Friday, October 5, 2007

Resident Evil 5 Cheat & Walkthrough


=======================================================
INDEX
=======================================================


1.) Introduction
2.) Prologue
3.) Controls
4.) Saving
5.) Co-Op
6.) Inventory & Item Management
7.) Menu Options
8.) Health Items
9.) Important Items
10.) HUD
11.) Weapons
12.) Enemies
13.) Characters
14.) Before Getting Started
15.) Walkthrough
16.) Professional Mode Tips
17.) Unlockables
18.) Mercenaries
19.) Trophies
20.) BSAA Emblem Locations
21.) Plot Summary
22.) In-Game Files
23.) Unlocked Files
24.) History of Resident Evil


=======================================================
INTRODUCTION
=======================================================


This guide/FAQ will hopefully answer any questions you may have about this
particular game, and help you with any problems you may be experiencing while
playing it. A summary of the game can be found in the Q & A section.

This game follows Chris Redfield on a mission in Africa. This is the seventh RE
game that is part of the main storyline. Resident Evil 5 was released on the
Playstation 3 and Xbox360 on March 13, 2009 [North America].


=======================================================
PROLOGUE
=======================================================


A mysterious cloaked figure is shown in the presence of a man being infected
with something, and the figure walks away.

There appears to be some type of armed forces being deployed in the area.

"Captain DeChant here, we've secured the underground route to the coordinates."

A gate is closed and locked.

A car is seen driving down a narrow road in Africa.

[Internal] Chris: "I should've seen it coming... It didn't take long after the
fall of the Umbrella Corporation for their bioweapons to end up in the hands
of terrorists. A new era of bio-terrorism descended upon vulnerable countries,
shifting the balance of power throughout the region. People in the
destabilized areas soon feared another incident like Raccoon City was
inevitable. As panic spread, governments of the world turned to the Global
Pharmaceutical Consortium, which formed the anti-terrorism unit, BSAA.
Operatives of the BSAA were sent to infiltrate and neutralize bioterrorist
hotspots, restoring stability and safety to various regions around the globe.

A young woman walks up to Chris.

Sheva: "Welcome to Africa. My name is Sheva Alomar."

Chris: "Chris Redfield."

Sheva: "Your reputation precedes you, Mr. Redfield. It's an honor."

Chris: "Just Chris, thanks. So you'll be accompanying me to the destination?"

Sheva: "Yes. Tensions are are running high ever since the change in
government."

Chris: "I'll bet. Intel says it's a haven for terrorists now."

Sheva: "And they're not going to be happy to see an American, BSAA or not.
That's why I'm your partner; help put them at ease."

Chris: "I'm sure you'll do just fine...partner..." We see a brief glimpse of a
grave stone with the name Jill Valentine on it.

Sheva: "You okay?"

Chris: "Yeah, sorry. It's nothing. Let's go."

[Internal] Chris: "Casualties continue to mount over the long years I've
struggled. More and more I find myself wondering if it's all worth fighting
for. Maybe one day, I'll find out.

A man pats down Sheva.

Sheva: "You don't have to get touchy."

She looks at Chris. "Let's go."

[Internal] Chris: "There is one thing I do know: I have a job to do, and I'm
gonna see it through."


=======================================================
CONTROLS
=======================================================


There are four different control schemes.


LT = Left Trigger, RT = Right Trigger

Start = Pause/Menu
Select = Skip Cutscenes
LT = Break Free


You can change the aiming speed to slowest, slow, default, fast, and fastest.
You can change the aiming controls so that it's the default, or the x-axis is
inverted, the y-axis is, or both.

Pressing down on both triggers at the same time will trigger a type of "taunt"
that will get an enemy's attention.


Type A is most similar to the classic and RE4 schemes.

X = OK
Circle = Back, Partner action
RT = Adjust viewpoint
LT + X = Run
R2 = Map
R1 = Aim
L2 = Locate partner
L1 = Equip knife
L1 + Square = Use knife
R1 + Square = Fire
R1 + X = Reload
Down + X = Quick turn
Triangle = Inventory

Square is the action button.



Type B

X = OK
Circle = Back, Partner action
LT + X = Run
RT = Adjust viewpoint
R2 = Map
R1 = Aim
R1 = Locate partner
L1 = Equip knife
L2 + R1 = Use knife
R1 + L1 = Fire
L1 + X = Reload
Down + X = Quick turn
Triangle = Inventory


Type C

LT = Strafe
RT = Rotate
Circle = Back, Partner action
LT + X = Run
L2 + R1 = Use knife
R1 + L1 = Fire
R1 + X = Reload
R2 = Map
L2 = Locate partner
Down + X = Quick turn
Triangle = Inventory


Type D

LT = Strafe
RT = Rotate
Circle = Back, Partner action
LT + X = Run
L2 + R1 = Use knife
R1 + L1 = Fire
R1 + X = Reload
R2 = Map
R1 = Locate partner
Down + X = Quick turn
Triangle = Inventory



You can use the d-pad for quick changing to whatever you want as long as
you have the inventory set up correctly.

Up on the d-pad goes with the item in the upper center box.
Down goes with the item in the bottom center box.
Left goes with the item in the left center box.
Right goes with the item in the right center box.

In your inventory, you can use the square button to move stuff to any box you
want.

You can use R2 to get into Sheva's inventory. From there you can request
whatever you want from her.


=======================================================
SAVING YOUR GAME
=======================================================


Typewriters are now gone. Instead of having those as save points, the game
will now save automatically at certain points, such as the beginning of
chapters. If you die, you'll either start back where it last said "Saving..."
on the screen, or "Checkpoint."


=======================================================
CO-OP
=======================================================


The addition of co-op to RE5 is one of the biggest changes the series has seen.
Although certain things will apply to both people if you're playing with
another person, I'm just going to stick to referring to the main person as
Chris and the partner as Sheva.

In Zero, of course, there was the partner zapping feature--but this is a far
cry from that. Throughout the whole game, you'll be paired with another
character to fight alongside with.

If you're playing alone, you'll be automatically playing as Chris. If you're
playing with another person, you can choose which character to be. If one of
them dies, the game is over.

There will be different commands throughout the game, such as Assist Jump,
where Chris boosts Sheva up, or Help Partner, which is attacking an enemy
who's hurting Sheva. When you're both near an item, you can pick it up
yourself or have Sheva pick it up.

If either of you are about to die, the other character can resuscitate you.
During that time, you're screen will take on a red tint and it'll be kinda
like having motion sickness, and you won't be able to defend yourself. If the
non-dying character has any health items, they'll first use those. If not,
they'll inject you with something. The amount of times you can be resuscitated
is infinite.

If both characters are near each other and you use a health item, it'll heal
both of you. When Sheva's HUD is flashing "HELP," you can go over to her and
hit the enemy that's attacking her to help her. Likewise, she can do the same
for you.

If you want something that she has, you can go into her inventory by pressing
R2 when in your own, and "request" it. You'll automatically receive it. You
can give her an item if you're near her by selecting that option in your
inventory. If Sheva is away from you, you can equip the item and then give it
to her when you're by each other.

Both characters have their own set of melee attacks that they can use depending
on the situation (basically, depending on how the Majini has been hit). You
can also use a combination of moves--one from Chris, and one from Sheva--if
you time it right.

On ground: Stomp [Chris], Impale [Sheva]
On knees or grabbing knees: Somersault [Sheva], Uppercut [Chris]
On knees/stunned behind -- Throat slit [Sheva], Neck breaker [Chris]
Grabbing face: Roundhouse [Sheva], Straight [Chris]
Grabbing arm: Hook [Chris], Twist Kick [Sheva]
Grabbing arm from behind: Kick [Chris], Knee [Sheva]

Combinations:

Hook from Chris + Knee from Sheva = Haymaker
Kick from Chris + Twist Kick from Sheva = Backhand
Twist Kick from Sheva + Kick from Chris = Skull Crusher
Knee from Sheva + Hook from Chris = Spinning Back Kick

In order for the combination attacks to be done, the Majini has to be grabbing
an arm.


By holding down the partner command button (circle), an option will pop up for
the other character, and you can have them in either Cover mode, or Attack
mode.


=======================================================
INVENTORY & ITEM MANAGEMENT
=======================================================


The inventory is different in RE5 in the fact that it no longer pauses your
game. Instead you have to pull it up on screen during the action.

Each character has nine slots available to them throughout the entire game, and
there are no item boxes (aside from at the item management screen).

These are the options you'll be given depending on which item you're
highlighting in the inventory: Equip, Give, Discard, Use, Combine.

You can press R2 to showcase Sheva's inventory. Treasures, gold, and keys don't
take up any space.

On the item management screen, you will see three options: Organize, Buy, and
Ready. Both inventories will be displayed, as well as a type of item box where
you can store stuff you don't currently want to have in your inventory. You
can also view and sell your treasures.

Organize allows you to go into your inventory and combine, sell, upgrade,
remove, add, give (to the other character) or move items. Buy allows you to,
well, buy things! Ready is for when you're done and prepared to continue on in
the game.


