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    Walkthrough by BahumautZero

    Version: 1.02 | Updated: 10/13/12 | Printable Version | Search Guide | Bookmark Guide

    
                      RESIDENT EVIL 6 - WALKTHROUGH/GUIDE V1.02
    
                        Written by: Bahumaut/ Ben Buttenshaw
    
                       Additional notes and info from: Minion
    
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    *******************************************************************************
    ******************************** VERSION INFO *********************************
    *******************************************************************************
    
    Version 0.75 - Leon, Chris and Jake campaigns completed. Ada campaign still in
    progress.
    
    Version 1.00 - All campaigns completed. Work will begin on finishing off the
    missing sections first and then expanding the addiditional content. 
    
    Version 1.01 - Chapter locations completed. Stealth solution confirmed in Ada
    campaign. Achievements completed. 
    
    Version 1.02 - Complete skills list added. All Serpent emblems added to guide.
    
    Due to the nature of this game and the splits between characters involved I
    have played through it with a friend (minion) in co-op to capture what both
    players go through at these points. However On the Chris playthrough I was
    playing alone and some of these points may be unexpanded so I will go through
    again after the rest of the guide is completed. Thanks for your patience.
    
    Complete serpent emblem locations will probably be the final thing to be
    completed, sorry but it just isn't high up on the priorities list compared to
    finishing off a whole campaign. Sit tight however and I'll get it done.
    
    Now go blast some zombie heads soldier!
    
    *******************************************************************************
    ******************************** INTRODUCTION *********************************
    *******************************************************************************
    
    This guide is intended for those that are playing through for the first time (I
    have tried to keep all specific info and names in their respective locations) 
    as well as those going through on harder difficulties. Enemy numbers and good 
    cover locations are there as well as advice for those playing on professional 
    difficulty.
    
    Difficulty levels overall seem average for a third person shooter, however the
    checkpoints are normally acceptable and the added challenge of obtaining S
    ranks on the highest difficulty makes them quite challenging ordeals for those
    who claim they are truly masters of this game.
    
    Please email me at benbutton600@hotmail.com or message me at
    trueachievements.com (gamer tag = Bahumaut) with any comments or suggestions,
    alternate strategies or tips. Apart from those little things let's get on with
    the zombie exterminating.
    
    *******************************************************************************
    ***************************** TABLE OF CONTENTS *******************************
    *******************************************************************************
    
    Just use Ctrl + F (the find function) and key in the code for the level to skip
    to the portion of the guide you need.
    
    --------------------------------- VERSION INFO --------------------------------
    
    --------------------------------- INTRODUCTION --------------------------------
    
    ------------------------------- TABLE OF CONTENTS -----------------------------
    
    -------------------------------- LEON'S CAMPAIGN ------------------------------
    
    LEON - CHAPTER 1 Ivy University, U.S.A....................................(LC1)
    
    LEON - CHAPTER 2 Tall Oaks, U.S.A.........................................(LC2)
    
    LEON - CHAPTER 3 Catacombs, U.S.A.........................................(LC3)
    
    LEON - CHAPTER 4 Lanshiang Airspace, CHINA................................(LC4)
    
    LEON - CHAPTER 5 Lanshiang, CHINA.........................................(LC5)
    
    ------------------------------- CHRIS'S CAMPAIGN ------------------------------
    
    CHRIS - CHAPTER 1 Edonia, EASTERN EUROPE..................................(CC1)
    
    CHRIS - CHAPTER 2 Edonia, EASTERN EUROPE..................................(CC2)
    
    CHRIS - CHAPTER 3 Wayip, CHINA............................................(CC3)
    
    CHRIS - CHAPTER 4 Aircraft Carrier, CHINA.................................(CC4)
    
    CHRIS - CHAPTER 5 Chinese Waters, CHINA...................................(CC5)
    
    -------------------------------- JAKE'S CAMPAIGN ------------------------------
    
    JAKE - CHAPTER 1 Edonia, EASTERN EUROPE...................................(JC1)
    
    JAKE - CHAPTER 2 Edonia, EASTERN EUROPE...................................(JC2)
    
    JAKE - CHAPTER 3 Research Lab, CHINA......................................(JC3)
    
    JAKE - CHAPTER 4 Tatchi, CHINA............................................(JC4)
    
    JAKE - CHAPTER 5 Chinese Waters, CHINA....................................(JC5)
    
    --------------------------------- ADA'S CAMPAIGN ------------------------------
    
    ADA - CHAPTER 1 Deep Sea, NORTH ATLANTIC..................................(AC1)
    
    ADA - CHAPTER 2 Tall Oaks, U.S.A..........................................(AC2)
    
    ADA - CHAPTER 3 Waiyip, CHINA.............................................(AC3)
    
    ADA - CHAPTER 4 Aircraft Carrier, CHINA...................................(AC4)
    
    ADA - CHAPTER 5 Tatchi, CHINA.............................................(AC5)
    
    ------------------------------- COMPLETE BEASTIARY ----------------------------
    
    --------------------------- SINGLE PLAYER ACHIEVEMENTS ------------------------
    
    ----------------------------------- SKILLS LIST -------------------------------
    
    ----------------------------------- LEGAL STUFF -------------------------------
    
    *******************************************************************************
    ********************************* LEON'S CAMPAIGN *****************************
    *******************************************************************************
    ===============================================================================
    
    LEON - CHAPTER 1 Ivy University, U.S.A LEON: "You have some sins to confess?" 
    (LC1)
    
    ===============================================================================
    
    Available Weapons (first time through):
    
    Leon:
    
    Survival Knife (begin with)
    Wing Shot (begin with)
    Shotgun (found in chapter)
    Incendiary Grenade (random drop/ found in chapter)
    Remote Bomb (random drop/ found in chapter)
    
    Helena:
    
    Picador (begin with) Hydra (begin with - yes she starts with a shotgun!)
    Shotgun (found in chapter)
    Incendiary Grenade (random drop/ found in chapter)
    Remote Bomb (random drop/ found in chapter)
    _______________________________________________________________________________
    
    Useful skills (that aren't infinite ammo or broken):
    
    Single Player skills:
    
    *Field medic - Free health? Hell yes!
    *Team up - more damage for free? Why not?
    
    Multiplayer/ Split screen skills:
    
    *Item drop increase - More stuff is useful all the time
    *Shotgun shell pickup
    increase - After finding it, it will become your best friend at the end of this
    level
    *Zombie hunter - 100% of the enemies in this level are zombies
    *Melee -
    Enemies have few weapons (except for a few gunner zombies) here so melee is
    more useful
    *Critical hit - the slow moving zombies make this decidedly more useful
    *Defense - Reduced damage is always handy
    _______________________________________________________________________________
    
    Objective: Escape from the campus
    
    Well let's get started... Ok I move like a dehydrated lemur and can't access
    half the controls. Brilliant! I know this is the 'first' campaign but replaying
    it means these limitations really grate on your nerves. You start standing over
    the body of the President (gee this sounds like a really bad fever dream) and
    there is nothing to pick up in the first few rooms so just head for your
    objective.
    
    Open your first (of many) co-op doors to find you can shoot but not yet access
    your inventory. Wend your way down the stairs and take the door to the left at
    the bottom. Inside you will find another set of stairs which has a can of first
    aid spray at the top. Head back out to the room with a ton of tables and walk
    through it to the other end arriving in the kitchen. Awww, isn't that cute? The
    game is trying to be suspenseful (seriously there are no zombies for the first
    ten or fifteen minutes in this game). Continue down hallways until you reach
    another co-op door and a slightly deranged survivor.
    
    Serpent Emblem (01/80): In the room the survivor was found in there is a 
    small cupboard, the emblem is sitting slightly up on a stand inside.
    
    Objective: Search the campus for Liz
    
    CHECKPOINT. Yay we have items! The next five minutes are just a game of follow
    the leader. Wherever he goes, simply follow him and head to the objective. I do
    like how the torches are incorporated onto the characters instead of having to
    be held (therefore taking up valuable hand real estate). Try not to shoot Liz,
    its not her fault they went for the cheap scare here.
    
    Objective: Escape from the campus
    
    Head for the now working elevator and get ready for the game to actually start
    (long intro for this type of game, unless it's called Silent Hill). CHECKPOINT.
    Cutscene. CHECKPOINT. Zombie in face. CHECKPOINT. Zombies in face. Ok I guess I
    can go into some more depth, the first zombie will grab Leon (meaning if you
    are playing as him it will latch onto you). This is your introduction to
    quick-time events in this game. There are three main ones that occur quite
    often: Dual thumbstick wiggling (faster than single stick), Tap A rapidly and
    alternate pressing RT and LT to climb. In this case it is the stick wiggling so
    knock the zombie off and let Helena put a bullet in its head. A few seconds
    later a rush of zombies will burst through the elevator doors and if you are
    Helena you can use your hydra to devastating effect. If you are Leon your best
    bet is to sprint through the zombies (LS + A as they haven't told you yet) so
    you can get some space to melee or shoot them with your pistol. The initial
    wave of zombies don't actually dissolve or drop items so try to conserve ammo
    if you want to have plenty for later. This is a good opportunity to get used to
    the new melee system and stealth attacks so first timers playing this level
    might want to take a few minutes to learn the ropes. After clearing the garage
    or just running past the zombies you will be teleported by a cutscene.
    
    CHECKPOINT. Immediately to your left is some 9mm ammo and in front is a
    staircase. Grab the staircase and climb the ammo. Strike that. Reverse it.
    Thank you. Another hallway will greet you with a doorway at the end. Open it to
    reveal a seemingly empty lecture room but thanks to the clumsiness of Leon or
    Helena the walking dead will try to eat your brains (good job!). There are
    three zombies in this room to take care of before you collect your first
    healing item. There is a green herb halfway up the blocked stairs. For anyone
    new to the series and its item combination mechanic, herbs work in the
    following ways:
    
    Green Herb = 1 HP
    
    Red Herb = 0 HP
    
    Green + Red Herb = 6 HP
    
    Green + Green Herb = 3 HP
    
    Green + Green + Green Herb = 6 HP
    
    So as you can see the most efficient combination is a green and red herb.
    However due to the scarcity of red herbs, this can become a painful waiting
    game and often it is better to combine any excess green herbs. Leave one green
    available if you happen to stumble across a red herb but otherwise just combine
    them. Oh and make sure to stick them in your tablet case (they can't heal you
    if they ain't equipped!). Leave through the lower door and if you are feeling
    cruel tell your partner to open the next door. Yes a zombie will meet you mid
    jump. Shake him off and smash him down. There will be another zombie kneeling
    behind the front desk. If you time it right you can stealth kill her making
    life easier. Another zombie will rise as you move up the central aisle so be
    sure to say G'day and smash his face into a desk (desk head smashing not
    mandatory). There is some 9mm ammo at the back of the room as well as another
    green herb. Head into another hallway and down a flight of stairs to find a
    perfect stealth attack target standing to your right. Slam him into the carpet
    and make sure to get the other zombie lying on the ground as well. There is
    also another clip of 9mm ammo and yet another green herb (gee I forgot how
    forgiving they were at the start). Enter another corridor to see a classroom on
    the left and the hall continuing on ahead. Make a detour into the classroom and
    remove the two zombies on your way to the front desk. On the desk is a clip of
    9mm ammo and two incendiary grenades (cause that's what I keep on my desk when
    I teach! [Sarcasm intended for any who couldn't spot it]).
    
    Head up the back for a valuable red herb and combine away. Outside the room are
    four zombies just chilling in the hallway. You can get at least two stealth
    attacks on these guys and have them all down in seconds if you are quick
    enough. Kick open the door and, ah a breath of fresh air... oh except for the
    corpses. Any who you might want to turn up the brightness option in the
    settings before moving forwards as it is easy to be snuck up upon by a zombie
    in the dark otherwise (the default setting is quite dark). Head left straight
    away towards the zombie running the store and use the slide over move (A
    button) to ram her and her bottle into the ground. There are two packs of 9mm
    ammo on the ground in the corner and this is a good spot to lure zombies if you
    are on a high difficulty level to prevent surprise attacks. On the far left
    side of this area is a stall with a red and green herb sitting on it so be sure
    to grab and combine these (remember your tablet container can hold twelve so
    use it instead of wasting inventory space). There will also be zombies holding
    weapons in this section (three or four) which can deal impressive damage if
    they hit so be sure to take them out first if possible. There are no more items
    out here so head for the marker to advance.
    
    Objective: Get the keycard
    
    Or not. The other entrance you just passed is your new destination. Kick open
    the doors for a CHECKPOINT. This hallway will introduce you to the concept of a
    swarm of zombies. Top up your HP and make sure all your guns are reloaded
    before trying to open the door at the other end of the corridor. Oh, and take
    special note of the fire extinguishers that explode, the 9mm ammo and green
    herb on the ground. Way to go Helena, I always wanted to be swarmed to death.
    I'm estimating the total zombie count is ten to twelve so a shotgun will help
    or if you think you are good enough a pistol will work. With the relatively
    confined space melee isn't really recommended. Close the door and grab the ammo
    underfoot. There is another clip in one of the computer desks to pick up. There
    is also another clip in the third room to collect.
    
    Serpent emblem (02/80): Opposite the 9mm clip in the other desk
    
    Co-op open the door to find the keycard (just be ready for every zombie in the
    last three rooms to wake up all at once, including the one that leaps for your
    face. I'm not kidding about that one). A quick sidestep will bypass the zombie
    security system and the others in the earlier rooms only become active as you
    approach. Just make sure not to approach from the front of the zombie and it
    will all be ok. Zombies will also jump in through the windows when you reach
    the corridor again so make sure you are ready before heading for it. Four or
    five zombies will have spawned outside (they don't drop items by the way) and
    are just a waste of resources. Dash for the other doorway and swipe your card
    to get inside.
    
    Objective: Escape from the campus
    
    Hmmm, metal detector eh? I wonder if.... oh damn zombies everywhere! As you can
    tell from my initial reaction to this area there is no way you can avoid
    passing through the detector (just jump the desk? No, says the path scripter).
    Walk through and start taking out the inevitable spawning zombies. CHECKPOINT.
    Oh but the desk at the other detector you can slide over? What the hell? There
    are only three active zombies (despite the horde at the mesh) so it isn't as
    dangerous as it initially appears. If you want to have some fun you can
    actually melee the zombies through the bars. After exiting the detector room
    the actual zombie horde arrives from outside. Now I'm unsure if these zombies
    are infinitely spawned but they certainly outlasted two decent players with
    full health so overall it is just better value for resources to sprint to the
    junction and make a right to arrive at a cop car. Remember if you hold down the
    A button you automatically make your jumps.
    
    After Leon demonstrates how not to drive a car you unceremoniously drag
    yourself out of the twisted burning wreckage that was the car. Oh look a sewer
    level. This first campaign just keeps getting better and better [rolls eyes].
    
    Objective: Get to the cathedral
    
    Follow the tunnel to your first smashable crates (these things are everywhere
    in the game so I'll only point them out from time to time - I'm lazy like that
    :) ). Open the door to find the railway line and a new potential instant kill.
    Important safety tip: Trains to the face hurt! The quick time to avoid the
    trains (yes I said trainSSSSS) is X+A at the same time. You get a window of
    about one and a half seconds so the first time it happens you are almost
    guaranteed to be screwed over by it.
    
    The first zombie you see will be slowly crawling towards you (he can be hard to
    see so try and stay on the lighted right side of the tunnel). CHECKPOINT. The
    game does at least give you a checkpoint before the train. Two crawling zombies
    will wobble towards you from the right wall. Another four will be in the tunnel
    but as you move forward the first train will arrive. Flatten yourself against
    the wall and pick up the items after it passes. At the flaming drum ahead you
    will meet your first zombie dogs.
    
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    New enemy encounter: Zombie dog
    
    Attacks:
    
    Bite - The dog lunges at you and mauls you
    
    Tactics:
    
    The best way to deal with these annoying animals is to hit them with an
    incendiary grenade before they even see you (instant kill). The other method is
    to unload a few shotgun shells into them as it knocks them down making it easy
    for the follow up shots to connect. They are more of a nuisance than a threat
    in this campaign.
    
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    After dealing with the dogs move up the tunnel to see a survivor (not for long)
    tussling with a zombie. Warning: Another train is coming. Let the train take
    care of the zombie. A group of five or so flaming zombies will approach you
    from the electrical wire strewn along the path. They are a good target for an
    incendiary grenade or you can just climb up the small step to get past them.
    Three zombies will try to ambush you in the darkened stairs so make sure to get
    the drop on them first. Open the next red door for a CHECKPOINT and more train
    tracks.
    
    Serpent emblem (03/80): Under the train car to your right
    
    The first batch of zombies you encounter seems to be on a timer in relation to
    the approaching train. Racing past them doesn't activate the train any sooner
    so if you lure them over to the right you can squish them all at once. Just
    don't be performing an action when it arrives. Move up to the highly suspicious
    train car and lift Helena up onto the roof. If you are Helena you have one
    zombie in the car to kill and a door to open for Leon. CHECKPOINT. The first
    new car you enter results in no zombie attacks. The second on the other hand
    introduces acid spitting zombies. Make sure to take them out first as they are
    incredibly accurate. The third car is active zombie free, just be careful as
    you jump out as a sneaky zombie is waiting outside. Another zombie stands
    mesmerized in front of the train waiting for a sneak attack so oblige him.
    
    Climb onto the platform and run to the end to be accosted by a suicidal
    survivor (once again not for long). She will open the path for you along with a
    wave of zombies to kill. CHECKPOINT. The wave can be dispatched easily with a
    remote bomb or well-placed incendiary grenade. There are several acid spitters
    in the group so back up along the platform if you want to shoot them all. The
    acid will arc and hit the roof, missing you most of the time. One more zombie
    is waiting at the turnstiles upstairs with his back to you. You know what to
    do. With that you move back up to street level.
    
    The street has a few scattered zombies and an axe wielding zombie that tries to
    take a little off the top. Dissect him with his own axe then turn your
    attention to the zombies ahead. The two attacking the car that careens in are
    oblivious to your presence so feel free to paint the car red with their faces.
    Two more will wander along the road towards you so pick them off or just jump
    kick them. A survivor (this is getting to be a joke, really) is trapped under a
    car. What's the bet on his survival time? I hear three seconds, do I have four?
    Going, going and gone. Ladies and gentlemen locked in at three seconds. Zombie
    gunners are introduced here and it may just be easier to run for it. I'm
    stubborn however and decided to insert a wind tunnel into the gunner zombies.
    Down the alley and up the ladder you go. Cross the gap and definitely stealth
    kill the zombie standing there (OUCH that was some serious dental torture).
    Drop down and kick open the door for the next barrage of enemies. Three gunners
    will hunt you down along with a few normal zombies. Use an incendiary to make
    short work of them. A few zombies are waiting in the alley across the street
    and another up the ladder. Push the dumpster out of the way and immediately
    jump up to the right as gunner zombies are about to open fire. Drop down off
    the bus and about four zombies (including a gunner) will attempt to stop you.
    You can engage them or dash for the doorway to progress.
    
    CHECKPOINT. Sit back and shoot some pool. Oh wait, the whole zombie apocalypse
    thing. Head out the back of the bar and get the zombie on the ground. Take note
    of the weapon icon on the screen here as it lets you know there is a weapon in
    that location that you can pick up and keep for the rest of the campaign. Enter
    the only available door and walk past the bodies (they have a trigger so they
    won't move yet).
    
    Objective: Find the key
    
    Oh you need a key, follow the objective to find the key. The zombies will
    reanimate when you pick it up so start beating some skulls. Open the door to
    pick up the shotgun. If you are Helena you now have two shotguns so double the
    pain can ensue. CHECKPOINT. Open the next co-op door to meet the shrieker.
    
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    New enemy encounter: Shrieker
    
    Attacks:
    
    Scream - stuns the character and if close enough can damage them
    Swan song - emits a stun scream upon death automatically
    
    Tactics:
    
    A fast but relatively weak variant of zombie. If they are in a cluster of
    regular zombies they can be dangerous due to their stun ability. Their weak
    point is the glowing red sack where the throat is and they are easily killed by
    a single shotgun blast to it.
    
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    The shrieker will most likely run away so head after it, cleaning out the
    zombies in your path. The door at the end of the corridor normally contains the
    shrieker so have your shotgun at the ready. Remote bombs also work very well in
    such narrow corridors. The outdoor area has a split up point where Leon defends
    against a wave of zombies alone while Helena opens a gate. Use grenades or your
    shotgun to hold out while Helena races for the door. Open the door to the bar
    to make it to safety.
    
    Serpent emblem (04/80): On a shelf on the left side of the bar
    
    CHECKPOINT. You'll be back on the street and able to see some survivors having
    some trouble with the local populace. Whatever you do, don't approach them
    until the out of control van arrives as you will likely be crushed by it if you
    do. A shrieker and three gunner zombies (the latter arrives in the van)
    complicate matters even more. Use your remote bombs and incendiaries but try to
    keep any shotgun shells you can get as the final area for this chapter is a
    real handful otherwise (it's coming up next). Shoot the petrol/gas and retreat
    into the gun shop.
    
    Objective: Eliminate all enemies
    
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    New enemy encounter: Bloodshot
    
    Attacks:
    
    Leap - The bloodshot zombie tenses up and then leaps at its target
    Grapple - If allowed to come within close proximity to the character it
    initiates a damaging grapple attack
    
    Tactics:
    
    These new type of zombies can be quite a bit quicker than their brethren and
    leap far more often. They also inflict more damage when they connect so
    bringing them down fast is a priority. Shotguns work well along with explosives
    and incendiary grenades (just be careful as sometimes the incendiary grenades
    cause them to mutate in the first place). Oh and these guys can take quite a
    bit of punishment before they go down.
    
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    CHECKPOINT. Grab the first aid spray off the counter and some ammo off one of
    the shelves. An incendiary grenade is sitting on another shelf as well. Now you
    are in a hold out until all the zombies are dead situation. If you are low on
    health or ammo you can let your allies deal with the zombies or you can wade in
    yourself. The stairs are your only fall back option so try not to get cornered
    there.
    
    Objective: Go upstairs
    
    Objective: Eliminate all enemies
    
    Basically a repeat of the previous fight except there are some good items to
    pick up before you start and bloodshots are more prevalent in this fight.
    Shotguns are a must thanks to the close quarters (especially against the
    bloodshots).
    
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    New enemy encounter: Fat bastard (sorry I meant whopper)
    
    Attacks:
    
    Charge - his most annoying attack, he charges up then rams you quickly
    Lift grapple - When close he essentially bear hugs you dealing large damage
    Splat - Upon death, the whopper can fall on the player seriously injuring them
    
    Tactics:
    
    I haven't really found a weakness to exploit on this guy but out of the methods
    I tried the shotgun to the face seemed to work alright. If you can deal some
    early damage with a remote bomb even better. Sidestep his charges and keep
    shooting him in the face to bring him down. 'Nuff said.
    
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    CHECKPOINT. Well a close range fight with a charging bastard. You see why I
    told you to save your shotgun ammo yet? Dance around the whopper, avoiding the
    regular zombies on the floor. There should be a bit of shotgun ammo in the
    drawers if you are running low. Grab the green herb (you probably need it) and
    try to stay alive. If you survive the onslaught there is only one last fight to
    go in this chapter.
    
    CHECKPOINT. Feel free to use your resources in this fight as it is the last one
    of the chapter. Another whopper will be present and plenty of regular zombies
    will be there also. Use your healing items and shotgun to stay alive and when
    the way out opens, race for it like your ass is on fire. Because it probably
    is. That marks the end of Leon chapter one. Man that was a long opening
    chapter.
    
    ===============================================================================
    
    LEON - CHAPTER 2 Tall Oaks, AMERICA "Helena: I've had enough of these games.
    Let's go." (LC2)
    
    ===============================================================================
    
    Available Weapons (first time through):
    
    Leon:
    
    Survival Knife
    Wing Shot
    Shotgun
    Semi-auto Sniper Rifle (found in chapter)
    Incendiary Grenade
    Remote Bomb
    
    Helena:
    
    Picador
    Hydra
    Shotgun
    Semi-auto Sniper Rifle (found in chapter)
    Incendiary Grenade
    Remote Bomb
    _______________________________________________________________________________
    
    Useful skills (that aren't infinite ammo or broken):
    
    Single Player skills:
    
    *Field medic - Free health? Hell yes!
    *Team up - Less useful than before as there are sections where the partners are
    split up. Still handy at times
    nonetheless
    
    Multiplayer/ Split screen skills:
    
    *Item drop increase - More stuff is useful all the time
    *Shotgun shell pickup increase - Still useful as ever
    *Zombie hunter - 100% of the enemies in this level are zombies
    *Melee - Enemies have no ranged weapons (except acid spit) here so melee is
    more useful
    *Critical hit - the slow moving zombies make this decidedly more useful
    *Defense - Reduced damage is always handy
    _______________________________________________________________________________
    
    Objective: Survive the zombie attack
    
    Right off the bat there is a horde in your face, apparently with two ammo clips
    digging into your buttocks. Not sure what to make of that... but anyway you
    will have your pistol already out so knock back the closest zombies with some
    gunfire and miraculously survive the following cutscene.
    
    Objective: Go through the cemetery (cause that's always a good idea kids!)
    
    Basically you just follow the long winding cemetery path until you reach a hut
    and small gate. There will be a large amount of zombies in this area that tend
    to attack in one or twos but they are very weak to melee attacks so use them to
    conserve some ammo. The freshly dug graves act as 'traps' (I use the term very
    loosely as they are so obvious) with zombies in them. 
    
    Serpent Emblem (05/80): Next to the third trap there is a light post with a 
    green and white arrow sign next to it. On the back of the grave next to this 
    is the emblem.
    
    Head for the gate first to find you cannot progress without a key. Head back 
    to the hut for a CHECKPOINT and a door to open. There is an incendiary grenade
    and some 9mm ammo in the hut so grab that after opening the door. Now it's a 
    game of shotgun tiggy (you shotgun the thing you are chasing). There are four 
    or so zombie dogs infesting the cemetery path you just walked up. Remember 
    that the best tactic is incendiary grenades before they notice you and a 
    shotgun if they do. Normal zombies will also constantly spawn as you search 
    for the dog with the key so just head for the dog before you waste your ammo.
    
    Objective: Reunite with your partner
    
    CHECKPOINT. Cutscene zombie over and you are now separated from each other. If
    you are playing Leon your situation is more dangerous as the larger quick
    zombies will spawn and attack you. The lanes are quite narrow so you may want
    to pull out your trusty shotgun to finish them before they leap at you (or
    blast them in mid-air). Helena on the other hands gets a few seconds breathing
    room before zombies start flying at her so she can be a bit more cautious.
    There is a dog however as compensation for the breather. A shrieker will be
    waiting in the center of the area so track him down before moving towards the
    objective. After you reunite (most likely long before your partner comments on
    your reunion) head for the objective to find a co-op door which opens into the
    cathedral yard. Sanctuary! Ah wait. The people inside are over cautious bell
    ends and won't let you in until you've lost most of your health and wasted most
    of your shotgun ammo. Put in other words you are about to be hit by a massive
    zombie rush. CHECKPOINT.
    
    Objective: Enter the cathedral
    
    Smash the boxes and grab the incendiary grenade before you walk up to the door
    and begin the massacre. The ambush consists of bloodshots, spade wielding
    zombies and shriekers. Use incendiaries for mobs and the shotgun for everything
    else. Unfortunately there isn't much I can help you with here, it is simply a
    matter of having enough resources and skill to kill enough zombies to trigger
    the door opening without dying first. Oh and it's a co-op door opening so your
    partner has to open it with you. This may lead to some controller throwing
    moments. Be warned.
    
    Objective: Search the cathedral
    
    Serpent emblem (06/80): Stand with your back to the altar to see the emblem 
    on the top floor in the large window directly above the entrance doorway.
    
    Make sure to grab the green herb and first aid spray from the central seating
    area and then hunt down all the barrels to smash. Grab the statue when you are
    done and either hoist or be hoisted to the second floor. Whoever is on the
    second floor needs to lower the ladder for Leon as well as grabbing the second
    Madonna statue. There is also another green herb to snag up here as well. Place
    the statues on the pedestals to open the door to the next area. Two highly
    suspicious levers await inside the small room. Unfortunately you have no choice
    but to pull them if you want to progress so do so.
    
    Objective: Defeat the statue trap
    
    Seriously? The 'puzzle' is so easy a two year old could figure it out. Leon
    gets attacked first but in each case you just run up to the statue and press A.
    CHECKPOINT. The next room is the same but with a heck of a lot more statues
    (gee this is great after watching the Doctor Who episode where the weeping
    angels take over Manhattan [shudders]). Follow the red lines back to the
    statues if you are having trouble with this and strafe to avoid their attacks.
    Note that you are also invincible when pushing the button of a statue. It is
    possible to get through without getting hit once if your strafing and timing is
    good. CHECKPOINT.
    
    Objective: Light up the statues
    
    Notice how you suddenly can see your laser sight 'line?' That is because it is
    required for the remaining puzzles in this section. As soon as they are
    complete the laser buggers off (Awwww it made aiming so much easier!). Pull out
    a gun and aim at the mirror to open the door. A zombie will be on the steps
    twixt the next area and yourself so arm yourself appropriately. Aim down from
    the top landing at the mirror to open another door (real mind melting puzzles
    eh?). Next room: Aim at the mirror above each other's heads. If you are Leon you
    get to shoot a zombie between rooms while Helena waits. The perspective in this
    room is slightly perplexing however so look at the mirror on the roof very
    carefully to spot where you have to aim (Helena's spot is on the far right).
    Grab the Madonna and a door opens again.
    
    Objective: Search the cathedral
    
    Reach the CHECKPOINT at the top of the stairs to notice that fancy-dancy (shut
    up, It's my walkthrough I can use whatever descriptors I like) weapon icon on
    the screen. FPS campers let out a collective sigh because you just got your
    grubby mitts on the sniper rifle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    New weapon:
    
    Semi-auto Sniper Rifle - Can hold 5 rounds, is (obviously) semi-automatic and
    uses 7.62mm NATO ammo. Used by: Chris, Piers, Leon and Helena
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You could so grab that statue through the bars (game logic, sigh). Anyway time
    to blast some bells to test out your new toy. Hit all five, including that tiny
    one on the wind vane to open the bars and grab the figurine. A new portal
    (read: door as I'm getting tired of typing door, hall and several other
    commonly repeating words) will open revealing the third floor gallery upon
    which you stand. Ensure you smash the barrels and reload all your weapons
    before activating the pedestals as you are in for a potentially hazardous
    engagement.
    
    Objective: Eliminate all enemies
    
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    New boss encounter: Lepotitsa [sniggers childishly at the name]
    
    Attacks:
    
    Sweet embrace - The lepotitsa will grab the player and initiate a QTE, if this
    is failed it will force its tongue down the players throat. Killing them
    instantly.
    Gastronomy - The lepotitsa releases a cloud of virus infused fumes which damage
    the player massively (staggering them) and infecting any nearby survivors.
    
    Tactics:
    
    Welp, there are two ways to handle this one. Up close and personal with a
    shotgun and explosives. Or instead you can try far away with the sniper rifle
    to remain out of range of the damaging gas cloud. Both are valid options and it
    mostly boils down to your resources and personal preference. Although it can be
    annoying being interrupted as you try to snipe by newly created zombies.
    
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    Choose a method to tackle the beast and let rip. If you manage to kill it
    before it infects any female survivors you will get an achievement. Lots of
    shotgun/ sniper ammo later and it will finally fall and a red and green herb
    will materialize up the front of the pew area. Probably just as well as that
    fight can get pretty brutal. Grab the keycard off the body and open the locked
    door under the altar. A treasure chest with a 4000 SP item and two barrels are
    in the room so make sure to grab them. Co-op open the door to enter the
    underground laboratory.
    
    Objective: Investigate the underground laboratory
    
    Notice how all the doors in the room have numbers on them? That's because it's
    puzzle time boys and girls! Simply input the digits of the room you want to
    open and hey presto. Not much of a puzzle really is it? Of course one of the
    initial rooms has zombies in it (012) and one is already open (021). There is a
    shrieker (102) in another room who spawns about six zombies when he is
    released. The final door (201) contains yet more zombies. Open the gate between
    areas (210) to do the same thing again. The room (012) this time contains two
    more zombies, along with a hidden door that can be opened with the code (201).
    The combination (021) this time opens the exit gate. (102) results in another
    shrieker (with a green herb inside his room). (120) contains a zombie just
    dying to become a bloodshot. Now that all the gates are open take the exit out
    to another co-op door. Looks like an interrogation room in here, funny that. A
    zombie is playing possum in the hallway outside so do what you do best before
    heading for the next door. Head towards the objective until you are in a
    hallway with a few doors going off to the left and right.
    
    Serpent emblem (07/80): In the bathroom on the left drain the water out of 
    the sink to find this emblem
    
    A zombie will be in the only stall in this room as well. The next bathroom on
    the right has a red herb inside in the last stall. Don't empty the basin unless
    you want to fight another shrieker. A zombie will walk out as you approach the
    end of the hall and more will be inside. After passing through out into yet
    another corridor you are welcomed by a cheery sight. Giant tanks containing
    B.O.Ws [sobs into beer]. Head into the room directly in front of you to find
    out an interesting little tidbit about miss Ada Wong. Another inputting device
    from earlier is against the wall in this room also. (201) opens the door to
    progress, giving you a new objective in the process.
    
