Resident Evil 5 Archives - Rely on Horror https://www.relyonhorror.com/category/in-depth/resident-evil-in-depth/resident-evil-5-in-depth/ Horror Gaming Coverage You Can Rely On Wed, 18 Jan 2012 18:48:05 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.1 60659394 Resident Evil 5 Beta (4.5) – Pt. 2 https://www.relyonhorror.com/in-depth/resident-evil-5-beta-4-5-pt-2/ https://www.relyonhorror.com/in-depth/resident-evil-5-beta-4-5-pt-2/#disqus_thread Tue, 05 Oct 2010 01:03:39 +0000 http://www.relyonhorror.com/?p=2796 Just because it was left out of the game doesn't mean it'll be left out of our special. Ideas that were scrapped, concept art and information that didn't make it into the final project.

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While it might be pretty obvious by looking at the title, this article contains a lot of spoilers for Resident Evil 5.  So if you’re one of those people who still hasn’t gotten around to playing Capcom’s latest entry in the series, turn back now.  Unless that is you want to have the story spoiled.  In that case, take a look at our Resident Evil 4.5 special, which includes Pt. 1 and Pt2.  The story will be ruined to your heart’s content.

A lot of fans were left wanting when it came to Resident Evil 5.  The initial teasers released years before the game was released promised of night-terrors in the middle of the day.  Fear you can’t forget.  Alas, when the release of Resident Evil 5 finally came about, there were more than a few disappointed fans out there.  The bright environments and over-emphasis on action rather than dark and spooky atmosphere really clashed with previous entries in the series.  Many were quick to bash Resident Evil 5 as the worst in the series.  It’s a shame, because Resident Evil 5 had some great potential to it.

As was explored in the Resident Evil 4.5 Pt 1, the original concept for Resident Evil 5 featured an arguably better story than what was finally decided upon, different locales and would have (in hindsight) probably let for a better experience for the player (the fan at least).  We don’t hate Resident Evil 5–we just wish it was more…different.

Be sure to click on the various images for larger ones.

Character Concepts

Chris Redfield

What people immediately notice about Chris Redfield is his enormous biceps.  Almost to the point that they’re ridiculous. There were several different sets of outfits that were supposed to be available for Chris in the concept stage, but most of them were scrapped.  That’s a shame–we really would have enjoyed playing the game in a giant BSAA barrel.  But, it’s got limited effectiveness compared to a cardboard box, that’s for sure.  It’s true that his biceps were supposed to be bigger, but were toned down a bit before the game was released. It’s really hard to tell in the concept images however.  His knife was placed on his back, where it could clearly be seen, as it’s his trademark weapon from the series.

The team had professionals come in to check the location of holsters, suspenders and belts to make sure that Chris Redfield, BSAA looked authentic.  Well, aside from the gigantic arms.  To add to the appearance that he’s suffering from some demons, the team gave him unkempt hair and facial hair.

Sheva Alomar

As was previously mentioned and probably well-known by now, Resident Evil 5 was set to be a single player experience.  During the development time however, the team behind the project decided that Resident Evil 5 was to be a multiplayer game.  Originally to be an NPC, Sheva’s character was upgraded to ‘dependable second-banana.’  It’s no coincidence that she’s African, as the decision to include her as the co-op partner was no doubt related to allegations of racism in the game.  We’re sure that the racism was unintended, but it nonetheless changed the outcome of the game for better or worse.

Yamagata, a character designer for Sheva wanted her to be able to stand out amongst the generally muted colours of the rest of the series’ cast.  Her clothes are bright, and the final colour decided upon for her was lavender.  Obviously, the biggest obstacle for Sheva would be the fact that she’s not Jill, the fan-favourite.  It almost appears as if the design team wanted the rivalry between the two.  This is evident in the original concept drawings, one such notation being that her breasts are smaller than Jill’s.

…Really guys?  Does it even matter?  Her character is supposed to be 23 years old–and how old is Jill?  Whatever.  Sheva’s character blends what gamers (wherever you might be) think of when we think of Africa.  Arm bands, jewelry, blended in with her BSAA military equipment.

The tattoo that Sheva has is Swahili (which a lot of the game’s different names come from) for Hero.  Considering her backstory, it seems quite fitting.

Jill Valentine

The original concept for Jill’s dark-blue Battle-suit was a closed-neck design.  The mind-control device was originally supposed to be placed on her head, right next to her temples.

However, during the development stage, it was suggested that the mind control device be placed on her chest, that way her chest could be open and with a bunch of men on the team do you really need to ask how quickly it was approved?  Nah, didn’t think so.  The tight-fitting Battle Suit is supposed to indicate that she was experimented on while she was being held captive by Wesker.  There’s no explanation of why they chose her bird-like costume before her final (and expected) reveal.

Yamaogata states that he accentuated features already present in the game.  Raccoon-like features.  This equates to having big, round eyes, a large nose and pouty lips.  Maybe that’s also why she appears to have dark rings around her eyes in the game, too?

Excella Gionne

Imagine if Apple was secretly making bio-weapons and inserting them into iPods.  Steve Jobs would be the real-world equivalent of Excella.  Her final concept, that is.  The original concept was for her to be a secretary (or super-close assistant) to a male CEO.  The original idea was for her to operate covertly with Wesker, but along the way, the sexy secretary M.O was dropped and she became a celebrity-like CEO of Tricell’s Africa Division.

Her wardrobe didn’t change a whole lot between the transformation though.  Even as a secretary, she was always imagined as outgoing and suave–a celebrity type. Original concepts had her with a pink-coloured mini-skirt with several open buttons.  The team experimented with different hairstyles, long, short, and done up.  One image shows the final character with her hair either up or down.  She always hangs onto the gaudy jewelry however…

Ricardo Irving

Despite the rotten treatment his character got in the game, the development team expressed a real love for Ricardo Irving.  And really, with how things turned out for him, you can’t help but feel a little bit sorry for him.  A villain who can’t quite seem to get things right.   His initial concepts reflect that, some images even showing him with a black eye (from being beaten up by lesser thugs we presume).  Some of his speech in the final game reflect that he gets the ball rolling and keeps the funds rolling in, but nobody really respects him.  A business-man with standards.

Original concepts include him in a dark suit, as sort of a Mafia-thug.  That is before he made his final transition to Hawaiian wear.  And also before being turned into a massive BOW.  It was always the intention to have him turn into a BOW–several concepts were thrown around indicating that he might have been experimented on as well–but the end design showed him taking the shot of his own free will.

One of the more interesting concept images, as it was done before the Urobros design was finalized–Irving, after overdosing on the drug, transforms into a hulking beast, not unlike what Steve Burnside turned into in RE: Code Veronica.

Enemy Concepts

The Executioner

Originally, what turned out to be the Chainsaw Majini was supposed to be The Executioner.  However, a skinny-guy like the Chainsaw Majini just wouldn’t do swinging around a gigantic axe.  A gigantic Majini that towers over the player, several different designs were used before they set on something specific.

Initial designs appear to resemble the tyrant-like boss in the Lost in Nightmares DLC, and it’s probably where they got the idea for that enemy from.  Each piece of concept art is of a partially or fully masked individual, and artists toyed around with different ways to show that The Executioner could torture himself.  They experimented with knives, bars, meat-cleavers and butcher’s knives before finally deciding on having a bunch of nails hammered into his head.  Ouch.

Uroboros

The gist of Uroboros design is that it takes over the host body and sprouts a bunch of dark tentacles.  According to Fukui of the development team, Urobros (or Wriggles as he’s affectionately called amongst the crew) was the most difficult to model and animate.  Apparently the technology that was used for Uroboros is so new, that the team is working on getting a patent on it.  Nice.

The virus grows in the core chest area of the body–you can see this on several victims when they’re being infected.  Their skin develops dark patches, and the intention of the artist here was to show that Urobros was destroying its host from the inside out.  The virus coarses through the body just underneath the skin before finally breaking out.

Lastly, if you’ve ever taken a really good look at this monstrocity in-game, you’ll notice that there are still some human remains left in-tact.  Well, almost.  The top of the skull and lower-jaw can generally be seen in the Uroboros Mkono battle in the Experimental Facility.  Most people might think of the lesser Urorboros-monsters to be pretty tame, but seeing a lower jaw in your face after a quick-turn tends to be a pretty big gross-out.  If you’ve never seen it in-game, the picture here demonstrates.

Adjule

Adjule were brought into the game when it was originally supposed to feature zombies.  The team went through several different models for the dogs that attack Chris and Sheva throughout the game.  One of the initial designs was to go with the Doberman style of earlier games.  Probably would have been a better idea, too–there’s something just so adorable about a dog with big, floppy ears.  Especially a shaggy dog!  More African elements were thrown into the mix as well–in the end product, there are a few hyenas that have been infected.  Another design was based off of a Rottweiler (not shown).

As we can see in the images, several different styles of skin-texture were used to produce the most frightening image.  We still prefer the classic Cerberus style Doberman.  They look mean enough without having their flesh falling off.

Licker Beta

One of Resident Evil’s oldest and most iconic enemies makes an appearance in Resident Evil 5.  The original Licker (in RE-lore) was a convict who’d had his eyes removed and had been experimented on–the result being the Licker cannot see, but has an advanced sense of hearing.  The Licker Betas of RE5 really have come a long way from the Lickers of RE2.  Several concept designs exist for the Lickers in RE5, some of them show black eyes on the front of the head, others no eyes at all.

Several show clawed Lickers and crested Lickers, others show Lickers with no claws at all.  The team experimented with many different styles with many different attack styles and gimmicks.  Anpo was going to remove the claws all together, but aside from its tongue, the Licker’s trademark feature would have to be its gigantic claws.  They were thrown back in, but ideas floated around on how to best put them back into the game instead of on its fingers.

Some images show claws on its chest, others on its back, in Reaper-style stances.  There’s one image that we don’t quite know what to make of…it almost appears like a mix of a Hunter and Licker with a horrible underbite.

Wesker

Wesker’s human appearance hasn’t much changed from previous entries in the series.  The design of his clothing was apparently sci-fi inspired, being able to reflect small shrapnel yet being light-enough to actually wear all the time.  With how fast he moves, not that he’d really need his clothing to be all that protective…hmm.  He’s not bulging out of his suit because the virus was what gave him his strength, not pure boulder-crushing workouts.  Out of the entire cast, he is the one who appears to have changed the least in this iteration.

The sketch here was created when the team was playing around with the idea that Uroboros could be controlled by its host, and not the other way around.  It was always clear that Wesker’s consciousness would still permeate through, which was why he wasn’t turned into a creature entirely.   It could be theorized that it’s due to his altered genes.  It wasn’t until later, when the game became co-op that the metal shards from the Uroboros missile were thrown in for good measure.

Like in the previous post, the images and information are referenced from The Art of Resident Evil.  All images are copyright of Capcom–RoH does not make claim to any ownership thereof.  If you really want to learn more about the art behind Resident Evil 5, and all the cool stuff that the team had planned, you can pick up the book (or order it, rather) through Amazon. It’s a really interesting read and is sure to satisfy any hardcore Resident Evil fan.

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Resident Evil 5 Beta (4.5) Information (Lost & Scrapped Concepts) https://www.relyonhorror.com/in-depth/resident-evil-5-beta-4-5-information-lost-scrapped-concepts/ https://www.relyonhorror.com/in-depth/resident-evil-5-beta-4-5-information-lost-scrapped-concepts/#disqus_thread Fri, 01 Oct 2010 10:28:50 +0000 http://www.relyonhorror.com/?p=2741 The lost and scrapped ideas behind Resident Evil 5.

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First of all it is to note this article will have huge spoilers about Resident Evil 5 in it.

All of the following information and images are provided by, “The Art of Resident Evil 5,” book and if you would like to learn more about the game and it’s development, check it out. You can find it on many online stores and it definitely is worth a purchase. This article is about the beta of Resident Evil 5, meaning completely scrapped ideas and as such we’ll only be covering those and providing select images where it is helpful. To find all of the concept art and all of the information and interviews with the creators about the game, purchase “The Art of Resident Evil 5”.

Resident Evil 5 wasn’t always a co-op game. In fact in much of the development (which started in 2004) the assistant characters, co-op idea, and who your partner was changed dramatically. However through all stages of development Chris was the main character and Wesker was the villain, that fact remained true all the way until the game’s completion. Originally Sheva was not a member of the BSAA or Chris’s partner, but an NPC character who you would meet later in the game as part of the local militia. The town had become a bio-weapon war zone of sorts where people had barricaded themselves into homes and shelters and to enter these areas Chris would have to manually get rid of the barricades himself. Chris was always to be a big muscle man since the beginning, in fact, his muscles were even bigger in the beta. He’s muscular because he had been training to defeat Wesker.

Sheva NPC

Since the beginning of the game’s development they had planned Jill to have “died” at the game’s beginning, still with the scene we see in the final game of Jill jumping out of a window with Wesker and falling down a large chasm. The only factoid they took out was that originally Jill was going to stab Wesker in the eye which became Wesker’s one and only true weakpoint where he got a glass eye to replace his stabbed one.

Wesker's glass eye

Jill was going to survive still to appear another day inside the game. However, in one version of Resident Evil 5 there was going to be a story branch where if the story progressed in a certain way, Jill actually would die for real. Even though the game was planned to still be single player at this stage, there was a time where Jill was planned to be Chris’s partner after finding her being the lead of a squad of BSAA members, and in another build after being rescued she’d be Chris’s partner. There even came an idea where they planned Chris to journey to Africa with Barry Burton instead and the two of them would save Jill!

Before the Majini were introduced as the enemy force in Resident Evil 5, they actually had planned the game to be featuring a T-Virus outbreak and zombies to be the main enemy force inside the game. The Public Assembly stage was originally supposed to be three times larger than the final since the player would have to barricade themselves away and survive a swarm of zombies. Public Assembly went over three complete overhauls before settling on the final one. The game started with Chris arriving in Africa when he was suddenly attacked by Uroboros, who was just a regular BOW at this point in development. You’d start the game by facing Uroboros and it escaping, meanwhile Irving and Excella would be watching from a building above. Cameras were to be set all around the African village in hidden areas monitoring your progress. At this point in development Irving also was not a big honcho but actually an experiment, even having a number imprinted on the back of his neck. The boss ending off the African village area was going to be a transformed Irving.

Uroboros beta fight
Irving and Excella watching

The town would be deadly silent after the fight until a train full of zombies passing by derailed and crashes, sending the whole town straight to hell as it soon would be swarmed by the undead. There was going to be a scene where you went through a palace-like building and when escaping you would jump out of a window onto a pillar. A horde of zombies would be below shaking the pillars as Chris had to jump from pillar to pillar, and if the player wasn’t careful they’d fall and die a gruesome death. The earlier mentioned barricaded areas could also house the merchant, in fact the very merchant from Resident Evil 4! Players would need to get rid of the barricades of the door and then an option to knock the door would come. The game would switch to a first person mode as the Merchant opens a slit in the door and ask if all the zombies were taken care of (in the area) and if Chris was friend or foe. If all the enemies were cleared and you hadn’t killed any other merchants or stole from any other (originally you’d be able to steal weapons and ammo from the Merchant’s shop but doing this would close all future Merchant shops for you) and if both applied you could come in and purchase weapons from him (and upgrades). There also would be more powerful zombies that were capable of running but not confirmed if these were Crimson Heads or not.

Chris knocking
Running zombie

Jill originally wasn’t going to be a Test Tube subject and instead Chris would find her in Africa as leader of a BSAA squad unit (originally Chris was a lone wolf and not a member of the BSAA) though the details of why Chris believed her dead and such are not explained. Chris would become a member of the unit to help them out with the outbreak of zombies, helping civilians and themselves try to escape the city. One area in the game would include a swarm of zombies attacking you in an area full of exploding barrels and you’d have to be careful as setting one off would set them all off, killing you.

zombies and exploding barrels

Chris and the team would almost be out of the city when the worst possible thing would happen; Tricell (which was still the enemy force in the game) would release 10-15 El Gigantes into the town as Jill had to return power to the train station to get energy working so that they’d be able to open the mechanisms to get some trains in the locked-down station and escape out of town on the train. A section of the El Gigante invasion included protecting Jill as she tried to return power to the place.

El Gigante infection
El Gigante Grabbing for Jill

Eventually the team would escape to the train which is when Irving would of come into play, as he was one of the experimental Uroboros weapons and would become so large he would engulf whole parts of the train while Chris jumped from car to car fighting him.

Chris fighting Irving Uroboros

Wesker, Excella, and a third member which was the male CEO of Tricell early in development but is unnamed would be the enemy force after that point for Resident Evil 5. Excella was not the head of Tricell as she was in the final and instead was Secretary for the CEO. Wesker and Excella would be intimate still but both would be in a way “using” the other to obtain what they wanted, believing there to be gain by manipulating the other. The CEO would be the one watching Chris through the cameras scattered around the city. Later the CEO would be killed by Wesker and Excella in cold blood so Wesker could be “assigned” as the head of Tricell. Later he would take his ultimate lifeform, Tyrant, the project he had also been developing at Umbrella, and order it to kill Excella. Wesker it seems used the Tyrant as his project instead of Uroboros and had installed control mechanism and machinery on the Tyrant to make it controllable, intelligent, and lethal.

ExcellaxWesker
Tyrant Kills Excella

Before all of this though, after the train ride Chris and Jill would stop by in a nearby African Town surrounded by desert in the middle of the night. This is where they would meet Sheva and a group of local militia defending their town with primitive weapons from an onslaught of monsters. The town would be in a different part of Kijuju but there’d be a high watch tower in the middle of the town where you could look out at the whole Kijuju region.

Night Tower
Night Town

Zombies and an El Gigante would show up as Chris, Jill, and the BSAA team tried to defend the local militia. The area would soon be timed as they contacted a BSAA helicopter to come in and rescue them. Chris and his partner, which at this point of development they were unsure if they wanted it to be Jill or Barry as they were planning to replace the earlier Jill scenes with Barry instead so Jill could be the enigma character who was believed dead and was actually in a test tube, would help protect the group (as well as Sheva) while the town was overrun by not only zombies but a new and more powerful enemy, Lickers. The helicopter would come but unfortunately would be taken down in an cinematic cutscene by a new force of flying enemies, a new type of BOW.

Helicoptor encounters Licker swarm
Helicoptor AWAY!

Ultimately given no choice, Chris, Sheva, Barry, and the surviving local militia and BSAA would go over a large Desert stage where enemies would pop up from under the sand until meeting a Merchant in a large abandoned boat in the location of a dried-up lake. This stage was later scrapped because when Majini were introduced there was no cover and it was just a large desert in the end with little detail.

desert heat
Desert boat

From the boat the players would go from the desert to a marshland which hosted a pyramid inside of it and the local Ndipaya tribe (the tribal enemies who ate the Ndipaya flowers). In this version of the game though the entire Ndipaya civilization was wiped out by an overdose of the Ndipaya flower. The Marshlands were to be the stage before the ruins and when they finally got to the ruins of the Ndipaya (the Ndipaya Kingdom as it’s called), Chris and Sheva would get separated as Chris walks onto fragile ground, collapsing under him making Chris falls down to it’s depths but safely landing in water inside of the Ndipaya Kingdom. Sheva meanwhile tries to find a way around to get back to him, and instead finding a secret Umbrella lab. The Ndipaya Kingdom is quite possibly the most changed area in the whole entire game, with a much different design. The Ndipaya Kingdom was going to be filled with a lot more puzzles and traps though they got rid of the idea when co-op was introduced as it got too confusing with two people. The Ndipaya Kingdom would be half submerged under the water and they were going to include a way for Chris to swim under the water to get to area to area and have to find air pockets before drowning. The design was also completely different, being a lot more spherical.

Chris Dropping
Chris looking around
Water Ruins
Chris looking at water
Chris swimming

The whole Ndipaya kingdom was going to be a huge area for Chris to explore. Using water routes and twisted paths, the area was like a giant abstract painting and maze-like. The player would be alone in the dark and the area instead of being filled with swarms of zombies would have had less enemies but more powerful ones, including a new variant of Hunters and giant insect monsters!

Hunters!
Insects
Weird Lizard bulgy thing

The Ndipaya only got stranger as Chris went on and had some interesting early designs, being one of the most changed in the game as previously mentioned. Files and scriptures from the old Ndipaya Tribe could be found talking about an Ancient BOW (created by the Ndipaya Flowers which is the source of the T-Virus) that slept within the ruins. Ultimately Chris would get to the “Garden” area that still exists in Resident Evil 5 (where Umbrella tents and equipment lay in the final). Here Chris would come face to face with an unexpected foe, as Wesker reveals himself to Chris at the Garden! This would be their first encounter in the game and let Chris know that Wesker is indeed alive.

Insane Ruins
Dark Ruins
Weird ruins

Chris and Wesker would fight in the Sun Garden, with Wesker having the upper hand until three NPCs showed up (Sheva and two unknowns, one might of been Barry) to help Chris out. Sheva reveals that when Chris was exploring the ancient ruins, she’d found where Jill was, stored in a tube where they had her captured (the earlier scenes were to be changed for Barry to replace Jill’s earlier roles at this point)

Sheva searching for Jill
Jill found

Wesker outnumbered leaves while triggering the ancient BOW to awaken. Wesker escapes as Chris and the other NPCs fight the ancient BOW. It’s not said who the ancient BOW is but determining what you fight in the regular Resident Evil 5 in the chapter you reach the Sun Garden in, as well as the water and insect theme to go with the Ndipaya Kingdom theme, it is not out of the question to think U8 might have been the original “Ancient BOW”. He could fit the role. Chris and the few NPCs run after Wesker to get Jill but Sheva gets separated from the team and kidnapped by Excella.

Excella kidnapes Sheva
Excella caught sheva

Some enemies in the final, like the Reaper, existed even in earlier builds. The Reaper itself was made to make a “classic-feeling Resident Evil BOW” for the lab area and it does it’s job. Ultimately after the lab areas Chris would get to Jill and rescue her. She would reveal she stabbed Wesker in the eye (told through flashback) and he was weak there. After falling, Wesker had took her and had stored her in these labs as a subject. After sharing back stories they would go to rescue Sheva who was being hung from the ceiling and hung up by Excella’s men.They rescue Sheva as Jill and Sheva thank the other, bu on their way out Jill would be shot by Excella. As Excella escapes, Chris would run alone to end game leaving Sheva to care for Jill.