=======================================================
MENU OPTIONS
=======================================================


Play Game: This takes you to the second menu.
Records: This contains general information about the game (such
as how long you've spent playing it), how much you've used each weapon, your
accuracy with each weapon, how many enemies of certain types you've killed,
and things that have killed you (and how many times).
Leaderboards: This will take you to an online showing of users
who have completed specific chapters (including on what difficulty) the
fastest.
Library: This contains the twelve files you unlock during the
game, including the History of Resident Evil information shown during loading
screens. It also contains the figures you've purchased, as well as the ability
to watch any cutscene in the game that you've already seen. So if you've
beaten the game, you can rewatch them all if you like.
Options: This is where you change controller, game, audio, and
screen settings.
Credits: This will play the credits of the game.


New Game: This is what you'll pick to create an entirely new game
if you have no saved data.
New Game +: After completing the game a single time, this is what
you'll choose to start over (you'll keep the items you had when you beat the
game).
Continue: This will take you to the point where you last stopped
playing.
Chapter Select: Any time you wish, you can choose to replay a
chapter you've completed, and choose which difficulty to play it on.
Join Game: This allows you to join an online game.
Item Management: Here you'll be able to organize your inventory
however you want.
Bonus Features: This is the screen in which you can purchase
outfits, filters, figures, and other things.
Special Settings: This is where you can select which costumes and
filter to use, and you can turn on infinite ammo here as well.
The Mercenaries: This is unlocked after beating the game once,
and is a bonus minigame.


=======================================================
HEALTH ITEMS
=======================================================


Green Herb -- Restores a portion of your health.
Red Herb -- Can't be used by itself, but it can be combined with a green herb
to heal you completely.
First Aid Spray -- Heals fully.
White Egg -- Restores a portion of your health.
Brown Egg -- Restores a majority of your health.
Golden Egg -- Restores all of your health.

Do not eat a rotten egg, as it will do damage to you.


Combinations:

Green + Green -- Heals a majority of your health.
Green + Red -- Cures fully.


=======================================================
IMPORTANT ITEMS
=======================================================


List is in the order you obtain them. The number in the brackets signifies
what chapter they are found in.


M92F Handgun [1-1]
VZ61 Machine Gun [1-1]
Old building key [1-2]
Ithaca M37 Shotgun [1-2]
Furnace key [1-2]
H&K MP5 Machine Gun [2-1]
Port key [2-1]
SR75 Rifle [2-1]
Guard's key [2-1]
Dragunov SVD Rifle [2-2]
Beast slate [3-1]
Warrior slate [3-1]
Raptor slate [3-1]
Shaman slate [3-1]
S&W M29 Magnum [3-1]
Grenade Launcher [4-1]
Sea emblem [4-2]
Sky emblem [4-2]
Earth emblem [4-2]
AK-74 Assault Rifle [5-1]
SIG 556 Machine Gun [5-2]
H&K PSG-1 Rifle [5-3]
L. Hawk Magnum [5-3]
Crane keycard [6-1]
Jail Breaker Shotgun [6-1]
Tanker keycard A [6-1]
Tanker keycard B [6-1]
Bridge keycard [6-2]
Hangar keycard A [6-3]
Hangar keycard B [6-3]


=======================================================
HUD
=======================================================


There are two HUDs, one for Chris, and one for Sheva. It shows both characters'
health, what you each have equipped, and the ammo or amount of the item. For
instance, if you have the handgun equipped, it'll show you the amount of
bullets you have in your gun, and how much you have in your inventory.

As far as health goes:

Green = Fine
Yellow/orange = Caution
Red = Danger

You can also be in "dying" status, which the HUD will show.

It will also say "HELP" if either Chris or Sheva are in trouble.


=======================================================
WEAPONS
=======================================================


These are all of the weapons found in the game, and the stats are after they've
been maxed out.

Upgrading a weapon fully unlocks the ability to buy infinite ammo for that gun
(under Bonus Selections) if the option is turned on.


M92F Handgun
Firepower: 250
Reload time: 1.36
Capacity: 100
Critical %: Three gold stars


H&K P8 Handgun
Firepower: 300
Reload time: 0.85
Capacity: 25
Piercing: Three gold stars


SIG P226 Handgun
Firepower: 480
Reload time: 1.62
Capacity: 16


M93R Handgun
Firepower: 400
Reload time: 1.36
Capacity: 30
3-round burst
This is unlocked after completely upgrading the M92F Handgun.


Ithaca M37 Shotgun
Firepower: 400
Reload time: 2.40
Capacity: 25
Critical %: One gold star


M3 Shotgun
Firepower: 900
Reload time: 2.70
Capacity: 10


Jail Breaker Shotgun
Firepower: 350
Reload time: 1.82
Capacity: 15
Attack Range: Two gold stars


Hyrda Shotgun
Firepower: 550
Reload time: 3.30
Capacity: 10
Attack Range: Two gold stars
This is unlocked after fully upgrading the Ithaca shotgun.


S75 rifle
Firepower: 2000
Reload time: 3.30
Capacity: 50


Dragunov SVD Rifle
Firepower: 1300
Reload time: 2.41
Capacity: 18
Semi-auto


H&K PSG-1 Rifle
Firepower: 1200
Reload time: 1.70
Capacity: 15
Scope: Two gold stars
Semi-auto


VZ61 Machine Gun
Firepower: 100
Reload time: 2.27
Capacity: 300
Critical %: Two gold stars


H&K MP5 Machine Gun
Firepower: 120
Reload time: 2.10
Capacity: 150
Piercing: Two gold stars


SIG 556 Machine Gun
Firepower: 180
Reload time: 1.42
Capacity: 80


AK-74 Machine Gun
Firepower: 250
Reload time: 2.55
Capacity: 50


S&W M29 Magnum
Firepower: 3200
Reload time: 2.83
Capacity: 12
Piercing: One gold star


L. Hawk Magnum
Firepower: 3000
Reload time: 1.36
Capacity: 8
Piercing: Two gold stars


S&W M500 Magnum
Firepower: 5000
Reload time: 3.18
Capacity: 6
Piercing: One gold star
This becomes available upon completely upgrading the S&W M29.


Grenade Launcher
Powerful weapon that can fire six different types of grenades. Ammo is sold
separately.

There are grenade rounds, nitrogen rounds, flash rounds, flame rounds, acid
rounds, and electric rounds.


Rocket Launcher
Weapon that launches a high-explosive rocket propelled grenade. Designed to be
disposed of after a single use.


Stun rod
This weapon temporarily immobilizes opponents with a potent discharge of
electricity.


Gatling Gun
This weapon is for Chris only and is available after completely upgrading the
Ithaca shotgun.
The rotating barrels fire a seemingly infinite supply of bullets. It fires
quickly but lacks accuracy.


Longbow
This weapon is for Sheva only and is available after completely upgrading the
SR75 rifle. A highly effective weapon in terms of damage. It comes with an
unlimited supply of arrows.


Grenades
Incendiary grenades cause fire upon impact.
Hand grenades are normal grenades that explode after a few seconds after
hitting the ground.
Flash grenades will kill any exposed parasite instantly, and also stun other
enemies.


=======================================================
ENEMIES
=======================================================


Majini

These are the main enemies of the game. They are infected with Las Plagas, and
can communicate, attack in groups, and use weapons. One of their attacks is
when their jaws open and the parasite tries to latch onto you.


Executioner

The best way to handle the executioner is with explosive barrels, grenades, and
the shotgun. These things also take out the Majini that will be around him
and/or you, which makes it easier. After stunning him, you can either use a
melee attack, or keep shooting him with the shotgun. You can also use the
rifle or machine gun. If you feel more comfortable staying away from him, a
good way to do that is to go up to one of the platforms that you have to jump
to, because he won't be able to follow you. That way you can shoot away at him
as you want, while watching out for other Majini that try to attack you,
although hopefully Sheva will be taking care of most of them. He has two
moves: swinging his axe from side to side, and slamming it down into the
ground. Both attacks will take out anything in the way. They're really
powerful, and if you get hit, you'll be put into dying status. It can in fact
hit you while you're being held by a Majini, so be careful of your
surroundings while you're battling this guy. I find that the best approach is
an aggressive one.


Chainsaw Wielders

While there is a chance of Chris surviving this if he has enough health, it's
still a good idea to try not to get hit! The best way to deal with these guys
is by using grenades, proximity bombs, and good old shotgun shells.


Dogs
These are way more vicious than the ones found in the previous games. And, as a
bonus, sometimes their heads will split into two! They have a jump attack that
will take damage off no matter what (no way to dodge it), and they can also
latch onto you with their parasites. They can also jump on you. The best way
to deal with these is with the shotgun or something similar in power. They can
be hard to keep track of because of how fast they are and because there's
always more than one at a time.


Reapers

There aren't many of these, but they can be a pain in the ass since they can do
an instant kill attack. Stay away from them if you can, and they also have
some type of acid/gas spewing ability. When you see the white areas on their
chest, shoot it, and then they'll be stunned and will show a white spot near
its head. When that happens shoot that. It will most likely go backwards a
little and the white chest part will reveal itself again. Shoot it until its
dead.


Lickers

If you've played RE2, you should remember these...except they've stepped it up
a notch. You can sneak by them as long as you walk and don't make any noise.
They're always in large groups, and also they don't crawl too quickly, they
attack fast and a lot. It can takes quite a bit to take them out, so use a
powerful weapon, or grenades. I've also found that nitrogen rounds with the
grenade launcher work very well.


