----------.  |_______________________|  |
                      |__|     C         |  |_______________________| T|
                      |__|               |  |_______________________|  |\
                         | T                                           | \
                         |_______________|_____________________________|  \
                                                            down below on the
                                                              conveyer belt

This is a very big map (though I made it look a lot bigger with the ASCII 
diagram), composed of three floors. The ground floor is split up into several 
main sections, while ladders and staircases helps the journey from one side to 
another. On the upper levels, you can use the conveyer belts to easily 
traverse the Missile Area (they do not move).

Strangely, the Missile Area is occupied by Town Majini instead of Base Majini. 
They are a lot easier to take down than the latter, so I guess I shouldn't be 
complaining. They only carry household weapons and are identical to the ones 
seen in the first two maps.

The first Gatling Gun Majini appears after at least 20 enemies have been 
killed. These monsters can rip you to shreds in a matter of seconds. 
Fortunately, the map is filled with available cover; with the conveyer belts 
being the only real area where you're left out in the open. When you see one 
appear, quickly find an object to hide behind.


Ship Deck
---------
Unlock: Earn a B-Rank on Missile Area

Enemies: Majini (Town), Chainsaw Majini

                                     .-.
                                    _|T|_
                                _,-'   X `-._
                              ,'\__________C/`.
   * - Rocket Launcher      ,'    |   l    \   `.
                           /      |         |    \
                          /       |___l__   |     \
                         /         |  l  |  |      \
                        /          |.---.|  |       \
                       /           ||T *||  |        \
                      /            |'---'|  |         \
                     |             |_____|  |          |
                     |        _______| |_|  |__        |
                     |       |   ______________|       |
                    /        |  |        |   l |        \
                   /         |  |        '-.   |         \
                  /          |  |          | T '--------. \
                 /           |  |          |____         \ \
                |       _____|  |           ____|___     |  |
                |      |     |  |]         |      l |____|  |
                |  ____|     |  ||         |            C \ |
               /  | C  |l        |         |   ____________] \
              /   |____|_____    |         |  |               \
             |               | T |         |  |                |
            /        ________|   |_________|  |_____________    \
           |        |________        ___   __    __   ______|    |
           |---.             |     l|   | |  |  |  | |  | T |    |
           |   |_____________|______|__l|_|__|  |__|_|__|  _|_   |
           |   |             | |        |    |  |       | |l  |  |
           |   |----         | |        |    |  |       | |   |  |
           |   |_____T_______| |________|____|  |_______|_|   |  |
           |   |l                |l|    |    |  |       |l    |  |
           |   |_________    ____| |_   |   _|  |   ____|_____|  |
           |   |  |  | | |  |    |   |  |  |l   | l|     |l   |  |
           |   |  | T| | |  |   _|l  |__|  |    |__|  ___|_   |  |
           |l__|__|__|-'-'  |  |     |  |  |    |    |   | |  |  |
           | [l   _C_]      |  |    l|  |  |  T |    |   | |  |  |
           |  | T|          |__|___  |  |l_|____|____|___| |__|  |
           |  |  |____      T     l| |          |            l  _|
           | [________]      __    |_|__       _|_   ___       |*|
           |       |       l|  |        |     |l  | |   |l     '-|
           |       |________|  |        |_____|   |_|  _|__|  |  |
           |             |   C |              |       | |  T  |  |
           |             '-----'              '-------' |     |  |
           |                                    .-------'  ___|  |
           |                                    |         |      |
           |                                    '---------'      |
           |                                                     |
           |                                                     |
           '-----------------------------------------------------'

If you thought the Ancient Ruins was claustrophobic, then wait until you get a 
taste of the Ship Deck. Navigating through the deck is a big pain, considering 
you have to use the many ladders to get from one place to another. However, 
the use of many ladders means you can manage your inventory when jumping down 
or climbing up.

There are many elevated shipping containers in the ship, meaning you can gain 
the upper hand by targeting enemies below while they try to reach your 
location. Chainsaw Majinis, on the other hand, can jump right up to your 
position without the use of a ladder.

There are two zip lines you can use to quickly get from one side of the Ship 
Deck to another. The first is on the giant mast on the north end of the ship, 
and the second is on the southwest platform. You can find two Rocket Launchers 
on the mast before taking the zip line. If you ride the second zip line, it'll 
take you to a tiny platform on the southeast end of the ship, which contains 
two Rocket Launchers. You can also collect a Grenade Launcher on the southwest 
platform before riding the zip line.

There are six Chainsaw Majinis in total. Four of them are "normal", and the 
first and last Chainsaw Majinis wear blue pants and are much stronger. The 
first two Chainsaw Majinis appear after at least 20 enemies have been killed. 
It's probably best to use a Rocket Launcher on one of the suped-up Chainsaw 
Majinis. After downing them, they will stay on the ground before getting up 
and wildly swinging their weapon in a fiery rage. A few more shots with a 
shotgun or rifle will finish them off for good.


Prison
------
Unlock: Earn a B-Rank on Ship Deck

Enemies: Majini (Town), Big Man Majini, Executioner Majini (Red)


    - Second/Third Floor -                                .-----------.
                  _____________________________________   |_____      |
                 |                  /     |            |  |           |
                 |  T    _,--.___,-'      |          .-'  |   T       |
                 |   __,'                 |____    __|    '-----------'
                 |  |  '--._____T_____        \|     |
                 |  |       l         `--.__   `.    |
                 |  |  .---------.  .-------`.   \   |
                 |  |  |         |  |         \   |  |
                 |  |  |         |  |          |  |  |
                 |  |  |        _|__|_     ___,'  |  |
          ,------|  |__|__,----'      `---'       |  |
         /       |  |              T        ___   |  |
         |       |  |   __,----.______.----'   )  |  |
         |      l|__|  |         |  |         /  /___|
         |       |     |         |  |        |  |    
         '.______|   C |         |T |        |  |
                 |\____|_________|  |________|--|
                 |     |                  C  |  |
                 |                              |
                 '-----|                     |--'
                       '---------------------'

              ,--.                       - Basement/First Floor -
              \ T|
 to basement   \  `-._____________________________________.-----------.
     \__    _,-'          ________                        |_____      |
     |  |_,'             |        `.                              X   |
     |__|__      __   ___|_________|_________________         C       |
          /     |      |                     | T     |    ,-----------'
         |      |      |                     |       |   /
         |      |      |-------   -----------|       |   |
         |      |      |                     |       |    \
         /      |                            |             `.___
        |       |      |_____________________|__   __/\         |
        |       |      |                     |      |  |   |__C_|
        |       |      |l    ____   ____    l|      |  |   |
        /   l   |      |    |    | |    |    |   |  |  |   |
       ,--------|           |    | |    |    |   |  |  |   |,--._
      /         |      |    |    | |    |    |   |__| /          \
      |         |__    |    |    | |    |T*  |      | \    |\__l,'
      |        l|  |   |    |____| |____|    |      |  |   |     \
      |         |  |   |                     |   T  |  |   |    to basement
      '.________|__|___|_____________________|   |  | /    '--._
        \   l   |                  |         |   |  | |       T ]
         |      |_T_______   ______              |  | |    |`._/
          \     |                  |         |   |  | |    |
           |    |_   ______________|         |   |  | |    \
            \                       _________|___|  |,'     |
             `._                   (_         _,-'          /
                `--.____,--.__       `.____,-'         _,--'
                              `.                 __,--'
  * - in basement               `--._____,------'

The Prison is an entirely new level featured only in The Mercenaries. The top 
floors are pretty empty; a small series of catwalks that lead to the main area 
on the first floor. Again, the player will encounter Town Majinis throughout 
this creepy map. Once in a while, you may find a Big Man Majini thrown in 
through the ranks.

Note that the basement is essentially a straight line leading from the 
northwest area of the Prison to the southeast area. I could not include it on 
the ASCII diagram, but the only important item down there is a Time Bonus 
inside one of the three cells down there.

You will encounter an Executioner Majini in this map, though he is much 
different than the one you're familiar with. Aside from the major loss of 
clothing, this foe carries a flaming axe and is MUCH more powerful than the 
other sub-boss. Overall, the red Executioner Majini is stronger, faster, and a 
heck of a lot more durable.

The first Executioner Majini appears automatically at the start of your run. 
His main weak point is a pink fleshy substance on his back, so try to get 
behind the enemy and target it with a shotgun or magnum. You can also use 
Proximity Mines and Hand Grenades in the small hallways to nearly ensure a 
direct hit.

______________________________________________________________________________

 6] BSAA EMBLEM LOCATIONS                                               [0600]
______________________________________________________________________________

Chapter 1-2
-----------
- BSAA Emblem #1
  To find the first BSAA emblem, climb onto the side staircase of the locked
  building. Keep your back against the door and face the building across the
  street. Slowly turn your head to view the left side of the building. The
  emblem is on the side of the white house to the left, though you need to
  look over the wall to see it. If it helps, descend the stairs a bit to get a
  closer look.

- BSAA Emblem #2
  After climbing up the ladder, look upwards past the hanging corpse to the
  big water tower in the not-too-far distance. The emblem is resting above a
  metal railing just underneath the water tower.

- BSAA Emblem #3
  Just after collecting the ammo from the suitcase, look on the right wall for
  a fence. Look through the fence to find the emblem on the other side; shoot
  through the links to hit it.


Chapter 2-1
-----------
- BSAA Emblem #4
  The bright blue emblem is hanging on the wall above the document on the east
  side of the Storage Facility. One of the very few emblems that are actually
  in plain sight.

- BSAA Emblem #5
  With your back against the warehouse, look to the right to spot a set of
  stairs. Walk towards the stairs and don't descend them just yet. Stand in
  the corner near the stairs and look out at the bridge. The BSAA emblem is on
  one of the support beams holding up the bridge. It can be a little tricky to
  spot - and even trickier to hit with a handgun.

- BSAA Emblem #6
  Walk around the port in search for a small green booth. It says "CHARGE" on
  the front, so that should help. Once you have located it, walk up against it
  (practically press your chest against the screen of the booth) and aim the
  camera up to find the emblem on the ceiling of the booth. In my opinion,
  this is probably the most concealed BSAA emblem in the game. Sheesh!

- BSAA Emblem #7
  From on the roof of the building, look across at the blue and white building
  just across from you. Look through the window above the awning to spot the
  BSAA emblem.

- BSAA Emblem #8
  Enter the second floor of the building Sheva was inside. From the window,
  look out to the top of the other building; specifically, where you use the
  assist jump to send Sheva over the gap. Look above to spot the emblem on the
  edge of the roof, just above the top floor.


Chapter 2-2
-----------
- BSAA Emblem #9
  From the initial train car you climbed up on, jump to the one on the right.
  Facing the house where you started the chapter, look above the roof at the
  electrical tower in the distance. You should spot the familiar blue glimmer
  at the top of the tower. Use your rifle (take it from Sheva if it's not in
  your possession) and shoot it. You can use the handgun as a last resort, but
  hitting your target is more difficult.

- BSAA Emblem #10
  Once on the bridge, turn towards the waterfall to your right. The emblem is
  at the top of the waterfall, embedded in the rock. It's much easier to spot
  when your partner shines the light on it.

- BSAA Emblem #11
  After climbing up the first ladder, take out a rifle and aim back towards
  the building where you encountered Irving. To the right is a tall stack of
  buildings stretching up the side of the cliff. The emblem is leaning against
  the lowest one. It's pretty easy to spot blue on white as long as you are
  using your rifle scope.


Chapter 3-1
-----------
- BSAA Emblem #12
  As you step onto the dock, look to the right out into the body of water.
  Equip some sort of rifle and zoom outwards towards the pole. To spot it with
  ease, look above your position for an identical pole. Follow the wire out
  into the distance to locate the wooden pillar. The emblem is hanging on the
  side of the pole. It's a difficult sniper spot, but if you're playing with a
  friend you can drive up to the pole with the airboat and shoot it there.

- BSAA Emblem #13
  Immediately after landing at the poultry farm, take out a rifle. From the
  dock, aim underneath the right side of the hut in front of you. The emblem
  is on the underside of the house.

- BSAA Emblem #14
  Immediately upon entering the fish farm, look at the ceiling of the hut to 
  find the BSAA emblem in plain view.

- BSAA Emblem #15
  As soon as your feet hit the water, spin around and face the dock that you
  were just on. There should be a small hole in the side, revealing the BSAA
  emblem.


Chapter 3-2
-----------
- BSAA Emblem #16
  Go through one of the two Tricell tents, and search the grass between them
  once on the other side to find the emblem.

- BSAA Emblem #17
  Ignore the timer for now and instead of backtracking, run to the edge of the
  dock. Once at the water's edge, face the building on the right and peer
  through the window to spot the emblem! Shoot it through the window.


Chapter 3-3
-----------
- BSAA Emblem #18
  The emblem is underneath the platform above the bridge that you passed. Face
  away from the closed gate and look underneath the platform to see the bottom
  tip of the emblem. It's easiest to target when on the walkway just before
  leaping to the other side.


Chapter 4-1
-----------
- BSAA Emblem #19
  As you cross the bridge, look to your right (more specifically, just as you
  pass the second skull and ribcage) and down the chasm to spot the emblem on
  the side of the wall.

- BSAA Emblem #20
  Look at the intricate structure above the doorway on the far side of the
  room. A ways up, you will find the emblem above the doorway. Having a rifle
  certainly helps when trying to shoot it.

- BSAA Emblem #21
  This certainly is a tricky one. Stand in the northernmost doorway leading to
  the southwest sector of the Labyrinth. Look up, then to the right (towards
  the ledge where you found the Idol). Look way above to the top of the tall
  brown wall. The emblem is on the wall, just below a green bush. You can spot
  it much easier if you move the red statue, then climb the first flight of
  stairs to the central platform. From here, look above the green statue.


Chapter 4-2
-----------
- BSAA Emblem #22
  Inspect the wall above the doorway when inside the northern chamber to spot
  the BSAA emblem.


Chapter 5-1
-----------
- BSAA Emblem #23
  Look underneath the walkway leading to the north end of the garden. Follow
  the pipe you're leaning up against as it trails into the water underneath
  the walkway. The emblem is lying against the pipe under the walkway.


Chapter 5-2
-----------
- BSAA Emblem #24
  After going down the stairs, approach the open dumpster on your left. The
  emblem is hiding inside. You're best off hitting it with a shotgun since its
  angle and height of the dumpster makes it hard to hit with any other gun.