Jill found
Jill saved
Wesker stabbed flashback
Wesker and CEO
To rescue Sheva
Rescued!
Jill given a shot

We’d reach end game where Chris would finally go up against Wesker, Excella, and the CEO. Wesker at this point betrays the CEO by shooting him in cold blood and a bit later unleashing his Tyrant and, as said earlier, commands the Tyrant to kill Excella.

CEO Shot

After defeating Tyrant, Wesker would do his whole, “The Right to be a god is now mine” flashback with Chris and get into a fight with him in the airship chamber. The Air ship is not explained what it is for at this point in development as Uroboros was not the main plot point. Sheva would come to aid Chris and shoots Wesker in the eye (where Jill revealed was his weak point was earlier) but ultimately gets knocked out by Wesker and Chris and Wesker would have a one on one fight with each other through the airship chamber and into the depths of the volcano itself (it’s revealed this lab is built inside a dormant volcano it seems).

Sheva aims
Wesker kicks ass

They find themselves in the volcano (which Capcom used to show this was the final battle) and Wesker and Chris fight one on one, ending with Wesker knee deep in the magma and as Chris is about to go under, he is saved by the earlier seen airship piloted by Sheva and Jill. Sheva would aim the ships missiles at Wesker as Chris would step onto the Wing of the air ship with a Rocket Launcher with Jill and they would all fire and kill Wesker in a big explosion of magma.

Chris says shoot
Aim...
...FIRE!

The game ended with Chris, Jill, and Sheva (it seems Barry was scrapped at this point or something unmentioned happened, maybe he split up like Josh does in the final game?) landing safely back on ground and Chris walking away from the jet into the sunset.

END

And that was what Resident Evil 5 originally was. There are more details such as enemies and a few specifics I didn’t cover, but you can check out the book yourself if you want all the fine details. Two scrapped areas also include an abandoned fort and a shopping center. Lots of this was changed when the game switched to co-op and the developers switched to Majini from zombies as the zombies ended up not being a big enough role through the game and the Majini would be able to stay a threat all the way till the end of the game, and Majini are more adverse in their abilities and swarms besides being mindless eaters. Instead of having Barry or Jill as the partner, Sheva became the partner when racial controversy came up for the game. Other changes came such as making Uroboros a bigger role (Wesker was even at one point able to control Uroboros with his mind!), making Wesker mutate for his final battle (this was to make Wesker seem desperate as opposed to his natural arrogance and cool), changing the final battle to co-op when that came in and changing the solo Chris sections to allow co-op, the tanker ship was introduced, and a lot more among other things. Even before the game was finished it went through a lot of changes. Enemies went through lots of design changes, from dogs to Lickers to Reapers to Majini. The Tanker was originally supposed to be fully explorable and players could go to every inch of it freely. Other areas in this later stage were also cut including one where Chris, Sheva, and 12 BSAA members in the swamp would have to infiltrate and survive a fortress full of Arrow Majini and other kinds there. Still our focus is Resident Evil 4.5 and the above is about a complete overview of what Resident Evil 4.5 was before lots of changes. These changes seemed to have started somewhere in 2006-2007 or so. The first trailer shows Chris alone and those running enemies could of been the running zombies mentioned. The next trailer however brought in Majini though the areas are vastly different from the final. Whatever the case it’s interesting to see what once existed in Resident Evil 5 and what it could of been before co-op was introduced. It seems the game changed a lot in development more than some people may have imagined though many elements also made their way to the final but in often lesser forms (like the El Gigante fight in the town at night might have been where the timed Licker fight was supposed to happen once). If you want more images, information, and other tidbits about the beta of Resident Evil 5, check out “The Art of Resident Evil 5” now on sale.

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Resident Evil 5 – The Files (pt 2) https://www.relyonhorror.com/in-depth/resident-evil-5-the-files-pt-2/ https://www.relyonhorror.com/in-depth/resident-evil-5-the-files-pt-2/#disqus_thread Sun, 04 Jul 2010 01:39:36 +0000 http://www.relyonhorror.com/?p=1090 More of the good written stuff from Resident Evil 5.

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Sometimes it’s not what’s in the game that tells the most compelling story.  Any true fan of Resident Evil can attest to going through a game and desperately searching for little memos, bits of paper, letters to loved ones, plaques on walls, all little pieces of literature that tell a largely untold story.  Sometimes the real horror story isn’t what you see on the screen, but what you can only imagine.

In the Resident Evil Universe, these stories are told in The Files.

First Memo:

All outsiders will receive the blade of punishment!  We will bless them with a sacred death!

We will release them from their bonds of wickedness!

Type 2 Las Plagas

As stated in earlier documentation on the subject, the original Las Plagas parasite was discovered in an isolated area in Europe. Upon maturation in a host, the parasite quickly replaces the host’s will and self-awareness, rendering them highly susceptible to control by another. It was this aspect of Las Plagas that meant one so inclined could create obedient subjects who would obey directives without question. With obvious commercial application possibilities, Las Plagas quickly came under review by interested parties.

The problem with commercializing Las Plagas was the time discrepancy between initial infection and when the hosts were rendered susceptible to control. The time between when Las Plagas is administered to the host as an egg and the time when it fully matures and attaches itself to the central nervous system was met with negative criticism. The maturation cycle of Las Plagas was relatively brief, but potential customers wished for more expedient results. With this in mind, research was undertaken to improve Las Plagas. The final result of this research becoming Type 2 Plagas.

Type 2 Plagas differs from its predecessor in that it is administered in its matured state, and from that point the host can almost immediately be controlled. Type 2 is administered orally, or more specifically, it is forced into the mouth of the host. It’s an indelicate method, but it’s also the most effective. After oral administration, Type 2 rends the esophagus and moves first to the medulla oblongata, then to the brain proper, and finally the spinal cord. Once it has taken hold of the central nervous system, the host can be controlled.

Under a laboratory setting, we recorded complete control of a host within ten seconds of administration of Type 2. Aside from the reduced infection time, the Type 2 Plagas appeared to share all of the characteristics of the original Las Plagas, which made it more than suitable for commercialization. All that remains now is to accumulate field data from the Kijuju Autonomous Zone. Listed below are the three key experiments for evaluation of Type 2:

  1. InfectionAdminister Type 2 samples to 10 previously infected individuals and observe the rate at which they spread the infection. These 10 test subjects will be given enough Type 2 samples to create measurable results.
  2. Control

    Observe to what extent the barbaric behavior induced by the Plagas can be controlled. This will be ascertained by witnessing the results of the directive to engage the BSAA operatives within the area.

  3. FightingAccumulate data on Type 2 in combat. Type 2 hosts will battle BSAA operatives deployed in the area.

    This experiment will be the last stage for evaluating the effectiveness of Type 2 Plagas


Schedule Report

From the evidence gathered thus far, it would appear that most of Delta Team was wiped out between the time they requested backup and the time we reached the area. One of their beacons was still transmitting on active signal, so we moved to intercept due to the possibility of survivors. While en route, the beacon’s transmission ceased. Judging by the last transmission the beacon should be just ahead of our current position. There is a sealed door currently blocking our route, so infiltration may prove difficult.

End report

Village Youth’s Diary

April 5
A man who said he was the foreman of the oil plant came to visit us today. He said he wants to inoculate everyone living near the oil field against some kind of disease. In my parents’ generation, they tricked out people and stole the land to turn it into their oil field. They must feel guilty about that because they are always trying to help out village now. When we couldn’t get across the swamp, they built a gondola on a rope for us.

Sometimes they’ll even give us alcohol from foreign countries. This medicine is probably something like that. Everyone in our village is glad to receive this medicine, but I don’t want it. I don’t have a reason for not getting it, I just didn’t like the way the foreman looks, that’s all.

April 8
Everyone went to the oil field to get this inoculation. The village is usually never this quiet. The only thing to do today is sleep.

April 9
I slept too much during the day, so I couldn’t sleep at night, and it was noisy outside. Everyone was talking with serious voices in the middle of the village. All of the children in the village had come down with a fever. The mothers all drew water to cool their bodies, but it didn’t help. By the next morning they were all dead. In the morning our leader went to the oil field. He wanted to know if the medicine they were given killed the children.

When he came back to the village, he said the children died because they had the disease. He told everyone that they needed to go back for more shots. I didn’t want to, but everyone in the village was worried about catching the disease. They forced me to go with them and get the shots.

April 10
People were fighting in the village. All the men are very angry. It might be because all the children died, but I think it’s something else. The women just sit around and don’t move. I wonder if the disease is spreading?

April 11
I couldn’t sit still today. It felt like something was moving around inside me. Outside I saw a man who looked strange. He was naked and had a weapon. His entire body was covered in war paint. It wasn’t even a festival day. I tried to talk to him, but when he turned around, I saw his face…

He didn’t even look human! What is happening to the people of my village!?

April 12
The screaming has not stopped since yesterday. The men are all dressing like our ancestors and fighting each other. Most of the women have died.

April 13
Head hurts. Fever… Feel angry. Saw big man outside window. Very tall. Must be vision.

April 14
Feel good…

Screams… stop… Looks fun… Want to… kill…

Type 3 Plagas Field Test

One week has passed since the initial field test of Type 3 Plagas. Type 3 was designed to display dramatically enhanced physical abilities over previous versions. The original Las Plagas had a special Plaga known as the control Plaga that would provide a host with enhanced physical abilities. These control types were limited in number, and they always caused severe physical changes in the host, and thus it was not always expedient to use them.

From a business standpoint, this was undesirable. The idea was to create super soldiers without any side effects, something consumers wanted. Other teams are currently working on developing a similar product to Las Plagas for commercial use, but given the affinity Las Plagas has for human hosts, it seems advantageous to continue to develop it. Other methods may produce superior super soldiers, but if they do not render the host completely controllable, their effectiveness would be limited.

Taking a subordinate Plaga (the base Las Plagas) and implanting a gene from the control Plaga created a new type of Plaga – the Type 3. It is believed that if Type 3 can be perfected, it will become the new standard on the bio weapons market. But that day is still in the offing. During a recent field test, a number of issues came to the fore. The chief problem is its ineffectual adherence rate. In adult and adolescent males the adherence rate is approximately 92 percent, the same for normal Las Plagas. For women and young children Type 3 has a 0 percent adherence rate.

With these disappointing results, it is obvious that in its current state, Type 3 would not render an adequate product. In addition, superficial mutations were invariably fatal. This is thought to be due to the dynamic influence of the control Plaga gene. The rest, however, was not without some favorable results. Our goal is to realize dramatic physical enhancements were somewhat realized. The jumping power of hosts has shown remarkable improvement.

Another point is one we hadn’t predicted: size increase in the hosts, with some reaching a height of almost three meters. This could also be due to the gene from the control Plaga, but it is within acceptable parameters. With this field test, we did not achieve all our initial desired results, but the test was not a complete failure. It may be possible to use the information garnered from the current tests and use them to make improvements in any future tests.

From Chief Researcher Brandon’s Journal – No. 1

1966
December 4
Mr. Spencer once spoke of a flower called the Stairway to the Sun. Supposedly this flower would give the person who consumed it incredible abilities. Everyone thought it was nothing more than a rumor or legend that Mr. Spencer was telling us, but later research would prove us wrong. The first person to recognize the validity of that story was my teacher, Dr. James Marcus. He hypothesized that a virus, hereto unknown, might exist that could alter DNA. The man was so perspicacious! His hypothesis turned out to be correct!

The virus discovered in that flower was labeled “Progenitor.” For three months in Africa we worked diligently, fretted over results, and staved off attacks from the Ndipaya. After such time, our efforts were finally rewarded. Even Dr. Marcus, who until yesterday looked exhausted, was in good spirits. He wants to return home as soon as possible to delve deeper into his research. I feel the same way. I want to learn the secrets of this Progenitor virus as soon as possible.

1967
February 12
We’ve hit the metaphorical brick wall. We brought the Progenitor flower back from Africa and attempted to cultivate it here. The initial culture samples of the Progenitor virus have not shown DNA-altering characteristics. We cultivated the flower to mass-produce the Progenitor virus. At first, everything proceeded smoothly. The plants were strong, and grew quickly. In a short amount of time they flowered.

But here is when a major problem surfaced! The flowers did not contain the Progenitor virus! Perhaps the environment in which they’re grown triggers the development of the virus. This matter must be investigated further.

March 23
We’ve made no progress. We’ve tried cultivating the flower under different conditions, but with no luck in triggering the development of the virus itself. Thus far we have tried changing the soil, water, temperature, and light exposure all with no success. I got into a heated debate with Dr. Marcus about the direction this research was taking. During that debate, Mr. Spencer interjected some foolhardy notion of starting a company. Without the Progenitor virus there’s no point in starting a company. Does he not see that? It’s all pointless!

Research Center Director Brandon’s Journal

1998
November 16
We’ve closed down the Research Center. It’s strange, but I don’t really care. I’m indifferent to the whole thing. I feel the same way as when I heard that the Arklay facility and Raccoon City were destroyed. When did I become so apathetic? I’ve spent every waking moment researching and extracting the Progenitor virus. Everything I did was for Dr. Marcus. Actually, when I think about it, I probably stopped caring the day I heard he had died all those years ago.

I didn’t feel angry or happy or even shocked; I felt nothing at all. It was as if all my emotions just shut down. I just kept sending out samples of the Progenitor virus to all of Umbrella’s laboratories. I was just an automated machine reporting to Umbrella Headquarters every time one of my subordinates made a breakthrough or discovered something new.

I was like a zombie ambling through life. No thoughts, no feelings. And now the Research Center where I’ve spent half my life is closed. I really don’t care one way or another. It’s probably all for the best. Perhaps it is too late to have any semblance of a life again.

From Chief Researcher Brandon’s Journal – No. 2

1968
April 15
It’s been over a year since we’ve had any breakthroughs. That’s why Dr. Marcus and I have decided to return to Africa. We can no longer continue our research without the progenitor virus. I know those routine attacks by the Ndipaya are really going to wrack my nerves, but for the sake of our research, I will persevere. In the face of my foreseen dismay it was Mr. Spencer who provided the answer.

“If you’re worried about the Ndipaya, then we’ll just have to remove them from the equations.”

I can only imagine the look of shock on our faces. The idea never occurred to me. It was quite an atypical solution to our problem, but it seemed to be the only option available. Dr. Marcus and I decided to try Mr. Spencer’s plan.

August 19
Finally, some good news! We learned they were able to chase the Ndipaya off their land. The land we acquired only amounts to half of those underground ruins, but if it includes the area where the Progenitor flower grows, then there should be no issues. Mr. Spencer said he plans to construct research facilities at the site, which will expedite our research into the virus. We hastily made our preparations to depart for Africa, but Mr. Spencer requested that Dr. Marcus stay in Raccoon City to take over the Training Center.

We were initially taken aback by this request, but we soon realized it was the logical course of action. Dr. Marcus needs a calm environment to properly conduct his research. If he were in Africa, there would be no proper facility for him to use at this time. I just hope the African research facilities get built soon.

So now I will go alone to Africa and send back samples of the Progenitor virus to Dr. Marcus. Both Dr. Marcus and Mr. Spencer agree this is the best course of action. I have to start making preparations to go. I have a feeling I’ll be pretty busy starting tomorrow.

September 29
I’ve been in Africa for two weeks now. It’s a good thing Dr. Marcus isn’t here. This place is far from being a paradise of research and scientific study. The so-called research facilities are nothing more than a bunch of tents, and we have to employ armed soldiers to keep the Ndipaya at bay. But the thing that gets on my nerves the most is the sound of the construction for the real research facilities.

How am I supposed to concentrate on research when everything is threatening to drive me insane? I’m trying to just concentrate on extracting the virus samples from the Progenitor flower so I can send them to Dr. Marcus. Hopefully, if I focus on my work, I can remain sane in this godforsaken place.

1969
June 15
The research facilities are finally completed! This is the real Umbrella Africa Research Center, not just some pile of tents. But I’ve come to a realization in the past nine months. The facilities are too small for our needs. We need to make them larger, more suitable for our research. Then we can fill them with more talented researchers. This place needs to be our frontline in our Progenitor
Virus research. Our results will do a great service to Dr. Marcus and his viral research.

In a rare turn of events, that old skinflint Spencer actually agreed with me on this!

Telegram from James Marcus

T-Virus development a success

Jan 13 1978

J Marcus

Tricell Researcher Miguel’s Journal – No. 1

February 19
When I heard it was THE laboratory used by Umbrella in Africa, my expectations were raised, to say the least. But when I saw it, well, it’s a lab in name only. I don’t know how Umbrella ever used it, and Lord knows how Tricell could possibly have any use for it. The place was abandoned long ago, so there’s nothing there of any value to us. Not one piece of lab equipment remains, at least nothing that still works. I can’t say I’m surprised because I half expected this. Anyway, the important thing is the Progenitor virus.

If we didn’t need that virus for our research, there would have been no need to come to this run-down Umbrella facility anyway. We already have samples of the T-Virus, G-Virus, the T-Veronica virus, and even the Las Plagas parasite. We have everything we need for our research.

We just didn’t have that damned Progenitor virus. But we finally got our hands on it. Hopefully this will give us that much needed breakthrough in our research. I can’t wait to start working on it.

March 7
I wonder who came up with the name Licker for those creatures. I mean, when you see its long tongue you just know that it’s the perfect name. But for researchers like me, B.O.W.s like Lickers are just a pain in the ass. If I said Lickers were too perfect, I’d probably be going too far in my praise. But they’re pretty much an evolutionary dead-end. There’s no room left for improvement.

B.O.W.s that were created using the T-Virus don’t seem to show much improvement when the Progenitor virus is administered. I mean, their abilities show some slight improvements. For example, their sense of smell seems more or less improved. But that’s all we’ve got so far. They’re still blind as an old lady, and they’re ugly as shit. The biggest jump in their evolution seems to be their ability to reproduce. I hate when things don’t go according to plan, but since there’s still a demand for Lickers on the B.O.W. market, I guess things aren’t all that bad.

An E-mail to An Acquaintance

Hey, I know this is sudden, but I’m going to be getting some time off soon. We’ve completed most of our work on the new “project” (sorry, you know I can’t talk about work), so they’re giving us some time off as a reward for all our hard work. All the staff are leaving tomorrow and we’ll finally be getting out of this country. I’m heading straight back to Arizona, and I can’t wait to get home and see everyone.

More than that, I’ll just be happy to get away from “the high and mighty” Miguel. Guy thinks he’s some sort of super genius. Miguel’s a guy that sits next to me at work, and he’s a good researcher and all, don’t get me wrong. He’s got some good ideas and is good at noticing details, but every time he opens his mouth he just goes on and on about how great he is. You can’t even begin to imagine what torture it is to hear that day in and day out. I wish we made a sedative I could give him.

But forget all that. What matters is that I should be back home within the next few days. When I get back, I’ll give you a call. We gotta go out and get smashed. I could use the break.

Talk to you soon,

Ryan

Regarding the Mutant Organism Found in the Facilities

May 6
A fire broke out during the test for loading Uroboros Virus onto the missiles. This required a temporary Level 4 (BL-4) quarantine for the immediate area.

May 11
It’s been five days since the area was put under quarantine. There have been reports of an animal undergoing a strange and rapid mutation. Eye-witness accounts indicate the creature possess a very hard epidermis. No viral cysts related to Uroboros have been reported, however. I speculate that we are dealing with something that has been influenced by the Uroboros Virus, a rare occurrence to be sure. Perhaps tomorrow I will put together an investigation team to procure a sample specimen.

May 12
I sent a lightly armed team to investigate the sightings of this strange creature. Unfortunately, another team had to be deployed to retrieve the corpses of the first team, which had been dismembered by something extremely sharp. There were also multiple stab wounds that appeared to be made by a giant spear.

Trace amounts of a peculiar chemical substance were detected on the eyes of some of the corpses. What kind of mutant organism we are dealing with is still unknown at this time. According to the initial investigation, we could be dealing with a new type of B.O.W. Based on the creature’s style of attack, I have codenamed it “Reaper” for the time being. Of course, more data on this creature is still required before a thorough analysis can be submitted.

Directions for Use of Uroboros Virus

Attention!

  • This instruction manual contains important information concerning the proper handling and use of the Uroboros Virus.
  • Using the virus for anything outside the uses listed in this manual could result in the expiration of the handler.
  • Using the virus for anything outside the uses listed in this manual could result in the expiration of those within the handler’s vicinity.
  • Administration of the virus to a test subject usually results in dissolution, so carefully select your test subjects.
  • When using this virus, please follow the instructions in this manual carefully.

Virus dosage is proportionate to the test subject’s weight. Please use the following chart:

60 kg or above………….1 bottle
40 – 60 kg……………..2/3 bottle
20 – 40 kg……………..1/2 bottle
20 kg or less…………..1/3 bottle

After injection of the virus, a test subject may experience some or all of the following symptoms:

— Sweating, labored breathing, delirium and/or confusion

After being administered, the virus will recognize and adapt to the test subject’s DNA. During that time, the virus will enter a state of dormancy. When it is unsuccessful in adapting to the subject’s DNA, it will begin to assimilate organic matter from its immediate environment in order to fuel its growth.

The immediate area around an unsuccessful adaptation is extremely volatile. Researchers should be advised to evacuate the vicinity of the test subject’s corpse or incinerate it to prevent its spread. The virus will transform the cells inside the test subject’s body into black leech-like pustules, then expel them through the skin surface, consuming the subject completely.

This creature displays only primitive intelligence, and will only search for and prey upon organic matter to fuel its growth. Individually these pustules are not a threat, but as a collective they become dangerous to other living organisms and will try to feed on them. Please take extreme caution when handling the virus. If the virus does adapt to the test subject’s DNA, you are required to report it to the proper section immediately.