Crocodiles

These shouldn't be fought, as there's no reason to kill them. You can always
run by them if you're in the water, although there is a time in which you'll
have to dodge them to survive, since one attack will kill you.


Uroboros

Fire. This will be the central theme among all three of these fights. For the
first one, use the two tanks in the area and then shut it in the furnace. On
Amateur and Normal, it'll only take one time of doing that to kill it, while
on Veteran and Professional, it'll take two.


Popokarimu

This boss can fly, tangle you in some type of web, screech to stop you, and
just simply attack. Use the proximity bombs around the area to stun it, and
when it lays on its side, shoot the hell out of the glowing side of its tail.
You'll have to repeat this at least a couple of times.


Ndesu

This is a turret fight, so it's pretty simple as far as that goes. Remember
that the turret can overheat, so watch that. Shoot the troll until it reveals
a couple of parasites, then target those. A bigger one will pop out, so shoot
that as much as possible. That will go back in, so repeat shooting the big
dude until more parasites come out to play. Shoot them until the big one comes
out again. That's pretty much it. However, you'll also have to dodge at some
points, and when he picks up a boulder, shoot it as much as you can before it
gets to you and hopefully it'll break. When he gets close to you and is about
to smash you with his foot, just keep shooting and it'll stop him. He'll also
try to swing his arm and hit you, so you'll have to dodge that. In addition,
he can pick up a tree and swing it at you, so duck when that happens. The
annoying part of the fight can be the three Majini that keep reappearing
throughout it. There will be two to the right at times, trying to shoot you
with arrows, and one on the left, throwing some type of fire grenade at you.
Take them out when you can.


Irving

This is another turret fight, but it's a bit more complicated than the previous
one. Again, the guns can overheat. The front two guns are normal turrets,
while the back two have rockets or something similar in them. These ones
overheat after one shot for a few seconds, so try to make the shots count. Try
to aim for the red spot on its head. There will be tentacles that come up from
the water that you need to shoot to sever. There will also be dodge commands.
When it opens its mouth in the front of the ship and shows Irving inside,
shoot it as much as possible. There will also be another type of tentacle that
will come up on the boat at times and try to grab you or Sheva. Watch out for
those. Just repeat this process until Irving dies.


U-8

This battle can be a bit frustrating due to the fact that the monster moves
back and forth along the platform, making it more difficult to aim correctly.
The easiest thing to do is shoot the red spots on its two legs as they come
down and stop for a second. When you've done enough damage to them, the legs
will fall, and you'll be able to shoot inside U-8's mouth to further hurt it.
It will also go up high at times and flying creatures will come out to hurt
and distract you. Another way to kill this is by having hand grenades in your
inventory. When the mouth opens up, get really close to it, and there should
be a button prompt that says "Toss in." Do this, and you'll throw in a grenade
and roll out of the way. This opens up a bigger space on the top of its head
to shoot and do more damage. You can repeat this a couple of more times as
well. Once done, there will most likely be some dodge sequences to look out
for.


Uroboros Mkono

Now this fight can take a while unless you have a rocket launcher or something
like it handy. First of all, fire, fire, fire. Shoot it with flame rounds,
incendiary grenades, the flamethrower when it's loaded, and use the three
tanks around the area. It'll go into a stunned phase where there will be
several glowing orbs visible--shoot these. The frustrating part comes from the
fact that it can seem like you're not even hurting it, and the fight can take
a while.


Wesker & Jill

Don't shoot Jill is the first thing I'll tell you. This fight is more about
staying alive than trying to kill your opponents. Watch out for Jill as she
has a gun, but mostly just run around and dodge when you have to. You do,
however, have to do a certain amount of damage to Wesker in order to earn a
trophy.


Uroboros Aheri

Shoot for the orange blob things until they turn a deeper color. After that,
keep shooting them until they're destroyed. The center will open up and reveal
a big red/orange area, and this is what you should use the laser satellite
weapon on. After that, more of the orange globes will come back. How many
depends on your difficulty. Take these out like before, and repeat the process
until the monster is dead.


Wesker 2

This fight is a simple one. Use the levers around the lower level to shut off
the lights. Grab the rocket launcher and load it with rockets when you find
them. Shoot it at Wesker when you're in the dark and he can't see you. When he
grabs hold of it, shoot it, run up to him, and restrain him. It'll take only a
couple of times of doing this to beat him.


Wesker 3

Shoot the hell out of him while watching out for dodge attacks. When the
tentacles come up from the ground and whirl around, just stand back, as they
won't move closer to you. When you see the orange on his chest, shoot for it.
It'll close up and then reappear on his back. This will probably happen a
couple of times or more. You can either keep blasting away at him, or go up to
him at one point when he's stunned, and perform a melee attack that will end
the fight.


=======================================================
CHARACTERS
=======================================================


Chris Redfield
Age: 35
Height: 6'1"
Weight: 216 lbs
Official Instruction Booklet: Chris's knowledge, instinct, and attack
power are unparalleled within the BSAA, and years of experience has given him
the ability to wield a variety of weapons. Since Umbrella's downfall, he has
fought several biological threats throughout the world, but with the hard
fought victories also come devastating tragedies.
Extra: Chris is a very determined and caring individual who has a ton of
experience dealing with bioweapon threats. He's one of the eleven founding
members of the BSAA. Jill's death hardens him and he throws himself into as
many missions within the BSAA as he can, and he begins questioning if it's all
worth fighting for. His reasoning behind requesting to go on the Africa
mission has to do with having suspicions of Jill being alive, and he can't
pass up the opportunity to find out the truth. His suspicions are realized,
and with how far he's come, he's unwilling to end the mission even upon
receiving orders to do so.

Once he finds Jill alive, he shows how desperate he is to save her and refuses
to fight back even when she attacks him. He's able to save her, not angry at
her actions, or anything other than relieved. This is also when Chris is
finally able to accept Sheva as his partner. When the pair is on a plane with
Wesker, Sheva is about to sacrifice herself the same as Jill had two years
prior, but you can see in Chris's eyes that he refuses to let another partner
die to save him, and saves her in turn. In the end, having killed Wesker and
saved Jill (and Sheva), he's finally able to realize that it is all worth
fighting for. The emotion Chris portrays in RE5 really reveals what kind of
character he is.


Sheva Alomar
Age: 23
Height: 5'5"
Weight: 114 lbs
Official Instruction Booklet: A BSAA agent and an African native. Sheva
joins as Chris's partner in his latest mission. Her skills in combat are
formidable, and her agility is unparalleled. She is driven by her dark past to
fight against the bioterrorism ravaging her homeland.
Extra: As explained in her file, as a young child of just eight years
old, her parents were killed in a factory accident. The factory was in fact
owned by Umbrella and the "accident" was actually intentional. Because of the
type of environment she grew up in, she was familiar with violence taking
place around her, and ran home and stayed there by herself for a couple of
days, hoping that her parents had somehow survived. They hadn't, and her uncle
took her in, though after not too long, Sheva ran away and into the savanna.
She was found by guerilla fighter and taken in. It was then that she was told
about the factory accident actually being intentional, and this sparked her
hatred of Umbrella and the whole bioweapons industry, as well as the
government, for they had helped Umbrella cover up the whole incident. Thus,
she joined with the group of anti-government guerilla fighters, and they
became like family to her.

She was with them for years. At the age of fifteen, she was approached by two
men, one being from the United States government. They made a deal with her,
and with her help, were able to arrest the man from Umbrella that they were
after. Sheva had been hesitant before, but the man had been convincing: she
couldn't just walk away, she had to fight against the evils of the world.
After helping with this mission, Sheva was sent to the U.S. and quickly
learned English, and she also graduated from college with honors, displaying a
high intelligence and motivation level. When Sheva was done with school, she
joined the BSAA. Given the opportunity to turn away when Chris tells her he
has to go on to find Jill, she refuses to. Instead, she trusts him and won't
leave him to the task by himself. As she says, they're "partners to the end."
This clearly demonstrates her immense amount of loyalty to those she believes
to be good people.


Jill Valentine
Age: 33
Height: 5'6"
Weight: 123 lbs
Description: Former BSAA agent thought to be dead. She was willing to
sacrifice herself to save her partner, Chris. However, Jill survived the fall,
and was taken care of by Wesker until she was healed. She was actually being
controlled by Wesker, and researched to help create the best virus yet from
the dormant T-Virus cells still in her body from when she was infected back in
Raccoon City by Nemesis. She's saved and gives her approval of Sheva and tells
Chris that he has to be the one to stop Wesker, believing in them as partners
and as people. She also feels very guilty about attacking the two of them and
asks for their forgiveness, which they grant, and she's thankful for. She's
obviously strong willed, having been able to at least attempt to resist being
controlled, even after two years. Jill is also caring, and does what it takes
to help out and do the right thing.