    Objective: Activate the passageways
    
    Lots of chrysalid cacoons around and a dog in a cage down the ladder (I shot
    it and you'll see why I did shortly). This can be a very frustrating section as
    you have to activate a series of platforms while being bombarded with the
    undead. Each lever has to be pushed in sequence and if you die you have to
    start the whole thing again. Once you pull the first lever the insanity starts.
    Run back through the rooms you just came from to find another lever on the far
    wall of the now open room. A mesh screen will drop when this one is pulled,
    cutting off access for the following mob. You will have to drop down into the
    lower walkway to exit the room (remember that dog I told you to shoot? That one
    is down here if it isn't dead). Follow the walkway and climb the ladder at the
    other end to most likely reunite with your partner. The next lever is right
    next to where the first lever was (to the right at the top of the ladder). Pull
    this one to half lower another cage. This one needs careful handling as it
    splits you both up again (you don't want to redo all that again do you?). If
    you are playing as Leon you just have to hold out until Helena makes it to the
    lever (approx 30 - 60 seconds depending on skill level). Helena on the other
    hand has to contend with four normal zombies and a bloodshot coming at her. Use
    an incendiary if you have one here to clear the decks (except for maybe the
    bloodshot) and finish off any survivors with your shotgun. Helena pulls the
    lever either way and the final cage drops down letting Leon across. Co-op pull
    the two levers to end this section.
    
    CHECKPOINT. Take your time moving into and around the next large room as
    scattered zombies and a shrieker can make hasty players regret it. After taking
    him down zombies start arriving via every vent in the place. That's your cue to
    make like a tree and leave. The hatch at the end of the walkway is your escape
    route.
    
    Objective: Find Deborah
    
    Follow the tunnel (getting an introduction to how crawling works).
    
    Serpent emblem (08/80): After the second crawl point it is on your left
    
    Continue along the linear path until you have to drop down a small ledge and
    immediately climb up the other side. In a small corridor to your right will be
    a well hidden zombie waiting to ambush you. Head to the end of the next tunnel
    to finally clap eyes on Deborah.
    
    Great. Helena is now officially useless. You can kick though so feel free to do
    so. You can't access your inventory either so I hope you weren't full or that
    green herb at the first landing will just sit there and mock you. Let Leon (or
    if that's you then you) clear the way ahead of hostiles. There are only three
    before your first CHECKPOINT. Another three zombies will attack as you work
    your way forward. A second green herb will be just sitting there laughing at
    you (can you tell I had a full inventory?). Another CHECKPOINT will go off
    shortly and you will run into a dumpster. Leon must push this to move (Duh) and
    the inevitable acid zombies make an unwelcome return. You will find another
    green herb here (Arrrg! This is driving me nuts! I just lost six health
    tablets) as well as a red herb [smashes head against keyboard](NINE TABLETS!).
    Another dumpster for Leon to move and you continue to wind your way down the
    massive circular stairs. Reach the bottom for a dramatic cutscene.
    
    Objective: Defeat the mutated Deborah
    
    Couldn't see that one coming could you? Yeah, how many survivors have we
    actually rescued so far? Minus nine? There's a QTE to survive if you are 
    Helena here but otherwise you fall down again for a CHECKPOINT.
    
    A series of simple ledges and a few basic zombies await you on your way down
    the collapsing pit. It's really too simple to be a threat so keep going until
    Deborah shows herself again. Ok, welcome to the boss fight everyone.
    
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    New boss encounter: Deborah Harper (mutated)
    
    Attacks:
    
    Spin kick - She spins through the air towards the target lashing out to deal
    damage
    Saw blade - She whirls her tendrils round in a circle damaging any characters
    in the area
    Heartbreaker - She stabs a tendril into the character knocking them to the
    ground. If you don't complete the QTE fast enough the second one lands and its
    game over
    Charge - She forms her tendrils into a shield and tries to ram into you at
    speed
    
    Tactics:
    
    Just looking at her you can see her weak spot. And the greater the area of
    coverage of your shots the higher your chance of hitting them (HINT: I mean use
    the shotgun). She is very fast and quite damaging if she lands her hits but
    just concentrate on the glowing tendrils and eventually you will bring her
    down. Shooting her when she is upstairs results in her falling down,
    momentarily stunned. This gives you ample time to run over and fill her full of
    shotgun shells. When she is weakened a single tendril will raise out of her.
    Make sure it shatters and continue firing. After a few rounds of this she will
    become enraged and smash the floor out from under you.
    
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    Grab all the items (including the red herb) and jump into the lift. You can
    cover Leon if you want if you are Helena. Otherwise if you are Leon you get the
    happy job of racing down more stairs with zombies all over them. This is
    another one of those simple sections that don't really need any detailed
    explanations. Once you reach the halfway point, Leon has to turn a lever to
    keep the lift moving.
    
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    Boss fight continued:
    
    The music swells and we are all careening down a track at high speed. Use X+A
    to duck under the barricades or be prepared to lose a lot of health. Once you
    are far enough along the track, Deborah decides she wants a ride as well and
    hops aboard. She has the same weak point but with no room to manouver this will
    most likely put a ding in your health. Same strategy as before, unload on her
    with the shotgun and hope you have enough health. She will do this twice before
    leaping off and leaving you hurtling towards an explosive barrel. If you have
    the shotgun out the shot is a piece of cake, otherwise I hope you are good
    under pressure as if you miss its kablooie. More barricades impede your
    progress so try to keep the top of your head attached as you roll along. She
    will jump onto the carriage for the final time before a cutscene takes over.
    This dumps you on your back with her about to stab you with a tendril. Two
    blasts from your shotgun should be all you need to finish her off for good.
    
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    Does that mean we did all that for nothing? Yes it does. Yay!
    
    ===============================================================================
    
    LEON - CHAPTER 3 Catacombs, AMERICA HELENA: "It's not the water I'm worried
    about." (LC3)
    
    ===============================================================================
    
    Available Weapons (first time through):
    
    Leon:
    
    Survival Knife
    Wing Shot
    Shotgun
    Semi-auto Sniper Rifle
    Assault Rifle RN (found in chapter)
    Incendiary Grenade
    Remote Bomb
    
    Helena:
    
    Picador
    Hydra (no longer useful at this point and rounds take up inventory space)
    Shotgun
    Semi-auto Sniper Rifle
    Assault Rifle RN (found in chapter)
    Incendiary Grenade
    Remote Bomb
    _______________________________________________________________________________
    
    Useful skills (that aren't infinite ammo or broken):
    
    Single Player skills:
    
    *Field medic - Free health? Hell yes!
    
    Multiplayer/ Split screen skills:
    
    *Item drop increase - More stuff is useful all the time
    *Shotgun shell pickup increase - Still useful as ever
    *Zombie hunter - 100% of the enemies in this level are zombies
    *Melee - None of the zombies in this level have guns so melee is very useful
    (just stay away from the exploding zombies)
    *Critical hit - the slow moving zombies make this decidedly more useful
    *Defense - Reduced damage is always handy
    _______________________________________________________________________________
    
    Objective: None
    
    Amazingly you start where the last chapter ended (a shock I know). A set of
    doors will be directly behind you along with an inviting pair of levers. 
    
    Serpent Emblem (09/80): Turn around when you reach the doors to see an emblem 
    up above on the wall behind you.
    
    Pull the lever to enter the catacombs proper.
    
    Objective: Search the catacombs (vague much?)
    
    Move down the item laden corridor (in pots) until you reach a closed coffin
    that you can activate. Inside is an Assault Rifle RN to grab.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    New weapon:
    
    Assault Rifle RN - Takes thirty rounds, is fully automatic and uses 5.56mm NATO
    ammo. Used by Leon and Helena. Has a bayonet for increased leathality in melee.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    As you advance you will see a line of tiles that are slightly sunken in your
    path. Stepping on them causes two massive whirling blades to appear out of the
    walls ahead. A zombie ambush is waiting for you as you move under them so you
    either need to shoot them while lying underneath the fans or rush forward to
    take them out quickly. You can release the A button while under the fans,
    mercifully your character is not stupid enough to decapitate themselves. Around
    the next corner a zombie will be gazing into the flame wall. Stealth kill him
    and then Helena has to be lifted up to the higher level to deactivate them.
    Leon has to fend off a few zombies while she does this so try to keep moving
    (the zombies in the tunnel do nothing). After removing the zombie keeping the
    trap active Leon can safely rejoin Helena. Hmmm a trap that still works, I
    wonder if there is going to be a zombie ambush? Yep 100% correct. CHECKPOINT.
    Insert the ring into the door to trigger the ambush. Now I know the trap
    controls look attractive but don't stay on them too long as zombies will also
    spawn behind you after twenty seconds or so. So fire off the flames a few times
    and then concentrate on the newly arrived zombies. There will most likely be a
    couple of bloodshots in there so make sure to keep your shotgun handy.
    
    After either rushing for for the door or flaming the encroaching zombies alive
    Helena makes a rather ominous and accurate comment about the upcoming area.
    Head towards the objective until you can climb up onto solid ground on your
    right.
    
    Serpent emblem (10/80): In one of the closed coffins here
    
    Resume your aquatic trek until you reach a golden gateway. Helena gets the high
    area again (complete with small tunnel) while Leon gets to play in the water.
    However this time there are active zombies in the tunnel. After turning the
    handle Helena takes a trip with Frankenfish and jumps over a small wall
    seemingly cutting her off from Leon.
    
    Objective: Reunite with your partner
    
    CHECKPOINT. Helena is faced with four zombies and a bloodshot (who is
    thankfully slowed down by the water). Chris on the other hand has to deal with
    submerged zombies if he doesn't get out of the water fast. After letting each
    other through their respective gates, Helena can grab a 5000 SP treasure out of
    a coffin on the left side (the one on the right contains a snake). Both
    characters must work their way through a relatively simple area with a crank
    lever and gate to open at the end. Open the co-op door to 'get out of here.'
    
    Objective: Find the exit from the cave
    
    CHECKPOINT. Welcome to the bowels of the Earth. Beware as acid spitters,
    whoppers and other enemies here as they appear in abundance. A spitter and
    regular zombie are the first to confront you upon your arrival so do them the
    courtesy of perforating them. The path in this section is very linear and the
    only real thing of note is the order of the enemy encounters. The next
    encounter involves exploding zombies (the ones holding lanterns) and several
    regular zombies. Approach the first lever and after grabbing hold, release it
    as zombies are dropping down from behind you (including a shrieker). Acid
    spitters also are in the area so don't stop strafing to avoid damage. Once the
    area is clear you can safely drop the bridge. Another acid spitter and regular
    zombie will attack from above as you move forward a little so keep an eye to
    your upper left as you move along. Another acid spitter will move in from
    directly ahead so deal with him next. Armoured zombies will drop down from the
    upper right on the next platform and more will approach from accross the
    bridge. Once they are mopped up you can continue on until you drop down another
    ledge and seconds afterwards almost drop into the yawning chasm below. Survive
    the QTE then jump across the same hole to see a shrieker and explosive zombie
    on the next platform ahead.
    
    CHECKPOINT. A whopper will be waiting for you at the far end of the rickety
    wooden bridge. The weight of the whopper will shake the bridge, throwing off
    your aim and/or stunning you so back up and take out your shotgun or remote
    bomb to get the drop on it. If you feel cheap you can get about five sniper
    rounds to its head before it starts towards you. Surf across the wobbling
    bridge (if the whopper is aboard) and after crossing a similar bridge you get a
    repeat of the previous fight. Shotgun or burn the wobbling tub of lard and drop
    down a ledge for a CHECKPOINT. A co-op jump with disasterous consequences means
    you either have to climb for your life or protect Helena with your sniper
    rifle. Unfortunately if you are playing as Helena you really have your work cut
    out for you with a whopper, shrieker and a regular zombie to combat. Two
    explosive zombies join in and other regular zombies as well. Bloodshots and
    explosive zombies continue to plague you as you move along the path. Finally
    Helena reaches the lever to let Leon across and find a boulder to push.
    
    CHECKPOINT. Proceed forward along the trail.
    
    Serpent emblem (11/80): On the right column (off the path) as you walk along 
    the trail.
    
    Just make sure not to be back attacked as you go along as acid spitter love to
    do that kind of thing. After turning the co-op lever (a zombie will attack
    during the QTE so you can stop and fight or try to complete it before it
    reaches you) you will once again descend even further. A shaky start is what
    you are off to when you land. Sprint for it (ignoring every zombie on the way)
    to reach the other side before the ground crumbles beneath you. A boulder
    blocks your way and after pushing it aside you take a little dip.
    
    Swimming? Ugh there are very few games where swimming is an enjoyable
    experience and this is definitly not one of them. The left stick controls
    movement and the A button controls your strokes. Airholes are invaluable here
    as your air supply can dwindle rapidly if you get grabbed too much by zombies.
    After a CHECKPOINT you will see a SP item on the ground below. At the end of
    this area is a co-op manhole (yes a manhole) and upon attempting to shift it
    Frankenfish will return (I'm sure it has a proper name but I haven't been able
    to find it) with its sharky-like vengeance.
    
    Objective: Survive the attack
    
    A simple series of QTEs follows as well as another chance for your party to
    split up. Doggypaddle for your life Leon! Once Helena opens the gate anyway. If
    you are playing as Helena you have the most vital task (and less hazardous) of
    preventing Frankenfish from making a meal out of Leon. You have to hit the
    tongue of the fish to force him to retreat temporarily. Leon on the other hand
    has the unenviable job of swimming or being eaten (tough choice). Three good
    sniper shots later and Leon will be on dry land safe from the fish. Go back and
    grab any pots you missed now that Leon is safe.
    
    Serpent Emblem (12/80): Backtrack all the way across the bridges that you 
    raced across when fighting frankenfish and head back into another hallway, 
    there will be a sliced barrel on the floor here with the emblem inside.
    
    Co-op open the door to roll the tape on Frankenfish II.
    
    You begin by sliding down the pipe on your back with Frankenfish barreling (heh
    get it? He gets blown up by a barrel) after you. Aim for the tongue with
    whatever gun you feel most comfortable with. After several barrages of bullets
    a barrel will slo-mo towards the fish. Aim and fire to bring about the final
    demise of Frankenfish as well as the chapter.
    
    ===============================================================================
    
    LEON - CHAPTER 4 Lanshiang Airspace, CHINA HUNNIGAN: "Leon, you're going to
    need to take the controls." LEON: "I was afraid you were gonna say that." (LC4)
    
    ===============================================================================
    
    Available Weapons (first time through):
    
    Leon:
    
    Survival Knife
    Wing Shot
    Shotgun
    Semi-auto Sniper Rifle
    Assault Rifle RN
    Lightning Hawk (found in chapter)
    Incendiary Grenade
    Remote Bomb
    
    Helena:
    
    Picador
    Hydra (no longer useful at this point and rounds take up inventory space)
    Shotgun
    Semi-auto Sniper Rifle
    Assault Rifle RN
    Lightning Hawk (found in chapter)
    Incendiary Grenade
    Remote Bomb
    _______________________________________________________________________________
    
    Useful skills (that aren't infinite ammo or broken):
    
    Single Player skills:
    
    *Field medic - Free health? Hell yes!
    *Team up - Lots of confined spaces here so team up works well
    
    Multiplayer/ Split screen skills:
    
    *Item drop increase - More stuff is useful all the time
    *Shotgun shell pickup increase - Still useful as ever
    *Zombie hunter - 90% of the enemies in this level are zombies
    *Melee - None of the zombies in this level have guns so melee is very useful
    (just stay away from the exploding zombies)
    *Critical hit - the slow moving zombies make this decidedly more useful
    *Defense - Reduced damage is always handy
    _______________________________________________________________________________
    
    Hmmm, I wonder if zombies or snakes on a plane are worse? Probably zombies I
    guess. Well, you haven't seen one of those enemies for a while have you? Like
    one chapter ago.
    
    Objective: Defeat the B.O.W
    
    The Lepotitsa will start directly in front of you, so immediately swap to your
    shotgun and get some damage in. Having fought one previously should mean you
    know about the highly damaging gas attack it can do so try to keep in that
    sweet spot just out of its range so your shotgun does as much damage as
    possible. Also immediately in front of you is the lightning hawk magnum to
    pick up.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    New weapon:
    
    Lightning Hawk - Takes seven rounds, fires quite fast and has far less recoil
    than the Elephant Killer. It uses .50 action-express magnum ammo. Used by Leon
    and Helena.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    The Lepotitsa will start to make its way towards the passenger area if you take
    too long but once enough damage has been dealt to it (you can see damage being
    taken as it begins bleeding profusely) it will escape into the ceiling. Look at
    the information panel for the plane to see that there is a problem at the tail
    end.
    
    Objective: Find the cause of the anomaly
    
    The stairs out of the cockpit will open, allowing you access to the passenger
    area (well they seem remarkably calm and disinterested about the whole affair).
    There is a green herb in a small room between areas as well as another in the
    next dividing room. Once you reach a staircase going down you will be entering
    the cargo area of the plane. After entering the first room of the cargo area
    look directly in front of you for a case containing a 5000 SP item. 
    
    Serpent emblem (13/80): The emblem is in a glass case on the right.
    
    Open the QTE door and grab the first aid spray on the basin along the left 
    hand wall before co-op turning a big red wheel with your partner.
    
    CHECKPOINT. The Lepotitsa is back (big suprise) and once again you are in a
    small confined area with it.
    
    Objective: Open the hatch and keep out the gas
    
    The Lepotitsa is invulerable during this objective so don't bother wasting ammo
    on it (seriously I emptied all my guns into it topping up my health as it
    dropped and I still couldn't kill the thing). So make your first priority the
    box on the wall opposite where your objective is pointing. Smash it open and
    Open the hatch for a CHECKPOINT and a very annoying climbing QTE (or should I
    say TTE? Tedious time event). Use the RT and LT buttons to climb up the ramp
    making sure to dodge (X + A) the falling debris. Once you reach the top you
    will be rewarded with a CHECKPOINT.
    
    Objective: Stop the plane from crashing
    
    It just seems to be one thing after another, I can really imagine Leon quoting
    Samuel L Jackson here. Oh and all the passengers are zombies now by the way.
    These zombies seem incredibly weak and die with a single headshot. Head through
    the plane taking out the six or so zombies in the first section. A co-op point
    halfway will allow you access back to the front half.
    
    Serpent emblem (14/80): On the left side of the stairs up to the cockpit
    
    A couple of zombies will be waiting in the cockpit so take them out from the
    bottom of the stairs. Grab both boxes of lighning hawk ammo before approaching
    the controls. Looking at the diagram of the plane reveals that things are going
    from bad to worse.
    
    CHECKPOINT.As Helena you are required to keep the zombies away from Leon as he
    tries to control the plane. As Leon on the other hand you just have a series of
    QTEs to complete to successfully land the plane. Don't underestimate the
    shambling zombies as if just one gets past you can fail the event.
    
    Objective: Help Sherry and Jake
    
    CHECKPOINT. Hello Mr Ugly. If this is the first campaign you play this will be
    your first time encountering Ustanak. Get used to seeing his ugly mug as he
    will be popping up repeatedly all the way through Jake and Sherry's campaign.
    
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    New boss encounter: Ustanak (same as Jake and Sherry's campaign so most info is
    repeated)
    
    PHASE 1: Corridor fight
    
    Attacks:
    
    Charge - You know what this is.
    Grab - Again, you know what it is. No hook shot this time though.
    Dual Grab - You thought single grab was bad. Now he can take two of you out at
    once. Multi layered QTE to get out. This hurts, mostly from duration.
    Grenade - He will throw a grenade... duh, this is pretty painful
    
    Tactics:
    
    Avoid him. He hurts. Use height to give yourself those few extra seconds of
    cover. He will jump up to you eventually, but just jump down and move away. The
    Lightning hawk and Sniper Rifle are probably your best weapons against him at
    the moment. There are also some explosive barrels in the raised areas to push
    down and shoot when he is next to them. There are also crates scattered around.
    
    At the end of this phase, we do what we like to call "Be a prick to Sherry", in
    which you lovingly launch her over the fence to Ustanak. But hey, she can heal,
    right? Oh and Leon too.
    
    PHASE 2: Smash the gate
    
    Attacks:
    
    Charge - You know what this is.
    
    Tactics:
    
    Sherry and Leon drive a bus to break a wall. QTE for the X. This allows passage
    to next area. And by the way make sure you aren't in the path the bus takes (in
    the middle of the area).
    
    PHASE 3: Chipmunk running and fighting
    
    Attacks:
    
    Charge - As per usual.
    Shotgun - Giant sized just for him.
    Single Grab - He will grab someone while still shooting at others with the
    shotgun. Fun.
    
    Tactics:
    
    Long story short, you need to get all 4 characters (yes I know) to push the
    moveable ladder tower into place to grant you access to remote bombs and a
    first aid spray. Other places have various items and such.
    
    PHASE 4: Why does he hurt so much?
    
    Attacks:
    
    Charge - Hurts.
    Dual Grab - You thought single grab was bad. Now he can take two of you out at
    once. Multi layered QTE to get out. This hurts, mostly from duration.
    Grab Throw/Drop Kick - While he has someone held, he can throw them at another
    person. Cheap bastard.
    
    Tactics:
    
    He has now changed arms to go full melee. He is no easier though. Lightning
    hawk, Sniper Rifle and remote bombs all work well. The shotgun may also work if
    you want to dance. I found strafing avoided most of his attacks in this phase.
    Although, that could just have been that the two NPC characters were in his
    hands. Do lots and lots of damage, and a tower will finally lock onto him and
    fall on his his pretty face. So now he's dead. Yup. Not coming back. Ever. Oh
    dear god, we're going to have to fight him again, aren't we?
    
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    Objective: Go after Derek Simmons
    
    After the tower topples you enter one of the three areas in the game (besides
    the final campaign) that really feels like survival horror. You are introduced
    here to the 'wobbly mutant' Rasklapanje.
    
    Serpent emblem (15/80): Before appoaching your objective pointer (the big 
    gate at the end of the market) Take the first right into the small alley, 
    then go right again to see the emblem propped up on a box.
    
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    Boss encounter: Rasklapanje (must avoid typing name as much as possible...)
    
    Attack:
    
    Grapple: Results in instant death, can only be done when fully formed
    Grasp: When split in half the top half can grab and hold you in place
    
    Tactics:
    
    This enemy may seem similar to the one in Resident Evil 5 that you killed with
    the flamethrower and explosive barrels but it is a lot easier to slow down as a
    shotgun blast will knock it down. You can't kill it but you can steal enough
    time this way to complete your objective. If he is fully formed and grabs you
    it is intant death.
    
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    CHECKPOINT. This section can be very tedious as your job is to find three keys
    to get through a gate (and you have to insert the keys individually, costing
    you time). Rasklapanje will relentlessly follow you as you try to collect them
    so you don't really have much time to think, let alone figure out which order
    to collect them in. As a salute to one of the few tense areas in the game I
    won't tell you the order or locations of the keys (just look at your screen
    anyway) but I will give you some handy info to get them quickly. I would also
    recommend using the keys as you pick them up as they give you checkpoints as
    you open the locks (you don't want to start over again right?).
    
    Padlock key A is protected by an electrified puddle. The switch is in the shop
    immediately to the left on the back wall. Picking up the second key activates a
    second Rasklapanje (great! As if one wasn't bad enough) which makes the section
    even more dangerous. There is a red herb and 2000 SP item in a shop directly to
    the left of the padlocked door. 
    
    Serpent emblem (16/80): Use the ladder to reach the roof and walk over to the 
    co-op jump point. The emblem will be on the sign upwards and slightly to the 
    right across the gap.
    
    To reach the final padlock key you will need to find the ladder in the right 
    area of the market, climb onto the roof, find the jump point, wait for your 
    partner and finally be able to access the key. Open the co-op door to find it.
    Once the final lock is opened you retreat into the new area.
    
    See that grinder over there? If you suck at QTEs you will see it in your
    nightmares. Once you move next to it you have a final encounter (in this
    chapter at least with Rasklapanje. Twirl the sticks twice then press RT in time
    to eliminate him (sweet vengance or indeed sausage vengance). Enter the co-op
    door for a cutscene.
    
    Objective: Track Ada Wong
    
    CHECKPOINT. Head downstairs and through the door to enter a scene from the
    Resident Evil movie. Sprint for the other end of the corridor and get ready to
    slide as the laser trap moves towards you. Smash the two glowing lights on the
    side of the laser barrier doorway to disable the trap.
    
    CHECKPOINT. Awesome, let's get attacked by Roombas. Just run around and these
    things will self-destruct (don't bother wasting your shotgun ammo on them).
    
    Objective: Undo the locks on the barriers
    
    Leon will then proceed to try and bypass the locks for the doors. Just keep
    circling the room and eventually the doors will open. Make sure to investigate
    the two cases immediately to your left as you exit as two 5000 SP items are
    inside! Another case at the opposite end of this room contains a 4000 SP item
    (what a haul!). Head out of the room and drop down for a CHECKPOINT. Chase Ada
    down for a cutscene.
    
    Objective: Go after Derek Simmons
    
    CHECKPOINT. Head downstairs, grabbing all the items in the crates as you go.
    Open the large co-op gate to find yet another cutscene.
    
    CHECKPOINT. Well Simmons is on the run and this is one of the first of many
    fights with him (he's as bad as Ustanak in that regard but in this case his
    fights are all condensed into chapter four and five). Ah, the irony of Leon's
    statement as you try to intercept him at the front of the traincar (LEON: "We
    won't. We're ending this now!"). Famous last words Leon, you haven't got a good
    track record with unkillable enemies. Enough putting off the inevitable I
    suppose. Make sure you pick up the ammo and red herb in the third car before
    you co-op lift up to the roof.
    
    Objective: Defeat mutated Derek
    
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    New boss encounter: Mutated Derek Simmons (mutated form one)
    
    PHASE 1 - Rooftop mayhem
    
    Attacks:
    
    Leap - Derek lunges forward, knocking you over
    
    Derek resembles some kind of large dog now but he is anything but friendly. The
    way to damage him involves damaging him enough to return to human form. Once he
    does this unload as much damage as possible on him (the lightning hawk magnum
    springs to mind as a good option). Once he is down on one knee in human form
    run up and melee him to deal some damage. Due to the constant movement of the
    train aiming becomes slightly harder than usual so the shotgun can be of good
    use against his beast form. He constantly tries to move towards you when in his
    beast form so keep a safe distance away if you aren't going the shotgun
    approach. Derek will also move between the roof and inside of the train carrige
    so be careful about monitoring him as he moves around.
    
    After a set number of these beatdowns he will eventually fall. This
    unfortunately isn't the end of him as we enter phase two of the fight.
    
    PHASE 2 - Splitsville
    
    Attacks:
    
    Leap - Derek lunges forward, knocking you over
    Spines - Derek launches a series of spines from his tail at you
    
    During this phase Leon and Helena will be on separate trains. Derek has also
    sprouted a new addition to his arsenal, a tail that shoots spikes at his
    targets. Leon must try to race away from Derek while Helena fires at him from
    the adjacent train. This section is quite short so it won't be long before you
    both meet up again.
    
    PHASE 3 - Reunion
    
    Spines - Derek launches a series of spines from his tail at you
    
    Derek will be racing along the tracks and keeping pace with the train. Take
    cover behind one of the sets of seats and start firing over it at him. He will
    really start firing his new spines at you so keeping in cover prevents taking
    serious damage. After dealing enough damage he will jump back into the train. A
    QTE will occur (X + A) where you dodge him before returning to the top of the
    train. Finally you will be able to shoot him down as he charges the train to
    finish the fight.
    
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    CHECKPOINT. After climbing out of the water slowly climb the stairs to finish
    the chapter.
    
    ===============================================================================
    
    LEON - CHAPTER 5 "LEON: Something doesn't feel right." (SERIOUSLY? You say that
    now?) (LC5)
    
    ===============================================================================
    
    Available Weapons (first time through):
    
    Leon:
    
    Survival Knife
    Wing Shot
    Shotgun
    Semi-auto Sniper Rifle
    Lightning Hawk
    Rocket Launcher (single use only)
    Incendiary Grenade
    Remote Bomb
    
    Helena:
    
    Picador
    Hydra
    Shotgun
    Semi-auto Sniper Rifle
    Lightning Hawk
    Rocket Launcher (single use only)
    Incendiary Grenade
    Remote Bomb
    _______________________________________________________________________________
    
    Useful skills (that aren't infinite ammo or broken):
    
    Single Player skills:
    
    *Field medic - Free health? Hell yes!
    *Team up - Less useful than before as there are sections where the partners are
    split up. Still handy at times nonetheless
    
    Multiplayer/ Split screen skills:
    
    *Item drop increase - More stuff is useful all the time
    *Shotgun shell pickup increase - Still useful as ever
    *Rifle ammo pickup increase - Very useful to have some extra on hand
    *Zombie hunter - 100% of the enemies in this level are zombies
    *Melee - Enemies have no ranged weapons here so melee is more useful
    *Critical hit - the slow moving zombies make this decidedly more useful
    *Defense - Reduced damage is always handy
    _______________________________________________________________________________
    
    Objective: Avoid the gas
    
    Well, things just went from worse to shit-storm. The gas is spreading through
    the city and it's your job to get the hell away from it. Head down the stairs
    and up the road towards the gate objective. Co-op open the gate and head up the
    stairs through a door to the right to avoid the wall of gas. While everyone
    else wastes time talking, grab the items and herb on the counter. 
    
    Serpent emblem (17/80): On a shelf to the right when you enter this room
    
    You only get a few seconds to grab it before the window smashes and the gas 
    begins to seep in. Race up the stairs avoiding the incoming zombies. At the 
    top of the stairs hold out until the door is opened. Follow the hallway to 
    the end and open the co-op doors to see a car ahead.
    
    CHECKPOINT. Take a little ride in the car though the gas filled streets. After
    your driving lesson ends co-op lift each other over the wall of debris. This is
    the point where the prologue played out (but Helena isn't incapacitated here).
    Ada will be firing down from the chopper above and your first priority should
    be getting off the street. Head down the narrow alley to find a door and
    building with plenty of corpses inside. The next crawlpoint can be used as a
    barrier against the two zombies outside. Just pick them off through the gap
    before crawling through.
    
    Serpent emblem (18/80): In the back of a truck to the left after you exit the 
    crawl point
    
    CHECKPOINT. A green herb will be inside the car to grab before opening a door
    into another corridor. A wall of zombies will rush up the stairs towards you as
    you round the corner. A remote bomb or incendiary can clear things up in
    seconds or you could just open fire. After opening a co-op door you will be
    looking down onto the freeway (looks like fun doesn't it?). Hold out in the
    first area you drop down into until a zombie knocks aside the object blocking
    your way. After passing through this gap you will enter cutscene mode then
    regain control running towards the screen away from a massive explosion. Hold
    down the A button to automatically make your jumps until you reach the
    helicopter. Leon will have a zombie QTE to contend with before you regain your
    feet inside the chopper. Helena on the other hand will have to teach the
    concept of aeronautics to the zombie pilot with a stick wiggling QTE. Leon will
    once again improve his awesome track record while driving vehicles. After
    dropping onto the glass a dodge (X + A) QTE will occur.
    
    Serpent emblem (19/80): On a shelf to the right of the double doors to the 
    next area.
    
    Grab the items here before co-op opening the next door. Drop down to meet 
    Truckosaurus! Oh, it's just Derek again.
    
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    Boss encounter: Derek Simmons (mutated form two) 
    
    PHASE 1 - Truckosaurus, really?
    
    Attacks:
    
    Roar - Stuns all nearby characters
    Crunch - Derek attempte to snatch you up and eat you
    Tail swipe - Derek will turn 360 degrees, knocking down anyone in a radius
    Charge - the same as practically every other boss monster
    Truck you - He will ram into a vehicle, flinging it towards you
    Jump - Derek will leap across the area, potentially landing on you for heavy
    damage
    
    Tactics:
    
    Well, the tactics are exactly the same as phase one last time but he has some
    new attacks to worry about and you have barrels to play with. Shoot the barrels
    when he is nearby then sprint up and damage him until he drops to his knee. You
    can then activate the melee QTE and the following A tapping one to inflict pain
    upon him (it's even the same damn animation). Derek on the other hand will try
    to stop you doing this by stunning you with his roar and trying to eat you.
    
    PHASE 2 - Eye see you!
    
    The cavalry arrives here as a hummer with two rear mounted mini-guns drops into
    the area. The chase sequence is very simple. Just fire at his eye as much as
    possible before the car is destroyed.
    
    PHASE 3 - Not even remotely interesting
    
    You are probably out of the explosive barrels at this point. So you will have
    to start using your remote bombs to keep the damage flowing. There are plenty
    of crates around the edges of the area to smash for items if you don't have
    any. You may have to resort to using your shotgun or lighting hawk to inflict
    the final damage you need to finish him off.
    
    UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU
    
    Wow, he has really good recovery time as he's back up and trying to kill Ada.
    Climb up the rope (yeah I hate that QTE with a passion too) and eventually you
    will hop off at a good sniper perch. Zombies will fall from behind you dropping
    sniper ammo to help you fire upon Derek. Use your rifle to deal the required
    damage and laugh as Ada pounds his face in. After another rope climbing session
    Leon will play the hero and go to the aid of the damsel in distress. Helena has
    the job of providing fire support from the window. Derek is back in his dog
    form and as such he leaps about alot. Use the small side area to avoid his long
    leaps and use any remaining shotgun ammo to heap the pain on once again. Helena
    can just keep taking potshots at him, occasionally breaking some crates to get
    ammo. The occasional zombie will still drop down as well giving you some ammo.
    Once you deal enough damage once again Derek will knock Leon to the edge and
    will be rescued by Ada. Derek will once again vanish out of sight. Which of
    course means we'll have to fight him again.
    
    Oh, two seconds later eh? Derek will be blocking your path yet again. He will
    swipe and stab at you as you try to deal enough damage to stun him. After you
    meet that amount the zombies around him will swarm and attack him. This gives
    you the opportunity to get away from him.
    
