RESIDENT EVIL 6 - WALKTHROUGH/GUIDE V1.02

                    Written by: Bahumaut/ Ben Buttenshaw

                   Additional notes and info from: Minion

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******************************** VERSION INFO *********************************
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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!

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******************************** 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.

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***************************** TABLE OF CONTENTS *******************************
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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 -------------------------------

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********************************* LEON'S CAMPAIGN *****************************
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===============================================================================

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.

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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.

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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.

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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.

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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.

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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

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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:

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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.


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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:

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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.


////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU


Derek Simmons

Health  ****
Damage  ****
Speed   ***1/2
Special ****
Overall ****

This guy is one tenacious bastard who will hound you for a good chunk of Leon
and Helena's campaign. His strength and weaknesses change up with each fight
making dealing with him in each new form a matter of relearning what hurts him
although the animations for when he is vulnerable remain the same (as well as
the quick time animations funnily enough).

ENCOUNTER ONE: Hound form

PHASE 1 - Rooftop mayhem

Attacks:

Leap - Derek lunges forward, knocking you over

Derek resembles some kind of large dog now but he is anything but friendly. The
way to damage him involves damaging him enough to return to human form. Once he
does this unload as much damage as possible on him (the lightning hawk magnum
springs to mind as a good option). Once he is down on one knee in human form
run up and melee him to deal some damage. Due to the constant movement of the
train aiming becomes slightly harder than usual so the shotgun can be of good
use against his beast form. He constantly tries to move towards you when in his
beast form so keep a safe distance away if you aren't going the shotgun
approach. Derek will also move between the roof and inside of the train carrige
so be careful about monitoring him as he moves around.

After a set number of these beatdowns he will eventually fall. This
unfortunately isn't the end of him as we enter phase two of the fight.

PHASE 2 - Splitsville

Attacks:

Leap - Derek lunges forward, knocking you over
Spines - Derek launches a series of spines from his tail at you

During this phase Leon and Helena will be on separate trains. Derek has also
sprouted a new addition to his arsenal, a tail that shoots spikes at his
targets. Leon must try to race away from Derek while Helena fires at him from
the adjacent train. This section is quite short so it won't be long before you
both meet up again.

PHASE 3 - Reunion

Spines - Derek launches a series of spines from his tail at you

Derek will be racing along the tracks and keeping pace with the train. Take
cover behind one of the sets of seats and start firing over it at him. He will
really start firing his new spines at you so keeping in cover prevents taking
serious damage. After dealing enough damage he will jump back into the train. A
QTE will occur (X + A) where you dodge him before returning to the top of the
train. Finally you will be able to shoot him down as he charges the train to
finish the fight.

ENCOUNTER TWO: Dinosaur form

PHASE 1 - Truckosaurus, really?

Attacks:

Roar - Stuns all nearby characters
Crunch - Derek attempte to snatch you up and eat you
Tail swipe - Derek will turn 360 degrees, knocking down anyone in a radius
Charge - the same as practically every other boss monster
Truck you - He will ram into a vehicle, flinging it towards you
Jump - Derek will leap across the area, potentially landing on you for heavy
damage

Tactics:

Well, the tactics are exactly the same as phase one last time but he has some
new attacks to worry about and you have barrels to play with. Shoot the barrels
when he is nearby then sprint up and damage him until he drops to his knee. You
can then activate the melee QTE and the following A tapping one to inflict pain
upon him (it's even the same damn animation). Derek on the other hand will try
to stop you doing this by stunning you with his roar and trying to eat you.

PHASE 2 - Eye see you!

The cavalry arrives here as a hummer with two rear mounted mini-guns drops into
the area. The chase sequence is very simple. Just fire at his eye as much as
possible before the car is destroyed.

PHASE 3 - Not even remotely interesting

You are probably out of the explosive barrels at this point. So you will have
to start using your remote bombs to keep the damage flowing. There are plenty
of crates around the edges of the area to smash for items if you don't have
any. You may have to resort to using your shotgun or lighting hawk to inflict
the final damage you need to finish him off.