Chapter 5-3
-----------
- BSAA Emblem #25
  Look behind the fan on the right to find the emblem. Shoot it as the fan
  blades pass.

- BSAA Emblem #26
  Once on the circular elevator, head to the opposite end of the power switch.
  Look up towards the gray platform high up on the wall. Use a rifle scope to
  scan underneath the platform to find the emblem.

- BSAA Emblem #27
  From behind the elevator, look down the shaft to find the BSAA emblem. Make
  sure to get it before you lower the elevator to the floor or else you'll
  miss out on it.


Chapter 6-1
-----------
- BSAA Emblem #28
  Arguably one of the hardest emblems to find, this emblem is on top of a
  radio tower on the south end of the ship. You can actually spot the teeny
  thing in the distance with a sniper rifle, though it's still pretty hard to
  hit from this distance. Look near the center of the crane where you killed
  the two Majinis for a tower sticking above the crane. Look at the very top
  of the tower to see a small light circle - this is the emblem.

- BSAA Emblem #29
  Okay, my mistake. THIS is the hardest emblem to find in the game. In fact,
  you cannot even see it in plain sight! The emblem is only revealed to you in
  the form of a cutscene. It's inside the open cargo container on the left,
  when facing Sheva. No bullet can reach it, so the only way to get it is to
  toss a Hand Grenade inside.

- BSAA Emblem #30
  You ready for the final emblem? From the starting point, turn to the right
  and look up at the two cabinets: the BSAA emblem is inside the cabinet to
  the left.

______________________________________________________________________________

 7] WEAPONS                                                             [0700]
______________________________________________________________________________

==============================================================================
 M92F
==============================================================================

 Found: Chapter 1-1, Civilian Checkpoint
        Buy (2000 Gold)

Firepower          Reload Speed        Capacity            Critical
---------          ------------        --------            --------
150 (Start)        1.70 (Start)        10x (Start)         1 (Start)
170 (2000 Gold)    1.62 (1500 Gold)    13x (500 Gold)      2 (3000 Gold)
190 (3000 Gold)    1.53 (2000 Gold)    16x (500 Gold)      3 (8000 Gold)
210 (4000 Gold)    1.36 (2500 Gold)    20x (500 Gold)      4 (13000 Gold)
230 (5000 Gold)                        25x (500 Gold)
250 (6000 Gold)                        30x (1000 Gold)
                                       33x (1000 Gold)
                                       37x (1000 Gold)
                                       40x (1000 Gold)
                                       45x (1000 Gold)
                                       50x (1000 Gold)
                                       60x (1000 Gold)
                                       70x (1000 Gold)
                                       100x (1000 Gold)


==============================================================================
 H&K P8
==============================================================================

 Found: Buy (4000 Gold)

Firepower          Reload Speed        Capacity            Piercing
---------          ------------        --------            --------
140 (Start)        1.53 (Start)        9x (Start)          2 (Start)
160 (2000 Gold)    1.36 (2000 Gold)    11x (500 Gold)      3 (5000 Gold)
180 (2000 Gold)    1.19 (3000 Gold)    13x (500 Gold)      4 (9000 Gold)
200 (3000 Gold)    1.11 (3000 Gold)    15x (1000 Gold)     5 (12000 Gold)
220 (4000 Gold)    1.02 (3000 Gold)    17x (2000 Gold)
240 (4000 Gold)    0.85 (7000 Gold)    19x (2000 Gold)
260 (5000 Gold)                        21x (3000 Gold)
300 (6000 Gold)                        25x (5000 Gold)


==============================================================================
 SIG P226
==============================================================================

 Found: Buy (4000 Gold)

Firepower          Reload Speed        Capacity
---------          ------------        --------
180 (Start)        1.70 (Start)        8x (Start)
220 (1000 Gold)    1.62 (2000 Gold)    10x (1000 Gold)
240 (2000 Gold)                        12x (1000 Gold)
260 (2000 Gold)                        13x (2000 Gold)
280 (3000 Gold)                        14x (3000 Gold)
300 (3000 Gold)                        16x (4000 Gold)
320 (4000 Gold)
340 (4000 Gold)
350 (5000 Gold)
370 (5000 Gold)
390 (7000 Gold)
410 (7000 Gold)
430 (10000 Gold)
480 (15000 Gold)


==============================================================================
 M93R
==============================================================================

 Found: Buy (30000 Gold), fully upgrade M92F

Firepower          Reload Speed        Capacity
---------          ------------        --------
170 (Start)        1.70 (Start)        10x (Start)
190 (2000 Gold)    1.62 (1000 Gold)    12x (500 Gold)
210 (2000 Gold)    1.53 (2000 Gold)    14x (1000 Gold)
230 (3000 Gold)    1.36 (3000 Gold)    16x (1500 Gold)
250 (3000 Gold)                        18x (1500 Gold)
270 (4000 Gold)                        20x (2000 Gold)
290 (4000 Gold)                        22x (2000 Gold)
310 (5000 Gold)                        24x (2500 Gold)
330 (5000 Gold)                        26x (3000 Gold)
350 (7000 Gold)                        30x (8000 Gold)
370 (8000 Gold)
400 (15000 Gold)


==============================================================================
 Ithaca M37
==============================================================================

 Found: Chapter 1-2, Urban District
        Buy (2000 Gold)

Firepower          Reload Speed        Capacity            Critical
---------          ------------        --------            --------
200 (Start)        3.00 (Start)        6x (Start)          1 (Start)
230 (2000 Gold)    2.85 (500 Gold)     7x (500 Gold)       2 (5000 Gold)
260 (2000 Gold)    2.70 (1000 Gold)    8x (500 Gold)
300 (3000 Gold)    2.40 (3000 Gold)    9x (500 Gold)
330 (4000 Gold)                        10x (500 Gold)
360 (4000 Gold)                        12x (1000 Gold)
400 (5000 Gold)                        13x (1000 Gold)
300 (6000 Gold)                        15x (1500 Gold)
                                       16x (2000 Gold)
                                       17x (3000 Gold)
                                       18x (4000 Gold)
                                       20x (5000 Gold)
                                       22x (7000 Gold)
                                       25x (10000 Gold)



==============================================================================
 M3
==============================================================================

 Found: Chapter 1-2, Oil Field - Drilling Facilities
        Buy (4000 Gold)

Firepower          Reload Speed        Capacity
---------          ------------        --------
300 (Start)        3.00 (Start)        5x (Start)
320 (1000 Gold)    2.70 (3000 Gold)    6x (1000 Gold)
350 (1000 Gold)                        7x (1500 Gold)
370 (2000 Gold)                        8x (2000 Gold)
400 (2000 Gold)                        9x (2500 Gold)
420 (3000 Gold)                        10x (3000 Gold)
450 (3000 Gold)
480 (4000 Gold)
500 (4000 Gold)
550 (5000 Gold)
600 (5000 Gold)
650 (8000 Gold)
700 (10000 Gold)
900 (12000 Gold)


==============================================================================
 Jail Breaker
==============================================================================

 Found: Chapter 6-1, Ship Hold
        Buy (4000 Gold)

Firepower          Reload Speed        Capacity            Attack Range
---------          ------------        --------            ------------
180 (Start)        2.52 (Start)        5x (Start)          7 (Start)
200 (2000 Gold)    2.38 (500 Gold)     6x (1000 Gold)      10 (6000 Gold)
220 (3000 Gold)    2.24 (1500 Gold)    7x (1000 Gold)      15 (15000 Gold)
250 (4000 Gold)    2.10 (2000 Gold)    8x (1500 Gold)
300 (7000 Gold)    1.96 (5000 Gold)    9x (1500 Gold)
350 (10000 Gold)   1.82 (7000 Gold)    10x (2000 Gold)
                                       11x (2000 Gold)
                                       12x (3000 Gold)
                                       13x (4000 Gold)
                                       15x (6000 Gold)


==============================================================================
 Hydra
==============================================================================

 Found: Buy (30000 Gold), fully upgrade Ithaca M37

Firepower          Reload Speed        Capacity            Attack Range
---------          ------------        --------            ------------
280 (Start)        3.67 (Start)        4x (Start)          7 (Start)
290 (2000 Gold)    3.30 (2000 Gold)    5x (1000 Gold)      10 (6000 Gold)
310 (3000 Gold)                        6x (1000 Gold)      15 (15000 Gold)
330 (3000 Gold)                        7x (1000 Gold)
350 (4000 Gold)                        8x (1500 Gold)
380 (4000 Gold)                        9x (1500 Gold)
400 (5000 Gold)                        10x (2000 Gold)
420 (5000 Gold)
440 (7000 Gold)
460 (7000 Gold)
500 (10000 Gold)
550 (13000 Gold)


==============================================================================
 VZ61
==============================================================================

 Found: Chapter 1-1, Public Assembly
        Buy (2000 Gold)

Firepower          Reload Speed        Capacity            Critical
---------          ------------        --------            --------
50 (Start)         2.83 (Start)        50x (Start)         1 (Start)
60 (2000 Gold)     2.69 (1000 Gold)    60x (500 Gold)      2 (5000 Gold)
80 (3000 Gold)     2.55 (1000 Gold)    80x (500 Gold)      3 (15000 Gold)
100 (4000 Gold)    2.27 (2000 Gold)    100x (1000 Gold)
                                       120x (1000 Gold)
                                       140x (1500 Gold)
                                       160x (1500 Gold)
                                       180x (2000 Gold)
                                       200x (3000 Gold)
                                       220x (4000 Gold)
                                       240x (5000 Gold)
                                       260x (6000 Gold)
                                       280x (7000 Gold)
                                       300x (10000 Gold)


==============================================================================
 AK-74
==============================================================================

 Found: Chapter 5-1, Progenitor Virus House
        Buy (4000 Gold)

Firepower          Reload Speed        Capacity
---------          ------------        --------
90 (Start)         2.83 (Start)        30x (Start)
100 (2000 Gold)    2.55 (1000 Gold)    35x (500 Gold)
110 (2000 Gold)                        40x (1000 Gold)
120 (3000 Gold)                        45x (1500 Gold)
130 (3000 Gold)                        50x (3000 Gold)
140 (3000 Gold)
150 (3000 Gold)
160 (4000 Gold)
170 (5000 Gold)
180 (5000 Gold)
190 (6000 Gold)
200 (8000 Gold)
220 (10000 Gold)
250 (10000 Gold)


==============================================================================
 H&K MP5
==============================================================================

 Found: Chapter 2-1, Storage Facility
        Buy (2000 Gold)

Firepower          Reload Speed        Capacity            Critical
---------          ------------        --------            --------
60 (Start)         2.70 (Start)        45x (Start)         2 (Start)
70 (2000 Gold)     2.55 (1000 Gold)    55x (500 Gold)      3 (3000 Gold)
80 (3000 Gold)     2.40 (2000 Gold)    65x (500 Gold)      4 (12000 Gold)
90 (4000 Gold)     2.10 (3000 Gold)    80x (1000 Gold)
100 (6000 Gold)                        90x (2000 Gold)
120 (8000 Gold)                        100x (2000 Gold)
                                       110x (3000 Gold)
                                       120x (4000 Gold)
                                       130x (4000 Gold)
                                       150x (6000 Gold)


==============================================================================
 SIG 556
==============================================================================

 Found: Chapter 5-2, Missile Area, First Floor
        Buy (4000 Gold)

Firepower          Reload Speed        Capacity
---------          ------------        --------
80 (Start)         2.55 (Start)        40x (Start)
90 (2000 Gold)     2.41 (1000 Gold)    45x (500 Gold)
100 (2000 Gold)    2.27 (2000 Gold)    50x (500 Gold)
110 (3000 Gold)    1.98 (2000 Gold)    55x (1000 Gold)
120 (3000 Gold)    1.70 (3000 Gold)    60x (1000 Gold)
130 (4000 Gold)    1.42 (4000 Gold)    65x (2000 Gold)
140 (4000 Gold)                        70x (4000 Gold)
150 (6000 Gold)                        80x (6000 Gold)
160 (8000 Gold)
180 (12000 Gold)


==============================================================================
 S75
==============================================================================

 Found: Chapter 2-1, Port
        Buy (2000 Gold)

Firepower          Reload Speed        Capacity
---------          ------------        --------
750 (Start)        3.67 (Start)        6x (Start)
800 (1000 Gold)    3.30 (3000 Gold)    7x (500 Gold)
850 (1000 Gold)                        8x (500 Gold)
900 (2000 Gold)                        10x (1000 Gold)
1050 (2000 Gold)                       12x (1000 Gold)
1120 (3000 Gold)                       15x (2000 Gold)
1200 (3000 Gold)                       17x (2000 Gold)
1270 (3000 Gold)                       20x (3000 Gold)
1350 (4000 Gold)                       22x (4000 Gold)
1420 (5000 Gold)                       25x (4000 Gold)
1500 (5000 Gold)                       40x (8000 Gold)
1700 (8000 Gold)                       50x (10000 Gold)
2000 (12000 Gold)


==============================================================================
 Dragunov SVD
==============================================================================

 Found: Chapter 2-2, Mining Area
        Buy (4000 Gold)

Firepower          Reload Speed        Capacity
---------          ------------        --------
650 (Start)        2.83 (Start)        7x (Start)
700 (1000 Gold)    2.69 (500 Gold)     9x (500 Gold)
750 (1000 Gold)    2.55 (1000 Gold)    10x (500 Gold)
800 (2000 Gold)    2.41 (1500 Gold)    12x (1000 Gold)
850 (2000 Gold)                        13x (2000 Gold)
900 (3000 Gold)                        15x (2000 Gold)
950 (3000 Gold)                        16x (3000 Gold)
1000 (3000 Gold)                       18x (6000 Gold)
1100 (4000 Gold)
1300 (5000 Gold)


==============================================================================
 H&K PSG-1
==============================================================================

 Found: Chapter 5-3, Missile Area, Second Floor
        Buy (2000 Gold)