In the case of rejection of the subject’s DNA, or if there are complications disposing of the corpse, please contact the section listed on the attached paper. You will then be instructed on how to deal with your situation.

Report on Implementation of Preventing Information Leaks

The following report details the execution of your orders.

08:53
All research personnel boarded a bus.

08:57
Left research facility and headed toward the airport.

09:22
Sleep gas was released and targets for elimination all fell into a coma.

09:25
Bus was stopped and targets were brought outside the bus to be eliminated.

09:44
Elimination of targets finished.

11:03
Targets’ bodies were collected and brought back to the research facility.

11:35
Bodies disposed of in the underground furnace along with all personal effects.

13:10
Completed immolating all bodies and personal effects. All orders successfully carried out.

End of report

Tricell Researcher Miguel’s Journal – No. 2

May 8
Our current aim is to develop a virus that surpasses the potential of both the G-Virus and the T-Veronica virus. We need to eliminate extreme mutations, mental atrophy, and instability in the virus. We were told not to be concerned with retention and rejection rates, but even still, overcoming these three problems is going to be a challenge. Of course, all that is really only a problem for regular researchers.

I’m already on the cusp of overcoming two of the problems. The third is proving to be a bit trickier, so I may have to resort to some alternative methods. Sometimes I frighten myself with my own ingenuity! Tricell is fortunate to have someone of my intelligence on their payroll.

Test Subject

Caucasian female
Eye color: blue

Subject has already been in a medically induced stasis for an extended period. All vital signs including heart rate, respiration, blood pressure, and temperature are within normal values. A pigmentation abnormality has been observed. Effect of abnormality is limited to cranial hair follicles. In addition, slight skin whitening (etiolation) has been observed.

Report on Project W – Aug. 28, 1998

It has been confirmed that the accident at the Raccoon City Arklay Research Facility was due to the involvement of Project W test subject No. 013 (hereafter referred to as Albert). His death in the accident has made obtaining any further information an impossibility. (Albert’s death was confirmed by the Information Department.)

Albert’s death puts the current success rate of Project W down to 18 percent. The quota of qualified individuals for the project has been drastically reduced and must be addressed immediately. This poses a grave situation for any progress that can hope to be made in the project. Since there is no roster of qualified individuals to replace the recent losses, it would be advisable to start selecting individuals from the pool of failed candidates.

After this, adjustments can be made that will restore up to 93 percent of the quota prior to Albert’s death.

Umbrella Information Department
Alex W.

Spencer’s Notebook

I just received word that Raccoon City has been wiped out. The Americans finally took action against us. I hope the irony of using the very military machine that was supposed to protect them from foreign attackers to kill their own people is not lost on them. While the danger posed by the threat of the T-Virus spreading was very real, I don’t think Americans will easily forgive their government for the deaths of over 100,000 of their own people. If the truth of this matter is ever brought to light, support for the current administration will plummet. I don’t think he wants that.

Even a child can see that they will come after Umbrella with everything they have. To hide their own foolish mistakes, they will blame Umbrella for Raccoon City’s annihilation. It would seem Umbrella will share Raccoon City’s fate, but perhaps it will be to a lesser degree. Umbrella was nothing but a tool for the research of the Progenitor virus. Even without that tool, the research still survives. Only Umbrella’s lowly employees will be hurt by its dissolution.

If the secret research involving the Progenitor virus is protected, then I can always rebuild anew. I’ve already made preparations for such a plan. The research facility in Africa remains a secret, and it is there that the Progenitor virus is produced, something that we didn’t achieve until the late 80s. Only a handful of people in the company are even aware of the African facility’s existence thanks to our strict regulation of the flow of information. Only a minimum amount of personnel were ever transferred from Africa to other locations, and they were always closely monitored.

Director Bailey has been confined to the African facility for almost 30 years, and even that has all been for this day. All that remains is to close that facility and everything will go according to my plan. Once that facility is gone, all its connections to Umbrella will disappear with it. Then I will have to deal with anyone who has a Level 10 security clearance as they are the only ones who know of the African facility’s existence. Everyone else will be summarily disposed of.

My secrets will be protected. When one buries a treasure, one should not leave behind a map.

Personnel with Access to Company Secrets

Level 10
Ozwell S. – Deceased
Henning P. – Imprisoned
Masaki T. – Deceased
Jenny K. – Whereabouts unknown
Carlos M. – Found – information obtained – eliminated

Level 9
Brandon B. – Deceased
Frank E. – Deceased
Isabella C. – Deceased
Greg A. – Deceased
Lee D. – Deceased
Michael K. – Deceased
Ethan W. – Deceased

Satellite Laser Shango Operating Manual

The Shango satellite laser is operated by using a rocket launcher-style laser targeting device (L.T.D.) that sends targeting coordinates to the satellite. The satellite is then capable of firing a highly concentrated laser to within centimeters of the target.

Operation Procedures:

  1. Aim the L.T.D. at the target to relay the coordinates to the satellite. 2. Once the target has been ascertained, the coordinates will be relayed. During the transmission, the target ring will appear red on the targeting scope.Note: If the targeting sensor’s AI perceives that the target is no longer being tracked by the targeting scope, transmission of the coordinates will be canceled.
  2. When LOCK ON appears in the scope, it means the transmission has been successfully sent. Pulling the trigger will now activate the laser.
  3. The firing cannon must be given time to recharge before it can be re-fired.

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Resident Evil 5 – The Files https://www.relyonhorror.com/in-depth/resident-evil-5-the-files/ https://www.relyonhorror.com/in-depth/resident-evil-5-the-files/#disqus_thread Thu, 24 Jun 2010 03:43:59 +0000 http://www.relyonhorror.com/?p=932 Sometimes it's not what's in the game that tells the most compelling story.

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Sometimes it’s not what’s in the game that tells the most compelling story.  Any true fan of Resident Evil can attest to going through a game and desperately searching for little memos, bits of paper, letters to loved ones, plaques on walls, all little pieces of of literature that tell a largely untold story.  Sometimes the real horror story isn’t what you see on the screen, but what you can only imagine.

In the Resident Evil Universe, these stories are told in The Files.

Bioterrorism Security Assessment Alliance (BSAA)

Following the annihilation of Raccoon City, Umbrella was hit hard with multiple lawsuits for their involvement in the incident. But there was an organization that was hit even harder by the fallout of that incident: the Global Pharmaceutical Consortium, an organization comprised of pharmaceutical companies from around the world. Umbrella’s development of and experimentation with Bio-Organic Weapons (B.O.W.), along with the sale of those weapons on the black market, caused people to distrust the Global Pharmaceutical Consortium, and the fact that Umbrella was an executive board member only deepened their misgivings.

If things had ended there, the consortium may have just escaped with a tarnished reputation. But in today’s world, medicine is an integral part of almost all medical procedures. The public is also quite informed when it comes to which medications are trusted and which are not. If the population loses trust in the pharmaceutical company responsible for creating certain medications, it can quickly bankrupt said company.

The Umbrella trials took a turn for the worse for the consortium when prosecutors presented evidence that incriminated many other pharmaceutical companies. Prosecutors showed that Umbrella acquired medicines and techniques in their own bio-weapons research. They commissioned each of the respective companies to only partially develop certain medicines so that they could not be traced to what was ultimately being developed. The responsible companies thus unwittingly contributed to the development of bio-weapons.

Until this development in the case, the consortium looked at the lawsuits as Umbrella’s problem. Now the problem was thrust into their laps as well. The companies that were linked to Umbrella faced the possibility of sharing blame for the deaths of hundreds of thousands of innocent people, and if Umbrella lost the lawsuits, they would face bankruptcy as well. Even if Umbrella was found not guilty of any wrongdoing, the negative publicity would not only be disastrous for sales, but the governments of the world would revoke the companies’ permits to sell their products.

Not having permission to distribute their products worldwide would effectively dismantle their businesses. The pharmaceutical companies realized they had no choice but to take drastic measures to counter their dismal prospects. The consortium decided to strike a deal with the prosecutors. They would put all their efforts into assisting with the case against Umbrella, even to the point of turning over any internal company documentation. The prosecutors in the case, being obsessed with seeing Umbrella fall, agreed to accept the help of the consortium’s companies, and in return they would not pursue legal action against them.

In 2003, Umbrella was found guilty on all charges. With its fall, the scandal that rocked the pharmaceutical industry to its core could finally be put to rest. But Umbrella’s dismantlement led to an unforeseen situation. In the fallout of Umbrella’s collapse, B.O.W.s began to show up on the black market. The weapons wound up in the hands of terrorists, guerrilla fighters, and unstable state governments. Soon the threat of these B.O.W.s began to be felt around the world. Faced with a new Umbrella-like crisis, the Global Pharmaceutical Consortium knew they would have to take immediate action. It was then that the Bioterrorism Security Assessment Alliance (BSAA) was formed to fight threads from B.O.W.s.

Upon its initial foundation, only eleven elite individuals were made part of the BSAA. Their job was limited to that of observers to armies and police units around the world that conducted counter-bioterrorism operations. Unfortunately, the world’s bioterrorism problem was much bigger than anyone had anticipated, and so a new course of action was required to handle the problem. To that end, consideration was given to creating a team that could react instantly to threats, but the BSAA was still only a civilian-led organization. They could not operate freely in sovereign nations, and thus were unable to conduct investigations, make pertinent arrests, or even use force when the situation dictated it. It was clear now that the threat of bioterrorism was now the entire world’s problem, and something would have to be done.

The BSAA was then reformed under the U.N.’s jurisdiction. As a U.N.-controlled special forces team, the BSAA’s acceptance by the U.N.’s member states was taken as a given. The truth of the matter was that only 70 percent of the member states would approve of BSAA activities on their soil, and the remainder of the states would only approve BSAA activities in their countries on a conditional basis. That is how the current incarnation of the BSAA was formed.

The BSAA’s headquarters was located in England, but any further details of the location were not released to the public. Since a BSAA team had to be able to be deployed within 12 hours, it was assumed that they were located near an airport hub or an air force base. Some sources claimed that the BSAA had bases in the area under their jurisdiction. The following is a list of areas under the jurisdiction of their respective BSAA branches.

  • European Headquarters: Europe and western Russia
  • Middle East Branch: The Middle East and part of Africa
  • North American Branch: The entire North American continent (Chris Redfield is stationed here)
  • South American Branch: The entire South American continent
  • West African Branch: The western part of the African continent (Sheva Alomar is stationed here)
  • East African Branch: The eastern part of the African continent
  • Far East Branch: Eastern Russia and the counties east of India
  • Oceania Branch: Australia is the center of operations of Oceania (Antarctica, where Umbrella’s Antarctic Base was located, falls under the jurisdiction of the Oceania Branch.)

Each BSAA branch had a considerable number of people on their tactical teams, most of them coming from police special forces and militaries around the world. The support staff for the teams was also quite large, and they came mainly from government organizations in different countries. There were many groups of experts on the staff that provided technical, medical, physical, and mental support to the teams. The BSAA deployment teams were divided into two groups. The first group was the Special Operations Unit (SOU). The SOU was sanctioned to infiltrate an area, engage in combat, and subdue offenders. Teams were usually comprised of 12 members, and each team was divided into three four-man cells.

A special feature of the SOU is the flexibility of its personnel during operations. In order to match the scale of an operation, cells from other teams are brought in on a regular basis. For one specific joint operation, there were 70 elite members working together. Dan DeChant is currently the leader of Alpha Team for this operation. The team is comprised of his own standard team along with cells from other teams. (The designation Alpha Team will only be used for this operation.)

Reports indicate that because unknown B.O.W.s are involved, the efficacy of the tactical team’s methods for handling them may be low, and considering as to be given to the strong points that raise their efficacy. Another key part of the BSAA is the Special Operations Agent (SOA). Usually they referred to as just “agents”, and unlike the SOU, agents work alone. The agents are primarily involved in investigations and espionage activities, and as such, they are considered the eyes and ears of the BSAA. During certain operations, it may become difficult for tactical teams to penetrate to the front, so it is up to the agents to carry out the missions.

During those types of missions, a two-man cell is the basic deployment unit required to carry out the mission. Sometimes agents must go beyond the jurisdiction of a BSAA branch to carry out their missions. Many of them are dispatched to areas with unlawful activities. This mission sees agent Chris Redfield in that role. Agents who work alone are highly capable, and they rank higher than SOU members; however, agents are not chosen so much for their abilities or technical prowess, but for the psychological state and aptitude in handling situations. In actual skills and abilities, they may be outperformed by SOU members.

The BSAA is a public organization with an international staff, but owing to the logistics of running such an organization, it is a well-known fact that most of their funding comes from the Global Pharmaceutical Consortium. While this relationship has been the target of much criticism, the consortium’s funding removes the financial burden from participatory nations, and as such, any motivation to change the situation and incur unwanted expenses. As for the consortium, their sponsorship acts as a much needed industry-wide PR service. So far this partnership has been beneficial to all parties involved.

On a final note, the eleven members who were part of the BSAA from the beginning are highly respected within the organization, and are known as the Original Eleven. The name comes from the Original Seven, who were the seven astronauts selected for Project Mercury. One of these Original Eleven is Chris Redfield. A number of other members of the Original Eleven also work alongside many of the tactical teams.

Majini


Listed below is what is currently known regarding the Las Plagas parasite:

Though only recently discovered, the parasite known as Las Plagas was sealed away under the family castle of castellan Ramon Salazar for many generations.

The parasite attaches itself to a human host and is assimilated by the central nervous system. Infected humans lose all rational thinking faculties and are wholly subject to control by another type of Plaga known as a control Plaga (usually another infected human). Hosts may lack rational thought function, but they still retain human-level intelligence such as the ability to understand and communication with each other. They can also use tools and are surprisingly crafty when working in groups against an enemy.

Leon S. Kennedy documented his encounter with these infected humans in the Kennedy Report. In his report they were referred to as Ganados.

The presence of Las Plagas in this mission has been confirmed. It is currently unknown how the parasites discovered in Europe, came to be present in Africa. A known bio-weapons smuggler, Ricardo Irving, is wanted for questioning regarding this matter.

This information was obtained by the BSAA’s Alpha Team at great personal risk to themselves. Their report indicated that a Las Plagas sample was extracted from Europe and has undergone both biological and genetic modification, creating a more effectively and potentially dangerous bio-weapon.

This modified Las Plagas has been classified by researchers as Type 2 Plagas. The presence of the Type 2 Plagas has been confirmed to be presented in Africa by various intel reports.

Type 2’s initial infect characteristics vary from the original parasite’s infection.

The Las Plagas discovered in Europe were injected into humans during the egg phase. They would then reach maturity within the host body at which point they would assume control of the host’s central nervous system.

With Type 2, infected occurs from a mature parasite. This requires it to enter the host orally, usually by being forced directly into the potential host’s mouth.

The observed result of this type of infection method is one of extreme muscular convulsions and uncontrollable body spasms.

Also of note, whereas the original Las Plagas took anywhere from a few hours to a few days to assimilate a host, Type 2 requires almost zero maturation time. From this point alone, Type 2 is a much more efficient weapon.

Infections of this type have already been witnessed by BSAA operatives currently stations in the area.

Type 2 takes over the central nervous system of infected humans, and incapacitates normal rational thought faculties. The infected host becomes willing subjects to the ones that control them. (However, to maximize their effectiveness as a weapon, the person(s) who command them do not need to possess a control Plaga to do so.)

Hosts retain their intelligence, and the abilities of the host are dependent on the abilities inherent in the human before the infection. This is the same as with the original version of the Las Plagas parasite.

It has been speculated that to raise their proliferation as a weapon, the parasite has been altered so that its hosts will actively infect others to increase their numbers.

According to intel reports, Type 2 hosts are apparently known as Majini to weapons dealers. This word comes from the local language meaning “evil spirit”.

Because the codename Type 2 exists, it is presumed that there are subsequent numbered types (e.g. Type 3 and Type 4). No confirmation of this, however, has been acquired at this time.

Chris Redfield

Listed within this file is a general background information overview of BSAA agent – Chris Redfield – as pieced together from various sources. The information listed here is neither complete nor should it be used as a psychological analysis of the subject. Chris Redfield began his military career in the United States Air Force. Possessing a service record replete with both commendations and disciplinary actions, commanding officers have described Chris as: “uncompromising,” “possessing unwavering dedication,” and having a “high level of adaptability.”

It was those traits that saw Chris earn his wings, but also these same traits that brought him into direct conflict with superiors. Unable to settle these differences, Chris retired from the United States Air Force. After retirement, Chris was scouted by Raccoon City’s special forces (S.T.A.R.S.) because of his superior firearm and hand-to-hand combat skills, along with his qualifications as both fixed-wing aircraft and helicopter pilot. Joining the S.T.A.R.S. team, Chris was designated as point man (PM) for Alpha Team. As PM, it was his duty to scout and secure positions ahead of the team. His duties required him not only to be a good shooter and fighter, but also be able to use a wide array of weaponry.

It was this area where he excelled, showing the ability to handle anything from small arms to large weapons and the flexibility to use them as the situation dictated. Chris’s performance with S.T.A.R.S. was exemplary. It appeared that he had finally found his niche. But fate had other plans in mind for Chris. Unbeknownst to him, the next chapter in his story was about to unfold on that fateful night in July 1998.

The S.T.A.R.S. Bravo Team responding to reports of disappearances in the surrounding areas of Raccoon City, abruptly went radio silent. Alpha Team was sent in to investigate. Shortly after their helicopter touched down, they were attacked by wild ravenous canines (known as the B.O.W. Cerberus), and were forced to take refuge in a nearby mansion. The mansion was in reality the Arklay Research Facility for the pharmaceutical giant Umbrella. It was at this facility that they developed bio-weapons and conducted uncounted illegal experiments. Here Chris and his partner, Jill Valentine, were forced to combat numerous B.O.W.s as part of an active tactical research plan devised by Albert Wesker.

Wesker was the commanding officer of S.T.A.R.S., and therefore Chris and Jill’s superior. Though all his actions were done at the behest of the Umbrella Corporation, Wesker used his rank in S.T.A.R.S. to manipulate Chris and Jill. Wesker unleashed several B.O.W.s into the mansion in order to gather data for his own ends. This tragedy in the Arklay Mountains became known as the Mansion Incident, and ended with Chris and Jill destroying the creature known as Tyrant, the death of Wesker and the destruction of the laboratory. Having survived the incident at the mansion, Chris attempted to notify the authorities regarding Umbrella’s activities, but all his warnings were ignored due to Umbrella’s powerful sway.

Having exhausted this option, he attempted to notify the U.S. government of the situation. This too however, proved fruitless. He knew that taking on such a large corporate entity alone would not be easy, and might in fact prove fatal, but in the end he was left with no other choice. Thus Chris continued his investigation on his own. Without informing his family of his intentions, he soon departed for Europe. Chris wanted to shield his family from any ill effects his investigation might incur, but ironically it brought one of his family members into the fray.

When Claire Redfield was unable to get in contact with her brother, she journeyed to Raccoon City to find him. Upon arrival in the city, she found the area awash with terror brought on by the spread of the T-Virus. In that land of death and confusion, Claire met Leon S. Kennedy, and together they were able to fight their way out of the city. After the Raccoon City ordeal, Claire flew to Paris to investigate Umbrella’s activities in Europe, but she was captured and sent to Rockfort Island. When Chris learned from Leon what had happened to Claire, he made his way to Rockfort Island to free her. It was there that Chris was confronted with many harsh facts.

Umbrella had a research facility in Antarctica. Alexia Ashford was still alive. There was a new virus called T-Veronica. And most surprisingly of all, Albert Wesker was still alive. The man behind the horror of the Mansion Incident, Chris’s former commanding officer, somehow survived the destruction of the Mansion. Once again Chris was unwittingly thrust into one of Wesker’s schemes, and he was forced to face the man whose destiny appeared to be intertwined with his own. Chris was easily overpowered by Wesker’s inhuman strength, but luck was on Chris’s side that day.

In the ensuing conflagration that consumed the island Chris and Wesker’s conflict was put on hold for the time being. With his resolve strengthened Chris determined that no matter at what personal cost to himself, Umbrella would fall. Fast forward to 2003. Chris is in the skies over Russia; his partner, Jill Valentine, by his side. At this point, Umbrella was in dire straits. In the wake of the destruction of Raccoon City, the company became embattled in litigation, and their stock price plummeted. It was only a matter of time before Umbrella collapsed. It was during this time that Chris learned of Umbrella’s plans to develop a new type of B.O.W.

Chris and Jill had obtained information and were headed to the Caucasus Laboratory where the T-A.L.O.S. Plan was being conducted in secret. They were to rendezvous with an anti-bioterrorism unit and attack the location. Not long after this incident, the once seemingly untouchable Umbrella was officially no more. The seed that Umbrella sowed, however, would continue to reap tragedy for the world. B.O.W.s were no longer restricted to areas of conflict, but were now being used in terrorist attacks against innocent civilians. It was at this time that Chris and Jill joined the BSAA, a group dedicated to eliminating those bio-weapons.

The two of them traversed the world together, partners in the fight to bring bio-terrorists to justice. The shadow of Umbrella still loomed large though, as they would soon discover. When Chris and Jill went to question Umbrella’s founder, Ozwell E. Spencer, about Wesker’s whereabouts, they were greeted by the sight of Umbrella’s founder lying crumpled on the floor, and the bloodstained figure of Wesker standing over him. This would be the third confrontation between Chris and Wesker. This time the confrontation ended in tragedy as Jill, seeing no other option, made the ultimate sacrifice to stop Wesker. With one last effort she charged Wesker and threw both herself and him over the side of a cliff. The BSAA searched for Jill’s body for three months, but no trace of her was ever found.

After three months of searching with no success, Jill Valentine was officially declared dead by the BSAA. No one knows what promises Chris made in front of Jill’s empty grave, but following her loss, he redoubled his efforts to eradicate all bio-organic weapons wherever they may be. Initially stationed at BSAA’s North American Branch, his investigations soon took him around the world. He became involved in so many operations that he soon had more missions to his name than any other BSAA member. During one of his investigations, Chris learned of an upcoming bio-weapons deal in Africa in connection with a man named Ricardo Irving. Irving’s name has come up quite often in late in association with bio-weapons smuggling.

