Fresh Professional Run Guide by ngc628

Version: 1-1 | Updated: 07/30/09 | Printable Version


                                 RESIDENT EVIL 5

                                  FRESH PRO RUN

                                    by Frinkie

Version 1-1: July 30, 2009


Welcome to a FAQ for a Fresh Professional Pro (FPR) for Resident Evil 5 for the
Playstation 3 (or X-Box 360). This is a fun and challenging run either to do
solo or with a friend, either on-line or local. At this point in time I have
played one fresh pro run with an on-line partner and two solo. This is my sixth
full pro run and my third with just the AI.

This a profession run where you start off with just the basic hand guns you
receive at the beginning of the game. You can use your present game file but
you will have to do an inventory of what you have presently and manage it 
during the game. It seems simpler to create a new PSN account, start completely
fresh, and not
have the hassle of tracking your acquisitions during the game. If you set up a
fresh PSN you can easily continue your game if you are playing co-op with an
on-line partner and leave your main PSN account for playing other games.

To set up a fresh pro run (FPR) on the Playstation you will have to create a
new PSN account and join a Professional game on-line. Try to start one with 
someone playing 1-1 or a lower level and play until a checkpoint. Then start 
your own fresh game with a friend or troll the boards looking for an online
partner. Your partner will have to commit to the full run. I found Vlper 
(PSN modified), my FPR partner, on the RE5 Gamespot forum looking for someone 
to start a run without infinite ammo and without any special weapons. He was 
game to start a fresh run. It took about a week to play out the run with our
different schedules.

If you plan on playing more fresh pro runs make a copy of your 1-1 save file. 
It will make it easier to start a game whether playing co-op or solo.

If you are going to play a Fresh Pro without creating a new PSN you may want to
do the following before you start your run:

    -	Sell all the guns and weapons that you will be using/acquiring during 
		the	run;
    -	Sell all the handgun, shotgun, machine gun, and magnum ammo;
    -	Sell all the frag, flash, and incendinary grenades;
    -	Sell all the explosive, flash, and flash rounds;
    -	Record your starting balance of #N.

The big difference between playing solo or local, or with an on-line partner is
money. You get twice the money playing on line as you will playing solo or 
local. This may not be true for the XBOX 360 where I believe you set up
separate accounts for each local player and get the double drops. Playing local
on the PS3 adds an extra challenge of to your resource management if this is

One benefit of playing solo or local is being able to exchange weapons with the
AI or your partner. In co-op you will have to stick to your current arsenal and
share the free weapon pick-ups.











	/1-1\	Chapter 1-1 - Public Assembly

	/1-2\	Chapter 1-2 - Urban District

	/2-1\	Chapter 2-1 - Port/Shanty Town
	/2-2\	Chapter 2-2 - Mines/Mining Area

	/2-3\	Chapter 2-3 - Savanna/Ndesu

	/3-1\	Chapter 3-1 - Marshlands/Village

	/3-2\	Chapter 3-2 - Execution Grounds/Oil Field

	/3-3\	Chapter 3-3 - Oil Field Drilling Facility

	/4-1\	Chapter 4-1 - The Caves: Labyrinth

	/4-2\	Chapter 4-1 - The Caves: Pyramid

	/5-1\	Chapter 5-1 - Experimental Facility

	/5-2\	Chapter 5-2 - Missile Area

	/5-3\	Chapter 5-3 - Monarch Room

	/6-1\	Chapter 6-1 - Ship Deck

	/6-2\	Chapter 6-2 - Ship Bridge

	/6-3\	Chapter 6-3 - Engine Room - Volcano

	(A)	Acknowledgements

	(B)	Contact

	(C)	Copyright

	(D)	Version History


To preserve the integrity of the run I propose the following guidelines:
	(a) No grinding...which means no replaying chapters or sections of
	    chapters to attain extra treasure, weapons or ammunition.

	(b) You receive one rocket launcher; just use the one Rocket Launcher.
	    Special kudos to you if you don`t use it.

	(c) Do not purchase flame, electric or nitrogen rounds if you are
	    playing with an old game file.

I propose that it okay to spam the restart option when:

	(a) you know you are going to die because your AI partner is not 
	    inclined or able to heal/resuscitate you. It saves time by not
	    having to watch cut scenes.

	(b) you are battling a boss (i.e. Nedesu) and he hits you and you know
	    that you are not going to survive the battle.

	(c) you want to return to the inventory screen to prepare for the
	    upcoming section with appropriate weapons, ammo, and healing.

Using the restart option for (a) and (b), and to some extent for (c) will lower
your death statistic. If the veracity of this statistic is important to you
don`t do it.



I assume that most people use a FAQ if they are stuck on a particular part of a
run. With that in mind please pay some attention to the next section. If you
arrive at the 5-2 boss without any incendiary grenades...tut have 
been warned.

This guide is heavily biased towards playing with just the AI. There are more
elegant and skillful ways to play the chapters with two players that are not
mentioned here.

This guide assumes that you have played the pro level before and are very 
familiar with the game. It is not a complete walkthrough especially near the 
end of the game where you are well armed and your weapons are almost completely 
upgraded. There is no mention of BSAA emblem placements and just reminders of 
the treasure to be found in each chapter.

This guide assumes that you are going to fight 99% of the battles and not flee
through areas. In duo play there are more opportunities to flee; in solo play 
you will want the monetary pick-ups more than the opportunity to cut and run.

My apologies to XBOX 360 users (and to future PC users); this guide was written
using a Playstation 3 and no reference has been made to the controls on the
other system(s).



Based on my solo FPR and previous runs, I suggest you:

	(a) Set aside a frag grenade for 2-1 (treasure).
	(b) Set aside a frag grenade for 2-1 (mandatory for solo play).
	(c) Set aside 3,000 #N for the end of 3-1 and a frag grenade (optional).
	(d) Set aside 3-4 incendiary or frag grenades for 3-2.
	(e) Set aside rifle ammo for 3-3.
	(f) Set aside 4-6 incendiary for 5-2.
	(g) Set aside one grenade for 6-1 (BSAA emblem).
	(h) Set aside 5 incendiary grenades, healing and rifle ammo for 6-2.
	(i) Set aside (save) explosive rounds for 6-3.
	(j) Set aside your Magnum ammo for 6-3.

Try to conserve rifle ammo as much as possible.



My first Pro Run I didn`t feel fully dressed unless my trusty (and fully 
upgraded) Hydra was fully loaded and at the ready. Well that security blanket 
is not available for this run. Due to limited funds you can only upgrade a 
certain number of weapons. Acquiring firepower and special attributes will be
your first priority. Since inventory reload is infinitely quicker than using 
an on screen reload you can forego doing reload speed upgrades and can limit 
your capacity upgrades on most weapons.



This will probably be your bread and butter weapon for the majority of your 
run. Its Critical Headshot ability will dispatch enemies quickly and save ammo.
The AI will be liberal with your ammo supply when you hand it her but Sheva 
will get her share of head shots as well.

- 20,000 #N to bring the firepower up to its maximum of 250;
- 21,000 #N to buy the critical headshot upgrades;
- 2,000 #N to bring it up to a comfortable capacity of 25 rounds;
- 35,000 #N to bring it up to its maximum capacity of 100 rounds.

/////---H&K P8---\\\\\

At this junction I haven't used the H&K P8 on a FPR but it is tempting. It is
available early in the game after 2-3 in time for Chapter 3 and the shield
bearing Village majiji.

-  2,000 #N to purchase;
-  26,000 #N to bring the firepower up to its maximum of 300;
-  26,000 #N to obtain the piercing upgrades;
-  14,000 #N to max out its capacity of 25 rounds.

/////---SIG P226---\\\\\\

This handgun is pricey and not available until after chapter 4-2 but its power
and the steady supply of handgun ammo make this hand gun very attractive. Did
I mention the lovely sound it makes a lovely sound when it 
fires. I choose the P226 over the P8 because the projectiles during the boss 
fight at the end of 6-2 are one hit kills with the P226.

-  4,000 #N to purchase;
-  68,000 #N to bring the firepower up to its maximum of 480;
-  11,000 #N to max out its capacity of 16 rounds.

\\\\\\\\\\\\---MACHINE GUNS---////////////

Sheva will probably be using a machine gun during a solo run and even during a
co-op run one you may want to have machine gun as a primary weapon to utilize
the generous amount of machine gun ammo to be gathered. Both the VZ61 and MP5
are found early in the game (1-1 and 2-1)  The choice will have to be made
whether to upgrade the VZ61 for its headshot percent attribute or the MP5 for
its piercing ability. As with any machine both are useful for setting up melee
attacks, spamming damage, and shooting gems and emblems. Keep the second
machine gun for Chris to use early in the game in solo play.


This weapon will be throwing you a live saver during the public assembly stage
and chances are that both characters may have one by the end of the chapter.
Early in the game you will have the inventory room to tote one around in 
addition to your handgun in a solo game. It is inexpensive to upgrade to its 
maximum firepower. It handy to use in Chapter 3-3 when you are approaching the 
docks and you are shooting explosive containers and exceptionally weak majiji.

-  8,000 #N to bring the firepower up to its maximum of 100;
-  20,000 #N to obtain the headshot percentage upgrades;
-  2,000 #N to bring its capacity up to 100 rounds.
-  43,000 #N to bring its capacity up to its maximum of 300 rounds.

