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Resident Evil 5 Walkthrough
Brian Rowe leads you through the campaign of Resident Evil 5.
Date: Friday, April 03, 2009
Author: Brian Rowe

Chapter 4-1 (3 BSAA Emblems)

Into the Cave

Giant spiders? So much for sleeping tonight. The Bui Kichwa like to pounce on their victims and wrap them up tight, so don’t waste anytime killing them. When you make it to the bridge, peer right and into the canyon for a BSAA Emblem. I’m sure you can find the three, highly conspicuous treasures at the end of the tunnel on your own though.

Ruins

Immediately, aim at the large prism and look down three stories to find a BSAA Emblem. There will be treasure stuck to the first archway after jumping down. In the torture room, you can open a large tomb at the back for a stockpile of gold. After getting separated and reunited at the top of the stairs, the first room has another gold-filled tomb, and a Ruby-clutching mummy in the next. By the third tomb up ahead, you should be feeling mighty guilty for robbing the dead. After the trap has been sprung, forget about the treasure until later (you’re so greedy) and concentrate on staying alive.

The room ahead holds a large group of Majini. You will need to work quickly, or snipe from afar, but don’t stray too far from the center platform. Gargantuan, explosive balls of fire that explode on impact will be released in short order, and hopefully take care of the leftover Majini. The platform is your only safe spot. Turn the crank and carefully sprint for the exit. In true heroic fashion, a prompt will allow Chris to dive through even if it looks as though you won’t make it.

A Room of Stairs and Rubble

This square room with colorful statues has a cross-section of moving stairs that can be operated via pull-chains. Head down the stairs to pick up the Grenade Launcher from the western wall. Next, team up with Sheva to pull the chains in the northwestern corner. Return to the central junction and follow the new stairs up to the next statue and set of chains. From your map, you should see a small alcove next to you that contains a treasure chest across a small jump. Looking directly away from that green statue, you will see a treasure that can be shot down and collected later. More importantly, step toward the central junction, look high above the green statue and you will see a BSAA Emblem. After that is a little skirmish on your way to the golden statue, but nothing major.

The purple statue is a multi-level chain-pull. Regardless of which floor you pick, Majini and Bui Kichwa come crawling out of the cracks. Grab your treasure from both floors, and hurry to the red statue in the southwestern corner of the first floor. The previous enemies will disappear, but only to make room for your old friend, Popokarimu. Take a deep breath and relax, because you can simply make a quick break for the stairs. Alternatively, Popokarimu can be defeated for a Soul Gem if you have enough firepower with you.

Chapter 4-2 (1 BSAA Emblem)

Ancient Lasers

Take a few steps forward to find a treasure over your head. You can go one of two ways from the locked door ahead. Let’s start by going east. Avoiding the beam isn’t difficult if you open your map and move from cover to cover until you reach the stairs to the Earth Emblem. From the Emblem, turn around and you will see an upper path next to the stairs you took. Take it and head north to reach a small balcony directly under the lens, from which you can take out the operator.

Next you should head west, but watch out for the remaining beam. Take a break under the bridge, and look for treasure in the ceiling. A few Majini might appear, but the beam will take care of the problem. Take out the operator when you get all the way across so that you can safely do the assisted jump and retrieve the Sky Emblem. You passed a set of stairs between the bridge and Sky Emblem. Now is the time to take them and follow it southwest to a small battle for the Sea Emblem. You are ready to open the locked door and collect a Diamond from above the entrance ahead.

Mirrors and Levers

The beams need to hit the northwestern device. Give the nearest mirror a twist and step on the platform. The next floor is not much more devious. Spin the center mirror clockwise, the northeastern mirror counterclockwise, and knock over the obstructing pillars. As for the third floor, stay away from the conspicuous chest. It’s an empty trap to spawn Bui Kichwa, but the tomb beyond contains a BSAA Emblem above the entrance.

To access the treasure rooms, spin the southwestern mirror clockwise, the northwestern mirror clockwise, and the northeastern mirror clockwise. You can now loot the heavily packed chambers. To get back out, turn the southwestern mirror clockwise, the center mirror counterclockwise, and then the southwestern mirror counterclockwise.