    Serpent emblem (20/80): After you deal enough damage to Derek and take the 
    gate out to escape you will have a set of stairs in front of you, the emblem 
    is underneath and through the fence on the left.
    
    Objective: Get to the heliport
    
    Follow your objective marker, making sure to pick up all the items in the
    crates on the way. Co-op lift yourself up for Leon to be knocked onto a lift
    leaving Helena trying to get him out of there. Helena has to use the lift
    control panel to move Leon away from Derek's attacks. The only difficulty is
    the waves of zombies that attack while you attempt this. The QTE for the panel
    can be tricky too as you have to time your X button presses to succeed. I
    recommend using the hydra or shotgun to take out the zombies quickly then focus
    on the panel. Completing this twice should result in Leon moving to safety. A
    co-op door bars your path but now Leon is back you can smash through it. Stock
    up as you approach the final objective. Derek is back one final time in his
    ultimate form. Hey he really is a cockroach!
    
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    Boss encounter: Derek Simmons (mutated form three)
    
    Attacks:
    
    Rush claw - He will hold both large claws together then push them forward,
    hitting a large area for painful damage
    Slash claw - Derek slowly raises a claw to the side and a QTE dodge will
    present itself to avoid the attack
    Stab - His legs will fall at random points in the area dealing damage if you
    are below
    Acid spit - He will launch a ball of burning acid directly at you dealing heavy
    damage if it connects
    
    Tactics:
    
    The basic technique for damaging Derek is to make him absorb the zombie impaled
    with the lightning rod. He only absorbs zombies when he has taken enough damage
    to his massive glowing weak points. This can be a lot harder than it sounds as
    a constant stream of alternative zombies will slowly move towards him
    presenting him with multiple options to absorb. Once his head is on the ground
    from the multiple thunderbolts make sure the rod is in a new zombie then use RT
    on his head to climb up and place a grenade on him. This will damage him again
    and cause him to absorb the zombie with the lightning rod one final time. Once
    the bolt hits you will both be knocked back onto another platform.
    
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    CHECKPOINT. Jump over the fence and climb the stairs to reach the long awaited
    helicopter. But wait, haven't you got some unfinished business to resolve? Yes
    grab the Rocket Launcher and finish off Derek once and for all. Good riddance.
    Get on the helicopter to finish the game. Oh, wait we still have three
    campaigns to go don't we?
    
    *******************************************************************************
    ********************************* CHRIS'S CAMPAIGN ****************************
    *******************************************************************************
    ===============================================================================
    
    CHRIS - CHAPTER 1 Wayip, CHINA "PIERS: Good, I needed a break" (CC1)
    
    ===============================================================================
    
    Available Weapons (first time through):
    
    Chris:
    
    Combat Knife (start with)
    909 Pistol (start with)
    Assault Rifle (start with)
    Flash Bangs (found in containers/ dropped randomly)
    Hand Grenades (found in containers/ dropped randomly)
    
    Piers:
    
    MP-AF (start with)
    Anti-material Rifle (start with)
    Assault Shotgun ()
    Hand Grenade (found in containers/ dropped randomly)
    Flash Grenade (found in containers/ dropped randomly)
    _______________________________________________________________________________
    
    Useful skills (that aren't infinite ammo or broken):
    
    Single Player skills:
    
    *Field medic - Free health? Hell yes!
    *Team up - You spend a lot of time together so free damage is nice
    
    Multiplayer/ Split screen skills:
    
    *Item drop increase - More stuff is useful all the time
    *AR ammo pickup increase - The shotgun isn't yet available so this can fill the
    void
    *J'avo killer - 75%+ of the enemies in this level are J'avo
    *Firearms - Enemies tend to wield guns here so firearms are more useful
    *Defense - Reduced damage is always handy
    _______________________________________________________________________________
    
    NOTE: If you are going for the serpent emblem collection achievement, you will
    need to be playing as Piers in chapter two and four as there are emblems 
    inaccessible to Chris in these levels.
    
    Objective: Head for the site of the attack
    
    Time to go sightseeing through China on the mystery tour. Unforunately this
    mystery just results in zombies. Drop down the rope and stock up on items
    before opening the door. Two horrifying enemies appear as you kick open the
    door (yes the media, fear it). Head straight ahead until the vehicles ahead
    blow up in your face (are all vehicles in Resident Evil games made of napalm?).
    Enter the co-op door to exit the hectic streets and up the stairs inside.
    
    Serpent emblem (21/80): Sitting on a shelf in the first room at the top of 
    the stairs
    
    Follow the linear corridor until you can drop down into an alley. Open the
    co-op door at the end to meet the first enemy of this campaign. The J'avo here
    will be directly in front of you just waiting to have his head blown off. You
    will come to several squad members in need of help (we can't all have the main
    character buffs of being able to move or actually being able to kill enemies).
    I'm pretty sure the RPG J'avo killed himself of there (see how intelligent our
    enemies are?). Open the co-op door and then another to be faced with four or
    five J'avo inside. You can let your squad deal with these enemies if you want
    to avoid taking any damage. The next door contains one J'avo hiding behind a
    box (feel the terror of one guy behind a box, real survival horror here
    people). A door will be kicked down as you approach your squad members and a
    J'avo will rush in. Gee you can't tell the scripted encounter enemies for the
    fact that they don't dissolve and drop items. J'avo will appear one by one as
    you progress down this alley so melee works well as you are unlikely to be
    flanked or surrounded. The co-op door at the end of the alley leads to an
    ambush by a mutated J'avo and his friends. The sickle armed J'avo is slightly
    more agressive than the regular kind and his head is harder to hit as his arm
    often gets in the way. If you are playing as Piers you can just use the
    Anti-material Rifle to end him fast. Keep an eye out for the gunner J'avo that
    spawns after the first enemy dies or you might lose some health to cheap
    attacks.
    
    Objective: Proceed along route 9
    
    Climb the stairs and drop down to find....another alley. Co-op the door for a
    CHECKPOINT. Gunner J'avo will rush into the alley from the other end and take
    cover, actually acting like slightly intelligent enemies (or just enemies that
    escaped from any other popular FPS you can name). Piers and his rifle can be
    very handy here as the J'avo will stay in cover and fire at you constantly even
    if you try to rush them. Kill off all the gunners before you move up or else
    you have to contend with melee enemies in your face while still being shot. The
    two melee J'avo will come out of a roller door on your right halfway down the
    alley. The door at the end of the alley opens into a room thankfully empty of
    J'avo.
    
    Serpent emblem (22/80): Hidden behind a crate directly in front of you as you 
    enter the room
    
    Follow the path until you reach a firey CHECKPOINT and a room with two smug
    looking J'avo just standing there inside. Yeah, I threw a grenade in at their
    feet and laughed as they 'sploded (I can be vindictive at times). A reinforcing
    J'avo will walk down the stairs once the other two are dead. A sickle arm
    mutated J'avo will emerge from a small room on the left once you reach the top
    of the stairs. Almost immediately afterwards another door will shatter into a
    million pieces and a sickle J'avo will emerge through the next door. Once they
    have been dealt with open the co-op door to head outside. Hey look! A place
    that isn't an alley or small room! Creativity overload! A J'avo will be gazing
    off into the distance in front of you so help him get a closer look at the
    scenery.
    
    Serpent emblem (23/80): Walk back to the base of the stairs and look through
    the gap between the buildings on the right side of the walkway. On top of that
    scaffolding is the emblem (hope you're Piers or that shot is gonna be a pain).
    
    A gunner J'avo will be waiting at the next turn of the stairs. Well with 
    little cover it is probably best to rush him or quickshot then rush him.
    
    Objective: Go to the Ace of Spades
    
    CHECKPOINT. A gunner J'avo will be on a roof directly ahead (a height level
    above you). Piers and his Anti-material Rifle really help out here as you can
    take out the rooftop bound gunners ensuring the rest of the J'avo get shredded
    by the rest of the squad. Climb across to another rooftop once you are done and
    up another ladder to be greeted by another squad of gunner J'avo. Immediately
    run to your right to find cover and avoid taking damage. Piers is once again
    invaluable here with his ability to kill enemies quickly without wasting large
    chunks of ammo trying to fire at enemies more than fifteen meters away. When
    you're ready climb up to the co-op slide point and watch as Chris gets the
    short end of the stick, having to swing hand over hand to safety as Piers
    provides covering fire.
    
    CHECKPOINT. Once Chris makes it to safety you both move in parallel along the
    rooftop, all the time being attacked by gunner and mutated moth J'avo. Chris
    will be the main focus of their ire but the mutated moth J'avo will attack both
    characters. If you make it through that gauntlet you will be able to progress
    through the co-op door.
    
    CHECKPOINT. After being forced down to a lower level you will be pinned down by
    gunner J'avo as melee J'avo approach your cover. A well thrown hand grenade
    will solve your melee enemy problems and Piers sniper rifle or Chris's assault
    rifle will take out the gunners. Head up the long ladder and through a co-op
    door.
    
    Objective: Hold out until Bravo Team arrives
    
    Welp, this section can actually be a stiff challenge as enemies spawn in from
    every direction (just look at where the explosive barrels to see where they
    spawn). Use the barrels to take out clusters at a time and use your automatic
    weapons as you won't really have much time to place your shots. Use your hand
    grenades to take out clusters of enemies and try to keep behind cover as much
    as you can. If you can hold out long enough (or defeat enough enemies) Bravo
    Team will arrive to save your bacon.
    
    Objective: Rescue the hostages
    
    The narrow hallways in this area are packed with gun wielding J'avo out for
    blood. Depending on your health situation you might want to let your squad deal
    with most of the J'avo in the area, moving forward when their numbers thin out.
    If you want to directly engage the enemies here your best bet will most likely
    be Chris's assault rifle or the MP-AF that Piers wields on full auto. Once the
    all clear is sounded head down the stairs a floor to find another level
    infested with J'avo. Same tactics apply here, let your squad lead the way and
    follow them when resistance is lighter.
    
    Arggghh, spider-zombies! Yeah make sure to watch the ceiling as well now these
    guys have shown up. Take out the three on guard and move up to where the
    hostages are located for a CHECKPOINT. Clear the floor of the remaining spider
    J'avo (rescuing a hostage in the process) and head down a floor. Follow the
    hallway here and on the left will be a case with a 2000 SP item inside. Another
    hostage laden spider J'avo will move around again on the floor you were on
    previously. Head up there and catch up with it to start tracking down the final
    hostage. 
    
    Serpent emblem (24/80): On the sixth floor (entering from the stairwell) pass 
    the big hole in the floor and turn to the right. Some hanging carcasses on 
    your left shroud the emblem.
    
    Head for the elevator and when it grinds to a halt, use the ceiling hatch to 
    get out. Explosions will abound from the J'avo with the RPG launcher above you.
    Make sure to take him out first before opening the doorway and dealing with 
    the gunner J'avo inside. A hand grenade is a good way to clear the path, 
    however a second wave will arrive after defeating the first. So get to work on
    them with whichever weapon you still have ammo for. Head down the stairs to 
    find ladders to the lower floor. Before dropping down make sure to grab the 
    5000 SP item from the case.
    
    Dropping into a hostage situation from above should really give you an
    advantage, unfortunately the dead cannot be take by suprise. Use your automatic
    weapons to deal damage quickly and make sure to reload before taking out the
    final visible J'avo. Because one drops down from above to threaten the hostage.
    One final shot is required to rescue the hostage so make sure it's a good one.
    
    Objective: Get clear of the building
    
    Missiles are coming for you and we don't like that kind of thing do we? Head up
    the ladder and up to the second floor to circle around the floor and out to
    safety after a wiggly stick QTE.
    
    ===============================================================================
    
    CHRIS - CHAPTER 2 Edonia, EASTERN EUROPE PIERS: "Suck it up Finn." (CC2)
    
    ===============================================================================
    
    Available Weapons (first time through):
    
    Chris:
    
    Combat Knife
    909 Pistol
    Assault Rifle
    Assault Shotgun (Found in chapter)
    Flash Bangs
    Hand Grenades
    
    Piers:
    
    MP-AF
    Anti-material Rifle
    Assault Shotgun (Found in chapter)
    Hand Grenade
    Flash Grenade
    
    _______________________________________________________________________________
    
    Useful skills (that aren't infinite ammo or broken):
    
    Single Player skills:
    
    *Field medic - Free health? Hell yes!
    *Team up - You spend a lot of time together so free damage is nice
    
    Multiplayer/ Split screen skills:
    
    *Item drop increase - More stuff is useful all the time
    *Shotgun shell pickup increase - After finding it it will become your best
    friend at the end of this level
    *AR ammo pickup increase - If you like the assault rifle better than the
    shotgun you weird person you
    *J'avo killer - 75%+ of the enemies in this level are J'avo
    *Firearms - Enemies tend to wield guns here so firearms are more useful
    *Defense - Reduced damage is always handy
    _______________________________________________________________________________
    
    NOTE: Make sure you keep five hand grenades if you can during this level as
    they will come in very handy against the enemies at the end of this chapter.
    
    Objective: Bring the city under control
    
    After you barrel roll out of the army vehicle move for cover immediately as
    even a second or two exposure here can result in some nasty chip damage. Move
    up the cover on the left side (keeping an eye out for flanking J'avo gunners)
    smashing crates on the way. Heading too far out to the right in the open will
    allow the sniper to fire away at you dealing painful damage so weave from cover
    to cover as you move up. If you are playing as Piers you can actually beat the
    sniper at his own game if you are quick enough. Dodge in and out of cover to
    see where the laser is coming from and then put him down. The halfway point of
    this area is where the sniper was crouching. This is a good spot for Piers to
    dig in and take out the RPG J'avo on the third floor on the left and the J'avo
    gunners on the right so it is safer to move up. Chris can go... I dunno, sit in
    a corner and suck his thumb maybe? Be careful if you are on thermal sight
    though as if you are looking at sky it can mask the presence of hostiles.
    
    Use the newly arrived APCs as cover to reach the building on the left. Swap to
    a fully automatic gun before rushing in as quick response will probably be more
    important than deftly placed shots here. A red herb will be sitting halfway up
    the stairs going into the building with three or four J'avo inside. Use the
    stairs or window frames as cover to avoid damage and methodically clean the
    place out. Head for the co-op door objective to see that you've suddenly got
    problems. Don't bother shooting the massive Ogroman as it can only be damaged
    via QTE initiated in melee range. Just wait until you both jump off the arch
    and hug the right (reversed camera here) wall until you can enter an archway
    with some stairs leading up. This is the best place to make a stand against the
    Ogroman as it slows the J'avo as they try to reach you. You might initially
    find it hard to target through the windows but don't worry as the Ogroman will
    take care of that for you. Once a wall has been cleared and the Ogroman has
    been damaged enough near it, it will kneel down and grab the wall with it's
    hand. Run up to it's hand and press RT to enter the QTE to damage the Ogroman.
    This is just a quick tap A one but it requires quite a lot so I hope your thumb
    is ready. Once this has been completed the way out will be opened and you can
    backtrack to obtain your much deserved new weapon. The assault shotgun.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    New weapon unlocked:
    
    Assault Shotgun - Can hold 7 shells, is semi-automatic and uses 12-Gauge
    shells. Used by: Chris, Piers and Ada.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Move up to the Armoured Personnel Carrier (APC for future reference) and
    approach the corner for a CHECKPOINT. Take cover against the corner to take a
    peek at the five enemies waiting there on the ground and five in the window/s
    across from you. They all have guns so the best method is firearms but you can
    still lure them around the corner and treat them to a knuckle (or combat knife)
    sandwich if you so desire. There are also some boxes to smash in a small room
    on the right of the road. There is also a LMG gunner in the window where the
    street turns again so try to stick to the pillars to remain unperforated. Once
    they all flame off follow the APC but slow down as you near it. You will see a
    J'avo on the wall ahead (a free kill basically), ping him in the head and kiss
    the ass of the APC for a CHECKPOINT.
    
    Run through the door on the left to get off the street as your armour is about
    to run into trouble. Run up the stairs and drop down into the next room to
    circle round behind the J'avos manning the barricades (good opportunity for
    some stealth kills if you are into that kind of thing). Across from you on the
    second floor is a sniper so keep a wary eye out for the red laser sight (two
    headshots should take him down). Run up to where the sniper was for some crates
    and a good shooting position to gun down any straggling enemies. Another sniper
    will be at the end of the street, use your advantageous position to pick his
    brain.... with lead. Move up to the objective marker to make a rather
    anticlimactic entrance and to find another CHECKPOINT.
    
    Objective: Cover Finn Macauley
    
    Apparently a train car is in the way and you need to protect Finn as he plants
    the charges. There are RPG J'avo in the area (you have been warned) and the
    enemies approach from the right (from where you dropped down). There are two
    crates up a ladder to your left and a good firing position too. Just be wary of
    those rockets. Use the partition between the areas to move up and keep safe.
    
    Serpent emblem (25/80): Before the train explodes, race to the opposite end 
    where the enemies are coming from and you will find the emblem in a train car 
    on the right (ground floor). 
    
    Objective: Find Finn Macauley
    
    Sprint for the marker and make your dramatic (cutscene!) escape.
    
    Objective: Rescue the BSAA operative
    
    Directly ahead is a green herb to grab and a cutscene to watch. Prepare to
    curse the phrase 'no man left behind' as you smash the three crates on the way
    to rejoining your comrades. Fling Piers across the gap for a CHECKPOINT. 
    
    Serpent emblem - Piers only (26/80): As Piers when you are separated from 
    Chris and have to kill several J'avo in close range, until you come out onto
    a small balcony/room with a view of the bridge. The emblem is against one of
    the rails that makes up the bridge on the far right of the bridge. 
    
    As you
    move onto the bridge stay to the left (you'll see why in a few seconds). Use
    the left stick and A button to crawl to Finn's outstretched hand. CHECKPOINT.
    
    Objective: Destroy the tank
    
    Take cover at the edge of the burning APC to see the turret directly across
    from you. Take out the J'avo mounted on it and use this position to take
    potshots at the approaching J'avo. Race over to the cover on the right and
    vivisect any J'avo that run around the corner. Piers will yell out for you to
    distract the tank while he blows the fuel tanker. Just wait in this position
    and it will happen automatically.
    
    Objective: Reunite with your partner
    
    Sprint for the end of the bridge and take cover from the sniper on the balcony
    above. Aerate his skull and climb the ladder on the left. CHECKPOINT. Smash the
    crates on your way and climb a second ladder for another CHECKPOINT. Another
    crate will be on your left along with a J'avo in a train car. Kick the ladder
    down for Piers.
    
    Objective: Clear the path
    
    You can either jump down and help Piers or stay at the top of the ladder and
    shoot through the hole at the J'avo. Either way make sure you climb down when
    you are done as there is a crate to smash. Now that Piers is back with you that
    dustbin will prove no challenge for your co-op attack. CHECKPOINT.
    
    Objective: Hold off enemies until Finn arrives
    
    Well, the crap just hit the fan... unfortunately requiring you to defend until
    a timer runs out. Wow, the J'avo can fly planes too. The cover to the left of
    the bridge should be sufficient (along with a supply of shotgun shells or
    assualt rifle ammo you should be fine). Concentrate your fire on the LMG
    wielding J'avo or any mutated ones first. Once Finn has placed the charges
    sprint for cover with your squad at the rear of the bridge.
    
    Objective: Set explosives
    
    Make sure to remain kneeling while the rail gun rumbles toward you. It is
    likely that you will be hit by at least one blast but you shouldn't take too
    much damage if you are in cover.
    
    Objective: Destroy all (AA) gun turrets
    
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    Boss encounter: Ogroman
    
    "Do you know how long it took for me to work out that you needed to jump onto
    these guys to 'pull out' their weak point? I was looking everywhere for a damn
    crane or some lifting mechanism to lure them under for an hour!"
    
    Attacks:
    
    Stomp - Stamping down quickly onto a character inflicts significant damage
    Slam - By slamming its hands into the player he can bring the hurt
    Grab - The Ogroman will try to snatch up the character inflicting large damage
    
    Tactics:
    
    You can kill the Ogroman by shooting his weak point until he leans on a
    building, then you use the RT on his hand to enter a quick-time event to damage
    the Ogroman. Repeat this a few times and it will die. Use pistols or assault
    rifles as these tend to be able to hit the weak point better at a distance.
    
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    After the long cutscene you will be facing a giant Ogroman. The weakness of
    these guys are the organs attached to the wire coming out of the top of the
    spine. The pistol or assault rifle are helpful against the Ogroman as they are
    accurate enough to hit the weak point. Run into the building a squad member is
    beckoning you towards and take a left at the top of the stairs to find two
    crates. A sniper will be waiting as you backtrack to the stairs so pop him from
    around the corner. Two more J'avo are in the small room to the left of the
    sniper so use a flashbang to stun them or carefully pick them off from the
    doorway. Once someone yells out to buy them some time so they can plant
    explosives enemies will spawn from above in the same room. Stay in here and
    melee/blast them before they realise what is happening as this prevents them
    from taking cover and picking away at your health. If you are having trouble
    you might want to break out the shotgun as the enemies tent to arrive in twos.
    Retreat to the stairs when the charges are set and smash the crates next to the
    stairs. CHECKPOINT. Smash the boxes in the spawn room (now that it has stopped
    spawning) to collect some more items.
    
    On to the second gun (hope you aren't low on health as there are three in
    total)! Your squad member will kick open the door of the central building but
    be careful when you enter as two LMG J'avo will be waiting within. I would
    recommend staying inside the building while they plant the charges as you can
    bum rush any spawning enemies as they drop down from the top of the ladder
    (it's always fun welcoming spawners with a shotgun shell to the face... so
    satisfying). You will be shouted at some more: translation get your ass to the
    underground tunnels. They should be just below you so head to the base of the
    central building and drop down. Oh happy, happy, joy, joy! A second B.O.W will
    join the fray. This one hasn't got an exposed weak point so you have to aim at
    his jaw if you want to stagger him. Anyway back to the tunnel/hell hole. Make
    sure to keep an eye turned upwards to make sure you don't walk under any
    massive man-hole covers as you may be suddenly laminated to the floor by a
    Ogroman's foot. Make your way through the tunnel towards the final gun,
    smashing crates and taking out the lurking J'avo. Make sure you grab the green
    herb near the central building entrance. There should be a red herb down there
    as well. Ignore the first ladder you come to as it will lead to a pain filled
    doorway (the turret will interrupt your door opening so it is pointless). As
    soon as you reach the top of the second ladder press yourself against the right
    side of the door frame as a LMG J'avo is waiting for you. Carefully move up the
    stairs and use the cover on the left to take out any enemies on the ledge. Keep
    going around the ledge and drop down to reach the final AA gun. Take out the
    two guards and the J'avo on the AA gun. The Ogroman will break down the gate so
    you should skedaddle down the underground tunnel to avoid it. Wait down there
    until it is ready to detonate. CHECKPOINT.
    
    Objective: Find and exploit the B.O.W's weakness
    
    If you didn't read the above: You can kill the Ogroman by shooting his weak
    point until he leans on a building, then you use the RT on his hand to enter a
    quick-time event to damage the Ogroman. Repeat this a few times and it will
    die. In the case of the last Ogroman you only need to do this one then the
    cavalry will erase him for you.
    
    Objective: Search city hall
    
    Serpent emblem (27/80): Under the stairs on a wall. Pretending to be a 
    portrait.
    
    Head up the stairs and kick the door open. You will spot Ada down a creepy
    corridor. Equip the shotgun and move ahead, a J'avo will burst out of a door to
    the left. Laugh as you blast him in the face and enter the room he was in for a
    few goodies. Enter the door at the end of the corridor for a CHECKPOINT.
    
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    New enemy encounter: Nepad
    
    Attacks:
    
    Charge - ordinary charge attack (will sometimes pound chest beforehand)
    Grab/Grapple - ordinary grab attack if you wander too close
    
    Tactics:
    
    This enemy has armour on its body which can be destroyed via shotgun or
    explosives which exposes the flesh below. They move slowly but can suddenly
    charge (increasing in speed dramatically). They take quite a lot of damage to
    kill and on the higher level difficulties you will definitely want to have a
    few hand grenades to blast off the armour protecting them from your bullets.
    
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    Drop down to watch one of the cacoons hatch. This enemy has armour covering his
    upper body which can be blasted away easily with the shotgun. This is where
    those grenades I told you to save earlier will come in very handy. Be careful
    though as while you are engaging the first Nepad another one will hatch. Use
    one or two hand grenades and a barrage of shotgun fire to the face to quickly
    get rid of one of the Nepad. A third Nepad will hatch during the fight as well
    so make sure to keep an eye open. Repeat the grenade + shotgun strategy to take
    the remaining two down.
    
    Once they are dead, search the room for smashable crates and head through the
    newly opened door for a CHECKPOINT. Open the red door at the end of the
    corridor and immediately run back outside as weapons fire will zing past your
    face (know the phrase 'dead on arrival?'). There is a LMG J'avo directly in
    front of you as you step in and one behind the door and another to the LMG
    gunner's left. Use the door frame to pick them off and grab the goodies
    scattered around before going through the next door.
    
    Objective: Escape from city hall
    
    After the meeting a CHECKPOINT will happen and you will have a new friend.
    
    Serpent emblem (28/80): In the small room to the right on top of a rusted
    locker.
    
    After opening the new door you will see the foyer has turned into a warzone,
    race up the stairs and co-op open the door. CHECKPOINT.
    
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    New enemy encounter: Strelat
    
    Attacks:
    
    Spray/Bite - when rearing up they will lunge forward to deal damage
    Spines - When rearing up they will shoot a stream of spines at a character
    
    Tactics:
    
    Strelats are fast moving creatures that like to get in your face quickly. A
    shotgun works well when they try to rush you (I also think they can run up
    walls as they looked like they attempted to until my shotgun shell met them
    coming the other way). They stand up on their hind legs to attack so when they
    stop blast them. Don't bother trying to stop them when they run with anything
    except flashbangs/ hand grenades (likely to be too slow) or shotguns as only
    these interrupt their movement (at least from the initially available weapons).
    
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    There will be three Strelats to take out but they all spawn from cacoons so
    lining them up isn't too hard. They move fast though so be sure to keep on your
    toes. Once they are taken care of let Finn open the door for you and drop down
    for a CHECKPOINT. More Strelats will be waiting for you along with two Nepads.
    use any remaining resources you want as these are the last enemies in the
    chapter (It's fun to let loose occasionally, eh?). Open the final door for a
    cutscene and the end of the chapter.
    
    ===============================================================================
    
    CHRIS - CHAPTER 3 Wayip, CHINA "CHRIS: Damn you to hell, Wong." (CC3)
    
    ===============================================================================
    
    Available Weapons (first time through):
    
    Chris:
    
    Combat Knife
    909 Pistol
    Assault Rifle
    Assault Shotgun
    Grenade Launcher (found in chapter)
    Flash Bangs
    Hand Grenades
    
    Piers:
    
    MP-AF
    Anti-material Rifle
    Assault Shotgun
    Grenade Launcher (found in chapter)
    Hand Grenade
    Flash Grenade
    _______________________________________________________________________________
    
    Useful skills (that aren't infinite ammo or broken):
    
    Single Player skills:
    
    *Field medic - Free health? Hell yes!
    
    Multiplayer/ Split screen skills:
    
    *Item drop increase - More stuff is useful all the time
    *Shotgun shell pickup increase - Your best friend is still useful
    *AR ammo pickup increase - If you like the assault rifle better than the
    shotgun you weird person you
    *Grenade ammo pickup - Self explanatory once you have the launcher
    *J'avo killer - 75%+ of the enemies in this level are J'avo
    *Defense - Reduced damage is always handy
    _______________________________________________________________________________
    
    Objective: Head for mission objective
    
    Drop down and watch the cutscene to see a Iluzja ordering some takeaway (I'll
    go into more detail about it later). Follow the linear path until you reach the
    excessive tomato sauce spill, next to this on the right is a green herb.
    
    Serpent emblem (29/80): Backwards and left from where you stand after looking 
    at the bloodstain. It is sitting on a pile of boxes.
    
    Climb the ladder and open another door to reach a CHECKPOINT. Around the next
    corner are two lurking melee J'avo so dispose of them in the manner you like
    best and climb another ladder. Halfway up a second ladder two more J'avo will
    drop down, nearly knocking you off of it. Make sure they've got a ticket to
    ride (the bus straight to hell) with a few headshots. If you jump over the
    chest high wall just prior they have difficulty following you allowing you to
    take them out with ease. Climb the ladder again and open the door at the top
    and immediately use the doorframe as cover. Three gun toting J'avo will barrel
    roll into view and open fire on you. Use the ample cover to flame them and the
    three in the next room. These guys seem to be guaranteed to mutate into two
    headed variants that rush you and can lock you in place with phlegm or
    something so be sure to take them out ASAP when they mutate. Another red door
    with a first aid spray on a crate behind it and a co-op door to open.
    
    Objective: Help Sherry and Jake
    
    You start on a large U shaped area with a few crates to smash and Sherry and
    Jake getting fired on by a chopper. J'avo suffieciently damaged will mutate
    into large cricket-like legs and make their way up to your area. Shotguns work
    well to knock these guys down and finish them off quickly. There is a good
    alcove to hide in on the floor below where it is hard for the chopper to hit
    you and there is room to move. Once you've thinned out the enemies enough
    individual enemies will show up as objectives so you can quickly track them
    down. The final ones will most likely be the two on the chopper (in my game
    they refused to come down so I gave the chopper a new red paint job in
    exasperation). Open the now available co-op door and follow the ladders up to a
    five crate bonanza. Co-op kick down another door for a CHECKPOINT. Directly in
    front of you is a grenade launcher and a first aid spray along with several
    packs of ammo for the launcher. Now what does this sound like ladies and
    gentleman? Oh right a boss encounter. Enemies will spawn from the side you
    entered from as well as the chopper. You just convieniently got a grenade
    launcher so go to town.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    New weapon unlocked:
    
    Grenade Launcher - Can hold six grenades, fires a single grenade at a time and
    has three different types of ammuniton: explosive, acid and liquid nitrogen
    grenades. Used by: Chris and Piers.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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    Boss encounter: Helicopter
    
    "In this case it definitely isn't get to the choppa!"
    
    Attacks:
    
    Machine gun - The chopper will fire a line of machine gun ammo at you
    Rockets - A large explosive blast will erupt wherever the rockets hit
    
    Tactics:
    
    Enemies will spawn from the side you entered from as well as the chopper. You
    just convieniently got a grenade launcher so go to town. You can play it safe
    (taking cover under overhangs, staying out of the line of sight) but the
    massive radius of the missiles can still hit you quite often so I would
    recommend trying to take it down ASAP as you will consume less resources
    overall (less spawning enemies, less wasted ammo and health items). The chopper
    will probably take around ten shots to destroy so the quicker you can rack up
    the hits the better.
    
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    CHECKPOINT. Make sure to fully explore the area for goodies before moving
    towards the next objective as more grenade launcher rounds always come in
    handy. Cross the small bridge and open the door.
    
    Objective: Track the B.O.W
    
    Serpent emblem (30/80): In the small room next to the mahjong table on a bunk 
    bed.
    
    Head through the rooms looting as you go until you reach a co-op door. Gee,
    hasn't the guy in the cutscene ever seen a horror movie? Don't wander off alone
    from the group. CHECKPOINT. Follow the corridors to another dead squad member.
    Co-op kick another door and you will finally get a chance to unload some rounds
    in the Iluzja (not sure if it actually does anything to it at this point
    though). Slide down a rope, push some 'shit' out of the way and watch half your
    team get decimated via cutscene.
    
    Objective: Regroup with Alpha team
    
    CHECKPOINT. Search the place for some crates to destroy and kick down a co-op
    door. Jump down the hole after the Iluzja and get mario'd by your other squad
    members landing on your head. Kick down another co-op door for a chance to
    square off with the giant snake.
    
    Objective: Defeat the B.O.W
    
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    Boss encounter: Iluzja
    
    Attacks:
    
    Chomp - The Iluzja will rear up and snap at you if you are in front of it
    Squeeze - The Iluzja will drop down on top of you and squeeze like an anaconda
    
    Tactics:
    
    The Iluzja has the ability to camouflage itself (it cannot hide its mouth just
    before it attacks though). Anyone familiar with Halo camo will know how to look
    out for this type of 'shimmer.' It opens its mouth just prior to attacking so a
    good shot down the throat should crimp its style a bit. A word of advice is be
    very careful if you are using the grenade launcher as hitting one of the
    hanging pig corpses can backfire badly. Overall the grenade launcher seems the
    best weapon to use against this beast.
    
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    CHECKPOINT. After sustaining enough damage the Iluzja will retreat and you will
    receive a CHECKPOINT. You will have to crawl into the tunnel (Duh! Of course
    any sane person would do that right?). Make sure to have your shotgun ready as
    the Iluzja will say hi while you crawl along. After reaching the end of the
    crawl area the Iluzja will be waiting to rush you (you know I'm getting really
    tired of typing 'Iluzja'). Escape its grasp for a CHECKPOINT. More damage to
    the Iluzja, another CHECKPOINT and it will bugger off. So it has it's
    scarpered. This will repeat several times with some time to gather items in
    between. Once you are in a square area being bashed by the Iluzja brushing
    against you it is time to get some payback. Climb the nearby ladder and grab
    both green herbs before activating the switch. Now the timing is quite specific
    so you have to predict when to pull the lever. The first pull disconnects the
    plug and proves useless so you can safely ignore that pull. When the Iluzja
    rears up in front of your ally is when the switch needs to be activated. If you
    time it successfully you obtain some KFC, nah just fried snake. In a doggy bag.
    
    Objective: Track Ada Wong
    
    Get pulled up and grab the red herb behind the soldier. Follow the hallway to a
    co-op doorway.
    