/////---H&K MP5---\\\\\

Anyone one who has played as Jill BSAA in Mercenaries is probably besotted with
this weapon. Its piercing abilities allow your ammo to pass through multiple
enemies and shields.

-  23,000 #N to bring the firepower up to its maximum of 120;
-  15,000 #N to obtain the piercing upgrades;
-  6,000 #N to bring its capacity up to 100 rounds.
-  23,000 #N to bring its capacity up to its maximum of 150 rounds.


/////---SIG 556---\\\\\

By the time you collect these weapons in Chapters 5-1 and 5-3 you will probably
be using your resources for pricey upgrades for your main arsenal. Chances are
you will be selling them and pocketing the money and the ammo.



The S75's high power and steady aim will earn it top billing in your arsenal.
Ifyou are playing solo you will be handling to Sheva periodically to do the
heavy lifting and to keep her from spamming rifle ammo.

-  36,000 #N to bring the firepower up to its maximum of 2,000;
-  10,000 #N to bring its capacity up to 20 rounds;
-  35,000 #N to bring its capacity up to its maximum of 50 rounds.

/////---DRAGUNOV SVD---\\\\\

The DRAGUNOV SVD's arrival in Chapter 2-2 is timely and I suggest you empty the
penny jar to upgrade its firepower and capacity as soon as you pick it up. In
solo play Sheva will use it fairly responsibly but there times when you will 
want to take it from her to use yourself or to keep her from spamming ammo.

-  44,000 #N to bring the firepower up to its maximum of 1,200;
-  15,000 #N to bring its capacity up to its maximum of 18 rounds.

/////---H&K PSG-1---\\\\\

Free and good for shooting BSAA emblems.


/////---ITHACA M37---\\\\\

The ITHACA M37 is decent shotgun with high capacity but I find myself waiting 
for the M-3 in Chapter 3-3 and reluctant to allocate resources to upgrading 
this piece. I would suggest maxing out its firepower up until 3-1 and then 
basically setting it aside if you are playing solo. The AI will only use a 
shotgun against a boss, even if it is their only weapon (this is my 
experience), as they seem to prefer using the machine gun for close encounters
and a rifle for distant enemies, and a pistol for both.

-  24,000 #N to bring the firepower up to its maximum of 400;
-  5,000 #N to obtain the headshot percentage upgrade;
-  4,000 #N to bring its capacity up to 13 rounds;
-  36,500 #N to bring its capacity up to its maximum of 25 rounds.


The most powerful shotgun in the game and very effective against the fast
moving and well armoured base majiji in later chapters.

-  48,000 #N to bring the firepower up to its maximum of 900;
-  10,000 #N to bring its capacity up to its maximum of 10 rounds.


/////---S&W M29---\\\\\

This magnum comes in handy for dealing with Wesker. The piercing attribute in
those encounters is not necessary. Spend your 'extra' funds on upgrading its
capacity and firepower. 

-  33,000 #N to bring the firepower up to its maximum of 3,200;
-  12,000 #N to bring its capacity up to 10 rounds;
-  29,000 #N to bring its capacity up to its maximum of 12 rounds.

/////---L. Hawk---\\\\\

The L. Hawk is free; you can sell it for its ammo.

\\\\\\\\\\\---GRENADE LAUNCHER---///////////

The Hydra may have been my security blanket in my first pro run but in 
subsequent runs it has been my Grenade Launcher filled with 12 helpings of 
flash round goodness. Flash rounds are available at the next checkpoint after
you pick up the launcher and only cost 600 #N...thank you Capcom.

---Flame rounds, Electric rounds and Nitrogen rounds are not available at all;
---Explosive rounds are expensive, but the default 12 will suffice;
---Two stacks of Acid rounds should suffice for tense licker encounters;

\\\\\\\\\\\---STUN GUN---////////////

For 3,000 #N this a good buy; AI Sheva is pretty handy with it and she makes it
her default weapon if you hand it to her.


Grenades are not readily available during this run.

---incendiary grenades ironically will be the most useful (I rarely used them
   on other runs). Save them until you finish 6-2; afterwards fire at will;

---You need one frag grenade for 1-2 for the treasure on the dock, one to fire
   at the sign in 2-1, a couple for the dock in 3-2 (incendinary or frag), at
   least one to get started for the 5-1 boss, and one to get the BSAA emblem in
   6-1; I suggest you hoard your frag grenades until 5-1, save one for 6-1 and
   use the rest as you see fit;

---Until flash rounds are available in 4-1, the few Flash Grenades you receive
   would best used against Cephalos and the Duvalia in 3-1.



Obviously you will want to collect every item and treasure in the game.
Solid_Lancelot posted on the GameSpot RE5 forum that a Pro Run will net you
about490,000 #N if you acquire very available treasure and pick-up. This is an
estimate and probably more than you can expect to receive. The Gold Ring and
the Topaz Marquise in 1-1 would be difficult to attain; subtract 8,000 #N from 
that estimate. At times you will be force to take out enemies at a distance and
forego some pick-ups, sometimes you will have to cut and run and miss out on
enemy pickups. 

Upgrading the M92F handgun, P226 handgun, MP5 machine gun, M-3 shotgun, S75 
rifle,and Dragunov rifle to include maximum firepower, to acquire special
attributes, and to attain to modest capacity levels will cost approximately 
334,300 #N. This total does not include the VZ61 machine gun, the ITHACA M37 
shotgun or the S&W M29 magnum.



For the majority of the run you will want to keep Sheva in Cover mode. I find
that she is very accurate with the rifle, fairly conservative with machine gun
ammo, hardly ever uses a shotgun and a bit trigger happy with any handgun. If 
you want her to be a bit more aggressive in cover mode give her a handgun. Buy
AI Sheva a stun gun to save on ammo. Even though she better with the machine
gun you will find that machine gun ammo inventory will be hard to maintain. 
Take the machine from her during slower sections.

You are also the center piece in solo place; most enemies will all but ignore 
AI Sheva. Once I was separated from AI Sheva in the village. She wandered into
the trap with the explosive arrow village majiji. A half a minute later she
showed up completely unscathed.


-------------------------Chapter 1-1 - Public Assembly-------------------------

Business as usual to begin; nothing much to do but cross your fingers and hope
for ammo pick-ups between the butcher shop and the public assembly. Put Sheva's
gun in inventory before you meet the first majiji (by hitting restart) to save
a couple of bullets and practice the 'grab-melee-knife-melee', or a variation
there of, on your first victim. You do not take damage when a majiji grabs you
and this technique will save ammo and keep Sheva occupied if you are playing
solo. Run like a bunny from the maddening crowd and make your way through the
tunnel to RE5's fun house.

Tips for Public Assembly

    -	Only block off one door or window to funnel the majiji in duo or solo.
	This will give you a chance to kill the first few majiji quickly and
	hopefully to get some ammo pick-ups.
    -	If playing solo have Sheva push the shelf in front of the window; this
	will keep her busy while you break the box and the barrel. Head out of
	the house for the east courtyard where you entered. Sheva will only
	fire at the majiji coming through the door or approaching the door.

    -	If playing duo you can barricade the door; stand in front of the open
	window but give the majiji enough room to jump through and knife the
	majiji for the first part of the battle. When the cupboard to your
	right breaks up head check to your right for the cupboard on the door 
	to fall	then head for the east courtyard. You can also try this in solo.
	Disarm Sheva and knife the majiji as they jump over the window. Don't 
	do any melee moves just use the knife. 
    -	Shoot for the head from a distance, hopefully you will get headshots,
	shoot for the legs of any rushing majiji, he might land with his head
	near your foot for a quick stomp. Melee as much as possible.

    -	Soon after Chris contacts Kirk majiji will be spawning in the courtyard.
	By then the house will be crowded; if you picked up a grenade use it
	now. Keep your partner close; shoot at weapons. If you get grabbed it
	is not a bad thing; the animations of the grab, your partner's melee
	and any subsequent melee will eat up time and you are very close to the
	time the executioner will break down the gate; make your way towards
	the gate.

    -	After the executioner breaks down the gate run north towards the VZ61;
	fire at the oil canisters on your way by. Pick up the VZ61, break the
	barrel in the north west corner, head for the stairs leading to the top
	of the west house, grab	the herb, jump down, head for the ladder, break
	the barrel and box, on this level, grab the herb, and head for the
	roof. You are now on the roof of the south house where you started. If
	you disarmed AI Sheva give her the handgun.

    -	Things are not quite as hectic on the roof; you will get some crowds 
	but for the most part you can take on majiji one at a time. You can
	knife the majiji climbing the fence through the sign in duo if you want
	but you will miss the pick-ups. You have the VZ61 now which is perfect
	for setting up melees.

    -	If thing go south and you die after you pick up the VZ61 and before
	Kirk blasts the gate, you can now buy the VZ61 at the merchant's on 
	your restart if you have the funds. It will help deal with the mob in
	the house and there is a possibility that you will pick up machine ammo 
	from the crate or the barrel in the house.

Note: There is a theory that if you kill the microphone majiji (with a
	headshot) or if you knock the microphone from his hand while he
	standing on the roof less majiji will appear.

This part is not easy and you will probably die a few times unless you are an
RE5 superhero or lucky with your pick-ups.