Albert Wesker
Age: 48
Height: 6'2"
Weight: 198 lbs
Description: The main villain of the game, and one of the center points
of the entire series. He's even more powerful than before, and has his heart
set on becoming the creator, or god, of a new race of mankind. He does this by
using Jill, and coming up with the Uroboros Virus. He plans on releasing this
upon the world from a plane. However, Chris and Sheva show up, trying to spoil
his fun. He shows anger for the first time, his hatred for Chris growing, and
he confesses that he should have killed Chris years ago. Wesker has no problem
playing off the suffering of others, and also betrays Excella Gionne by
injecting her with the Uroboros Virus. After the plane crashes and he, Chris,
and Sheva end up in a volcano, he uses Uroboros on himself, and is able to
control it. However, this isn't enough to save him.


Ozwell E. Spencer
One of the three founding members of Umbrella. He's been an enigma up until
now. We find out his ultimate goal and motivations from when he first came up
with the idea of Umbrella. His intention was to create a breed of superior
human beings and to rule over them. Umbrella was basically a cover for this.
He viewed Raccoon City as the end of it all, and Wesker kills him.


Excella Gionne
A rich, smart woman, she's moved her way up in the Tricell company, and has had
some type of partnership with Wesker. She intends to be his queen, so to
speak, but instead is betrayed by him and injected with the Uroboros Virus.
It's clear that she truly didn't see this coming, and never knew exactly the
type of person he was.


Ricardo Irving
A known bioweapons smuggler. He believes he should be given more credit for
what he's accomplished, but when he realizes no one respects him, he injects
himself with the parasite as a last resort to gain power and to kill Chris and
Sheva. Prior to this he had unleashed a couple of monsters to kill them.


Josh Stone
This BSAA agent isn't in the game much, but when he is, he's doing something
helpful and important. He was also the one who trained Sheva, and he flies the
helicopter at the end of the game.


=======================================================
BEFORE GETTING STARTED
=======================================================


Before the game starts, you can choose whether or not you want to turn
on the option to hurt your partner if you shoot them. You will also be able to
select which difficulty you want (starts with Amateur, Normal, and Veteran),
which costume you want after you've unlocked them, which character to play
as (depending on if you've beaten the game or if you're playing co-op offline),
which filter to use, and whether or not you want infinite ammo turned on (if
you've unlocked it).

If you're loading up a game, you can choose to start from where you left off,
or you can replay any chapter you've already gone through.

From this menu is also the item management screen, but if you're about to play
more, it'll take you there automatically, anyway.

You can have the co-op options on Rogue (no one can join), invite only, and no
limits (anyone can join).

What items enemies will drop is random, and some of the items found in the game
in crates and such are as well, so for the most part I only call them items.

No treasures can be combined, so sell them as soon as you get them.

The easiest way to kill any type of parasite is to use a flash grenade. A
single one will also kill the spider creatures that begin appearing in 4-1.


=======================================================
WALKTHROUGH: CHAPTER 1-1: CIVILIAN CHECKPOINT
=======================================================


You'll start out unarmed and in a type of free roam. You can explore the area
but can't pick up anything. Head straight and make a left at the turn. At the
end of the path is the butchery, which is your destination. Before you get
there, you'll see a short cutscene of the area suddenly being abandoned. Head
inside, and then you'll be told to take the side door. Go back outside and to
the left (right of the building). Sheva will go there automatically after
being told to so follow her if you're confused. Upon going inside, you'll get
a button prompt to trigger a cutscene with your contact, and you'll be given
your starting weapons. Equip it, and another scene will follow.

Go forward and get the item in the crate, and then head back outside through
the opening. Break the barrel to the left and descend the stairs. There'll be
an open doorway to the right that you can go through, followed by another
door. Collect the items in here and head out the red door in the back. Go
forward, up the stairs, and through the blue door, which will trigger a
cutscene. You'll be introduced to the main enemy of the game. Take him out and
head through the next door. Grab the ammo on a shelf in here and go outside by
jumping through the window. Follow the path Sheva takes. You'll end up inside
a building that she'll barricade.

Get the items in here and go through the only other door in the room. Grab the
items and jump down into the opening. Follow the path and head up the ladder
at the end, and get the items before heading through the door. Again, follow
the trail and jump down. Grab the items here and make your way inside the
building to trigger a cutscene. You'll now be stuck in this little until the
executioner comes with his big ass axe. Once he shows up, get out of there.
Since you don't have the shotgun yet (assuming this is a completely new game),
he's not exactly easy to take out. You do get gold for killing him, but it's
certainly not essential. So choose whether or not to actively go after him or
avoid him until Kirk gets there. Either way, there are plenty of items inside
buildings, as well as explosive barrels to use against the enemies. There's
also a new weapon, a machine gun to be more specific, to be found on the
opposite side of the area from where you started from. It's in a metal box on
the right side near the gate that Kirk will blow up for you.

Once enough time has passed, Kirk shows up and that's the end of the chapter.


=======================================================
CHAPTER 1-2: PUBLIC ASSEMBLY
=======================================================


Head forward through the destroyed gate and there will be a barrel in the
structure to the right. Then head to the left to where Sheva is, and follow
the path around the building. Jump down where the ladder is to reach a barrel
and then go through the big red doors. Make your way inside the building, pick
up the couple of items in here, and go through the other door in the room.
Once outside, there's a broken ladder to send Sheva up, and she'll spot a key
inside the building. When she joins you, go left. Take out the enemy and then
go to the right at the opening to get a couple of items. Then head to the left
and you'll see a woman struggling. Ignore her for now and enter the building
to your left for an item. After that, head back outside, and go through the
door on the right, then the next door on the right wall. Head inside the
window from there to get another item.

Back to the main path, help Sheva jump up to the top of the building where the
ladder is broken. She'll go grab the key that was shown earlier. After she
jumps back down, follow the path around the back of the building that you were
previous in (right outside the window you had to jump through). Find the door
next to the stairs (it'll be on the other) side and go through it after
getting the nearby items. Head up the inside staircase to get a couple more
items, including a treasure on one of the balconies. Head back down and
outside. Follow the path through the door both of you have to open and you'll
see a short cutscene. Go left and find the blue door, and use the key on it.
Inside you'll find an item...and a shotgun! Now head back outside and up the
stairs, and there will be a cutscene.

After it's over, watch out for that damn parasite. Kill all the enemies that
come at you. Smash the crate in here and go out the red door, and descend the
stairs. Go all the way straight down the path and then to the right. Get the
barrels to the left in here and then make your way through the red door.
Follow the path, go through the door, and find the stairs in here (use the map
to make it easier). Get the barrel and crate in the next area and ascend the
ladder.

Smash the barrels in here and go through the only door in the room, which will
trigger a cutscene. Collect the items here and head through the blue door.
Follow the path and then use the elevator at the end. Break the barrel, make
your way through the corridors and through the door at the end. Get the
barrels here. You need a key to get through to the next area. Make your way
through the only other passage in the area. Smash the barrels, get the items,
and then get the furnace key in the front end of the room. Now go try to use
it. Cutscene, followed by your first boss. Head back to the furnace area. The
idea here is a very simple one, though it might not be easy to execute all the
time.

You just need to get the creature into the furnace and close the door on him
using the lever in front of it. The problem is that the door closes slowly,
and you can also get Sheva stuck in there. It only took me a couple of times
to get it right my first time through, though, so maybe it's not too hard.
First of all, though, use the two explosive canisters in the area to weaken
him. That should do the trick enough so that you only have to trap it in the
furnace once. How many times you have to do this will also depend on your
difficulty setting. Get the thing following you from a slight distance, go
through the furnace yourself, and immediately use the controls for it to try
to lock it in. If it doesn't work, just keep trying until it does. After the
fight's over, go and use the key to unlock the door. Follow the path and get
the ammo in the metal case, then head to the elevator and use it. This will
end the chapter.


=======================================================
CHAPTER 2-1: STORAGE FACILITY
=======================================================


Look to one of the corners behind you for a barrel and head up the ladder. Go
forward as much as you can and open the trunk to get some money, then jump
down. Smash the barrel and crate here, and then get the machine gun from the
metal case nearby. Now head out the door. Make your way right, and then around
the corner will be a laser. Shoot it so that you don't walk into it and hurt
yourself. Keep a look out for these because there's more than one. Follow the
path a bit and then go left (laser), and get the barrels. There's a laser
here, as well as a barrel inside the yellowish/green compartment. Go past
where the laser was and you'll be introduced to the first dogs. Get the barrel
off to the left and back, then shoot the laser to progress further. Follow the
path and head up the ladder at the end. Go through the little containment area
on the right and jump down. Go forward and take out the Majini and dogs. Break
the barrels around here, go past the cars, and open the gate. Break the crates
here and go to the bridge. Jump across the gap, and then take out the truck.

The easiest way to take out the Majini that show up afterwards is to use the
explosive barrels. Explore the surrounding area to find a few items and then
descend the stairs. Upon reaching the darkness, watch out for dogs. Follow the
path, go through the gated door, and continue on. Before heading through the
next door, get the crate to the left. After getting back outside, go left
slightly to find a treasure, then head right. You'll be introduced to a new
type of parasite that can come out of a Majini. These ones can fly! Take them
out and kick the door in. Follow the path and ascend the ladder that it leads
to. Head forward and up the stairs, and there will be a green herb at the end,
near a wall. Also inside the building is a crate to smash. Now head down the
stairs near the dock. There's some gold in the water if you want to wade in
and find it. Make your way to the only accessible area left.