    Objective: Defeat mutated Marco
    
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    New enemy encounter: Gnezdo
    
    Attacks:
    
    Swarm - A flurry of wasps surround the character dealing damage
    Sting - The large wasp attacks
    
    Tactics:
    
    To make this easy simply use the shotgun and blast the large wasp that appears.
    If you focus on this you will quickly down the enemy. He isn't much of a
    challenge really.
    
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    CHECKPOINT. Grab the items strewn around the room and Marco's C4 explosives.
    Blast the door and open the co-op door downstairs. You will arrive at a dock
    with snipers to the left/in front of you, the safest way is to use the first
    boat for cover and pick off as many as you can with the assault rifle then
    circle round on the only path available to you. After the short cutscene
    immediately grab the cover in front of you and take out the two snipers to the
    right. Certain enemies turn into Nepads in this area but if you are skilled/
    lucky enough you can blast them with the shotgun as they jump across gaps and
    kill them instantly. No muss, no fuss! You remember the strategy though right?
    Hand grenade + shotgun = win. After killing the second Nepad jump to the next
    area, smash some crates and open the co-op door. CHECKPOINT.
    
    Objective: Lose the hellicopter following you
    
    This is pretty simple as long as you hold down the A button to sprint and not
    have to press A at every jump point. Ignore all the enemies in your way and
    just keep running. When you reach the building you will get a CHECKPOINT. 
    
    Serpent emblem (31/80): When you reach the building look up at the scaffolding
    across the river on one of the buildings, you will see the emblem amongst it.
    
    The same strategy as before applies here. The quicker you take it down the 
    less resources you waste. Introduce the helicopter to the concept of love, 
    encased in a grenade launcher round. That's the power of love.... Sorry, my 
    references are becoming squared.
    
    Objective: Track Ada Wong
    
    Anyway, a CHECKPOINT will occur and the building will start shaking (no rush,
    take your time. No, really as it won't explode until you jump to the next one).
    Two groups of three J'avo will jump down at you but you can simply let Piers
    knock them into the water. There is a 4,500 SP item here in a chest as well.
    Climb the ladder and open the co-op door. Run into the building with the
    looming threat of mad science overhead. Spint up the corridor preparing to
    slide when the lasers appear. Smash the two pantels to the side of the laser
    door to open it. CHECKPOINT. The elevator spits you out in front of a co-op
    door, open it and proceed to get locked in with some killer roombas. The
    shotgun works great against these things as well as just running around like
    you have TNT strapped to your ass. Note the exclaimation point on the wall
    which after sufficient violence opens up a panel which can be rejiggered to let
    you out of the room. Distract the prototypes (normal movement works fine) until
    the doors open. Right next to the exit are three large SP items to grab. When
    you are ready drop down onto the catwalk for a CHECKPOINT. Follow Ada until you
    reach a co-op door and finally corner Ada (failing again to stop her). Then a
    highway chase ensues... wait, what?
    
    The car chase poses no real challenge until you arrive at the darkened parking
    lot. As you reach the second level you are blinded by headlights and need to
    take out a lot of enemies quickly to prevent massive damage. 
    
    Serpent emblem (32/80): Behind the third car in a bus as you fight the ambush 
    in the parking lot.
    
    Concentrate on the RPG wielding enemies at the front first, then focus on the 
    vehicles. Unfortunately there is no easy way to take them all out at once so 
    you just have to do the best you can. CHECKPOINT. The next section can be 
    really annoying if you get a bad run and there isn't much you can do about it.
    Take the wheel and whenever you are confronted with RPG enemies in front of 
    you boost past them (this is your only defense, laughable isn't it?). If you 
    took too much damage earlier you are most likely boned here as the rockets 
    can pack a wallop. If you manage to make it to the carrier you are home and 
    hosed. Wow that felt like a long chapter...
    
    ===============================================================================
    
    CHRIS - CHAPTER 4 Aircraft Carrier, CHINA "ADA: I should thank your men for
    being such good test subjects" (CC4)
    
    ===============================================================================
    
    Available Weapons (first time through):
    
    Chris:
    
    Combat Knife
    909 Pistol
    Assault Rifle
    Assault Shotgun
    Grenade Launcher
    Semi-auto Sniper Rifle (found in chapter)
    Flash Bangs
    Hand Grenades
    
    Piers:
    
    MP-AF
    Anti-material Rifle
    Assault Shotgun
    Grenade Launcher
    Semi-auto Sniper Rifle (found in chapter)
    Hand Grenade
    Flash Grenade
    _______________________________________________________________________________
    
    Useful skills (that aren't infinite ammo or broken):
    
    Single Player skills:
    
    *Field medic - Free health? Hell yes!
    
    Multiplayer/ Split screen skills:
    
    *Item drop increase - More stuff is useful all the time
    *Shotgun shell pickup increase - Very handy most of the time and even more so
    against a specific monster late in the level
    *AR ammo pickup increase - If you like the assault rifle better than the
    shotgun you weird person you
    *J'avo killer - 85%+ of the enemies in this level are J'avo
    *Rifle ammo pickup - You obtain the sniper rifle right at the start of this
    level and if you are good with it this is a great skill
    *Firearms - Enemies tend to wield guns here so firearms are more useful
    *Defense - Reduced damage is always handy
    _______________________________________________________________________________
    
    Objective: Search the ship
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    New weapon unlocked:
    
    Semi-auto Sniper Rifle - Same as Leon and Helena's
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    As soon as you regain control head for the weapon icon on the map to pick up
    the semi-auto sniper rifle (finally!). Now you can wreak your bloody vengance
    on those long range assholes in style (instead of sprinting at them trying to
    caveman club them). Grab the ammo out of the briefcase nearby and begin your
    rampage. Move towards the far end of the ship, shotgunning down a few creepy
    looking enemies (some of them detonate upon death). The stairs will be raised
    as you approach but keep pressing forward, a stack of shipping containers
    provides perfect cover for taking out those pesky snipers, making your future
    forward momentum much easier. Head to the marker to continue onwards. Race up
    the stairs to the left for some crates and jump down to resume your progress.
    
    Serpent emblem (33/80): When you force open the co-op door with Chris and end
    up outside facing a boat with two spotlights on it, look to the antannae to
    spot the emblem
    
    The next section is a fairly long run to the next marker (there are no enemies
    in your path but they are shooting at you from the boat opposite) so just make
    a dash for it (up stairs and ladders). Pull the lever to drop the stairs and to
    activate a CHECKPOINT. Drop the ladder down to realize you are back where you
    started the level.
    
    Objective: Destroy the barrier and secure a route
    
    Serpent emblem (34/80): Inside the cockpit of the helicopter in the middle of 
    the runway.
    
    Head for the left side of the ship where the newly moved stairs are but climb
    the first set of stairs before reaching those. The top of the stairs provides a
    CHECKPOINT and a way to drop down to the massive rocket. After dropping Piers
    down onto the platform you go for a little trip. CHECKPOINT. Head towards the
    rocket and you will have to cling to a pipe to cross over to it while snipers
    take potshots at you. Also four enemies are waiting on the other side (I
    expended a grenade launcher here to simplify matters, heh). Once you have some
    breathing room aim and launch the rocket to clear the way. CHECKPOINT.
    
    Objective: Track Ada Wong
    
    Jump down to the deck and prepare for a barrage of cheapness as a jet lets slip
    the dogs of war on your ass. There are two ways to handle this section: Use 
    the newly aquired sniper rifle to snipe the jet pilot or make a dash to safety.
    If you choose the latter immediately move to the right after landing and
    use the chopper as cover while you off a few of the enemies. You have to work
    your way around to the right which means running through a hail of bullets at a
    specific point (make sure you have at least two units of health when you jump
    out of the helicopter and make a dash for it and two again as you round the
    crate to reach the right side of the ship. After that point the jet cannot hit
    you so just be methodical and progress towards the marker. Finally head up to
    the door you opened with the rocket to co-op open the door to a cutscene and
    CHECKPOINT.
    
    Enter the lift and get ready for the next wave of enemies. One will most likely
    rush you in the corridor and two will be waiting behind desks in the next room.
    Two spider legged J'avo will emerge as well from the wall behind the desk
    (these guys move fast and can be a real pain). A flashbang or grenade works
    really well in clearing this room fast. The room to the left in the next
    corridor is a toilet with a green herb and one enemy inside. Open the next door
    for a CHECKPOINT and an exploding enemy at close range. Make sure you move out
    of its radius before your ally blows you up. Two more sickle arm enemies will
    rush into the room so be waiting for them with the gun of your choice. Check
    out the doorway to the right at the top of the stairs to find some shotgun
    shells. Pass through two doors to find the remains of the ships crew, which
    amazingly don't attack you. The three enemies that come into the room on the
    other hand do, so use the doorway or other cover to take them out safely. As
    you exit out into the small hallway you get ambushed by four enemies so retreat
    back into the previous room and replay the last thirty second of shooting
    prior. Once they all hit the floor grab the green herb by the newly opened
    doorway.
    
    Proceed until you reach another co-op door and CHECKPOINT. Immediately get
    ready to fight spider legged enemies, if you stand where you regain control
    they get confused by the door edges (go the AI Capcom!). Be careful as you
    approach where Ada was as a hive/swarmer is in the room. Rushing in will cost
    you a lot of health. Shoot the large wasp with the shotgun or if you have a
    suprlus use grenades. After taking care of him climb the stairs for another two
    second delay to your progress (yes a door). Inside are three enemies so enter
    guns blazing. After the first three there are five more behind the room
    partition so be cautious about moving between rooms. You will then have to
    protect Piers for a whole five seconds as he turns a valve and sprider legged
    enemies charge you. Use the shotgun or assault rifle to flame them quickly and
    resume the womanhunt. Climb the newly lowered ladder to find a CHECKPOINT and a
    briefcase to the right with a 5000 SP item inside.
    
    Serpent emblem (35/80): Under the same staircase as the 5000 SP item
    
    Oh look a power up room... suspicious. However it is just false tension as
    there is a long cutscene which ends with an anticlimax.
    
    Objective: Use a jet to stop the missile launch
    
    Objective: Get all the passcodes
    
    Oh look a convientient lock that requires three items from the trophy cabinet
    to open, oh wait I mean passcodes. Sigh, this series has progressed in so many
    ways but suddenly it all comes flooding back... The first passcode is in plain
    sight right next to the lock. Well, that would put you off french kissing for
    life... (If you like your dated references it reminds me of the alien in Space
    Quest II who chased after you on the space station).
    
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    Boss encounter: Rasklapanje
    
    Attack:
    
    Grapple - Results in instant death, can only be done when fully formed
    Grasp - When split in half the top half can grab and hold you in place
    
    Tactics:
    
    This enemy may seem similar to the one in Resident Evil 5 that you killed with
    the flamethrower and explosive barrels but it is a lot easier to slow down as a
    shotgun blast will knock it down. You can't kill it but you can steal enough
    time this way to complete your objective. If he is fully formed and grabs you
    it is intant death (the same way you just saw so it isn't very pleasant).
    
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    Objective: Survive the attack
    
    CHECKPOINT. Basically it is a race with horrible painful screamy death as a
    consolation prize for the loser. Just follow the icons and blast any
    Rasklapanje in two that stand in your way. There are plenty of CHECKPOINTs so
    there shouldn't be too many ragequits. Keep in mind you have to do a circuit of
    the whole area as some doors lock behind you. Once you eventually get all the
    codes back to the lock you input them very slowly so try to draw away any
    following Rasklapanje before trying to input all three.
    
    CHECKPOINT. Wasn't that fun? Open the co-op door for a shock attack (unless you
    have a brain and then its a predictably cheap attack). Shoot the bits out of
    the air and climb back up. Another door and the jet is in sight... Now Resident
    Evil has a habit of showing you your final objective and then throwing a boss
    fight at you (like final fantasy and its save points). The same is sort of true
    here as the boss in this case is a fully manned aircraft carrier.
    
    Carrier:
    
    This section initially seems daunting but it is pretty basic overall. As Piers
    is in charge of the guns, your job is to do long slow arcs over the carrier
    tapping RB from time to time to avoid incoming missiles. Once all the anti-air
    guns are down you land on the deck and a timer starts. Your new job is to cover
    Piers while he makes his way towards the controls. This is fairly easy as well
    just make sure to take out the snipers at the top left in the second bombing.
    The third portion just requires you to shoot the Ogroman in the jaw and when he
    moves shoot the missile to finish the chapter.
    
    Piers on the other hand has the more difficult task, to pound the ground and
    deactivate that missile. The clock will have about 3:30 left when you regain
    control. Complete the X QTE to blow up the first shipping container. If you 
    are flawless on this you shouldn't be hit by anything before it completes. 
    
    Serpent emblem (36/80): Jump over the chest high wall and look to the right to
    see the emblem inside a tyre. Chris can also apparently hit this in the jet.
    
    The remaining container and control panel have the same type of QTE and you 
    should have plenty of time to complete this. Run for the jet when you are done
    and take control of the rockets again. Use the rockets to blow the Ogroman 
    away from the missile then fire once at it to finish it off.
    
    ===============================================================================
    
    CHRIS - CHAPTER 5 Chinese Waters, CHINA Piers: "There's irony for you" (CC5)
    
    ===============================================================================
    
    Available Weapons (first time through):
    
    Chris:
    
    Combat Knife
    909 Pistol
    Assault Rifle
    Assault Shotgun
    Grenade Launcher
    Semi-auto Sniper Rifle (found in chapter)
    Flash Bangs
    Hand Grenades
    
    Piers:
    
    MP-AF
    Anti-material Rifle
    Assault Shotgun
    Grenade Launcher
    Semi-auto Sniper Rifle (found in chapter)
    Hand Grenade
    Flash Grenade
    _______________________________________________________________________________
    
    Useful skills (that aren't infinite ammo or broken):
    
    Single Player skills:
    
    *Field medic - Free health? Hell yes!
    
    Multiplayer/ Split screen skills:
    
    *Item drop increase - More stuff is useful all the time
    *Shotgun shell pickup increase - Very handy most of the time and even more so
    against a specific monster late in the level
    *AR ammo pickup increase - If you like the assault rifle better than the
    shotgun you weird person you
    *J'avo killer - 80%+ of the enemies in this level are J'avo
    *Firearms - Enemies tend to wield guns here so firearms are more useful
    *Defense - Reduced damage is always handy
    _______________________________________________________________________________
    
    Objective: Search the underwater facility
    
    Open the first door and set off the inevitable alarm system (just once could
    the main character not accidently set off the alarm?).
    
    Objective: Rescue Sherry and Jake
    
    CHECKPOINT. Crawl through the opening and throw Piers across the gap.
    
    CHECKPOINT. Drop down the ladder and crawl under the now stopped fan.
    
    Serpent emblem (37/80): Once you stand up after crawling under the fan it 
    should be right in front of you. You can also shoot it from the platform above
    
    Move through the room picking up the freebies on the way and let Piers stop the
    fan again. Slide down the vent to continue.
    
    If you are playing as Piers here be prepared for a lot of enemies to spawn as
    soon as you pull the first lever. Two turret J'avo, RPG J'avo and snipers will
    all immediately appear as soon as you pull it. A constant stream of 
    reinforcements will continue appearing until you pull that second lever so 
    make a dash for it when you can. The best cover from the initial barrage of
    enemies is where you pulled the lever as it gives you distance and protection
    from the turrets. Use your sniper rifle to pick off the enemies before they
    reach you and go for the lever when there's a lull in the fight. Chris will
    arrive from the elevator and help you mop up after you pull it.
    
    Objective: Restore power to the elevator
    
    Back as Chris:
    
    CHECKPOINT. You will regain control with two J'avo in front of you, a quick
    stealth attack can take care of one and then a melee combo can take the other
    before they even know what's going on. Pull the lever to activate the elevator
    and hop aboard. When the doors open take cover as quick as you can or you are
    liable to get an explosive to the face. I'm unsure as to whether you can avoid
    this section by activating the elevator again immediately but if you can you
    still have to avoid getting blasted by RPG fire. Once you manage to descend you
    will arrive to a CHECKPOINT. Arrive to a much less explosive enviroment, co-op
    open the doorway and prepare for some more J'avo (four to be precise). 
    
    Serpent emblem (38/80): On the ceiling immediately to your right after opening
    the co-op doors
    
    Along with more in the next room there is also a briefcase with some launcher 
    ammo, be careful as one of the J'avo may be carrying a RPG. Welcome to the 
    cheapness area... walk into a room and BOOM! RPG carrying J'avo infest these 
    rooms so be very cautious when entering a new one. Turn on the elevator and 
    step inside to reach the next room. Climb up to the catwalk above to pick up 
    some items before co-op pull the lever and let the fun begin. J'avo and 
    Chrysalis will enter the room (hope you have some grenade launcher rounds to 
    simplify matters).
    
    Climb to the upper area to avoid being sniped and overwhelmed. Take out the
    sniper first then concentrate on the pair of Nepads (Both of them were standing
    together so I managed to kill both with just three grenade launcher rounds). Be
    really careful when the hiver arrives as it can take you unawares very easily.
    Take down the final Nedat and you should be right to eliminate the remaining
    regular J'avo. Race for the airlock when the countdown ends (as the supply of
    Chrysalis continues past the end of the timer). Watch the cutscene to see the
    boys having some issue and the destabilizing environment once again.
    
    Objective: Escape with Sherry and Jake
    
    CHECKPOINT. Hmmm, I wonder if that giant cacoon is the final boss. Nah, Capcom
    wouldn't be that obvious. Right? Please? Grab the ammo around the area before
    activating the console. Hey a four character section, this as always means a
    massive influx of enemies that two characters just couldn't take on. With the
    limited space on the platform the shotgun works very well against the J'avo.
    Believe me, its times like this that I'm very glad I had the field medic skill
    as otherwise I would be dead many times over. Be prepared for moth J'avo, cheap
    exploding J'avo and several other sorts in your battle upwards.
    
    Objective: Escape from the B.O.W
    
    CHECKPOINT. Oh crap, thats one big ugly bastard and he's coming right for us!
    Immediately start climbing and then running along the platforms to stay ahead
    of the monstrosity. It was at this point I really began hating the activation
    points (you need to stand in a very specific spot to activate the event. Ugh,
    why is the crawl animation so slow. I know it sounds like I'm complaining over
    nothing but repeat this section enough times and you will too. Key thing in
    this section is to remember you can slide (yes I forgot about it until I died
    several times). Eventually you will reach the lift and rise skyward for a
    CHECKPOINT. Well this definitely looks like a major boss fight arena.
    
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    Boss encounter: Haos
    
    Attacks:
    
    Slam - The B.O.W slams his hand down into the floor attempting to laminate you
    
    Tactics:
    
    The B.O.W can move deceptively fast and his slam radius is quite large.
    Concentrate on avoiding his attacks rather than dealing too much damage as
    Piers will help out in that department. I know his heart glows, denoting a weak
    point but he didn't seem to take any more damage there than he did to the back
    so I just remained behind him unloading the grenade launchers explosive rounds
    until he falls.
    
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    Ojective: Escape from the B.O.W
    
    CHECKPOINT. Does the B.O.W really strike you as dead? Yeah me neither. So let's
    obliviously continue onwards leaving it to follow us for a more climactic fight
    later (didn't these guys ever see Zombieland? The double tap?) Walk forward
    five or so steps and be proven right. The sections in this area seal within a
    certain time so its a race against time punctuated by shooting the B.O.W. Grab
    the ammo on the ground before you move ahead if you are short and ready either
    your shotgun or launcher to fire at the B.O.W. Crawl into the next section,
    shoot the B.O.W and slide for the closing door. After three or four repeats of
    this you will have to keep a door from closing so Piers can rejoin you. After
    showing of Chris's physique for thirty seconds he catches up and a CHECKPOINT
    occurs.
    
    Serpent emblem (39/80): On the floor immediately to your left after you regain
    control
    
    Welcome to another pipe dream as the B.O.W resumes its attack. This one
    involves sprinting towards the screen but thankfully closing doors aren't in
    the way this time. Watch the cutscene (Ouch, that looks really painful!). Oh
    look at that... The maguffin has arrived to save the day (He really sent it in
    to be analyzed, eh?).
    
    Objective: Defeat the gigantic B.O.W
    
    CHECKPOINT. Escape the clutches of the B.O.W and head for the marker to
    pressurize the doors. The B.O.W will attack again, however its weak point is
    now exposed and vulnerable to your weapons fire.
    
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    Boss encounter: Haos
    
    Attacks:
    
    Sludge - Fired directly at you as a ranged attack
    Roof sludge - Can stick to the roof or drop down and act as mines
    Tendrils - Very long range ground attack that pulls you back into the range of
    the B.O.W
    Slam - Basic smash of the arm into the ground with short range
    Grapple - Instant kill unless it gets interrupted by Piers
    
    Tactics:
    
    You know its kind of depressing when you can beat a final boss without firing a
    single bullet but you can if you like (waste of ammo but if you want to feel
    like you are doing something then go ahead). You can ignore the
    depressurization messages as that triggers upon beating the boss. Let Piers
    deal the damage and just wait until the B.O.W cacoons itself, then let rip/
    melee it until it is smashed. When you smash the cacoon the top half of the
    B.O.W will lay stunned on the ground. Run up and melee one of the weak points.
    Repeat this two more times and the battle will end with a CHECKPOINT, crawl and
    a few quick-time events.
    
    Piers on the other hand gets to play with his newly aquired electric arm. LT
    to aim, LT + RT to charge and RT to fire. You can also fire it without 
    charging to do an accurate but weak attack. Oh and his life constantly 
    regenerates to full slowly. The only downside is his attacks consume his 
    health, this means you have to be careful not to let it drop too low and time
    your attacks well. I never could get the charge attacks to hit as they tend
    to skew to the left and there is no targeting reticle (makes sense actually)
    to let you know where it will land. So use the more accurate weak attacks to
    damage HAOS. You cannot access your inventory or healing tablets any more so
    it is all up to Chris to keep you on your feet.
    
    Note: Even if you have field medic here Piers can't use tablets as he is so
    make sure you have some healing on hand to prevent early deaths.
    
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    Objective: Escape from the underwater facility
    
    CHECKPOINT. Run along the walkway and ignore the enemies as they won't be able
    to hatch and react fast enough. Piers must use charge attacks to break the
    flesh walls.
    
    Serpent emblem (40/80): At the third flesh gate look down and to the right 
    next to the light is the final emblem for this campaign (halfway yay!)
    
    Watch the ending cutscene to reach the end of the Chris campaign. Definitely 
    felt more like a Gears of War campaign than a resident evil one but thems the 
    breaks.
    
    *******************************************************************************
    ******************************* JAKE'S CAMPAIGN *******************************
    *******************************************************************************
    ===============================================================================
    
    JAKE - CHAPTER 1 Edonia, EASTERN EUROPE "JAKE: 50 million, non negotiable."
    (JC1)
    
    ===============================================================================
    
    Available Weapons (first time through):
    
    Fists (start with - I assume they detach at the wrist or something)
    909 Pistol (start with)
    Elephant Gun (found in chapter)
    Hand Grenade (found in loot containers/ random drops)
    Flash Bang (found in loot containers/ random drops)
    
    Sherry
    
    Stun Rod (start with)
    Triple Shot (start with)
    Elephant Gun (found in chapter)
    Hand Grenade (found in loot containers/ random drops)
    Flash Bang (found in loot containers/ random drops)
    _______________________________________________________________________________
    
    Useful skills (that aren't infinite ammo or broken):
    
    Single Player skills:
    
    *Field medic - Free health? Hell yes!
    *Team up - Extra damage for free? Why not?
    
    Multiplayer/ Split screen skills:
    
    *Item drop increase - More stuff is useful all the time
    *J'avo killer - 80%+ of the enemies in this level are J'avo
    *Firearms - Enemies tend to wield guns here so firearms are more useful
    *Defense - Reduced damage is always handy
    _______________________________________________________________________________
    
    NOTE: If you are going for the emblem achivement for this campaign you will
    need to use certain characters on the following chapters: Chapter one - Sherry
    due to emblem 43. Chapter three - Jake due to emblem 49. Chapter four - Sherry
    due to emblem 53.  
    
    Follow the linear path and climb a few ladders to see all hell breaking loose
    outside. A co-op door is waiting your approach at the end of the corridor.
    Observe the helicopter mow down the stargazing J'avo and then turn his
    attention to you. 
    
    Serpent emblem (41/80): Run towards the helicopter and take a left at the end
    to find the emblem sitting over a door frame
    
    Race down the alley using the sides for cover taking a sharp left at the 
    junction ahead (multiple attempts at getting hit by the helicopter have failed, 
    you on the other hand may get lucky). CHECKPOINT. Three J'avo (including one 
    with an RPG) are taking potshots at the helicopter. Of course once the 
    slightest part of you appears around that doorframe all thought of the 
    impending assault helicopter leaves their minds as they all welcome you with
    open rockets and machine gun fire. Don't be fancy here (like me when I lost
    five HP trying to slide/remote bomb them then bugger off) just use the
    doorframe as cover while you do your thing. FYI: the helicopter does hit you
    now it has been confirmed (it took four tries but he does). Head for the small
    hut to move between open areas and spin kick the RPG zombie outside (you can
    still kick the crap out of him when the game take control of the camera so
    don't despair). Apparently the helicopter has learned a new trick... Rockets!
    While you are on the upper ledge it seems like the rockets don't hurt you
    however this hasn't been 100% confirmed. Drop down and immediately take cover
    to the right against the far corner of the building as rockets will be
    following your ass in seconds. Count out the number of rockets so you can tell
    when the gap in the barrage occurs and make a dash for the stairs on the next
    one. After you outside again you will see a J'avo clubbing a marine to death.
    He is actually a doodad (piece of scenery) until he finishes attacking him
    whereupon you can start picking his nuts off with your pistol. The helicopter
    is still firing at you so keep moving. A co-op door enters you into a cutscene.
    
    CHECKPOINT. You regain control in a dimly lit room (as per usual) with a couple
    of crates and a green herb around the corner. Be prepared to fall like a clumsy
    bastard (it's preset so don't blame yourself). What follows is one of the games
    'stealth' sections (can you hear the fingerquotes here?). The first two J'avo
    are childs play to sneak up behind but mistiming the second one means the third
    J'avo will spot you. If you manage to take all three out there is one more
    immobile J'avo in the small building here. Walk up behind him and take him out
    through the window. Drop down the ladder inside the hut and stealth kill the
    final J'avo.
    
    A path split lies in your path ironically as Jake prefers increasing his
    frequent flier points while Sherry prefers to take the train. Jake first has to
    help Sherry up (who has a J'avo to take out on the way, easily stealth killed)
    and then whoever jumps across the gap first has to double back to lower a
    ladder down for their partner.
    
    Serpent emblem (42/80): Looking to your right on the upper ledge here you can 
    see it
    
    Prevent yourself from falling again and open the co-op door. Two gunner J'avo
    and a machette weilding one will be waiting for you as you round the next
    corner. Use the sandbags as cover while you pick them off. Lift Sherry to the
    upper level so she can be mauled by the J'avo above. Melee it and knock down
    the pole to let Jake progress a dead run because the floor will fall out from
    under him (again). Sherry will have to deal with two initial J'avo that are
    easy to kill and then three more (one of which will likely mutate and will take
    a lot of damage to put down). Reunite and open the co-op door together.
    CHECKPOINT. A turret will greet you with a cheery hello of opening fire. This
    section has infinitely spawning guys so to avoid loss of life, limb and
    testicles (at least if you are playing as Jake) sprint for the objective which
    is a co-op door. The path is left-right-left-right and a co-op door. Basically
    head for the paths where the J'avo aren't spawning.
    
    Objective: Survive
    
    Time to wear out that sprint button as you meet recurring Jason look alike
    Ustanak. This guy is pretty much immortal (and unlike Jason this guy can
    actually run) and will instant kill you if he comes in contact with you. Please
    avoid this at all costs. First phase is a sprint towards the camera (nothing
    special just don't stop). The second one is away from the camera which can
    screw you over if you aren't paying attention. Sherry stuffs up here and needs
    to be rescued by Jake (by pressing the B button. How heroic! Not.)
    
    Objective: Escape from the warehouse
    
    CHECKPOINT. There is a green herb in the toilets on the left with a J'avo in
    one of the stalls. Once you've picked it up Jake lifts Sherry up to a loot
    bonanza (ammo and red herbs and skill points, oh my!). 
    
    Serpent emblem (43/80): Behind you as you reach the upper area with the loot
    (Sherry only)
    
    There is also another doorway on Jake's level containing some crates and a 
    ladder down for more loot. Co-op open the door to enter a massive room. Are 
    you not suspicious that they pumped you up with ammo and healing items before 
    letting you in here? If you're not you should be. This a pre-loot situation. 
    Once a certain event is initiated you will no longer have time to grab the 
    loot in the area. So go round collecting all the loot before it happens. Check 
    every room and shoot every lurking J'avo before approaching the large green 
    door. Key note: do not destroy the barrels in this section except for the 
    first one which takes out three J'avo at once. Make sure to grab the Elephant 
    Killer gun from the briefcase on the second floor as well. Drop all the 
    ladders on the upper area down before activating the green door.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    New weapon:
    
    Elephant Killer - Can hold five rounds, has very high recoil and does massive
    damage but in quickshot can really bring the pain. It uses .500 S&W Magnum
    ammo. Sherry and Jake get the chance to wield this monster.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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    Boss encounter: Ustanak (1 of 4)
    
    Attacks:
    
    Hookshot (1HP+) - He holds his arm out straight and fires his massive claw at
    you. He then locks you in, damaging you and then a QTE to break out will occur
    Strafing is the best way to avoid this attack (obviously).
    Grapple (3+HP)- Grabs you when you are in close proximity dealing large damage
    Charge (3HP)- The typical boss charge with the additional caveat that he is
    unstunnable. Sometimes he will charge without the full warning animation
    (especially when he is upstairs).
    
    Tactics:
    
    Prepare to move out of his charge that he initiate immediately after the
    cutscene ends. BARRELS!!!!!! Yeah barrels are your best friends here as they
    are the most effective way of crippling Ustanak. Ustanak has the ability to go
    through walls (put a drill bit in there and I can make it through walls man! -
    Ah Red Dwarf) effectively clearing the area allowing the infinitely respawning
    J'avo free reign to add extra unneeded orifices to your body. Ensure the
    stockpile of J'avo remains low or you might find things get a bit too dicey.
    Remote bombs and the Elephant Killer are your alternatives for dealing damage
    to this behemoth.
    
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    Objective: Escape from the ruins
    
    Follow the linear corridor, looting as you go until you reach the freaky
    mannequin room. On the shelf is a green herb to collect and a red herb further
    down the corridor. A strongbox with a 2000 SP item is inside to grab. 
    
    Serpent emblem (44/80): As you see a doorway to the outside, look across to 
    the building opposite to see the emblem on top of the wall
    
    Climb the ladder and slow down as you approach the corner. Two gunner J'avo 
    are waiting there so this is a good opportunity to use a flash bang if you 
    have been hoarding them. After the light fades race up and insta-kill them 
    before they can recover.
    
    Objective: Help the BSAA
    
    After meeting up with Chris and Piers you can sort of do your own thing (you
    are supposed to help them blow up the AA guns but there isn't really any reason
    you have to go out of your way to as they will succeed with or without your
    help. The fight progress can be monitored by the number of guns that have been
    destroyed.
    
    The first gun is in the building to the right of where you gain control, the
    second is in the big central building and the final one you can only reach by
    dropping into the underground tunnels and surfacing in a building on the far
    side. Kick the ladder down then drop down past the gate to find the third AA
    gun. There are a lot of items to get in the underground tunnels including herbs
    and ammo. The only real danger is being stomped through the massive manhole
    covers by the Ogroman on the streets above, oh and there's J'avo too.
    
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    Boss encounter: Ogroman
    
    Attacks:
    
    Stomp - Stamping down quickly onto a character inflicts significant damage
    Slam - By slamming its hands into the player he can bring the hurt
    Grab - The Ogroman will try to snatch up the character inflicting large damage
    
    Tactics:
    
    You can kill the Ogroman by shooting his weak point until he leans on a
    building, then you use the RT on his hand to enter a quick-time event to damage
    the Ogroman. Repeat this a few times and it will die. Use pistols as they tend
    to be able to hit the weak point better at a distance.
    
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    And you thought because it ended here is Chris's campaign. Wrong! Your best
    friend is back (Ustanak) and he's brought attack helicopters.
    
    Objective: Stop Ustanak; don't crash
    
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    Boss encounter: Ustanak (2 of 4)
    
    Attacks:
    
    Swipe (1+HP) - Ustanak claws at you dealing average damage
    
    The first sequence of this fight is him breaking through the side panels of the
    plane trying to hold you tight. He will normally go for the panels you are
    standing near but avoiding him is a simple matter of moving out of the range of
    his claw. Use the elephant killer and remote bombs to damage him.
    
    Phase two begins with transfer to a new helicopter via a co-op jump and a QTE
    for Jake to avoid becoming swiss cheese. CHECKPOINT. You will have to man the
    turrets at the back of the chopper to try and deal as much damage as you can to
    Ustanak. He will cling to the helicopters swinging back and forth as you
    destroy them. The helicopters will also launch slow moving missiles when they
    move further away. He will fire his minigun at you as well dealing 2+HP of
    damage. To avoid this use the A button to duck behind your turret (we all like
    to avoid massive head trauma). If there is only a single helicopter left it
    becomes indestructable until another batch arrive (figure that the hell out).
    When you deal enough damage you will fall on your ass with ammo underneath you
    and be tasked with shooting the giant red screw you sign (read fire
    extinguisher) that rolls towards Ustanak. You then have to grab the bouncing
    parchute (very quick QTE) with the A button which ends the chapter.
    
