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PreviousResident Evil 5 Guide Pt.1 Mass Effect 2 - What We Know  Next

Resident Evil 5 Guide pt.2

Walkthrough: Acts four to six sorted
Resident Evil 5 can be a tough cookie to crack, but thankfully we had a man on hand to brave the chainsaws and axe-toting mentalists.

Here's part two of his comprehensive guide to surviving the swarms.

[You can find part one of this guide here.]

ACT 4
A network of caves and ruins is your next port of call. The locals here look primitive, but they've harnessed the power of the sun with some deadly consequences.


GREAT BALLS OF FIRE!
Deep into the ruins you'll be attacked by a stream of giant balls. Here's how you beat them.


Ignore the pots. Don't even attempt to collect ammo or treasure or else you'll be squished into the floor. Return to the giant crank in the middle of the room and call Sheva over. The two of you will then open the exit door.

The door starts to close... Time your run so that you dash between the two right balls. The trap will stop, letting you collect ammo. The next corridor isn't safe either. You'll need to sprint and leap over three gaps. The third leap is then followed by another quick QTE.

BOSS GUIDE: POPOKARIMU
It's back, and it's... easier than ever?


This fight is dead simple. Run straight past the Popokarimu and up the staircase. One QTE later and it's all over. More importantly, your ammunition supply remains untouched.

SUNBURN CITY
Forget the majini, your biggest worries in the underground city are the two deadly sunbeams.


On second thought, don't forget the majini entirely. Make your way over to the sky emblem in the top left corner. There's plenty of cover here, so duck into an alcove whenever a beam approaches.

When Sheva's grabbing the emblem you can kill the left beam's operator. You'll also be attacked by two giant majini; we never said it was going to be easy...

THE BEAM PUZZLE
Act four concludes with a series of lightbeam puzzles.


Grab the mirrors and bounce the light to the circular stone with the lift. AI Sheva will climb to safety, but a co-op player might not. Don't move the beam until she's safe.

Ignore the box here. It's a trap. There are three exits to this room, two of them with enemies (and gold) inside. The level end is down the long corridor to the south.

ACT 5
Chris discovers the source of Umbrella's progenitor virus, and a top secret underground lab beside it. It looks like Tricell have resumed Umbrella's work, and the lab isn't as empty as everyone first assumed.

THE BEST WEAPONS
This Act's most powerful weapons...


The powerful AK-74 is in the control room off the corridor just past the first two lickers. It's on the right, just before you exit the level. Talk about out in the open... You'll spy the Sig 556 on the table by the conveyor belts with all the 'dead' test subjects. Grab it now while there's nothing about...

The case with the H&K; PS-1 is in the small generator room you need to use to power up the horizontal platform. You'll probably be in a hurry - it's just after the reapers attack.

Head up to the last room on this arena's top level and push the coffin open with Sheva. Inside are two gems and a useful magnum. Don't waste bullets on Wesker at this point - you can't kill him.

THE LICKERS
Resident Evil 2's lickers make a welcome return, albeit in a new, genetically superior, beta modification. These babies are tough.


After a couple of teases two lickers will leap out of the glass holding tank, which lies just beyond the caged test animals. Sometimes they fake their own death. Aim at them - if there's a red dot it's still alive. If the laser doesn't register the licker, it's dead.

The lickers have poor eyesight, meaning you can creep past them without fear of an attack. They reproduce quickly though. If they hear you you'll be surrounded in seconds. They always attack in large numbers so bigger weapons are recommended for this section.

BOSS GUIDE: U-8
It's relentless in here. Once the vault's elevator is activated, the facility's arachnoid guardian springs to action...


The U-8 appears without warning, and it'll greet you with an instant-death QTE. If you survive, quickly pick up the hand grenade on the platform. Its two main legs have exposed fleshy muscles. Pick a leg and blast it with a powerful weapon (the upgraded shotgun's perfect for this).

Weaken the leg sufficiently and the U-8 will collapse. Now just run to its mouth and toss one of your grenades inside its sticky gob. Two cycles of this and you'll expose its cranium. Now focus all your fire on the brain and you'll send it off to spider heaven.

The only attack to be wary of comes from these flying critters. They trap you in sticky goo, so blast them whenever they appear before attacking the U-8.

GUN CRAZY
You've had it easy up until now. It's here that majini ditch their bottle and knives in favour of some full-blown army gear.


You'll meet these three grunts early on. Run up to the striped crates at the bottom and take cover before trading fire or you'll not get very far. Chapter 5.2 is a good time to invest in the bulletproof vest. From now until the end of the game it's all about using cover to overcome the soldiers.