After informing the BSAA African Branch about Irving, Chris urgently requested permission to participate in the operation to arrest Irving. As for the reasons he wished to participate in this mission, Chris would not comment. Whether he is withholding information or not is unclear. As one of the most respected BSAA agents, his presence in this operation greatly increases the chances of success, thus his request has been granted.

Sheva Alomar

Listed within this file is a general background information overview of BSAA agent – Sheva Alomar – as pieced together from various sources. The information listed here is neither complete nor should it be used as a psychological analysis of the subject.

Sheva Alomar was born into an impoverished family situation in a small factory town situated in Africa. This particular town being home to Umbrella Plant 57. As with most factory towns, the plant was the lifeblood of the town, bringing in much needed revenue and steady employment for its populous. Almost 80 percent of the town’s adult population was employed at the factory in some facility, including Sheva’s parents. While the pay was low by most nations’ standards, it provided a steady income for the townspeople and a happy childhood for Sheva. This happiness was short-lived however.

While only eight years old, Sheva’s peaceful life was brought to an abrupt end by the sound of sirens erupting from the factory. As the sirens pierced the air, an ominous plume of black smoke poured out of the factory. Even as a child, Sheva knew something was terribly wrong. With dread in her heart she ran toward the factory. Arriving at the factory, she soon discovered the entrance was blocked. In place of the kind old man who used to stand guard at the entrance, strange adults in protective suits were everywhere, their faces hidden by masks. Sheva could not understand what was happening.

“I realized years later that they were wearing anti-biohazard protective gear. They were part of Umbrella’s special forces.”

She may not have understood the muffled voices emanating from beneath those masks at the time, but the assault rifles they levelled at her more than made their intentions understood. The country was not a very stable place to begin with, and near her town resided members of a large anti-government guerrilla army. Although only a child, Sheva knew all too well the violence that often accompanied those with guns. The adults in the village that remained were promptly executed by these gunmen. Sheva was spared this same fate thanks to the vigilance of a neighbour who was able to get her back to her parent’s home unnoticed.

Thus began the longest night of Sheva’s life. Crippled by fear, she could only wait and pray for her parents return. The night passed and a new day dawned, but still they did not return. As night on another day fell she sensed a presence outside her home. Unable to contain her relief and joy, she ran to the door to greet her parents. As she swung the door open, crying aloud with joy, she was soon met with disappointment and confusion. For at the door, were not her parents rushing to embrace her, but her uncle, with a look of shock and horror painted upon his face. His words crushed any nope she had left…

“Your parents are dead. There was an accident at the factory.”

Taking anything of value left in the house, her uncle then took Sheva to live with his family. Taking her away from the only home she had ever known. Her life with her uncle would be brief. Not only was her uncle’s family extremely poor, but he also had seven children of his own to care for. Even though Sheva was a blood relative, he probably never would have come for her if he hadn’t thought he would receive financial compensation from the factory. That compensation never came. Umbrella never gave out any payments. And soon, her aunt and uncle were unable to feed her.

Life was hell for Sheva, not only was she on the verge of starvation, she yearned to be with her parents again. In her grief, she became fixed on the notion that they were still alive. As the days passed, this belief grew so strong to the point where she could think of nothing else. She knew she had to find them. So one night as the moon bathed the savannah in silver, Sheva ran away from her uncle’s house and headed back to her hometown and the life that was stolen from her. The thought of her parents drove her on. But the expansive savannah is a harsh environment for one so young and small. During her second night, she began to feel the effects of malnutrition. Unable to find food, Sheva soon collapsed.

A night in the savannah is not a quiet affair. The sounds of animals plodding along, beasts howling at the moon, insects chirping and buzzing about, and the dry wind soughing through the grass. Sheva considered them all with wonder. She had grown up in a town and was unaccustomed to her new surroundings. Through the cacophony of strange noises, Sheva picked up a sound that was quite familiar to her. She heard the low rumbling of an engine and the sound of tires cracking over the dirt. A truck pulled up next to Sheva and a stranger got out of the passenger side and spoke to her. If she replied to him or not, she couldn’t recall, but the man picked her up and placed her in the bed of the truck.

The man that found Sheva was an anti-government guerrilla fighter. He provided her with food, shelter, and a place to call home. Unfortunately for Sheva, this good turn was accompanied by some bad news. She was told that the incident at the Umbrella factory was not an accident. That the factory manufactured bio-weapons and Umbrella was carrying out the final test on one of its newest weapons at the dilapidated factory. The regular employees who worked there were unaware of what Umbrella was actually creating, and they paid for it with their lives, including Sheva’s mother and father…

After concluding the test, Umbrella took measures to conceal the entire affair. With the assistance of the government’s army they destroyed the factory along with the entire town, effectively wiping the town Sheva had called home off the map. At this news Sheva was filled with rage. She hated Umbrella and blamed them for her parents’ deaths, and she hated the government for just rolling over at Umbrella’s behest. It was at this moment she decided to join the guerrillas in their fight against the government. Sheva started out by doing laundry, cooking meals, and taking care of other chores.

After only a few years with the guerrillas, she was given her first gun. She doesn’t like to talk about her time with the guerrillas. Perhaps the memories are too painful, or maybe she’s too ashamed of what she did there. One of her main duties with the guerrillas was to go into town and purchase supplies for the group. For seven long years Sheva stayed with the guerrillas. By this time she was a teenager, and had spent most of her known life with the guerrillas. Perhaps due to her age, when she went into town, the townspeople never suspected her of being a guerrilla fighter. It could be for this very reason that she was the one they sent.

It was on one of these occasions while she was in town that a man approached her. He looked like a local, but spoke with a strange foreign accent. Handing her a piece of paper and speaking in a hurried voice, he stated: “Read this. If you believe what it says, come to the church in the back alley in two hours.”

After speaking these words he disappeared into the crowd as quickly as he had appeared. Sheva turned the paper over in her hand, and her eyes were drawn to one word – Umbrella. It was the same pharmaceutical company whose selfish aims took her parents from her. If that incident had never happened, perhaps her life would have been different. The message on the paper said that the guerrillas were planning on using bio-weapons to conduct a large-scale terrorist attack that would overthrow the government. Umbrella was going to make a deal with the guerrillas to provide them with the bio-weapons. The man wanted Sheva’s help in stopping the deal from going through.

At first Sheva thought it was a government trap, but deep down she knew the note spoke the truth. When asked how she knew, she had this to say: “My country was strongly influenced by France, and many government officials spoke in a French patois. But this man was different. I couldn’t place his accent at the time, but somehow I knew I could trust him.”

Sheva followed her instincts. She went to the church and met two men there. One of them had given her the note earlier. The other wore a suit with no tie and said that he was from the U.S. government. What the man in the suit wanted seemed straightforward enough – the apprehension of the representative from Umbrella. From what he said, this particular person held the key to causing an irreparable blow to Umbrella. But in order to arrest him, they needed Sheva’s help. As long as they got their man, they wouldn’t do anything to her or her fellow guerrillas.

Even if they did not succeed in arresting the man in question, they promised not to turn her or her companions over to the authorities. The man in the suit’s offer seemed credible. But could she betray those who had been like a family to her? The man seemed to understand Sheva’s apprehension, so he asked her one simple question: “Don’t you want to see Umbrella punished for what they’ve done?”

Sheva quickly nodded her head.

“That’s why we selected you. But if you want to help us fight Umbrella, then you are going to have to leave your so-called friends.”

“And then what? What’s in it for me?”

“Look around! You know these guerrillas you are with aren’t doing this for some greater good. They’ll do anything to topple the government, including things you know are wrong. Help us, and you can finally do some good for the people of your country.”

“And what makes you think a 15-year-old girl can help?”

“Some day you’ll learn that age matters very little. A person’s life is not defined by age, but by the choices they make. You have the chance to fight for something here that goes beyond just you, something that affects the entire world. Can you really walk away when so much is at stake?”

Sheva would never forget these words…

Three days later the special forces team arrived at the location where the deal was taking place. Sheva had left the door to the building unlocked, and she wore a wire so the team on standby could hear what was taking place. The operation was a success. The target from Umbrella was quickly apprehended and taken away. Sheva and the guerrillas were taken to the American Consulate, there to be released two days later with no charges pressed, just as promised. Recognizing Sheva’s abilities, or perhaps moved by pity, the man in the suit offered Sheva the chance to start life anew in America. With nothing left in Africa for her, Sheva decided to take him up on his offer.

Shortly after arriving in America, Sheva’s high intelligence and drive quickly became apparent. She surpassed any and all expectations, even learning English to a native level in a mere six months. Within two years of arriving in the U.S. she had enrolled at a university. After graduating with high honours from her university, her legal guardian (the man in the suit) suggested that she join the newly formed BSAA to help others as she had been helped. Umbrella had already been dismantled many years prior, but Sheva had not let go of her hatred toward them and all others like them.

After completing basic training, she was assigned to the unit led by Josh Stone. There she trained with his unit for eight months, learning everything she would need to know to survive in the field. After the completion of her training, she was handpicked up become a BSAA agent. She is currently involved in operations throughout the world.

Ricardo Irving


According to official records, Ricardo Irving is overseer of the oil refinery owned by Tricell Africa Division’s resource Development Department. Crude and arrogant, he possesses an insatiable desire for the accumulation of wealth. It is these traits along with his unique resourcefulness that have most likely made him Tricell’s ideal agent in dealings with selling B.O.W.s to black market individuals. The money gained from these dealings is then invested by Tricell Africa back into their bio-weapons research and development. The demonstration of those weapons for clients act as operational tests. Given the degree of Irving’s involvement, it is believed that he is one of only a handful of people that know the full extent of Tricell’s bio-weapons business.

Irving’s activities and their connection to Tricell, however, have been carefully kept under wraps. Adding to the misdirection is the fact that he is officially employed with the Resource Development Division and not the Pharmaceutical Division that sponsors the BSAA. Tricell is a conglomerate comprised of shipping, natural resources development, and pharmaceuticals. Each division runs on its own capital, and, as such, could all be considered separate entities under one parent company. Also of note are the divisions that exist between each of Tricell’s branch offices.

When the BSAA learned of Irving’s latest deal, they viewed it as illicit activity conducted on his own and without support from Tricell. BSAA’s mission, therefore, was not to fight biological weapons, but to apprehend a smuggler involved in an illicit deal. Irving was able to exploit that misconception to the fullest. Irving was informed of the BSAA’s mission, and changed the location of the deal to a mine outside of the Kijuju Autonomous Zone (KAZ). When a BSAA team arrived at what they thought was the deal’s location inside the KAZ, they walked into a trap. Before the team even arrived, the improved version of Las Plagas was released upon the populace of the town, transforming most of them into Majini.

This intel was acquired by Alpha Team and later confirmed by the data recovered by the backup team (Chris Redfield and Sheva Alomar) prior to Irving’s deal. It appears that a sample of the Uroboros Virus was also released upon Alpha Team’s arrival and was responsible for the termination of Dan DeChant’s team. Irving did not take into account that the Uroboros would be engaged and defeated by Agents Redfield and Alomar, nor that a hard disk and its data would be seized. The data obtained from the hard disk allowed the two agents to proceed to the actual location of Irving’s transaction – the mine. When confronted with the reality that his plan had failed, Irving was forced to take the following actions.

First, he contacted his partners in the transaction and requested to delay the deal. After which point, he went to the mine to retrieve any documents and materials relevant to the transaction. It was at this point that Redfield and Alomar found him. However, it was obvious that he had a backup plan for just such a contingency. Irving escaped thanks to the help of a hooded figure he had on standby. The two agents were left to deal with Popokarimu (a bat-based B.O.W.) that was originally intended to be used in the transaction. It is thought that Irving released this B.O.W. on the agents in retaliation for disrupting the transaction and not to aid in his escape.

It was becoming apparent by this point, that Irving’s mental stability was in question. Whether his irrational behaviour was brought on by the interference of the agents or if the increased stress only brought out his true tendencies is unknown. Irving’s situation, however, would digress even further. After escaping from the mine, he was soon discovered by Captain Josh Stone’s Delta Team inside the KAZ. In order to escape Irving unleashed Ndesu (confirmed to be based on the El Gigante B.O.W. used in Europe). The frustration of losing two large, valuable B.O.W.s in such short succession must have been keenly felt by the avaricious Irving.

After reaching the conclusion that there was nothing more he could do, Irving plotted to escape with his accumulated wealth, but he was soon overtaken by the hooded figure, who provided him a vial containing Las Plagas. This was to be his punishment for failure. He was to administer this on himself in order to fight the two agents. This vial contained a Las Plagas variant known as a control Plaga. According to BSAA intel, the use of the control Plaga has been documented by Leon S. Kennedy in Europe. The control Plaga differs from the common form in that it does not take over a host’s rational thought process. Another difference being that it causes extreme transformations to the host. As such, control Plaga hosts must resign themselves to never being able to live as a normal human again.

In a last-ditch effort, Irving detonated the oil refinery, but unfortunately for him the refinery was virtually dry at the time thus limiting the size of the explosion. This hope was that he could destroy all incriminating evidence and kill Agents Redfield and Alomar so he would not have to resort to using the control Plaga. Irving was left with no choice but to administer the injection to himself, at which point he underwent an immense and rapid transformation. But even the power he gained from that transformation did not avail him, and he met his end at the hands of the two agents.

Ndipaya Tribe


The Ndipaya reside in unique wooden structures in the wetlands. Their advanced architectural techniques are used throughout the world to repair and maintain many damaged ancient ruins.

This is how the world at large knows of the Ndipaya.

But the Ndipaya possess a secret that they do not wish to share with the rest of the world: That the ancient ruins on the Ndipaya Kingdom reside beneath their land.

In ancient times, the surrounding lands were all under the control of the sovereign Ndipaya Kingdom and the city of ruins was the seat of that monarch.

Special attention should be given to the way the sovereign was chosen.

While the Ndipaya did have a monarchy, the king was not decided by birthright, but by the abilities and qualities that he displayed during a certain required ceremony. This ceremony employed a special plant that grew in the Sun Garden residing in the deepest area of the royal city.

This plant was known as the Stairway to the Sun.

The Stairway to the Sun was an extremely poisonous plant, and its effects were fatal if consumed. Though some individuals possessed a natural resistance to the poison.

The Ndipaya people believed that a man who could prevail against the poison was destined to become king.

(Vestiges of this ceremony are still carried out once a year by the Ndipaya for the continual peace of their ancestors’ spirits.)

Even with a natural resistance, finding an individual that could survive the ingestion of the powerful poison was a rarity. It is said by the Ndipaya people that one such man reigned as king for hundreds of years. Whether this legend has any validity to it cannot be ascertained at present.

What is known is that this once flourishing kingdom fell into decline and was eventually abandoned by the Ndipaya people.

It is not known what made the Ndipaya abandon their city for the wetlands. Any information regarding these matters comes from oral traditions and hearsay, which obviously calls into question the validity of this information.

What is known though, is that after leaving the city, the Ndipaya viewed it as sacred ground, and vowed to keep its existence hidden from the outsiders.

All Ndipaya males between the ages of thirteen and twenty-five are required to spend two years in the city to guard and protect it.

It is through their continued vigilance that this great city’s existence has been kept undisclosed by the outside world.

There was, however, one instance of outsiders discovering their secret city. In the 1960s, a corporation went into the sacred city to find the plant used in their ceremonies and to take it by force.

The Ndipaya fiercely resisted this incursion into their land. In times of peace the Ndipaya are builders of great renown, but when the need for war arises, they can become stout warriors. This adaptability is the essence of the Ndipaya.

Their physical prowess in battle was their greatest weapon, and they used it to fight bravely. But they were overwhelmed by the enemy’s technological advances.

(During this time, many of the Ndipaya youths consumed the plant in an effort to fight off the invaders.)

In the end, the Ndipaya were forced to cede the area of the Sun Garden and beyond to the corporations control.

But the Ndipaya have not yet given up hope of one day reclaiming their sacred land and returning it to its former glory.

U-8


U-8 is the name of the B.O.W. born from a weapons development project involving Las Plagas.

The creature is comprised of the refined DNA of multiple organisms, specifically the DNA of shelled organisms. The alterations to this aspect of the creature is reflected in its dark coloring.

The carapace has an unparalleled durability, and was shown to be resistant to a direct hit from RPGs in tests.

This gigantic creature has another special feature in its design.

U-8 is some tens of meters tall, and its pincer legs are over three meters in length, which it uses as a weapon in close combat. These pincer attacks are not especially quick, but they are powerful enough to pierce the armour of a tank.

Flying B.O.W.s reside in the part of the U-8’s abdomen originally intended for the maturation of eggs in an unaltered specimen. These flying B.O.W.s are not larval U-8s, but completely different creatures entirely.

In a close-quarter, one-on-one fight, U-8 is an overwhelmingly powerful adversary, but when it has to combat more than one opponent, its large size becomes somewhat of a liability.

Its considerate bulk also makes it vulnerable to long-range attacks. To compensate for this weakness, it uses the flying B.O.W.s in much the same way an aircraft carrier uses jet fighters.

Some would consider U-8 an impeccable fighting machine, but it does have its flaws.

U-8’s size can be a detriment because it requires massive amounts of sustenance to maintain functionality. As such, U-8 is not suitable for long-term assignments.

According to Tricell’s business information, U-8 is most effective as security for a facility or when used in attacks of limited time.

(Before it can be used in an offensive attack, consideration must be given to the means of transporting U-8 to the destination.)

Also, U-8 is designed to reach a large size very rapidly, and this breeds imperfections in its carapace. These imperfections are limited to a certain area of the carapace, but a direct attack on this area will severely damage U-8.

Even with these flaws, U-8’s functionality, combat effectiveness, and relative ease to control have made it popular in the bio weapons market.

Records indicate that Ricardo Irving has sold a multitude of both the original U-8 and the upgraded version, U-8 Prime (which has a multi-layered carapace for extra defence, along with a shell covering its formerly exposed areas).

There were plans at one point to design a lighter, faster U-8 that could maintain functionality for longer periods of time, but this would result in a significant downgrade in its defensive capabilities. This plan appears to have been scrapped.

Chris Redfield and Sheva Alomar reported imperfections in the carapace of the U-8 they faced, so it is suspected that it was one of the original models.

Note that the “U” in U-8 does not stand for “Uroboros” but for “Ultimate.”

Tricell


Tricell is a conglomerate organization comprised of shipping, natural resources development, and pharmaceutical divisions. Tricell’s history dates back to the period known as the Age of Exploration. The forbearer to Tricell was Travis Trading, a company owned by the wealthy European merchant Thomas Travis. This company profited greatly from expansive trading with the Orient, and laid the groundwork for what would become Tricell’s shipping division. Travis Trading entered the 19th century as a profitable trading venture. In the 1800s, Henry Travis, the youngest of seven siblings, invested much of his own fortune into the exploration of Africa.

During this period, the exploits of explorers like David Livingstone were creating quite a stir in the newspapers of the day. Henry’s expedition was inspired by these accounts, and his decision was to have a great impact on Travis Trading’s future. Henry made five expeditions to the African continent in order to explore all of its regions. The extensive funds of the Travis family allowed him to continue his research into Africa even through times when results were not forthcoming. After his fifth and final expedition in Africa, Henry Travis returned to his home country a full 34 years after he had first left it.

Henry compiled the records of his expeditions into an impressive 72-volume set entitled “Survey of Natural History.” These books covered everything from animals, plants, insects, minerals, and topography to the native inhabitants and their cultures, histories, and traditions. These books also contained extensive records detailing the folklore of various peoples throughout the continent. These tomes were a veritable encyclopaedia of the African continent. It is now believed that head of Travis Trading at that time (Henry’s eldest brother) purposely spread the rumour that Henry’s books were nothing more than fiction. The thought being that he did this because he wanted Travis Trading to be the only company that could exploit the information contained within those books.

Of particular interest was the topographical information contained in volumes 17 through 24. By the end of the 19th Century, Travis Trading had begun to exploit the mineral resources of Africa. All over the continent, the company was mining for precious metals and discovering/developing oil and natural gas fields. Meanwhile, the company’s profits continued to soar. These operations formed the basis of Tricell’s natural resources development division. Travis Trading built a firm foothold in Africa, and beginning in the mid-20th century, they had begun to actively collect samples of plants, animals, and insects. Henry’s books were instrumental in guiding these endeavours.

The collected specimens were used in pharmaceutical research, and before long that research brought commercial success and the subsequent founding of Tricell’s pharmaceuticals division. Travis Trading was the basis for the shipping division. The natural resources development division was born from the information contained in Henry’s journals. The specimens obtained from the African fauna were used to create the independent pharmaceutical division. By the 1960s, these three divisions of Travis Trading were firmly established, and they formed a conglomerate under the name Tricell.

The Travis family, however, were not the only ones privy to the knowledge of Henry’s journals. Umbrella’s founder, Ozwell E. Spencer, was interested in them for the folklore recorded therein. Of particular interest were the accounts of the Ndipaya’s rituals. Spencer hypothesized that the flower used in their rituals held significance, and this ultimately led to the discovery of the Progenitor virus.

Jill Valentine


Listed within this file is a general background information overview of former S.T.A.R.S. agent – Jill Valentine – as pieced together from various sources. The information listed here is neither complete nor should it be used as a psychological analysis of the subject.

When a crisis situation arises, few soldiers excel to the level of Jill Valentine. She is proficient in the use of various firearms, is a master at lock picking, and is skilled in the disposal of explosives. Jill’s talents make her an integral component of any fighting force. Like Chris Redfield, Jill was a member of the S.T.A.R.S. Alpha Team. She was also involved in the tragedy at the Arklay Research Facility (also known as the “Mansion Incident”). During the incident, Jill and Chris operated independently, but together discovered the truth behind the facility. They learned that Barry Burton was not really a traitor, but was being controlled by Albert Wesker, Captain of Alpha Team. In addition to Wesker’s machinations, they also learned the source of the zombie outbreak was due to the release of the T-Virus, and that Umbrella was more than just an ordinary pharmaceutical company.