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    ===============================================================================
    
    JAKE - CHAPTER 2 Edonia, EASTERN EUROPE JAKE: "Well come on super girl, let's 
    get looking" (JC2)
    
    ===============================================================================
    
    Available Weapons (first time through):
    
    Fists
    909 Pistol
    Elephant Gun
    Hand Grenade
    Flash Bang
    Remote Bomb (found in chapter)
    
    Sherry
    
    Stun Rod
    Triple Shot
    Elephant Gun
    Hand Grenade
    Flash Bang
    Remote Bomb (found in chapter)
    _______________________________________________________________________________
    
    Useful skills (that aren't infinite ammo or broken):
    
    Single Player skills:
    
    *Field medic - Free health? Hell yes!
    *Team up - Extra damage for free? Why not?
    
    Multiplayer/ Split screen skills:
    
    *Item drop increase - More stuff is useful all the time
    *J'avo killer - 80%+ of the enemies in this level are J'avo
    *Firearms - Enemies tend to wield guns here so firearms are more useful
    *Defense - Reduced damage is always handy
    _______________________________________________________________________________
    
    Ok, what the hell do I say about this section? How 'bout ugggggggggggghhhhhhh?
    Head for the ladder and climb up to see sanctuary. Or not, no instead you have
    to tramp through a bloody no-visibility snowstorm (thats why you need the map)
    with infinitely respawning enemies. 
    
    Serpent emblem (45/80): After they finish looking and talking about the cabin,
    Look at the top of the power line/ transformer here to spot the emblem
    
    At times the snowstorm will increase in intensity and obscure your vision 
    even more. The red dots on your map are the objectives (same with the key 
    icons on your screen). You will be introduced to a new enemy here.
    
    UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU
    
    New enemy encounter: Mesets
    
    Attacks:
    
    Rib impale - The Meset swoops down from above, impaling and grappling you with
    their ribs
    
    Tactics:
    
    These horrible looking bird-like mutations are quite dangerous as they can fly
    above you dropping down to grapple you with their ribs. They take quite a few
    hits to bring down even with the sniper rifle or magnum.
    
    UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU
    
    Im gonna be very straight forward and less amusing as I really want to get this
    section over with. From where you are, you should be able to see the point
    where the first memory stick is. This isnt as straightfoward as it looks. You
    will need to do a massive circle around to get it. Not too much drama, just a 
    couple of Mesets and J'avo. More spawn after you collect the stick. From here 
    you will need to make your way around the right up an icy path. Here you will 
    find more of both, and even a J'avo on a snow mobile. If you can kill him you 
    can take the snow mobile, if thats your thing. If you fall over at any point 
    on the icy path, you will slide to the bottom. As amusing as this is at first, 
    if it keeps happening, it gets annoying very fast. At the top is a large open 
    area with another snow mobile J'avo, and your second stick. 
    
    Serpent emblem: (46/80): Inside the excavator right next to the second stick
    (Stick A)
    
    At the south west is a bridge which will take you to a hut with the last stick 
    in it.
    
    In case you hadn't seen them on the way into the hut, more Mesets will hatch
    after collecting the final stick. Its up to you if you want to fight them or
    not. But now you must epic backtrack to that nice cozy hut and some hot coffee.
    But dont despair, there is a shortcut and a speed up. If you 'acquired' a snow
    mobile you can use that. Dont worry too much about the aiming, if you get to a
    cliff, you will jump off before it careens over. If thats not your style, when
    you get to the icy path, slide for a second (Run+LT), and then let it go. You
    will then start your slide down, and have the ability to steer with the Left
    Stick. At the bottom of the icy path is a ladder which will save you a little
    time and get you some herbs. Climb the ladder, follow the train tracks, and at
    the end will be a crate and a crawl path. Before you crawl, check your 
    inventory to make sure you have at least two free slots for the herbs. As 
    soon as you crawl, you will, yup you guessed it, slide. Spam X here to pick up 
    both the Red and Green herbs. You will find yourself back at the start. From 
    here travel north east, then make a u-turn and up the path to the hut. A Meset 
    will hatch here. Dispatch of it and enter the co-op door to start a cutscene. 
    Where hot coffee and sexy times happen. And I'm totally not lying (I totally 
    am).
    
    After your cosy little tete a tete you will be rudely interrupted by insurance
    salesman, wait I mean six J'avo. They will come in two at a time and try to
    surround you in a wall of death. Pistols, melee and even the magnum are all
    good choices for dealing with these in your face enemies. Once the wall
    dissapears from existence, sprint for your snowmobile outside (head for the
    objective if you are unsure).
    
    I'll warn you. Prepare to die a lot. Here you will be chased by snow. It can
    insta-kill you. And cliffs can kill you. And trees. You get the idea. Controls
    are simple - accelerate all the time pretty much. As you first head off, there
    are some skill point items that flash by, so spam X to pick them up. When the
    camera pans out (after you exit the small valley), dont turn right, to avoid a
    Cliff Death. However, after a while you will notice it coming right for you
    from straight ahead, turn right to avoid Snow Death, but not too early, or else
    Cliff Death. If you turn as soon as you see it, you should be right.
    
    CHECKPOINT. After the jump, you are introduced to Tree Death. Avoid these. They
    may not kill you immediately, but they cause Snow Death, due to your speed
    loss. You will also notice snow coming down the right side as you progress.
    Don't get too close, or else Snow Death. After the waypoint, you will be
    exposed to a lot of jumps and you will see the snow approaching from the left.
    
    Serpent emblem (47/80): At about 130m from your objective as you jump up and
    down over the snow drifts the emblem will be to the right on the path waiting
    to be run over. This can be annoying as there are checkpoints that can screw
    you over
    
    Avoid this, as the area of Snow Death is greater than before. Afterwards, you
    will reach a tunnel with some skill point items (spam X).
    
    CHECKPOINT. Thankfully there is a checkpoint here as you may die a lot in the
    next part (this time did it first time, so apologies if turns are not
    completely accurate). Glaciers are rising and cracking in front of you, and you
    have to navigate it. Start straight ahead, it will veer you left if you dont do
    it yourself. Turn right and then curve around left (as too far right will cause
    Fall Death). After, it keeps relatively straight before a massive jump at the
    end. You will need to do a QTE with the A button (oh dear god don't forget the
    A button), or else you will have Fall Death and have to do the whole glacier
    bit again. If your playthrough is anything like mine, you will hate that QTE
    with a passion (we made it through perfectly first time, but missed the A
    button, which lead to many more deaths). Then you will have a cutscene, and on
    to acoustics.
    
    Objective: Find the cave exit
    
    CHECKPOINT. Guess who is back! Its Ustanak! But now in multiple form, and with
    50 percent more insta-kill. As you walk through, you will notice that some
    patches of ground make a lot of noise (they will point it out too). Progress on
    and you will see the Ustanak is now operating on an alarm system. I should make
    a note that you will not need your guns. Shooting (even the ALARM BUGS) will
    alert them to your position and Ustanak will run to you and insta-kill you.
    Unless you hide first. The only way to avoid the bugs seeing you is to hide in
    a dumpster. You can still see out in first person, so pick your time to leave
    and backstab. Oh yeah, you can backstab the ALARM BUG with a melee attack. Be
    patient, approach when they are facing away from you, and kill the little
    buggers. You can kill all of them in this whole area if you are careful.
    
    There are two ALARM BUG before the first drop. Be careful and backstab and you
    will be fine. Drop down. CHECKPOINT. Two more bugs. Stab stab. Here you will
    have a choice between a ladder or a drop. Take the ladder for 2000 SP item in a
    briefcase. Then you have another choice of climbing the ladder and dropping
    from there, or dropping from the lower level. The ladder drop has Ustanak and
    an ALARM BUG, and even after killing the bug, he can hear you if you get too
    close. The other way has a co-op push to progress. Cutscene will show how
    awesome his hearing is that he can hear an icicle smash from ages away, but not
    good enough to hear you talking 5 metres in front of him. Move to end of
    corridor.
    
    CHECKPOINT. You will be shown an entire room that you must navigate. While it
    looks like there are a lot of options to hide in, most of the dumpsters have
    stuff in them. The only one you can get into is the closest to where you start,
    on the left. If you want another overview, go from the safe dumpster along the
    path to an overlook. Going past this to the end will get you a 5000 SP item in
    a strongbox. Take your time to watch the bugs and pick them off one by one.
    There are five in total, and all can be killed without setting your best buddy
    off. However, if you do, just run to the dumpster and climb in to see a close
    call cutscene. You have enough time to do this. 
    
    Serpent emblem (48/80): Before going through the door with the red wheel lock
    on it at the exit to the area, turn around and you will see the emblem 
    directly behind you
    
    Make your way to the end and go through the door.
    
    CHECKPOINT. Nothing to worry about here. Oh yeah, he bursts through and you
    must flee like scared chipmunks. If you havent had a proper introduction to it
    before, this is how you slide. Run towards the camera, until you see where you
    must slide. From numerous attemps at this, sliding earlier is better than
    later. Too late causes you to crawl and subsequently get grinded. Once past
    that, camera control is taken from you as he drills through, and you must find
    the magical hidden ladder. Climb that.
    
    CHECKPOINT. Here you will notice the acoustic ice. Great combination with
    Ustanak. And you need a cardkey. Guess whos guarding that. Here you have some
    options available to you. At time of writing, this is being played multiplayer,
    so Sherry's actions in single player arent known. However, as Sherry you can
    get a boost, sneak up and take the keycard with no loss of resources. There are
    also remote bombs that can be used to distract him. However, attemps to use a
    bomb to distract him and walk over the ice proved bad. So if you are not as
    good at sneaky, or just paranoid as you might be around him by now, get Sherry
    over by vaulting, and remote a bomb on the other side while she picks up the
    keycard. And if you are playing as Sherry, this is the heaviest keycard ever,
    requiring an A tap QTE to pick up. Whichever method you use to get it, go
    through the door and annoy him with your taunting sound.
    
    CHECKPOINT. Here you must outrun Ustanak with a series of QTE doors. Nothing
    special, just open and go through. Continue on, until you find a, well, um,
    you'll see.
    
    Objective: Take down Ustanak
    
    CHECKPOINT. Using your newfound Dildozer, a long sequence of QTE tug of war
    will determine the victor. The QTE will occasionally swap between the
    characters. If you stuff up, its not the end, so long as you still have some
    room to breathe. Once the final thrust has been delivered, continue on.
    
    Objective: Find the cave exit
    
    CHECKPOINT. Find the cave exit. One word. Ouch.
    
    ===============================================================================
    
    JAKE - CHAPTER 3 Research Lab, CHINA JAKE: "Time to move on" (JC3)
    
    ===============================================================================
    
    Available Weapons (first time through):
    
    Jake
    
    Fists
    
    Sherry
    
    Stun Rod
    _______________________________________________________________________________
    
    Useful skills (that aren't infinite ammo or broken):
    
    Single Player skills:
    
    *Field medic - Free health? Hell yes!
    *Team up - Extra damage for free? Why not?
    
    Multiplayer/ Split screen skills:
    
    *Item drop increase - More stuff is useful all the time
    *J'avo killer - 80%+ of the enemies in this level are J'avo
    *Firearms - Enemies tend to wield guns here so firearms are more useful
    *Defense - Reduced damage is always handy
    _______________________________________________________________________________
    
    Objective: Escape from the building
    
    Wait, you were dead, right? Whatever. Kill some guys, you know know how to
    melee right. One guy has a stun rod. Pull lever to cut power. Watch Sherry do
    awesome fighting. Do you really want to know where that stun rod ended up?
    Didn't think so. From here the guide will be split.
    
    Jake: Follow objective until you find something to push. Push it all the far
    end of the alcove it is in. Circle around to where you pushed it to, and climb
    up and enter a crawl space and drop down for a checkpoint. CHECKPOINT. Enter
    the small room to assist Sherry using a turret camera, who otherwise would have
    to fight masses of guys with guns and swords with only a stun rod. 
    
    Serpent emblem (49/80): When in control of the turret the third camera can see
    the emblem on a shelf to the right in the room (Jake only)
    
    Once Sherry has the code, use the same code to open the door near you. In our 
    run, it was Top Left, Bottom Left, then Top Middle. CHECKPOINT. Do not 
    progress until you have cleared the room for Sherry. Or else you can't go back 
    and she will die. Through the door there is a crawl space to go through. Then 
    climb a ladder to find another crawlspace. And another ladder. And crawlspace. 
    And then a drop. And a locker room.
    
    Sherry: Wait until Jake clears the path for you. Use his help to kill masses if
    they spawn. Two areas have turrets in them. In the last area is only a camera,
    with an infinite spawn of one guy. This guy is used to progress. The door in
    this room requires a code. Hide in the locker opposite and wait for one to go
    through. If there is anyone in the room when you try to do this, just stealth
    kill them. The code changes for each playthrough, so just watch and see. 
    
    CHECKPOINT. Around the corner is guys with guns and stun rods. Wait for Jake to 
    clear the room for you.
    
    Enter code and continue.
    
    Both: You know that sexy time I promised you before? Well, this is the closest
    you're going get. Enjoy the cutscene.
    
    Objective: Find the comms system
    
    CHECKPOINT. There are guys here. With guns. As well as a guy that cocoons into
    a Strelat. Elephant Killer is good against that. Progress on to fight lots of
    guys. Seriously, they're everywhere. You need to collect their ID tags. 
    
    Serpent emblem (50/80): As you appoach the large staircaseon the ground floor,
    run past it to the blue door and head inside to find large shelves full of 
    files. On the right, hidden amongst these files is the emblem.
    
    Here you have tactical options. Going past the big hall allows you to circle 
    back to the end of the hall. Halfway along the hall is another room with lots 
    of guys and a door you can't open. At the end of the hall to the left is more 
    guys. Search all the rooms for ID tags and items, as they are in various 
    locations. The pot plants can be smashed for items. Head down to the end room 
    where you will see a massive statue and open area, as well as your destination.
    
    CHECKPOINT. Kill the guys in the room and attempt to open the door. You can't.
    There is a slot on the statue, which you need to fill with those ID tags you
    have been collecting. Put in three to allow access to the first door. Through
    here I hope you like fighting lots of guys, or like we did, have an ample
    supply of flash grenades. In the bar room, watch Jakes rendition on the piano
    to score an ID tag. There is another in the pink seahorse fountain, as well as
    in the pink bath under the crawl space (under the giant bull's balls), and one
    up the stairs under some pushable logs. You only need 10 total to get into the
    second door. Also be prepared for lots of just random guys (thank you flash
    grenades), that it is much better to just run past back to the statue room. Put
    in the 7 remaining coins needed.
    
    CHECKPOINT. Open door. Cutscene ensues.
    
    Sepent emblem (51/80): Wow is this one well hidden or what? Ok, first run 
    behind the ID tag eating statue and wait for the tank to blow it up. After it
    does you can find the emblem hidden within the rubble at the base
    
    Objective: Escape from the building
    
    CHECKPOINT. Slight spoiler to make it easier for you. The tank hurts. Run
    outside and to the right to give Sherry a boost. All the J'avo in the area will
    mutate when they die, so keep the Elephant Killer handy. Jake must run around
    and use his ninja acrobatic skills to jump to where the door is. Co-op open it
    to find a checkpoint.
    
    CHECKPOINT. Remember what I said about tank hurty? Well now the action starts
    with him literally on top of you. So run towards the camera straight away. But
    before you think you have done this before, unlike Ustanak, the tank can shoot.
    He will aim for one of you, so just run to the other side before it shoots. At
    the end of the hall the door is on the opposite side of the camera, so run away
    from the camera into safety where you can drop and get some items.
    
    CHECKPOINT. Some guys are here shooting at you. The ones up close will mutate,
    so expect to fire another shot. Snipe them to make life easier. Oh, and tank.
    When you move out to the water. He likes his dramatic entrances. So now lots of
    guys will spawn and keep spawning and mutating. 
    
    Serpent emblem (52/80): Head to the right when you reach the ornamental lake,
    dodging the arriving tank until you reach the stairs. Behind these stairs is
    the last emblem for the level
    
    Jake must go upstairs to pull a lever that conveniently allows someone with 
    acrobatic skills to pass. Then he must 'lure' the tank to hit the statue as it
    passes. So move back and forward to get the tank to hit what it needs to hit. 
    Once the tank has hit it three times, Jake can swing across. 6 J'avo will 
    greet you, half with mutations, so that Elephant Killer comes in very handy. 
    There are 2 briefcases, one with Elephant Killer ammo and Flashbang, and the 
    other has 2 SP items in it. During this time, Sherry is best advised to run in
    circles until Jake gets on the bike and saves their arses.
    
    ===============================================================================
    
    JAKE - CHAPTER 4 Tatchi, CHINA JAKE: "I've taken bigger spills. Course, I don't
    have that healing of yours." SHERRY: "Too bad the fall didn't knock the wise 
    ass out of you." (JC4)
    
    ===============================================================================
    
    Available Weapons (first time through):
    
    Jake
    
    Fists
    909 Pistol
    Elephant Gun
    Hand Grenade
    Flash Bang
    Remote Bomb (found in chapter)
    
    Sherry
    
    Stun Rod
    Triple Shot
    Elephant Gun
    Hand Grenade
    Flash Bang
    Remote Bomb (found in chapter)
    _______________________________________________________________________________
    
    Useful skills (that aren't infinite ammo or broken):
    
    Single Player skills:
    
    *Field medic - Free health? Hell yes!
    *Team up - Extra damage for free? Why not?
    
    Multiplayer/ Split screen skills:
    
    *Item drop increase - More stuff is useful all the time
    *J'avo killer - 80%+ of the enemies in this level are J'avo
    *Firearms - Enemies tend to wield guns here so firearms are more useful
    *Defense - Reduced damage is always handy
    _______________________________________________________________________________
    
    Objective: Don't die
    
    Into the fray again. Jake is driving, Sherry has infinite ammo. In the first
    section the only obstacle to avoid is a chest high wall on the left hand side.
    Sherry just needs to shoot when she can. By the way, I hope you like
    checkpoints. As there are a lot of them. But to counter your now happy smiles,
    those checkpoints are all needed.
    
    Objective: Eliminate all enemies
    
    CHECKPOINT. While admiring the scenery mid flight, Sherry needs to shoot the
    red barrel to kill the Rocket launcher guy. If he has already fired by that
    time, a shot to the rocket nulls it.
    
    In the next section Jake must avoid a lot of obstacles, and after the initial
    bit, Sherry must shoot the bikers behind them.
    
    CHECKPOINT. Sherry is the one now taking her frequent flyer points, as she must
    now hold onto X for dear life while Jake QTE to launch, and avoid obstacles on
    left and right while racing towards the ramp.
    
    CHECKPOINT. Avoid stuff. Dont die.
    
    Objective: Shoot the tanker
    
    CHECKPOINT. Helicopter shoots truck, slide under using QTE A. Sherry has all
    the time in the world to line up her shot. And shes off the bike too.
    
    Serpent emblem (53/80): On the sign to the left before blowing up the tanker
    (Sherry only)
    
    CHECKPOINT. Avoid lots of cars. Sherry shoots pursuers. Unless you die, then
    they just sit there after you reload. Go up a ramp. Boxes dont hurt. Helicopter
    at end of tunnel does, however. QTE A to not die.
    
    CHECKPOINT. More avoiding. Car. Car. Truck. Bus. Truck. Death. Whoops. Avoid
    stuff.
    
    CHECKPOINT. Avoid moltovs. Sherry shoots guys. Helicopter interrupts, and all
    pursuers vanish.
    
    CHECKPOINT. Hope you like cars! Because they love you. Avoid. Jump ramp.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    New weapon:
    
    Bear Commando - Standard assault rifle with grenade launcher. Swap fire using
    LT+Y. Assault Rifle holds 30 shots, and fires quickly. Grenade launcher has
    separate ammo and can only hold one shot at a time.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    CHECKPOINT. They just can't keep vehicles alive, can they? Helicopter, J'avo,
    and no cover. But hey, you have Chris to help. Just kill guys until they are
    given target points to show how many are left. Or failing that, run around like
    aforementioned scared chipmunks, and let Chris do the killing. The guys didn't
    do much damage when I ran. But it is quicker and easier to just kill them
    yourself. And quickshot is your friend here. If you don't know what that is,
    press LT and RT at the same time. Your character will then quickly fire at the
    nearest enemy. Only downside is that it consumes some of your melee bar per
    shot. Once all enemies are dead, helicopter provides a pole for Jake, who has
    to flip across, kick a ladder, and co-op a door with Sherry.
    
    CHECKPOINT. After the door, drop down to be greeted by 5 crickety bastards
    (mutated J'avo that can jump). Elephant Killer works on elephants, so it should
    be awesome against crickets. If you line them up, you can kill more than one in
    one shot. Many more will spawn, giving you items each. Jake will need to launch
    Sherry so she can kick down a ladder to proceed. If you are unsure as to how to
    kill the helicopter, my suggestion is to use melee. Haha. No seriously. After
    Jake announces that he will think of something, head to one of the Jake Only
    acrobatic spots (highest point on map) to grab hold of a rope to QTE X climb
    your way to the top. Once on the helicopter, shoot that annoying pilot in the
    face with the weapon of your QTE choosing. Satisfying, isn't it. You somehow
    then teleport back onto the ground, and Chris gets the credit for killing it.
    Alternatively, if you like your battles epic and long, is to use the Bear
    Commando grenade launcher and take pot shots at it from the roof, avoiding its
    strafing runs, and resupplying with the crickets. The third, chipmunk method,
    is to hide somewhere and let you playing as Chris in the other campaign take it
    down.
    
    Objective: Head for the mission objective
    
    CHECKPOINT. There is stuff in here. Loot all. As you walk down an alley, you
    will see some guys run past. Stop. 5000 SP item in a strongbox to the right
    behind a dumpster.
    
    Serpent Emblem (54/80): Just after the alley on a car to the left.
    
    Co-op door at end.
    
    Objective: Get through the shopping area
    
    CHECKPOINT. Enemies. Lots. Kill. Some becomes Strelat. Kill also. Jake climb.
    Acrobat. Drop. Open door. Good boy. Go through doors until co-op door.
    
    CHECKPOINT. In this area are lots more guys. Climb to get yourself a
    chokepoint. Makes life slightly easier. More guys when you open the door. As I
    always say, flashbangs are awesome. Co-op door after. Climb stairs to find 4000
    SP item in a strongbox.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    New weapon:
    
    Shotgun - Finally. Same as Leon's.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Jump out to trigger the clumsy acrobats fall.
    
    Serpent Emblem (55/80): To the left as soon as Jake/Sherry regains control.
    
    CHECKPOINT. Again lots of guys here. You can make your way down the street, or
    take some 'cover' by climbing the ladder. Take the street, if you are up you
    get hit a lot before you can even aim. About half of the guys mutate, and some
    cocoon. The ones at the end won't hatch until Sherry has been vaulted and made
    her way to open the bar on the door. Jake loves his Elephant Killer though, so
    the cocoon guys should be no issue. Make your way through the door and head 
    along the linear path.
    
    Serpent emblem (56/80): To the right of the ladder (through the wall) before
    the co-op door
    
    Open the co-op door.
    
    Objective: Defeat the B.O.W.
    
    UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU
    
    New enemy encounter: Ubistvo
    
    Attacks: We assume he insta-kills you. Not sure though. Killed him too quickly.
    
    Tactics: Don't let him hit you. Kill single J'avo that spawns. Grenades to the
    face work. After several grenades, Jake can melee QTE to stab him with his own
    jutting bits of metal. He then calls for Sherry to finish him off. You have
    quite a bit of time to do this, so you don't have to be standing right there.
    
    UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU
    
    CHECKPOINT. The door to the next area is surrounded by flames, but you can go
    through it. Just aim for the objective and go that way. Go through the door.
    
    Objective: Take down Ustanak
    
    UuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuUuU
    
    Boss encounter: Ustanak fight (3 of 4)
    
    PHASE 1: Corridor fight
    
    Attacks:
    
    Charge - You know what this is
    Grab - Again, you know what it is. No hook shot this time though
    Dual Grab - You thought single grab was bad. Now he can take two of you out at
    once
    Grenade - He will throw a grenade... duh, this is pretty painful
    
    Tactics:
    
    Avoid him. He hurts. Use height to give yourself those few extra seconds of
    cover. He will jump up to you eventually, but just jump down and move away.
    Bear Commando grenade launcher and Elephant Killer is good. There are also some
    explosive barrels in the raised areas to push down and shoot when he is next to
    them. There are also crates scattered around.
    
    At the end of this phase, we do what we like to call "Be a prick to Sherry", in
    which you lovingly launch her over the fence to Ustanak. But hey, she can heal,
    right?
    
    PHASE 2: Smash the gate
    
    Attacks: Not sure, he just kinda stood there.
    
    Tactics:
    
    Sherry and Leon drive a bus to break a wall. QTE for the X. This allows passage
    to next area.
    
    PHASE 3: Chipmunk running and fighting
    
    Attacks:
    
    Charge - As per usual
    Shotgun - Giant sized just for him
    Single Grab - He will grab someone while still shooting at others with the
    shotgun. Fun
    
    Tactics:
    
    Long story short, you need to get all 4 characters (yes I know) to push the
    moveable ladder tower into place to grant you access to remote bombs and a
    first aid spray. Other places have various items and such.
    
    PHASE 4: Why does he hurt so much?
    
    Attacks:
    
    Charge - Hurts.
    Dual Grab - You thought single grab was bad. Now he can take two of you out at
    once. Multi layered QTE to get out. This hurts, mostly from duration.
    Grab Throw/Drop Kick - While he has someone held, he can throw them at another
    person. Cheap bastard.
    
    Tactics:
    
    He has now changed arms to go full melee. He is no easier though. Bear Commando
    grenade launcher, Elephant Killer and Remote Bombs all work well. The shotgun
    may also work if you want to dance. I found strafing avoided most of his
    attacks in this phase. Although, that could just have been that the two NPC
    characters were in his hands. Do lots and lots of damage, and a tower will
    finally lock onto him and fall on his his pretty face. So now he's dead. Yup.
    Not coming back. Ever. Oh dear god, we're going to have to fight him again,
    aren't we?
    
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    Objective: Head for the mission objective
    
    CHECKPOINT. You deserve this checkpoint. Stuff to loot. Door to co-op.
    Cutscene.
    
    Objective: Shake off your pursuers
    
    QTE for Jake, Flying Things With The Ability To Fly for Sherry to shoot.
    
    Objective: Defeat the B.O.W.
    
    CHECKPOINT. Him again. Ok. Grenade launcher works. Other J'avo spawn, some even
    mutate. Chainsaw guy attacks them too if they are in the way. Go chainsaw guy.
    Damage him enough and he takes something stronger than the stun rod. Mop up the
    remainder, and catch a ride.
    
    Objective: Defeat the B.O.W.
    
    CHECKPOINT. Again. You know what to do. He seems to not have a lot of health.
    But we are using grenade launcher. He can grapple you, but a QTE A breaks it
    eventually. More fast is a B from an ally. If you do that, he doesn't even
    break a HP, and you regen it.
    
    CHECKPOINT. He's back. Again. Again. You might be inclined to save Sherry. But
    save your ammo. Just let her run, and she will be rescued by Ada Wong. Who
    cunningly uses the helicopter blade to defeat the chainsaw B.O.W.
    
    CHECKPOINT. Walk. Stuff happens.
    
    ===============================================================================
    
    JAKE - CHAPTER 5 Underwater Laboratory, CHINA JAKE: "Ugh, of course. They took 
    our weapons." (JC5)
    
    ===============================================================================
    
    Available Weapons (first time through):
    
    None until you retrieve them
    _______________________________________________________________________________
    
    Useful skills (that aren't infinite ammo or broken):
    
    Single Player skills:
    
    *Field medic - Free health? Hell yes!
    *Team up - Extra damage for free? Why not?
    
    Multiplayer/ Split screen skills:
    
    *Item drop increase - More stuff is useful all the time
    *J'avo killer - 80%+ of the enemies in this level are J'avo
    *Firearms - Enemies tend to wield guns here so firearms are more useful
    *Defense - Reduced damage is always handy
    _______________________________________________________________________________
    
    Try to get through to your weapons. Once they notice it, vault Shelly to the
    air vent where she will crawl through to the weapons. And nearly get ganked.
    
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    Boss encounter: Rasklapanje
    
    Attack:
    
    Grapple - Results in instant death, can only be done when fully formed
    Grasp - When split in half the top half can grab and hold you in place
    Hand Launch - Hands jump at you and you flail until you grab and throw away
    
    Tactics:
    
    He is slowish and kinda stupid. Just run to the guns, pick them up, and shoot
    the lock.
    
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    Serpent Emblem (57/80): First room up the wall. Shoot after retrieving guns.
    
    When you feel like it, co-op exit the room.
    
    Objective: Escape from the underwater facility
    
    CHECKPOINT. Follow the corridor to the object you need to power. It requires
    four batteries. Easy right? Only now there are multiple wobbly mutants who want
    nothing more than to be invulnerable and insta-kill you chasing you. Turn on
    the first generator, which opens a moving lift like thing. You will need to
    jump when it is there, and try to avoid Rasklapanje while waiting. 
    
    Serpent emblem (58/80): After riding the elevator gantry straight up from B
    area (over the door), jump in and follow the left corridor for a while until
    you reach a small room. In a glass case in the room is the emblem.
    
    Use this to get to the next battery. Turn that on, avoid Rasklapanje, go back 
    to elevator thingy. As you progress, it will give you more options on where to
    go. Assuming you survive that long. Jump at the one which has the objective to
    get the next battery. Eventually a new elevator thingy will activate. Use 
    Jake to get to D to get a 5000 SP item in a briefcase. Jake can then use that 
    ledge to get onto the next elevator. Jake must go to G solo and wait for 
    Sherry (probably better to wait on elevator to avoid having to avoid 
    Rasklapanje). Sherry needs to go to F, walk back around to E, get on second 
    elevator, go to I. From those respective points, activate the last battery.
    
    CHECKPOINT. Now you have to kill one. Shoot it back into the laser beam and it
    dies, causing a electricity overload. Run back around to where Sherry came in
    and flip the lever for the crane. Jump on the elevator and just survive until
    things blow up. Then theres a QTE, followed by a mass QTE A to crawl to avoid
    getting crushed while being chased. Terminator anyone? Board elevator.
    
    CHECKPOINT. Ascend. Stay alive. Lots of J'avo, flyers, snipers, RPGs, you know,
    usual stuff. Just stay alive long enough to reach the top. Then you're good.
    
    CHECKPOINT. Walk along and grab some items. Co-op the door. Weclome to hell.
    
    Objective: Shake off Ustanak
    
    CHECKPOINT. Jake sums it up very well. Run away to the left. Right path breaks.
    At the end is a co-op push.
    
    Objective: Take down Ustanak
    
    CHECKPOINT. He is now in front of you with his flaming balls. Deal damage. He
    will make you fall.
    
    Serpent emblem (59/80): Immediately after dropping down here, turn around and
    follow this catwalk all the way to the pipe on the far right to see the emblem
    propped up there
    
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    Boss encounter: Ustanak - 4 of 4
    
    Attack:
    
    Punch - He punches you Kick: He kicks you
    Charge - He charges you
    Judo Throw - Throws you behind him if you get cornered
    
    Tactics:
    
    Jake decides to duke it out with him one on one. So use this opportunity to
    take all of the frustration you have gathered over his many battles, and punch
    him repeatedly in the balls. X+A to dodge, LT to counter, RT to hit. If you
    deal enough damage, you get to go spacko on his arse in QTE. It is all using A,
    but at first it is just the time trigger (press before time runs out), but the
    last couple are fill the bar (press A repeatedly and beat the timer). If you
    are playing as Sherry, you get to play emotional support, with care package
    crates to the, well, all of him. Line up your shot with LS, release with X, and
    if you hit, he gets stunned for a while, which not only gives Jake a break, but
    allows more unbroken frustration venting ball hits. The care package
    regenerates after a few seconds, so just stay at the activation point on the
    high platform. You have no guns, so just stay there and care. Jake gets one QTE
    A spam chance before failing, but you can take a few hits overall.
    
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    Objective: Escape from the underwater facility
    
    Serpent Emblem (60/80): After the corridor, to the right
    
    CHECKPOINT. Continue on.
    
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    Boss encounter: Ustanak - 5? of 4
    
    Attack:
    
    Swipe: He swipes you, dodge with X+A if you are too close
    
    Tactics:
    
    Thats right. Not even lava can stop him. So prepare for fight five of four. Use
    awesome climb tactics to get to the cargo (co-op of course), or not so awesome
    climb tactics and dodge to avoid his attacks. Release cargo. Do all that again.
    Do all that again but this time get the gun. QTE to finally kill the bastard.
    No for real this time. Enjoy sweet victory and cutscenes.
    
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    ===============================================================================
    *******************************************************************************
    ******************************** ADA'S CAMPAIGN *******************************
    *******************************************************************************
    ===============================================================================
    
    ADA - CHAPTER 1 Deep Sea, NORTH ATLANTIC ADA: "Dammit, an alarm." "Well, that 
    was a pain [in] the ass." (That is their typo, not ours)(AC1)
    
    ===============================================================================
    
    Objective: Don't attract attention to yourself
    
    
    You will find yourself now fully clothed. Aww. Open the door. Here is now a
    stealth section. Not strictly so, but if you are found, lots of guys will spawn
    at your face, and you will most likely either die or drain a lot of your
    resources and health fighting them. So a stealth section it is. Around the 
    first corner is a guard to the left, which you can stealth kill. Do so. Next is
    a door of death. Crawl around it in the vent to the side (seriously, who 
    designs these places?). Peek around the corner here (use cover to do so) to see 
    a patrolling guard whose path ends just before the corner you are at. Wait 
    until he arrives and turns back to stealth kill him, but be quick about it and 
    run back as another guard down the path might see you. 
    