------------------------Chapter 1-2: Urban District----------------------------

This is a great deal calmer than the public assembly and for the most part you
can take on the majiji one or two at a time. Passing your gun sights over
distant enemies will encourage them to approach you.

Treasure Reminders

    -	Antique Clock from House, Ivory Relief from Allyson, Gold Ring from
	Uroboros, Money in antique clock house, treasure chest in abandoned

Tips for Urban District
    -	Keep the VZ61 for yourself to set up melee attacks; give AI Sheva the
	handgun but don't upgrade the capacity yet. It is okay if she runs out
	of ammo. She will start to use the knife. Let her load her gun but take
	away extra ammo.

    -	Pass the gun sight over the first woman in the laneway and let her grab
	you, then melee and knife her as needed. Getting grabbed with your
	partner	close by is a effective way to deal with unarmed majiji in this
    -	For armed majiji, disarm them or shoot them in the legs as they rush at

    -	Use Chris' stomp melee on majiji heads instead of torsos for quicker

    -	When Sheva grabs the key three majiji will emerge from a window above
	the ladder Sheva used. Get a little distance and deal with one of the
	armed majiji long range. (Note: you can avoid this battle by triggering
	the next checkpoint and doubling back.)

    -	For the woman who turns into a Cephalo, persist in your attempts to do
	the neckbreaker melee. The three majiji that may surround you while you
	try to get her in a kneeling position will just grab you.

    -	After killing her and the first three majiji, look out the window and
	fire at the majiji on the roof. The next group of majiji are armed and
	very aggressive.

    -	When the music stops exit the building on the west side deal with the
	group of majiji that spawn here. Retreat to the building if necessary.

Tips for Uroboros

    -	You can use the following technique twice and Uroboros will not die in
	the incinerator: get him to grab the cylinder, shoot him in the
	incinerator and then activate it. While he is stunned rush in a fire at
	him with the shotgun until he starts to move, repeat. He should be dead
	or all but dead. It won't take a lot of ammo to finish him off.
    -	If playing solo keep calling AI Sheva when he picks up the cylinders to
	keep her from shooting him outside the incinerator or take away her


-------------------------Chapter 2-1 - Port/Shanty Town------------------------


Treasure Reminders

    -	Treasure Chest in Storage Facility; 3 Jeweled Bangle from Bigman 
	majiji;	Sapphire (pear) where you meet the first Kipepeo(s); Topaz 
	(pear)north west corner in water near boat; Emerald (square) on rooftop
	of the building that contains the Port Key; Ruby (marquise) in Fruit
	stand (frag grenade needed);large gold in water under the dock walkway;
	jewels and money in the chest in Shanty Town.

Tips for Container area

    -	Get the first crossbow majiji to fall on the trip wire, get the second
	one to do the grab-melee dance, and run your gunsite over the third and
	he will pop up to the container in front of you where you can easily
	pick him off. The fourth majiji is lying in wait to smack you with a
	bottle around the next corner.

    -	If you have two grenades toss one at the dogs as soon as they come into
	view. If you don't the safest way to deal with the dogs in solo play is
	to head back to the ladder spamming the 'O' button to keep Sheva beside
	you. Climb the ladder and wait for Sheva to join you, Shoot a dog, hit
	the 'O', shoot a dog, hit the 'O'...; watch the	map as soon as you see
	Sheva's arrow moving south on top of container call her back. Once two
	dogs are dead it is safe to let her go. She will go ahead and perhaps
	deal with the crossbow majiji on top of the container, or not, be
	careful as you round the corner where you first met the dogs. One more
	majiji drops in just after you go past the last trip wire.

    -	If you are playing duo head to the container with the First Aid Spray.
	The dogs will be easier to deal with if all three are in front of you.
	You can also use the ladder again, take out a dog or two and then jump
	down into the hidden area and take out the last dog(s) with the trip

    -	The next area has two dogs, the Bigman majiji, molotov majiji, two 
	crossbow dudes, and at least a couple of regular weapon baring majiji.
    -	There are some gas containers in the middle of this area; you can pop
	out as soon as you arrive and singe the Bigman. Stay in this area (out
	of the line of fire of the crossbow majiji on the right container) and
	the molotov majiji will do some damage to the approaching dogs and 
	majiji. Deal with the Bigman and the Adjules as best you can with
	shotgun fire and melees. Watch out for the crossbow majiji who spawns
	on the right after the music stops.

Tips for Bridge area

    -	Take out the closest barrel as the truck drives past and take cover 
	behind it for a moment after it slides to a stop. Through the wind
	shield Chris can hit one of the barrels on left and the crossbow 
	majiji.You can stay here and let the majiji come to you or make a
	charge taking out barrels and majiji as you go.

    -	In the tunnel area the dogs are more manageable if you back track to
	the to the stairs. In Duo play if you still have unused gas canisters
	on the bridge you can leave one player on the bridge and lure the dogs
	back and explode the canisters as they near it.

Tips for Port area

    -	When you meet the flying BOW's (Kipepeo) you can perform a neck breaker
	melee on the majiji by the door to keep him from spawning.

    -	You need a grenade to damage the central fruit stand to get the Ruby

    -	Jump through the window to retrieve the Port Key. Take away Sheva's
	weapon in solo play and stand at the window and take out as many majiji
	as possible with headshots until the Bigman arrives and then switch to
	the shotgun. Another wave will arrive just after you defeat the Bigman.
	When the coast is clear head north and shoot the crossbow majiji 
	overhead to make him fall off the roof. A neckbreaker will assure that
	he doesn't sprout a Kipepeo but after the fall he won't take much more
	damage before sprouting one. Give Sheva back her weapon.

    -	In co-op play you can stand a bit away from the window after you grab
	the key and knife the first and second waves of majiji as they come
	through the window and melee the big man.

    -	Use a neckbreaker on the lonely majiji on the boat deck; he can sprout
	a Kipepeo.

    -	Go to the boat and into the shelter area where you break the two
	barrels. This is a good place in solo play to let the hordes come to
	you. Run out and run on to the dock area on the north to trigger the
	horde. Sometimes the Bigman gets stuck on the deck behind you; when the
	heat dies down go out and deal with him while keeping out of the way of
	the crossbow arrows. Climb up off the docks and trigger Kirk.

    -	In duo play, run up and trigger the Kirk scene and jump down onto the
	dock area. You are out of the range of the crossbow majiji and you can
	melee the enemy and the bigman.

    -	Watch out for the molotov cocktail majiji on the north west rooftop and
	the two remaining crossbow majiji.

    -	When the last wave appears (after you hop over the fence) head back to
	the ladder and fight them from here. The music lets up afterwards but
	there is still one more crossbow majiji up ahead. He can be hit from
	the roof top.

Tips for Shanty Town area

    -	Take away Sheva's weapons and knife the three majiji at the window; if
	there is only two watch out for one coming from the right.

    -	The eastern laneway where you find the green herb and the two crates
	(before you fight the Kipepeo again is a safe haven where you can 
	return to fight the hordes that spawn here. Don't throw Sheva on the
	roof, stick together in both solo or co-op. Only two appear at first;
	deal with them just out the range of the molotov majiji. Spawn the
	second batch and retreat all the way. Use the shotgun just as they
	round the corner.Don't forget there is still one crossbow majiji left

    -	In solo play put Sheva on attack and throw her on the roof to collect
	the items there.

    -	Make your way through the house, knifing and meleeing as much as
	possible. Go to the second floor balcony and throw a grenade and bounce
	it off the sign opposite the door below. This is absolutely  crucial in
	solo play and highly recommended for duo play. If you throw Sheva
	across in a solo run she will be dying before Chris can jump to the
	second floor to cover her.

    -	After you open the door, run out across the street and then return to
	the house. A number of enemies will have been spawned; let them come to
	you and you can pick off the first few in a leisurely fashion.
	Afterwards collect the items here. You can use the first set of stairs
	as a choke point or just the doorway.

    -	You could also use the south west alley for a choke point and utilize
	the oil canister there.

Tips for the Chainsaw majiji

    -	A hit with the S75 in the eye is the only sure way to stun him. Run
	past him. Use the rifle to hit him in the back and then in the eye. Run
	to him melee him, run past him and AI Sheva will melee him as well.
	Blast any majiji with your shotgun, turn and shoot at him again and
	repeat. You want to stay in the stairway area and spawn as few majiji
	as possible. You won't have large number of rounds in the rifle or
	shotgun; plan on making a panicky inventory reload for both weapons
	during this battle. Once he goes down, grab the key, finish off any
	stragglers and prepare for him to get up. Start shooting as soon as he


------------------------Chapter 2-2 - Mines/Mining Area------------------------


Treasure Reminders

    -	Train Station: 2 Jewel Beetles; Large Gold

    -	Mines: 2 (3?) ruby (pear); diamond (oval); 2 ruby (square)

    -	Mining Area: diamond (pear); diamond (brilliant); diamond oval

Tips for Train Station

    -	Go towards the trip wire and shoot it as the dogs appear, hopefully you
	will kill two of them. Run back to the building you just exited and
	stand with your back against the wall to deal with the remaining

    -	In co-op play you can trigger the next wave of dogs and run back again
	towards the building. Then trigger the third wave and head back again;
	the third time the crossbow majiji will be in position on top of the

    -	In solo play run back through the trains, shoot the trip wire, arm your
	shotgun and climb up the ladder onto the train tops. Immediately turn
	to your right and jump across to the next train. Run up to the two
	crossbow majiji and take them out with the shotgun. Ignore any Kipepeo
	that might have spawned and head for the remaining crossbow majiji.
	Then take out any Kipepeo that are present.