Chapter 5-1 (1 BSAA Emblem)

Underground Research Facility

It’s nice to have an easy BSAA Emblem again. Follow the path right of the flowers and look beneath the metal bridge at the end. After crossing the bridge, you will find a journal at the end of the hall and another in the first room beyond. Use the lever to free yourself from the locked cell ahead, smash the window, and welcome an old friend. Lickers are nasty pieces of work that can swipe, pounce, climb on walls, and spear you with their tongues. Aim for the head, or in this case the brain, to take them down as quickly as possible. The first room beyond the animal-retention area holds an AK-74.

Resist the urge to shoot the glass of the Licker cages. They’ll be startled when you beat down the door anyway. Although it is expected that you run for the elevator, you can stand and fight. Keep in mind that when you call the elevator, a second wave of Lickers will appear. On the plus side, they often drop valuable Lion Heart gems.

Boss Battle: U-8

Keep the central console between you and U-8 as much as possible while shooting the fleshy joints of the front legs. This will cause U-8 to fall so that you can run up to the mouth and blast away. Make sure to keep your distance once he rises. Those pincers can be instantly deadly. U-8 will periodically climb towards the ceiling and send down three swarms of overgrown, relatively harmless mosquitoes. Take them out quickly, collect the supplies they drop, and wait for U-8 to come back down. It is possible to take U-8 head on and shoot his open mouth instead of the joints, but this is a dangerous move that will only inspire more, and deadlier, counterattacks.

Chapter 5-2 (1 BSAA Emblem)

Check the console for a document on Jill Valentine. The following rooms will introduce the base-type Majinis, armed with AK-74s, grenades, stun rods, and even rocket launchers. Take cover and keep mental notes of which Majini present the most immediate threats and which can be dealt with most quickly (depending on your weaponry), because play-time is officially coming to an end. It is extremely important to note the presence of body armor on the legs, body, head, or even all three, and avoid hitting those areas.

Licker Basement

Prepare yourself for one frightening sight, but don’t worry. Remember what Sheva said about Lickers’ senses earlier. The hallway can be easily managed by monitoring the patterns of movement and walking along the opposite walls. Pause before the second hallway though, because the pattern shifts to include a drop from the ceiling.

Conveyor Room

Like the earlier rooms with Majini, take it slow, stay in cover, and watch for grenades from the upper catwalks. Once the room has been cleared and you make it to the other side, hop on the conveyor belts. The next section with flammable containers is tricky, but you can stand on the metal between the belts to keep from moving backward. Fire at the containers ahead, move forward, and repeat to keep a constant progression. There will be Majini with grenades on the catwalk, so make them a priority and don’t fear retreating if necessary.

Immediately after the conveyor belt, check the dumpster for a BSAA Emblem. Then, grab the SIG 556 from the nearby table. Follow the catwalks north to restore power to the next series of conveyor belts, while trying to ignore the ominous sacs on the ceiling. A Reaper will hatch on your way back. Reapers expel a hallucinatory gas that makes aiming difficult, and they can be instantly deadly up close. Focus your fire on the glowing portions as they become visible and don’t fight in close quarters. They are also highly susceptible to the Electric Rounds of the grenade launcher.

On the final conveyor, which is littered with corpses, head to toward the furnace to bypass the yellow railing. Then make your way to the other end. Keep an eye out for the Dead Bride’s Necklace along the way, as well as a few still-ripe bodies that will spring up.

Boss Fight: Uroboros Round Two

Like before, Uroboros can disassemble and reassemble, and swipe with his arm. This time, the arm can reach almost the length of the room, so keep moving and grab the flamethrower from the recharging station when it is ready. It is the only weapon available when equipped, but also the most potent. The difficult part is managing the range of fire. Start too far away and the creature’s arms will sweep under the flame and get you. Stay too close and you won’t be able to dodge his counterattacks. A reliable, albeit time-consuming, method for staying safe is to remove his arms at the yellow spots with your standard weaponry before moving in with the flamethrower. Watch your fuel tank carefully and retreat for refills with urgency, as Uroboros will attack almost immediately after the flames die down.