    Peek around this corner to see the guard on the other side of the death door. 
    Once he has gone, cross into the room on the left of said door. Crawl through 
    the vent in the end of the room, and stealth kill the guy washing his hands. No
    guards walk directly ouside this room, so walk to the door and peek around. 
    Here you can see the guard from before. Wait until back turned and stealth 
    kill. And Im tired of writing stealth kill, as I will be doing a lot in this 
    section, so hereafter it will be referred to as SK. Follow the path and peek 
    through this door. While you may not see a guy straight away, there is one 
    through the death door. His eyes are obvious. Before going through this area, 
    be aware. After running down the hall and into the room on the left, there is a
    guard in here that will automatically see you and mutate when you hit him. He 
    will not raise the alarm, as he has mutated, but firing any loud shots will. So
    you can either melee him, or shoot him with crossbow. On normal he takes more 
    than your melee bar to kill, so go cross. Running back out into the hallway to 
    get away has the chance of the other guy seeing you, so dont risk it. Kill this
    guy whichever way pleases you, and move on. 
    
    Enter the crawlspace and scare the rat, but do not get out, as there is a guy
    that may see you. While still in the vent, change the view so that Ada is on 
    the left of your view, look back at here to see above and behind her. Once the
    guy has started walking away, quickly get up and SK him. He has a short patrol
    route, so speed is of the essence. 
    (Note: If you do stuff up, quickly run to the objective and jump down. When we 
    did so, only two or so guys followed us down which is much less than spawned, 
    and easier to mop up. Then proceed.)
    
    CHECKPOINT. If you raced down here after setting off the alarm, kill the 
    leftovers. The alarm section seems to have passed for now, so dont worry as 
    much about stuffing up stealth (or if you just want to go offensive). They will
    still attract any nearby enemies (ie the guy around the corner), but not spawn 
    masses of enemies. If you wondered what you get in return for a lack of 
    companion, here you find out. Your trusty hook-shot. I mean grapple thingy. You
    will need to keep this in mind that if you don't know where to go, or it looks 
    like a dead end, you may just need to grapple. Some sections will have 
    something on the ground to indicate a grapple point, so keep an eye out. After 
    grapple, peek around the corner (beam makes it harder to wall hug, so don't run
    too far) to see the guy patrolling, and SK him when appropriate. He is the only 
    one here, so don't worry about fast retreat. At the next corner rinse and 
    repeat. 
    
    Up the stairs, peek around the next corner, you will see two guards. Luckily 
    they do not find anything suspicious about a loud grinding sound and gas 
    canisters that move themselves. Because thats normal. So move that rack to the 
    left of you and make a vision block to move on. Enter the crawlspace and scare 
    yet another rat(or kill with the crossbow if you really feel like it). Open the
    vent (very loudly, especially with said guys still there, but hey, they're deaf
    apparently) and drop down. Guys are around corner to right, so don't go there.
    
    (Note: You can completely skip this stealth section if you can't be bothered, 
    as they seem more focused on trying to kill you than raising an alarm, so you
    just need to fight the three.)
    
    (Note: We never actually successfully did what is proposed, so we just fought
    them. But this is what we think should work in theory. Just having timing 
    issues. And lack of patience.)
    
    What did I say about that alarm? Forget that now. Up ahead you will see a short
    cutscene showing you the reintroduction of the alarm. How we missed him so. 
    Hug the wall in cover so you auto drop down to avoid being seen. Down the path
    are two guys, so time your run past so both have their backs to you. Peek 
    around to the guy in the next room. He doesn't give much time, so when back is
    turned, move to the gap in the window. As soon as he turns his back, jump 
    through the left window and SK him. But don't be too eager, as if he has not 
    turned completely, he will see you. (This is the thing that we were not able to
    do successfully. Timing issues. So we just killed them. Works. We received an
    email from Cheesygoodness letting us know that this method works, just make
    sure you use the left window to enter. Thanks for the info Cheesygoodness!
    
    Serpent emblem (61/80): Follow the hallway after killing the guards in these
    rooms and on a small pile of drawers on the right is the emblem
    
    After pillaging and looting, follow the path and drop down. After scaring many
    rats, enter the crawlspace, and enjoy a scene. 
    
    CHECKPOINT. Here is your first puzzle. Try to open the door. Can't do that. 
    Move to the other side of the wall and try to look through the viewfinder.
    Something is blocking it. Other side of wall again and press button to move the
    horns of the cow with horns. Wait, that's a bull. No wait, looks more like a 
    ram. Wait, now that the horns have moved, that's a goat. Aren't we good at 
    animal classification. Anyways. Viewfinder again. Your creature will appear.
    (First time for us was Snake, second was Hawk, no Eagle, no Vulture. Bird. So 
    it will be different for yours.) Find the four devices in the room, and 
    construct your creature. Go back to viewfinder if you need to refresh. Kill any
    vases that happen to look at you funny. Go through the door.
    
    Objective: Get through the submarine
    
    CHECKPOINT. You will now meet your new best friends. And we say this without 
    sarcasm. No really. Friendly turrets. Once activated, these will shoot any 
    enemy in sight. Just step on the blue glowing platforms to turn them red. 
    These turrets will not shoot you, and cannot harm you. If ever too many guys
    spawn for you to handle, just lure them back to an activated turret. If you 
    reload, you will need to activate them again. Progress onwards, activating
    turrets and enjoying the show, until you reach a door. Enter.
    
    Here are some healing herbs. Red and Green. This is your karma reward for 
    earlier. Friendly turrets and heals. Unless its your karma balance for what is
    coming up. Oh darn. In this room is yet another puzzle. Turn on the projector.
    Puzzle over. After the cutscene, guys will spawn in masses. Remeber those 
    turrets? Run back to them and let them do the mop up. Or at the least, assist.
    Turrets can take a while to see, line up, and kill enemies, so dont expect one
    to take them all out at once. The turret even further back takes even longer 
    just to see one, so wait around the corner from the first one (so they have to
    run past its line of sight), and help it out if there are too many. Run through
    where the guys came from to progress.
    
    CHECKPOINT. Here more guys will spawn. Lure them back to turret or kill them 
    yourself. Once dealt with, when you get to the end of the room, another two
    will spawn. In our run, one mutated, so turret again if you wish. You may be
    tempted to just go through the vent, but those two guys will follow you, 
    putting you into a not so nice crossfire. And by that I mean, continue through
    the vent to find lots of guys shooting you. In this first area there are two
    turrets and two panels to activate them. Run to each of these quickly and 
    activate the turrets to greatly assist you here. (We ran around like scared
    chipmunks for the most part and let dual turrets take care of guys.) In our
    run, one guy went boomy, so avoid him. Around in the next area, first off there
    is a guy up top on a catwalk. Kill him. In the next area is a manned enemy 
    turret. But one of our friends is behind him. So run to the activation panel, 
    and take cover while it does mop up. Open bars at end.
    
    Objective: Find the escape vehicle
    
    Open door at end of room.
    
    Serpent Emblem (62/80): In room on other side of first big post.
    
    Loot some stuff and drop down hatch. Unfortunately, no more friends here, but
    it was fun while it lasted. Although you can avoid it, if you go to the left, 
    be aware of the mutant just waiting there for you. Once you kill him (assumedly
    if you made noise), a second J'avo will appear. Continue along the only other 
    path, and around the corner where you can see a long hallway, is another J'avo.
    Mutated in ours. Continue until the ladder. 
    
    Up the ladder and around the generator thingy is a mass load of guys. There
    are some cover issues here, and some of the end of said generator thingy, they
    can shoot through. Which makes trying to snipe the far away guys interesting.
    Kill the guys and once you kill a certain guy on the far side of the gap, a
    cutscene will show him making stuff burn. Move to the edge of the platform you
    are on, and use a grappling jump. Get moreso into the mindset of using this, 
    and looking for these points, as you will to do these a lot in the coming 
    sections.
    
    Open the door, and kill the mutable J'avo. Another door. Here you can see stuff
    getting more screwed. Jump across.
    
    CHECKPOINT. Move to the end and grapple. Continue. Open door. Continue. 
    Grapple. Couple of guys here, kills them. Continue. Grapple. 
    
    CHECKPOINT. Here you are introduced to your new enemy. Water. Water kills. Or
    it can kill, if it catches up to you. Hope you practiced your epic running and
    grapple searching skills. Move up until you fall over. Move and tap A to move
    faster to reach the top. Then you will calmly fall (seriously, nothing phases
    her), and QTE timed A press to survive. In this next area is where the water
    will chase you, so you will need to be quick. Move to the end to activate 
    water chase. Grapple up. Run towards camera and up ladder on right. Run along, 
    jump gap, and up ladder at end on right. Laugh at level (or lack thereof) of 
    her statements. Run along, jump gap, don't overshoot ladder on left. Run along,
    climb ladder. Jump down, run to right, shoot lock to move fence, move to valve.
    Jump gap, shut off valve, run back to crawlspace (tap A to move faster)
    
    Serpent emblem (63/80): Next to the ladder just after the crawlspace
    
    Climb the ladder and grapple. 
    
    CHECKPOINT. Turn left, climb ladder. Run forward, turn right as it steals 
    camera control, climb ladder. Run around, jump gap, climb ladder on left. Run
    forward, climb boxes in a general rightward u-turn, climb stairs. Grapple for
    dramatic cutscene. 
    
    Objective: Escape from the ship
    
    Now that there is no water on your arse, now they must throw something else at
    you. Gnezdo! Swarmer guys. Look lower to see how to kill. Just remember to
    target queen. Jump down and you will see one straight away. Off it and continue
    to the end through the hatch.
    
    Serpent Emblem (64/80): On the other side of the hatch
    
    Run back where you came from and up the ladders. Crawl through hole and try to
    activate the panel.
    
    Objective: Restore the power
    
    Jump through hole in wall.
    
    CHECKPOINT. Drop down. Two are immediately in front of you, and will activate
    straight away. Another two will come in from a side room. Another two will come
    in from another room. One more will come in. They break in order, but if you 
    don't kill them quick enough, they can overwhelm you. Your options are to kill
    them all and have a leisurely time running around doing objectives, or to race
    run the objectives with them still alive, taking refuge in the water where they
    cannot hurt you. 
    (Note: At this point we have not done the non killing Gnezdo way. So we are
    unsure if they will follow all the way back to the control panel room. We 
    assume not, but if they do, that is going to suck.)
    
    Now we will be doing some maps for you. From where you land, there are four
    holes to go through. We will be using the red door as a reference of straight
    ahead. Red is your exit. If in doubt from here, follow red. Red gap, leads to
    another red gap, to red lit water on the left, which will lead you back to the
    start room (once the power is on). This path you will want to know if you are
    taking the non Gnezdo killing way. From our reference point room, to the right
    is a dead end room, but you can climb the boxes to go through a hole into red 
    room. This may be useful if you are running from Gnezdo, to circle back. From
    starting room, to the left is a water jump room, but otherwise a dead end.
    From starting room, behind is where you can see the power, but cannot reach. 
    At the other end isa water jump. This water is the quickest way to access the
    power. Jump into the water and go directly straight to objective. Pull the
    power lever.
    
    CHECKPOINT. Take the same path back, exit the water, and go straight through
    the central room through the red door. In that room, through the red lit door 
    again, and into the red lit water way. If you get lost, or cannot go back the 
    way you came from the power box due to Gnezdo, you should end up in one of the
    aforementioned rooms. Just use the guide of red is good to exit. Climb out of 
    water, open door, grapple, drop down.
    
    CHECKPOINT. Now you should be back in the main room. As soon as you climb onto
    where the control panel is, stuff will happen. Take time to read before doing 
    that though. Here you will have a timed event which you must complete, or die.
    Infinite guys will spawn, and you will be required to talk to the control panel
    at certain intervals. Do this as soon as it asks you to, or else you will be
    wasting precious time. Ada does this enough herself (remember what I said 
    before about her being so calm about everything). You must be near the control 
    panel while Ada is talking, or else it will ask you to repeat what you said. 
    Shotgun blasts do not obscure your voice though, so feel free to fight on. 
    While the computer is asking you questions, you do not have to be close, only
    to answer. Ada will answer automatically, and she is always correct, you just
    need to activate it. Generally it is easier to stay on the platform for this 
    section, as it ensures you are close enough, and makes it harder for melee guys 
    to reach you. Ada will automatically grapple when time is up, but we stayed on 
    platform just to be sure. After winning, grats on your newfound hobby of being 
    a torpedo. Isn't she lucky it was facing the right direction.
    
    
    ===============================================================================
    
    ADA - CHAPTER 2 Tall Oaks, U.S.A ADA: "Wanna play, huh? All right. Ready or 
    not, here I come." (AC2)
    
    ===============================================================================
    
    Run around to where the grave is.
    
    Serpent Emblem (65/80): Behind the grave
    
    Jump down into the grave. 
    
    CHECKPOINT. Proceed though to the chest. Shoot the lock off and pick up the
    crest part. Zombie will spawn. Kill them to proceed. Grapple up and climb the 
    ladder. In front of you is where the crest needs to go. Putting it in will
    open up a section where you can find the others. Hope you like crypts!
    
    Objective: Find the missing pieces
    
    Jump down the ladder.
    
    CHECKPOINT. Proceed through the door to what I will call the main room. Here
    you can test Ada's awesome door opening skills on the various locked doors.
    The fail kick. Walk around up the stairs and shoot the lock to find a chest.
    Inside is a key which is needed to open the door. Open and enter. Here you will
    see a cutscene of an annoying zombie drop a chest down a hole.
    
    Objective: Figure out the puzzles
    
    In case you hadn't guessed, there are going to be a lot of puzzles in this 
    area. Kill the zombie for starters. Around the room are corpses held up by 
    rope. These all have locks, and generally one each will drop arrows which will
    be useful for some of the later puzzles. For this one, the lever can be moved
    by pushing it. Push it to the right under the hanging corpse. Shoot the corpse
    to open the trapdoor. If you don't line it up correctly, just readjust the 
    lever and shoot the corpse again when it respawns. Once completed, jump down 
    the hole.
    
    CHECKPOINT. Here you need to complete the circuit. Using bodies. Literally. 
    Push the two chairs onto the electric panel to allow the circuit to continue.
    You will know when it is right as the chair (and Ada) will be electrified. Ada
    won't take damage from that. Once both are in place, open the chest and grab 
    the crest part. From here a zombie will spawn from the hole in the wall near 
    the last panel. If you accidentally kill him, another will spawn, so don't 
    worry. This zombie is the last to complete the circuit. Lure him to the panel,
    and once he is standing on it, hit him melee once. He will then fall on it,
    allowing the electricity to pass, and open the door. If he doesn't do it
    straight away, just keep trying. Once the door is open, climb the ladder.
    
    CHECKPOINT. You will find yourself back in the main room. If you try to endter 
    the room, you will fall down into the room below (the entire floor is a 
    trapdoor), but the zombies will auto die and there are some crates in here, so
    I would recommend doing it once just to get loots. Crawl through the hole, and
    up the ladder to be back in the main room. The zombies and you are too heavy, 
    so you need to lose some weight. Or, alternatively, get the zombies off the 
    floor. So if you don't feel like an epic cardio workout, take the hint of the
    motionless zombie on the wall, and shoot the three with the crossbow in the 
    chest. If they are close enough, they will be stuck and kind of just wobble 
    there. If they are too far from the wall, they will fall over closer to the 
    wall. Just shoot again. While the zombies are there, you can hit them at your
    leisure if you feel like it. Open the chest for a ring of no consequence that
    has absolutely no impact on Leon's campaign whatsoever when Ada gave it to him.
    
    Objective: Find the missing pieces
    
    Go back into trapdoor chest room and open the door on the far side. Grapple 
    point (if the stolen camera control didn't give it away). Another grapple point
    outside, and another, before going back down. Drop down into the main room and
    investigate the skull. Notice his missing eye and tooth. Apparently zombies
    around here like the bling bling. Grapple up the broken ladder.
    
    CHECKPOINT. Prepare to fall. And read first. Here is a trap. It will try to
    blade you as you crawl away. It moves fairly slowly, but there is a reason for
    that. If you can, be super fast and try to get out as quick as you can. If you
    can, you won't be trapped by the Whopper who will bury his face at the end of 
    the tunnel. Alternatively, take the crawl path to the left to avoid blades and
    Whopper face. Either way, there is one acid spitting zombie in the tunnel you
    will need to take care of. The Whopper will always put his face in the tunnel 
    and get stuck, even if you aren't there. First time through, we had enough time
    to shoot his face before the blade got to us, but why take chances. If left 
    there untouched, he will die from the blade anyways, so you may as well save 
    your ammo. Plus it is amusing. There is another acid spitter, and your eye
    zombie in the room. When done, take the eye and move on.
    
    Drop down back into the main room, and put the eye into the skull. Climb the
    ladder to chase the tooth zombie. Enter the room.
    
    (Note: Don't bother to try to attack your target until the very end. While you
    can see him, and even shoot him, you can't kill him until the end.)
    CHECKPOINT. Lots of zombies spawn while your target gets away. One has a 
    firecracker so be aware of him. Killing this guy will cause him to explode, 
    killing a few more much easier. Once they are dead, proceed through the door.
    Many more will spawn, including a shrieker. Again, kill the shrieker when 
    all the other zombies are close, and he will kill them all with his dying 
    breath, and not even damage you a whole bar. In the next room, is a shrieker,
    and some acid spitting zombies. If you can, kill the shrieker again to kill 
    the others, but the spitters make that slightly harder this time. In this room
    you can kill your target (or as we did, found him dead after happy fun times
    with the shrieker's Swan Song), collect the tooth, and proceed.
    
    CHECKPOINT. Run up the stairs, and crawl through the hole back to the main 
    room. Put the tooth in. Open the chest for the final crest part. Step on the
    allocated grapple point to grapple, go up the ladder, and out back to the crypt
    area. Put both crest pieces into the door. Drop down.
    
    Serpent emblem: (66/80): On a pillar behind you when you drop down
    
    Open the door for a cutscene.
    
    After the cutscene, shoot this familiar person a bit and she will make the
    ground break. (What did I say before about cardio?) 
    
    CHECKPOINT. Follow the stairs down, and loot stuff, then co-op over the gap.
    Continue downwards, and get Helena to move the box so you can again co-op 
    jump. Midway you will find pissed off bitch sister that won't die.
    
    CHECKPOINT. Use your new vantage point for safety in this fight. Take pot shots
    at her and after a little bit a cutscene will teleport you off your safe 
    vantage point. Pick up the items and SP if you can, and use the explosive
    barrels to your advantage. As she jumps around, she wil usually target you.
    The jump will also tranform her, so her aoe is much bigger than it first looks.
    If you move as soon as it looks like shes targetting you, you should be fine. 
    Position yourself near the barrels, and either shoot them, or occasionally she
    will break them herself. In general, aim for the glowy parts on the end of her
    tentacles. If you weaken them enough, she will be stunned on the ground for a 
    bit allowing you to do a QTE melee attack for extra damage. After enough
    damage, you will fall through the floor. Again.
    
    CHECKPOINT. Loot stuff, and then jump into the cart across. Don't worry about
    helping Leon, as since they aren't your companions, they can't die. So save 
    your ammo, and let them handles themselves.
    
    CHECKPOINT. Immediately after this is the mine cart section. Hold LT+Move 
    Forward+A to hit the floor, which makes you invulnerable to both the low 
    things you need to duck, and her horizontal swipes. Just make sure you aren't
    in the middle of the cart, so you won't be hit by her downward thrusts. 
    Occasionally it will cutscene you standing again. So just drop. The only time 
    you need to do something is when the rocks block your path and you have to 
    shoot the barrel. After that, hit the floor and let time kill her. This is a
    timed fight, so actually shooting her won't do anything, she will just fall off
    at the end. Once Deborah has grappled Helena, shoot her once to finish the
    fight.
    
    CHECKPOINT. Get in elevator. Arrive up to find a Maccas load of Whoppers. 
    First one will charge you straight away. Kill them if you wish, but you can 
    just run around them. I would suggest killing, as they aren't too difficult
    (2 shots with crossbow on normal with Firearms 3), and they give a 2500 SP item
    each. One will spawn from the water, and another is in a room guarding a key.
    The last one will not move until you enter that area. They all can break the 
    metal bar walls while charging. 
    
    Serpent Emblem (67/80): Out towards the water and stairs, on your right
    
    Get the key, either by running around, or killing, and open the door and
    grapple to proceed. 
    
    CHECKPOINT. There is a Whopper here once you are up. Surprise. Kill him or run.
    If you run, you will need to run past a lot of guys, but it is possible without
    taking any damage. Have done so. However, killing gives SP items, and the 
    chance to just go at your own pace. Up to you. At the end of that same corridor
    is a Nepad that will charge at you. You can QTE avoid, but I think I just ran
    around him first time. In that room is a 4000 SP item in a strongbox. Proceed
    to the right and around the corner. Surprise again, another Mepad. QTE counter
    or avoid. Move on. Go to the end and jump down. If you just avoided, they will
    not follow you down here. 
    
    Serpent Emblem (68/80): On wall to the right
    
    Proceed under the grate and grapple up.
    
    CHECKPOINT. Remember those Crysalis in Leon's campaign that didn't hatch? Well
    guess who has to deal with them now. Thats right, you. Again. Doo all of your 
    looting before approaching the objective door at the end of the room. As soon
    as you go near that door, the first Nepad will hatch. After you deal with this
    one (or after a time amount, not sure), another will burst through the door to
    the side near the alarm door. Then another two will spawn, but you will have 
    objectives on them to see them approach. The last will spawn from the room at 
    the end. Kill them all to open the door. Go through and make your way to the 
    happy birthday cutscene.
    
    ===============================================================================
    
    ADA - CHAPTER 3 Waiyip, CHINA ADA: "Why is it nothing stays dead anymore?" 
    (AC3)
    
    ===============================================================================
    
    Objective: Head for mission objective
    
    Proceed around until you find a playground. There is nothing strategic here, 
    but you can climb it and even slide down the yellow slide. That's just 
    awesome. Climb the boxes and grapple your way into the next area.
    
    CHECKPOINT. From where you land, the two J'avo somehow don't see you. Take
    your time to line up a double headshot with the Sniper. It can be done. This
    is amusing as they just stand there for a while longer doing their thing. 
    Before they remember how to die. Move out and kill a few mutated J'avo. As you
    proceed down the street, ninjas will attack you. Show them that guns are 
    superior (especially Sniper Rifles to the crotch), and move on.
    
    Serpent emblem (69/80): In the second row of stalls on the left 
    
    Through the door will be some guys who will mutate or crysalise. The former
    in ours used the gun as a club. Move through another door to proceed.
    
    CHECKPOINT. Survivors will be made less surviving by a guy who you must kill.
    Go forward and through a gap in the right, and turn right again.
    
    Serpent Emblem (70/80): On a traffic barricade next to a burning van
    
    Exit this and follow the main street down. Towards the end will be a guy 
    partially hiding and a Strelat. Kill. There is a fair amount of ammot in stalls
    around here, so stock up if you need to. In the open area will be more guys, 
    mostly Crysalis guys who will spawn more Strelats. Dispose of them. Proceed to
    the end, jump the barricade, and grapple up.
    
    CHECKPOINT. Meet a new friend. Now we know where he came from. You must now 
    run. And run lots. Start by running towards the screen. Then when it changes, 
    to the right. Then away when it changes again, and turn left and Ada will auto
    grapple. Again away from the screen, and jump the barricades. Ada will then 
    fall and QTE wiggly stick to get up. Jump across, run to the right, and then 
    straight ahead, and slide before smacking into the sign at the end of that 
    path. Jump again, Ada will auto take care of herself and that bastard
    chasing you. Don't ask how a thin gate stops a guy with a chainsaw. 
    
    CHECKPOINT. Grapple to next area and use vantage point to kill some zombies.
    On one of the tables is a Green Herb. Kill zombies and pick up the key. 
    That zombie wakes up. Big surprise there. Open the door.
    
    CHECKPOINT. Your buddy returns, and steals your key. Explosive bolts do well 
    to stun him and do nice damage. If he hits you once, while it won't insta-kill 
    you, it will take you from 6 health down to dying. Additionally, there are many
    crawling zombies which will grab onto you, allowing chainsaw time to get to 
    you and kill you. Get onto a high platform and when chainsaw follows you, fill
    him with explosive bolts (on normal about 5 do the trick), and get your key 
    back. Just be careful when jumping back down, as there will be a mass of
    crawling zombies waiting for you. Open the door again.
    
    CHECKPOINT. Grapple up and run along and catch a bus. But someone else has 
    already caught it. This is more a time aspect for this first bit, so you have 
    options. Either just unload something at him (shotgun works well) to stun him 
    so he doesn't reach you, or evade him. But you don't have much room to move. 
    However, if you move to the end of the bus and face it and press A, Ada will 
    grapple to the other end of the bus. Wait until he gets close, and grapple to 
    the other end. This time, if he does reach you, he will insta-kill you, very 
    graphically, and for quite a while. Ouch. 
    
    Serpent Emblem (71/80): On scaffolding to left of bus. This is timed, before 
    the bus moves again. As your aim wobbles so much, shotgun works well.
    
    If you die here, there's another graphic death scene, which is different to
    the first. This is yet another timed fight, and this one is longer than the
    first, so I would suggest using the dodge method. Wait until he is close, and
    A grapple to the other side. The bus will go back and forth a couple of times, 
    but after the last one, Ada will auto grapple to train tracks.
    
    CHECKPOINT. Of course he followed you. And is within a metre of your face. I
    think he likes you. You have a bit more width to work with here, but no easy
    escape. At the ends are electricty that will stop you if you move too far. But
    you can dodge around him. After doing some damage, a train will spawn. 
    
    CHECKPOINT. Timed QTE of X then A then RT (in our run anyways) to not die. 
    Different death animation here too. There was just a checkpoint, so don't worry 
    if you stuff up (you will just dislike that sign). Shoot him more and the BSAA 
    will get a lock on 'Ada'. After enough damage, a QTE wiggly stick will allow
    her to be awesome in a cutscene.
    
    CHECKPOINT. Climb out of train car. Because that is more awesome. Once you have
    landed, enter the house and look down the stairs to the right.
    
    Serpent Emblem (72/80): Behind the crate down the stairs.
    
    Head up stairs. In the room is a 4000 SP item in a drawer. Open door. Don't 
    shoot the other main characters down your scope.
    
    CHECKPOINT. Here you have to help the others. Fliers will spawn, shoot them
    down. Once they reach the next area, just shoot Chainsaw until he electrocutes
    and falls into the water.
    
    CHECKPOINT. Loot the crates. Especially if you are low on sniper stuff. Or
    just ammo in general. Herbs too. Run along and grapple stuff.
    
    CHECKPOINT. More herbs in here too. Vases must die. Get the feeling they are
    stocking you up for a boss fight? Climb to the top and wait for Chainsaw to
    climb up. Shoot him a few times with the Sniper, and que grapple and cutscene.
    Shoot at Chainsaw (or just wait, not sure), and then swing down to save 
    Sherry.
    
    CHECKPOINT. Jump down and grapple your way along until you see some new wheels.
    Oh, and you win.
    
    
    ===============================================================================
    
    ADA - CHAPTER 4 Aircraft Carrier, CHINA ADA: "You wanted to destroy the world. 
    Now you have destroyed your body. Hope you enjoyed it." (AC4)
    
    ===============================================================================
    
    Objective: Search the ship
    
    Walk forward and stealth kill (SK hereafter) the J'avo. Walk down the hall, and
    to the left is another. And another after him. Go to where you need the 
    passcodes.
    
    Objective: Get all the passcodes
    
    Kill the first J'avo, and grab his passcode. Wobbly mutant (aka Rasklapanje),
    will spawn from a vent in the ceiling, making this even more interesting. Walk
    down the stairs. Several J'avo with guns will spawn. And Wobbly will only
    chase you. As you are more tasty. And dont dissolve when dead. Run straight 
    ahead, and turn right to open a door.
    
    CHECKPOINT. Turn right and go to end, turn right again, turn right again, and 
    into cabin (with gun objective)to find the Bear Commando 
    (Assault Rifle/Grenade Launcher). In this room is also Wobbly, as well as a 
    5000 SP item in a briefcase on the table. Start to backtrack (going left a lot)
    but before you go all the way back, go into a room on the right to find another
    passcode guy. After killing him, a second Wobbly will eat the passcode. Fun.
    Go out the room and wait. Feel free to shoot the other Wobbly (or parts 
    thereof) to survive. When the Wobbly part with the objective comes out a vent, 
    kill him to get the passcode. Go along the corridor to the right of the room
    as you leave it, and turn right here. Go down the stairs, turn right, and 
    fire will activate. QTE A to burn the first, and shoot the second to knock him 
    back into the flames.
    
    CHECKPOINT. You deserve it. Up the stairs and four J'avo will burst from the 
    doors. There are some items in the rooms that they burst out from. But don't 
    take too long, as Wobbly isn't really dead. Or more are just spawning. First
    room on the right has a keycard guy. Kill and grab, as another Wobbly will fall
    on your head. Now that you have all three, return to corridor and continue 
    onwards.
    
    CHECKPOINT. Use the codes on the door, to find Wobbly taking a nap on the other
    side. Your rude door opening woke him up, and he's now peckish. Also, watch out 
    for the two behind you. Just saying. To the left is a dead end. Up the stairs 
    is a grapple point. Use that, much better odds. While other Ada is talking, 
    you can't aim, so you won't be attacked. Just wait until she stops blabbing.
    
    Objective: Find the secret information
    
    (Note: If you can get to the bridge without being seen, you get an 
    achievement.)
    
    Sounds cryptic, doesn't it. Walk along and grapple. Open the door, and prepare
    to run slide to get into the next room. Green Herb in here too. Proceed
    up the stairs, and don't open the door. Walk outside and don't be seen by the 
    light. Use your cover dive (LT+Move+A), and slide along the ground to the
    right to avoid being seen. Or you can just run time it, but we found this more
    amusing. When you are at the end, wait for the light to pass, get up, and walk
    onwards. You should have heaps of time. Grapple up.
    
    Serpent Emblem (73/80): Immediately to left after grapple
    
    Continue on and into a crawlspace. Watch Chris do his thing, and move on. 
    Distractions yay! Drop down.
    
    CHECKPOINT. Walk on. There is a guy in the room to the left, but you can ignore
    him and just walk on. In the room around the corner, is a Gnezdo patrolling the
    room. You can avoid being seen here, just watch its pattern. For ours it
    walked in a big circle, so just following the path it took when it was out of
    sight worked. Press the button and go through the door.
    
    CHECKPOINT. Jump through the hole. More searchlights, be ready.
    
    CHECKPOINT. Running is better here, as you will still be seen in some sections
    while crawling. Ducking initally does hide you, if you want to line up your 
    timing. As soon as you drop, run to the left and don't get caught on the
    scenery. She will auto crawl into a space where for a section you won't be 
    seen. Use this to time what you want to do. After is a hole, and then another
    safe spot. At the end is a long run to safety, so make sure you have a lot of 
    time. When she gets up, run left, then as camera changes take a u-turn, and 
    away from screen to a grapple point, all before you are seen.
    
    CHECKPOINT. At least they are nice with the checkpoints. Crawl or wall hug
    along here so you are not seen. Use cover at the end to peek around. This guy
    does not move, but also does not see you from cover. Use Crossbow and line up a
    shot to the head to kill him silently. Crawl or wall hug along and up the 
    ladder. Jump into vent crawlspace.
    
    CHECKPOINT. Do not move yet. There are cockroach things patrolling in here.
    However, they aren't very observant. Shoot them with the Crossbow for silent 
    kills. If you hear gunfire, it is not because you are seen. Chris is fighting
    below you. Kill both Cockroaches and proceed to the rightish direction and
    drop down. Follow the path to find another door with golden handle. Fancy, 
    isn't it.
    
    CHECKPOINT. Look down to see bleeding Fake Ada. Seeing as this is this game, 
    we are going to assume she is not dead. As no boss we ever kill stays dead. 
    Drop down, and crouch behind box at your left. Guy comes at end of that path.
    Wait until he turns, and SK him. 
    
    Serpent Emblem (74/80): In locker on left
    
    Activate elevator, go down. 
    
    Objective: Find an escape route
    
    Serpent emblem (75/80): Next to the hatch immediately behind you after 
    cutscene
    
    (Note: Upon starting this section, you should receive the achievement for
    successfully completing the stealth section.)
    
    Now Fake Ada is slowly crushing, well, everything in the ship. So make your way 
    along the only path, and open the door.
    
    CHECKPOINT. Hit the pustules that burn and go through the door. Head to the 
    right. Fake Ada will burst out of pustules and chase you. Open door and go 
    through.
    
    CHECKPOINT. Walk along the only path to the next door. Along the way you may 
    encounter Fake Ada clones, and walls that try to grab you. These are walls with
    lots of stuff on them, and arms reaching out. Stay away. Open both doors (one
    Wiggly QTE), and proceed.
    
    CHECKPOINT. In this room, next to the opening on the end, you will see a large
    face. This lauches at you and knocks you back. 
    
    Serpent emblem (76/80): If you time it right you can activate the face then
    move around the shelves to the left to find the emblem
    
    It can't be killed, so trigger it by moving forward, avoid the launch, and go 
    through while it is retreating back. There is another in the next room. Use 
    same strategy. If it does hit you, you do have enough time to get up and run 
    past before it has fully reset. The next one has an explosive barrel near it. 
    Shoot it and use Wiggly QTE to open door.
    