Firepower          Reload Speed        Capacity            Scope
---------          ------------        --------            -----
600 (Start)        2.55 (Start)        5x (Start)          0 (Start)
650 (1000 Gold)    2.41 (1000 Gold)    6x (1000 Gold)      1 (3000 Gold)
700 (1000 Gold)    2.27 (2000 Gold)    7x (2000 Gold)      2 (8000 Gold)
750 (2000 Gold)    2.13 (2000 Gold)    9x (3000 Gold)
800 (2000 Gold)    1.98 (3000 Gold)    11x (4000 Gold)
900 (3000 Gold)    1.70 (5000 Gold)    15x (5000 Gold)
1000 (3000 Gold)
1200 (3000 Gold)


==============================================================================
 S&W M29
==============================================================================

 Found: Chapter 3-1, Village
        Buy (4000 Gold)

Firepower          Reload Speed        Capacity            Piercing
---------          ------------        --------            --------
1500 (Start)       3.53 (Start)        6x (Start)          2 (Start)
1700 (2000 Gold)   3.36 (1000 Gold)    7x (3000 Gold)      3 (3000 Gold)
1900 (3000 Gold)   3.18 (2000 Gold)    8x (4000 Gold)
2100 (4000 Gold)   2.83 (3000 Gold)    9x (6000 Gold)
2400 (6000 Gold)                       10x (6000 Gold)
2700 (8000 Gold)                       11x (7000 Gold)
3200 (10000 Gold)                      12x (10000 Gold)


==============================================================================
 L. Hawk
==============================================================================

 Found: Chapter 5-3, Monarch Room
        Buy (5000 Gold)

Firepower          Reload Speed        Capacity            Piercing
---------          ------------        --------            --------
1400 (Start)       1.70 (Start)        5x (Start)          1 (Start)
1600 (2000 Gold)   1.62 (2000 Gold)    6x (1000 Gold)      5 (5000 Gold)
1800 (3000 Gold)   1.53 (3000 Gold)    7x (1000 Gold)      7 (10000 Gold)
2000 (4000 Gold)   1.36 (6000 Gold)    8x (3000 Gold)
2300 (6000 Gold)
2600 (8000 Gold)
3000 (12000 Gold)


==============================================================================
 S&W M500
==============================================================================

 Found: Buy (30000 Gold), fully upgrade S&W M29

Firepower          Reload Speed        Capacity            Piercing
---------          ------------        --------            --------
2100 (Start)       3.53 (Start)        5x (Start)          2 (Start)
2300 (2000 Gold)   3.18 (2000 Gold)    6x (2000 Gold)      3 (2000 Gold)
2500 (2000 Gold)
2700 (3000 Gold)
2900 (4000 Gold)
3100 (4000 Gold)
3300 (5000 Gold)
3500 (6000 Gold)
3700 (6000 Gold)
3900 (8000 Gold)
4100 (8000 Gold)
4300 (10000 Gold)
4500 (10000 Gold)
5000 (15000 Gold)


==============================================================================
 Miscellaneous Weapons
==============================================================================

Grenade Launcher
----------------
Found: Chapter 4-1, Labyrinth
       Buy (10000 Gold)

The Grenade Launcher uses several types of ammos to deliver various types of 
damage to enemies. The Explosive Ammo acts like a normal grenade, creating a 
big explosion. Acid Ammo produces acid that can burn through tough armor. 
Electric Ammo shock and stun foes when hit. Flame Ammo creates temporary walls 
of fire to burn enemies. Nitrogen Ammo will freeze an enemy like an ice cube. 
Flash Ammo acts like a Flash Grenade, creating a huge burst of light.


Rocket Launcher
---------------
Found: Chapter 3-1, Marshlands
       Buy (10000 Gold)

The Rocket Launcher is essentially a last-ditch effort, where you can use it 
once and only once. However, the Rocket Launcher is capable of destroying 
nearly anything that comes in contact with the colossal explosion. It can be 
used on many bosses for an incredibly easy finish.


Gatling Gun
-----------
Found: Fully upgrade VZ61 and beat the game (Chris only)

Chris is the only character that can use the Gatling Gun. After completing the 
requirements, purchase it for 50000 Gold. The Gatling Gun comes with unlimited 
ammo and can cut through enemy forces like a hot knife through butter.


Long Bow
--------
Found: Fully upgrade S75 and beat the game (Sheva only)

Sheva is the only character that can use the Long Bow. After completing the 
requirements, purchase it for 50000 Gold. While this weapon has no targeting 
reticule, it comes with an endless supply of arrows as you are able to shoot a 
volley by holding down the Right Trigger. The Long Bow is capable of downing 
most enemies in one hit.


Stun Rod
--------
Found: Buy (3000 Gold)

The Stun Rod is the only melee weapon aside from the knife. The weapon can 
inflict severe harm on an enemy and needless to say, does not consume any 
ammo. It's a great tool for stunning enemies in order to finish them off with 
melee attacks and a nice weapon to use if you're trying to conserve ammo.


Hand Grenade
------------
The Hand Grenade is a green-colored grenade that can be used to scatter and 
kill foes. Toss it at the base of an enemy group to blow them away with one 
large explosion.


Incendiary Grenade
------------------
The Incendiary Grenade is a red-colored grenade that unleashes a sheet of fire 
on whatever it touches. While it's not primarily used to defeat enemies, these 
grenades can certainly slow down a horde.


Flash Grenade
-------------
The Flash Grenade is a blue-colored grenade that doesn't directly damage most 
enemies. It emits a blinding light that can temporarily stun most enemies. The 
neat trick about Flash Grenades is that it can instantly kill enemies with 
exposed Plaga, like Cephalos and Duvalias.

______________________________________________________________________________

 8] ITEMS                                                               [0800]
______________________________________________________________________________

==============================================================================
 8.1] ITEMS                                                             [0810]
==============================================================================

Bulletproof Vest
----------------
After purchasing this vest, add it in your inventory to automatically reduce 
the damage inflicted by bullets.


Melee Vest
----------
After purchasing this vest, add it in your inventory to automatically reduce 
the damage inflicted by melee attacks.


First Aid Spray
---------------
These green canisters are uncommon throughout the game's chapters, but can be 
bought for 1000 Gold. They restore all health.


Herbs
-----
Herbs are the main restorative item in Resident Evil 5, and they come in two 
types: Green Herbs and Red Herbs. Green Herbs restore a small amount of Chris 
or Sheva's health, while Red Herbs do nothing on their own. The big draw is 
that you can combine herbs to make special mixtures.

 Herb (G + G) - Restores a large amount of health
 Herb (G + R) - Restores all health

Since Red Herbs are useless on their own, always leave one in your inventory 
until you find a Green Herb you can use for combining.


Eggs
----
Eggs are dropped by chickens and snakes after their defeat. There are several 
types of eggs. The most common egg, the White Egg, restores a small amount of 
health. The Brown Egg restores a moderate amount of health. The rare Gold Egg 
can replenish your health entirely (and can be sold for 1000 Gold).

The final egg type is a real oddity. Sometimes you may come across a Rotten 
Egg. As the name implies, eating it probably isn't the best choice. When 
ingested, it damages Chris for half of his health. The good news is that it 
can be sold for a hefty 2000 Gold! Not only that, but you can use Rotten Eggs 
as weapons by hurling them at enemies!


==============================================================================
 8.2] TREASURES                                                         [0820]
==============================================================================

Gold Ring
---------
Sell: 5000 Gold

Chapter 1-1: You will receive this treasure by slaying the Executioner Majini.

Chapter 1-2: Defeat Uroboros with conventional weapons to earn a Gold Ring.

Chapter 3-2: Defeat the Chainsaw Majini in the Oil Field, Control Room.

Chapter 3-2: This is dropped by the Big Man Majini on the dock.


Topaz (Marquise)
----------------
Sell: 3,000 Gold

Chapter 1-1: Killing the horde of 30-40 Majinis after their initial discovery
nets you this extremely rare treasure.


Ivory Relief
------------
Sell: 2,000 Gold

Chapter 1-2: Defeat the Cephalo to earn this treasure. You must kill the
Cephalo itself to get the Ivory Relief. The first time I played through this
chapter, I used a melee attack to break the girl's neck: the Cephalo did not
emerge, and I was not rewarded with the treasure.


Antique Clock
-------------
Sell: 2,000 Gold

Chapter 1-2: After entering the locked building, make your way to the top
floor and exit out onto the balcony. There you will find a chest containing
the treasure.


Jewel Bangle
------------
Sell: 1,000 Gold

You will be rewarded with this by downing a Big Man Majini.


Topaz (Pear)
------------
Sell: 1,000 Gold

Chapter 2-1: This treasure is hidden in the water. It should be against the
large boat; more specifically, in the corner between the side of the boat and
the wooden beams sealing you off from the ocean.

Chapter 2-1: Collect this from the chest after defeating the Chainsaw Majini.

Chapter 4-1: Shoot out the third torch next to the door.

Chapter 4-1: Destroy the torch in the corner along the staircase.

Chapter 4-2: Turn around and view the wall above the entrance. Shoot the
treasure lodged in the wall and take it.


Sapphire (Pear)
---------------
Sell: 1,000 Gold

Chapter 2-1: After exiting out into the port sewer, turn to the left to find a
Sapphire (Pear) on the ground. Look for the shine!

Chapter 3-3: Exit the shack, then jump across the water to the eastern side of
the pier. In front of you is a closed shed. On the ground to the right of the
shed is the treasure.

Chapter 4-1: After obtaining the Topaz (Trilliant), turn around and look up at
the cave ceiling for another treasure which can be shot down.

Chapter 4-1: Found inside the tomb after reuniting with your partner.

Chapter 4-1: Shoot the torch lying in front of the open sarcophagus.

Chapter 4-1: Destroy the skull on the ground to the left to claim your prize.

Chapter 4-2: It's stuck in a small rock jutting out of the wall on your left
after you go up the small set of stairs.


Emerald (Pear)
--------------
Sell: 1,000 Gold

Chapter 2-1: Collect this from the chest after defeating the Chainsaw Majini.

Chapter 3-1: Shoot the skull at the top of the display to dislodge the
treasure.

Chapter 4-1: Shoot out the first torch you see to find the treasure.

Chapter 4-1: Shoot the torch lying on top of the sarcophagus in the next room.

Chapter 4-2: Shoot out the torch lying in the northeast corner of the area.

Chapter 4-2: Shoot the animal skull hanging on the left side of the eastern
tomb.

Chapter 5-1: From the central island, look way up at the north end of the rock 
wall. Like, I mean waaaaaaay up. It's almost directly above the northern exit.


Diamond (Pear)
--------------
Sell: 2,000 Gold

Chapter 2-1: As you round the corner on the port entrance, you will see 
Majini walking away; his casual stroll turns into a dash. He's on the other
side of the stack of canoes, if you cannot spot him at first. If you use this
very narrow window of opening to shoot and kill this Majini, he drops a
Diamond (Pear). I find it to be very difficult to do so, but keep in mind that
there are other (easier) ways to find this treasure later in the game.

Chapter 2-2: Before ascending up the first ladder, dislodge the Diamond (Pear)
from the cliff wall; directly to the right of the ladder.


Ruby (Marquise)
---------------
Sell: 3,000 Gold

Chapter 2-1: See the chest in the middle of the fruit stands? Use a Hand
Grenade to destroy the stands, giving you access to the chest and the
treasure.


Emerald (Square)
----------------
Sell: 1,000 Gold

Chapter 2-1: The treasure is on top of the roof of the far building (where you
find the Port Key).

Chapter 4-1: Revealed after pushing the green statue back into the wall.


Ruby (Square)
-------------
Sell: 1,000 Gold

Chapter 2-1: Collect this from the chest after defeating the Chainsaw Majini.

Chapter 2-2: This treasure is stuck on the large wheel on the central tower.
Climb up the ladder and run onto the walkway, then look up at the giant wheel.
The ruby is stuck on a brown circular object stuck to the side of the wheel.

Chapter 2-2: After defeating the Cephalo, look at the ceiling next to the
ledge that he jumped down from to see a white glimmer. Shoot the ruby out from
the ceiling and add it to your collection.

Chapter 3-2: Before entering the oil field, search the rock wall adjacent
from the door to find a bright glimmer. Shoot the Ruby (Square) down from the
cliffside and take it.

Chapter 4-1: Revealed after pushing the purple statues back into the wall.

Chapter 5-1: Turn around from your starting position and comb the rock wall
for the familiar glimmer of a treasure.


Sapphire (Square)
-----------------
Sell: 1,000 Gold

Chapter 2-1: Collect this from the chest after defeating the Chainsaw Majini.

Chapter 3-2: Destroy the torch near the second ledge to find it.

Chapter 4-1: Shoot out the second torch along the tunnel.

Chapter 4-1: Found inside the tomb after reuniting with your partner.

Chapter 4-1: Revealed after pushing the blue statue back into the wall.

Chapter 4-1: Revealed after pushing the purple statues back into the wall.

Chapter 4-2: Shoot the torch lying in a nearby alcove on the right.


Jewel Beetle
------------
Sell: 2,000 Gold

Chapter 2-2: Once at the dead end on the eastern side of the map, run past the
angled shipping container and hug the wooden fence to the right. You should
find a Jewel Beetle clinging onto the fence.

Chapter 2-2: Before climbing on top of the train car, turn around and inspect
the stack of girders to find another Jewel Beetle.

Chapter 3-1:  It's stuck to the wooden fence to the right of the locked door.

Chapter 3-2: You can locate this treasure by searching the two oil drums.

Chapter 3-2: It is clinging to the tower on the opposite side of the valve
wheel.

Chapter 5-1: The beetle is stuck to one of the rocks near the water's edge,
just in front of the two gray tanks.


Ruby (Pear)
-----------
Sell: 1,000 Gold

Chapter 2-2: After defeating the Cephalo just after the first fork, look up at
the roof for a bright shine. It's much easier to spot treasures down here if
you put the lantern down; finding a bright light is easier when the remaining
area is pitch black. Dislodge it from the ceiling and grab it.

Chapter 2-2: Shoot the ruby out of the ceiling at the base of the tunnel just
past the bridge.

Chapter 3-1: Shoot the animal skull to the left of the corpse to shatter it,
releasing he treasure onto the floor.

Chapter 3-1: As you leave the lake, collect the Ruby (Pear) stuck to the left
side of the opening from underneath the house.

Chapter 3-1:  Shoot the animal skull hanging on the post in front of the 
nearest shack to find the treasure.

Chapter 3-2: Shoot the torch near the first ledge to shatter it as the 
treasure falls to the ground.