What Jill learned at the Arklay Research Facility would have profound repercussions on the rest of her life. Following their return from the mansion, Chris and Jill attempted to inform the authorities of Umbrella’s activities. For all their good intentions, they were met with no movement towards any official investigation into the company. Fed up with the lack of response, the two took it upon themselves to investigate Umbrella. They concentrated their efforts on Umbrella’s main base of operations in Europe. As a S.T.A.R.S. member entrusted with protecting Raccoon City, Jill chose to remain in the city for the time being and investigate the Umbrella research facility there before rendezvousing with Chris in Europe.

This decision led to her involvement in the Raccoon City incident. During her investigation, rodents infected with the T-Virus from the Arklay Research Facility began to spread the virus into the city. The virus quickly spread, infecting a majority of the residents. Umbrella, the perpetrators behind this incident, reacted swiftly. Umbrella sent in the Umbrella Biohazard Countermeasure Service (U.B.C.S.) to handle the situation, and they also dispatched the bio-weapon Nemesis T-Type to take out any surviving S.T.A.R.S. members, who Umbrella now considered a threat. Jill attempted to escape from Raccoon City all the while being hunted by the Nemesis T-Type. During this time she encountered a member of the U.B.C.S. team, Carlos Oliveira.

Carlos claimed his team was on a rescue mission to save any survivors in Raccoon City. Having no reason to doubt that mission’s purpose, he proposed to help Jill escape. Jill, on the other hand, had her doubts. However, the situation had reached critical proportions and Jill did not have the luxury of time. The U.S. government was planning on containing the spread of the virus by launching a special missile strike on the city called Operation: Bacillus Terminate. When Jill became infected with the T-Virus as a result of the nemesis T-Type, she despaired of ever being able to get out alive. Fortunately for her, Carlos was there to help. Carlos obtained a cue to the T-Virus infection and gave it to Jill. After her recovery, she worked with Carlos and they successfully escaped from Raccoon City.

In 2003, after Operation: T-A.L.O.S., Jill and Chris became two of the original eleven founding members of the BSAA, and joined them in their fight against bio weapons and bio terrorism around the world. Chris and Jill stopped bio weapons in Asia, destroyed bio weapon labs in South America, arrested smugglers in Europe, and patrolled the world in an attempt to stamp out all bio weapons. Throughout their activities, while they may have suspected the long fingers of Umbrella as being involved, they never had any conclusive proof.

Those long fingers, however, would turn out to be connected to the hands of Umbrella’s founder, Ozwell E. Spencer. The pair received intel on Spencer’s whereabouts and rushed off to arrest him only to find their former Captain and hated enemy, Albert Wesker. Seeing Spencer’s crumpled corpse on the ground, the two changed their plans to arrest Wesker instead. In a two-on-one fight, Chris and Jill should have had the advantage, but Wesker’s strength and agility were well beyond that of any normal human. For all their training, Jill and Chris were no match for Wesker. As Wesker was about to end Chris’s life, Jill made the ultimate sacrifice. Lunging at Wesker, she threw both herself and him out of a window, and over the side of a cliff. Chris could do nothing as he watched his partner fall to her death.

BSAA launched a full-scale search operation, but neither Jill’s body nor any of her personal effects were ever recovered. On November 23, 2006, Jill Valentine was officially declared dead, and her name was added to the list of BSAA members who died in the line of duty. But Jill’s story did not end there. The fall did not kill Jill nor Wesker. Though badly hurt and unconscious, Jill was saved by Wesker. After giving her the medical treatment she required, he placed her in a cryogenic sleep. Once the Uroboros Plan was finalized, Wesker intended to use her as the first test subject. This was Wesker’s way of exacting his revenge.

Fortunately for Jill, luck was on her side. The apparatus monitoring her vital signs detected some abnormalities. Something was happening inside Jill’s body, and Wesker’s curiosity was piqued. Further investigation showed that a mutated from of the T-Virus was still inside her body. It was a remnant from her infection in Raccoon City. The cure she was given was supposed to have eradicated all traces of the virus in her body, but instead it caused the virus to go into a dormant state. Her extended period in a cryogenic sleep somehow reactivated the virus. Shortly after being reactivated the T-Virus completely disappeared from her body, but it left something else in its place. Wesker found that Jill’s body now contained powerful antibodies to the virus.

All those years the T-Virus was inside her body forced it to develop a defence system that was nothing short of miraculous. This discovery would help further Wesker’s ambitions. The development of the Uroboros Virus, the centerpiece of the Uroboros Plan, had proven to be quite difficult. The Uroboros Virus developed from the Progenitor flower proved to be too poisonous to humans to be of much use. Instead of spurring the next step in human evolution, it only invited death. Wesker theorized that using Jill’s antibodies could make the virus less poisonous. He kept Jill alive solely to produce antibodies for his research.

Jill, who had reviled bio-weapons and devoted her life to eradicating them, was ironically being used to develop the most terrible bio-weapon of all. After much research and experimentation, Wesker finally perfected the Uroboros Virus. Jill’s participation in its development meant that she was no longer a suitable test subject. Pure and unadulterated antibodies with high resistance to the virus permeated her body. Wesker decided he would find a suitable use for her elsewhere. During the research into the Progenitor virus, an ancillary chemical was discovered. The researchers referred to it as simply – P30. When administered to test subjects, it would not only give them superhuman strength, but also rendered them highly susceptible to control.

P30 was the ultimate performance enhancer. The aims of the Uroboros Plan were to create a new breed of humans, so P30’s application in this plan was inconsequential. However, for the time being it could be marketed as a product and garner additional funding. Research into creating the ultimate soldier who didn’t resist orders was carried out simultaneously on Las Plagas and P30. Unfortunately, the latter had a severe drawback. The effects of P30 would only last for a very short time. An injection of P30 was metabolized and expelled by the body at an expeditious rate requiring re administration of the drug at frequent intervals. This greatly lessened the viability of such a product as a long-term performance enhancer. The only counter to such a drawback was to attach a device to the subject that would continually administer the drug.

While P30’s effects were brief, it was still a powerful and effective drug. The effects of continual administration were untested, so in order to research this aspect further an administration device was attached to Jill. An external device was attached to Jill’s chest that would continually administer the drug to her body. With her freewill constantly being usurped, she remained a servant to Excella and Wesker until Chris and Sheva destroyed the administration device.

Excella Gionne

The Gionne family is well known and respected throughout Europe for their successful export-important business. Her grandmother being from the Travis family, the founders of Tricell, has endowed Excella with quite a noble and storied lineage. Blessed with model-like beauty and raised in such an aristocratic family has led her being haughty towards those around her, especially men.

But it was neither Excella’s looks or family background that got her to where she is today.

Gifted with a keen intellect and inheriting her father’s business acumen, Excella quickly breezed through school and enrolled in a university at a young age. There she majored in genetic engineering, and her talents were recognized by her grandmother’s family. With her connections she was able to enter Tricell’s pharmaceutical division at the age of eighteen.

Although she was a gifted member of Tricell’s founding family, she was still a Gionne, an offshoot of the famed Travis family. Even with all the research teams at Tricell’s disposal, she was only given one.

Excella viewed this act as a slight.

While steel feeling indignant over this affront, she was approached by Albert Wesker.

Wesker’s interest in Excella was piqued by her intelligence and character. It was at this time he provided her with all the information he had concerning the T-Virus and other research. Excella was now armed with the tools to make the advances to her career that she desired.

She used the information and technology she obtained from Wesker to advance Tricell’s bio-weapons division exponentially.

In a fortunate turn for Tricell, Umbrella, who had previously dominated the weapons market, had gone bankrupt, greatly increasing Tricell’s sway in this area.

Thanks to Excella’s efforts in expanding Tricell’s market share, she was given more of a voice within the company. Before long, she was making key decisions that would affect the fortunes of the pharmaceutical division.

That was precisely as Wesker had intended.

Excella then set her sights on the position of CEO of the Tricell Africa Division. Her adroit use of flattery and intimidation soon landed her that powerful position.

It is now believed that it was Wesker who suggested Excella take over Tricell Africa. He exploited her romantic interest in him, and was able to use both her and Tricell Africa to further his Uroboros Plan.

Excella’s first order of business as Tricell Africa’s CEO was to restore the abandoned Umbrella Africa Research Facility. As the facility where research on the Progenitor virus had been carried out, its use in the completion of the Uroboros Plan was vital.

Following the facility’s restoration, Ricardo Irving was employed to sell bio-weapons in order to secure funding for the research being carried out on the Uroboros Virus.

As the Uroboros Plan was neared completion, Excella began to fancy herself as the queen in the new world order that would follow the plan’s execution. Unfortunately for her, those dreams were dashed when the man that was to be her king injected her with the Uroboros Virus.

Albert Wesker

The Mansion Incident. The tragedy at Raccoon City. Rockfort Island, Umbrella’s Antarctic Research Facility, and the Umbrella Caucasus Research Facility in Russia. The kidnapping of the U.S. president’s daughter. One man was involved either directly or indirectly with each and every one of these incidents – Albert Wesker.

The motivation behind all of Wesker’s actions can be found in this current incident in Africa.

Wesker had already obtained samples of various organisms and viruses including the T-Virus, the G-Virus, the T-Veronica virus, and Las Plagas. All of these were eagerly and enthusiastically received by Umbrella’s former rival companies who compensated him greatly for each. With wealth, power, and glory, Wesker appeared to have everything a person could ever want.

Wesker, however, was not interested in material gains.

An all too familiar sense of trepidation continued to gnaw at him. The source of this uneasiness being Umbrella’s founder, Ozwell E. Spencer.

During his time at Umbrella, Wesker could never ascertain what Spencer’s true intentions were. Spencer’s extensive funding of B.O.W research was unheard of in the field.

The whole reason for producing bio-weapons was that it could be done relatively and inexpensively when combined with a normal weapons delivery system.

Spencer’s extreme investment in B.O.W.s seemed unnecessary. Why would Spencer need such B.O.W.s in the first place? To find the answer to that question, Wesker joined Umbrella’s Information Department.

Even after the downfall of Umbrella, these doubts continued to haunt Wesker.

To find the answers he needed, Wesker began to search out Spencer. The only problem was that before Umbrella’s dissolution, Spencer had removed himself from Umbrella’s day-to-day operations. Wesker had to use every resource at his disposal – all his time, money, and connections. Eventually, he ascertained Spencer’s long-hidden whereabouts.

On the first night of autumn, as thunder and lightning raged in the skies above, Wesker arrived at the ancient castle in Europe where Spencer resided. Wesker expected the old man to be surprised by his presence, but instead the withered old eyes of Spencer light up with dark delight as he spoke:

“You’re back…”

The words were barely audible amidst his cough-racked laugh.

If Wesker had his doubts about Spencer before, he didn’t know what to make of him now. He only knew at that moment that this seemingly feeble old man had been in control of everything that had transpired at Umbrella. Even Wesker’s own actions through the years had been controlled and manipulated by this decrepit old man.

With this sudden realization, Wesker now knew the source of his anxiety for all those years. Appearing to read Wesker’s thoughts, Spencer laid out everything to him.

The development of bio-organic weapons was only a means of achieving his true goal – the forced evolution of mankind via viruses.

It would be the end of the current form of humanity and the bird of a new superior human race. With this new race, he would build upon his Utopia, with himself as a god on Earth.

In order to realize this dream, he required three things.

1. The Progenitor Virus. Without this key component, his dreams would be no more than abstract ideas. Once he discovered the Progenitor virus, he had the foundation on which all his subsequent plans would be built.

2. The Umbrella Corporation The manufacture of bio-weapons was the perfect method of conducting his research on the Progenitor virus. Any profits gained through Umbrella’s research were secondary to his true goal.

The third thing that Spencer needed in his grand vision was Wesker himself. Spencer knew what was required for his Utopia. He also knew he would need a new human race. But what would that new breed of humans be like?

The Progenitor virus would spur natural selection upon the population. That was the fundamental premise behind Spencer’s plan. But if the new breed of humans brought about by this selection process were unwilling to share in his vision, then there would be unwanted complications.

This forced stage of human evolution would give the surviving humans increased strength and intelligence, but it would not affect a person’s knowledge, logic, or general character. If any indolent or unsavoury individuals survived to be a part of the new race, it would be a blight on Spencer’s Utopia.

Spencer was not about to have his vision stained, so he enacted a plan to ensure that would not happen.

This plan was called the Wesker Plan, which was named after the chief researcher at the time. According to this plan, hundreds of children born of parents of superior intellect from all nationalities would be collected.

If their knowledge, logic, and self-will could not be altered by genetic manipulation, then Spencer himself would instil his values into these children by whatever means he deemed necessary.

These children were all given the surname Wesker, and after competition of their indoctrination/manipulation, they were placed into select controlled environments in various locations around the world, ever under Umbrella’s watchful eye.

The children themselves were to be kept unaware they were being monitored. With Umbrella’s concealed aid they all received the best education available in the fields they pursued.

After a few years, one child who showed particular promise was sent to Umbrella’s Training Facility in Raccoon City. This Wesker child’s name was Albert.

Spencer was quite pleased by all of Albert’s actions, and if the other Wesker children were like him, Spencer would have nothing but quality individuals for his new race of humanity.

Spencer then enacted the second phase of his plan.

All the Wesker children would be administered an experimental virus.

This virus was administrated to screen out the more gifted of the Wesker children. Some took the virus on the recommendation of a friend; others were given the virus as part of their medical treatment; still others had it forcibly administered to them.

Albert Wesker was no different. His partner, William Birkin, gave him the experimental virus, and he administered it to himself.

This screening process turned out to be a little too selective.

Most of the Wesker children died, leaving only a few survivors. Albert Wesker was one of those survivors, and he disappeared shortly after.

Spencer was unconcerned by this development. There was a failsafe device attached to every Wesker – Spencer’s existence.

This was the discomfort Albert had felt throughout his life. All Wesker children were programmed to seek Spencer out, which manifested itself as a growing anxiety within each of the subjects. Just as Spencer had predicted, Albert soon came to him.

Unfortunately, Spencer had made one miscalculation. His failsafe only worked for as long as it remained a mystery. As soon as the mystery was revealed, Wesker no longer had a need to restrain himself. All that was impeding Wesker was a feeble old man on death’s doorstep.

“The right to be a god… That right is now mine.”

With these words, Wesker broke from the shackles that Spencer had laid on him.

It was only random chance that brought his former subordinates Chris Redfield and Jill Valentine to Spencer’s mansion at that exact time, but Wesker took it as a sign.

The weak would always resist the will of the chosen.

With renewed purpose, Wesker reflected on his own evolution and the evolution of the human race. After the incident at the Spencer estate, he went underground and used the news of his death to veil his activities. He had achieved his goal of obtained the virus and capital he needed from his position at Umbrella.

Next he put all of his efforts into brining his Uroboros Plan to fruition, and thereby setting himself up as a god over the new generation of humanity.

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Resident Evil 5 Characters https://www.relyonhorror.com/in-depth/resident-evil-in-depth/resident-evil-5-in-depth/resident-evil-5-characters/ https://www.relyonhorror.com/in-depth/resident-evil-in-depth/resident-evil-5-in-depth/resident-evil-5-characters/#disqus_thread Mon, 14 Jun 2010 18:19:16 +0000 http://www.relyonhorror.com/v2/?p=503 CHRIS REDFIELD One of the Original Eleven co-founders of the BSAA. Chris’s knowledge, instinct and attack power are unparalleled within the BSAA, and years of experience has given him the ability to weild a variety of weapons. Since Umbrella’s downfall, he has fought several biological threats throughout the world, but with the the hard fought […]

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CHRIS REDFIELD

Chris Redfield One of the Original Eleven co-founders of the BSAA.
Chris’s knowledge, instinct and attack power are unparalleled within the BSAA, and years of experience has given him the ability to weild a variety of weapons.

Since Umbrella’s downfall, he has fought several biological threats throughout the world, but with the the hard fought victories has also come devastating tragedies…

Height: 185cm | Weight: 98kg | Blood Type: O | Age: 35
SHEVA ALOMAR

Sheva Alomar Chris’s new partner and his West African BSAA contact. Sheva is an African navtive and was taken into protective custody after her parents died whilst working at an Umbrella factory.

Her skills in battle are formidable, and her agility is unparalleled. She is driven by her dark past to fight against bioterrorism revaging her homeland.


Height: 165cm | Weight: 52kg | Blood Type: AB | Age: 23
BIRDWOMAN

Plague Doctor A mysterious hooded woman is working for Excella and Wesker and has lmost superhuman powers and unique agility.

Who might this hooded figure’s true identity be?


Height: 181cm | Weight: 73kg | Blood Type: B | Age: 27
EXCELLA GIONNE

Excella Gionne The rich and elegant CEO of the Tricell pharamceutical company. She has given Wesker access to Las Plagas and research within Tricell.


Height: 181cm | Weight: 73kg | Blood Type: B | Age: 27
RICARDO IRVING

Leon S. Kennedy An arms dealer working through the black market who specialises in B.O.W.s and the BSAA’s only lead to the strange goings on in Kijuju.


Height: 181cm | Weight: 73kg | Blood Type: B | Age: 27
ALBERT WESKER

Albert Wesker Former captain of STARS and Chris’s arch-nemesis. Wesker is using Kijuju and the backing of TriCell to bring his global plans to fruition.


Height: 183cm | Weight: 73kg | Blood Type: B | Age: 49
ALLYSON

Allyson A foreign woman who’s only reason for being in Kijuju is her boyfriend getting a job there.


Height: – | Weight: – | Blood Type: – | Age:
REYNARD FISHER

Reynard Fisher
A former national security agent for an African country, Fisher is now a spy for the West African BSAA. He specialises in inflitration and has set up shop in Kijuju. He is Chris and Sheva’s contact for the region and gives them their equipment when they arrive.



Height: – | Weight: – | Blood Type: – | Age: 35
JOSH STONE

Josh
Sheva’s old mentor and captain of BSAA Delta team.



HeHeight: 185cm | Weight: 98kg | Blood Type: O | Age: 35
OZWELL E. SPENCER.

Ozwell E. Spencer
Former CEO of Umbrella now in hiding after the company’s dissolution.



Height: – | Weight: – | Blood Type: – | Age: 89

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Resident Evil 5 Enemies https://www.relyonhorror.com/in-depth/resident-evil-in-depth/resident-evil-5-in-depth/resident-evil-5-enemies/ https://www.relyonhorror.com/in-depth/resident-evil-in-depth/resident-evil-5-in-depth/resident-evil-5-enemies/#disqus_thread Mon, 14 Jun 2010 18:16:46 +0000 http://www.relyonhorror.com/v2/?p=501 MAJINI (ALL FORMS) Humans that are infected with the virus. Can be seen anywhere in the game. They can be heared if Chris and Sheva make a loud noise. They can wield farm tools flame crossbows, spears, electric rods that will shock Chris and Sheva. Expect anything when encountering the Majini’s. Origin: Human | Attack: […]

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MAJINI (ALL FORMS)


Majini

Humans that are infected with the virus. Can be seen anywhere in the game. They can be heared if Chris and Sheva make a loud noise. They can wield farm tools flame crossbows, spears, electric rods that will shock Chris and Sheva. Expect anything when encountering the Majini’s.


Origin: Human | Attack: Quick | Infection: Plaga | Danger Level: 1/5
CEPHALO


Cephalo

Plaga that sprouts out of a Majini head once you inflict some damage to him.
The Plaga will sprout like a tentacle with spikes out of the head.
The bod will retain the same abbilities a normal Majini can do, while moving the tentacle to try to hit you if you get near him.
Be sure to focus your aiming on the tentacle instead of the body.


Origin: Parasite | Attack: Normal | Infection: Plaga | Danger Level: 2/5
EXECUTIONER


Executioner

One of the most fierce infectee to encounter Chris and Sheva. Executioner carrys a huge zxe that he can swing and slowly chop Chris and Sheva up. Executioner may be slow but it can deliver horrbile damage.


Origin: Human | Attack: Slow | Infection: Plaga | Danger Level: 4/5
CHAINSAW MAJINI


Chainsaw Majini

Also seen in RE4. This majini seems to have a bag over it’s head and ropes around it. Once Chris and Sheva hear the chainsaw, they need to think quick on how to defeat it. One swing for the chainsaw means chopping Chris or Sheva head off.


Origin: Human | Attack: Normal | Infection: Plaga | Danger Level: 4/5
ADJULE


Adjule

Can be seen in all of the Resident evil games but this Adjule is different. When attack or not attacking it, It’s heads would split and attack Chris and Sheva. The Adhjule can deliver bad damage and is advise to stick together when attacking it alone or in groups.


Origin: Dog/Hyena | Attack: Fast | Infection: Plaga | Danger Level: 2/5
POPOKARIMU


Popokarim

The bat was expose to large doses of the virus. The bat can fly and surprise Chris and Sheva by flying around them and attacking them from behind. Although it’s weakness is unknown, Chris and Sheva need to think fast of killing the Popokarimu.


Origin: — | Attack: Quick | Infection: Progenitor | Danger Level: 4/5
NDESU


Ndesu

Also seen in RE4. This human infectee can deliver damage but can easily be avoided if careful. Wearing dead BSSA members bodies around it’s waist. Expect the somewhat same attacks and weakness but Chris and Sheva need to be ready for anything.


Origin: Human | Attack: Slow | Infection: Plaga | Danger Level: 3/5
LICKER BETA

Licker Humans given more doses of the virus. Since it’s senses are weak, Chris and Sheva need to walk slow to not to get guard. The Licker is soundless so Chris and Sheva need to be careful when walking down a hallway or entering a door. It can stick out it’s tongue or jump and claw Chris and Sheva. Advise to stick together when encountering the licker alone or in groups (There have been reports of lickers up to 20+ in a single group).


Origin: Human | Attack: Quick | Infection: T-Virus/Plaga | Danger Level: 3/5
UROBOROS


Uroboros

Wesker’s “doomday project”. It was consister a rumor but it can now be comfirm that it does exist. The uroboros can be very fast and deliver terrible damage to Chris and Sheva. Bullets might not do the trick but it can slow it down somewhat. Worm like creature. When attacking, be very careful!