After the first two rooms there are lots of explosive barrels to use. Strike them and you'll kill half a dozen majini with one bullet. Flash grenades are a pain. Not only do they white-out your screen for two seconds, they remove you from cover. Make sure you don't stray into gunfire when blinded.

FEAR THE REAPER
The reapers are the toughest 'standard' enemies in the game. Thankfully there's one massive chink in their armour.


The first reaper appears once you've restored power to the broken conveyor belt with the test subjects. Run past it and hop on. The reaper will chase you. Stand on the strip between the second and third belts then use the shotgun to knock it over when it gets near.

Normally this tactic would inflict no damage, but this reaper will now slide straight into the furnace. Even it can't survive fire that intense. The only difficulty here comes from the test subjects. If one grabs you just waggle the left stick to shake it off and pick up their treasure afterwards.
Reapers can kill with one-hit, but let them get close and fire one magnum shot into their yellow belly when they're uncovered and they'll go straight down.

BOSS GUIDE: UROBOROS MKONO
The Uroboros is back and, sadly, there's no furnace about to kill him with this time.


Turn around and investigate the flamethrower. This weapon's key, so keep an eye on the five lights above it to monitor the refuelling process. Locate the three gas canisters and knock them over. Everytime the Uroboros swallows one up shoot the canister to set it alight.

When the flamethrower's full pick it up, get in close and go crazy. Fire is the key, either from the flamethrower or the gas canister method. When the Uroboros is on fire it'll change shape and grow bright bulbous targets. These need to be popped, so make sure Sheva's equipped to shoot them.

Alternatively, hand the flamethrower to her and shoot them yourself. Keep one eye on the ammo and be prepared to refuel it.

BOSS GUIDE: WESKER
A scrap with STARS Alpha team leader sounds like fun, but we'd advise you to just run, run, run...


You've got to survive this fight for seven long minutes. Head to the blue door to your right and Wesker will smash you through. This gives you the run of the paddock...

Use your map to track Wesker and stay ahead by running laps around the one-way circuit. Jill doesn't show up on the map, so grab her from behind and let Sheva knock her out if you spot her alone.

There's plenty of cover in the upper levels but there's no point in using it. Wesker will soak up a couple of bullets and simply dodge the rest. Survival's your only goal.

BOSS GUIDE: JILL

You need to stay close to Jill to win this one. Run up behind her and keep her steady. Hold her there until Sheva shoots Jill's mind control chip.

Jill usually fights back afterwards, so get ready to dodge as soon as she breaks free from your grasp. Keep at it and Sheva will knock Jill down. All that remains is to rip the device from Jill's chest.

ACT 6
Smell that sea breeze. Chris and Sheva chase Wesker onto a container ship, where his monstrous plan begins to unfold. Can you stop him in time? It's tricky.

THE BEST WEAPONS
This Act's most powerful weapons...


After entering the ship you'll descend a stairwell. The shotgun's on the bottom deck.

The rocket launcher's in a case over in the darkest corner. Look at the plane: it's behind you on the right.

GET OUT OF THE CAGE
Sheva's lucky not to be crushed by the giant cage that's trapping her but Chris' luck has expired...


The controls to raise the cage are on a high platform behind Chris. First you need a keycard. This monster's the duvalia. The only weak point is this tangle of ribs and flesh hanging from its left leg.

A single flash grenade will knock it out though, exposing its fleshy interior for easy killing. With keycard in hand you need to escape this makeshift jail. Shoot the container controls here to reopen your route.

BOSS GUIDE: UROBOROS AHERI
Did Excella listen? Of course not! Instead she morphs into a freakazoid, and you've got to put her down...


When she first changes you'll need to escape her clutches by perfecting a tricky QTE. Interesting fact: you can press the wrong one before the correct button and you won't get penalised...

Fast-forward ten minutes and she's more than doubled in size. See those yellow bulbous growths? Yep, they're your targets. Use the keycard on the panel opposite what was Excella to get the laser device. Now climb one of the nearby ladders and start shooting.

You need to 'paint' a weak point for about three seconds before the laser kicks in. After each successful hit the monster spits out small worm sacks. Ditch your laser and take them out with your shotgun.

Keep painting the targets and dodging the arms if you fail to lock in time. The laser takes time to charge, so use another weapon while it warms up.

When the smaller growths are down the main one will be revealed. Hit this and prepare to do it all again. And again. She does die eventually but this is a long battle

THE END IS NEAR
This is the last scrap before you fight the end boss. Good luck!