Chapter 4-1: Destroy the animal skull lying on the floor to the right.

Chapter 4-1: Inspect the mummy to take the treasure.

Chapter 4-2: There is a treasure lodged underneath the bridge overlooking the
horizontal hallway. It's tricky to get, because you have to run underneath the
bridge, dislodge it, pick it up, then reach a safe spot all before the laser
totems cross your path.

Chapter 4-2: This is on the raised platform on the east side of the floor.

Chapter 4-2: Shoot the animal skull hanging on the right side of the eastern
tomb.


Diamond (Oval)
--------------
Sell: 4,000 Gold

Chapter 2-2: If you hug the left wall all the way around the bend, you will
reach a small alcove containing a barrel, crate, and a chest. Open the chest
for a Diamond (Oval). Just use the ASCII map for assistance in finding the
treasure.


Diamond (Brilliant)
-------------------
Sell: 4,500 Gold

Chapter 2-2: Climb up onto the western ledge to find a chest in the far
corner. Open it for the treasure.


Diamond (Square)
----------------
Sell: 2,000 Gold

Chapter 2-2: After the coast is clear, jump down onto the ledge where you
hoisted Sheva up onto. Dislodge the treasure out of the wall here and take it
before climbing back up onto the cliffside.


Beetle (Brown)
--------------
Sell: 1,000 Gold

Chapter 3-1: You should easily spot the shiny treasure on the wooden fence to
the right of the dead body.

Chapter 3-1:  As you go counter-clockwise around the huts, drive very slowly
at the start (around 3-4 o'clock if you catch my meaning) and hug the outer
wall. A Beetle (Brown) is stuck on the side of the wall, and Sheva will grab
it once you get close enough to it.

Chapter 3-1: You feelin' froggy? If so, you can snag a treasure while running
through the croc-infested lake. From the start, run to the far left side of
the lake and approach the tree. The beetle is stuck on the tree's base.

Chapter 3-1: The beetle jewel is clinging to a wooden post just to the left of
the main dock.

Chapter 3-1: The Brown Beetle is clinging to the side of the railing when
wading through the pool of water.

Chapter 3-1: It's to the left when entering the ship's deck, dipped in some
water.


Idol (Silver)
-------------
Sell: 2,000 Gold

Chapter 3-1: Open the treasure chest in the central area between the two
shacks.

Chapter 3-1: Use an Assist Jump to let Sheva up into the leftmost tower to find 
the Idol (Silver).


Chalice (Silver)
----------------
Sell: 2,000 Gold

Chapter 3-1: Enter the hut and open the chest to find this treasure.

Chapter 3-1: Open the chest on the upper level of the fish farm.


Blue Enigma
-----------
Sell: 3,000 Gold

These treasures are always dropped by Giant Majinis.


Ceremonial Mask
---------------
Sell: 4,000 Gold

Chapter 3-1: Go inside the tunnel near the gondola to find a treasure chest
containing this treasure.


Venom Fang
----------
Sell: 3,000 Gold

Chapter 3-2: Dropped by the two Chainsaw Majinis in the Oil Field, Refinery.


Emerald (Marquise)
------------------
Sell: 3,000 Gold

Chapter 3-3: Check the drawer in the corner of this building to find it.


Topaz (Trilliant)
-----------------
Sell: 2,000 Gold

Chapter 4-1: Open the treasure chest at the dead end to receive... a treasure!


Emerald (Trilliant)
-------------------
Sell: 2,000 Gold

Chapter 4-1: Found in one of the three chests in the basement.


Ruby (Trilliant)
----------------
Sell: 2,000 Gold

Chapter 4-1: Found in one of the three chests in the basement.


Sapphire (Trilliant)
--------------------
Sell: 2,000 Gold

Chapter 4-1: Found in one of the three chests in the basement.


Topaz (Square)
--------------
Sell: 1,000 Gold

Chapter 4-1: The treasure is lodged in the middle of the doorway.

Chapter 4-1: It is lodged in the ceiling near the stairs.

Chapter 4-1: Revealed after pushing the gold statue back into the wall.

Chapter 4-2: Shoot the torch lying in a nearby alcove on the left.


Idol (Gold)
-----------
Sell: 3,000 Gold

Chapter 4-1: Just past the green statue, jump over the gap to reach a treasure
chest containing the Idol (Gold).

Chapter 4-2: On top of a decorative box in the east room.


Ruby (Oval)
-----------
Sell: 2,000 Gold

Chapter 4-1: Revealed after pushing the red statue back into the wall.


Soul Gem
--------
Sell: 10,000 Gold

Chapter 4-1: Defeat Popokarimu in the Labyrinth to earn this rare gem.


Diamond (Trilliant)
-------------------
Sell: 4,000 Gold

Chapter 4-2: The diamond is stuck in the ledge above the set of double doors
leading out of the Worship Area.


Beetle (Gold)
-------------
Sell: 3,000 Gold

Chapter 4-2: Inside the western chamber, on top of a decorative box.


Lion Heart
----------
Sell: 2,500 Gold

These are left behind by some Licker Betas.


Power Stone
-----------
Sell: 5,000 Gold

Obtained after defeating a Reaper


Dead Bride's Necklace
---------------------
Sell: 2,000 Gold

Chapter 5-2: Two of these can be found attached to two random zombie things
lying on the conveyor belt.

Chapter 5-2: Two of these can be found attached to two random zombie things
lying on the conveyor belt.

Chapter 6-1: Dropped by the three rocket launcher Majinis.

Chapter 6-1: Dropped by the three rocket launcher Majinis.

Chapter 6-1: Dropped by the three rocket launcher Majinis.

Chapter 6-3: Dropped by the two rocket launcher Majinis.

Chapter 6-3: Dropped by the two rocket launcher Majinis.


Sapphire (Marquise)
-------------------
Sell: 3,000 Gold

Chapter 5-3: Open the safe to the right of the door (when facing the door) to
find this rare treasure.


Royal Necklace
--------------
Sell: 5,000 Gold

Chapter 5-3: The necklace is inside a fancy red box just to the right after
entering the control room.


Ruby (Brilliant)
----------------
Sell: 2,500 Gold

Chapter 5-3: Found lodged in the ceiling just before the path opens up into
the large chamber.


Chalice (Gold)
--------------
Sell: 3,000 Gold

Chapter 5-3: Hidden in one of the three lockers in the building.

Chapter 6-2: Open one of the lockers here to find the treasure.

Chapter 6-2: Open one of the lockers here to find the treasure.


Topaz (Brilliant)
-----------------
Sell: 2,500 Gold

Chapter 5-3: Shoot it out from the wall above the door to the Monarch Room.


Emerald (Brilliant)
-------------------
Sell: 2,500 Gold

Chapter 5-3: At the start of the right, run up the eastern staircase. Follow
the balcony to the right and break the two vases to find the treasure in one
of them. You can collect this treasure after Wesker leaves if you so choose.


Sapphire (Oval)
---------------
Sell: 2,000 Gold

Chapter 5-3: Shoot a vase at the northeast end of the treasure room.


Sapphire (Brilliant)
--------------------
Sell: 2,500 Gold

Chapter 5-3: Inside the tomb in the treasure room.


Emerald (Oval)
--------------
Sell: 2,000 Gold

Chapter 5-3: Inside the tomb in the treasure room.


Heart of Africa
---------------
Sell: 10,000 Gold

Chapter 5-3: After dealing enough damage to Wesker so he leaves before the
timer has expired, this one-of-a-kind treasure will appear between the two
staircases on the bottom floor.


Topaz (Oval)
------------
Sell: 2,000 Gold

Chapter 6-1: Facing the ladder leading down to the ground, look to the right
(to be more specific, look about southwest facing the ladder). Look between
the cargo container next to you and the tall pole. There is a Majini standing
on the walkway not too far away. Fire through the narrow gap between the
objects to hit and kill him. He'll drop the treasure in which we'll get later.

Chapter 6-1: See the giant horizontal beam near the south end of the ship?
Well it is actually a crane, and there are two Majinis standing on top of it.
If you have a rifle (particularly the H&K PSG-1), zoom in and take out both of
the Majinis; they each drop the treasures in which we will get later. 

Chapter 6-1: See the giant horizontal beam near the south end of the ship?
Well it is actually a crane, and there are two Majinis standing on top of it.
If you have a rifle (particularly the H&K PSG-1), zoom in and take out both of
the Majinis; they each drop the treasures in which we will get later. 


Diamond (Marquise)
------------------
Sell: 5,000 Gold

Chapter 6-3: Before stepping on the bridge, look beyond it at the rock
structure. It's kinda shaped like a half circle (or a backwards "C"). It's the
same exact color and texture as the bridge. Shoot it a few times to make the
rocks crumble to the ground. Step on the bridge to make it collapse. Instead
of jumping straight ahead, turn to the left and jump across the newly formed
stepping stone to reach the treasure.

______________________________________________________________________________

 9] UNLOCKABLES                                                         [0900]
______________________________________________________________________________

Exchange Points (EP) are primarily earned by completing each chapter. You will 
receive more EP the higher your ranking is. EP are also earned by either 
collecting BSAA emblems or earning an S-Rank in The Mercenaries. Many of the 
unlockables require a certain amount of EP in order to be accessed, though 
that isn't the case for everything here.


==============================================================================
 Completion Rewards
==============================================================================

The Mercenaries
---------------
Complete the game on any difficulty


Sheva (Playable Character)
--------------------------
Complete the game on any difficulty


Professional Difficulty
-----------------------
Complete the game on Veteran


Unlimited Ammo (Weapon)
-----------------------
Complete the game on any difficulty and fully upgrade designated weapon


Unlimited Ammo (Rocket Launcher)
--------------------------------
Complete the game on any difficulty under five hours


==============================================================================
 Special Settings
==============================================================================

Costumes
--------
Chris (BSAA) - Default
Sheva (BSAA) - Default
Chris (Safari) - Complete the game
Sheva (Clubbin') - Complete the game
Chris (S.T.A.R.S.) - Complete the game and find 25 BSAA emblems
Sheva (Tribal) - Complete the game and find 30 BSAA emblems


Graphic Filters
---------------
Classic Horror - Complete the game on Amateur or higher
Retro - Complete the game on Normal or higher
Noise - Complete the game on Veteran or higher


==============================================================================
 Figurines
==============================================================================

1. Chris (BSAA)
---------------
Default


2. Sheva (BSAA)
---------------
Default


3. Josh
-------
Complete Chapter 3-3, find 10 BSAA emblems


4. Jill (Brainwashed)
---------------------
Complete Chapter 5-3, find 10 BSAA emblems


5. Wesker
---------
Complete Chapter 5-3, find 10 BSAA emblems


6. Excella
----------
Complete Chapter 5-3, find 10 BSAA emblems


7. Irving
---------
Complete Chapter 2-3, find 10 BSAA emblems


8. Spencer
----------
Complete Chapter 6-3, find 10 BSAA emblems


9.DeChant
---------
Complete Chapter 1-2, find 5 BSAA emblems


10. Dave
--------
Complete Chapter 2-3, find 5 BSAA emblems


11. Kirk
--------
Complete Chapter 1-2, find 5 BSAA emblems


12. Reynard
-----------
Complete Chapter 1-2, find 5 BSAA emblems


13. Majini (Town A)
-------------------
Complete Chapter 1-2


14. Majini (Town B)
-------------------
Complete Chapter 2-3


15. Majini (Town C)
-------------------
Complete Chapter 2-3


16. Majini (Town D)
-------------------
Complete Chapter 1-2


17. Majini (Cephalo)
--------------------
Complete Chapter 2-3, find 5 BSAA emblems


18. Majini (Agitator)
---------------------
Complete Chapter 1-2, find 5 BSAA emblems


19. Majini (Wetlands A)
-----------------------
Complete Chapter 3-3


20. Majini (Wetlands B)
-----------------------
Complete Chapter 4-2


21. Majini (Wetlands C)
-----------------------
Complete Chapter 3-3


22. Giant Majini
----------------
Complete Chapter 4-2, find 10 BSAA emblems


23. Majini (Base A)
-------------------
Complete Chapter 5-3


24. Majini (Base B)
-------------------
Complete Chapter 5-3


25. Majini (Duvalia)
--------------------
Complete Chapter 6-3, find 5 BSAA emblems


26. Reaper
----------
Complete Chapter 6-3, find 5 BSAA emblems


27. Big Man Majini
------------------
Complete Chapter 1-2, find 5 BSAA emblems


28. Executioner Majini
----------------------
Complete Chapter 1-2, find 10 BSAA emblems


29. Chainsaw Majini
-------------------
Complete Chapter 2-3, find 10 BSAA emblems


30. Gatling Gun Majini
----------------------
Complete Chapter 6-3, find 10 BSAA emblems


31. Motorcycle Majini
---------------------
Complete Chapter 2-3, find 10 BSAA emblems


32. Uroboros
------------
Complete Chapter 5-3, find 10 BSAA emblems


33. Licker Beta
---------------
Complete Chapter 5-3, find 5 BSAA emblems


34. Kipepeo
-----------
Complete Chapter 4-2


35. Bui Kichwa
--------------
Complete Chapter 4-2


36. Adjule
----------
Complete Chapter 4-2, find 5 BSAA emblems


37. Crocodile
-------------
Complete Chapter 3-3, find 5 BSAA emblems


38. Uroboros Aheri
------------------
Complete Chapter 6-3, find 30 BSAA emblems


39. U-8
-------
Complete Chapter 5-3, find 10 BSAA emblems


40. Popokarimu
--------------
Complete Chapter 2-3, find 10 BSAA emblems


41. Ndesu
----------
Complete Chapter 2-3, find 10 BSAA emblems


42. Irving (Transformed)
------------------------
Complete Chapter 3-3, find 5 BSAA emblems


43. Chris (Rare)
----------------
Complete the game on any difficulty, find 25 BSAA emblems


44. Sheva (Rare)
----------------
Complete the game on any difficulty, find 30 BSAA emblems


45. Jill (Rare)
---------------
Score at least an A-Rank on every chapter


46. Wesker (Rare)
-----------------
Score an S-Rank on every chapter

______________________________________________________________________________

 10] ACHIEVEMENTS                                                       [1000]
______________________________________________________________________________

Here are all the achievements found in the game, in alphabetical order.

A Cut Above (15)
----------------
Defeat 5 enemies with the Knife.