Origin: Human | Attack: Normal | Infection: Uroboros | Danger Level: 4/5
KRAKEN


Kraken

Irving last chance to prove to Excella and Wesker that he is what it takes to stay in Tricell. This giant unknown fish can have tentacles attack Chris and Sheva but can be easily to dodge. It can come up, surprise Chris and Sheva and attack the both of them. One wrong move when encountering the Kraken can mean death if not being careful.


Origin: Human | Attack: Quick | Infection: Uroboros | Danger Level: 4/5
U8


U8

Giant spider given more doses of the virus. Can deliver major damage but can easily avoid the attacks. The U8 might give Chris and Sheva a headache since it’s moves around a lot but it’s weakness is easy to spot when attacking the U8.


Origin: — | Attack: Normal | Infection: Plaga | Danger Level: 4/5
FAT MAJINI


Fat Majini

Can deliver brute strength to Chris and Sheva. It’s most common attack is punching. Can travel in a group (reports say that one is common but can be sometimes two).


Origin: Human | Attack: Normal | Infection: Plaga | Danger Level: 3/5
CROCODILE


Crocodile

Can easily camouflage in the water. Can walk past it but the crocodile will grab Chris and Sheva and eat the both of them if not careful. Advise to keep distances when encountering the crocodile!


Origin: Alligator | Attack: Quick | Infection: Plaga | Danger Level: 2/5
KIPEPEO


Ganado

Last resort of killing Chris and Sheva. This bat, semi giant insect flys around Chris and Sheva to literally bite them if not careful. It can be seen when a majini head is shot off or when the majini body starts to shake and make noises. Can easily be killed but advise to kill it right away.


Origin: Parasite | Attack: Quick | Infection: Plaga | Danger Level: 2/5
GIANT NATIVE MAJINI


Giant Majini

Can be seen in the mashlands. It can be heared by it’s nearby calls and can be travel alone or in a small group (usually two). It’s tall majini wearing a mask and a giant mace like weapon. It can swing it’s mace twice causing major damage to Chris and Sheva.


Origin: Human | Attack: Quick | Infection: Plaga| Danger Level: 4/5
BUI KICHWA


Bui Kichwa

This little spider can travel in groups or byitself. Not comfirm if it’s connect with the U8. It can go behind or in of Chris and Sheva, Jump and attack Chris and Seva leaving them defendless. Advise to look for small spiders around the caves when encountering the Bui Kichwa.


Origin: Insect | Attack: Quick | Infection: Plaga | Danger Level: 1/5
REAPER


Reaper

Looks simliar to NOVISTADOR in RE4. Reports cannot be comfirm if the two are similar or not. This giant infect can travel by itself or in a small group. Can kill Chris and Sheva using it’s sharp legs if not careful.


Origin: Insect | Attack: Quick | Infection: Progenitor | Danger Level: 4/5
UROBORS MKONO


Uorobors Mkono

An experiment gone wrong. If the virus rejects it’s host, the outcome will turn out to be a Uroboros Mkono. Similar to the Uroboros but much more fierce when attacking the Uroboros Mkono. Worm like creature.


Origin: Human | Attack: normal | Infection: Uroboros | Danger Level: 4/5
WESKER BOSS


Wesker Boss

He’s back but shocking very hard to attack. Wesker is really fast and can surprise Chris and Sheva in a second. Can deliver major damage to Chris and Sheva if not careful enough. He will try to talk trash to Chris and Sheva but they must not go for it.


Origin: Human | Attack: Very Quick | Infection: Experimental Virus | Danger Level: 5/5
JILL VALENTINE BOSS


Jill Valentine

Chris’s partner. Chris cannot stand the fact that he will have to fight Jill to save her. He cannot shoot her but what can he do to save her. Jill is brainwash and is under Wesker control. No matter what happens, Jill will put up a fight whether or not Chris likes it or not.


Origin: Human | Attack: Very Quick | Infection: P30 | Danger Level: 4/5
UROBORS AHERI


Uroboros Aheri

Excella ultimate fate. Transforming to a giant worm like creature. Due to it’s huge size, Bullets won’t do the trick here but somesort of a huge weapon. It has these eyes like tentacles that will attack Chris and Sheva. Once destroy, it will send these small like worm like creatures to them and cause a little damage.


Origin: Human | Attack: Normal | Infection: Uroboros | Danger Level: 4/5
WESKER BOSS (MUTATED)


Wesker Boss Mutated


After a short fight, Wesker will mutate to somesort of a tyrant. Wesker can expand his arm and deliver major damage to Chris and Sheva. Expect to put up a fight when fighting with Wesker!


Origin: Human | Attack: Normal | Infection: Uroboros | Danger Level: 5/5

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Resident Evil 5 Weapons https://www.relyonhorror.com/in-depth/resident-evil-in-depth/resident-evil-5-in-depth/resident-evil-5-weapons/ https://www.relyonhorror.com/in-depth/resident-evil-in-depth/resident-evil-5-in-depth/resident-evil-5-weapons/#disqus_thread Mon, 14 Jun 2010 18:05:34 +0000 http://www.relyonhorror.com/v2/?p=498 Chris and Sheva's complete arsenal.

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In Resident Evil 5, Chris and Sheva will be facing up against the toughest enemies the series has seen. RoH would like to entrust you with some sound words of advice that will definitely help you get along in Resident Evil 5: Shoot fast, shoot first, and never bring a knife to a gunfight.

Combat Knife

Combat Knife Primarily, the knife will see most action when used to either open containers or as part of a Partner Assist move.  It’s no longer an effective weapon for extended combat, but it can be used as a last resort if you’re suddenly out of ammo and facing a head-sucking grapple from a Majini.  In co-op mode, both players can try working together to exploit the recoil time from a knife swipe.  If they take quick blows in turn, a single Majini will be effectively caught and unable to escape or retaliate.  Working together like this is also a way to set hand-to-hand attacks and chains.


Daring players can also attempt to use a knife swipe to deflect thrown weapons, spears, or even flaming bow-gun arrows.  If you can get close to a Molotov throwing Majini, repeated swipes will stop them getting off any more attacks.

EXCLUSIVE UPGRADE
NA
Firepower: NA| Magazine Capacity: NA


Beretta M92F

Beretta M92F An automatic pistol makes a sound workhorse weapon, whether you’re tackling Majini villagers, triggering switches and gas dump explosions or simply taking pot-shots at Rats for the chance of cash.  Your initial pistol capitalizes on ammo availability with cheap and generous Capacity upgrades that mean you can eventually carry the equivalent of two inventory slots within it.


The special gift of the M92F is its 3-star Critical % Hit upgrade.  Buy each one as soon as you can afford it and focus on aiming at heads as an instant kill will save on bullets, time and injury.

EXCLUSIVE UPGRADE
3 Star Critical Percentage Hit x3
Firepower: 150 default, 250 max | Magazine Capacity: 13 default, 100(max)

H&K P8

H&K P8 The initially low Firepower stat will overtake that of the M92F in time, but to focus on that would be to miss the (hollow) point in short.  This pistol can rapidly be upgraded to achieve significant Piercing damage potential.  This special feature makes the H&K P8 a hole-punching wonder against lightly armored foes, and also serves as good crowd-control support for a partner with a shotgun.  The key tactic is to pick a skew-line through two or three Majini so that a single buillet sends all of them reeling at once.


It’s not an essentially great weapon until it’s half-modified, however, so you should hold off purchasing this weapon until you can afford Piercing and Firepower upgrades in the region of 50,000.

EXCLUSIVE UPGRADE
Piercing x5
Firepower: 140/ 300 | Magazine Capacity: 9/25

SIG P226

SIG P226 If you have enough cash for the upgrades, 68,000 will buy you a pistol with 480 firepower.  That’s really the only point of the SIG p226.  Note that this doesn’t take into consideration the Magnum pistols, but this is a powerful little handgun.  Also note that the SIG p226 doesn’t have any other additional perks either, and the rest of the gun’s upgrades can be maxed out at 13000.


Magnum ammo is scarce however, handgun ammo is plentiful.  If you want an everyday shooter that really packs a punch, save up for the SIG p226.

EXCLUSIVE UPGRADE
NA
Firepower: 180 default, 480 max | Magazine Capacity: 8 default, 16 max

Beretta M93r

Beretta M93r Unusually, this weapon has its laser pointer placed over the barrel, and the grip has a folding stock for automatic fire.  The special ability cannot be upgraded, but this pistol can fire a 3-round burst.  The player msut hold down the trigger for the effect, so individual shots are still possible if low on ammo.  The full force of the burst can send enemies flying backward.


The M93R blurs the line between machine gun and handgun, using plentiful HG ammo and significantly greater stopping power per round.  A quick delivery of three fully upgraded bullets in a burst would still make for decent cumulative damage, even with no special Piercing or Critical %.  Against rank and file Majini, this is an impressive crowd-control tool, and it can also bring a whole world of hurt down on some sub-bosses.

EXCLUSIVE UPGRADE
NA
Firepower: 179 default, 400 max | Magazine Capacity: 10 default, 30 max

Ithaca M37

Ithaca M37 The Ithaca M37 is precisely the right tool for dealing with early hordes of Majini.  It’s worth the expense of upgrading it as soon as possible, because every shell tht puts down an enemy up close is another potential Herb or bullet saved.


Taking the Capacity upgrades with each sub-chapter can be regarded as between 100-200 gratis shotgun cartridges if you stick with it on your first playthrough.  That’s assuming you manage to finish each map without reloading, but it’s the kind of thing that makes a difference.  Also, the upgrade cost only spikes towards the end.


For the Critical % to pay off, you should aim high, old RE style and use a last minute headshot on the first of the advancing crowd.  Though the M3 is a more powerful cannon when fully upgraded we haven’t noticed that the Ithaca is any less likely to perform stuns and knockbacks for buying time against sub-bosses.


Maxing out the Ithaca unlocks the Hydra.

EXCLUSIVE UPGRADE
Critical % x2
Firepower: 200/400 | Magazine Capacity: 6/25

Jail Breaker

Jail Breaker The firepower might be a little on the low side, your first M92F maxes out at 250, but the rate of fire and reload speed of the drum magazine are excellent.  You’re probably catching on that this is no ordinary shotgun.


The Jail breaker concentrates its fire into shells of plentiful, tightly packed shot, with greater distribution of hits and damage.  Close targets are practically torn apart rather than knocked back, while the shot catches watchtower snipers and granadiers with bullet force.  This increases the chance of a successful hit at range and enables you to keep sub-bosses at bay.  You also stand a be3tter chance of scores on bosses where the weak spot occupies a small hit box.


On speed runs, you can knock down enemies at a distance with the Jail Breaker and simply run past them.

EXCLUSIVE UPGRADE
Attack Range default 7/15
Firepower: 180/350 | Magazine Capacity: 5/15

Benelli M3

Benelli M3 Brute strength–that’s the M3.  It has no special perk or ability, but it makes a damned fine shotgun.  The longer barrel might seem harder to aim up close in comparison to the Ithaca, but it’s just perfect for getting right up in the face of sub-bosses who need to be stunned.


The M3 is also inexpensive to upgrade in relation to many other weapons and can be brought to its full potential shortly after acquisition.

EXCLUSIVE UPGRADE
NA
Firepower: 300/900 | Magazine Capacity: 5/10

Hydra

Hydra The Hyrda combines Attack Range and Firepower.  You may notice a respectable number of impact points after firing this weapon, which handles like a breach-loading, sawed-off shotgun, but with three barrels.


It works just like the Jail Breaker with regard to small hit boxes, enjoying the same Attack Range perk, but it’s strongest when the full force of its spread strikes close targets.  That said, the Hydra has the slowest reload time of all in its class.  It’s even held differently by the character who draws it, with a switch in camera view that can be jarring to first-time wielders.


Max out the Ithaca to unlock the Hydra.  Because of the costs involved in both unlocking and purchasing the Hydra before upgrading it, this is very much a later-in-the-game or second-playthrough weapon.

EXCLUSIVE UPGRADE
Attack Range: 7/15
Firerpower: – | Magazine Capacity: 7/15


Vz.61 Skorpion

VZ 61 Like the M92F handgun, the Vz61 starting machine-gun has a huge ultimate Capacity that effectively holds two full slots of ammo and expands the capacity of your inventory in that sense-you still need another empty slot to pick up ammo, but as soon as this is reloaded, you could carry 450 bullets in two slots.


Unlocking this gun to max and clearing all chapters unlocks the Gatling Gun.


The Critical % Hit perk means that this is an anti-personnel weapon, so spray high when supporting crowd control to increase the number of headshots scored.  This also means that it tends to be more effective in the hands of human agents, rather than AI partners who will aim for the torso.

EXCLUSIVE UPGRADE
Critical % Hit: 1/3
Firepower: 50/100 | Magazine Capacity: 50/300


Ak-74

Ak-47 The AK-74’s most obvious drawbacks are that it voraciously consumes bullets and is also hampered by a slow reload and low capacity.  Expect to spend a lot of your time reloading and being unable to fight for long periods.


However, each shot packs a nice punch, and reload times can be accommodated for by doing a inventory-screen reload (bring up the inventory and move ammo to your weapon slot).

EXCLUSIVE UPGRADE
NA
Firepower: 90/250 | Magazine Capacity: 30/50

H&K MP5A5

H&K MP5A5 The H&K MP5  will never have a high stopping power but it can be doubled in a very short time.  It also boasts a reasonable Capacity that won’t be testing the reload time too often.


The real boon of this model is early Piercing power–just 15,000 plus any Firepower upgrades makes this an early armor-beater for support characters, as well as being useful against shield carriers or crowds.  Consequently, it’s a contender for the best machine-gun in the game.

EXCLUSIVE UPGRADE
Piercing Level 2/4
Firepower: 60/120 | Magazine Capacity: 45/150


SIG556

SIG 556 This weapon features the speediest reload of all the machine guns.


Pretty expensive for what is a relatively ordinary weapon by the time it appears, but it can be quite fun on replays and when fully upgraded, is a very effective supporting weapon in conjunction with a shotgun-wielding partner.

EXCLUSIVE UPGRADE
NA
Firepower: 80/180 | Magazine Capacity: 40/80

S75

Sako S75 This is a bolt-action rifle, so the sniper will lose their scope sight immediately after firing in order to load another cartridge.  The reload speed is irrelevant for the most part, as this is a slow weapon anyway.  It’s also a tactical weapon in that the zoom facilitates early scouting and looking ahead for possible dangers.


The S75 is a true marksman’s weapon in the sense that those lacking the requisite sniping skills will be frustrated by the loss of the target between shots.  In contrast for the headshot specialist it’s a complete joy to wield.  The power of this rifle is immense at such an early stage in the game, so even body shots will be sufficient to take down many ordinary targets.  The S75 remains not just competitive with the other rifles over time, but can actually be superior if its firepower is upgraded along the way.


Again, the arly weapons in each category help to expand the inventory capacity by holding so much ammo in themselves.  Capacity upgrades for the rifle are especially useful for free ammo generation as ammo is scarce at first.


Upgrading this weapon to its max unlocks the Longbow after completion of the game.

EXCLUSIVE UPGRADE
NA
Firepower: 750/2000 | Magazine Capacity: 6/50


SVD Dragunov

SVD Dragunov The first of the semi-automatic rifles enables the sniper to take a bead and squeeze off two shots in a row if the first misses its target or a follow-up is required.  It also means that creatures with plentiful health and armor can be kept in sight from a distance without losing the target.


Upgrading actually does relatively little for the Dragunov, besides doubling firepower in the long run, and you will need your inventory for ammo storage, but that also means that it’s ‘good to go’ from the first moment you find it, at a time where both characters might fancy packing rifles.

EXCLUSIVE UPGRADE
Semi-Automatic Upgrade
Firepower: 650/1300 | Magazine Capacity: 7/18

H&K PSG-1

H&K PSG-1 Despite initial similarities to the Dragunov, the special upgrade offered in the PSG-1 is the telescopic sight.  The scope magnification can be significantly boosted to aid scouting, and a bigger image in the cross-hairs means an easier headshot.


Not without its problems as you can find your zoom doing a lot of work to move in and out so that you don’t lose your target.  It’s also possible to lose your bearings if you move even slightly while you focus, but it’s still a close call between the S75’s old-school strength and the PSG-1’s technology.

EXCLUSIVE UPGRADE
Scope 0/2
Firepower: 600/1200 | Magazine Capacity: 5/15


MGL-140 – Grenade Launcher

MGL-140 There’s an interesting quirk to RE5’s Grenade Launcher.  the propelled shot pursues a straight line, not a ballistic one as you might expect, and the grenades detonate on impact.  This means that you actually need to aim your laser pointer at the floor at an advancing enemy to place the grenade’s detonation for maximum effect.


Thanks to the continuous propulsion mechanism of the rounds it shoots, the Grenade Launcher also has a small kinetic element that will cause additional physical damage independently of the type of round dispensed.  Enough to crack a tribal shield, for instance, or to shatter a previously frozen enemy.


The Grenade Launcher cannot be upgraded, or use infinite ammo after the game has cleared.  It does however feature a wide variety of rounds that can be unlocked progressively, thus making the Grenade Launcher a powerful weapon.


  • Explosive Rounds (AP: 100) – For maximum effect, aim to impact a central enemy
  • Electric Rounds (AP: 400) – Delivers a stun-effect akin to the fallen transformers or the Stun Rod
  • Acid Rounds (AP: 500) – Acid rounds can penetrate armor while the fumes and damage are sufficient to stun many opponents with a brief, spluttering knockdown
  • Nitrogen Rounds (AP: 100) – This freezes susceptible opponents for several seconds and any further blow will shatter them, making it extremely effective in cooperative attacks
  • Flame Rounds (AP: 500) – The Flame round can be used to lay down a wall of fire to slow down enemies while the players retreat and make distance
  • Flash Rounds (AP: 100) – As lethal to many mutated forms as the Flash Grenade, although the Launcher increases slot capacity from 5 grenades to 12 rounds
EXCLUSIVE UPGRADE
NA
Caliber: NA | Magazine Capacity: 12

S&W M29

S&W M29 Capacity upgrades are recommended for the magnum types when the clip is empty, for free ammo generation as ammo for the magnums is extremely scarce.  Upgrading this weapon to its maximum unlocks the most powerful pistol in the game, costing an amazing 78,000 all in.


The S&W M29 comes in at a good time in the game, a time where you’ll want to be packing a lot of firepower, and this one doesn’t pull any punches.  With Piercing upgrades and a high firepower plus the fact that it holds more rounds than the L. Hawk and you’ll be thankful that you packed the M29 along for the ride.

EXCLUSIVE UPGRADE
Piercing: 2/3
Firepower: 1500/3200 | Magazine Capacity: 6/12

L.Hawk

L. Hawk There’s no immediate reason to switch to the L. Hawk if you’ve worked so hard to upgrade the S&W, but fully upgraded this has a definite edge over the previous magnum in piercing abilities and a faster rate of fire, designed for tackling armored foes in the later stages of the game.  If you want to exchange shots with the Gatling Gun Majini in tight spaces, the L. Hawk should be on your wishlist.

Not to mention it’s Wesker’s favourite…

EXCLUSIVE UPGRADE
Piercing: 3/7
Firepower: 1400/3000 | Magazine Capacity: 5/8

S&W M500

S&W M500 If the size of the barrel doesn’t shout it loud enough, the Firepower stat of this gun says it all.  A potential 5000 damage with every single shot fired riding as it does on the penetrating power of the magnum weapon type.  If you want to laugh at bosses as well as sub-bosses on replays, you should unholster this hand-cannon and skip through their puny challenges.

But there is one catch, and what a catch it is!  To unlock this baby you need to fully upgrade the S&W M29 and then fork out another 119,000 to buy it.  Look on the bright side though–if you’ve amassed that kind of a fortune, you’re probably the kind of ace-player that can get by without it.  It will be a few play-throughs before any player can scrape together that kind of cash (trust us on this one).

EXCLUSIVE UPGRADE
Piercing: 2/3
Firepower 2100/5000: – | Magazine Capacity: 5/6

RPG-7

RPG-7 This one-shot item is a brutally straightforward piece of heavy ordinance.  Its self-propelled projectile delivers 30,000 points of damage and obliterates enemies with a direct hit.  Destructible scenery, traps and explosives within the blast radius will also be affected.  If you’re having trouble with a particular boss or monster encounter, or you just want to blast a path on a speed-run, think of this as your 10-grand ticket to an easier life.  Of course you can find them as well, if you’re lucky enough.

The Launcher has a scope with a zoom magnification for lining up long-range hits and kindly reminding you to keep your distance.  In a pinch you can raise it and fire without aiming if you’re comfortable aiming by eye.

Additionally, there is one instance where you will be able to reload the launcher with RPG rounds, but this is an exception.  This is a one-shot weapon in all other instances, so don’t miss fellas!

EXCLUSIVE UPGRADE
NA
Firepower: 30,000 | Magazine Capacity: 1

Proximity Mine

Proximity Mine This mine can be laid on any flat surface and will immediately enter an armed state, detonating if an enemy approaches.  Once it is equipped, pressing your draw-weapon button will place the Proximity Mine at your feet in an armed state.  It can also be picked back up and moved after laying, as neither Chris or Sheva will cause it to detonate (phew!).  However, they can still get caught in the blast should another creature trigger it and they are in the blast radius.

The Proximity Mine can also be detonated remotely in the primitive sense in that it is possible to shoot one to set it off and use the blast radius to catch out an enemy who was wary of stepping on it.  You can also place it to activate another device, such as a wire trap, or just below a transformer to set up a chain reaction.

EXCLUSIVE UPGRADE
NA
Firepower: 1500 (direct hit)/1000 blast radius | Magazine Capacity: NA

Grenades

Hand Grenades Hand Grenade
AP: 500(direct hit)/500 (area of affect)

Fragmentation device, easily thrown or dropped into a crowd.  Detonates after landing and rattling to a halt.  Up to five can be carried in one slot, and a common slip is for players to endure tough battles while forgetting they’re carrying a belt of useful explosives.  Overcome this by assigning your grenades to a quick Equip (direct up, down, left or right in the Inventory Menu).