Two bugs appear as soon as you open the second blast doors. Quickly take them out with a Magnum before the chaingun majini arrive. When the gunners appear, drop down into the left trench and leap the gap. Now climb the left ladder to find an extremely useful gatling gun.

Jump on and you'll have enough time to kill one of the gunners, which makes life much easier for everyone concerned. Apart from them, of course. Tell Sheva to take over the gun controls and go fetch the keycard from gunner no.1. The aim is to lure the second gunner out into the open.

If the gunner chases Sheva things are a little tougher. Instruct her to fall back and fire from the main platform. When he's near enough you can return to the turret and finish him.

BOSS GUIDE: ALBERT WESKER PART 1
Thirteen years of Resident Evil lore have built up to this moment: Chris Redfield vs Albert Wesker, the final battle. Er, part one, that is.


Grab the rocket launcher mentioned in 'The Best Weapons' and throw the three levers in the arena's corners to turn off the lights. Wesker should struggle to see now. Fire a rocket at him and he'll grab it from the air.

Pull out your handgun and shoot the rocket in Wesker's hands. It'll explode in his face, giving you ample time to run in and grab him. If you miss with the rocket there are more rounds two floors up. We found it easier to grab the round ourself rather than waiting for Sheva to pick one up.

If Albert picks up a missile you're in trouble. Start running, and don't stop until there's something big between you and him... Run up to Wesker when he's startled and hold him steady. All being well Sheva will inject him to end the fight. If not, just repeat the attack once more.


BOSS GUIDE: ALBERT WESKER PART 2
Resident Evil 5's nod to the infamous Krauser knife fight...


Nothing too tricky here. Hold the pad so that you can hit the face buttons, waggle the left stick and pull the triggers at a moment's notice. Pay attention to the cut-scene and you should breeze through.

BOSS GUIDE: ALBERT WESKER PART 3
Congratulations, you've made it to the final challenge of Resident Evil 5. We hope you've stocked up on ammo, because you're going to need it...


There's no way you can take on Wesker when you first crash-land. Just turn tail and run: it's best to live to fight another day, after all. Oh, turns out that day is actually just a minute away. Take the left path at the fork and equip the shotgun. Now shoot the two light-coloured rocks to help later on...

Turn around and you'll see Wesker following the path you took. Shoot his glowing back and he'll leap off the platform and stalk Sheva instead. Start shooting Wesker when Sheva tells you to do so. Once she's recovered it's time to save her by beating up a boulder; stick-twirling and all the rest of it.

You're on the home straight now. When Wesker raises his right arm up high run in close and shoot his back. The wound will close up and...

Wesker will unleash a whirlwind attack. Make sure you step back before he does. That move will then expose his front. Shoot that until the Uroboros protects him and wait for him to raise his arm once more.

That's all there is to it. Keep following that pattern (keep back after the whirlwind attack because he'll occasionally pound the ground too) and he'll be dead.

The lava doesn't quite kill him, but one final QTE in the helicopter will do. RIP Albert Wesker - one of gaming's greatest ever characters.

computerandvideogames.com
// Interactive
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Posted by blind_fools
anyone playing this game be careful DO NOT go back to a previous chapter for any reason because you will have to re-do the latest chapter your up to.
i was on the final mission last part of the last chapter went back to a previous chapter using the chapter select to collect some ammo.
(because a walkthrough from gamefaq told me that i could do that stupid me believed them)than went to go back to the final chapter but instead of taking me up to my latest save it took me to the beginning of that chapter wich is like 1 hour away from where i was.
now im realy pissed because at the beginning of that chapter theres like 5 mini bosses you have to beat and there realy realy hard now im going to have to do them again NOT HAPPY.
CAPCOM NEXT TIME IF YOUR GOING TO DO SOMETHING DO IT PROPERLY NOT HALF ASKED.
the chapters in resi 5 are verry long so whats the point of being able to go from chapter to chapter but you cant specify what part of that chapter.
why couldent they make it like resistance 2 or killzone 2?
Posted by nanoripe
Oh CVG, ther's a far easier, and quicker, way of dealing with the last form of Wesker.

After his heart is exposed and he does his whirly thing, he should kneel slightly on the ground. At this point, go behind him, and a QTE should appear. Follow the prompts, and Wesker will be finished immediately! Honest!

Do I get something for that????
Posted by Klodrik
Nanoripe: I was just about to say the same thing :)
Nice fight but hopefully Wesker returns later, the coolest Resident Evil character without a doubt.
Posted by CVG Gav
@nanoripe - I'll be trying that tactic tonight. Just kept running out of ammo...
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