A Friend in Need (15)
---------------------
Save partner 10 times when "HELP" is displayed.


All Dressed Up (30)
-------------------
Purchase all available alternative costumes in Bonus Features.


Bad Blood (15)
--------------
Inflict a set amount of damage to your greatest enemy.


Badge of Honor (30)
-------------------
Find all the BSAA emblems.


Baptism by Fire (15)
--------------------
Defeat 3 Majini at once with a drum or gas tank explosion.


Be the Knife (60)
-----------------
Deflect a bow gun arrow with your knife.


Bull's-eye (15)
---------------
Defeat 30 enemies with the Longbow.


Cattle Prod (15)
----------------
Defeat 30 enemies with the Stun rod.


Completed Chapter 1-1 (15)
--------------------------
Complete Chapter 1-1 on any difficulty setting.


Completed Chapter 1-2 (15)
--------------------------
Complete Chapter 1-2 on any difficulty setting.


Completed Chapter 2-1 (15)
--------------------------
Complete Chapter 2-1 on any difficulty setting.


Completed Chapter 2-2 (15)
--------------------------
Complete Chapter 2-2 on any difficulty setting. 


Completed Chapter 2-3 (15)
--------------------------
Complete Chapter 2-3 on any difficulty setting. 


Completed Chapter 3-1 (15)
--------------------------
Complete Chapter 3-1 on any difficulty setting. 


Completed Chapter 3-2 (15)
--------------------------
Complete Chapter 3-2 on any difficulty setting. 


Completed Chapter 3-3 (15)
--------------------------
Complete Chapter 3-3 on any difficulty setting.


Completed Chapter 4-1 (15)
--------------------------
Complete Chapter 4-1 on any difficulty setting. 


Completed Chapter 4-2 (15)
--------------------------
Complete Chapter 4-2 on any difficulty setting.


Completed Chapter 5-1 (15)
--------------------------
Complete Chapter 5-1 on any difficulty setting.


Completed Chapter 5-2 (15)
--------------------------
Complete Chapter 5-2 on any difficulty setting.


Completed Chapter 5-3 (15)
--------------------------
Complete Chapter 5-3 on any difficulty setting.


Completed Chapter 6-1 (15)
--------------------------
Complete Chapter 6-1 on any difficulty setting.


Completed Chapter 6-2 (15)
--------------------------
Complete Chapter 6-2 on any difficulty setting.


Completed Chapter 6-3 (15)
--------------------------
Complete Chapter 6-3 on any difficulty setting.


Crowd Control (15)
------------------
Defeat 30 enemies with the Gatling gun.


Drive By (30)
-------------
Stop an armored truck by taking out the driver.


Egg Hunt (15)
-------------
Find all 4 types of eggs.


Egg on Your Face (15)
---------------------
Defeat a Majini with a rotten egg.


Exploding Heads (15)
--------------------
Pull off 20 headshots.


Fireworks (15)
--------------
Shoot an enemy Molotov cocktail, dynamite stick, or hand grenade.


Get Physical (15)
-----------------
Defeat 20 enemies with physical attacks.


Go Into the Light (15)
----------------------
Defeat 2 enemies with one flash grenade.


Heart Stopper (15)
------------------
Defeat a certain enemy by stabbing it in the heart.


Lead Aspirin (30)
-----------------
Defeat a Majini with a headshot while it's jumping.


Lifeguard (15)
--------------
Save partner 10 times when "DYING" is displayed.


Masters of Removing (15)
------------------------
Work together to save someone special.


Meat Shower (15)
----------------
Defeat 3 Majini with one grenade or proximity bomb.


Recruit (15)
------------
Complete all chapters on Amateur.


Ride the Lightning (15)
-----------------------
Defeat a Majini using the electric current from a transformer.


Soldier (15)
------------
Complete all chapters on Normal.


Stockpile (30)
--------------
Obtain all available weapons.


Stop, Drop, & Roll (15)
-----------------------
Defeat 3 Majini at once by setting oil canisters on fire.


Take It to the Max (30) 
-----------------------
Completely upgrade all weapons.


The Works (15)
--------------
Chain the maximum number of combos together in one go.


They Belong in a Museum (30)
----------------------------
Obtain all treasures in the game. 


They're ACTION Figures! (30)
----------------------------
Collect all the figurines. 


Veteran (30)
------------
Complete all chapters on Veteran. 


War Hero (70)
-------------
Complete all chapters on the most difficult setting.


Who Do You Trust? (30)
----------------------
Build up a certain level of trust with your partner.

______________________________________________________________________________

 11] BESTIARY                                                           [1100]
______________________________________________________________________________

==============================================================================
 11.1] ENEMIES                                                          [1110]
==============================================================================

Majini (Town)
-------------
The most basic of the Majini, you will encounter these enemies in the town 
(duh). Like the Los Ganados in Resident Evil 4, Majinis are humans infected by 
the Las Plagas parasites. These types of Majinis are equipped with weapons and 
household items alike, ranging from sickles to wrenches.

Enemies with large weapons can only attack up close, while others that wield 
weapons such as axes can hurl them from a distance (from Chapter 2-1 onward). 
Majinis will also grab you and try to consume your head; this attack is fatal 
if you do not free yourself or are saved by your partner.

The Town Majini are the weakest of the Majinis and can be taken down with a 
few headshots or a melee attack. They are really only dangerous in large 
groups, where you should focus on eliminating the group in its entirety with a 
Hand Grenade or something of the like.

From Chapter 2-1 onwards, Chris and Sheva will encounter Bow Gun Majinis. They 
can use their weapons to attack you from a great distance. Most of these foes 
tend to stay in one location - often perched high on a platform or ledge - so 
eliminate them with a gunshot before they can attack with their arrows.

From Chapter 2-1 onwards, Majinis will sometimes be equipped with explosive 
projectiles, such as molotov cocktails or dynamite. They will light these 
weapons and chuck them at your location. Either dodge or shoot the projectile 
out of the sky. You can also target the weapons as the Majini are lighting 
them to set them off prematurely.


Executioner Majini
------------------
This colossal foe is only encountered in Chapter 1-1 (though you can find 
stronger versions in The Mercenaries). Executioner Majinis tote around a huge, 
jagged axe and puts it to use whenever it can. The big lug is slower than 
normal Majinis and cannot climb ladders or ledges to pursue you.

Try to stay away from the Executioner Majini at all costs. He can grab you by 
the throat and choke the life out of you if you tread too close. His vertical 
and horizontal axe attacks both revert you to Dying Status immediately upon 
contact (he often takes out other Majinis during these attacks).

The best way to eliminate the Executioner Majini is to use the explosive 
barrels and transformers in the area, then unload all your Hand Grenades on 
him. If you choose to challenge the monster with more advanced weapons (like 
rifles or magnums), he should not pose too much trouble.


Cephalo
-------
Cephalo is actually the name of the parasite residing in Majinis. Sometimes
it'll emerge from the host's neck after a successful headshot. The parasite
resembles a large tentacle with a sharp spike at the tip. The host itself is
useless, as it can only walk. The Cephalo itself attacks by whipping around in
a frenzy.

The easiest way to defeat a Cephalo (or any exposed parasite) is by using a 
Flash Grenade for a one-hit kill. If that is not an option, back away from the 
Cephalo and attack it directly (don't aim for the host) with a handgun or 
machine gun. 


Adjule
------
Adjules are African Wild Dogs infected with the Las Plagas; they're very fast
animals that can pounce on Chris or Sheva in an instant. When they are in
their normal form, the Adjules will rely on jumping on their prey; call for
help if this happens. If you see an Adjule's head split open, attack the
exposed flesh for maximum damage before they can fire deadly tentacles at you.


Big Man Majini
--------------
These Majini are easily identifiable by their stocky form, bald head, and pale 
shorts. Despite being half naked, the Big Man Majini can soak up a lot of 
damage. Their durability is complimented by their brute strength, capable of 
knocking one off their feet without breaking a sweat.

Up close, the Big Man Majini will deliver a powerful double axe handle (gah, 
my pro wrestling side got out for a second there). It's a strong attack that 
can knock you flat on your butt. The Majini can also execute a lunging blow 
from a distance. This attack covers a lot of ground in mere seconds, so keep 
an eye out when he rears his fist back.

The Big Man Majini can take a lot of punishment, so stick to powerful weapons, 
such as grenades and shotguns; you can stun him with a lot of gunfire when you 
see him hunched over. You often find these enemies with other Majinis, so try 
to take the Big Man Majini out first to take care of a big hassle.


Kipepeo
-------
These creatures will burst out of a Majini host like a giant, disturbing 
butterfly. Kipepeos are more of an annoyance than a threat, slowly flopping in 
the air towards the agents. They only have one attack and will use it when 
directly next to you or Sheva, so simply back away from any Kipepeo. They can 
be easily dispatched with a few handgun shots.


Chainsaw Majini
---------------
Don't let your guard down around these opponents just because they aren't as 
burly as Dr. Salvador from Resident Evil 4. These Chainsaw Majinis are not 
only powerful, but very agile as well. Chainsaw Majinis dismiss ladders
entirely, capable of jumping up one whole floor. While they can scale
buildings with ease, they oddly cannot climb through windows.

Chainsaw Majinis only have one main attack. If they near you, they'll unleash 
a gurgling scream and lower their chainsaw on your flesh, resulting in an 
instant death. When you see the Majini pull his chainsaw over his head, you 
better dash right past him; you won't have time to execute a Quick Turn and 
run the other way.

Aside from utilizing environmental hazards such as explosive barrels and 
transformers, the best way to target the Chainsaw Majini is with a shotgun or 
machine gun. Rifles are a tricky situation, because the time needed to 
properly aim and reload may ultimately spell your death. Targeting the Majini 
at his head will cause you to stun him; pull off a right hook to knock him 
backwards.

Chainsaw Majinis are very strong - even stronger than the Executioner Majini. 
The stun period of the Majini is very long, giving you good time to rush over 
to the downed foe and blast him in the mouth. Stay on your toes and back away 
while unloading into the Majini; also keep an eye on Sheva, who can also be 
killed automatically by the Chainsaw Majini.

On higher difficulties, the Chainsaw Majini will seemingly escape death: after 
his apparent death, he will rise from the ground a minute or two later only to 
continue on his rampage. He will begin swinging the chainsaw back and forth 
like a wild-child. If you can consider this "good news", you will only be 
inflicted with Dying Status if you are hit with the chainsaw as opposed to an 
automatic Game Over. Simply repeat the process to put the Chainsaw Majini down 
a second time (and this time, for good).


Motorcycle Majini
-----------------
These unique enemies are only encountered in Chapter 2-3, during which you are 
assisted with powerful gun turrets. While you are riding on the back of the 
hummer, aim your turret for the Motorcycle Majinis. They will attack using 
molotov cocktails by tossing it onto the vehicle. Either target the Majinis 
themselves or the explosive gas tank to destroy the motorcycle itself.


Majini (Wetlands)
-----------------
Encountered mainly in the swamps and underground ruins, the Wetland Majinis
resemble tribal warriors, wielding weapons from spears to wooden decorative
shields. Like the Town Majinis, some also carry bows (though some shoot a type
of explosive that can create a large blast radius).

Some of the warriors carry large shields that cover their torso and head. 
Instead of shooting the shield, target the Majini's legs and perform an 
uppercut or other melee attacks. Other Wetlands Majinis wear clay masks that 
naturally shield their face. You can either shoot the mask apart or target any 
other type of their body; they're mainly just a nuisance for snipers.

Some Wetlands Majinis carry two torches, though they are only encountered in 
the later areas. Instead of targeting the enemy themself, shoot the torches 
out of their hands to avoid a nasty burn. If the enemies get too close, they 
will blow the flames right in your eyes!

Their fighting style is much more advanced than the Town Majinis; they can 
dodge gunfire with quick sidesteps and even execute crazy somersault flips. 
Some can even pull off a Matrix-like move, bending back like they're about to 
do a crab walk to avoid bullets. After being knocked down, Wetlands Majinis 
will immediately kip up to avoid a nasty curb stomp. Use much more caution 
against these Majini than the ones in town.


Crocodile
---------
Crocodiles are indigenous to marshes in Resident Evil 5, wading through deep 
water in wait for prey. These massive reptiles can snatch animals and humans 
alike with one chomp, subsequently performing a "death roll" to ultimately 
drown the victim. Crocs don't pursue you unless you are near their location; 
listen for their familiar hiss and look for their head peeking out of the 
water's surface. When taking in the fact that they can kill you in one hit and 
are very durable, you're best off ignoring them.


Duvalia
-------
These are truly strange creatures. They have an almost indescribable 
appearance, with a seemingly large bulb-like head and a blob organ trailing on 
the ground behind it like a disfigured tail. Duvalias have some trouble moving 
around in this bizarre form, for they are slow and cannot traverse through 
windows or up ladders. It has no long-range attacks, though the big bulb of a 
head can open up and swallow you whole. If you're lucky, it'll use a headbutt 
attack instead - hey, at least it doesn't kill you in one hit.

Like Cephalos, Duvalias are exposed parasites, making them vulnerable to Flash 
Grenades, Flash Rounds, and Stun Rods. If those aren't an option, target the 
Duvalia's legs or throbbing tail... thing. Once it sustains enough damage, the 
head will open up like a clam, revealing a pearl of a weak spot. Shoot the 
pink flesh inside to ultimately destroy the Duvalia.


Giant Majini
------------
Put away the rifles, people. Giant Majinis wear decorative masks over their 
head and even cover most of their body (they're actually very cool looking). 
You cannot destroy this mask and no weapon can penetrate it, so resort to the 
dirty tactic of aiming below the belt. Giant Majinis overall are weaker than 
other "mini-bosses" (Chainsaw Majinis, Executioner Majinis, etc.), but you 
wouldn't tell considering you can really only attack his limbs.

Giant Majinis also tote around large clubs that can really put a dent in your 
defenses. Aside from a normal swing of the weapon, Giant Majinis can also leap 
to your location from afar, smashing downward with the club. He can also kick 
you away as an act of self defense.

There is no escaping from Giant Majinis. They use their seemingly superhuman 
strength to leap from floor to floor (even higher than Chainsaw Majinis) 
without the use of a ladder. While they are rather slow walkers, the Majini's 
forward leap certainly helps cut any distance between him and you.