    -	Now there are five dogs milling around and two Jewel Beetles to be had.
	The dogs aren't worth the ammo to kill them. Jump down and grab the
	first beetle from the pile of wood at the bottom of the ladder; climb
	back up. Jump over to the first train car (near building) and taunt the
	dogs, then make a dash for the beetle by jumping over to the next car
	and then down to the ground. You will probably make it to the beetle
	safely; coming back is the tricky part. This is risky but the beetle is
	worth 2,000. Keep moving don't stop to fight them.

    -	The second trip wire can be taken out from the top of the ramp before
	the drop off; the first before the drop off.

Tips for Mines

    -	Using a machine gun set up neckbreaker melees for the majiji in this
	area. There are two single majiji that can be taken on one at a time
	near the first pool of water. Near the place where the ruby (pear) can
	be found there are two majiji one around each corner. Approach the
	corner to the right to activate the first and lure him into the tunnel.
	The second one is the pool of water around the left corner.

    -	Just after the bridge there are three majiji in wait; shortly 
	afterwards you will meet two more. Lure them all to to bridge area to
	melee. In co-op play the lantern holder can join in. In solo play have
	Sheva drop the lantern as well; you will probably need some support.
	There is one more manjiji up ahead by a barrel.

    -	Remember that are two snakes in this level. One is in one of the crates
	on the left after the bridge; the other one is in the crate in the 
	area with the treasure chest (I have never received an egg from this

    -	Raise the gate and drop it as soon as Sheva goes under the gate. There
	are three majiji in the dark behind you.

    -	Run into the cave to trigger the next wave and a checkpoint and then
	retreat into the tunnel to the gate. Use your handgun to take care of
	enemies at a distance. Take care of the remaining crossbow majiji with
	the rifle and make your way to the elevator. A dynamite majiji drops
	down in the tunnel. There is a dynamite majiji with two crossbow 
	majiji. After carefully sniping the crossbow majiji on the right, shoot
	the dynamite to take out the remaining two.

Tips for Mining Area

    -	Shoot the window before hand with the machine gun to save time at the
	window. Take care of the crossbow majiji on the back of the truck and
	the majiji approaching the gatling gun. Take out the crossbow majiji
	on the first level to the south west and the one on the second level
	up on the north west. Shoot a few more and then turn to deal with any
	majiji coming up the stairs. Then back to the scene below and take care
	of the next majiji going to man the gun. Another majiji may come up
	behind you shortly. When all is quiet below head collect the Dragunov
	and head out.

    -	At the checkpoint restart and upgrade the Draganov's firepower fully
	and its ammo capacity to 10. Give AI Sheva the Dragunov and head down
	the ladder.

    -	Go to the south corner by the pile of wood and make your stand there.
	At first pick off as many distant enemies as you can then keep an eye
	on the left for majiji dropping off the ledge you just came down. One
	will jump off the pile of wood in front of you; keep the shotgun ready.
	When it quiet downs a bit make your way up the hill together.Retreat if
	there are still dynamite majiji above you and find a place to pick them
	off. A number will spawn out of the cave so keep an eye on its

    -	In duo play or solo play you can charge up the hill avoiding the majiji 
	and make a stand there. One player (solo Chris)should stay back in the
	north west corner to deal with majiji dropping out of the cave

Tips for Popokarimu

   -	Upgrade the Dragunov's capacity to 12. In solo play Chris gets this
	rifle and Sheva gets the S75. Empty your inventory of all but rifle
	ammo and some healing. There is plenty of ammo below and you will want
	to be able to pick it up and not bother Sheva. As soon as you jump down
	head towards the right and use the pistol to bring down Popokarimu.
	When he is down	run to him and empty the Dragunov into his belly
	followed by shotgun blasts until he gets up. He should be about two
	thirds dead. Gather up the items in the barrels here and stay alive
	while Sheva snipes at him. When you have all the items join her. If
	you are feeling extra brave go into the enclosures and have him destroy
	them for extra pickups. He is safest to fire at when he is the air far
	from you. You can also get some	shots on his under belly when he has to
	round a sharp corner to get to you.

    -	In duo play you might kill him when he is first grounded and on his
	side but then you will miss the pick-ups. Beserker in his RE5 FAQ gives
	Popokariu an HP of 28,000. The Dragunov has 800 firepower at this
	point; 12 x 800 = 9,600. The S75 is at about 900 HP, the MP5 is at
	90 HP, the shotgun is 300 Hp and the handgun  is 210 HP. If you did
	about 2,000 HP damage to get him to the ground and the Dragunov and
	shot guns blasts damages him another 10,200 you are up to about 12,200
	HP damage. Emptying the MP5 into him (80 x 90) would be another
	7,200 HP. You should be to blast away at him and not worry about
	killing him too soon.

    -	In duo play use the buildings. Go into a building and lure Popokarimu
	to you. Do so that he approaches from the entrance and not from the
	side. The other player approaches from the rear and blasts away with
	his best and quickest weapon.


--------------------------Chapter 2-3 - Savanna/Ndesu--------------------------


Tips for Savanna

    -	There is not much to say; this stretch is the same in any pro run and
	you have most probably survived it before.

Tips for Ndesu

    -	My tips for Ndesu on pro are (in order of importance): do not get hit
	by Ndesu; do not overheat; go for his head 90% of the time especially
	when you suspect he is going to attack or he is in your face; take out 
	the molotov majiji; take out the nearby crossbow majiji; take out the 
	far crossbow majiji; use the barrels to interrupt his attacks (they
	also damage him).

    -	I suspect that you do more damage if you aim for the finger-like
	tentacles at the end of the large and small plaga.

    -	In solo or co-op play, Chris with his more mobile gun should take out 
	the molotov and crossbow majiji.

    -	In co-op play you can take him out in two rounds if both players are
	concentrating on the large plaga when it appears. In solo play it will
	probably take three rounds, therefore it is more important to take out 
	the majiji. 


------------------------Chapter 3-1 - Marshlands/Village-----------------------


Treasure Reminders

    -	Beast Slate: Ruby (pear); Beetle (brown);
    -	Chicken Island: Beetle (brown); Chalice (Silver); gold eggs(sell for 
	1,000 #N);
    -	Sunken Boat: Beetle (brown); Rocket Launcher(sell for 1,000 #N).
    -	Fishing Port: Chalice (Silver); Beetle (brown); fish;
    -	Raptor Slate/Crocodile Port: Ruby (Pear); Beetle (brown);
    -	Shaman Slate/North Port: Emerald (Pear); Ruby (Pear); Idol (silver);
	Beetle (brown) - near tree in water just south of dock; 
    -	Warrior Slate/South Port: Idol (silver);
    -	Village: Ceremonial Mask

Tips for Marshlands

    -	Visit the treasure spots, chicken island, the sunken boat and the
	Fishing	Port.

    -	I did suggest no grinding but I didn't say anything about lingering or 
	revisiting islands. Eggs are a nice healing item to have in any colour 
	and they are fairly rare. Often in a solo game Chris will be in the
	red zone and Sheva's health will be perfect; eggs are a great way to
	get him back into a healthy zone without wasting an herb. Watch out for
	the chickens; I put Sheva on 'Attack' in a solo game to gather eggs.

    -	Use your newly found loot to buy Sheva a stun gun in a solo game. To 
	collect the three slates this is only weapon she needs to have
	equipped. You will save some ammo.

Tips for the Raptor Slate (Crocodile Port)

    -	Don't get eaten by a crocodile. Equip an egg or a grenade to move

    -	Put Sheva on attack, she will jump over the window ledge and spawn the 
	three enemies. All three are grabby; melee as much as possible. The
	last one in the other shack is unarmed as well.

Tips for the Shaman Slate (North Port)

    -	Put Sheva on Attack in a Solo game; she will help collect the items
	and do some meleeing on the horde. 

    -	Max out the shotgun for firepower and capacity for this fight.

    -	The eastern corner in between the huts and with a fence on the left is
	a good place to make your stand for the first wave of village majiji.
	They aren't so cuddly this time. Your shotgun is your best weapon here.
	Watch out for the spear bearing majiji who will leap at you. You will
	fight four at first followed closely by two more. Put Sheva back into
	cover mode if she jumps the fence; you don't want her to trigger the
	second wave yet.

    -	Keep Sheva in cover mode and snipe at the next wave with the S75 and
	your handgun. Use your shotgun if they get close. One will turn into a 
	Duvalia. If you have a flash grenade use it on him. You can use the 
	jumping the fence animation to get a chance to do an inventory reload. 
	You can also run for the boat, turn, and make another stand (or leave).

    -	The Duvalia goes down to his knees very quickly with a few pistol
	shots. If he is close when he is vulnerable hit him with the shotgun;
	if he is farther away use the handgun or S75.

Tips for the Warrior Slate (South Port)

    -	Take note of the south ramp near the boat dock. This is the best place
	to make your stand and you should retreat here as soon as you spawn
	the horde.