Chapter 5-3 (3 BSAA Emblems)

A grenade launcher loaded with Acid Rounds is highly recommended for the latter half of this chapter.

Deeper Into the Facility

There is a BSAA Emblem in the next room behind the right fan. Climb the ladder and go straight to collect a document and a Sapphire from the safe. Then proceed to the other hallway. Upcoming is a brief battle against more Majini and 1-3 Reapers. In the same room that restores power to the moving platform, you will find the H&K PSG-1. The moving platform is an obvious trap, but it can be thwarted by sending Sheva across, recalling the platform halfway, and taking out the revealed enemies from afar. Watch out for numerous Majini armed with rocket launchers on the other side. When you get to the yellow door, go around the side instead to ambush the waiting Majini through the window, and collect the Royal Necklace.

Cryochamber 2

Don’t activate the elevator yet. Look up and you will see a few stations built into the wall, each one with a lever at the front console. The first station has a BSAA Emblem that can be shot from the elevator. If you’re having problems finding it, the Emblem will be more apparent after the elevator has been activated and subsequently halted by a Majini at the station. This presents a significant challenge since the elevator will stop rising, but continue spinning. Shoot the Majini holding the lever at each station to keep the elevator moving. As you near the top, be sure to keep the central pillar between you and the catwalk overhead, and a heavily armed group of Majini.

Outer Ruins

There is a Ruby stuck inside the ceiling of the initial cave. Power can be restored to the elevator from behind the house, and you can find a BSAA Emblem if you go behind the elevator shaft and peer down. For reasons explained momentarily, I highly recommend that Sheva controls the elevator while you go up. At the top, take your time disposing of the Lickers, and do not cross the center of the ruins until your guns are properly reloaded. As soon as you get near the scaffolding on the other side, Lickers will swarm from the pit and up the walls of the ruins, so quickly move into a vantage point that offers the best view of the wall possible. One shot is all it takes to knock a Licker down. You probably won’t get all of them, which is where the grenade launcher comes in handy. After that, move the dumpster and loot the room’s lockers for treasure and supplies. Don’t miss the Topaz lodged above the entrance of the ruins. Regarding my recommendation, when Sheva rides the elevator, she sprints all the way to the dumpster and begins pushing, leaving you to deal with the dozen-plus Lickers clawing at her back. To make matters worse, the first two Lickers will make you their prime target.

Boss Fight: Wesker and Jill

Stay away from Wesker and focus on Jill. With Sheva at your side, you will be prompted for a dual-attack. After Wesker tosses you through the door, follow the hallway to the northwestern room to locate a tomb with the L. Hawk. From then on, keep your map open and stay out of Wesker’s site until the next scene begins.

The goal of the final round is to remove the device on Jill’s chest, not kill her. This is done by staying relatively close, though out of her kicking range, and following the prompts to restrain her, or grabbing the device while Sheva restrains her. Removing the device requires numerous attempts, although the process can be expedited by shooting it with your pistol. Be careful not to miss though.

Chapter 6-1 (3 Emblems)

Pack at least one standard grenade and bring whichever rifle has the best scope, along with some extra ammunition.

Ship Deck

If you look south, all the way to the satellite tower in the background, you will see a green dot. Keep it in mind for later. You will have the opportunity to snipe a number of enemies from the northern tower. Two of them are on the top of the crane and will drop Topaz to collect later, and you will find more along the crane’s supports. There is a decision to make before taking out the crane operator though. Shooting him now will bypass a vicious trap involving the cage, a lot of Majini, and numerous Adjule. On the other hand, the cage later acts as a walkway to a safe containing 3,000 in gold. My suggestion is to kill him now and consider the conserved ammunition worth the trade.