Explore the area for items, including the buildings. In the structure with the
green doors and the hanging corpse, shoot down the Port Key. After you pick it
up, you'll be attacked by a bunch of Majini. You can either take them all out
here or head straight for the locked gate, though they will follow you. Get
the barrels on the boat area and then head down to the other side. There's a
green herb all the way to the right, and after grabbing that, climb one of the
ladders. After doing so, Kirk will show up in his helicopter and help you out
a bit, depending on your difficulty. This is also the first instance of the
cover system, where you can hide behind walls and shoot when you want to, while
taking cover. While watching out for enemies, explore the area to find items.
Once you've checked all around, go into the building with the double doors
that another wave of Majini came through. Inside will be a rifle.

Now head to the red gate and through it. Take the path to the left and get the
crate at the end. Jump inside the building, take out the Majini, and grab the
handgun bullets inside. Make your way out the door and grab the green herb
here, then follow the left path to a couple more crates. Now continue on to
watch a brief scene of the flying parasites causing Kirk to crash. Kill these
two enemies and then assist Sheva up the ladder. Go around the side of the
building, smash the barrel, and start killing things. After they're dead and
Sheva joins you, go inside the building. To the left will be a barrel, some
handgun ammo, and an enemy. In the middle of the room is a red herb, and to
the left of that, another barrel and enemy. Head up the stairs and take out
the three Majini up here, then grab the two hand grenades.

Ascend more stairs, collect the items here, and get ready for some sniping
action. You have to send Sheva over to the other building on her own, so make
sure you're the one with the rifle, at least for the time being. After Sheva
opens the door, head down there and help you take out the rest of the enemies,
and grab the items from inside the building as well as out. Once you've done
that, head for the stairs on the other side of the area, and you'll be there
to greet a guy with a chainsaw. Use any grenades you have here, but be careful
that neither of you are too close to it. There's also an electric box at the
bottom of the stairs (look up and shoot it down) that can help.

At the same time, watch out for the other Majini that will be coming to help
you get your head cut off. The grenades will also help with those, so if
you've got them, use them. The shotgun is the best weapon to use, although not
every shot will stun him, so be careful with how close you are. The explosive
barrels situated around the area also work well. It should also be noted that
the chainsaw man actually will sometimes get back up (most likely depending on
if you're playing on a harder difficulty or not). When he does that, he'll be
swinging wildly, which makes him more dangerous.

After he's dead (or temporarily grounded), he'll drop the Guard's key that you
need. Pick it up, and either take out any Majini left, or get out of there
using the key (and grab the stuff in the barrel and subsequent trunk along the
way). Head through the gate. Go left and into the small shed to get a green
herb, then back outside and follow the path. Open the next gate and head
through to trigger a cutscene. This will end the chapter.


=======================================================
CHAPTER 2-2: TRAIN STATION
=======================================================


Collect the couple of items out here and head through the door. Go left and
then between the train cars, and watch out for the laser at the end. This
section also has more dogs, so be on the lookout for those, as well as normal
Majini. Follow the path and watch out for another laser. Climb up the wood and
then the ladder to reach the top of a train car. Jump onto the left platform
and follow it until you can go left and down a slope with a laser at the end.
Follow this and jump down, but be ready to shoot since if you don't, you'll
end up getting hit by a laser. Get the gold by the huge mound of dirt and then
follow the path into the mines.

Walk forward a bit and you'll have the choice of either picking up a lantern
yourself, or having Sheva carry it so that you can attack enemies. Make a
choice, and continue on. When you get to the fork, go right to get a red herb
and then go back and go in the other direction. You'll soon come across a
Majini. Dispatch it and head forward more. Go to the right when you can to
find some items, then go left where the tunnel leads. Follow the train tracks,
killing Majini as you go and watching out for barrels and crates (there will
be some to the right a couple of times). Towards the end there's a path to
take to the left, but watch out because one of the crates with contain a
snake. Either you can turn the crank by the gate, or she'll can. Whoever does
will be stuck on that side for a bit with enemies coming at them while the
other character turns the crank on the other side.

Once in the open area on the other side, you'll be greeted by a bunch of
Majini. Scale to the upper areas to take them out more easily if you want, and
there are some items to be found up here as well. When you're done with that,
head through the tunnel area up there, watch out for enemies, and head into
the elevator to get to the next place. Head to the right for an item and then
start ascending the stairs to trigger a cutscene. Check out the room for a
couple of items, including a new weapon in one of the lockers. Go down the
stairs inside and into the open area. Along with some normal fire arrows,
you'll be having to watch out for a guy with a turret. The best way to take
him out, if you have it, is to use a grenade from behind where he is. And
after killing him, you can use it yourself. After the general area is clear,
head over to the ladder. Up at the top a little to the right of it is a
glowing spot, which is a treasure you can shoot down. Now ascend the ladder.

After doing so, go right, and head down the other side. A little forward and to
the left is a broken ladder that you can have Sheva go up if you wish, or you
can stick together. Either way, a bunch of enemies are about to appear, so
take them out and head up the hill. Once the music stops and you're at the
top, you'll come to an obstacle that's blocking your path. Using the two of
you, push it off, and continue on. You'll be at a checkpoint. Grab the items
and then jump down to the lower area, and you'll get to watch another
cutscene, which will be followed by a boss fight.

Use the proximity bombs around the are (you have to pick them up, equip them,
and then place them). If you have flash grenades, feel free to use those as
well. When the side of it is glowing, shoot the hell out of it, because that's
what's going to hurt it. After the fight, the chapter ends.


=======================================================
CHAPTER 2-3: SAVANNA
=======================================================


The next chapter begins with a big motorcycle chase. The ammo is infinite. The
turret can overheat, but it shouldn't be a problem. Watch it, and stop
shooting before the gauge is fully red. Sheva will also be using a turret.
Take out the Majini on the bikes as well as the trucks that come up to the
sides of you at times. You'll also have to press buttons at a few different
times when the driver makes a sharp turn. When you get to the truck that's
blocking your path, shoot all of the explosive barrels around it.

Following that sequence is a cutscene that leads in to another boss fight.
You'll resume using the turret, which is just like before. Use the explosive
barrels around the area if you want to, but mainly just focus on shooting the
troll. After a minute, parasites will appear, which you should then
concentrate on. A bigger parasite will come out of its back a couple of times,
and when it does, shoot it to your heart's content. The Majini with fire
arrows can be quite the pain in the ass in higher difficulties, so watch out
for those.

After that is a pretty long, important cutscene that extends into the beginning
of the next chapter. If you don't know the series at all, some things will be
explained, and for those who do, you should love it.


=======================================================
CHAPTER 3-1: MARSHLANDS
=======================================================


Head forward, smash the big vase things, and pick up the Beast slate. There are
also a couple of treasures here, one at the right edge and one in a mask you
can break with the knife. Get back on the boat vehicle and you'll be able to
drive it around. Drive it out into the open area and start left, following the
water as you go. Eventually you'll come to an area with some structures where
you can get out, and when you do, it'll be a checkpoint. Jump inside the
nearest building where there will be a vase to smash. Back outside, continue
on a bit until you trigger a short scene of a tribal Majini. After killing
some, go into the next building, break the vase, and get the Warrior slate in
an object on the left wall. Head down into the lower area (down the incline)
where there will be a couple of more items to get and a treasure. Go inside
the nearby structure to get another item, then make your way back to the boat
and out of there. You'll be stuck inside there until Sheva kills all of the
enemies, which shouldn't take long. Follow the path of the water again, and
feel free to run over the Majini that you'll be passing by.

Check out the map, and the blinking place is where you have to go. Basically,
the map shows every place you can go to and have to go in order to get the
slates. If you go to the blinking spot, you can get the slate map, which
will show an X for one of the areas. The third slate, Raptor, is located
straight from there at the opposite side of the map. When you get out, you'll
have to go into the water, and the music will pick up--for good reason. There
are crocodiles in here. Head to underneath the building and go up the ladder.
Check out the nearest building, get the items, and take out the enemies. Then
go to the next couple of structures for more items, as well as the slate
piece. Check the map again and go to the spot with an X marked on it. Examine
the surroundings, because there are plenty of items around. There are no
enemies around yet so have at the exploring. At the back of the area is a
broken ladder that you'll have to assist Sheva up. Once there, she'll grab the
fourth and final slate, Shaman. Once she does that, the action in the place
occurs. After killing the initial horde of them, you can assist her up another
ladder that has a treasure in it. Now you can either keep fighting, or just
get the hell out of there.

Head to the glowing spot on the map and place the four slates in the door to
open it. Follow the watery path, since that's the only way to go, then ascend
the stairs at the end. Follow the left path and grab the item in the hut, as
well as the green and red herbs behind it. The next hut also contains multiple
items. After exploring a bit more, enemies should appear. If you can get in a
corner so that no one can come behind you, it's a good idea. There are also
two bigger tribal Majini with masks that take more damage than normal ones.
They also dole out a hell of a lot more damage. Try not to go into the lower
circular area with the holes in the ground until most of the enemies are gone,
as you'll get stuck in there. Go there afterwards to find a magnum by a
corpse. If you can get the two big Majini stuck in a corner to where you can
shoot once with the shotgun, hit both of them, and then do a melee attack that
hurts them both, that's the best thing to do. Once you've taken out all of the
enemies, go back to the starting point and go right this time, picking up the
items as you go along. Climb up the small ledge and then activate the lever,
and hold on to it until you see Sheva cross the bridge below and go through
the doors.