    -	Face north near the treasure chest and have one player trigger the
	encounter by crossing the bridge ahead. In solo play put sheva on
	Attack and then on Cover after the cut scene. Retreat to the ramp and
	use your pistol and rifle when you can and the shotgun when they close

    -	In duo mode the player without the shotgun can use a machine gun to
	interrupt the attacks of the spear bearing majiji by shooting them in
	the legs.

    -	As you leave in co-op and duo hug the east side of the fence until you
	trigger the cut scene then back up. In co-op let the rifle bearing
	player give instructions on where to move. In solo go forward slowly
	and Sheva will take out the first few crossbow majiji. Then head for
	the spot where you pick up the green herb and advance and retreat from
	there as needed. You can use the fence as cover for the last one in the

    -	You can also retreat to the village and snipe the crossbow majiji from
	the comfort of the platform by the treasure chest.

    -	Back up in solo when the coast is clear to get up as much momentum as
	and gun it for the exit running over the crossbow majiji as you go.
    -	In co-op you can advance carefully and snipe the majiji as you exit.

Tips for the Village

    -	You will want to bring your entire arsenal with you for this battle and
	10 proximity bombs. Take the stun gun away from AI Sheva. Give her the 
	S75, a machine gun, and some handgun ammo. Take the Dragunov for Chris,
	the shotgun and the handgun.

    -	Enter the village and get the items from the hut, shelf, and house in
	the south.

    -	Keep to the left and make you way to the northwest corner by the two 

    -	Some enemies will have started to spawn; look south and up for the
	first two majiji. Their heads are only targets you can hit as they bob
	and weave on this platform. If you manage to kill them both the music
	will stop momentarily. One Giant majiji will appear on the platform and
	you can try to damage him at a distance as well.

    -	In front of you another Giant majiji will approach along with a regular
	village majiji. You will have time to deal some damage to the two of 
	them (hopefully the Giant majiji will get hit by the trap on the left).
	Don't get too involved because the plan is to flee together back to the
	entrance of the village, up the stream, and back to where you first
	entered. As you go you will be placing proximity bombs. They must be
	placed far enough apart so that one doesn't trigger the next.

    -	While you wait for the two Giant majiji to appear give Sheva the
	handgun	and ready the Dragunov. When they appear empty the Dragunov on
	them. It will be able to hit both if they are lined up. If you are
	flush with grenades throw one and then take out the shotgun. Hopefully
	one of them will drop quickly.

    -	You have some time here to try some melee moves as well; if they are 
	close together you will hit both of them.

    -	When they are both dead, take a breath, reload, and prepare a welcoming
	committee for a group of majiji. Be careful; they are tricky to deal 
	with. A frag grenade would be appropriate here if you have extra.

    -	Back in the village there are two more majiji. One crossbow majiji is 
	out in the open near one of the enclosures; the other crossbow majiji
	is on the left hidden behind the hut with the urn.

    -	Take care when picking up the Magnum. Both players should climb the 
	ladder and jump down together or Chris should climb the ladder and call 
	AI Sheva up to him. To play it safe, raise the bridge, get the
	checkpoint, and then collect the magnum.

    -	Remember there are two snakes in the urns on the table; use a machine
	gun at distance or two quick knife swipes.


-------------------Chapter 3-2 - Execution Grounds/Oil Field-------------------


Treasure Reminders

    -	Execution Ground/Tents: ruby (pear); sapphire (square); Jewel Beetle; 
	ruby (square).

Tips for Execution Ground

    -	With the rifle take out the Explosive Arrow majijis; one in in north
	hut on the wall, one comes out the east tunnel at the first, and one
	out of the tunnel later.

    -	Stay on the platform where you entered. Use the shot gun to blast
	hooded majiji and pairs of majiji. Use the hand gun to get headshots
	or set up melees on single majiji.

    -	When you jump down and break the two urns you will see the last majiji
	in front of you.

    -	Don't break the urns on the northeast platform (another group of majiji 
	will exit the cave if you do); get the urns when the area is clear.

    -	Spawn the next group and then retreat to the north and jump across the 
	gap. Two majiji will spawn there. When they are gone turn and deal
	with the group coming at you from the south. The ramp will protect you
	from explosive arrows. The one firing them will approach you.

Tips for Oilfield Refinery

    -	Take away any of Sheva's firing weapons in solo play and deal with the
	two majiji on the platform with your handgun. Give AI Sheva back her 

    -	When you jump down one of the three who emerge from the right will have
	dynamite and one will have a crossbow. There are two more hiding on the
	left and one more above you on the south west platform.

    -	One of the players (AI) should turn the valve and the other should 
	arrange themselves so that they will not be in the firing line of the 
	crossbow majiji that appears on the north west platform. Fire at the 
	majiji below you and then quickly turn to deal with them as they come
	up the ladder.

    -	Use the west zipline, get the item and turn the valve while you wait
	for the chainsaw majiji. Use the same technique as in Shanty town hit
	him in the eye with the pistol or rifle stun him, melee him, run past
	and then let your partner melee him. There is a short corridor just
	below you running north and south that is perfect for this. This first
	chainsaw majiji will get up again; start firing as soon as he moves.

    -	The second is much the same I use the corridor below in solo and like
	to stay in the enclosure in duo.

    -	You will get a nasty reception as you leave this compound. Use an
	incendinary grenade as soon as the first group rounds the corner. Use 
	your shotgun to deal with them.

Tips for Control Facility

    -	In solo play give Sheva the machine gun and some extra ammo. She 
	performs very well in the next two sections even under 'Cover' mode.

    -	You will get a wave of about eight majiji at first. The one climbing 
	through the window and the one on the right throw axes. One will come
	rushing at you from the right with a shovel.

    -	A flash grenade is good to have for the second fight in case a Cephalo
	is generated.

    -	Gather the item drops and harvest the barrels and prepare for the
	second wave. Stand with Josh between you and the window the Bigman
	majiji will appear from (south looking north) and get as many headshots
	in as possible. In solo play Sheva will handle the majiji coming over
	the fence to your right. Fire handgun rounds at the first Bigman to let
	him get in the room. Finish him off with a shotgun blast and go for the
	second one with the shotgun. Take care not to knock the Bigmen back 
	through the window.

    -	At the check point restart and grab a proximity bomb or two for the
	chainsaw majiji. Use two if you can; place on on the west platform to
	make sure the chainsaw majiji hits the one on the north platform.
	Blast him with the shotgun up close when he is stunned and he will go
	down quickly. Grab the ring and go.

Tips for Oilfield Dock

    -	Take at least two frag grenades or two incendinary grenades with you
	and some flash grenades. Sheva has the machine gun in solo play.

    -	Collect the items from the barrels on the north dock before the cut

    -	There is 6000 #N on the south dock behind you.

    -	After the cut scene with Irving prepare for the hordes. Deal with the 
	first wave with your handgun and shotgun as needed. Throw a flash
	grenade if you get Cephalos. Don't bother with the majiji above you.
	Run towards the corner and throw a grenade as soon as you hear the
	first shout. Deal with the survivors. Break down the door and fire a
	grenade	when the door opens ahead. Hopefully the dogs are all dead and
	you and	your partner can quickly finish off the Bigman with some melees
	and shotgun blasts.

    -	The grenade probably destroyed the first trip wire; shoot the second
	one. Use the shotgun to control the crowd when you meet up with Josh.


-------------------Chapter 3-3 - Oil Field Drilling Facility-------------------


Treasure Reminders

    -	Emerald (marquise); sapphire (pear).

Tips for Oilfield Drilling Facility

    -	Eggs are a good healing item to take on this dangerous run. You may
	find yourself in dying status often, and while you can still play while
	you limp along, a brown egg or two white will get you in the green
	again. You may also want to conserve your rifle ammo if it is low for
	the boss fight or upgrade the Dragunov's capacity just before the boss

    -	The boaters on the right are more dangerous than the left. A shotgun
	blast can knock down projectiles and hopefully hit a piece of dynamite.

    -	Ignore the boaters when your boat starts to pull away from them and
	start to deal with the majiji and the oil barrels ahead.

    -	At the first stop you have a few majiji rush at you and some Kipepeo
	to deal with. There are two molotov majiji above you on the north east
	and south east. After you pull the lever you get two majiji rushing at 
	you. Kipepeo and two dynamite majiji above on the north east and south

    -	Stand on the dock in the south and look northwest to take out the
	barrels	and the majiji in the distance.

    -	After you reach the dock and take cover behind the metal wall look 
	behind you for any majiji. The Dragunov is the best rifle to have

    -	When the crossbow majiji on the right (north) are dealt with and if the
	gatling guns are firing in tandem; back up the ramp and take out
	one of them from over the wall during a break in the fire, then deal as
	quickly as possible with the crossbow and dynamite maiji on the left.
    -	Put Sheva on the south lever, pull the north lever, jump across and take
	the ladder, and put Sheva on the south gatling gun for the Kipepeo 
	approaching now. Go to the north gun and take out the crossbow majiji 
	below you on the left.

    -	Linger here a bit you will get a few waves of Kipepeo and perhaps a few
	more majiji.

    -	Loot the place and fully heal before you leave.