Incendiary Grenade
AP: 500(direct hit)/500 (area of affect)

As the description implies, this grenade is good for slowing down pursuers–with the implication that it is unlikely to be fatal to many creatures.  With good co-op work though, this will keep them pinned-down and injured.  Employ it at choke points such as stairwells and corridors.


Flash Grande
AP: 0 (Special)

The Flash Grenade was designed to stun and subdue enemies with a sudden flash of bright light and a concussive wave.  The effect can briefly halt or drive back crowds of Majini.  Players caught in the flash will experience a bright light and be unable to act for the duration of the light (you can still move, but unless you know where you’re going, why bother?).  In a single-player game, this will actually be resolved as a time-advancement effect in which unaffected creatures will be able to move in and prepare an attack.

But just because it has a zero attack power doesn’t mean that this grenade is worthless.  It’s actually the most powerful weapon in the game.  Certain BOWs are hyper-sensitive to light, including the most dangerous enemies in the game (Duvalia, for example).  Drop one of these babies next to them and they’re toast.


EXCLUSIVE UPGRADE
NA
Firepower: 0/1500| Magazine Capacity: 5

Flamethrower

Flame Thrower The Flamethrower is a one-time use device, used for one battle.  It does as its name implies and is extremely useful as a “BOW Extermination Device.”  Uroboros seems to have a particular weakness to fire.
EXCLUSIVE UPGRADE
NA
Firepower: NA | Magazine Capacity: 100


Gatling Gun

Gatling Gun Before the Gatling’s belt-fed barrels of death can begin spitting out hot metal, there’s a small lead time on the trigger needed to start the electric motor.  You can keep it ready and revving by squeezing the trigger on and off, firing short bursts.  Against grenadiers, no thrown explosive is likely to get past the hail of bullets.  Unfortunately, the large bullet reserve is cumbersome and obscuring, with a right-side preference to viewing aim, so turn left and then draw the cannon to the right by turning clockwise until it settles on the target.  Shooting at targets from below is also much easier, and you can benefit from a co-op partner helping to direct the shots.  Like other machine-gun types, the aim is likely to drive without attention.

To obtain the Gatling Gun, you need to complete the game and max out the Vz61.

EXCLUSIVE UPGRADE
NA
Firepower: 450| Magazine Capacity: Unlimited (that’s right, unlimited ammo)

Longbow

Long Bow This archaic hunter’s weapon doesn’t have any aiming device or reticle, so you’ll be relying on keen eyes and noting the margin of each missed shot to judge the next.  The arrows follow a ballistic, so you’ll also need to aim high for long shots.  Note that you can hold the fire button to launch arrows in rapid succession.  The penetrative power and impressive damage can instantly drop Base Majini on Veteran Mode, and is extremely useful in Mercenaries.

This weapon is exclusive to Sheva, much as the Gatling Gun is exclusive to Chris.

EXCLUSIVE UPGRADE
NA
Firepower: 1500| Magazine Capacity: Unlimited (that’s right, unlimited ammo @ 1500 AP/shot)

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Resident Evil 5 Boss Strategies https://www.relyonhorror.com/in-depth/resident-evil-in-depth/resident-evil-5-in-depth/resident-evil-5-boss-strategies/ https://www.relyonhorror.com/in-depth/resident-evil-in-depth/resident-evil-5-in-depth/resident-evil-5-boss-strategies/#disqus_thread Mon, 14 Jun 2010 18:03:24 +0000 http://www.relyonhorror.com/v2/?p=496 Having a little trouble with Resident Evil 5's bosses? Our guide shows you quick and effective ways to take them out for good.

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So you’ve decided to take on Capcom’s biggest, most action-packed entry in the Resident Evil franchise.  Finding yourself a little stuck?  Trying to get an S for time but are stuck at the boss battles?  Just trying to make it through to the next level?  Don’t want to be spoiled by YouTube videos that show the whole level?  You’ve come to the right place.

RoH has compiled a list of strategies for each boss and miniboss.  We’ll explain how you can defeat these bosses using the weapons that you find on your first play-through while striving for a ‘no-spoilers’ atmosphere.  Be warned though, simply by looking at the boss list you’re in for a few spoilers.  If you want to remain spoiler free, just play the game first.  At the end of each description, we’ve included a video that pretty much utilizes one or more the strategies discussed.   The guides utilize the weapons that you pick up in the game and they’re at the appropriate level (for example, there’s no unlimited ammo’d magnum here).

We have gathered this information from personal play-throughs, online experiences and Capcom’s official guide.

Enjoy!

Chapter 1-1: Public Assembly

The Executioner

So you’ve made it to the little shack and are watching Reynard face punishment for his actions.  By some miraculous turn of events, the Majini on the execution platform turns and sees Chris and Sheva, and has sent an army of infected village people (not to be confused with the Village People–we’re not sure which would be worse) in your direction.

The first thing that first-time players are going to want to do is barricade the shack.  Walk up to the sides of the book-shelves on the sides of the first window and the only other door in the building, and push (or instruct Sheva) to push it to cover those entry zones. Collect the ammo and if you’re feeling sure-shot, shoot through the windows at the oncoming Majini.  This will help you gain an advantage on your Accuracy score, while keeping you safe in the confines of the shack.

More experienced players might just opt for collecting the ammo inside the room and break out into the alleyway.  Either way, you have to wait for your helicopter to arrive.  There’s no way that you can speed up this process.  Chris doesn’t seem to call for help very quickly when the battle starts, either. After a short while, when Kirk says he’s on his way, more Majini storm the house and the Executioner Majini makes his appearance.

On first play-throughs, the Executioner can be difficult to handle.  Different areas of his body deal out different amounts of damage.  For instance, shooting his body dishes out normal amounts of damage, while shooting his head deals out 10% more damage.  However shooting his legs and arms deals less damage, with -20% and -40% respectably.  Many enemies in RE5 are like this, you just have to know where to hit. A beginner’s best bet in this is to stay far away from The Executioner and slowly take him down while trying to move past all the other Majini.  Once the chain fence is broken down, take a right down the small alleyway toward the combustible barrel.  Once he walks near it, shoot the barrel and you can inflict a lot of damage.  While he’s down, run in and perform a contextual-based attack on him (punch him or something).  Sheva will come in and do a physical attack, but then watch out—this usually (in my experience) sends him into a spin attack, which will knock you down.  If you’re already hurt, this can inflict the “Dying” status.  If Sheva tries to come in and save you and is also hit, which is likely, it’s game over.

Once you’ve performed the contextual moves on the Executioner, run further down the alley, back towards where you started from.  Make a right and head toward the hollowed-out bus, where you can turn around and shoot more combustible barrels to stall the Executioner, and other Majini in the area.  This will give you time to collect some ammo in the bus, and any other areas in the immediate vicinity. Next, get out of the bus head towards the front of it (where the barrels were).  If you look up, you should see an electrical transformer.  Stand back, as it’ll hurt you too if you’re too close.  Time it right and shoot the box to fall on the Executioner and Majini.  This should stun him, if not, turn around and run into the building. There’s lots of ammo in here, so keep this in mind—but there’s also two collapsible walls which the Executioner can break through.  Collect the ammo and health if you need it, and jump through the window on the opposite side.  You can always return to this area later.

There are three more hazards that you can use to bring the Executioner down.  It’s important to note that in Normal mode, he will come up the stairs, but will not jump far to get to you.  So if you just want to get through the level, take the stairs on the right once you jump out the previous window up to the roof, where you can jump over and wait on the bus.  Here, you just have to pick off the Majini, as they will jump onto the bus to attack you.  Another safe area is inside the bus. Be sure to pick up the Vz61 Machine Gun in the top right side of the map.  This is your only chance to get it for free, and with the ammo lying around, you’ll have plenty of opportunity to fill it up as well.


For experienced players… Keep using the hazards located around the level to bring the Executioner to his knees.  On higher-level difficulties, the Executioner’s walking speed is increased, and the liklihood that he’ll jump to reach you is increased.  To save ammo, use contextual-based attacks and collect the ammo in the various crates throughout the levels.  Using the shot-gun hold on a higher-powered shotgun, or a Magnum if you’ve got it, the Executioner goes down fairly quickly with a properly aimed shot.  Collect the “Gold Ring” once you’ve brought him down and finish off other Majini in the level while collecting the ammo.  Be sure to use either a grenade or while the Executioner is still alive, have him knock down the stands at the far end of the map.  You can find more items and ammo stored in them. For those of you unfamiliar the shotgun (or other weapon) hold is a process by which you just hold down the fire button and keep it held down until you need to reload.  You can do this with pretty much any weapon except melee or thrown weapons.

Chapter 2-1: Urban District

Cephalo

Note: Considering that this is an enemy you will regularly encounter in the game, we’re only going to detail this battle, with no video to accompany.

The poor girl didn’t stand a chance.  Luckily, you do.  Once you inflict enough damage on her, the parasite she was infected with will appear. Known in Resident Evil 4 as Plagas, this time around they’re referred to as Cephalo.  Body-shots will work on the Cephalo–they deal about the same amount of damage as if you hit the appendage.  The Cephalo will walk briskly, climb ladders and jump to get to you, and even when you knock it down, the whipping appendage still deals damage. Shotguns (you did collect the Ithaca, right?) work really well in this situation.  Watch out for other Majini to make their way into the room to make this battle a little more difficult.

You can back-track through the entrance you came into and climb up the ladder to the roof of the building where you picked up the Ithaca if you need to, so you can pick off the enemies one by one. More experienced players with upgraded weapons should find this fight a breeze.  A headshot and a flash-grenade put an end to the first Cephalo with ease.

Another method, while not always recommended, would be just to high-tail it out the door…if you wanted to.

Uroboros

When you first enter the main furnace room, the game makes it clear that the furnace plays a big role in this boss battle.  Uroboros is a tough enemy for this stage of the game, but not impossible.  Fall back into the furnace room and knock over the canister to your left.  But don’t turn around and shoot just yet.  Instruct Sheva to wait by the controls for the furnace.  You on the other hand, run inside the furnace, making sure that Uroboros follows you.  Once it’s inside, shoot the canister that it picked up, so it’s stunned (actually exploded).  AI Sheva will tell you she’s turning on the furnace, so get out of there.  The furnace will turn on and melt Uroboros. If Uroboros grabs you, follow the on-screen prompts to free yourself.  Your partner can also save you, but it’s usually pretty easy.  It may charge rapidly in a straight line—it’s usually foreshadowed by a distinct “rearing up” posture.  If you don’t press the corresponding button, you’ll be grabbed.

Watch out for piles of goop that Uroboros leaves behind—they can cause damage to you or your partner.  Also watch for when it teleports from one place to another on the map.  It will start to drop little pieces of itself where it is going to appear next.

Experienced players will be interested to note that because Uroboros is weak against fire, you can also use fire-grenades, the flame rounds in the grenade launcher, or…Rocket Launcher, if you so desire.  You also have the two canisters at your disposal as well.  Knock off both of its arms with the canisters and shoot it at close range, you’ll get a nice Gold Ring for your lost ammo. On higher-level difficulties, the furnace trick doesn’t work on the first try.  You can do this to wear Uroboros down significantly, then end the battle with a powerful firearm.  As long as you end the battle with a weapon, you’ll still get the Gold Ring.

Chapter 2-1: Shanty Town, The Bridge

Big Man Majini

The Big Man can be dangerous during your first play-through, but don’t be alarmed.  Shotgun-holds work well against him, as long as you stay far enough away not to be knocked down with his lunging-punch, He will attempt to shield himself by raising his arms, and can slip through windows and climb ladders.  He’s big enough that you can’t knock him down while he’s doing these things, either. Just keep firing.  Reposition and fire–but make getting rid of him one of your first priorities in this area.

Chainsaw Majini


Okay, this guy is a pain.  We’re sure every infested locale has its own chainsaw nut.  You’ll know he’s coming too, because he laughs and revs his chainsaw’s motor, lunging at you.  Just like back home…

The game throws you into a very difficult predicament.  You have limited space, and an enemy that has a one hit kill (DECAPITATION!!!), plus a horde of Majini to make matters worse.

Start the battle off right by flipping around and running down the stairs. Turn to face him again and just above the bottom of the stairs, look up–another transformer box!  Shoot the transformer box once he’s below it.  Turn around again and run, blowing up the explosive barrels as he passes them.  If you stocked up on shotgun ammo, use it.  The shotgun hold works extremely well here.

If you’re running low on ammo or just feeling brave, when Chainsaw Majini is stunned, run up and do a melee attack, then get out of there quick!  He is stunned when he either stumbles backward, holding his face with his hand, or when he falls down to one knee. Continue the process until he’s on the ground (as in dead).  In higher-level difficulties, the odds of him staying down decrease significantly. If you step forward to claim your prize, make sure that the chainsaw is not running anymore (cause when we die, we turn off all equipment we’re using with our final ounce of strength).  If the chainsaw is still running (if you can still hear it) it means he’s just faking. When he rises back to his feet, he’ll be delirious, swinging the chainsaw from side to side, possibly coming dangerously close to your neck.  When he’s ready to sever your head, he’ll rear back with the chainsaw.  When he does that, you have maybe two seconds to shoot him and knock him back.  Otherwise, it’s a mandatory visit to the Game Over screen.  The general swing of the chainsaw inflicts the Dying status, so either way, you want to distance yourself. Keeping a fair distance between yourself and Chainsaw Majini isn’t easy, either.  This guy can jump an entire floor without using a ladder, but he cannot climb through windows.  Use that to your advantage in this area.  Grenades and proximity mines can slow him down, but it takes a serious amount of direct damage to stun him. On higher-level difficulties, you need advanced firepower to put this guy down.  Use the magnum or upgraded rifle.  In co-op games, have your partner dispatch the Majini when they’re not busy dealing blows to Chainsaw Majini.

Chapter 2-2: Mining Area

Popokarimu

This boss is generally merciless in his pursuit.  A player’s first instinct is to take refuge in the little shacks that are on the battleground.  But the shacks, while full of items you’ll need, are flimsy and can (and will) be knocked over.  It is possible to outrun Popokarimu on any difficulty level.  Knowing that, you can keep well ahead of it until you know where you’re going. Pick up the Proximity Mines in the first couple of barrels and do a few once-arounds of the area to get a feel for it.  It’s basically just a big circle with a few shacks.  You can collect all of the ammo and herbs and then set up your traps. Use the Proximity Mines to lay down traps for Popokarimu to step over.  You can shoot them and stun him, or let him walk over them and he’ll fall over.  When he does, you’ll want to shoot the exposed part of his body, on his tail.  Use the shot-gun or rifle if you’ve got it, but handgun rounds will suffice.

Players in co-op can split up and have Popokarimu  in between the two players.  When Popokarimu is facing one character, the other can shoot at the weak spot. Watch out for QTEs and a sticky fluid that Popokarimu shoots out of its behind.  There’s also a sonic shriek, in which the boss spreads his wings and screams to stun you, lunges, which you’ll need those QTE’s to escape, and a tail-flick while Popokarimu is flying—generally used to destroy the shacks you might be hiding in.

Chapter 2-3 The Port (Night)

Ndesu

Ndesu is the only boss in the game that you can’t kill with your own weaponry—you have to use the chain-gun supplied to defeat him.  A few Majini show up to make a sometimes tough battle even tougher, with one on the left side on the balcony, and two on the right, next to a conveniently placed explosive barrel. It’s important to pay attention to Ndesu’s attacks during this battle.  He follows a set pattern, and that pattern should be learned as quickly as possible.  Even if you can’t learn it, there are ways to tell what he’s about to do next.

AI Sheva has impressive aim–and she knows where to shoot.  You don’t have to worry about her missing, but she won’t go out of her way to shoot those Majini on the side of the screen so make it your duty to.  They can deplete your health by throwing Molotovs and shooting arrows at you.  Take them out when Ndesu is close to you, as when you need a context-sensitive action, you can perform that action while you are aiming at the Majini.

After enough damage has been inflicted, several parasites will erupt from beneath Ndesu’s flesh.  Shoot them until they disappear, and his back will burst open with a large parasite.  Focus all of your energy on that large parasite unless you’re being burned to death by the re-appearing Majini on the sidelines.  He has several attacks that can critically injure you, the first being the telegraph pole swing.  These can be ducked with QTE—failure to do so can really knock your health back. The more difficult attack to avoid is the Boulder-Throw.  A neat trick to do once he picks up the boulder is to shoot another explosive barrel next to him, in which case he’ll drop the boulder and you can keep attacking him.  If the barrel is gone, shoot at the boulder until it breaks apart.

Shoot Ndesu in the head if he’s getting ready to charge at the vehicle or stomp it, or crush it with a telegraph pole. In co-op mode, it’s best to have Sheva’s machine gun on Ndesu at all times, as her gun has a start-up period.  Chris’ gun has no start-up period, so he can pick-off the Majini easier than Sheva can when there’s a lull in the battle.

Chapter 3-1: Marshlands, Village

Giant Majini – First Appearance

You can hear the cry of the Giant Majini as you approach the far right side of the village.  The distinctive sound when you’re low on health is enough to make you sweat.  It’s difficult to stun the Giant Majini, but that’s why you should collect all of the ammo on the left side of the village before you head to the right side.

Pick up the S&W M29 Magnum to make the battle a little easier. When you enter the village, stick to the left side.  Collect as much ammo as you can, make sure all of your weapons are fully loaded, and make your way towards the right side.  You can collect the S&W magnum if you wish, to make the battle easier, but you can always collect it after the battle and avoid falling into the trap that awaits.

This battle puts two of them into play, so first-time players will need all the help they can get.  Even with upgraded shotgun power, Giant Majini are tough buggers.  Their gigantic masks cannot be broken, so concentrate fire on their bodies.  An upgraded shotgun blast will knock him back, but not necessarily stun him. If you fell for the trap and picked up the Magnum, don’t feel too down, you have a bit of an advantage as you’re partially protected by the spikes, and you have a powerful handgun at your disposal.

Take out the Majini that surround you quickly so you can focus your efforts on the two Giants lumbering towards you. Run to the one building with two levels.  Climb up the ladder and wait on the second-level, near one of the torches.  Knock the torch down to light the enemies on fire.  Be quick, because Giant Majini can jump up to your level.  Watch for QTE, even when you’re seemingly a safe distance away from the Giant Majini, as he’ll leap forward and come down on you.  When in close range, watch out for kicks and jabs with the giant staff.

The Giant Majini is immune to Nitrogen and Electric damage, but for repeat play-throughs on higher-level difficulties, Acid and Flame Rounds can set you up for a melee stun. Other than that, this is basically a gun, then run routine.  Be careful about running around in this level.  Several areas are booby-trapped, causing gigantic spikes to rise up out of the ground. More experienced players with advanced weaponry can take the Giant Majini out with a little bit more ease.

In co-op games, luring the Giant Majini and their allies to the entrance of the village may enable one player to run and operate the hand-crank.  Their partner, at the village entrance, can then make a dash over the bridge and unlock the other side. Once the Majini are on the bridge, the player at the crank lets go, and the enemies plummet into the pit.  However, this robs you of their item drops, which is a nice Blue Enigma for each Giant Majini. If all else fails, the Rocket Launcher found in the Marshlands, just before the Village, serves as a great way to rid yourself of those Giant Majini, and their little cohorts, very quickly.  That is, if you want to use it right away.

Chapter 3-3 Oil Field, Patrol Boat

Irving


You don’t get to fight the human Irving.  Something tells us that wouldn’t be very interesting anyways.  No, what you get to fight is what he turns into—a gigantic water mutant.  It’s good to see that there’s mounted guns on either side of Irving’s ship.  Like they were put there by Irving so that someone would kill him, should he be turned into such a monster.

AI Sheva will sometimes use her own ammo for this battle.  Not advisable, especially when you have so much there.  Run up to the turrets and instruct her to use them.  She’ll use it until Irving switches positions, and she’ll have to be told again to use it.  The turrets at the back of the boat operate machine guns, similar to the ones used by Sheva in the Savannah stage.  They require a few seconds to power up to full.  The turrets closer to the cabin of the ship operate a rocket launcher.  As expected, these take longer to recharge between uses, and should be saved for someone with impeccable aim (i.e.: AI Sheva, although we know you totally want to use them).

Shoot at Irving’s exposed head when he’s on either side of the ship.  He will eventually come in close and his tentacles will rise into the air.  Make quick work of these, as they can stab into the deck and cause a lot of damage.  To you, who cares about the boat?

If you need it, there’s a First Aid Spray near the cabin. Further into the battle, Irving will head to the back of the ship, where the same principle applies.  Shoot the tentacles, dodge the spikes, but this time, shoot the laughing little tongue inside the monster.  This appears when he latches his tentacles onto the boat.  This can be difficult given that you’re trying to do three things at once.

It’s best for both players in single-player mode to shoot the tentacles before shooting for the monster’s tongue. In co-op, focus one player’s attention on shooting the tentacles, with the other player shooting at Irving.  Keep this up and the battle should be finished in no time.

Chapter 4-1 Labyrinth

Popokarimu – Round 2

Popokarimu makes its second appearance here, confining Chris and Sheva into a corner.  The same tactics as before apply, except now you’re in a much smaller arena.  You have stronger weapons now, use them to your advantage.  You might have picked up a Proximity Mine earlier on in the level.  If you haven’t used it, feel free to do so at your discretion.

You can also run away from Popokarimu this time, but if you do, you’ll be missing out on the Soul Gem, worth a hefty ten grand.  The choice is yours.

Chapter 5-1, Underground Garden, Experimental Facility

Licker Beta Horde

We figured we’d put the Licker in here, because the Licker is hard.  And when they show up, there are generally a lot of them.  Anyone familiar to the series can attest that these buggers are not the friendliest BOWs the Resident Evil universe has to offer.  And that’s no exception in Resident Evil 5.

When you first come across the Licker, instead of just the remnants of its last meal, it’s pretty much chilling out with other Lickers in a glass containment room.   The Lickers are blind, and Chris or Sheva says something to this effect.  You can walk through this area, but it only means you’ll be more heartbroken in the next area, in which you have to kick down a door. Obviously, the Lickers who are blind, not deaf, are going to smash through the window and charge at you.

