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Chapter 5-3: Ghosts of the Past
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Item Management
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Camp the SIG since your MP5 can be maxed quicker. Store any flame grenades,
and any spare rifle rounds (you can keep a maxed box of bullets though). Don't
forget to grab a healing item, maybe two if you remember taking damage in the
last fight.
As far as upgrades, capacities for both handguns, the shotgun, MP5, but
probably not needed for the rifle. Your MP5 and shotgun should have maxed
firepower. That should leave only the rifle and handguns with un-maxed FP,
and for that I say upgrade the rifle. That may sound odd since you're about to
get another sniper rifle soon, but that rifle doesn't exactly blow the Dragunov
out of the water, so feel free to upgrade this rifle. I also maxed the FP of
the M92F. With whatever you may have left, maybe get a reload speed for
Sheva's P8.
I can't stress it enough, maxing your MP5 really helps handle the Reapers
upcoming.
*NOTE: You have Reapers, so bring the MP5, and you also have Lickers, so bring
spare grenades. You probably don't have 10, but just like the last mob of
Lickers, you can kill another optional mob for treasure.*
The Exterminator
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+++++
BSAA EMBLEM
#25. Ch 5-3, go through the opened door at the start and shoot the emblem
through the right fan.
+++++
Go through the door and up the ladder, then follow the left path into the
room for two items and a gem in the safe, and a document on the desk. Then go
down the other path, pick up the MG ammo, and hit the door.
Couple of items to the right, then go out into the next missile area and take
cover by the first metal panel as you exchange fire with the two Majini across
the way. Then the next pair of enemies may run up or they may delay a little,
but be ready for them. Two crates nearby, and about five items in the nearby
room, including new rounds for the GL which you don't have.
There are about four more Majini to exchange fire with along the walkway as
you approach the room, but more important is the fact that you can face any
combination of 2-3 Reapers before the room. On multiple playthroughs I found
that sometimes the first egg opens, the second egg opens, or the third egg
opens. It turns out the outcome is random and some have hit all three. No
matter what you get, use the MP5, and with full firepower you can just wait for
the chest bulb to expose, shoot it to knock it over, and then tag the two
on it's back to fully expose the chest spot. Do this as many times as there are
bugs, and don't forget there are Majini, so don't let them get you.
Inside the room are a ton of items including a new rifle, the PSG-1, which is
not much of an improvement over your upgrade Dragunov, so let Sheva have it.
Pull the lever and go out to the lift to hit a scene. Shoot the dynamite off
the throwers, then snipe the big guy to death, and finally the one at the
back. YOU operate the lift first and send Sheva over, but hit the gunner to the
right, then quickly take out both shieldists who will sprout plagas, so snipe
quickly. Get on and Sheva will send you over. Pick up the treasure waiting for
you.
Hop to the right for three items, and when you try to go left you'll be
introduced to the RPG Majini. Don't take cover at the corner of the catwalk,
just stay at the first steel plate. Two RPG's will appear at first, but also
a couple of Majini, including suicide Majini who will stagger once hit enough
and then blow up, so not only know when to stop attacking them you must also
stay away when they blow - so try to only attack when they are moving toward
you, and they wear vests of explosives. After the first group another group
will show, but maybe the RPG's will take each other out. Finally, when you
approach the room you need to watch out for the three that wait inside. DON'T
take the first door, go around and flank the shieldists. Grab the treasure,
herb, crate, and read the document in the room and exit the map.
'Round You Go
-------------
+++++
BSAA EMBLEM
#26. Ch 5-3, when you reach the moving platform, BEFORE you turn it on, get
out your rifle and zoom up from the east side of the platform to hit the
emblem through a metal walkway.
FYI, I forgot to get this once and got it for hitting the first lever holder
guy, so maybe you get this one regardless.
+++++
About nine items as you approach the lift. Find the console on the side and
pull the levers to send the lift up. There will be a few enemies on some side
walkways as you go up, but just hide around the middle column because it only
takes a few revolutions before those enemies are out of view.
Once you hit the scene you need to locate the enemies on the side and only
kill the middle one, the guy holding the lever. This is possible with the
handgun if you don't mind random luck, but it's best to get out the rifle,
hold the sight to the right of your target, and when ready to fire move your
sight left and then shoot; it's the only way to know where your sight will
be since it will be moving no matter what.
After the lift is back to moving, just use the middle column as cover from the
next group. When you hit the second stoppers there are actually two of them,
the ones level with you and the ones just below you. Again, do the sniping as
described above for only the middle guy below you. Then back to hiding as you
anticipate the end.
Finally, when close to the top there will be four gunners waiting for you,
all of them stretched along the staircase. Just hide behind the column and
snipe the right one and then the rest from right to left. Pick up the drops and
get to the next map.
Pest Problem
------------
*NOTE: If you need a RESTART to get your grenades, do so, or maybe even use
the GL. This is of course if you wish to confront this mob of Lickers.*
*SPOILER WARNING: If you want no part of spoilers, don't scroll below the
dotted line. Glancing at the title, possibly by just reading this, you'll
have a little bit spoiled for you. Even when you see the first boss name,
seeing the second is the real spoiler. But if you just read the first boss
name and play, you'll know the surprise and can see the second name.*
+++++
BSAA EMBLEM
#27. Ch 5-3, at the beginning of the cave-like room with the controls (the
Monarch Room Entrance), go left, go around an elevator shaft, and shoot the
emblem below.