Tips for Irving

    -	Put AI Sheva on the south east gun, take the north east rocket
	launcher. You will be able to keep the tentacles at bay when they
	emerge. Of course you want to get rocket launcher hits on the weak
	spot. As soon as he turns for the boat, back off and turn around. After
	he jars you fire at his weak spot. He may be on the dock or guiding
	past. This shot does a lot of damage because he seems to show his
	ultimate form quicker if you get one in.

    -	Stay at the guns even if you get a prompt. Chances are your partner
	will hit the tentacle and cancel the attack, especially in solo play.
	Concentrate on the tentacles in front of you.

    -	Join Sheva on the gatling guns by manning the south west gun. As soon
	as he starts towards the boat run all the way to the north. If he come
	up on the deck you will miss the slimy tenacle battle. If you don't,
	fire at them with the shotgun (just cover one side you cannot do both).
	These tentacles are the most dangerous part of the fight. Getting
	grabbed is a blessing here; it eats up time and doesn't kill either of

    -	Put AI Sheva on the north west rocket launcher and take the south west
	gatling gun. Same thing as before hit Irving's weak spot then the
	tentacles. When he charges go for the weak spot again. This may be
	enough to get him to his final form and if not put Sheva on the south
	west gatling gun again for the next battle.

    -	When he shows his final form, hit him with one round of gatling gun
	fire and then head for the north of the boat and stand smack in the 
	middle of the boat. Hit with him Dragunov rifle fire from here. Give
	AI Sheva your pistol and some ammo. The tentacles will miss you 90% of
	the time from here.

    -	For co-op the strategy is basically the same; I don't recommend the
	S75 it is slow and you have to a exceptional aim to hit Irving 

-----------------------Chapter 4-1 - The Caves: Labyrinth----------------------


Treasure Reminders (just the less obvious ones - knife every torch you see)

    -	Entrance: in the north corner topaz (trilliant), sapphire (pear),
	every torch after the bridge has a gem.

    -	Ancient Village: topaz (square) - first archway

    -	Topaz (square) - south east corner on ceiling after jumping over gap;
	west Wall above you as you approach the blue statue; first aid spray
	hiding in long grass on the right side of blue statue;

Tips for Entrance

    -	Give Sheva the stun gun in solo play; In  co-op play try to use just
	the  knife and/or a stun gun for the first part of this. Put Sheva on

    -	Let the Bui kichwa grab you and let your partner knife them off.

    -	After the bridge, if you are flush with flash grenades use one, try
	out your M3, or use your knife on the group that attack here. 

Tips for Ancient Village

    -	After you get separated, the partner above should concentrate on the 
	enemies to the left and the partner below on the majiji spawning on
	the right.

    -	To the south there is a crossbow majiji and a shielded majiji.

    -	Approach the stairs and then double back to greet a majiji that jumps
	up here.

    -	There is another lurking around the stairs that lead north.

    -	Stand at the top of the stairs and look south hit the majiji on the
	east side of the door with a rifle shot to lure this group out and to
	return to a spot where your partner can snipe at them.

    -	After you drop the level below, pick either the east or west corridor
	to make your stand; one majiji will drop in behind you in both
	corridors.Your M3 will come in handy here. The torch bearing majiji is
	harder to kill.

    -	Deal with the manjij below you in the north chamber; take out the 
	crossbow majiji with headshots, let some of them jump up to where you 
	are, and jump down and deal with the remainder.

    -	Hit restart when you get your checkpoint and empty your inventory to 
	prepare for the bounty of ammo you will glean from the urns.

Tips for Labyrinth

    -	Get the Gold Idol before you activate the Jade Statute; if things go
	badly during the first battle here you won't have to get it again.

    -	You can restart here and buy some flash rounds.

    -	Turn your back to the jade statue. There is a wall pillar on your
	right. Return here when you spawn the next wave of majiji; the 
	pillar will protect you from explosive arrow fire while you fight the
	small groups of majiji that will follow you here.

    -	Snipe the explosive arrow majiji and proceed carefully from this spot.
	Two more explosive arrow majiji are ahead and enemies will jump across
	the gap in the northeast corner.

    -	At the purple statue one partner (AI) stays up top and the other goes
	down to trigger the next battle. Return to the top of the stairs in
	front of the yellow statue. Take care any enemies to the right and then
	fight from the top of the stairs. Use flash rounds on the Bui kichwa.
	As you go down the stairs and to the left two more hooded majiji will
	emerge from the north ahead.
    -	Restart from the checkpoint and fill the grenade launcher with
	explosive rounds. Three headshot to Popokarimu will flip him over (let
	him recover from each hit). Do it from fairly close range so that when
	he falls you can access the underside of his tail. Blast him with the
	M3. Soul gem...sweeeeet.


---------------------Chapter 4-2 - The Caves: Worship Area---------------------


Treasure Reminders

    -	Worship Area: topaz (pear) - on south wall just as you enter; topaz 
	(square) - torch in north west niche; ruby (pear) on ceiling of
	overhead walkway heading to the exit; emerald (pear) - torch north east
	lookout; sapphire (square) - torch north east niche; sapphire (pear)-
	south west stairway leading up from earth emblem area on broken wall;
	diamond	(trilliant) - near exit.

    -	Pyramid Area: ruby (pear) - on raised area Level 2; gold beetle - 
	north west chamber; east chamber: ruby (pear), emerald (pear); Gold 

Tips for Worship Area:

    -	You don't have the H&K PSG-1 but you can still shoot the majiji that
	operates the north west laser with the S75. Trigger the laser by
	moving towards the western steps then stand at the small opening (in
	the wall to the left of the door) and try to time the bobbing head
	with the slight bob of the S75.

    -	Activate a checkpoint for each emblem by placing it in the door.
    -	Sea Emblem (south west): stand outside doorway if you have deactivated 
	the laser and snipe the party on the platform ahead. Three more majiji 
	will drop down from south wall; they can be hit with handgun fire.
	After taking the emblem, stand at the bottom of the stairs and shoot
	at the majiji at an angle. This angle will help save you from majiji
	that might jump on you. Use the M3 until just the Giant majiji is left
	and then try to melee him.

    -	Sky Emblem (north west): cover Sheva with the s75 as she makes her way
	up the stairs. The Giant majiji is easy to melee; shotgun him in the
	corner, melee him, AI Sheva will melee, repeat.

    -	Earth Emblem: go to the lookout in the north east him the laser majiji
	to deactivate the laser. Move south along the walkway and deal with
	the majiji that will pop out from the left, the exploding arrow majiji
	around the corner and the one that will come from that direction. Jump
	down to the lower level and make your way north. You will meet two
	more majiji in the next corridor and two shielded majiji coming down
	the south stairs. (If die after the checkpoint in the lower corridor
	you will get a different mix of enemy. Retreat to the south hall where
	you entered to make a stand between waves).

    -	Snipe the shielded majiji and the crossbow majiji that comes in 
	from the left. Turn and run back to the south hall where you generated
	the checkpoint. Majiji will come at you from around the	corner and
	from above. Around the corner, near the emblem there are two more
	shielded  majiji to snipe and another majiji will appear from the left.
	Run to the emblem, turn and kill the exploding arrow majiji above you
	on the left.

Tips for the Pyramid

    -	This area is straight forward. Beware of snakes, and open the treasure
	chest and use a flash round on the insects for extra pick-ups.


---------------------Chapter 5-1 - Progenitor Virus House----------------------


Treasure reminders: 

    -	Underground Garden: ruby (square) - south wall; jewel beetle - north 
	east; emerald (pear) - north wall light well.
Tips for Progenitor Virus House

    -	Use the M3 on the first licker and try to get the stab melee, and
	again for the second.

    -	Buy some acid round, bring some proximity bombs (4), rifle ammo, both 
	rifles,	shotgun ammo, (your shiny new SIG P226). Give Sheva the
	Dragunov and her machine gun. If you are flush with handgun ammo give
	her the M92F and some ammo.

    -	Walk down the hallway and around the corner. Place a proximity bomb 
	between the cage area and the doorway; knock open the door and place 
	another	proximity bomb a short distance from the corner. As the first 
	wave of lickers come around the corner hit with fire from your handgun
	or rifle. If they get too close hit them with the acid rounds. 

    -	After the first wave place a proximity bomb just on the other side of
	the doorway and the second one far enough away not to be trigger by 
	the first. Call the elevator and repeat the method used on the first

Tips for U-8

    -	This is a straight forward fight, three hand grenades in the mouth and
	he is done. Give AI Sheva the shotgun (she will use against bosses).
	Hopefully this battle will not clean you out of hand grenades (the
	flying insect drop a good number frag grenades).


----------------------Chapter 5-2 - Experimental Facility----------------------


Treasure reminders:

    -	Two Dead bride necklaces on last conveyor belt.

Tips for Power Station:

    -	The first three majiji can be sniped at from near the top of the
	stairs.	In the second room borrow the Dragunov and snipe the majiji on
	the left. Then use the S75 for the one in the far left corner and your
	hand gun for the one on the right.

    -	In the next room, snipe the majiji on the right and then shoot the one
	on the left. Run into room to trigger the second wave then return to
	the entrance and turn around and prepare a welcoming committee with the
	M3. (Every majiji will eventually come around this corner).