ENCOUNTER THREE: Giant insect form

Attacks:

Rush claw - He will hold both large claws together then push them forward,
hitting a large area for painful damage
Slash claw - Derek slowly raises a claw to the side and a QTE dodge will
present itself to avoid the attack
Stab - His legs will fall at random points in the area dealing damage if you
are below
Acid spit - He will launch a ball of burning acid directly at you dealing heavy
damage if it connects

Tactics:

The basic technique for damaging Derek is to make him absorb the zombie impaled
with the lightning rod. He only absorbs zombies when he has taken enough damage
to his massive glowing weak points. This can be a lot harder than it sounds as
a constant stream of alternative zombies will slowly move towards him
presenting him with multiple options to absorb. Once his head is on the ground
from the multiple thunderbolts make sure the rod is in a new zombie then use RT
on his head to climb up and place a grenade on him. This will damage him again
and cause him to absorb the zombie with the lightning rod one final time. Once
the bolt hits you will both be knocked back onto another platform.


////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU


Haos (Gigantic B.O.W)

Health  *****
Damage  ****
Speed   ***
Special *****
Overall ****

Haos may not be the hardest final campaign boss I've ever faced, and his second
encounter can be put down to a joke if you know what to do but his hits 
seriously hurt. The race upwards will be the same on any difficulty so there
isn't really much difference there. The final battle really just depends on if
you want to be patient and take no damage or be a hero and get skewered. Piers
is just way more effective than you could ever hope to be.

ENCOUNTER ONE: Race

Attacks:

Slam - The B.O.W slams his hand down into the floor attempting to laminate you

Tactics:

The B.O.W can move deceptively fast and his slam radius is quite large.
Concentrate on avoiding his attacks rather than dealing too much damage as
Piers will help out in that department. I know his heart glows, denoting a weak
point but he didn't seem to take any more damage there than he did to the back
so I just remained behind him unloading the grenade launchers explosive rounds
until he falls.

ENCOUNTER TWO: Final battle

Attacks:

Sludge - Fired directly at you as a ranged attack
Roof sludge - Can stick to the roof or drop down and act as mines
Tendrils - Very long range ground attack that pulls you back into the range of
the B.O.W
Slam - Basic smash of the arm into the ground with short range
Grapple - Instant kill unless it gets interrupted by Piers

Tactics:

You know its kind of depressing when you can beat a final boss without firing a
single bullet but you can if you like (waste of ammo but if you want to feel
like you are doing something then go ahead). You can ignore the
depressurization messages as that triggers upon beating the boss. Let Piers
deal the damage and just wait until the B.O.W 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.

////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU


Ogroman

Health  ***
Damage  ***
Speed   **
Special **
Overall **1/2

This guy will most likely be the first or second giant B.O.W you see and as
such your initial thoughts may stray to running the hell away. Unfortunately
for an Ogroman, size isn't everything due to the fact that without the ability
to hit your target you can't defeat your target. Someone forgot a major design
tenent when they made this guy. He seriously moves as slow as treacle.

Attacks:

Stomp - Stamping down quickly onto a character inflicts significant damage
Slam - By slamming its hands into the player he can bring the hurt
Grab - The Ogroman will try to snatch up the character inflicting large damage

Tactics:

You can kill the Ogroman by shooting his weak point until he leans on a
building, then you use the RT on his hand to enter a quick-time event to damage
the Ogroman. Repeat this a few times and it will die. Use pistols or assault
rifles as these tend to be able to hit the weak point better at a distance.


////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU


Rasklapanje

Health  N/A
Damage  N/A
Speed   **
Special *****
Overall ***1/2

This guy is both persistent and annoying and his invulnerability can actually
make you worried for a change as there is no real way of stopping him. Weapons
that rip him apart easily like the elephant killer, lighting hawk, shotguns,
or fully automatic weapons will give you precious seconds to think. All I can
say is thank god there wasn't one of these in that damn snow level (Jake C2)
chasing you around.