Your best bet when combating against this monster is to use a magnum. They are 
uncommon weapons and you may not always carry it around with you, so switch to 
shotguns as a second choice. If you are desperate, you can use rifles and just 
focus on the giant's pelvis or legs.


Bui Kichwa
----------
Resembling more like spiders than anything, Bui Kichwas are another form of 
Las Plagas that reside in caves and ruins. They hide in the earth and surface 
when threatened. Bui Kichwas will shriek and rear back, then latch onto a 
target and feed until your partner can free you.

Most Bui Kichwas attacks in large groups, though they still aren't much of a 
threat. These are some of the weakest enemies in the game; aside from using 
Flash Grenades and the sort to eliminate groups in a flash (no pun intended), 
use any type of weapon to kill the foes. You can even use a knife or Stun Rod 
to do away with these pests.


Licker Beta
-----------
They're baaaaaaack! Chris and Sheva encounter Lickers (named Licker Betas in
the game) late in Resident Evil 5. Like many Resident Evil veterans know,
Lickers are blind creatures that also have a relatively poor sense of hearing.
If you so choose, you can slowly stroll past Lickers without alerting them.
However, making such noise as running, shooting, or violently kicking a door
open will make your presence aware.

Licker Betas have several attacks. Their close-range attacks include a jumping
slash and an uppercut. Again, series die-hards will be aware that Lickers
mainly use their incredibly long tongue due pester you. Like a hideous 
chameleon, a Licker can lash out its long tongue instantly, choking out the 
victim. Either get your partner to help or wiggle the Left Analog Stick to do 
it yourself. They can also stab you with their sharp tongue.

These creatures attack in packs and can easily drown you in a wave of tongues. 
Regardless, it's important to attack 'em one by one. After flipping a Licker
Beta over, approach its stomach and execute the button prompt to attack its
weak point to assure its death. The best way to flip a Licker over is with a
shotgun, magnum, or an explosion stemming from a grenade.


Majini (Base)
-------------
Unlike any other enemy at this point in the game, Base Majinis carry guns. 
These Majinis all have combat training and know how to take cover, duck, and 
even roll on the ground to avoid gunfire and grenades. The most common type of 
Base Majini use machine guns that can tear you apart in seconds without proper 
cover. When you see the Majini and the green laser reticule, take some cover. 
Attack the enemy during small window when they are reloading.

Some enemies are equipped with Stun Rods and opt to attack up close instead. 
They will charge towards you and either attack with a shoulder block or with 
their Stun Rod. Some instead carry Riot Shields; you can counterattack by 
targeting the legs or by shooting through the small slot in the top for an 
easy headshot. Since their jobs are a bit more risky, you can utilize the fact 
that they rarely take cover and instead charge right into the heat of battle.

Grenadiers carry around all types of grenades, mainly Hand Grenades and Flash 
Grenades. Aim for the grenades patched onto their vests to ignite the entire 
bunch, eliminating the target with relative ease.

Aside from the ducks and rolling, you also have to keep note that some Base 
Majinis wear body armor and even helmets. Unlike the Wetlands Majini, you 
cannot destroy these pieces of armor, so redirect to other body parts to down 
them. The Base Majinis are some of the toughest common Majinis around.


Reaper
------
Quite possibly the most annoying enemy in the game, Reapers are monstrous bugs 
that are nearly indestructible. It's main attack causes instant-death: it will 
impale its target over and over again. Tough luck. This is really the only 
attack, so NEVER approach the enemy even remotely close. If you are in arm's 
reach, then you might as well kiss yourself goodbye. It also releases green 
gas in the air; the smog doesn't damage you, though it can impair your vision.

Reapers are totally invincible aside from their weak point, which only appears 
every short while and disappears after a couple seconds. You can destroy the 
mutant's limbs, but they re-grow shortly after. When you see the primary weak 
point - a pulsing white blob - emerge from its chest, go wild before it sinks
back into the Reaper's stomach.

After shooting the first weak point, the Reaper will fall to its knees as one 
more weak point appears on its shoulder. Shoot it to make a third appear on 
its other shoulder. Damage it, and the final weak point emerges from the 
Reaper's back. This one takes a lot more hits, but destroying the white blob 
will down the beast for good.

I've fought many Reapers, and the battle seems to follow a relatively straight 
pattern. Chest, shoulder, shoulder, back. You can either clearly target them 
(and take the risk of the weak points disappearing again) with a handgun or 
machine gun, or you can go wild with a shotgun to assure a direct hit. 


Gatling Gun Majini
------------------
It's JJ's distant cousin! While these thugs are annoying as heck, you only 
encounter them very, very late in the game. Gatling guns take a bit to wind 
up, so when you hear the gun churning, you better find some cover. Only peek 
out when the gunfire ceases to avoid getting torn to bits by the barrage of 
bullets.

The Gatling Gun Majini will occasionally try to flush you out with a grenade. 
It works, because you're gonna have to book it to avoid getting blown up. He 
can use the gatling gun to bat you away, but you should really only be next to 
the enemy if you're executing a melee attack. Otherwise, keep your distance.

These Majinis can only be targeted from the front, as the tank he's lugging 
around deflects all bullets. To boot, the Gatling Gun Majini somehow isn't 
harmed by electric or fire-based attacks. Stick to rifles, magnums, and your 
most powerful guns to take the Gatling Gun Majini down.


==============================================================================
 11.2] BOSSES                                                           [1120]
==============================================================================

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 BOSS: Uroboros
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Uroboros is a throbbing mass of black worm-like creatures; worms don't seem 
threatening, but don't get any wrong ideas. This freak is one tough cookie. In 
fact, put away your weapons and book it. Run back into the furnace room and 
when the boss follows you inside, the doors will close. You gettin' any ideas? 
Well, you should be. First off, lets talk about the boss's attacks.

While it is not an attack, Uroboros can seep into the ground and reappear 
somewhere else in the furnace room. Look for the group of worms that form a 
puddle to see where the boss pops up next. Also use the map to spot the new 
location of the boss; bosses will appear as sky blue blips on the map.

Uroboros has three offensive attacks. Its main attack is using its long arms. 
It will either stretch out its arms to punch your or even detach its arm as 
the limb flies towards you like a missile. Either way, dodge the attack. 
Uroboros will also try to charge you like a battering ram. Follow the button 
prompt that appears onscreen to roll out of the way.

Now for the third and final attack. Sometimes the monster will grab you with 
both its arms. Wiggle yourself free or call for Sheva's help; if you fail to 
do either, it'll result in an instant death.


The Normal Way
--------------
First-timers, listen up! Do not even try downing Uroboros with conventional 
methods. Spare your ammo and grenades and pay attention. Uroboros is insanely 
powerful, and the best way to take it down is by roasting the sucker in the 
furnace. Obviously, it won't comply, so it is our duty to trick the poor sap 
into entering the furnace.

Since the room is basically a giant square, it isn't too difficult luring 
Uroboros around. Since you want it in the furnace, stand inside and wait for 
it to slowly crawl to your location. If the boss has its eyes on Sheva (I 
don't blame it...), get its attention with a few pistol shots.

The main problem about this fight is that the furnace doors take an obnoxious 
amount of time to close. You will have to activate the lever BEFORE Uroboros 
enters the furnace. Stay on the west entrance of the furnace and start baiting 
the boss. As soon as you see it crawl towards you, move through the furnace to 
the other side. Activate the lever so that the door starts closing before the 
monster is even inside. You'll want the doors around halfway down as the boss 
goes inside, Indiana Jones style.

If you are not as successful and Uroboros escapes a certain fiery death, have 
no fear. Continue running away from Uroboros and stall until the furnace doors 
reopen - you will hear a distinct ring. This can take around a minute, so try 
and dodge Uroboros's attacks while running around in circles.

If you manage to seal Uroboros inside the furnace, the burners will fry it
like a piece of chicken. On Normal or lower, the boss battle will end here. On
any higher difficulty, you will have to repeat this process a second time to
finish the fight.


The Unconventional Way
----------------------
You should only follow this strategy after completing the chapter at least 
once. You will need a load of ammo and advanced weapons to defeat Uroboros 
without the help of the furnace. Basically any shotgun, rifle, or even an 
upgraded machine gun or pistol can down this boss.

In order to really damage Uroboros, you must weaken the boss. There are a few 
ways to do this. The main way is to destroy both of the boss's arms. Its arms 
are connected by bright throbbing blobs. Target these blobs to eventually 
break off the boss's arm. Keep in mind that they regenerate given due time. 
However, take out both arms to substantially weaken the boss.

Otherwise, you can use fire to put a chink in Uroboros's slimy armor. The 
easiest way to do so is if you have a hefty supply of Incendiary Grenades; 
toss one at Uroboros's feet (it doesn't have feet, but just roll with me) to 
set it ablaze. You can also use the two gas canisters to do it for you. Press 
X to knock the canister over and let Uroboros roll over it. As it is lodged 
inside the creature, ignite it with a gunshot.

When the boss is weakened, it will topple to the floor like a pile of bubbling 
tar. At this point, use your most powerful weapons on it. Shoot it anywhere 
with your rifle or shotgun. Eventually, Uroboros will regain its composure and 
the battle will continue. Repeat any of the three strategies to "stun" the 
boss, then finish it off with your weapons.


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 BOSS: Popokarimu
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Like many of the bosses in Resident Evil 5, it's more about using teamwork and 
strategy as opposed to brute force to dispose of Popokarimu. This large bat-
beetle hybrid has the ability to fly as well as crawl on the ground. As a 
result, it can attack from both the ground and in the air.

Surprisingly, Popokarimu spends most of its time on the ground. It has several 
close-range attacks that it uses quite often. Whether it be a simple swipe of 
its clawed wing or a swing of its armored tail, getting hit will deal a load 
of damage as well as knock you off your feet.

Popokarimu can also charge at you, but you can easily avoid getting hurt by 
following the on-screen button prompt. Sometimes, the boss will also shoot a 
brownish-green substance out of its tail. If you are encased in this goo, free 
yourself before the boss gets the upper hand.

If the boss takes flight, it will flap its wings incredibly slowly; the only 
method of attacking in air is by divebombing the two agents. Like the boss's 
charge attack, you can avoid it by pressing the button that appears.

Most of Popokarimu's body is covered in tough armor, which makes damaging the 
boss a chore. Its weak point is the underside of its tail; easily noticeable 
by its bright pink color. However, targeting the soft flesh means that you'll 
have to get behind the boss enough time to properly attack it. And that's 
where the hard part comes in.

There are two main ways of fighting this battle: with a friend or by yourself. 
If you have a friend, this boss fight is incredibly simple. Have one player 
bait Popokarimu by shooting it. While the boss is distracted, have the second 
player run behind and unload shotgun shells on the weak point. When the boss 
realizes what's up, avoid its attacks and repeat the process.

If you're stickin' it solo, the battle strategy changes significantly. The two 
flimsy sheds are filled with Proximity Bombs. When one is equipped, you can 
place it anywhere you'd like with the Left Trigger. While it's down, wait for 
Popokarimu to set it off by crawling over it.

You should keep track of two main things in regard to Proximity Bombs: first 
off, you can pick up bombs after placing it if you so choose. If you put it in 
a lousy spot, pick it up and put it somewhere else. Second, you cannot set off 
a Proximity Bomb if you or your partner steps on it. Also, the subsequent 
explosions cannot hurt you whatsoever.

After Popokarimu sets off a Proximity Bomb, it'll fall to the ground and flail 
around like a baby for a few moments. Take this time to run to its backside 
and target the underside of its tail. Both shotguns and rifles deal the most 
damage to the boss's weak spot.

Another neat trick is to use Hand Grenades to damage the boss. Since the 
splash damage is so wide, you can hurt the boss even if you toss the grenade 
near its head or side. Using two Hand Grenades can even stun the boss just 
like a Proximity Bomb would. You will defeat Popokarimu after shooting its 
weak point enough times.


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 BOSS: Ndesu
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Hmm, looks like the developers were a tad lazy in creating bosses for this 
game. This big lug looks almost exactly like the El Gigante From Resident Evil 
4. The battle strategy will be a lot different though, since you fight this 
creature with a gun turret.

Since you don't really have any variety at all when it comes to offensive 
strategies, all you can really do is shoot the heck out of Ndesu. You can also 
use the gun turret to cancel some of the boss's incoming attacks as well.

Ndesu will lumber over to the hummer and either try to squash you with his 
foot or pound you into the dirt with his two fists. The only way to avoid 
these two attacks is to shoot Ndesu until he covers himself up and cancels the 
attack. If Ndesu moves back and into a stance, he's getting ready to charge 
the hummer. Since you clearly cannot move, shoot the boss to cancel the attack.

Sometimes Ndesu will also grab a giant boulder in an attempt to hurl it on 
Chris and Sheva. Instead of targeting the giant, instead shoot the boulder to 
reduce it to pebbles. If Ndesu hurls it at you, continue shooting during each 
bounce before it collides with the truck. The boulders deals quite a bit of 
damage, so try your hardest to destroy it.

A few of Ndesu's other attacks can be dodged using proper button prompts. In 
two instances, Ndesu will either punch you or slam the ground to create a 
shockwave. In both cases, perform the necessary button command to avoid taking 
any damage. When Ndesu uses one of the telephone poles as a staff, you will be 
able to use a button prompt to avoid his horizontal swing. As for his vertical 
thrust, attack the boss to cancel the attack.


Dealing With Everything Else
----------------------------
You have other things to worry about other than the boss, which may come as a 
surprise. First off, about the gun turret. I'm sure you are aware from the 
previous area, but your gun turret can overheat if used for a long period of 
time. The turret icon on the bottom screen will begin to fill up with red as 
you continue holding down the Right Trigger. If it reaches the top, the gun 
will overheat and you won't be able to attack for a short period of time.

One of the keys to making it outta here alive is to never let the gun turret 
overheat. You can let the red line go as high as you'd like, but if it reaches 
the very top, that's no good. Wait until the line reaches about 3/4s of the 
way up before releasing the trigger and letting the line lower (which takes 
much less time than if you were to let the gun overheat).

Aside from Ndesu, Chris and Sheva will have to deal with bow gun Majinis. They 
lurk on the far right side of the area; one perched on a building's roof while 
the other one is on the ground in front of the building. While they aren't 
much of a threat, they certainly can be annoying and it only takes a second to 
dispose of them.