    -	In the next area borrow the Dragunov again and snipe the first machine
	gun majiji on the right. Get off the wall and retreat. A stun gun
	majiji will be coming around the corner. If you didn`t kill the first
	machine gun majiji he will come around the corner as well. Then snipe
	the machine gun majiji on the left. There are three more machine gun
	majiji up ahead. One can be seen through the gap in the barrier; you
	may be able to get a shot off through the gap. If not he will make his
	make his way up to the first barrier. Carefully go up the right stairs
	and snipe the two majiji to the left. Usually you will hit a gas
	cylinder to make short work of both of them.

    -	In the licker hallway start the battle as you enter and fight the
	lickers	in three waves. The first wave is the most intense. For the
	second and third wave you can retreat and fight them at a safe

Tips for the Missile Area

    -	Berserker in his RE5 FAQ has a technique for avoiding this battle
	which I haven`t tried yet (a frag grenade is needed). 

    -	Jump down from the ledge with the M3 armed. Take out the two majiji on 
	your side of the walkway. Hit the oil barrels to take out the majiji
	high above you on the platform, then the majiji on the wooden platform 
	and then the one playing hide and go seek on the left. Run down to the
	third barrier and fire a flash grenade at the group in the south west 
	corner and snipe them with rifle then handgun fire. Snipe the majiji
	by  the exit and then move onto the conveyer belt.

    -	In the next area before you step on the conveyor belt take out the
	majiji who appears in front of you on the walkway, the majiji on the 
	second walkway, hit the barrel on the third walkway, and finish off
	the third majiji there.

    -	Proceed up the walkway taking out the waves of majiji by firing at the
	skids of gas canisters. Stay out of the range of the majiji who appear
	on the walkway at the end. The one on the left is booby trapped and is 
	easily taken out with handgun fire, snipe the one on the left. Take
	your time and finish off the waves of majiji with the canisters.	

    -	When the Reaper appears hit him with two flash rounds and he will
	display his third stage; hit him with M3.

    -	Make sure your AI partner is close behind you on the zombie conveyor.
	Make a break for the exit after a canister has cleared the fence near
	the exit.

Tips for Uroboroa Mkono

    -	Run around the facility until the flame thrower is ready. Collect the
	items while you are waiting.

    -	When playing solo keep moving so the AI will not fire as much. Give
	Sheva the SIG P226 and carry some ammo for her. All you need is some
	health and your stash of incendinary grenades. Eggs of the gold and
	brown variety are useful in this battle. You want to keep Sheva close
	and far away from the boss unless he is stunned. When he disappears
	stay close and run from his new location together.

    -	When the flame thrower is ready go grab it and head for a cylinder
	that is safe to knock over. He moves very quickly you almost need to
	be on the other side of the room. Maneuver yourself so that he picks
	up a cylinder and you are just around one of the corners as he
	approaches. As he nears	the corner start to blast him with the flame
	thrower; the cylinder will explode  and he will display his weak
	points. Concentrate on one of the glowing orbs. When the tentacles
	retract and he rears up, or when the fuel runs out run back and refuel
	the flame thrower.

    -	You will repeat this process three times with the three different 
	cylinders. If you hit him on the left one time try to get him from the
	right the next time.  

    -	Hopefully by the time the three cylinders are exhausted two of the
	orbs will be destroyed.

    -	When the flame thrower is refueled grab it and try to lure him to the 
	centre aisle (the center aisle is wider and you will probably want to
	get behind him to get to the remaining orb(s)). Lob a incendinary 
	grenade at him from a safe distance. He will be stunned and display
	his weak points. Rush at him with the flame thrower and target the
	orbs again. Repeat as necessary.


--------------------------Chapter 5-3 - Monarch Room---------------------------


Treasure reminders

    -	Sapphire Marquise - in Safe at beginning of level; royal necklace -
	office;	ruby (brilliant) - Monarch Room Entrance ceiling; Gold 
	Chalice - office
	Monarch Room Entrance; Topaz (brilliant) - Monarch Room Entrance 
	over exit.

	Monarch Room: emerald (brilliant), sapphire (oval), sapphire
	(brilliant), emerald ((brilliant)

Tips for the Missile Area

    -	This area can vary quite a bit. You can get up to three (at least two) 
	reapers but they can spawn from three different spots. Sometimes the
	battle begins just after you break the crates. The S75 is not a good
	rifle to fire from cover. so initiate the battle and head back west;
	from there you can use the S75. Proceed cautiously and don`t forget to
	go in the north room to break open the crates.

    -	The Bigman majiji is surrounded by two booby trapped majiji.

    -	When you send your partner over on the lift stop it before it reaches
	the other side. When the two metal shield majiji have turned into
	Cephalus hit one of them with a flash round.

    -	Trigger the next battle and run back and over west jump. Kill the 
	rocket launcher majiji to your left. Two majiji will approach from
	the  left. Now run ahead and take cover behind the north east barrier.
	A  majiji will approach from the left. The rocket launch majiji to the 
	right will become a Cephalos.

    -	When you approach the room in the south watch for the majiji that 
	enters the room on the right and  rushes out through the door on your

    -	Take out the rocket launcher majiji and then shoot the metal shielded
	majiji in the leg. Both become Cephalos.

Tips for Moving Platform

    -	Majiji will start firing at you from the north where you entered. Head
	to the middle of the platform and stay on the south side of it for

    -	The first lever holder is in the east and above you. Fire a flash 
	grenade at him to get him to release the lever.

    -	The second lever holder is below you in the west. Fire a flash grenade
	at him.

    -	Look overhead and watch where the walkway is approaching in the south 
	east. Stay in the centre basically in the north west. When the
	platform stops moving the computer screens will be giving you cover.
	Snipe the  majiji from left to right. The first two can be spotted
	through a gap in the monitors.

Tips for the Monarch Room Entrance

    -	The safest way to deal with the lickers is to take them on in stages.
	Take some acid rounds, proximity bombs, grenades...basic any thing you
	have and can afford.
    -	Take out the first two and then trigger the second wave and go back
	and stand at the spot where you can jump down in the south east. Place
	a proximity bomb just beyond tongue range as a safety precaution. To
	trigger	the next wave head for the north west corner and run back as
	soon as you hear the change in the music. It will take about four
	times to do it this way. At anytime you can jump down and join Sheva
	to give her excess items or to get more space to deal with them.

    -	If you want the maximum number of pick-ups disarm AI Sheva. If you
	don't need the money or items give AI Sheva the SIG P226 and some
	ammo. You will have to deal with fewer lickers.

Tips for Wesker and Jill

    -	This is where I use my rocket launcher. I invite you to visit:

	...and check out Berserker's Pro Walkthrough for a way to get him to 
	leave early without the rocket launcher.

    -	You can enter the corridor/stairway to the right as soon as Wesker
	stops talking. Circle around Wesker clock wise.

    -	If you are playing duo you can also grab Jill when she finishes her
	back flips and have your partner throw her. You may get shot by Wesker
	but if you succeed she will be stunned for a while.

    -	If you are going to wait out the seven minutes, and you are playing
	with the AI, watch the direction the AI moves when she wants to go to
	Jill. This gives you an idea of where you do not want to go.

    -	To use the rocket launcher, get through the door and decide whether or
	not you want the magnum and the jewels or not. If you don't you can
	blast Wesker just as he rounds the stairs and comes up towards the
	long corridor.

    -   If you want the jewels and magnum go get them and then quickly find
	Wesker and wait for one of his 'I don't know where you are phrases',
	hit him with the RL, and follow it with some gun fire.

Tips for Jill

    -	The flash round method for Jill is the absolute easiest. Take your
	Grenade Launcher filled with Flash Rounds and an extra stack of
	rounds.	As soon as Jill goes down the stairs Maneuver over to the
	staircase on the left and fire a round at her feet. Go down the stairs
	and fire another at her feet. After this start the random pattern of
	firing at her feet, restraining her (partner fires a handgun round),
	partner restrains her (you fire a flash round), partner throws her,
	you throw her,...etc. A bit into the battle she will begin to linger
	on the ground before getting up; this is a good time to go collect the
	Heart of Africa and the herbs between the staircases.

    -	When playing solo and Jill starts to linger on the ground after being
	thrown, start restraining Jill more. The AI will know when it is safe
	to pull the device off. If it isn't then she will fire at it. In co-op
	play you will want to play on a bit. After she has been hit with a
	dozen rounds of fire on the device attempt to pull the device.


----------------------------Chapter 6-1 - Ship Deck----------------------------


Treasure Reminders:

    -	Ship Deck: 2 topaz (oval); two 6,000 #N safe pickups.

Tips for the Ship Deck 

    -	The big decision for this level is whether to bypass the cage or not.
	If you do you will forfeit 6,000 #N. If you do want to bypass the crane
	shoot the crane operator from the high platform. I will assume you want
	the 6,000 #N.

    - 	From the starting point shoot the two booby trapped majiji on the
	platforms above you to the north.

    -	From the high platform, shoot the two majiji on the high bridge to
	the south for the topaz and the majiji on the south west platform
	between the two ladders leading to the crane controls. (The crane
	operator is above him to the left if you shoot him you will avoid the
	cage sequence).

    -	When you leave the bow (north) of the ship, jump down trigger the dogs 
	jumping out of the crates and return to the ladder...I am a wuss but I 
	hate the dogs. Take out the dogs from here and the majiji who tries to 
	climb the ladder. 

