Guide Written by: Brian Rowe
Whether you need a few clues to defeat Wesker or a map to find the BSAA Emblems, or even a few pointers on filling your bank account, we have you covered. We’ll start off with a few tips for survival and maximizing gains, give you a list of weapons and where to find them, and finally move to the complete walkthrough.
Before we proceed, please keep three points in mind while using this guide:
It is assumed that you will carry a rifle at all times once it becomes available. Rifles are the only means of getting some BSAA Emblems, as well as some of the most powerful weapons.
It is also assumed that you can navigate simple hallways and rooms according to your own devices, and guidance will be limited to areas with puzzles, hidden items, and multiple paths.
Guidance will be offered for defeating many enemies, but this is not an exhaustive rundown of strengths, weaknesses, and weapon recommendations. Use what you are most comfortable with.
Basic Game Tips
Don’t be lured in by numbers alone when choosing your arsenal. Each weapon has unique characteristics that can’t be seen in statistics. E.g. The AK-74 has the edge in firepower, but the VZ61’s small stature and high rate-of-fire make it a close-quarters menace. Likewise, pay heed to special abilities. The M93R’s 3-round burst makes it incredibly powerful, but the Critical ability gives the M92F instant-kill potential.
In single-player, consider limiting Sheva to one, pre-planned gun. I rarely use machine guns, so I removed her handgun and made the AK-74 her primary weapon. She can deplete all the ammo she wants and the AK-74 has the benefits of high damage and accuracy at long ranges.
Every upgrade to capacity refills your entire clip for free, so instead of fully upgrading capacities in one go, consider incremental upgrades throughout the course of the game to maximize the gains of this trick.
In single-player, Sheva doubles as a reliable medic if you keep her stocked with herbs and sprays. She will immediately use any resource she has to heal you though, so mix red and green herbs as soon as you find them, and consider putting single greens in storage until you can find red herbs for mixing.
Chapter 5-3 is a farming paradise that can net over 15,000 in gold, supplies, and treasure in five minutes. Grab the Sapphire from the safe, every drop from enemies and crates, kill the Reapers for Power Stones that are worth 5,000 gold apiece, and quit after retrieving the rifle. With this method, any gun can be fully upgraded in 45 minutes or less.
Weaponry
Handguns
M92F: Stock handgun. Fully-upgraded, this weapon has average damage, an immense capacity, and a very noticeable and useful Critical special for headshots.
H&K P8: Purchase in Ch. 3-1. Comparable to the M92F with a Piercing special instead of Critical, which will prove useful if your headshot skills are lacking.
SIG P226: Purchase in Ch. 5-1. Massive damage, but poor reload speed and capacity.
M93R: Purchase after fully upgrading the M92F. Damage continues to upgrade from the M92F’s maximum, and has a 3-round burst, but no Critical special.
Rifles
S75: Found in Ch. 2-1. Incredible power, but the bolt-action requires a reload after every shot.
Dragunov SVD: Found in Ch. 2-2. This semi-automatic is less powerful than the S75, but still packs a significant punch without losing your sight between shots.
H&K PSG-1: Found 5-3. Very similar to the Dragunov SVD, but with an upgradeable scope that is very useful when hunting for BSAA Emblems.
Shotguns
Ithaca M37: Found in Ch. 1-2. Heavy firepower, a broad range, and Critical special make this a ubiquitous tool throughout the game.
M3: Purchase in Ch. 4-1. Much better damage than the Ithaca M37, but no special ability, and less than half the capacity.
Jail Breaker: Found in Ch. 6-1. The weakest shotgun. Has the advantages of speed and range for long range crowd-control, but little else.
Hydra: Purchase after fully upgrading the Ithaca M37. With multiple barrels, this one-handed shotgun is incredibly fast and powerful, but at a significant cost to range.
Machine Guns
VZ61: Found in Ch. 1-1. A close-quarters machine gun with high speed, capacity, and a Critical special, but at the cost of range.
H&K MP5: Found in Ch. 2-1. Very comparable to the VZ61, with better range and a Piercing special.
AK-74: Found in Ch. 5-1. No special and an average capacity, but is quite accurate at medium-long range and has 1.5-2x the damage of other machine guns.
SIG 556: Found in Ch. 5-2. This a simple, all-around machine gun with average stats, but no special.
Magnums
S&W M29: Found in Ch. 3-1. Incredible damage with a Piercing special, but ammo is in limited quantities.
L. Hawk: Found in Ch. 5-3. Also a powerhouse with Piercing, but less capacity and higher reload times than the S&W M29.
S&W M500: Purchase after fully upgrading the S&W M29. This gun doesn’t make bullet holes. It paints murals with liquefied remains.
Other
Grenade Launcher: Found in Ch. 4-1. Seems to be weaker than the handheld explosives, but has the benefits of speed, range, and six interchangeable types of rounds (Explosive, Flame, Flash, Acid, Electric, and Nitrogen).
Rocket Launcher: Found in Ch. 3-1. One time use with instant-kill damage.
Stun Rod: Purchase in Ch. 3-1. A powerful and crippling melee weapon if you have the skill and courage to fight in such close quarters.
Gatling Gun: Available for Chris-only after fully upgrading the VZ61.
Long Bow: Available for Sheva-only after fully upgrading the S75.
Walkthrough
Chapter 1-1 (0 BSAA Emblems)
Meeting the Butcher
You can inspect your surroundings get a feel for the controls, but there is nothing to do until you get your gear from the butcher. You will witness the creation of a Majini shortly, followed by an ambush. Run from the pack and barricade yourself in the house. There are simply too many for your lowly pistol to deal with.
Execution
This little room is going to be packed with Majini in a few seconds. Command Sheva to barricade one door with a bookcase while you get the other. Hole up and take out as many Majini as you can from the windows. There are a few crates of supplies in the room, but be quick. When the Executioner arrives, he will break down the gate and then the dilapidated portion of the wall. You’ll have a momentary opening to sprint past him when that happens, and head to the northeastern corner to find the VZ61 in a case.
This is a timed sequence, and the first thing to keep in mind is that most of the supplies in the area will disappear when it’s over. The Executioner yields a Gold Ring as a reward if you can kill him, but that will leave you ill-equipped for the following chapter. Another option is to sprint back toward the initial house, but turn right before the previous location of the gate. Jump over the small fence, climb the ladder to the second floor, and climb the ladder at the back to the roof. You can wait for backup while easily picking off encroaching Majini, and still earn an S-ranking.
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