More Majinis will appear soon after the first two are killed, but at least you 
have a period of free time to concentrate on the big cheese. They are a lot 
more dangerous on higher difficulties, so always take the time to defeat any 
bow gun Majinis present.


Dealing With Ndesu
------------------
You can target Ndesu with your gun turret virtually anywhere, but the boss 
takes the most damage by getting shot in the head. Repeatedly target his head, 
taking the necessary time to let your turret cool down. There are also four 
explosive barrels present on the battlefield which can be used to deal 
substantial amounts of damage to Ndesu.

After getting peppered by gunfire enough, two Plagas will emerge from the 
boss's shoulders. These are your new targets. Fire upon one of the two Plagas 
to eventually destroy it, then move on to the second. Ndesu will continue 
using his routine attacks with his weak spots emerged, so avoid them as so.

Eliminate both Plaga growths to make a giant parasite emerge from Ndesu's 
skull. The boss will fall to one knee, so you will have a very easy time 
targeting the Plaga. After it takes enough damage, the parasite goes back 
inside the boss's skull and four smaller growths appear again on Ndesu's body.

Clearly, you will have to destroy the four Plagas to make the main parasite
appear again. When all four are taken care of, target the giant head Plaga
again until it is destroyed and the boss is dealt with.


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 BOSS: Irving
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So Irving has turned himself into a giant, hideous sea monster. Kinda reminds 
me of the boss battle in Gears of War 2 for some odd reason. Surprisingly 
enough, Irving doesn't have too many attacks. Irving spends most of the time 
swimming on the far side of the boat.

You will be able to target it with one of the turrets on the boat. The turrets 
on the south end of the patrol boat are gun turrets. The ones on the north end 
fire explosive grenades. What to use? Whatever floats your boat really. Oh, 
and after the battle begins, make sure to take the First Aid Spray from the 
northeast corner of the boat.

Irving only has one direct attack. If you see him swimming towards the boat 
instead of parallel to it, get ready to perform a button sequence to dodge his 
gaping maw. If he snags you in his mouth, it's an instant kill. Just for the 
record, all of the boss's attacks can be dodged by following a button prompt.

Eventually, Irving submerges as four tentacles emerge from the water. Check 
your map to find the blue blip to locate the boss. These tentacles are tipped 
with sharp claws, almost like tiny hands. They will occasionally slam down on 
the deck; follow the button shown onscreen to avoid getting crushed.

Use either the machine gun turret or grenade turret to attack the tentacles. 
They will slowly regenerate after being destroyed, so make sure to destroy all 
four in a rather quick fashion before any of them reform. Once the tentacles 
are cut off, Irving will resurface again.

Sometimes Irving will display some other tentacles. These ones actually look 
like long, slimy tentacles. Yes, Irving has two types of tentacles that you 
should be aware of. These ones will grab and constrict you. Either wiggle the 
Left Analog Stick enough or call for help. Attacking these tentacles doesn't 
do anything, so wait for them to leave.

Your main target in this battle is the pulsing "bubble" on Irving's head. Just 
look for its snout and you should spot it. Target this weak point with either 
turret type to damage the boss. It glows orange when hit, so you'll definitely 
know when you hit it.

Unfortunately, this battle helps showcase the worst part of the game for me: 
the computer AI. Sheva is incapable of using the turret herself and will 
instead waste her own ammo trying to attack Irving. She does not attack the 
weak point; she just wildly fires like a barbarian. Either take Sheva's ammo 
away from her or assign her to a turret. Now if Irving ends up on the other 
side of the boat, either assign Sheva to a closer turret or just let her do 
whatever she wants. Useless, I tell ya!

After attacking Irving's eye spot enough times, the second stage of the fight 
will begin. Irving will now position himself behind the patrol boat at all 
times. He will open his mouth, revealing his nasty tongue (which is actually 
Irving himself). This is your new target.

While you try to attack Irving's tongue, four more claw-like tentacles emerge 
from the sea and serve as a distraction. Now you will have to avoid tentacle 
attacks and deal with them before you can hurt Irving. After a while, Irving 
will go back underwater and use his bite attack. Make sure to dodge; you don't 
want to lose this late in the fight!

If you're playing with a friend, have one buddy shoot the tongue while the 
other goes after the four tentacles. If not, assign Sheva to one of the two 
machine gun turrets once this phase begins. Also remember that the machine gun 
turrets can overheat! Keep shooting Irving's deformed tongue to eventually win 
the boss battle.


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 BOSS: U-8
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This is actually one of the easiest boss fights in the entire game. This large 
arachnid-type creature moves around the edge of the circular platform. It will 
use its long claws to attack in two different ways. U-8's main attack causes 
it to swipe horizontally. You can easily dodge this attack by performing the 
selected button onscreen. In fact, some of the time the boss will swipe at you 
yet a button prompt does not appear. If this is the case, just run away.

There are two other attacks that can be dodged with a button prompt. Sometimes 
U-8 uses his hind claws to attack; these ones are also avoided with a button 
prompt. Also, it will try to impale you with its pointed abdomen. Again, it 
can be avoided by a press of a button.

U-8's other two attacks are totally different than its others. While it isn't 
really an attack, U-8 will jump and slam onto the elevator platform, stunning 
both you and Sheva. It doesn't hurt you, but opens up a window for another of 
the boss's moves. Sometimes it will actually ram the elevator; first it backs 
up, then charges forward. Avoid this by standing on the opposite side of U-8.

If you see U-8 climb up to the ceiling, take out your shotgun. It will release 
tiny little bugs that fly around and divebomb you. They are easily disposed 
and can be taken out with one shot, so use a shotgun to take out an entire 
group simultaneously. It's probably best to defeat them as opposed to ignoring 
them, since they drop items.

First off, you can find several items on the elevator at any time. The arena 
holds two Hand Grenades, two Green Herbs, and Shotgun Shells. Just what we 
need in this fight. Sheva will most likely pick these up along with any 
goodies dropped by the U-8 larvae.

In order to damage U-8 (and most of Resident Evil 5's bosses), you need to 
target its weak spot. The weak spots are the patches of red flesh on its two 
front claws and its mouth. Since U-8 keeps its mouth shut most of the time, 
target its claws as it moves back and forth along the elevator.

Use a machine gun or shotgun to target the red patches of skin on its claws. 
Doing so can be annoying if it constantly moves around and around. After 
attacking its claws enough, U-8 will fall to the elevator platform. While the 
boss is temporarily incapacitated, use your strongest weapons to target its 
gaping mouth.

It is best to use a shotgun to damage the inside of the boss's mouth, but Hand 
Grenades also work wonders. Since you receive two at the start of the fight, 
you might as well put 'em to use. Toss the grenade next to the mouth to damage 
it significantly. Otherwise, run right up to U-8's mouth with your shotty and 
let it rip.

After taking enough punishment, U-8 will get up and continue its normal 
pattern. Continue dodging its attacks and shooting its claws or mouth to stun 
it, then go crazy on its mouth to ultimately put this joke of a fight to rest.


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 BOSS: Uroboros Mkono
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It's Uroboros again! Well... another one! But it looks almost exactly the same 
as the other one! Fighting against Uroboros Mkono is very similar to the one 
back in Chapter 1-2. The biggest difference? No furnace. =X

Nicely enough, Uroboros Mkono has the same main attacks as the first Uroboros 
from early in the game. I'm here if you need a bit of refreshing in terms of 
how to counter them. Normally, the boss will swing one of its long arms in 
front of it. If you get hit, you'll be knocked backwards and take a load of 
damage. Sometimes Uroboros Mkono detaches one of its arms as it flies towards 
you; follow the button prompt to dodge.

While this attack only happens up close, Uroboros Mkono will grab you. Call 
Sheva to free yourself before you are killed. Since the boss is just as slow 
as you would assume considering the fight in Chapter 1-2, it can also teleport 
around the room. It's almost like fighting a direct rehash!


Using the Flamethrower
----------------------
Like Uroboros, there are a few different ways to finish this boss off. Too bad 
none of them are as simple as trapping it in a furnace. Use a machine gun or 
shotgun to target the pulsing, bright fleshy patches on Uroboros Mkono's two 
arms. Once you break off both its arms, it will wither towards the ground in 
its weakened state.

Before the boss can recover, grab the Flamethrower off of the eastern wall; 
the game shows you a quick clip of the location and to notify you that the 
weapon has charged up. Like using the lantern in Chapter 2-2, the person 
carrying the Flamethrower cannot use any other weapons or items in their 
inventory.

If playing solo, I suggest having Sheva use the Flamethrower. It's one thing 
she's fairly competent at doing! Sheva will automatically run over to Uroboros 
and attack with the Flamethrower, dealing damage to its exposed weak points - 
long, bright orange bulbs extending out of its back. This will deal a lot of 
damage to Uroboros Mkono's weak spots before they retreat inside again.

After a while, the Flamethrower will require recharging. You will have to take 
the Flamethrower and put it back where you found it to resume charging. When 
it has been charged up again, order Sheva to take it and resume burning the 
boss to a crisp.


Using Other Methods
-------------------
The Flamethrower isn't always the best choice. Obviously, it requires charging 
which causes this boss battle to drag on for a while. Second, it is a big 
weapon that isn't part of your inventory, meaning the person using it cannot 
access their inventory. Plus, every time you are hit, you'll drop the weapon 
and have to pick it up again.

There are plenty of other options to douse Uroboros Mkono in flames.

- Incendiary Grenades. You can actually find a few Incendiary Grenades through
  the room, among other ammo and such. After destroying both of the boss's
  arms, toss an Incendiary Grenade at its base to expose its weak points. You
  won't be able to use a grenade to damage the weak points, so instead take a
  machine gun or shotgun to attack the two bulbs.

- Flame Rounds. If you have your Grenade Launcher in your possession, you'll
  be able to use these powerful rounds to expose Uroboros Mkono's two weak
  points. You find a few of them before the boss fight, and they're especially
  since they are more powerful than Incendiary Grenades.

- Explosive Canisters. There are three red gas canisters scattered around the
  research facility. When you approach one, knock it down with X. When the
  boss travels over it, the explosive canister will become lodged in its gooey
  interior. Shoot the canister to automatically expose the boss's weak points;
  even if you didn't shoot off its two limbs. 

Using the explosive canisters should be your first priority, since they deal
the most damage and eliminate the process of targeting the boss's bright pink
joints. If all other options are lost, then you should resort to using the
Flamethrower to defeat the boss. Just remember to eliminate its two arms
before you start torching it. Destroy both bulbs to kill Uroboros Mkono.


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 BOSS: Wesker and Jill
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Yep, that is correct. No typos here! It's a good old fashioned tag team match 
here: Chris and Sheva versus Wesker and Jill. Some may not even consider this 
a proper boss battle, with proper reasoning of course. Wesker immediately 
announces that he will leave after seven minutes. If you can survive after 
seven minutes, Wesker flees and you will win the "battle". There are two main 
ways to spend your time here.

As for attacks, Jill uses a machine gun to attack Chris and Sheva. Since you 
don't want to hurt her, all you can do is take cover and avoid her entirely. 
Wesker will fire his gun at you, in which you can actually dodge the bullets 
by following the onscreen button command. He also has several sweeps and kicks 
that can take you off your feet.

Wesker also has a dash attack mainly used to cut the distance between both of 
you. He can also follow up with a devastating kick if you are nearby. Most of 
Wesker's attacks aren't much of a problem, since you should spend your time 
hiding like a scared child ready to wet himself.


Surviving Wesker and Jill
-------------------------
The most clear cause of action is to simply survive the battle. Wesker has 
incredible strength and can dodge bullets at a Matrix-like speed. If both of 
you are facing off, do not bother firing your gun at Wesker: he will dodge it 
every time. As for Jill, well, we don't really want her dead, do we? Refrain 
from attacking Jill.

The first floor of the Monarch Room is essentially a large rectangle. There is 
no room for cover and the main attraction are the two Green Herbs at the bases 
of the staircases, so run over to the door on the right. Wesker will kick 
Chris through, giving you access to the second floor.

- Treasure: Emerald (Brilliant)
  At the start of the right, run up the eastern staircase. Follow the balcony
  to the right and break the two vases to find the treasure in one of them.
  You can collect this treasure after Wesker leaves if you so choose.

Run away from Wesker, destroying the vases along the way for items and ammo. 
When you reach the northwest room, go inside and search for treasures; you'll 
find plenty of rare treasures that will disappear once the seven minutes 
expire. Make haste!

- Treasure: Sapphire (Oval)
  Shoot a vase at the northeast end of the treasure room.

Before Sheva runs off to deal with Jill, call her over. Run to the sealed tomb 
and have both partners open it to find two treasures and more importantly: an 
L. Hawk magnum!

- Treasure: Sapphire (Brilliant)
  Inside the tomb in the treasure room.

- Treasure: Emerald (Oval)
  Inside the tomb in the treasure room.

And now for actually surviving the remaining minutes. Jill usually stays on 
the bottom floor, where Sheva may or may not confront her. As for Wesker, he 
must not have very good eyesight. Must be the shades. It's very easy to lose 
Wesker, as the treasure room is the best place to hide.

Wesker always appears on your map as the light blue blip, so you will always 
be able to keep track of his location. He likes to talk to himself, often 
asking where you are hiding. You know Wesker has lost sight of you when he 
asks this, so you're in the clear. When he says "found you!", well, I'm sure 
you can figure it out.

Hiding from Wesker is actually very easy, since he combs the surrounding area 
and moves very slowly when searching for you. Take cover to hide behind 
objects and walls to make Wesker's search more difficult.

Even if you get caught, Chris can counterattack a few of Wesker's main melee 
attacks, so it's not all bad. Plus, the Monarch Room hold two Green Herbs and 
two Red Herbs, giving you plenty of options when injured.


Fighting Wesker and Jill
------------------------
If you want to earn a valuable treasure, you can choose to fight Wesker. Yes, 
you can actually hurt this guy! The only way to damage Wesker is by shooting 
him when you're out of his sight. When Wesker makes a comment such as "you 
can't hide forever!", you know that he's lost sight of you. All you need to do 
now is locate Wesker and hit him when is back is turned.

The start of the battle should be followed the same: investigate the door on 
the right side to get your ass kicked through it, then run away to 
the "treasure room". It's the best hiding place. When Wesker loses sight of 
you, try and get around him so that his back is facing you, then unload on his 
head a few times before he turns around and confronts you.