    -	Before you push the container shoot the majiji in the north corner to
	your left. After the cage cut screen turn left and deal with the two
	majiji who spawn from the north, turn and deal with the stun gun majiji
	approaching from the south. Stand in the corner under the grenade
	majiji's container and battle the majiji from there. Take out the
	majiji in the north container before you leave.

    -	After opening the door and climbing the first ladder look towards the
	cage down and to the west and fire a flash grenade round towards AI
	Sheva to take out the dog with the spayed head. Remember the Crane
	Operator is still above you. Check on AI Sheva again and fire a second
	flash round if needed. On the way down you may encounter a single dog.

    -	Collect your treasure from the safe and use the M3 on the four majiji
	that drop down from south container to your left.

    -	After you defeat the two bigman majiji, have AI Sheva raise you on the
	west platform. Go ahead and jump down the ladder.  One dog will be
	lurking around the corner of the two containers stacked to the west
	and in the centre of this area, Four dogs with spayed heads will jump
	out of the container above you one at a time, take them out with flash
	rounds. Continue around to the east and circle back to AI Sheva and
	drop down onto the east platform. Sheva will raise you up. A dog will
	spawn behind you. Raise AI Sheva, collect your treasure in the other
	safe (one dog), and be on your way. No more dogs...yipee.

Tips for the ship Hold:

    -	In ship's hold I use the stealth method I read about in Berserker's
	FAQ; to summarize take away AI Sheva's weapons, with the rifle and
	aiming at the head, shoot the majiji ahead of you the one high and to
	the left, the two down and to the left (left then right), the one
	around the corner at the end, and finally the one who emerges from the
	tunnel after a few seconds. Jump in the tunnel, greet everyone there
	with your M3 (and flash	rounds as needed).

    -	On gatling gun majiji, start out with the s75, stun him with headshots
	and move closer to him. When you get closer switch to the M3 and melee 
	moves; AI Sheva will join in.

    -	You have three rocket launcher majiji in the next room. If you want
`	the items in the cases leave one alive, take AI Sheva's weapons, and
	let him	destroy the cases.


----------------------------Chapter 6-2 - Ship Bridge--------------------------


Treasure Reminders: Two Gold Chalices

Tips for Uroboros Aheri

    -	Play for solo or co-op are the same; one player concentrates on 
	destroying the orange pods and the other is responsible for keeping
	the deck clear and gathering items.

    -	There seems to be a FPR anomaly; the two times I have played a fresh
	pro solo game no healing items have turned up on the will
	have to take all your healing with you. Chris is equipped with the SIG
	P226 (which will take down the deck ejectiles with one shot), 2 stacks
	of handgun ammo, 5 incendinary grenades, and healing; AI Sheva has the
	S75, two stacks of rifle ammo, and fill the rest of her slots with
	healing. Hopefully you won't need all the healing but it is nice to
	have as a back-up.

    -	Once you get on the deck it can be a challenge to even pick up the
	L.T.D. I pick a corner of the deck to hang out in, fire at the blobs
	for a bit, clean up anything on the deck, and wait for AI Sheva to go 
	the centre near the L.T.D.

    -	Take out one of the blobs with the L.T.D., clean the deck, and let
	Sheva take out the other blob. Throw an incendiary grenade to clean up
	the deck quickly. You want Sheva to concentrate most of her fire on
	the blobs. Then fire the L.T.D. at the big main weak point. Clean the
	deck again before firing at the tentacles above (you even have enough
	time to gather some items and still avoid a tentacle smash.

    -	If the deck is clear use the L.T.D. again. When there is just one 
	tentacle left destroy it with gun fire; you want the L.T.D. to be
	ready to fire at the weak point.

    -	There will lots of ammo on the deck to replenish your supply. AI Sheva
	will maintain her ammo supply and usually has some incendinary
	grenades as well.


-----------------------Chapter 6-3 - Engine Room - Volcano---------------------


Treasure reminder:

    -	Diamond (marquise) - volcano

Tips for the Bridge Deck:

    -	AI Sheva has the Dragunov, the M92F, and the machine gun. Chris has
	his standard arsenal of the M3, the SIG P226, the S75, and grenade
	launcher with flash rounds. Give Sheva some eggs, extra grenades.

    -	Borrow the M92F and get head shots on the majiji below. The stun gun
	majiji in the water moves quickly, jump down move across the area
	quickly and turn around and fire.

    -	Pull the lever and stand between the containers and greet the rushing
	crowd with the M3. When they stop coming around the corner look behind
	you to the west and check for majiji on the walkway above and other
	majiji advancing from the open barrier. Look for any majiji on the
	other side of the barrier you can snipe. 

    -	Descend the stairs, and snipe any majiji ahead. Take out the two RL
	majiji last. One is on the walkway above and the other is on the
	stairs to the left. This will spawn a new group jumping down the
	ladder on the right. One of them will make their way to the left
	stairway. Some will be on the walkway above.

    -	When the coast is clear gather the items from the rooms; you can
	gather the herbs later. Grab the two bride necklaces as well before
	you trigger the checkpoint. Heal completely.

    -	Restart at the check point, add your remaining explosive rounds and
	proximity bombs to your inventory.

    -	You will want to kill the two reapers very quickly. Flash round to 
	showcase the weak spot, shotgun blast, showcase the second spot,
	shotgun	blast, final stage revealed, shotgun blasts on the last
	spot...on to the next one.

    - 	Put one proximity bomb near the barrier one near the bottom of the
	west ladder, one near the bottom of the south west ladder and one near
	the north west corner where you are going to make your stand.

    -	Load the explosive rounds and arm the S75. The green gatling gun majiji
	is weaker but fire at both of them and try to keep them approaching
	together. When they reach the bottom on the ladder start firing the
	explosive rounds. Hopefully they are toast shortly. Head for the room 
	above and to the right and prepare to blast the remaining majiji as
	they come through the door. When all is quiet come out. The remaining
	majiji are holding a position. There may be one on the walkway in front
	of you, two on the east stairs, and others to be found. Proceed with
Tips for the Hanger

    -	This battle is pretty straight forward. Chris has the P226, magnum,
	and S75. Have AI Sheva operate the lights and have her equipped with
	the M92F and Dragunov.

    -	Wait for one of Wesker's "I don't know where you are" speeches or when
	he goes to turn on the lights to shoot him with the magnum. When he is
	in his stunned stance go up to him and melee him with the square,
	square,	circle, ex, ex/square button presses.

    -	Watch for him to jump up to the south platform and shoot him while he 
	holds a Missile and after when he is stunned.

    -	Hit with the Rocket Launcher after you have done some major damage to
	him. The first injection attempt will fail but the next time he
	staggers and he can be restrained you can inject him.

Tips for Volcano

    -	Have Chris take the lower path to the south and go directly to the
	rock. Do the button presses. When Wesker joins Sheva on the other path
	use the	S75 to damage him and use the rocks to your left for cover
	when he hurls projectiles.

    -	For the final battle give AI Sheva the magnum, your magnum ammo
	supply,	and the Dragunov as a back-up weapon. Chris has the S75, P226,
	and the M-3. If you plan to restrain Wesker purchase the melee vest
	and have Chris wear it.

    -  	Avoid Weskers attacks, shoot him to get him to display his frontal
	weak spot for the first time. While his arm is in the air move behind
	him do a quick turn and shot the weak on his back. Fire away on his
	front weak spot when he reveals it. Continue to do this if you plan
	to defeat him without grabbing him.

    -	If you restrain him start pressing the 'ex' button right away and do
	not wait for the button prompt.


    -	Berserker - his FAQ was the bible for this walkthrough and was open on
	the computer desktop for reference as I wrote this. I would also like
	to thank him for his other FAQ's, especially for the FFXII FAQ and the
	Wii RE4 FAQ...two other games I have played to death.

    -	Sergio (PSN modified) - Sergio babysat me through my first pro run
	when I trembled in corners with my Hydra. I have completely adopted
	his method of defeating Irving.

    -	Vlper (PSN modified) -  My FPR partner whose 'hawkeye' abilities made
	our walkthrough a stroll throught the park and taught me the true value
	of the headshot. His method for defeating the gatling brothers in 6-3
	is used in this guide.

    -	Edit-o (PSN modified) - my son who proof read this article and who in
	part inspired the method of defeating lickers in 5-3. Also for
	introducing me to RE4...although I suspect he did it for his own
	amusement...and for indulging me in my obsessions (who else could I
	send pictures of my newly acquired Hand Cannon to).


Please contact me if you have helpful suggestions and/or glowing compliments
for this FAQ. 

I can be emailed at

If you would like to play a FPR my PSN is Frinkie; send me a message with your
PSN, and I will contact you and give you a different PSN to use. I would
prefer to play as Sheva (you will be the intial host) and I prefer to play
with a new game file.

If you are a patient and kind soul add Frinkie to play mercenaries; I am
complete duffer but love to play.


This document Copyright 2009 Mary Baker (Frinkie)

Resident Evil 5 Copyright 2009 Capcom Ltd.

This document is for personal use only. It can be copied and stored for
personal use only. Urls to its location can be shared and distributed.

It cannot be posted on any site without permission; contact me (see above) if
you would like to post it.

 ///////////---VERSION HISTORY---\\\\\\\\\\\\
Version 1: July 19, 2009 - Submitted and accepted by IGN Faq

Version 1-1: July 30, 2009 - Re-read, some corrections and minor additions