Go through the doors she unlocks and get the items in here. Follow the incline
up, break the vase, and go into the tunnel to get a treasure. Continue on and
jump across the gap. Step on to the gondola and end the chapter.


=======================================================
CHAPTER 3-2: EXECUTION GROUND
=======================================================


Get off the gondola and grab the items in the structure you arrived in. You'll
see a short cutscene. Go to the left, break the vase, and jump down. Break the
vases to the right and then head up the slight incline and kill the enemies.
Continue all the way down the path for two more vases, and then head up the
platform and jump to the other side. There will be a short scene and your path
will be blocked. Head over to the crank down below after shooting the Majini
and Sheva will tell you to get on the raft. Go up the nearby ladder, then jump
across and head down, and follow the path to the raft. Once on it, you're
going to be doing some dodging, since one attack from a crocodile will kill
you. Once on the other side, head up onto the platform and kick the red part
of the wall. Now head over to the door and open it. Ascend the incline, jump
over, and down. You can now get across the bridge.

On the other side is a short tunnel and there's only one way to go, so follow
it until you're back outside. Check the grass for some gold and then the rest
of the areas for items, as well as a file. There's also a treasure to be found
by the two valves. Next stop: the oil refinery! There will be a treasure to
the right up on the rocks. Head through the doors for a brief cutscene. Jump
down, break the barrel, and watch for enemies. There's also a barrel to the
left up some stairs. Head up there and then the ladder for a couple more
barrels, and turn the wheel. Jump down, break the barrels down here, and use
the walkway to get to the next platform with the lever. Use the zip line and
turn the wheel here. As soon as you attempt to go through the door, a chainsaw
guy will appear. Kill him, and head down the ramp and into the new area you
can access, with two barrels. Ascend the ladder and use the zip line again,
and another chainsaw wielder will show up. Kill him and turn the final wheel.

Head back down into the lower level, keep going right, and find the ladder to
climb up. Make your way onto the middle platform, watch out for enemies, and
get the barrel. Jump down, get the barrels, and go through the door. There
will be a cutscene, and now your job is to protect Josh as he tries to help
you.

Get the items around here and take out all of the enemies that show up until
the elevator is opened, and go up it. In the next area, it will be the same
idea. Follow the path, break the barrels to the right, and then head down the
ladder. Go across the walkway and up the ladder, then down the next one. Break
the barrel here and then Josh will have to open the door, so take out the
enemies that show up.

Go through the door once it's opened, and there will be a cutscene, and you'll
be safe. Go down the stairs and through a window on the right for a couple of
barrels, then continue on up the next set of stairs, and through the red
doors. Smash the barrel here and then the others on the left side of the area
while Sheva waits for you. Head right and down the stairs at the end. After
you've gone a certain distance, a cutscene will play out.

Get the barrels around here and then get the hell out of there. The easiest
thing to do is to drop down the ladder on the right, jump across the
platforms, and up the ladder there. Enemies will come out of the shack with
the red door, which contains a barrel. Only get it if you have time. Once you
get to the boat, you'll be fine, and as a treat you'll get to watch a big
explosion.

This will end chapter 3-2.


=======================================================
CHAPTER 3-3: OILD FIELD -- DRILLING FACILITIES
=======================================================


After the cutscene, you'll be having to cover the boat by shooting some Majini.
Then things get a bit tricky when the gate is closed. Get onto the platform
and follow it to a barrel, then backtrack and go the other way, getting the
barrel as you go. Jump across the gap and follow the path to the lever, and
pull it to open the gate. Get the barrel to the right of the lever, and then
make your way back onto the boat.

Once through, try to shoot the big explosive barrels that you see, and watch
out for when you have to duck. Once again, the gate is closed and it's your
job to open it. Get the barrels right off the bat and go left and get the
green herb. After that, get the item to the right and then follow the walkway,
and jump across the gap. You should start hearing gunfire--there are two guys
with a turret up top. The easiest way to take them out is to use the cover
system here and the rifle. After doing so, continue on, grabbing the items as
you go. Climb the ladder when you come across it and explore this top area for
more items, all the way to the other side, and jump down. Bust the barrel
here, get an item by the lever, and then either hold it yourself or have Sheva
hold it. Either way, one of you will pull that one while the other pulls the
one across the gap.

After doing this, more enemies will appear, so get back to the boat as quickly
as possible. After that, there will be a cutscene, followed by a boss fight.
Use the guns situated around the boat, and aim for the bulbous red/orange
thing near the front of it. When the tentacles appear, hit those until they
sever. The two guns at the front of the ship are turrets, while the two in the
back are like rockets. These ones overheat after one or two shots for a
moment. When the creature's mouth opens and you can see Irving, shoot for him.


For harder difficulties, I've found that trying to dodge can be a pain in the
ass, and as soon as I decided to stop worrying about the tentacles and just
shoot Irving, the fight went a lot faster.

After he's dead, there will be a cutscene to end the chapter.


=======================================================
CHAPTER 4-1: CAVES
=======================================================


Move forward and through the structure, grabbing the items as you go. Head down
the ramp and into the path of the caves. After a bit a new enemy will reveal
itself. Keep following the lower path and get the barrel at the end, and then
head up the ladder. Grab the items here and continue on.

Shoot the torch on the right as you start going down the slope and be prepared
for more spider things. Keep going and go through the door that you come to.
Go left all the way and jump down. Move forward and break the vases on the
left. Jump down off the next ledge and get the vase here. Take a right and
shove the top off the tomb for some money, then head through the other
opening. Keep going and head through the left opening and you'll trigger a
cutscene, and you'll be split up from Sheva. Smash the vases here and jump
down.

Follow to the left and you'll be ambushed by tribal Majini. Kill them, and
there's a green herb along the pathway. Go up the stairs and watch out for
more enemies, as well as a barrel and another item. After the action is over,
you'll meet back up with Sheva, and you can push open the tomb to get some
treasures and gold. Be on the look out for torches because a lot of them have
treasures in them. Head into the nearby room for another item and then through
the opening onto where Sheva was covering you from.

On the other side, open yet another tomb and be prepared for a button prompt,
followed by some enemies. Check the three corridors around you for some
treasures and then go through the opening. Take them out from afar with the
rifle or get right into the action. Either way, jump down and you'll notice a
bunch of barrels spread all around. Go ahead and start breaking them, but
after a certain distance, big balls of fire (yep) will come tumbling down and
around you. In a way this helps because it'll smash the vases for you.

On the other hand...well, watch the hell out for them. Go up on the platform
and turn the statue. After doing so, run as fast as you can to get under the
door before it closes. After that sequence is over, head through the doors at
the bottom of the staircase. Move forward a bit and there will be a QTE
sequence. Once that's over, jump down into the new area, and pull the levers.
Head down the stairs and to the left will be a barrel. Now go right (but not
all the way).

There will be a platform to jump to, so go there, and up the incline. Follow
the stairs and go right for two barrels. Now go back to where you started
from, and descend the staircase. When you get to where you can either keep
going straight or turn left, go left. You'll come across a nice new grenade
launcher in a metal case. Turn around and head to the teal statue. Sheva will
stay there while you go to the other side. Make your way back to the main path
and this time, go straight. Turn left at the end and go pull the cords on the
green statue.

Again, grab the treasure, and then run across the platform that was just
raised. Go right, following the path, and enemies will start coming out of the
woodwork. Keep following the path and go left. When you see the purple statue
in the distance straight ahead, go down the staircase to the left, and then up
the next staircase. Pull the cords on the gold statue. Grab the treasure, and
just right of the statue, behind you, is a walkway leading to a treasure
chest, so go there, then go to the purple statue.

There's only one cord there, so Sheva will stay there while you find the other
one. Go down the staircase in front of the gold statue and then turn left. At
the end of the path, go right for some barrels. Then go to the other side, and
in the corner will be the second purple statue. When you're moving toward it,
more enemies will appear. If you have the rifle, you can cover her from down
there, but if not, you might want to go back up and help her. You can either
do it this way, or the opposite, where you go to the bottom statue first and
have Sheva stay there, you go up top yourself.

One way might be a little easier than the other for you. Either way, watch out
for the enemies and Sheva, and then head to the area that was opened up (down
the stairs in front of the golden statue and straight). There will be an
opening with a red statue; pull the cords attacked to it. As you begin to try
and leave, the bat boss from a lot earlier will return. You can either fight
it the same way as before (but in a smaller, harder area), or start running
toward the stairs to get out of there (the stairs are to the right of where
the creature appears).

Toward the top of the stairs will be a button prompt. After that, go through
the door. There will be a cutscene that will mark the end of the chapter.