The L. Hawk is an incredibly powerful gun, so you may want to get it first and 
use it on Wesker to deplete his health. The trick is to damage him enough 
before the seven-minute timer expires, during which Wesker will scoff and 
leave you alone with Jill.

- Treasure: Heart of Africa
  After dealing enough damage to Wesker so he leaves before the timer has
  expired, this one-of-a-kind treasure will appear between the two staircases
  on the bottom floor.


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 BOSS: Jill
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

Once Wesker leaves - whether the seven minutes are up or you forced him to 
flee like a crybaby - Jill will be left alone with Chris and Sheva. Remember 
that we aren't trying to hurt Jill, so don't even think about shooting her. If 
you kill her (you certainly can), the game ends.

Jill has a few attacks that you need to look out for. When she is close 
enough, she can initiate a few acrobatic kicks that aren't too threatening. 
Jill's two main attacks are used with her machine guns. Rarely, she will jump 
to the balcony and sweep the area with gunfire.

Normally, she stays on the first floor. Jill will stand with her arms 
outstretched as she fires. She will slowly rotate, creating a circle of 
machine gun bullets. Otherwise, Jill will also fire straight ahead, which 
seems more logical when trying to attack Chris and Sheva.

The goal of this fight is to destroy the strange piece of machinery on Jill's 
chest. One of you will have to hold Jill down while the other tries to pry the 
object off of her. When close enough, you can try calming Jill down by simply 
talking to her. You're probably best off having Sheva restrain Jill while you 
try to rip the device off.

Repeatedly tap the designated button to try and pry it off until Jill knocks 
both of you away. You will have to repeat this process an excruciating amount 
of times to finally rip it off and end the fight.

You can make things go a bit easier by shooting the control device. It has
both its risks and rewards. If you use a strong enough gun, shooting the
device will weaken it considerably and won't require as many button-tap
events. However if you miss, there is a chance the bullet will kill Jill. You
can also have Sheva shoot the device if you restrain Jill yourself; just get
behind her and repeatedly press A. 


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 BOSS: Uroboros Aheri
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

Like the other Uroboros subjects before this big lug, its main weak points are 
giant, pinkish-orange bulbous tentacles. Since the boss is the size of a small 
skyscraper, locating and targeting these weak points should not be all that 
difficult. Uroboros Aheri has several attacks, and like always, button prompts 
are needed to dodge them.

Its most common attack is to use either one or two tentacles to strike Chris 
and Sheva in a jabbing motion. Avoid it by pressing the necessary button. 
Sometimes Uroboros Aheri sweeps the deck in one quick motion. A button prompt 
does not always appear, so dodging this attack may be difficult.

The pattern of attacks depends whether you're on the lower or upper portion of 
the Bridge Deck. On the bottom floor, the tentacles use their stab attack. On 
the top, you're more susceptible to sweeping blows. The boss also gives off a 
signal when the tentacles are about to attack; they will glow very bright. If 
you see one of the bulbs on the end of a tentacle glow, attack it to 
prematurely cancel the attack.

The battle begins with only two tentacles. I suggest staying on the top floor 
of the deck, but that's just my cup of tea. Regardless, target the tentacles 
with a machine gun, magnum, or shotgun. I'd suggest a rifle as a last-ditch 
effort, but the tentacles move around so much that it's hard to pull off an 
accurate shot.

The tentacles will thrash around, sometimes flinging globs of goo onto the 
deck. These things then begin moving around on their own. The little Uroboros 
blobs are no threat and can be destroyed with one bullet, plus they always 
drop valuables such as herbs, grenades, or ammo.

The tentacles will glow very dull when damaged, which also means that it won't 
be able to attack. Continue focusing on one tentacle at a time to eventually 
blow it up. Focus on the second one to expose Uroboros Aheri's REAL weak spot.

While it looks just like one of the bulbs at the end of a tentacle, a huge 
orange core emerges from the center of Uroboros Aheri. Attacking this will 
deal the most damage to the boss, so don't spend any time dawdling around or 
else the core will go into hiding again.

This is the best time to use the Laser Targeting Device. Use your Bridge 
Keycard to open the window on the lower floor of the deck and take it. Using 
this thing is almost identical to wielding the Hammer of Dawn from Gears of 
War. Also, it's like using the Flamethrower as you cannot access your 
inventory when holding it.

Point it at the boss's core and hold down the trigger to begin charging the 
weapon up. It will only charge when it's given a proper target, so if you move 
the targeting scope off the core, the charge will reset. Once it's fully 
charged up, press the Right Trigger as a laser beam rains down from the sky 
onto your marked position. Doing so will significantly damage the core; put 
the weapon down and let it recharge.

Once the core takes enough damage, it will retreat into the center of Uroboros 
Aheri and four, yes four, tentacles grow out from the boss. Now you have to 
deal with four tentacles.

At this time, it will begin using its most dangerous attack of all. The four 
tentacles will rise high into the air and glow bright red. Attack one of them 
immediately; if you fail to do so, all four will slam down onto the deck, 
killing both Chris and Sheva. There is no other way to dodge this attack.

The process will revert again as the tentacles begin attacking. If you wish, 
you can use the Laser Targeting Device on them, but it isn't advised as the 
dang things whip around far too much. Your flow of ammo should be steady since 
the little Uroboros blobs drop items all the time.

Once all four tentacles are destroyed and the weak point emerges again, pick
up the Laser Targeting Device (which recharges rather quickly) and stick it to
the boss. Once the core retreats again, only two tentacles appear afterwards.
Repeat the process a third and final time to destroy Uroboros Aheri.


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 BOSS: Wesker
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

This fight is somewhat similar to the last fight with him, considering how you 
have to spend the majority of the battle hiding like a scared puppy dog. There 
are four floodlights in each corner of the hangar. Turn off three (the fourth 
won't turn off) to coat the room in darkness. This will certainly help in your 
hopes to sneak around. Solid Chris... has a nice ring to it... 

Wesker has the same attacks as he did back in Chapter 5-3. He can still fire 
bullets at you from his handgun, but they can be dodged with a quick finger. 
He also has various melee kicks that can deal serious damage. Some of them you 
can even counterattack instead of simply dodging them. If Wesker dashes with 
incredible speed right in front of you, get ready to counterattack an 
extremely powerful melee attack.

Wesker also has two new attacks. If you in close range, he will grab you by 
the throat and literally choke the life out of you. If your partner is close 
enough, get her to help you. Wesker also uses another attack if close enough. 
He will use the same technique that killed Ozwell Spencer on Chris, so you 
better use the button command to avoid certain death.

Late in the fight, Wesker uncovers one final trick up his sleeve. He will jump 
near the giant jet and hurl a rocket at you. Dodge the rocket to avoid 
immediate death. He usually only throws one rocket at you, which is enough.

Chris and Sheva's main task is to inject Wesker with the PG67A/W serum. Just 
how do we do that? I'll talk about it a tad later. For now, all you should 
know is to shut off the lights and take the rocket launcher from the glass 
display case in the northwest corner of the room (across from the floodlight 
that does not turn off).

Like in the previous battle, you can only hurt Wesker when he has his back 
facing you (or in extreme cases, when he's facing you yet he still cannot see 
you). Always pay attention to his random outbursts to figure out whether or
not he can see you.

When Wesker is unaware of your location, use the rocket launcher on him. He 
will manage to catch the RPG and struggle with it for a few moments. Quickly 
put the rocket launcher down and take out a gun. Shoot the RPG to blow it up 
and stun Wesker. Quickly run over to him and press X to restrain him while 
Sheva tries to inject him with the serum. Alternatively, Sheva will grab 
Wesker if she is close enough and you'll have to do the honors.

Wesker will automatically counter; it always happens. We will have to use a 
few more rockets to weaken him first. The crates on the ground usually hold 
random items, but one of them always holds another RPG.

The main supply of RPGs is the display case on the upper walkway of the 
hangar. Climb one of the ladders on either side, then run to the middle of the 
walkway to find the huge display. You should never run out of rockets in this 
fight.

You shouldn't really spend time close-hand with Wesker, because whenever he 
dashes towards you, you should book it the other way. If you do become low on 
health, there are plenty of crates in the hangar which often hold Red or Green 
Herbs among ammo and other stuff.

If worst comes to worst and you actually run out of rockets, you can use 
conventional weapons against Wesker. Like you've been taught, hide in the 
shadows and only shoot when Wesker's back is turned. After dealing enough 
damage to Wesker, he will fall to his knees just as if you blew a rocket up in 
his face. You usually need to "stun" Wesker like this - with rockets or not - 
in order to keep him down long enough to inject the serum in him.


=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-
 BOSS: Uroboros Wesker
=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-=-=*=-=-

For a while, we'll be running away from Uroboros Wesker. Yeah, I like that 
name. Turn around and start running the other way towards the stone bridge.

- Treasure: Diamond (Marquise)
  Before stepping on the bridge, look beyond it at the rock structure. It's
  kinda shaped like a half circle (or a backwards "C"). It's the same exact
  color and texture as the bridge. Shoot it a few times to make the rocks
  crumble to the ground. Step on the bridge to make it collapse. Instead of
  jumping straight ahead, turn to the left and jump across the newly-formed
  stepping stone to reach the treasure.

Wesker has probably reached you by now, but you can simply jump right past him 
without harm. Jump across the other stepping stone and go up the hill to the 
top; along the way, pick up the Green Herb.

Make sure you avoid Uroboros Wesker when he flings his arm around like a 
windmill. It causes instant death, and you don't want any of that. Once Wesker 
meets Chris up on the plateau, dodge his attacks as Sheva shoots the weak spot 
on his back. In due time, Uroboros Wesker will become annoyed at Sheva and 
leap over to her.

Now you have to protect Sheva as she runs away from Wesker. Fire away at 
Wesker with whatever you've got. Occasionally, he will shoot tiny balls of goo 
at you which can be dodged by performing necessary button prompts. Eventually, 
Sheva will fall and slow her down significantly. As she tries to pull herself 
up, continue attacking Wesker to slow him down.

When Sheva finally regains her composure, she will run to the end of the path. 
It's a dead end, so we'll have to find another way to help before Uroboros 
Wesker catches up. Drop down from the plateau and run towards the big boulder. 
Perform a series of button prompts to eventually knock it into the lava and 
confirm any steroid allegations on Chris.

Now that you have regrouped, return to the hill to REALLY start the boss 
battle. Just for the record, you will restart at this point if killed as 
opposed to having to repeat that other garbage. Good news!

Uroboros Wesker only has a handful of attacks. He doesn't use his windmill arm 
attack anymore, so that's out of the picture. He rarely uses the quadruple goo 
sling attacks as well.

A new attack: Wesker raises his arm above his head and slams it down on a 
target (you or Sheva of course). This can be dodged by pressing the button 
that appears onscreen. An even more common attack is where instead of slamming 
his hand downward, he extends it forward similar to the attack the two 
Uroboros subjects used. Again, use the button prompt to dodge.

One of Uroboros Wesker's more annoying attacks, Wesker will emit a loud roar 
and plunge both arms into the ground. Up comes a wave of tentacles that spin 
around like a tornado. Anyone caught in the center will be killed immediately 
while you'll receive serious damage if nicked by a tentacle.

Sheva tends to run aimlessly around in this fight; use the "Cover" option to 
keep her close to avoid having a dead partner. I remember having her be killed 
by this attack over ten times in a row until I realized she was in "Attack" 
mode. When she's on "Cover" mode, she sticks to your side like a siamese twin.

Aside from using a rocket launcher to end the fight instantly, there are two 
main ways to defeat Wesker once and for all. Both involve targeting his two 
weak points: orange bulbs on both his chest and back. The one on his back is 
available at all times, but the one on his chest is protected by a 
surprisingly sturdy layer of worms.

The best time to hit Wesker's back is when he raises his arm in the air to use 
a slam attack. Quickly get behind him and unload your shotgun on the orange 
patch of flesh. After taking enough punishment, Uroboros Wesker eventually 
counterattacks with his instant-death "tornado attack". After using this move, 
his frontal weak point becomes exposed. Use everything you've got on the weak 
spot until it seeps back into his chest.

The hard way of winning this fight is to continuously damage Uroboros Wesker's 
front and back weak spots. Note that he only exposes his frontal weak point 
after using the tornado attack. It takes a long time, but you can ultimately 
finish him off with this strategy.

There's a much easier way to defeat Wesker. After his frontal weak point is 
exposed, attack it a few times. As Uroboros Wesker staggers a few steps back, 
immediately run up to him to restrain him. You may need to repeat the process 
in order to get close to him. Overall, you need to grab Wesker from behind as 
he is stunned. Once you grab Wesker and hold him back, Sheva will deliver the 
finishing blow.

______________________________________________________________________________

 12] THANKS/CREDITS                                                     [1200]
______________________________________________________________________________

Of course, this guide couldn't have been made without some extra help. Here is
a shoutout to everyone who made this FAQ possible:

 CJayC: For being an awesome host of an awesome site.

 Eternal Czar Smapdi: For being the best co-author anyone could have, and for
                      being yourself.

 Absolute Steve: I used the information for each of the weapons (the upgrades)
                 from your own guide in mine. Sorry for the mixup! :)

 Piggyback Official Guide: Not only did the guide help me complete the game,
                           but I was able to locate the various goodies such
                           as treasures and unlockables. Oh, and for the maps
                           of the levels in The Mercenaries.

 FESBians: Because you're cool.

 You: For reading this FAQ.

------------------------------------------------------------------------------
 LEGAL
------------------------------------------------------------------------------

This document is copyright (c) DomZ Ninja 2009. 

This document was originally written for www.gamefaqs.com, however other sites
may use this guide, but only with my permission. Do not edit or alter this
document in any way. Do not steal anything from this document either. That is
plagiarism, and it's against the law.

If you have any questions, comments, or anything that you would like to add to
this guide, then feel free to email me. My email address is found at the top
of this guide. However, if you do email me, please include the name of the
game in the title. Lastly, thanks for reading and using this FAQ. If you like
this FAQ, then please check out my other ones! :]

 http://www.gamefaqs.com/features/recognition/52173.html


"They were cheering and waving, cheering and waving, twitching and salivating
like with myxomatosis"
- Radiohead
______________________________________________________________________________
                                                               END OF DOCUMENT