    CHECKPOINT. Wow, its like we are inside a marshmallow. A butt ugly marshmallow.
    Around this corner you will be chased by a face. There are some arms along the
    walls here that will grab you. Trying to avoid didn't seem to work, so just
    run down the middle until the second one catches you and be prepared to Wiggle
    QTE out, and keep running, this time towards the screen. Ada will auto jump 
    and grapple. Now you will be in slow motion, and have to shoot the barrels 
    before you get eaten. Pustles have some items, and don't do a whole HP damage, 
    so heal up between each. Exit through the door.
    
    CHECKPOINT. From here you will see a lot of those nitrogen canisters. Once
    Carla spawns, you will need to use your Crossbow Explosive Bolts. Nothing else
    does enough damage for enough time. If you have none, you can find some to the 
    sides of her face. With enough bolts to the face, she will open up a passage
    through her, for long enough before it regenerates back. Remember those 
    canisters? Use that time to shoot them. You can't walk through, as there is
    an invisble wall. Once you hit the canisters, she explodes and dies. Oh, and
    there is a Clone chasing you. More like shambling. Shooting it in the head 
    causes it to lose its head and fall over. Then get back up. As far as we can
    tell, it doesn't die. And has acid which it will dribble on you if it gets too
    close, which can disrupt your aiming and allow her more time to regenerate.
    Just move away if that happens. Once she is dead, move on and let Chris deal
    with it.
    
    
    ===============================================================================
    
    ADA - CHAPTER 5 Tatchi, CHINA ADA: "All substance, no style. Typical." "Kinda 
    fun to watch." (AC5)
    
    ===============================================================================
    
    Objective:
    
    Helicopter? Awesome! Your reward for all of this. Help Leon and Helena by
    shooting zombies. Leon and Helena don't seem to react if you hit them 
    accidentally, but we haven't tested if they are invincible yet. 
    
    Serpent emblem (77/80): In the crashed truck to the left of Leon and Helena
    
    CHECKPOINT. Helicopter. Rail shooter for this first bit. You only have 6 
    missiles, but from what we can tell, they cant shoot for shyte. They don't come
    back (until you die), but for all they are worth in this section, that doesn't 
    matter. I would recommend saving them for the next section. Just spray the 
    enemies with gunfire, and shoot down any missile they fire at you. While there 
    is only one on screen, that isn't hard. One at first, then another, then two at 
    once. When there are two, the far one shoots missiles.
    
    Objective: Eliminate all enemies
    
    Here is an attack helicopter. Isn't he pretty and sparkly? Well, he is just 
    missing one thing. Flames. He can take down your health really quickly, but his
    bullets are slower. Oh, and if you didn't notice (as we didn't), you have
    control of the helicopter's movement now. You can strafe left and right, which
    you need to do to avoid being shot. 
    
    Serpent emblem (78/80): When you gain control move to the right of the 
    building in front of you and you will see the emblem sitting on a sign on the
    side of it
    
    Pelt him with bullets, and try to get a missile to his face, and he goes down.
    
    Objective: Defeat mutated Derek
    
    Strafing is good. Always strafe. And shooting. That's good too. Just keep 
    shooting and strafing. Don't die. Oh, and when he jumps it's amusing. It's like
    he is in the olympics and doing an epic spin summersalt dive. There are a few
    checkpoints in this, so it is more of a time sink than a challenge.
    
    Objective: Eliminate all enemies
    
    Save the civilians! Because, they won't like, die later or anything. Just
    shoot the zombies around them. Again, they don't seem to mind the occasional 
    bullet to the face themselves, but haven't tested if they can die. 
    
    Serpent emblem (79/80): After the second 'resue the survivors cutscene, strafe
    to the left of the building in front of you to see the emblem lying down on a 
    ledge
    
    Clear the helipad, and you will land. Why you would want to give up the 
    helicopter with infinite ammo, missile, and apparently a Rocket Launcher in 
    the back, is beyond me. But Leon thanks her for it.
    
    Objective: Head for mission objective
    
    Use Ada's non missable grappling skills to proceed. 
    
    Serpent emblem (80/80): After you land move to the edge on the right and you
    can see the emblem lying across from you on a ledge. That took an incredibly
    long time.... glad that's over
    
    Grab the Green Herb. Go through door. 
    
    As you fall, don't bother shooting. Just wait until the time is up and you
    grapple out. Oh look, boss. Damage or time will allow you to progress up
    via grapple. 
    
    CHECKPOINT. Now hurt him more. If you do enough damage, he will go small again.
    Use this time to melee him, and QTE mash A for extra damage. After enough 
    damage, up another level.
    
    CHECKPOINT. Rinse and repeat with more levels and more checkpoints. 
    
    CHECKPOINT. When you reach the high area, there will be zombies, and you will
    need to assist Leon and Helena who are climbing, by shooting Derek as he claws
    at their feet. Aren't you glad you aren't doing the QTE to climb. Yay for
    grappling hooks! 
    
    CHECKPOINT. While you sleep, Leon takes one in the back for you. Ouch. If you
    have played as Leon, you would know what to expect here. Leon and Helena are
    here to help. Slightly. Just do damage, and take melee opportunities when they
    arrive. Avoid his charges, and his cheap grabs. Bear commando works well (in AR
    mode), if you can keep it steady. When he is standing on Leon, press B behind
    Derek to assist him over the edge.
    
    CHECKPOINT. Put in the key, and watch the cutscene. And another. Prepare for 
    the boss fight. This one is really hard, so I hope you didn't use too many of 
    your resources in the last fight. The best weapon to use in this fight, is the
    Uzi. Strange I know, but it works. Just keep unloading until it goes down. 
    The rest I will let you work out on your own. Good luck!
    
    
    ===============================================================================
    *******************************************************************************
    ****************************** COMPLETE BEASTIARY *****************************
    *******************************************************************************
    
    REGULAR ENEMIES:
    
    ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU
    
    
    Bloodshot
    
    Health  ***
    Damage  **
    Speed   ***
    Special *
    Overall **1/2
    
    Definitely a step up from the regular zombie dross. Bloodshots are faster and
    more evasive than typical zombies and are improved in nearly every other way as
    well. You can disrupt them mid-air with a well placed shotgun blast though.
    
    Attacks:
    
    Leap - The bloodshot zombie tenses up and then leaps at its target
    Grapple - If allowed to come within close proximity to the character it
    initiates a damaging grapple attack
    
    Tactics:
    
    These new type of zombies can be quite a bit quicker than their brethren and
    leap far more often. They also inflict more damage when they connect so
    bringing them down fast is a priority. Shotguns work well along with explosives
    and incendiary grenades (just be careful as sometimes the incendiary grenades
    cause them to mutate in the first place). Oh and these guys can take quite a
    bit of punishment before they go down.
    
    
    ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU
    
    
    Gnezdo
    
    One swarm of Gnezdo isn't really that hard to deal with, just shoot the swarm
    until the controlling wasp has been revealed and then start unloading on it.
    When dealing with multiple swarms at once however this can become problematic.
    You need a weapon that is capable of one or two shotting the control wasps
    to even stand a chance (those who have made it to Ada's campaign probably know
    the part I mean). The crossbow is your best bet against swarms as it can 
    instant kill a controller if you connect. Unfortunately this requires you to
    be a good shot as the reload time can be fatal otherwise.
    
    Attacks:
    
    Swarm - A flurry of wasps surround the character dealing damage
    Sting - The large wasp attacks
    
    Tactics:
    
    To make this easy simply use the shotgun and blast the large wasp that appears.
    If you focus on this you will quickly down the enemy. He isn't much of a
    challenge really.
    
    
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    J'avo (varies depending on additional mutations)
    
    Health  *
    Damage  *
    Speed   *1/2
    Special *
    Overall *
    
    Wow, the sheer number of mutations (15 + 4) these guys can go through is 
    amazing so it's hardly worth your time learning each ones individual strengths
    and weaknesses as I will let you know right now that shotguns work on all of
    them. Yes, all of them. If a J'avo mutates and you don't want to try to 
    conserve your ammo with headshots just swap to the shotgun and blast away.
    The additional four 'chrysalid' mutations are still all vulerable to shotguns
    as well. Except maybe the Mesets when they are in the air.
    
    
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    Mesets
    
    Health  ***1/2
    Damage  ***
    Speed   ***1/2
    Special ****
    Overall ***1/2
    
    These enemies only come into play in Jake's campaign and as such are just
    begging to meet your elephant killer or sniper rifle. The only problem is they 
    don't like to stand still. If you can find a protective overhang to hide under 
    Mesets cannot swoop you and drop down to the ground to approach you via land. 
    When they do blow them away. If you can't find cover I hope you're a good shot
    while strafing as otherwise you are gonna take serious damage.
    
    Attacks:
    
    Rib impale - The Meset swoops down from above, impaling and grappling you with
    their ribs
    
    Tactics:
    
    These horrible looking bird-like mutations are quite dangerous as they can fly
    above you dropping down to grapple you with their ribs. They take quite a few
    hits to bring down even with the sniper rifle or magnum.
    
    
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    Nepad
    
    Health  ***
    Damage  ***
    Speed   **
    Special **
    Overall **1/2
    
    This enemy initially looks quite impressive with the heavy armoured carapace
    it wears. Dealing with them though is actually quite easy with the right tools
    (hand grenades and shotguns). Crack open that shell and fill it up with shells.
    
    Attacks:
    
    Charge - ordinary charge attack (will sometimes pound chest beforehand)
    Grab/Grapple - ordinary grab attack if you wander too close
    
    Tactics:
    
    This enemy has armour on its body which can be destroyed via shotgun or
    explosives which exposes the flesh below. They move slowly but can suddenly
    charge (increasing in speed dramatically). They take quite a lot of damage to
    kill and on the higher level difficulties you will definitely want to have a
    few hand grenades to blast off the armour protecting them from your bullets.
    
    
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    Oko
    
    Health  1/2
    Damage  N/A
    Speed   **1/2
    Special ****
    Overall **
    
    These little buggers are Ustanaks guard insects. They travel on linear paths
    waiting for you to club them in the back. Weak as anything but having the 
    ability to summon Ustanak for a stomping kind of mitigates that. Just make sure
    they don't see you. Ok?
    
    
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    Shrieker
    
    Health  *1/2
    Damage  *
    Speed   **1/2
    Special **1/2
    Overall **
    
    The AI of the shrieker seems to be able to switch from flee to attack on the
    fly so make sure if you can't kill it (at this moment anyway) you at least know
    where it is. Or else things can definitely come back to 'bite you in the ass
    later.'
    
    Attacks:
    
    Scream - stuns the character and if close enough can damage them
    Swan song - emits a stun scream upon death automatically
    
    Tactics:
    
    A fast but relatively weak variant of zombie. If they are in a cluster of
    regular zombies they can be dangerous due to their stun ability. Their weak
    point is the glowing red sack where the throat is and they are easily killed by
    a single shotgun blast to it.
    
    
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    Strelat
    
    Health  **
    Damage  **
    Speed   ****
    Special ***
    Overall ***
    
    The main thing Strelats have on their side is blistering speed. Unfortunately
    for them they have to rear up to attack, making an individual Strelat just a
    delayed kill (run, run, run, rear, shotgun to face). When there is more than
    one it becomes a lot more dangerous as you will need to concentrate on two or
    more at a time as well as strafe constantly to avoid projectiles. If you are
    on a repeat playthrough and have access to a grenade launcher, don't hesitate
    to use it to splatter these lizards.
    
    Attacks:
    
    Spray/Bite - when rearing up they will lunge forward to deal damage
    Spines - When rearing up they will shoot a stream of spines at a character
    
    Tactics:
    
    Strelats are fast moving creatures that like to get in your face quickly. A
    shotgun works well when they try to rush you (I also think they can run up
    walls as they looked like they attempted to until my shotgun shell met them
    coming the other way). They stand up on their hind legs to attack so when they
    stop blast them. Don't bother trying to stop them when they run with anything
    except flashbangs/ hand grenades (likely to be too slow) or shotguns as only
    these interrupt their movement (at least from the initially available weapons).
    
    
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    Whopper
    
    Health  ****
    Damage  **1/2
    Speed   **1/2
    Special **
    Overall ***
    
    Whoppers can be fearsome opponents in confined areas, especially when met early
    game by Leon and Helena who only have starting weaponry. Its these guys that
    make you wish the game had a good sideways dodge roll (seriously). Their mounds
    of blubber make them very resistant to damage of all types (except maybe fire)
    so you will have to work for your win.
    
    Attacks:
    
    Charge - his most annoying attack, he charges up then rams you quickly
    Lift grapple - When close he essentially bear hugs you dealing large damage
    Splat - Upon death, the whopper can fall on the player seriously injuring them
    
    Tactics:
    
    I haven't really found a weakness to exploit on this guy but out of the methods
    I tried the shotgun to the face seemed to work alright. If you can deal some
    early damage with a remote bomb even better. Sidestep his charges and keep
    shooting him in the face to bring him down. 'Nuff said.
    
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    Zombie
    
    Health  *
    Damage  *
    Speed   *
    Special * (add +1 for acid spitting)
    Overall *
    
    Hah, these guys? You want strategy tips against these weaklings? Ok, well never
    approach them directly from the front when they are down as they can grab you
    for chip damage. When their arms are waving together like they are trying to
    give you a hug, don't go near them as they will grab you for chip damage. When
    they lanch themselves at you, stidestep them and melee them once in the head
    for a quick kill (most efficient way). One of the few creatures the starting
    handguns are good against. Oh and fire can turn them into Bloodshots. Zombies 
    are so much about the chip damage it isn't funny. Oh and the acid spitters can
    go burn in a fire (use grenades or rush them to take them out quickly).
    
    
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    Zombie Dog
    
    Health  *1/2
    Damage  **
    Speed   ***
    Special **
    Overall **
    
    Less dangerous than previous incarnations of the hounds, most likely because 
    of the increased combat cababilities of the characters in this version. They 
    can also interact with other infected to coordinate attacks upon characters.
    
    Attacks:
    
    Bite - The dog lunges at you and mauls you
    
    Tactics:
    
    The best way to deal with these annoying animals is to hit them with an
    incendiary grenade before they even see you (instant kill). The other method is
    to unload a few shotgun shells into them as it knocks them down making it easy
    for the follow up shots to connect. They are more of a nuisance than a threat
    in this campaign.
    
    
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    BOSS CLASS ENEMIES:
    
    ////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU
    
    
    Attack Helicopter
    
    Health  ****
    Damage  **1/2
    Speed   ***
    Special ***
    Overall ***
    
    Due to the placement of the grenade launcher just before this 'boss.' I tend
    to think of it more like a tutorial for how to use it than an actual boss 
    fight. Unfortunately Professional makes this a kind of stupid though process
    as the chopper can rip you to shreds in a hurry and its army of cricket legged
    defenders don't help matters either. Swapping between the ammo types will help
    you take care of both on higher difficulties.
    
    Attacks:
    
    Machine gun - The chopper will fire a line of machine gun ammo at you
    Rockets - A large explosive blast will erupt wherever the rockets hit
    
    Tactics:
    
    Enemies will spawn from the side you entered from as well as the chopper. You
    just convieniently got a grenade launcher so go to town. You can play it safe
    (taking cover under overhangs, staying out of the line of sight) but the
    massive radius of the missiles can still hit you quite often so I would
    recommend trying to take it down ASAP as you will consume less resources
    overall (less spawning enemies, less wasted ammo and health items). The chopper
    will probably take around ten shots to destroy so the quicker you can rack up
    the hits the better.
    
    
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    Deborah Harper
    
    Health  ****
    Damage  ***
    Speed   ****
    Special ***
    Overall ***1/2
    
    She can drain a surprising amount of health if your attention wanders too much,
    (I wonder why too) and she is very fast in her initial arena battle. Her 
    charge attack can also be quite quick so make sure to keep a minimum safe
    distance so you have time to react to it.
    
    Attacks:
    
    Spin kick - She spins through the air towards the target lashing out to deal
    damage
    Saw blade - She whirls her tendrils round in a circle damaging any characters
    in the area
    Heartbreaker - She stabs a tentril into the character knocking them to the
    ground. If you don't complete the QTE fast enough the second one lands and its
    game over
    Charge - She forms her tendrils into a shield and tries to ram into you at
    speed
    
    Tactics:
    
    Just looking at her you can see her weak spot. And the greater the area of
    coverage of your shots the higher your chance of hitting them (HINT: I mean use
    the shotgun). She is very fast and quite damaging if she lands her hits but
    just concentrate on the glowing tendrils and eventually you will bring her
    down. Shooting her when she is upstairs results in her falling down,
    momentarily stunned. This gives you ample time to run over and fill her full of
    shotgun shells. When she is weakened a single tendril will raise out of her.
    Make sure it shatters and continue firing. After a few rounds of this she will
    become enraged and smash the floor out from under you.
    
    The music swells and we are all careening down a track at high speed. Use X+A
    to duck under the barricades or be prepared to lose a lot of health. Once you
    are far enough along the track, Deborah decides she wants a ride as well and
    hops aboard. She has the same weak point but with no room to manouver this will
    most likely put a ding in your health. Same strategy as before, unload on her
    with the shotgun and hope you have enough health. She will do this twice before
    leaping off and leaving you hurtling towards an explosive barrel. If you have
    the shotgun out the shot is a piece of cake, otherwise I hope you are good
    under pressure as if you miss its kablooie. More barricades impede your
    progress so try to keep the top of your head attached as you roll along. She
    will jump onto the carrige for the final time before a cutscene takes over.
    This dumps you on your back with her about to stab you with a tendril. Two
    blasts from your shotgun should be all you need to finish her off for good.
    
    
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    Derek Simmons
    
    Health  ****
    Damage  ****
    Speed   ***1/2
    Special ****
    Overall ****
    
    This guy is one tenacious bastard who will hound you for a good chunk of Leon
    and Helena's campaign. His strength and weaknesses change up with each fight
    making dealing with him in each new form a matter of relearning what hurts him
    although the animations for when he is vulnerable remain the same (as well as
    the quick time animations funnily enough).
    
    ENCOUNTER ONE: Hound form
    
    PHASE 1 - Rooftop mayhem
    
    Attacks:
    
    Leap - Derek lunges forward, knocking you over
    
    Derek resembles some kind of large dog now but he is anything but friendly. The
    way to damage him involves damaging him enough to return to human form. Once he
    does this unload as much damage as possible on him (the lightning hawk magnum
    springs to mind as a good option). Once he is down on one knee in human form
    run up and melee him to deal some damage. Due to the constant movement of the
    train aiming becomes slightly harder than usual so the shotgun can be of good
    use against his beast form. He constantly tries to move towards you when in his
    beast form so keep a safe distance away if you aren't going the shotgun
    approach. Derek will also move between the roof and inside of the train carrige
    so be careful about monitoring him as he moves around.
    
    After a set number of these beatdowns he will eventually fall. This
    unfortunately isn't the end of him as we enter phase two of the fight.
    
    PHASE 2 - Splitsville
    
    Attacks:
    
    Leap - Derek lunges forward, knocking you over
    Spines - Derek launches a series of spines from his tail at you
    
    During this phase Leon and Helena will be on separate trains. Derek has also
    sprouted a new addition to his arsenal, a tail that shoots spikes at his
    targets. Leon must try to race away from Derek while Helena fires at him from
    the adjacent train. This section is quite short so it won't be long before you
    both meet up again.
    
    PHASE 3 - Reunion
    
    Spines - Derek launches a series of spines from his tail at you
    
    Derek will be racing along the tracks and keeping pace with the train. Take
    cover behind one of the sets of seats and start firing over it at him. He will
    really start firing his new spines at you so keeping in cover prevents taking
    serious damage. After dealing enough damage he will jump back into the train. A
    QTE will occur (X + A) where you dodge him before returning to the top of the
    train. Finally you will be able to shoot him down as he charges the train to
    finish the fight.
    
    ENCOUNTER TWO: Dinosaur form
    
    PHASE 1 - Truckosaurus, really?
    
    Attacks:
    
    Roar - Stuns all nearby characters
    Crunch - Derek attempte to snatch you up and eat you
    Tail swipe - Derek will turn 360 degrees, knocking down anyone in a radius
    Charge - the same as practically every other boss monster
    Truck you - He will ram into a vehicle, flinging it towards you
    Jump - Derek will leap across the area, potentially landing on you for heavy
    damage
    
    Tactics:
    
    Well, the tactics are exactly the same as phase one last time but he has some
    new attacks to worry about and you have barrels to play with. Shoot the barrels
    when he is nearby then sprint up and damage him until he drops to his knee. You
    can then activate the melee QTE and the following A tapping one to inflict pain
    upon him (it's even the same damn animation). Derek on the other hand will try
    to stop you doing this by stunning you with his roar and trying to eat you.
    
    PHASE 2 - Eye see you!
    
    The cavalry arrives here as a hummer with two rear mounted mini-guns drops into
    the area. The chase sequence is very simple. Just fire at his eye as much as
    possible before the car is destroyed.
    
    PHASE 3 - Not even remotely interesting
    
    You are probably out of the explosive barrels at this point. So you will have
    to start using your remote bombs to keep the damage flowing. There are plenty
    of crates around the edges of the area to smash for items if you don't have
    any. You may have to resort to using your shotgun or lighting hawk to inflict
    the final damage you need to finish him off.
    
    ENCOUNTER THREE: Giant insect form
    
    Attacks:
    
    Rush claw - He will hold both large claws together then push them forward,
    hitting a large area for painful damage
    Slash claw - Derek slowly raises a claw to the side and a QTE dodge will
    present itself to avoid the attack
    Stab - His legs will fall at random points in the area dealing damage if you
    are below
    Acid spit - He will launch a ball of burning acid directly at you dealing heavy
    damage if it connects
    
    Tactics:
    
    The basic technique for damaging Derek is to make him absorb the zombie impaled
    with the lightning rod. He only absorbs zombies when he has taken enough damage
    to his massive glowing weak points. This can be a lot harder than it sounds as
    a constant stream of alternative zombies will slowly move towards him
    presenting him with multiple options to absorb. Once his head is on the ground
    from the multiple thunderbolts make sure the rod is in a new zombie then use RT
    on his head to climb up and place a grenade on him. This will damage him again
    and cause him to absorb the zombie with the lightning rod one final time. Once
    the bolt hits you will both be knocked back onto another platform.
    
    
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    Haos (Gigantic B.O.W)
    
    Health  *****
    Damage  ****
    Speed   ***
    Special *****
    Overall ****
    
    Haos may not be the hardest final campaign boss I've ever faced, and his second
    encounter can be put down to a joke if you know what to do but his hits 
    seriously hurt. The race upwards will be the same on any difficulty so there
    isn't really much difference there. The final battle really just depends on if
    you want to be patient and take no damage or be a hero and get skewered. Piers
    is just way more effective than you could ever hope to be.
    
    ENCOUNTER ONE: Race
    
    Attacks:
    
    Slam - The B.O.W slams his hand down into the floor attempting to laminate you
    
    Tactics:
    
    The B.O.W can move deceptively fast and his slam radius is quite large.
    Concentrate on avoiding his attacks rather than dealing too much damage as
    Piers will help out in that department. I know his heart glows, denoting a weak
    point but he didn't seem to take any more damage there than he did to the back
    so I just remained behind him unloading the grenade launchers explosive rounds
    until he falls.
    
    ENCOUNTER TWO: Final battle
    
    Attacks:
    
    Sludge - Fired directly at you as a ranged attack
    Roof sludge - Can stick to the roof or drop down and act as mines
    Tendrils - Very long range ground attack that pulls you back into the range of
    the B.O.W
    Slam - Basic smash of the arm into the ground with short range
    Grapple - Instant kill unless it gets interrupted by Piers
    
    Tactics:
    
    You know its kind of depressing when you can beat a final boss without firing a
    single bullet but you can if you like (waste of ammo but if you want to feel
    like you are doing something then go ahead). You can ignore the
    depressurization messages as that triggers upon beating the boss. Let Piers
    deal the damage and just wait until the B.O.W cacoons itself, then let rip/
    melee it until it is smashed. When you smash the cacoon the top half of the
    B.O.W will lay stunned on the ground. Run up and melee one of the weak points.
    Repeat this two more times and the battle will end with a CHECKPOINT, crawl and
    a few quick-time events.
    
    Note: Even if you have field medic here Piers can't use tablets as he is so
    make sure you have some healing on hand to prevent early deaths.
    
    
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    Iluzja
    
    Health  *****
    Damage  ****1/2
    Speed   ****
    Special *****
    Overall ****1/2
    
    This snake is a pest with highly damaging attacks and a good turn of speed,
    making it a lethal combination. The ability to cloak itself is one thing, but
    being able to cloak itself and drop down from the roof above you? Not cool!
    Thankfully Chris and Piers are the only two who run into this enemy and they
    have our friend the grenade launcher. I'm unsure about the effectiveness of the
    other round types on this snake but if incendiary leaves him flaming and 
    visible it could be a very useful tactic to make your following explosive 
    rounds far more accurate. I generally discount freezing ammo against boss 
    monsters as they are normally immune.
    
    Attacks:
    
    Chomp - The Iluzja will rear up and snap at you if you are in front of it
    Squeeze - The Iluzja will drop down on top of you and squeeze like an anaconda
    
    Tactics:
    
    The Iluzja has the ability to camouflage itself (it cannot hide its mouth just
    before it attacks though). Anyone familiar with Halo camo will know how to look
    out for this type of 'shimmer.' It opens its mouth just prior to attacking so a
    good shot down the throat should crimp its style a bit. A word of advice is be
    very careful if you are using the grenade launcher as hitting one of the
    hanging pig corpses can backfire badly. Overall the grenade launcher seems the
    best weapon to use against this beast.
    
    
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    Lepotitsa
    
    Health  ****
    Damage  ***1/2
    Speed   ***
    Special ****
    Overall ***1/2
    
    The actual cause behind the outbreak in Tall Oaks, these walking mounds of
    contagion are a real pain to deal with as you can be overwhelmed by the zombies
    they spawn if you lose focus. Oh and they have a massively damaging close range
    AoE attack too.
    
    Attacks:
    
    Sweet embrace - The lepotitsa will grab the player and initiate a QTE, if this
    is failed it will force its tounge down the players throat. Killing them
    instantly.
    Gastronomy - The lepotitsa releases a cloud of virus infused fumes which damage
    the player massively (staggering them) and infecting any nearby survivors.
    
    Tactics:
    
    Welp, there are two ways to handle this one. Up close and personal with a
    shotgun and explosives. Or instead you can try far away with the sniper rifle
    to remain out of range of the damaging gas cloud. Both are valid options and it
    mostly boils down to your resources and personal preference.
    
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    Ogroman
    
    Health  ***
    Damage  ***
    Speed   **
    Special **
    Overall **1/2
    
    This guy will most likely be the first or second giant B.O.W you see and as
    such your initial thoughts may stray to running the hell away. Unfortunately
    for an Ogroman, size isn't everything due to the fact that without the ability
    to hit your target you can't defeat your target. Someone forgot a major design
    tenent when they made this guy. He seriously moves as slow as treacle.
    
    Attacks:
    
    Stomp - Stamping down quickly onto a character inflicts significant damage
    Slam - By slamming its hands into the player he can bring the hurt
    Grab - The Ogroman will try to snatch up the character inflicting large damage
    
    Tactics:
    
    You can kill the Ogroman by shooting his weak point until he leans on a
    building, then you use the RT on his hand to enter a quick-time event to damage
    the Ogroman. Repeat this a few times and it will die. Use pistols or assault
    rifles as these tend to be able to hit the weak point better at a distance.
    
    
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    Rasklapanje
    
    Health  N/A
    Damage  N/A
    Speed   **
    Special *****
    Overall ***1/2
    
    This guy is both persistent and annoying and his invulnerability can actually
    make you worried for a change as there is no real way of stopping him. Weapons
    that rip him apart easily like the elephant killer, lighting hawk, shotguns,
    or fully automatic weapons will give you precious seconds to think. All I can
    say is thank god there wasn't one of these in that damn snow level (Jake C2)
    chasing you around.
    
    Attack:
    
    Grapple: Results in instant death, can only be done when fully formed
    Grasp: When split in half the top half can grab and hold you in place
    
    Tactics:
    
    This enemy may seem similar to the one in Resident Evil 5 that you killed with
    the flamethrower and explosive barrels but it is a lot easier to slow down as a
    shotgun blast will knock it down. You can't kill it but you can steal enough
    time this way to complete your objective. If he is fully formed and grabs you
    it is intant death.
    
    
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    Ubistvo
    
    Health  **
    Damage  ****
    Speed   ***
    Special **1/2
    Overall ***
    
    This guy seems to be a bit like a glass cannon, all attack and no defence. Just
    stay out of his reach and pelt him with explosive grenades and he'll go down in
    no time really. Just a big wuss.
    
    Attacks: 
    
    We assume he insta-kills you. Not sure though. Killed him too quickly.
    
    Tactics: 
    
    Don't let him hit you. Kill single J'avo that spawns. Grenades to the
    face work. After several grenades, Jake can melee QTE to stab him with his own
    jutting bits of metal. He then calls for Sherry to finish him off. You have
    quite a bit of time to do this, so you don't have to be standing right there.
    
    
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    Ustanak
    
    Health  ****
    Damage  ***1/2
    Speed   ***1/2
    Special ****
    Overall ***1/2
    
    This guy? Oh bugger off, I've seen enough of him to last me a lifetime. Read
    the strategies below if you want more.
    
    ENCOUNTER ONE: Warehouse
    
    Attacks:
    
    Hookshot (1HP+) - He holds his arm out straight and fires his massive claw at
    you. He then locks you in, damaging you and then a QTE to break out will occur
    Strafing is the best way to avoid this attack (obviously).
    Grapple (3+HP)- Grabs you when you are in close proximity dealing large damage
    Charge (3HP)- The typical boss charge with the additional caveat that he is
    unstunnable. Sometimes he will charge without the full warning animation
    (especially when he is upstairs).
    
    Tactics:
    
    Prepare to move out of his charge that he initiate immediately after the
    cutscene ends. BARRELS!!!!!! Yeah barrels are your best friends here as they
    are the most effective way of crippling Ustanak. Ustanak has the ability to go
    through walls (put a drill bit in there and I can make it through walls man! -
    Ah Red Dwarf) effectively clearing the area allowing the infinitely respawning
    J'avo free reign to add extra unneeded orifices to your body. Ensure the
    stockpile of J'avo remains low or you might find things get a bit too dicey.
    Remote bombs and the Elephant Killer are your alternatives for dealing damage
    to this behemoth.
    
    ENCOUNTER TWO: Frequent flyer
    
    Attacks:
    
    Swipe (1+HP) - Ustanak claws at you dealing average damage
    
    The first sequence of this fight is him breaking through the side panels of the
    plane trying to hold you tight. He will normally go for the panels you are
    standing near but avoiding him is a simple matter of moving out of the range of
    his claw. Use the elephant killer and remote bombs to damage him.
    
    Phase two begins with transfer to a new helicopter via a co-op jump and a QTE
    for Jake to avoid becoming swiss cheese. CHECKPOINT. You will have to man the
    turrets at the back of the chopper to try and deal as much damage as you can to
    Ustanak. He will cling to the helicopters swinging back and forth as you
    destroy them. The helicopters will also launch slow moving missiles when they
    move further away. He will fire his minigun at you as well dealing 2+HP of
    damage. To avoid this use the A button to duck behind your turret (we all like
    to avoid massive head trauma). If there is only a single helicopter left it
    becomes indestructable until another batch arrive (figure that the hell out).
    When you deal enough damage you will fall on your ass with ammo underneath you
    and be tasked with shooting the giant red screw you sign (read fire
    extinguisher) that rolls towards Ustanak. You then have to grab the bouncing
    parchute (very quick QTE) with the A button which ends the chapter.
    
    ENCOUNTER THREE: Tower Offense
    
    PHASE 1: Corridor fight
    
    Attacks:
    
    Charge - You know what this is
    Grab - Again, you know what it is. No hook shot this time though
    Dual Grab - You thought single grab was bad. Now he can take two of you out at
    once
    Grenade - He will throw a grenade... duh, this is pretty painful
    
    Tactics:
    
    Avoid him. He hurts. Use height to give yourself those few extra seconds of
    cover. He will jump up to you eventually, but just jump down and move away.
    Bear Commando grenade launcher and Elephant Killer is good. There are also some
    explosive barrels in the raised areas to push down and shoot when he is next to
    them. There are also crates scattered around.
    
    At the end of this phase, we do what we like to call "Be a prick to Sherry", in
    which you lovingly launch her over the fence to Ustanak. But hey, she can heal,
    right?
    
    PHASE 2: Smash the gate
    
    Attacks: Not sure, he just kinda stood there.
    
    Tactics:
    
    Sherry and Leon drive a bus to break a wall. QTE for the X. This allows passage
    to next area.
    
    PHASE 3: Chipmunk running and fighting
    
    Attacks:
    
    Charge - As per usual
    Shotgun - Giant sized just for him
    Single Grab - He will grab someone while still shooting at others with the
    shotgun. Fun
    
    Tactics:
    
    Long story short, you need to get all 4 characters (yes I know) to push the
    moveable ladder tower into place to grant you access to remote bombs and a
    first aid spray. Other places have various items and such.
    
    PHASE 4: Why does he hurt so much?
    
    Attacks:
    
    Charge - Hurts.
    Dual Grab - You thought single grab was bad. Now he can take two of you out at
    once. Multi layered QTE to get out. This hurts, mostly from duration.
    Grab Throw/Drop Kick - While he has someone held, he can throw them at another
    person. Cheap bastard.
    
    Tactics:
    
    He has now changed arms to go full melee. He is no easier though. Bear Commando
    grenade launcher, Elephant Killer and Remote Bombs all work well. The shotgun
    may also work if you want to dance. I found strafing avoided most of his
    attacks in this phase. Although, that could just have been that the two NPC
    characters were in his hands. Do lots and lots of damage, and a tower will
    finally lock onto him and fall on his his pretty face. So now he's dead. Yup.
    Not coming back. Ever. Oh dear god, we're going to have to fight him again,
    aren't we?
    