=======================================================
CHAPTER 4-2: WORSHIP AREA
=======================================================


Go up the stairs a bit and break the two vases on the left, then ascend the
rest of the stairs. Follow the path and then go right when you're able to.
Just as the lights are able to hurt you, they're able to hurt Majini, so if
you can use them to help out, do so. As for you--stay out of there way! There
are grooves set into the walls to provide you cover when you need to go on the
walkways that will have the lasers.

Move along the right path with the sunbeam, dodging it along the way, and at
the end will be a corridor you can go into. Follow the pathway and take out
the enemies as needed. Head up the stairs, killing more enemies, and grab the
green herb, as well as the Earth emblem. Head up the stairs behind you and get
the two vases. Make your way (carefully) to the end of the walkway with the
sunbeam being used on it.

Smash the vase here. To the right is another vase, and a slight slope. Go up
this and you'll be able to spot and take out the Majini operating one of the
lasers. Head back a bit to where the other sunbeam is being used, and go under
the bridge, where it can't hurt you. Go forward and then left when you get the
chance, and down the stairs. Go down this walkway to the end, and turn left
when possible. Follow this and then go left when you can for a barrel.

Now get back on the walkway and go into one of the openings. Watch out for the
enemies here and make your way up to the structure (there's also a path to the
right leading to two vases), smash the barrels, and get the Sea emblem.
Unfortunately, another giant tribal Majini (with the mask) is about to show
up. What works best on him is the grenade launcher, so don't be shy with it.

Outside of this little place, at the very end of the path with the sunbeam, is
a small space with a couple of vases. After you're done, make your way back up
to the walkway with the bridge, and go left and into the new area. In here, go
to the right for a couple of vases. Also of note here is that if you look up
to the right, you'll be able to see and take out the second sunbeam wielder.
Now you have to send Sheva over to the other side. Do your best to cover her
as she gets the Sky emblem. I also regret to inform you that another masked
Majini will be showing up now.

Kill the enemies, or run from them, whichever is easier for you. The place you
need to go is the green/blue circle on the map, back around where the last
area was. If you have enough rounds for the grenade launcher, or the grenades
in general...or plenty of health, you might want to fight. If you don't
there's a good chance that they'll chase you and do a lot of damage, anyway.
Now head to the green/blue circle on the map and place all three emblems in
their indents. Head up the long staircase and go through the huge doors at the
end. Head forward, down the stairs, and open the door at the end.

Looks fun, huh? Sheva will move out of the way while you're doing this. This
room is simple. From the door you entered, go to the far left mirror and turn
it left, then get on the platform and ride it down. In the next room, knock
the pillar down. From the platform, go to the mirror on the left, the one with
the laser going into the wall. Turn it right. Go to the right corner of the
room from there (top) and turn the mirror left. Knock the pillar out of the
way of the beam, and make your way around the lasers to the next elevator, and
head down.

Don't open the treasure chest in the room unless you're okay with facing some
of the spider enemies for fun. Turn the mirror that's diagonal to the one on
the platform you rode up to the right. Go around to the other side and move
the mirror closest to the platform to the right. Go to the one to the left of
this and turn it right. Now go inside these two rooms for some gold and
treasure, though watch out for snakes in a few of the vases.

After that, move the one to the left of the platform to the left, then move the
one on the inside also to the left. Move the one just before that to the right
again. Go into the opening with the laser going into it and go onto the
platform, and down once Sheva joins you. Move forward into the opening to
trigger a cutscene, and the end of the chapter.


=======================================================
CHAPTER 5-1: UNDERGROUND AREA
=======================================================


There's a treasure higher up on the entrance wall, and one all the way around
the left path. Head up the steps of the ruins, to the the other side, and down
those ones. Continue on and read the document before going through the door.
Check out the door on the left for a couple of items and two more documents to
read (one being on a computer you have to power on).

Back in the main corridor, grab the green herb at the end and go through the
next yellow door. Get the item by the computer and then turn it on and read
the e-mail. Head through the door to the right. Follow the corridor, break the
crate at one of the turns, and turn the wheel to get through the door. Move
forward, pull the lever, and head out of there through the new opening by
breaking the glass.

Go left and you'll come to an area with lab animals. Go to the end, pick up the
item, and continue on. Welcome to Licker territory. Go into the area the
Lickers come out of and turn the wheel to open the door. Get the crate and
make a turn. Go through the door on the right for an item...and an AK-74! Head
back outside and follow the path some more, and ascend the staircase when you
come to it.

Smash the crate here, and then pull the lever in the middle of the hallway on
the left wall. Go through the door at the end. Tread carefully here. You will
have to fight them, but you can get a better advantage from a little bit
further along. On the left, slowly open the first door. Once you make it to
the next one, you have to kick it open. Run down the hallway until the end and
get the crates here.

Activate the elevator, and get ready to fight. The elevator shouldn't take long
to get there, so when it does, use it to get out of the action...unless you
have plenty of ammo to spare and want to fight them. At the bottom, grab the
items here and start heading through the hallway into the open area. There
will be a cutscene, followed by a boss fight. It starts with a button prompt,
so watch out.

Shoot the red spots on its legs to stun it and then shoot the hell out of its
mouth. It'll move around the sides of the platform, making it harder to hit.
Don't shoot at the legs until they're temporarily stable. It will go up into
the air at times and enemies will come out. It's worth it to kill these
because they can hurt you and because they drop items. You can also shoot the
creature's mouth whenever you see it open.

Another way to kill this is by using hand grenades if you have them. When the
mouth opens up, get really close to it, and there should be a button prompt
that says "Toss in." This opens up a bigger space on the top of its head to
shoot and do more damage. Repeat as needed.

The end of the chapter follows the fight.


=======================================================
CHAPTER 5-2: EXPERIMENTAL FACILITY
=======================================================


Now might be a good time to buy that bullet proof vest...or two. If you examine
the computer, you'll be able to read a document on Jill. Head across the
platform into the other side of the building and go through the door at the
end. Smash the crates in the room you come across and go through the door.
Head down the stairs and use the crates for cover, as well as the walls as you
move along. Get the crate in here and move through the next door.

Smash the crates to the left and move forward for some more cover action. Smash
the crate on the left wall near the beginning of the room and then head
through the left opening to get a few items. There's also an enemy on top of
the broken stairs. Now open and go through the door. Smash the crate and then
use the wall for cover for the next area, and then the boxes. Get the crates
on both sides of the room and go up the stairs.

Move throughout the area, taking cover as needed and using explosive canisters
when you can. At the end of the room is an elevator; use it. There will be a
cutscene. Head straight and get the items at the end of the hall, then turn
left, then left again. You'll be in a hall full of Lickers. You can move
through it without incident as long as neither of you fire a shot, and you
don't run into one of them. There will be more Lickers farther along that come
out of vents.

Keep going and at the end of the area is a door to go through. Move all the way
right for a couple of crates, and then jump down. Take out the enemies. Here
there will be plenty of flash grenades thrown your way. Head all the way to
the left and up the ladder, then down the next one. There will be three crates
off to the left. Head to the other side of the area where there's a small
platform with stairs, which is where one of the guys throwing flash grenades
was.

Jump down from here onto the conveyor belt. Maneuver your way between the boxes
and on the right side towards the end will be an area you can climb up. Do so,
and pull the lever here. Turn around and ascend the stairs, and go through the
door. Grab the items here and head onto the moving platform and follow it to
the other side. Be careful, as there will be enemies and grenades being thrown
at you. On the left at the end will be a platform to go onto.

Pull the lever and then go down the stairs next to it. Behind you will be a
couple of crates. Head into the room toward the other side, and grab the
machine gun in the metal case. Go up the short staircase and there will be a
lever, but you have to turn the power on first. Go up the next set if stairs.
Go straight, down some stairs, and follow the path. You'll go up some more
stairs again, and then go right. You'll find a red herb and some crates.

Also in this area is a lever to pull to restore power. Now head back to the
platform and you'll see your first Reaper. Shoot the white areas when they're
visible to take these monsters out. Actually, you don't have to fight this
one. Go back to the original lever and pull it, then jump on to the conveyor
belt. Wait until you can get to the other side of the yellow railing and then
watch out for...well...the zombies. This is a nice touch for longtime fans of
the series.

Once you can move right onto the other, faster moving conveyor belt, do so, and
then climb up to the next area. Smash the boxes here, head up the stairs, and
go through the door. Follow the short path and jump down, and get the items in
here. Open the next door. There will be a cutscene, and of course, another
boss battle!

Collect the items around the area when you can, and remember this word: fire.
Use flame rounds with the grenade launcher, incendiary grenades, the canisters
around the area, and the flamethrower when it becomes available. Once it gets
stunned, you'll be able to hit a few weak spots, though it's not that easy.
After you beat it, the chapter will be over.


=======================================================
CHAPTER 5-3: UROBOROS RESEARCH FACILITY
=======================================================


Head out the open doorway on the right side of the room, and go up the ladder.
Keep going straight for a room with some items and a document. Head back the
way you came and go through the opening. Follow the path up the stairs, grab
the item in the top room, and head through the door. At the end of the hallway
to the right will be some crates. Continue the other way and through the
yellow door on the right.

To the right will be a couple of crates. Now watch out for the Majini with guns
across from you. Follow the path left and watch out for a Reaper. More enemies
will show up, so take them out and continue along. Jump across the gap and
keep going. Follow the walkway left until you reach a yellow door and go
through it for a some items, a new rifle, and a lever to pull. Once you've
done that, go to the platform.