Shortly after returning to the main deck, you will be ambushed by two Adjule from a shipping container, a Big Man Majini, and your first Duvalia. Like a venus fly-trap and a bulletproof vest swirled in the mind of Clive Barker, Duvalia are as twisted as they are deadly. Shoot the tail to get it to open up, and unload at the juicy flesh inside. Shortly thereafter, you will reach a set of tires leaning against a shipping container. Turn left and note the safe for later. The door with the red light and caution markings is only accessible if you choose to experience the aforementioned trap. After climbing the ladder and pushing the dumpster, look north and shoot the button on the gate. You will be able to see the BSAA Emblem in the shipping container from the cutscene, which is where the grenade comes in. After you and Sheva ride the dual-platforms and take out a few Adjule, feel free to explore the area and open the safe from earlier. The dual-platforms also serve as a good vantage point to finally get the BSAA Emblem on the satellite tower.

In the Ship

The Jail Breaker shotgun is at the bottom of the stairs. Don’t move after the cutscene with Excella. A BSAA Emblem is in view, above and to the right of the flowers. After a typical battle, you will meet the Gatling Gun Majini. The room has a lot of cover, gas cylinders, and proximity mines to take advantage of. Alternatively, Gatling Gun Majini are quite ineffective in close-quarters. They have a powerful melee attack, but the windup is easy to spot. Grab the Tanker Keycard A from his corpse and Tanker Keycard B from a safe in the southwestern corner.

Chapter 6-2 (0 BSAA Emblems)

Excella?

Get ready for a lot of dodging after Excella transforms and you run to safety. She won’t give up that easily though, so stay on your toes for more dodges once inside. Some of the lockers in this area contain supplies and a Chalice. Remember what you learned in Chapter 2-1 and don’t be fooled by the hall of bodies. They will rise, including a Keycard-carrying Duvalia. On the bridge and the room before, you will find some heavy and relevant reading in the form of Spencer’s Notebook, a Report on Project W, and a manual for the Satellite Laser Shango.

Boss Fight: Uroboros Aheri

Grab the L.T.D. from the bay between the ladders and climb up top. You can use the L.T.D. on the first glowing tentacle, but hit the second with bullets. This will give the L.T.D. time to recharge and blast the main orb that appears after the tentacles have been destroyed. The orb will expel a few pods gooey tentacles onto the deck afterwards, but they are easily disposed of with a few bullets. The main tentacles will multiply for the second round and you will have to dodge them occasionally. The important things to remember are that Uroboros Aheri can be damaged with traditional firepower, including Flame Rounds from a grenade launcher, and to let the L.T.D. charge for the main orb.

Chapter 6-3 (0 BSAA Emblems)

The Ship is Exploding

The first room is populated with standard Majini and requires activation of a lever to open the bulkhead. The second room is marginally more difficult, because of two Reapers that hatch after pulling the levers. The third room is the problem. Taking on two Gatling Gun Majini is no easy task, especially when they have backup. The eastern section of the third room has a gatling gun atop a tower, but getting there may prove challenging. Instead of charging forward, fall back and lead the herd in a circle through the canals and over the catwalks so that you have time to climb the ladder and get into position. Grab their keycards after the dust has settled.

Boss Fight: Wesker

Each corner of the ground-floor has a control panel to turn off a spotlight, although one is broken. If Wesker is getting too close for comfort, command Sheva to turn off the light and stall Wesker with a few bullets. Next, grab the Rocket Launcher from the glass case in the northwestern corner and find a dark place to wait. When Wesker approaches, fire the rocket directly at him, pull out a gun, and shoot the rocket. Despite Sheva’s enthusiasm, gunfire won’t help after that. You need to sprint up and try to restrain him for the injection. This may take several attempts.

More rockets can be found in the center of the upper catwalk, as well as one in a barrel on the ground-floor. Sheva is keen on taking Wesker head on, so it’s best if you do the reloading yourself. Since you can only carry one item at a time, you will have to set down the launcher, retrieve a rocket, return to the launcher, command Sheva to pick it up, and load it for her. Wesker’s only attacks are close-quarters melee and pistol attacks, and bit of missile tossing. None of them will be a problem as long as you maintain your distance, keep moving, and shoot at Wesker when he gets too close to Sheva. Following this scenario is a cutscene-battle involving numerous prompts, so pay attention.

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