    ENCOUNTER FOUR: Mano y mano
    
    Attack:
    
    Punch - He punches you Kick: He kicks you
    Charge - He charges you
    Judo Throw - Throws you behind him if you get cornered
    
    Tactics:
    
    Jake decides to duke it out with him one on one. So use this opportunity to
    take all of the frustration you have gathered over his many battles, and punch
    him repeatedly in the balls. X+A to dodge, LT to counter, RT to hit. If you
    deal enough damage, you get to go spacko on his arse in QTE. It is all using A,
    but at first it is just the time trigger (press before time runs out), but the
    last couple are fill the bar (press A repeatedly and beat the timer). If you
    are playing as Sherry, you get to play emotional support, with care package
    crates to the, well, all of him. Line up your shot with LS, release with X, and
    if you hit, he gets stunned for a while, which not only gives Jake a break, but
    allows more unbroken frustration venting ball hits. The care package
    regenerates after a few seconds, so just stay at the activation point on the
    high platform. You have no guns, so just stay there and care. Jake gets one QTE
    A spam chance before failing, but you can take a few hits overall.
    
    ENCOUNTER FIVE: Finality
    
    Attack:
    
    Swipe: He swipes you, dodge with X+A if you are too close
    
    Tactics:
    
    Thats right. Not even lava can stop him. So prepare for fight five of four. Use
    awesome climb tactics to get to the cargo (co-op of course), or not so awesome
    climb tactics and dodge to avoid his attacks. Release cargo. Do all that again.
    Do all that again but this time get the gun. QTE to finally kill the bastard.
    No for real this time. Enjoy sweet victory and cutscenes.
    
    
    *******************************************************************************
    *************************** SINGLE PLAYER ACHIEVEMENTS ************************
    *******************************************************************************
    
    Campaign Achievements: All self explanatory achievements have just been left
    with their basic descriptions.
    
    The Longest Night - 10G
    
    Complete the prologue/tutorial. Takes around 10-15 minutes and walks you 
    through the new control scheme. And you have to, so there.
    
    Gone to Hell - 15G
    
    Complete Leon chapter 1
    
    Buried Secrets - 15G
    
    Complete Leon chapter 2
    
    Get on the Plane - 15G
    
    Complete Leon chapter 3
    
    Bit Trouble in China - 15G
    
    Complete Leon chapter 4
    
    The Trouble with Women - 15G
    
    Complete Leon chapter 5
    
    Rescue the Hostages - 15G
    
    Complete Chris chapter 1
    
    Tragedy in Europe - 15G
    
    Complete Chris chapter 2
    
    After Her! - 15G
    
    Complete Chris chapter 3
    
    There's Always Hope - 15G
    
    Complete Chris chapter 4
    
    Duty Calls - 15G
    
    Complete Chris chapter 5
    
    Money Talks - 15G
    
    Complete Jake chapter 1
    
    A Revolting Development - 15G
    
    Complete Jake chapter 2
    
    Let's Blow This Joint
    
    Complete Jake chapter 3
    
    Still on the Run - 15G
    
    Complete Jake chapter 4
    
    See You Around - 15G
    
    Complete Jake chapter 5
    
    I Spy - 15G
    
    Complete Ada chapter 1
    
    Counterintelligence - 15G
    
    Complete Ada chapter 2
    
    This Takes Me Back - 15G
    
    Complete Ada chapter 3
    
    Ada's Demise - 15G
    
    Complete Ada chapter 4
    
    What's Next? - 15G
    
    Complete Ada chapter 5
    
    Green around the Ears - 15G
    
    Complete the entire game on Amateur
    
    Normal Is Good - 30G
    
    Complete the entire game on Normal
    
    Back in My Day - 30G
    
    Complete the entire game on Veteran
    
    Leave It to the Pro - 90G
    
    Complete the entire game on Professional
    
    Check Out My Tags - 15G
    
    Customize your dog tags
    
    From the main menu, select 'play game' and then select the option 'dog tags.'
    Changing any of these options and saving it will earn you this achievement.
    
    Titular Achievement - 15G
    
    Earn 10 different titles
    
    You will get these naturally as you play though the game. Once you unlock your
    tenth one this achievement will unlock.
    
    One is Better Than None - 15G
    
    Purchase one skill
    
    Select 'Play Game, Campaign, Skill Settings.' If you have any of the in game
    xp known as SP you can use this to buy skills to improve your character in many
    ways. Buy any skill to get this achievement.
    
    Mad Skillz - 90G
    
    Max out all the skills that allow you to level up
    
    This requires you to purchase all the skills that have a Lv next to them. 
    It takes just shy of a million skill points to max them out so you are gonna
    be playing for a while.
    
    The skills are:
    
    Combat Gauge Boost
    Critical Hit
    Defense
    Field Medic
    Firepower
    J'avo Killer
    Lock-On
    Melee
    Piercing Hit
    Recovery
    Rock Steady
    Zombie Killer
    
    Silent Killer - 15G
    
    Use a stealth attack to take down five enemies
    
    Fortunately this doesn't mean all at once like the poor wording seems to imply.
    This will come naturally as you work through the campaigns, there are plenty
    of opportunities.
    
    Finish What You Start - 15G
    
    Perform a coup de grace on ten enemies
    
    These are essentially the unscripted partner assist moments where you press B 
    when your partner is being grappled or under attack and pressing it knocks the
    enemy away. Perform this ten times to obtain the achievement.
    
    Bob and Weave - 15G
    
    Counter an enemy's attack three times in a row
    
    Couple of things to note here: Must be from the same enemy, must be in sequence
    (one following the other, no interrupts like being hit). You cannot attack 
    either during this. So if you are going for this make sure there is only one
    enemy left in the area (best in local splitscreen so your friend doesn't kill
    the last enemy) and keep trying until you get it. Zombies are the easiest to
    do this with.
    
    Down, Not Out - 15G
    
    Defeat an enemy while dying, then recover without any help
    
    Self explanatory, however stopping the AI from rescuing you may mean you need
    a particular skill from the shop (Lone wolf: 100 SP) to prevent them reviving
    you.
    
    Lifesaver - 15G
    
    Help or rescue your partner ten times
    
    Will come through natural progression if you play splitscreen. If you can't
    play online but have a second controller you could deliberately let your 
    partner die ten times and revive them.
    
    Weapons Master - 30G
    
    Use all the weapons in the game and kill ten enemies with each of them
    
    Self explanatory, the list follows:
    
    Weapon List:
    
    909
    Ammo Box 50
    Anti-Material Rifle
    Assault Rifle for Special Operations
    Assault Rifle RN
    Assault Shotgun
    Bear Commander
    Combat Knife
    Crossbow
    Elephant Killer
    Grenade Launcher
    Gun Turret
    Hand Grenade
    Hydra
    Incendiary Grenade
    Lightning Hawk
    MP-AF
    Picador
    Semi-Automatic Sniper Rifle
    Shotgun
    Sniper Rifle
    Stun Rod
    Survival Knife
    Triple Shot
    Wing Shooter
    
    Give a Little Push - 15G
    
    Knock ten enemies off a high place
    
    There is a point in chapter 1 of Chris's campaign where there is a J'avo 
    standing halfway up a set of metal stairs. Push him off and simply reload the
    checkpoint until you reach your tenth high kill.
    
    Rising Up - 30G
    
    Earn a level-four title
    
    This will come naturally as you progress, the first level four title I 
    obtained was relentless attacker. Just keep playing normally and one will 
    unlock. You can keep track of it in the emblem tab in the menu.
    
    They're ACTION Figures! - 15G
    
    Collect 3 figures
    
    When you complete a chapter and obtain all the serpent emblems within you are
    rewarded with a figurine. Do this three times to unlock this achievement.
    Follow the serpent emblem guide in this walkthrough or use a video guide to
    find them.
    
    Stuntman - 15G
    
    Defeat 20 enemies with the Hydra using a quick shot
    
    Ok, this obviously means you must be using Helena as she is the only character
    with the Hydra. Pulling both triggers at once will perform a quick shot if
    an enemy is in range. Kill twenty enemies with this to unlock this 
    achievement.
    
    Bring the Heat - 15G
    
    Take down an enemy from 50 meters away with a headshot using the thermal scope
    
    Character required: Piers. Weapon: Anti-material Rifle. Boot up chapter two of
    Chris's campaign and as you move up the starting street you will see zombies 
    on the arch ahead of you. These guys make easy pickings for this achievement
    so just swap to thermal and blow them away.
    
    High Voltage - 15G
    
    Defeat ten enemies with a stun rod charge attack
    
    Character required: Sherry. Weapon: Stun Rod. Load up chapter one in Jake's 
    campaign and get the stun rod ready. To perform this charge attack you must
    position the rod with LT, Charge it for one second with RT and release the
    RT at a zombie to charge attack your enemy. Just be careful as you must KILL
    the enemy with the charge attack for it to count.
    
    Zombie Massacre - 15G
    
    Defeat 500 Zombies
    
    Self explanatory. If you want to grind this play the wave mode extra.
    
    J'avo Genocide - 15G
    
    Defeat 500 J'avo
    
    Self explanatory. If you want to grind this play the wave mode extra.
    
    B.O.W's Are Ugly - 30G
    
    Defeat 100 enemies that have come out of a chrysalid
    
    Even with multiple chapter playthroughs and a complete playthrough I still
    haven't reached this amount so it's likely you will want to grind this out.
    There are several you can fight in Chris's chapter five pretty early on (the
    ten or twenty minute mark into the level). You can grind skill points here as
    well if you like.
    
    I Prefer Them Alive - 15G
    
    Kill the bad guy, save the girl
    
    Gee, vague achievement info much? This is obtainable in chapter two of Leon's
    campaign. Your target to take down is the Lepotitsa boss at the end of the
    cathedral puzzles. I would suggest saving this for a second playthrough when 
    you have more ammo for your weapons (sniper rifle especially) but it is 
    possible on your first if you use remote bombs to damage the Lepotitsa. 
    Basically just deal as much damage as you can with the sniper rifle while 
    staying out of its AoE radius. You can use the remote bomb if you are fast to 
    deal some extra damage but as long as you have the ammo you should be able to 
    bring it down long before the deadline. I walked into this fight the second 
    time and got the achievement without even planning or particularly trying so 
    you have enough time to do it.
    
    Flying Ace - 15G
    
    Let's see those piloting skills!
    
    Chapter four of Chris's campaign when you are fighting the aircraft carrier
    and piloting a jet. You must avoid all damage to obtain this achievement 
    (meaning you must use the RB button to avoid all attacks). If you take damage
    from anything just restart the checkpoint and try again.
    
    Hard Choice - 15G
    
    I actually did this without realizing this was the achievement. Playing as
    Jake in chapter four, while holding the elephant killer and in the large open
    area with the helicopter shooting at you. Climb to the highest area (Jake only
    area) and when the helicopter drops off enemies, climb the rope to the 
    helicopter and give the pilot a surprise. Do you feel lucky punk?
    
    Covered in Brass - 30G
    
    Earn 150 different medals
    
    Here is an almost complete list of the obtainable medals in the game. This 
    list was compiled and posted by dontVanek so all credit goes to the original
    author. Obviously you need to obtain 150 of these medals to get the 
    achievement. You can also check your progress under the medals tab in the
    records area of the menu.
    
    Campaign
    
    Ratings
    
    Accuracy - A | B | C | D
    Deaths - A | B | C | D
    Clear TIme - A | B | C | D
    Enemies Routed - A | B | C | D
    
    Health
    
    Rescued partner
    Saved a partner from dying
    Aided a partner in need during a story intersection
    Rescued by partner 10 times
    Killed an enemy while dying
    Recovered from dying
    Beat the chapter without being knocked down
    Beat the chapter without entering the dying state
    Beat the game after having entered the dying state at least 5 times
    
    Melee Specific
    
    Killed an enemy with a counter-attack
    Killed an enemy with a physical attack
    Killed 10 or more enemies with physical attacks
    Killed an enemy with a coup de grace
    Killed an enemy with a quick shot
    Killed an enemy with a stealth attack
    Killed an enemy while sliding (Easiest just to freeze them with Chris's 
    Missile Launcher's Nitrogen Rounds)
    Used a weapon lodged in a zombie to kill it
    Destroyed an Item Box while sliding
    Killed an enemy by chaining a physical attack with your partner
    
    Quick Time Events
    
    Successfully input commands at the exact moment
    Successfully executed a counter-attack
    Correctly executed all revolving-action command prompts
    Save a partner from falling off a high ledge
    
    Other/Misc. Kills
    
    Praised a partner's actions 3 times (Just hit Right Bumper to find the praise 
    prompt, do it right after they've killed something)
    Matched Online in a story intersection (You will get this when you play as Ada
    easily, but you could get this any campaign story)
    Killed 5 enemies with explosive drums
    Executed a headshot
    Executed 10 headshots
    Executed 5 consecutive headshots
    Kill 50 enemies with a Knife
    Killed an enemy with a grenade
    Killed 10 enemies with grenades
    Burned 10 enemies with incendiary grenades
    Killed an enemy using the environment
    Used an enemy's attack to kill another enemy
    Killed an animal
    Tripped a running enemy
    Knocked an enemy off a high ledge
    Blinded 10 enemies with Flash Grenades
    Shot an enemy thrown object in mid air
    Killed an enemy mid-jump
    Killed an enemy mid-jump with a headshot
    Put a B.O.W.'s hand in the microwave (You can do this Leon's Campaign Chapter 
    4 in the Chinese Market, Chris's Campaign Chapter 4 when you're down below in 
    the ship's kitchen looking for the Passcodes, Ada's Campaign Chapter 4 when 
    you're down below in the ship's kitchen looking for the passcodes, just grab 
    the the hand with RT when it's on the ground then walk over to a microwave)
    
    Specific Chapter Requirements
    
    Beat the chapter using only an Shotgun
    Beat the chapter using only an Magnum (Leon/Helena(Lightning Hawk) Jake/Sherry
    (Elephant Killer))
    Beat the chapter using only an Sniper Rifle
    Beat the chapter using only an MP-AF (Piers)
    Beat the chapter using only an Assault Rifle
    Beat the chapter using only an Crossbow (Ada)
    Beat the chapter using only physical attacks (Best done with Jake and his 
    Hand-to-Hand combat and also equipping the skills Melee 3 and Combo Boost 
    Gauge 2)
    Beat the chapter using only Grenades
    Beat the chapter without reloading
    Beat the chapter without the use of Grenades
    Beat the chapter without equipping any skills
    Beat the chapter without using health items
    Beat the chapter without picking up any ammo or health items
    
    Story related
    
    Killed all enemies in front of the cathedral (Leon's Campaign Chapter 2)
    Saved one or more survivors in the cathedral (Leon's Campaign Chapter 2)
    Blew up all fuel tanks at the Crash Site (Leon's Campaign Chapter 4 or as Jake 
    in Chapter 4, when you fight Ustanak there will be crates full of fuel tanks 
    on top of the much larger crates. Just climb on top of those and push them 
    down than shoot them)
    Beat Chris and Piers in the race (Leon's Campaign Chapter 4, after following 
    Ada and sent up the elevator, when you get put into a room with a bunch of 
    prototype robots on the floor and you hack the panels to get into the next 
    room)
    Killed a Paratrooper in Mid-Air (Chris's Campaign Chapter 2, when you're on 
    top of the bridge and you must defend Fin, enemies will start parachuting 
    down, just kill one Mid-Air)
    Defeated the giant B.O.W. through its weakspot (Chris's Campaign Chapter 2, 
    shoot the bulging red thing on it's back until falls than do the QTE's, rinse 
    and repeat)
    Slid down the slide (Chris's Campaign Chapter 3, Playground near the first 
    Serpant Emblem)
    Beat Leon and Helena in the race (Chris's Campaign Chapter 3, after following
    Ada when you get put into a room with a bunch of prototype robots on the floor
    and you hack the panels to get into the next room)
    Shoot down 3 Helicopters with the VTOL's Barrel Gun (Chris's Campaign Chapter 
    4, as Piers shoots the AA Guns around the ship, you as Chris use your gun to 
    shoot down the choppers in the air)
    Reached the missile in the 3 minutes or less (Chris's Campaign Chapter 4)
    Killed more enemies than Jake and Sherry (1) (Chris's Campaign Chapter 5, 
    After you meet up with them at the hatching of the monster; you'll be riding 
    two seperate elevators, one with Jake and Sherry and another with you. What I 
    did was used my Sniper to steal their kills while my partner killed ours)
    Discovered the hidden storage room (Jake's Campaign Chapter 1)
    Wiped out all enemies around the cabin (Jake's Campaign Chapter 2, it's the 
    Cabin you have to collect all the data for before entering)
    Beat the cave area without killing any enemies (Jake's Campaign Chapter 2, 
    instead of killing the Alarm Bugs you have to sneak past them. It's best to 
    watch their pattern and which way they turn and correspond your movement with 
    that (This Excludes Ustanak))
    Destroyed 5 or more enemies using the turret-mounted cameras (Jake's Campaign 
    Chapter 3, you have to be playing as Jake and when you do you'll have to 
    cover Sherry with the cameras, easiest with a partner as they could just kite 
    them)
    Find all ID Medals (Jake's Campaign Chapter 3, the medals you have to find to 
    insert into the Big Statue, they are scattered everywhere and some enemies do 
    drop them. Make sure you do this before going into the Security Room)
    Shot 10 J'avo off their motorcycles (Jake's Campaign Chapter 4, have to be 
    playing as Sherry)
    Personally finished off the helicopter pilot (Jake's Campaign Chapter 4, have 
    to be playing as Jake and you would get this as you were going for the "Hard 
    Choice" achievement)
    Ground a B.O.W.'s Hand (Jake's Campaign Chapter 5, In one of the levels where 
    you have to restore power to the Generator to use the elevator at the bottom 
    you'll come across a meat grinder, just pick the hand like you did for the 
    microwave medal and walk it over to the grinder and put it in)
    Killed more enemies than Chris and Piers (Jake's Campaign Chapter 5, After 
    you meet up with them at the hatching of the monster; you'll be riding two 
    seperate elevators, one with Jake and Sherry and other with them. What I did 
    was used my Sniper to steal their kills while my partner killed ours)
    Successfully countered one of Ustanak's attacks (Jake's Campaign Chapter 5, 
    Must be Jake)
    Used a B.O.W.'s attacks to kill all zombies in the area (Ada's Campaign 
    Chapter 3/Jake's Campaign Chapter 4, it's when you just get off the barge and 
    the Chainsaw B.O.W. comes at you with all the infected surrounding you. 
    You're going to want to dodge him and everyone while he just swings away and 
    kills all the infected)
    Killed more enemies than Jake and Sherry (2) (Ada's Campaign Chapter 3, when 
    you're covering them from above you're going to have to kill more enemies 
    than them)
    Cleared the chapter without being spotted by the enemy (Ada's Campaign 
    Chapter 4, You will get this as you are going for the "Sneaking Around" 
    achievement)
    
    There will also be 59 Medals that come with just the progression of all the 
    different storylines and chatpers.
    
    Mercenaries
    
    Cleared Urban Chaos
    Cleared the Steel Beast (Unlocked by completing two campaigns)
    Cleared Mining the Depths (Unlocked by completing Leon, Chris, and Jake's 
    campaigns)
    Cleared the Rail Yard
    Cleared the High Seas Fortress
    Cleared the Catacombs (DLC)
    Killed 120
    Killed 100
    Killed 70
    Killed 40
    Executed a 120-hit combo
    Executed a 100-hit combo
    Executed a 50-hit combo
    Executed a 20-hit combo
    Survived for 120 seconds
    Survived for 90 seconds
    Survived for 60 seconds
    Survived for 30 seconds
    Killed an enemy with a physical attack
    Killed an enemy with coup de grace
    Killed an enemy with a quick shot
    Killed an enemy with a counter-attack
    Destroyed a bonus item while sliding
    Found a time bonus
    Found all time bonuses (Found it easy just to do on Urban Chaos, most are in 
    the shops surrounding the area than one on top of a Bus and another beside one 
    on the side of the map)
    Found a combo bonus
    Found all combo bonuses
    Caused the hidden boss to appear
    Defeated the hidden boss
    Defeated the hidden boss during a combo chain
    Finished off the hidden boss with a physical attack
    Kill 150 enemies with a partner
    Cleared the stage with a partner
    Cleared the stage without taking any damage
    Cleared the stage without the use of any skills
    Killed an enemy using the stage surroundings
    Cleared the stage without the use of any health items
    
    Much easier done with a Partner
    
    Agent Hunt
    
    Hunt Successful (Win)
    Hunt Failed (Lose)
    Played as a Zombie
    Played as a J'avo
    Played as a Rasklapanje
    Played as a Shrieker
    Played as a zombie dog
    Played as a Bloodshot
    Mutated into a Strelats
    Played as Mesets
    Mutated into a Napad
    Mutated into a Gnezdo
    Played as a Glava-Sluz
    Played as a Glava-Smech
    Played as a Ruka-Srp
    Played as a Ruka-Khvatanje
    Played as a Ruka-Bedem
    Played as a Telo-Eksplozija
    Hit an agent with a thrown object
    Sprayed acid on an agent (Have to be a Spitter)
    Assembled 5 zombies by shrieking (Have to be a Shrieker)
    Mutated two different body regions as a J'avo
    Hid behind cover as a J'avo
    Bit and lifted up an agent (Mutate J'avo with the Split Head)
    Immobilized an agent with a sticky substance (Mutated J'avo with the Split 
    Spider Head)
    Grabbed an agent with an extended arm (Mutated J'avo that had his arm shot off
    which turned into a Giant Arm)
    Blocked an agent's attack with a shield (Mutated J'avo that had his arm shot 
    off which turned into a Giant Shield)
    Stomped on an agent
    Killed by an agents coup de grāce
    Traveled over 1,000 meters in one session
    Killed by an agent in a single attack
    Attacked an agent being held by another creature
    Killed by physical attacks
    Killed a creature as a creature
    Killed in an explosion
    Played for 10 minutes
    Finished a game without dying once
    Killed by an agent 10 times
    Finishing a round without taking any damage
    Finishing a round in less than a minute
    Finishing a round without damaging an agent (You have to win the round)
    Finished the game without dying once
    
    Heirlooms - 30G
    
    Collect all the serpent emblems
    
    Follow the walkthrough locations or use a video guide.
    
    Sneaking Around - 15G
    
    Ada chapter four.
    
    Note: You don't need to complete the WHOLE level in stealth, just a particular
    part. The section the stealth needs to begin is when you enter the three
    passcodes into the door (you'll know the part I mean). The section following
    this will have spotlights and enemies to avoid but as you can reset the 
    checkpoint and still get the achievement it isn't that hard. Unless you've
    been playing way too many FPS games and must kill everything that moves. 
    
    A walkthrough for this section is in the guide but I have repeated it below:
    
    Objective: Find the secret information
    
    Sounds cryptic, doesn't it. Walk along and grapple. Open the door, and prepare
    to run slide to get into the next room. Green Herb in here too. Proceed
    up the stairs, and don't open the door. Walk outside and don't be seen by the 
    light. Use your cover dive (LT+Move+A), and slide along the ground to the
    right to avoid being seen. Or you can just run time it, but we found this more
    amusing. When you are at the end, wait for the light to pass, get up, and walk
    onwards. You should have heaps of time. Grapple up.
    
    Serpent Emblem: Immediately to left after grapple
    
    Continue on and into a crawlspace. Watch Chris do his thing, and move on. 
    Distractions yay! Drop down.
    
    CHECKPOINT. Walk on. There is a guy in the room to the left, but you can ignore
    him and just walk on. In the room around the corner, is a Gnezdo patrolling the
    room. You can avoid being seen here, just watch its pattern. For ours it
    walked in a big circle, so just following the path it took when it was out of
    sight worked. Press the button and go through the door.
    
    CHECKPOINT. Jump through the hole. More searchlights, be ready.
    
    CHECKPOINT. Running is better here, as you will still be seen in some sections
    while crawling. Ducking initally does hide you, if you want to line up your 
    timing. As soon as you drop, run to the left and don't get caught on the
    scenery. She will auto crawl into a space where for a section you won't be 
    seen. Use this to time what you want to do. After is a hole, and then another
    safe spot. At the end is a long run to safety, so make sure you have a lot of 
    time. When she gets up, run left, then as camera changes take a u-turn, and 
    away from screen to a grapple point, all before you are seen.
    
    CHECKPOINT. At least they are nice with the checkpoints. Crawl or wall hug
    along here so you are not seen. Use cover at the end to peek around. This guy
    does not move, but also does not see you from cover. Use Crossbow and line up a
    shot to the head to kill him silently. Crawl or wall hug along and up the 
    ladder. Jump into vent crawlspace.
    
    CHECKPOINT. Do not move yet. There are cockroach things patrolling in here.
    However, they aren't very observant. Shoot them with the Crossbow for silent 
    kills. If you hear gunfire, it is not because you are seen. Chris is fighting
    below you. Kill both Cockroaches and proceed to the rightish direction and
    drop down. Follow the path to find another door with golden handle. Fancy, 
    isn't it.
    
    CHECKPOINT. Look down to see bleeding Fake Ada. Seeing as this is this game, 
    we are going to assume she is not dead. As no boss we ever kill stays dead. 
    Drop down, and crouch behind box at your left. Guy comes at end of that path.
    Wait until he turns, and SK him. 
    
    Serpent Emblem: In locker on left.
    
    Activate elevator, go down. 
    
    Objective: Find an escape route
    
    (Note: Upon starting this section, you should receive the achievement for
    successfully completing the stealth section.)
    
    *******************************************************************************
    *********************************** SKILLS LIST *******************************
    *******************************************************************************
    _______________________________________________________________________________
    
    Campaign skills:
    _______________________________________________________________________________
    
    
    Firearms Lv 1/2/3  12000/29000/75000  Increases firearm power by 10/20/50%
    
    Melee Lv 1/2/3     10000/25000/75000  Increases power during melee attacks
                                          (with melee weapons) 10/20/50%
    
    Defense Lv 1/2/3   3200/28000/80000   Reduces damage received 20/30/50%
          
    Lock-On Lv 1/2     2800/31000         Steadies hand when shooting (Reduces 
                                          recoil when firing - Red dot sight only)
    
    Rock Steady 1/2    3500/33000         Reduces recoil after firing (all 
                                          weapons)
    
    Critical Hit 1/2/3 3500/13000/32000   Increases chance of scoring a critical 
                                          hit 50/75/100%
    
    Piercing 1/2/3     12000/28000/55000  Increases firearm piercing potential
                                          1/2/3 enemies
    
    J'avo Killer 1/2   3000/25000         Increases strength of attacks on a J'avo
                                          20/50%
    
    Zombie Hunter 1/2  3000/25000         Increases strength of attacks on a 
                                          zombie 20/50%
    
    Eagle Eye          3000               Adds an extra level of magnification to
                                          sniper rifle scope
    
    Quick Reload       10000              Reload your weapons quickly
    
    Last Shot          55000              Greatly increases the strength of your
                                          final remaining shot (300%)
    
    Shooting Wild      65000              Removes your targeting sight, but 
                                          increases your firepower (???%)
    
    Combat Gauge Boost 70000/90000        Increases your Combat Gauge by 3/5 
    1/2                                   blocks
    
    Breakout           2800               Allows you to break free easily from an
                                          enemy's grasp
    
    Item Drop Increase 3500               Causes more defeated enemies to drop 
                                          items (rare item drop up)
    
    Recovery 1/2       10000/70000        Speeds up recovery time when dying
    
    Team-up (SP)       14000              Strengthens your partners attacks when
                                          are near each other (Single player only) 
    
    Field Medic 1/2    12000/95000        Allows your partner to give you some
    (SP)                                  health tablets when you're rescued
                                          (1-2/2-3 tablets, single player only)
    
    Lone Wolf (SP)     100                Keeps your partner from helping you when
                                          you're in trouble (No revives, single
                                          player only)
    
    AR Ammo Pickup     8000               Allows you to pick up an increased
    Increase                              amount of 5.56 NATO ammo
    
    Shotgun Shell      8000               Allows you to pick up an increased
    Pickup Increase                       number of 10 and 12-gauge shotgun shells
    
    Magnum Ammo Pickup 25000              Allows you to pick up an increased 
    Increase                              amount of .50 action express and .500
                                          S&W magnum ammo
    
    Rifle Ammo Pickup  8000               Allows you to pick up an increased 
    Increase                              amount of 7.62 NATO and 12.7mm ammo
    
    Grenade Pickup     22000              Allows you to pick up an increased 
    Increase                              number of 40mm explosive, acid and
                                          nitrogen rounds
    
    Arrow Pickup       20000              Allows you to pick up an increased
    Increase                              number of normal and pipe bomb arrows
    
    Grendade Power Up  40000              Improves grenade damage (800 kills with
                                          grenades required to unlock)
    
    Handgun Master     37000              Increases handgun damage (1500 kills 
                                          with handguns required to unlock)
    
    Shotgun Master     38000              Increases shotgun damage (1000 kills 
                                          with shotguns required to unlock)
    
    Magnum Master      40000              Increases magnum damage (800 kills with
                                          magnums required to unlock)
    
    Sniper Master      39000              Increases sniper rifle damage (1000 
                                          kills with sniper rifles required to
                                          unlock)
    
    Machine Pistol     38000              Increases machine pistol damage (1500
    Master                                kills with machine pistols required to
                                          unlock)
    
    Assault Rifle      37000              Increases assault rifle damage (1500 
    Master                                kills with assault rifles required to
                                          unlock)
    
    Grenade Launcher   40000              Increases grenade launcher damage (800
    Master                                kills with grenade launchers required to
                                          unlock)
    
    Crossbow Master    40000              Increases crossbow damage (800 kills 
                                          with crossbow required to unlock)
    
    Infinite Handgun   79000              Provides infinite ammo for handguns 
                                          (complete all campaigns to unlock)
    
    Infinite Shotgun   99000              Provides an infinite number of shotgun
                                          shells (complete all campaigns to 
                                          unlock)
    
    Infinite Magnum    99000              Provides infinite ammo for magnums
                                          (complete all campaigns to unlock)
    
    Infinite Sniper    99000              Provides infinite ammo for sniper rifles
    Rifle                                 (complete all campaigns to unlock)
    
    Infinite Machine   89000              Provides infinite ammo for machine
    Pistol                                pistols (complete all campaigns to 
                                          unlock)
    
    Infinite Assault   89000              Provides infinite ammo for assault 
    Rifle                                 rifles (complete all campaigns to 
                                          unlock)
    
    Infinite Grenade   99000              Provides and infinite number of grenades
    Launcher                              for grenade launchers (complete all 
                                          campaigns to unlock)
    
    Infinite Crossbow  79000              Provides an infinite number of crossbow
                                          arrows (complete all campaigns to
                                          unlock)
    
    _______________________________________________________________________________
    
    Agent Hunt Skills
    _______________________________________________________________________________
    
    
    Creature Offense   5000/15000/60000   Increases offense when playing as a
    1/2/3                                 creature 10/20/30%
    
    Creature Defense   5000/15000/60000   Increases defense when playing as a
    1/2/3                                 creature 10/20/30%
    
    Creature Health    5000/15000/60000   Increases health when playing as a
    1/2/3                                 creature 20/50/100%
    
    Creature Stamina   5000/15000/60000   Increases stamina when playing as a
    1/2/3                                 creature (6/7/10 units)
    
    _______________________________________________________________________________
    
    Mercenaries Skills
    _______________________________________________________________________________
    
    
    Eagle Eye          3000               Adds an extra level of magnification to
                                          sniper rifle scope
    
    Item Drop Increase 3500               Causes more defeated enemies to drop 
                                          items (rare item drop up)
    
    Go For Broke!      60000              Makes it easier to pull off combos as
                                          time runs out (+2 seconds)
    
    Time Bonus +       90000              Increases time awarded by a Time Bonus
    
    Combo Bonus +      50000              Increases time for a Combo Bonus
    
    Limit Breaker      60000              Increases the points earned for 
                                          surpassing 50 combos
    
    Blitz Play         5000               Increases your attack power if you 
                                          attack immediately after another player
    
    Quick Shot Damage  15000              Increases power of Quick Shots
    Increase
    
    Power Counter      8000               Greatly increases the power of counters
    
    Second Wind        6000               Increases power to firearms and melee
                                          attacks when life gauge is low
    
    Martial Arts       25000              Increases strength of physical attacks
    Master                                but the power of firearm-related attacks
                                          is greatly reduced
    
    Target Master      25000              Increases strength of firearm-related
                                          attacks but the power of physical 
                                          attacks is greatly reduced
    
    Last Stand         30000              Greatly increases attack power (30%) but
                                          attacks on you hurt three times as much
    
    Pre-emptive Strike 7000               Increases attack power when you attack
                                          from behind
    
    Dying Breath       15000              Greatly increase attack power when dying
                                          but recovery time is comparably
                                          lengthened (increased)
    
    Pharmacist         17000              Increase the potency of health tablets
                                          (2 HP per tablet)
    
    Medic              12000              Heals a teammate that's far away when 
                                          you use a health tablet
    
    First Responder    15000              Makes it easy to rescue dying teammates
    
    Take It Easy       20000              Increases speed of natural recovery when
                                          using cover (health and combat gauge)
    
    Natural Healing    15000              Increases speed of natural healing
                                          (health and combat gauge)
    
    _______________________________________________________________________________
    *******************************************************************************
    *********************************** LEGAL STUFF *******************************
    *******************************************************************************
    
    Copyright 2012 Ben Buttenshaw
    
    This may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other web
    site or as a part of any public display is strictly prohibited, and a violation
    of copyright.