+++++
Move up to the open and then turn around and look up to shoot a gem on the
ceiling of the tunnel, near the light. Crates to the left and right, and one
up by the bridge. Pull the lever to the right of the bridge to restore power to
a lift to the left. Before you call that lift, go around and pick up the
ammo (as well as hit the emblem in the shaft). Now pull the lever to call the
lift, and then you hop into the lift to go up (or command Sheva to send you
up). DON'T send her up there, please, it's far easier for you to do the
work.
On the upper walkway tread cautiously as the Licker appear. Back up and calmly
snipe both. Move up and along the way you need to quickly dispatch the three
you see moving up the wall, and time is essential here. Quickly pick up the
drops and the two crates along the way as you SPRINT to the end of the path and
begin pushing the metal object. Do not stop pushing until it topples off the
end of the path. No matter what, just keep pushing and only fight if they get
really close, otherwise Sheva will most likely stall them for you. Once it
falls off quickly hop down and into the room.
Pull the lever in here and then quickly check the left locker to your left
for a treasure, but that's it, you have no more time as the Licker are outside
the room and falling in. After grabbing the treasure unlock the door and run
out toward the tunnel entrance, let them draw to you or let them attack Sheva
to the side, then sprint for the bridge. Quickly pop the treasure on the
ceiling toward the exit door and leave.
The items to collect in and above the building are magnum shells, a treasure,
a herb, and a first aid spray. Good stuff, but of course requires a ton of
effort to clear the Lickers. You can do this will all your firearms, or use
the frags you brought. None dropped treasure when I did this, but maybe for
you they will.
If you do kill them, either use RESTART after you go through the door, or get
organized now. You picked up 12 magnum rounds in this chapter, so give those
to Chris. There is no need to RESTART because you will get a new magnum in the
next fight. Get the magnum rounds, don't need MP5 ammo, and don't need grenades
of any kind. Sheva only needs handgun ammo, which she will totally waste.
Again, don't forget the gem on the ceiling before you leave.
-----------------
BOSS: Wesker
This fight is a very difficult game of cat and mouse. To start you must run
right and use the door to get through, then just turn around and run up the
steps to lose Wesker. For this whole fight pay no attention to Jill, since if
you kill her you lose.
Get to the northwest of the map where you have two rooms and a long hallway
that can allow you the space to evade Wesker. He will slowly walk around and
you can track him on the map, but Jill will constantly be running all over and
shooting you.
First, run to the northwest and smash the jar directly to the right as you
enter the first room, it's on the wall, for a gem. Then run into the second
room and use Sheva's help to open the sacophagus. Keep Sheva close, if you
can, and try to give her as much of your ammo as you can. Pick up the Hawk
magnum and the two gems. This magnum will be your friend until it's out of
ammo, which you've gotten a little from this chapter.
As far as attacking Wesker, you only have to inflict damage if you want to
speed up the actual Seven Minutes until he leaves. If you think you can
hurt him enough then feel free to attack, otherwise he'll leave and you will
not get the reward to chasing him away.
You can ONLY attack when he is not looking at you, otherwise you'll miss. You
only have time to shoot him 2-3 times, or four seconds, before he will regain
himself and dash to you; you could try to counter with the button press, but
it's wiser to either turn and run or run by him. If you are serious about
attacking you will need to work fast, possibly luring him to the NW area from
the start. All you can do is run to one end of a room, wait, shoot the instant
he is in view, and run when he gets off his knee. Of course use the Hawk.
Repeat by watching the map and seeing which way he is facing, then pop up
behind him and shoot some more.
It's possible to evade him for 7 minutes, his slow movement, radar tracking,
and ease to lose track of you will play into your ability to stay away. Again,
you can just run around the rooms and the hall adjacent the rooms to evade him
for as long as you wish and to get in position to hit him.
*NOTE: All items in the upper rooms all but lost once Wesker leaves, so
collect them as you try to evade and get in position during his fight.*
BOSS: Jill
If you chased Wesker away then get the treasure that is in front of you. Also,
run to the east balcony and grab a gem from the jar. There are more jars along
these balconies, but don't go crazy getting them all, Sheva can't hold her own
very long.
Just get on the floor and chase Jill around, trying to get behind her and
using the ENTREAT option when you see it, or just mash the button when near
her. Once she is held by Sheva, run up and press the button to grab the control
device on her chest, then mash the button to rip it off; if on the ground then
you need to be ready to dodge her kick. You must do this about seven or so
times until you finally rip it off.
She can twirl around shooting her guns to both sides, get on a balcony and
shoot guns, and she can always kick you when close. All of these can be avoided
by being behind her, under her, and keeping some distance to her respectively.
Now you can grab her if you want, but it's tricky. If you do be ready to avoid
her counter after. Lastly, the option to shoot the control device is there,
and will possibly speed this fight up. But of course killing Jill is not the
option, but if you don't like mashing buttons just use your pistol while
Sheva holds her, or Sheva will when you hold her.
It's not a difficult fight.
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