Attack:

Grapple: Results in instant death, can only be done when fully formed
Grasp: When split in half the top half can grab and hold you in place

Tactics:

This enemy may seem similar to the one in Resident Evil 5 that you killed with
the flamethrower and explosive barrels but it is a lot easier to slow down as a
shotgun blast will knock it down. You can't kill it but you can steal enough
time this way to complete your objective. If he is fully formed and grabs you
it is intant death.


////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU


Ubistvo

Health  **
Damage  ****
Speed   ***
Special **1/2
Overall ***

This guy seems to be a bit like a glass cannon, all attack and no defence. Just
stay out of his reach and pelt him with explosive grenades and he'll go down in
no time really. Just a big wuss.

Attacks: 

We assume he insta-kills you. Not sure though. Killed him too quickly.

Tactics: 

Don't let him hit you. Kill single J'avo that spawns. Grenades to the
face work. After several grenades, Jake can melee QTE to stab him with his own
jutting bits of metal. He then calls for Sherry to finish him off. You have
quite a bit of time to do this, so you don't have to be standing right there.


////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAUTION////BIOHAZARD////CAU


Ustanak

Health  ****
Damage  ***1/2
Speed   ***1/2
Special ****
Overall ***1/2

This guy? Oh bugger off, I've seen enough of him to last me a lifetime. Read
the strategies below if you want more.

ENCOUNTER ONE: Warehouse

Attacks:

Hookshot (1HP+) - He holds his arm out straight and fires his massive claw at
you. He then locks you in, damaging you and then a QTE to break out will occur
Strafing is the best way to avoid this attack (obviously).
Grapple (3+HP)- Grabs you when you are in close proximity dealing large damage
Charge (3HP)- The typical boss charge with the additional caveat that he is
unstunnable. Sometimes he will charge without the full warning animation
(especially when he is upstairs).

Tactics:

Prepare to move out of his charge that he initiate immediately after the
cutscene ends. BARRELS!!!!!! Yeah barrels are your best friends here as they
are the most effective way of crippling Ustanak. Ustanak has the ability to go
through walls (put a drill bit in there and I can make it through walls man! -
Ah Red Dwarf) effectively clearing the area allowing the infinitely respawning
J'avo free reign to add extra unneeded orifices to your body. Ensure the
stockpile of J'avo remains low or you might find things get a bit too dicey.
Remote bombs and the Elephant Killer are your alternatives for dealing damage
to this behemoth.

ENCOUNTER TWO: Frequent flyer

Attacks:

Swipe (1+HP) - Ustanak claws at you dealing average damage

The first sequence of this fight is him breaking through the side panels of the
plane trying to hold you tight. He will normally go for the panels you are
standing near but avoiding him is a simple matter of moving out of the range of
his claw. Use the elephant killer and remote bombs to damage him.

Phase two begins with transfer to a new helicopter via a co-op jump and a QTE
for Jake to avoid becoming swiss cheese. CHECKPOINT. You will have to man the
turrets at the back of the chopper to try and deal as much damage as you can to
Ustanak. He will cling to the helicopters swinging back and forth as you
destroy them. The helicopters will also launch slow moving missiles when they
move further away. He will fire his minigun at you as well dealing 2+HP of
damage. To avoid this use the A button to duck behind your turret (we all like
to avoid massive head trauma). If there is only a single helicopter left it
becomes indestructable until another batch arrive (figure that the hell out).
When you deal enough damage you will fall on your ass with ammo underneath you
and be tasked with shooting the giant red screw you sign (read fire
extinguisher) that rolls towards Ustanak. You then have to grab the bouncing
parchute (very quick QTE) with the A button which ends the chapter.

ENCOUNTER THREE: Tower Offense

PHASE 1: Corridor fight

Attacks:

Charge - You know what this is
Grab - Again, you know what it is. No hook shot this time though
Dual Grab - You thought single grab was bad. Now he can take two of you out at
once
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.