They travel in packs, and will be alerted to your presence through running, kicking doors, and unfortunately, gunfire.  Watch out for their trademark tongues—the Licker’s tongue will puncture right through you.  It’s best to call for help when this happens, as getting rid of it on your own is not advisable.  Likewise, if your partner is stuck in this trap, do the same for them, or you’ll be seeing a few “Your Partner Died” screens.  Likewise if a Licker pins you to the floor.

You can drain all of your ammo in this little battle, so it’s important to note the weak spots.  Headshots work well to stun them, but their actual weak point is their exposed heart.  If you shoot them enough to land them on their back, run in to stab them in the heart for an instant kill.  This battle and the ensuing one, unfortunately are not easy, but using a sniper to take some of them out at a distance, and a machine gun to keep them at bay, could stall a pack’s advance, maybe lowering their numbers before they’re in your face. Leave more distance than you think you’ll need for these guys.  The range of the Lickers’ attack is set to foil any player who think they’ll rid these guys with a shotgun.  These guys can climb, walk on walls and ceilings, and will use ventilation shafts to their advantage.

The Lickers are weak against Acid Rounds as well, but be careful when firing.  Acid Rounds not only hurt your enemy, but anyone in the viscinity.  AI or human-controlled partners be advised to stand clear!  There’s nothing worse than being attacked by a lancet tongue and then being burned to death with acid.

Kill the Licker Betas and you’ll be rewarded with several Lion Heart gems–which at this stage in the game are a nice treat.

U-8

The U-8 looks big, but this BOW isn’t all it’s cracked up to be.  Run around the outside of the big, circular platform and shoot at the exposed areas of its legs.  Once it falls, it will be stunned—run up to its head and drop a grenade into its mouth. The explosion will knock off some of the protective shell covering U-8’s brain.  If you don’t have a grenade, just fire into its mouth.  But really, it’s never come up.

Occasionally the boss will release little babies (err…yeah) which will drop items such as ammo, herbs and grenades, so if you have the space, pick them up and use them. If you don’t have any grenades, or do not have the space to pick them up, consider using a magnum or a rifle to shoot the weak spots on its legs.  When it’s down, shotguns and machine guns are effective on its head, when its brain is exposed.

Watch out in this battle for U-8 ramming the platform, stunning you.  This boss also releases drones (the babies mentioned before), and tries to grab you in its pincers.  Once it grabs you, its Game over.  Keep moving to avoid being crushed.


Chapter 5-2: Missile Area, Uroboros Research Facility

Reaper

The Reapers are one of the enemies in the game with a one-hit kill.  It’s irritating, and you get to watch your corpse being unnecessarily jabbed with its claws.  You first find this fine BOW as an egg waiting to hatch near a long walkway (if you’re lucky).  What manner of beast is this?  The irritating kind. The Reaper has three weak points—there are yellowish-white sacs on its belly, and some on its back.  Normally these are covered, but occasionally the armour peels back and the soft-sac is exposed.  Use either a Shotgun or a machine gun to shoot the sacs on its belly when the Reaper stands on its hind legs, usually when it’s ready to kill you. With a successful hit, it will curl over and expose the area on its back.  Shoot these, and it will fall back to cover its back, leaving its belly open again.  Shoot the belly sac one last time, and it’ll be finished.  On higher-level difficulties, you’ll have to do this more than a few times. Remember, keep far away from the Reaper, as even when it’s in its death throes it can still hurt you.  Kill the Reapers in this level to collect a Power Stone, which, considering you can always run away, is generally worth it.

Uroboros Mkono

This boss can be very, very challenging, especially on the harder difficulties.  Just remember the previous rule when we fought Uroboros before—it’s weak to fire.  Fire plays a key role in this boss fight, once again.  Except this time, instead of a furnace, you have a “BOW Extermination” device.  Also known as a flamethrower.

There are several gas canisters around that you can use to your benefit as well.  Uroboros Mikono will do similar attacks as the previous encounter, transporting, grabbing, but this time it will also shoot its arms out at you. The Flamethrower is situated on the east wall.  You can’t keep it, and it needs to be recharged between uses.  You should instruct Sheva to take the flamethrower.  Bathe Uroboros Mikono with fire, exposing its weak spots.  When these spots are exposed, have at them with your strongest weapons.  Switching weapons between the flamethrower and one of your powerful weapons can take a few critical seconds, which is why it’s usually best to have Sheva using the flamethrower on single player campaigns. Although you can use it should you really, really want to.

Shoot the clusters that hold Uroboros Mikono’s limbs in place.  While it’s weakened, have Sheva blast it with fire, while Chris shoots the exposed weak spots at the top of the boss.  Its limbs will grow back, and you’ll have to repeat the process until it’s finished.  Make sure to place the flamethrower back on its base so it can refill its fuel. Or of course if you have a Rocket Launcher, you know the drill.

Chapter 5-3: Monarch Room

Jill and Wesker

So…it’s important to note that while Jill is technically an enemy, you don’t want to shoot her.  Remember?  She’s your friend.  But she’ll shoot at you—so keep moving in this battle, and keep a safe distance away from both Jill and Wesker.  You’ll notice that it’s pretty pointless to try to shoot at Wesker in this state, unless you get an (incredibly) lucky few shots.  He’ll dodge almost every attack you throw at him, as long as he sees this.  If you do happen to get a few lucky shots in, he usually puts an end to that though by rushing at you.

If you’re in the single-player mode, Sheva will helpfully suggest that you should hide.  As a matter of fact, if you want to actually cause enough damage before the seven minutes you have for this first battle is up, it’s probably the only way to go for a beginner. Run towards the first door on the east side of the room.  After a few moments, a cutscene will have Wesker break down the door.  Get up and turn around and run around the corner.  Look on your mini-map for his location, and aim for that corner.  It’s best to wait around the second corner, and accordingly aim for that corner.  When he rounds the corner, shoot him a few times. You only have a few shots before he’s rushing at you again.

With your power-upgraded magnum, or power-upgraded shotgun is best, otherwise you’re probably just better saving your ammo and waiting out the seven minutes.  Repeat these steps a few times before heading off into the maze of hallways to collect the treasures that are here, and the Lightning Hawk magnum but only if Sheva is with you and not distracting Jill.  The LH has a few advantages (faster shots) and can be useful in this fight, provided you have the ammo.

Another method for attacking Wesker is to sneak up behind him while he’s stopped in a hallway.  Take cover behind a wall where he is, and shoot him once or twice before he darts to your location, then it’s off to another location.  This is essentially the same tactic as before, but in different locations. There are several QTEs in this battle, which will knock him to the ground if done correctly.  If not, it’s your ass on the pavement with a nice chunk of health taken away.

If you’re in co-op, if you’re going to bring him down in the seven minutes, an idea is to have one player distract him, while the other unloads while he’s not looking.  If you have powerful weaponry, this is not exactly a problem (i.e.: rocket launcher, steady aim, you get the idea).  However, if he doesn’t dodge from it, Wesker can catch the rocket, pulling it away from his face.  If he catches it, he’ll throw it back at you.  However, while he’s in the midst of trying to control it, shoot it with a pistol and it will explode.  Battle over.

As a reward for freeing up Wesker’s schedule by a few minutes, you get the Heart of Africa jewel.  You also get the Bad Blood Achievement/Trophy.  You can collect it in the next part of this battle.  After the battle with Jill starts, be sure to run and collect it, as well as the herbs on either side of it, should you need them.  They’re in between the two staircases.  If you don’t defeat him within the 7 minutes, no big deal, there will be other opportunities. However, if you didn’t collect the treasures in the back of the Monarch room within that time frame, you’re SOL for this round and will have to play again.

Jill will run around frantically in this battle as the device on her chest begins to short out.  The more sparks there are, the closer you’re getting to the end of the battle.  One agent will have to restrain Jill while the other either tries to tear the device off her chest manually, or attempts to shoot it off.  Chris will have an “entreat” option onscreen whenever he approaches Jill.  The object here is to entreat her, frustrate her, and then grab her. Shooting Jill will kill her, however those with precise aim can shoot the device on her chest while she’s restrained. All weapons inflict the same amount of damage on the device, whether it’s your newly acquired Magnum or a regular handgun.  Shooting the device speeds things up considerably in this portion of the battle.  But be warned, one missed shot and Jill’s a goner.  The choice is yours.

Keep moving to avoid being shot or having your head kicked.  Be quick for QTEs shortly after Jill breaks free from you or your partner’s grasp, and be prepared to dodge.  This battle can be a pain, but knowing what to do makes things a lot easier.

Chapter 6-1: Ship Hold

Chain Gun Majini

Christ…if you’re not properly prepared for this battle, you’re in trouble.  Equipping a bullet-proof vest, available for purchase in the menu, can increase your resilience to the bullets, but not for long.

The Gatling Gun Majini’s gun has a slow wind-up time, and he aims low at first.  Take cover behind crates and keep your distance.  This guy has a Melee attack that’s quite powerful as well. The backpack that the Gatling Gun Majini wears is impervious to bullet fire.  Aim for his head, with a 30% bonus in damage and a momentary stun, should you hit him enough times. For more experienced (and brave) players, the S&W M29, upgraded can shoot the Gatling Gun Majini one or two times and stun the enemy.  Run forward and perform a melee attack, shoot it a few more times with the magnum and run forward for another melee attack.  This saves on bullets and time, but is risky, especially in higher difficulty levels.

In co-op, have one agent climb the ladder to the upper walkway and the other one stay below.  While one of the agents will draw the enemy’s fire, the Gatling Gun Majini can draw the other agent’s fire.

Chapter 6-2: Bridge

So…big enemy.  Luckily you have a big weapon on your side.  The Satellite Laser Targeting Device is an excellent weapon to take this girl down.  It has a major draw though (and it should, or else this boss battle would be a cinch).  The recharge time between shots is about a minute and a half long.

At the start of the battle, grab the weapon and head up to the upper level.  All of the attacks in this boss battle come from Uroboros Aheri’s tentacles, and are usually sweeps or jabs.  Like being smacked with a gigantic eyeball.  Later on in the battle, a new attack is introduced, “The Death Slam.”

The tips of the tentacles glow—shoot them there.  It’s much easier (and advisable) to shoot with your weapons instead of the Laser Targeting device.  To make the battle easier, have Sheva shoot one or two of the tentacles with it, give it time to recharge and take out the others with your weapons. When a tentacle is destroyed, Uroboros Aheri will spit out segments of its body (gross) to be destroyed.  These leave useful item drops, ammo, multiple herbs, and grenades.  Makes the job a lot easier, and also makes this level prime target for repeat play-throughs to boost your inventory.

Destroy the pods (even after they’ve gone dark) and the centrepiece will open up, revealing a large weak spot, ripe for a beam from a satellite to rip right through it.  Repeat the process a few times and Uroboros Aheri is no more.  The large centrepiece will go from yellow to red, red being close to death. If you’re going for an S in this round, you need to increase your enemy kills, shoot the growths that Uroboros spits out.  You suffer in the time taken to complete the level, but you increase your kills.  If you’re looking for a happy medium here, kill as many enemies as possible inside the ship before the battle, and shoot a few of the growths that Uroboros Aheri spits out.

Chapter 6-3: Engine Room

In the Engine Room, you’ll face two minibosses that you’ve previously faced, in addition to Rocket Launcher Majini and a relentless amount of other, armed Majini.  Two Reapers released at about the same time, and two Gatling Gun Majini released at the same time.  And to top it all off, you still have a boss battle at the end of this!  Pack accordingly. As these are all enemies you’ve faced before, I’ll leave the fun of how to dispatch them up to you.

One suggestion is to move slowly, taking out enemies before they can get to you—sticking close to your partner, and ALWAYS checking to see what’s around you.  You can shoot through the bars between hangar rooms, use this to your advantage.  There are a lot of walkways here, too–enemies will spawn from higher-up and drop down to where you are.  While there are many supplies to be found in this level, keep in mind that the enemies keep respawning if you’re not fast enough.

Get through this all and you’re rewarded with a “Something doesn’t feel right,” from Sheva.  And you thought it was going to be a prize!

Chapter 6-3: Hangar

Wesker—Pt. 1

Some things to get out of the way before we begin should help you out.  Remember in the Monarch Room how Wesker wouldn’t dodge your attacks if he didn’t see you?  The same principle applies here—only this time, there aren’t as many corners you can hide behind.  Here, the darkness is your friend.  Because wearing sunglasses at night doesn’t help you in the dark.  And even when they’re knocked off— he still can’t see very well in the dark.

Knowing that, the first thing you’re going to want to do is kill the lights.  On this level, there are three switches operating the lights.  In co-op, split up with your partner to turn out the lights.  In single-player campaign, you pretty much have to do it yourself.  The lights won’t stay out forever though, Wesker will walk up to them if he’s nearby and kick the switch back on.

After the lights are off, on the north-west side of the map is a container with a rocket-launcher inside.  Break the container and have either yourself or your partner grab it (in single player,  we suggest you grab it).  If you need more ammo for the Rocket Launcher, the top catwalk has about four more of them that you can grab. Once that’s used up, there’s one more in a crate somewhere on the first level (it’s random).  We would tell you to use them wisely, but there’s really only one thing you have to do, and if your aim is right, you’ll do it with less than four shots (or you’re just really unlucky…).  One agent distracts him, the other one fires the rocket at him from out of sight.  Like in the Monarch Room, he’ll catch the rocket and try to throw it back at you.  Take this time to quickly switch weapons and shoot the rocket, engulfing Wesker in flames. Switching weapons can take a few critical seconds, so in co-op modes, make sure your partner has your back.

Now, hopefully when you do this the first time, you’re out of sight, but not far away.  Whoever is closest run up and restrain him, and will instruct the other to “give him the shot.”  The other player needs to be in front of him and inject him with the shot, and the battle is over.

Wesker doesn’t make this battle easy though.  With two kinds of one-hit kill and other hits that will knock you or your partner into the “Dying” status, it’s a wise idea to pack lots of first-aid items, and stay close to your partner, despite the fact that you want to either run away as fast as possible, or just fruitlessly unleash all of your ammo on him. Spend too much time in front of him, and Wesker will plow his fist through your gut.  If he reaches the platform that the bomber is on, he’ll pick up missiles in casually launch them your way.  If he heads for that platform, hide behind one of the few walls that you can.

The daring can try to get a few shots in while he’s holding the missiles.  He’ll blow up, and fall down, but he’ll get back up and jump down to the battle level. On higher difficulty levels, Wesker will routinely throw you over his shoulder when you attempt to restrain him.  This is what the other rockets are used for, should you go that route.  There are other ways to take him down–read on if you wish. People going through this for the first time should stick to the Rocket Launcher idea.  It’s easy and relatively safe.

For others seeking a bit more of a challenge, try this on for size. You can defeat Wesker with your regular gunfire, but it’s tricky.  Turn off the lights and hide in the shadows behind him.  Before he turns around, shoot him in the back of the head a few times—stagger your shots to observe how he reacts as they hit.  If you hit them just right, he’ll stagger backwards, in which you can perform a melee attack on him.   Three complete combos is the equivalent of one rocket-hit.  It’s the same attack strategy as in the Monarch Room.  So you be the judge—try it.  If you’re feeling brave.

Wesker, Pt. 2

Not exactly too much more difficult from the first part, this battle unfortunately has more chance for one-hit-kills.  Keep that in mind and stay as far away from him as possible during the beginning stages of the fight.  There’s only one way to go here, and that’s AWAY. If you decided to bring a Rocket Launcher to the battle, here’s a good time to use it.  If you equip it, shoot it at the little outcropping of rock that’s just ahead of you as you turn around.  It’s just above the walkway.  It falls and there’s a rare jewel in there that you can get. After Chris falls and Wesker jumps down to his level, turn around and run again.

If you used the Rocket Launcher, CAREFULLY run past Wesker and retrieve it.  Keep yourself away from him, as the tentacles he has will toss Chris into the lava like a rag doll—a kicking, screaming rag doll. Head up the hill and wait for Sheva to shoot him in the heart—on his back.  He’ll then direct his attention towards her, jumping over to where she is.  At this time, she’ll run ahead, but be stopped by a crumbling rock and will hang on, pleading for you to shoot him.  He’ll inch closer towards her, but shoots what the official guide calls “projectile ooze” at you.

……Sigh.

Shoot Wesker a few times from the upper platform, and Sheva will clamber up onto the rocks and continue to distract him while you have your next obstacle to worry about. A frigging rock!  Whatever, Chris bulked up over the last couple of years for just this purpose.  Jump down off of this platform and over to the rock—ram it, punch it, whatever the game tells you to do.  Once it’s fallen into the lava, Sheva will run down and hop over the little boulder-bridge. Wesker will then jump back to the main platform for the final part of the battle.

He has three attacks—one is where he raises his tentacle arm up for a smash, one where he whirls around, and the other is where he shoots his tentacle arms into the ground for a tentacle tornado  After he does this latter attack, a spot opens up on his chest (presumably his heart?).  Shoot it—it hurts.

There are two ways that you can kill him—shoot him in the face a few times for him to stagger backwards and eventually he’ll perform the tentacle tornado again.  Keep firing at his weak spot until a cut scene ends the battle.  It takes a while, but you can do it. The other method of dispatching him is to have Chris run up behind him and restrain him after you’ve shot him in the heart.  It has to be Chris that restrains him though—the game doesn’t let Sheva do it (haven’t tried in multiplayer though—it could work). In doing this, you’ll be injured–so don’t do it if you’re low on health.  If Wesker dies, good news, right?  But not at the expense of Chris.

So there’s RoH’s official Boss Strategy Guide for Resident Evil 5.  We hope it helped you through some of the more difficult bosses in the game.  Have any comments, questions or concerns?  Hit us up on Facebook or send us a personal message.  We’re always looking to hear from you!

–jeeves86

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Resident Evil 5 Achievement/Trophy List https://www.relyonhorror.com/in-depth/resident-evil-in-depth/resident-evil-5-in-depth/resident-evil-5-achievementtrophy-list/ https://www.relyonhorror.com/in-depth/resident-evil-in-depth/resident-evil-5-in-depth/resident-evil-5-achievementtrophy-list/#disqus_thread Mon, 14 Jun 2010 18:01:58 +0000 http://www.relyonhorror.com/v2/?p=494 The following is a list of Achievements/Trophies for Resident Evil 5 and how to get them.  This excludes those you get for completing levels. Recruit–Complete every chapter on the Amateur difficulty Soldier–Complete every chapter on the Normal difficulty Veteran–Complete every chapter on the Veteran difficulty War Hero–Complete every chapter on the unlockable Professional difficulty Egg […]

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The following is a list of Achievements/Trophies for Resident Evil 5 and how to get them.  This excludes those you get for completing levels.

Recruit–Complete every chapter on the Amateur difficulty

Soldier–Complete every chapter on the Normal difficulty

Veteran–Complete every chapter on the Veteran difficulty

War Hero–Complete every chapter on the unlockable Professional difficulty

Egg hunt–Collect each type of egg (white, brown, gold, rotten) and have all four in your possession.

All Dressed Up–Purchase all costumes in the Bonus Features menu

Stockpile–Obtain all weapons available in the main game

Take it to the Max–Complete all weapon upgrades

They Belong in a Museum–Collect all 50 unique Treasures

Badge of Honour–Shoot all 30 BSAA Emblems

They’re ACTION Figures!–Purchase all 46 Figurines at the Bonus Features menu

A Friend in Need–Assist a partner in “Help” status 10 times

Lifeguard–Perform a Partner Action to save an agent in the “Dying” status 10 times

Exploding Heads–Kill 20 Majini with headshots

A Cut ABove–Defeat five enemies with your knife

Cattle Prod–Kill 30 enemies with the Stun Rod

Crowd control–Defeat 30 enemies with the Gatling Gun

Bullseye–Same as Crowd Control, but using the Long-Bow

Get Physical–Kill 20 enemies with contextual melee attacks

The Works: Complete a maximum three-hit melee combo with your partner’s assistance.  One agent performs an opening punch after stunning an enemy, the other agent steps in to land a second contextual move, and the first agent forms the final attack.

Lead Asprin–Kill a Majini with a headshot while it is airborne.

Fireworks–Shoot a Molotov cocktail, dynamite stick, or grenade before a Majini can throw it.

Be the knife–Deflect an arrow firted by a Majini with a knife.

Meat Shower–Defeat three Majini with a single Hand Grenade or Proximity Bomb.

Go Into the Light–Kill two enemies simultaneously with a single Flash Grenade.

Ride the Lightning–Defeat a Majini by dropping an electricity transformer onto it.

Stop, Drop and Roll–Kill three Majini at once by setting oil barrels on fire.

Baptism by Fire–Kill three Majini at once by blwoing up an explosive drum or gas tank.

Masters of Removing–Awarded for saving Jill in Chapter 5-3 by using the context-action prompts to restrain her and remove the control device from her chest.  Both agents must participate in the final removal (one holding, the other pulling) to recieve this accolade in co-op games.

Bad Blood–Inflict enough damage to force Wesker to leave the battle in the Monarch room.

Drive by–Kill a truck driver during the Savanna Chase.

Egg on your Face–Kill a Majini with a Rotten Egg

Heart-Stopper–Kill a Licker with a context-sensitive stab to the heart.

Who do you Trust?–Based upon your interactions with your partner.  Get them to trust you by hitting ‘circle’

PS3 Only Platinum Trophy–Obtain all other Trophies.

Army of One–Win 30 matches in Slayers

Eye of the Tiger–Win 30 Matches in Survivors

The team that Slays Together–Win 30 Matches in Team Slayers

We Will Survive–Win 30 matches in Team Survivors

Keep the Good Times Rolling–Chain a 20-defeated combo in Slayers

It Takes Two to Tango–Chain a 40-defeated combo in Team Slayers

It’s All About the Points–Score at least 40,000 points in Slayers

There’s No “I” in Team–Score at least 80,000 points in Team Survivors

Bringing the Pain–Defeat 100 players using hand-to-hand melee attacks in Versus.

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