You can send Sheva across, or go across yourself. Either way, watch out for
enemies on the other side. Once you're both over there, follow the path right
and jump over the gap to get some items, then head back to the platform. Move
to the other side and you'll see more enemies appear. Kill them as needed and
work your way to the room at the top. Grab the treasure in here and go through
the gray door.

Go through the door at the end of the hall. Grab the item here and then smash
the crates, and continue on until you're back on the huge platform. Start
moving it by pulling the levers by the green monitor. When it gets slowed
down, you have to shoot the person holding the lever. This will happen a
couple of times. Once at the top, take out the guys on the stairs and then go
up them, and across the walkway.

Turn left and go through the fancy door at the end. Follow the path into more
ruins. To the right are a couple of crates, and behind the building you can't
get into yet is another one, along with a lever you have to pull. Go over to
the lever you just powered on, and behind it are two crates. Pull the lever.
You can either send Sheva up, or go yourself. If you hated Lickers
before...well, have fun here!

If you stay down, try to help Sheva out by sniping some of the Lickers before
they get too far along. One hit while they're climbing a wall and they'll be
done for. You'll have some to take care on your own down there as well. If you
decide to go up, after the first cutscene, take out the Lickers that appear.
That way you only have to deal with a small amount at a time instead of the
entire horde. After you kill the first ones, continue on until the next
cutscene.

There's a crate at the end of the hall, and then the crate at the end of the
next one. However, the smartest thing to do might be just to jump down
(there's an area to do this right before the second scene is activated) so
that you and Sheva can take them out together. However you decide to do it,
the blue structure has to be pushed until it falls off a ledge. If you're up
there, jump down when you're able to and open the door. If you're on the
ground, help Sheva, as there will be more Lickers to come, until she shows up
down below.

After you're back together, head into the little room and pull the lever. Also
go up the ladder if you sent Sheva up there to find items she skipped. Head
across the bridge and shoot down the treasure above it. Go through the door
for a pivotal cutscene.

This fight is an interesting. You can do damage to Wesker if you want (don't
shoot Jill, but you can do a melee attack on her if Sheva is holding her), but
really all you have to do is run around and survive until the fight is over.
After a couple of minutes, Wesker will knock you through a door and you'll
have access to a bigger area to run around in. I think you have to be on the
lower level to trigger the scene. You can keep track of where Sheva and Wesker
are with your map, although Jill doesn't show up on it. There are also plenty
of items to pick up all over, as well. In one room is a tomb that you both
need to open and inside is a new magnum.

After Wesker says playtime is over, the fight will be over. Congrats! It can be
hard keeping Sheva from getting killed, so sometimes the best idea is to keep
telling her to follow you instead of letting her go after Jill, unless you go
with her. Following this is another battle, though it's in the same vain.
Don't hurt Jill. When you get close to her, there will be a prompt to press.
Keep doing that whenever it comes up and then either you or Sheva can restrain
her, and you'll be able to try to get the thing off her chest. This will take
multiple tries.

Once you've got the device off of her, there will be a great cutscene, followed
by the end of the chapter.


=======================================================
CHAPTER 6-1: SHIP DECK
=======================================================


Jump down, break the crates by the stairs, and then go up them. Move forward
and take out the enemies, and ascend the staircase at the end. Head up the
ladder on the left and then up the next ladder for an enemy and a few items.
Jump back down and go up yet another ladder on the other side. Up here are
several items. When you're done collecting them, head back down. Start going
up the stairs on the left and you'll be attacked by some enemies, including
dogs. Kill them and follow the path, then go down the other stairs for some
more enemies.

Jump down at the end of the area and get the crates here. Go right and follow
the path. Keep going right but look left for a crate while going. When you
come to the slight open area, press the green button and go under the platform
that's raised. Go right, break the crates, and ascend the ladder. Push the
garbage container out of the way and head down to the left. A cutscene follows
and Sheva gets trapped. Kill the enemies here and grab the items around the
area when you feel it's okay to do so. One of the enemies will drop the
keycard that you need.

Grab it and head to where the elevator is, which is right next to the
compartment the Majini were coming out of. Shoot the green button to make it
go up so you can get through, and use the keycard on the machine. Go through
the door, up the stairs, and watch out for an enemy to your right. After that,
go left and up the long ladders. You'll see a shot of Sheva fighting dogs
below. There will also be an enemy up here. If you can, use a grenade or your
sniper to help her out below before pulling the lever that will raise the
cage. After doing this, head back down the ladders and go down the right path.

Follow the path back to the area Sheva's in. There will be a ladder to the left
to go up and a crate next to it. Go straight where she is and get the crate
here. Turn back around and start watching out for Majini. Go left when you can
and across the gap for three crates. Go onto the green platform on this side
while Sheva goes on the opposite side. She'll shoot a button to allow you to
go up. Do the same for her. Turn around and go down the ladder, then right and
down the next one. Watch out for dogs. There's a crate up the stairs ahead, so
get that and then go up the next set of stairs up here.

Open and go through the door. Grab the items in here and descend the stairs.
Get the crates at the bottom and then follow the path and jump down. Go down
all of the staircases and at the very bottom there will be some crates and a
metal case containing a new shotgun called the Jail Breaker. Go right, through
the opening, and into the door at the end. Grab the items in here and go
through the only door you can open. Follow the path and then keep going left
until a brief cutscene plays out where enemies come out to play. Use the cover
system to take out the Majini in here.

After doing so, head down the ladder into the lower area. Keep moving forward
and more enemies will arrive. Continue through the area and jump down the
ladder when you see it. Follow the corridor until the end, watching out for
enemies, and go up the ladder when you reach it. Start exploring the area and
you'll be introduced to a Majini with a chaingun. He also throws grenades at
times, though that might depend on your difficulty. Use the proximity bomb
nearby to help out. Once you've killed him, grab the Tanker keycard A and head
towards where he came from to find some items, including Tanker keycard B.

Go through the door. You'll be having to put up with a couple of Majini with
rocket launchers. Get the items where you are and take them out as fast as
possible. A couple of rockets to whatever you're using for cover, and it'll be
gone. Head down to the lower level, smash the crate, and go up the stairs. Go
through the opening at the top and then use the elevator. You'll see a
cutscene, which is part of the flashback from earlier, except from Wesker's
perspective before Chris and Jill got there. This will end the chapter.


=======================================================
CHAPTER 6-2: MAIN DECK
=======================================================


Head down the stairs and then to the right. There will be a cutscene. After
Excella transforms, you'll have to do several QTEs. Once you're inside, you'll
have to watch out for certain button prompts. Follow the path, and grab the
green herb in one corner before turning left. Go into the open room to get a
couple of items from the lockers. Go through the other opening in the room and
continue along a bit. Go through the door on the left. Check out the lockers
here and go into the adjacent room, and get the items in here. Go through the
door in this room, then left and up the stairs.

Find the door on the left and go through it for a couple items. Go back out the
door and to the left and be prepared for a fight with some Majini. One of them
will drop the Bridge keycard. Follow the hallway left and then go through the
hi-tech door on the right to find a couple of important documents. Use the
keycard on the door here. Go left and up the stairs at the end. Explore the
room a bit to find a few items and then go to the far side and up the stairs
after reading the document on the board. Turn left and break the crates, go
left again and go through the gated door.

Here's a short cutscene, followed by a boss fight. See those big orange blobs?
Yep, you'll be shooting those whenever they're visible. Use the Bridge keycard
to make available the satellite laser weapon. You have to destroy the orange
globes temporarily to stun it, and then the main one will reveal itself. Use
the weapon to shoot that. This could take some time, so try to be patient. The
orange bits will stop glowing but that doesn't mean they're finished. There'll
be a darker color but you still need to hit them until you see them explode.
You can also climb up the ladder behind you for a few items.

After you kill it, the chapter will end.


=======================================================
CHAPTER 6-3: BRIDGE DECK
=======================================================


Go back through the gated door, down the stairs, and through the orange door.
There will be a cutscene. Turn around and go up the short set of stairs, and
use the elevator. Go left onto the walkway, kill the enemy, grab the green
herb, and then head right and down the ladder. Drop down the next ledge into
the water, and climb the other ladder here. Move forward, up the stairs, and
follow the path until you reach the lever. Pull it and get the item here.

Turn around and go back down the stairs, and watch out for enemies. There will
be Majini with guns across from where you need to go. Deal with them and jump
across the gap. Make your way to the other side of the area and pull both
levers here to open the next doors. Go up the stairs on the right for an item.
Turn around and you'll see a Reaper coming at you. Kill it, and there will be
another one. Dispatch this one, and go up the ladder. Go into the room on the
right, grab the items, and start going across the walkway. Two chaingun Majini
will appear.

Keep going to the other side, into the room, and get the items here. Go down
the stairs and into the lower area, then left so that you can jump across the
gap. Go up the ladder on the left to find yourself a turret to use, which will
make this a whole lot easier. Don't hesitate to get the hell out of there,
though, if you want some distance between you and the enemies. You have to
kill the two chaingun Majini because each of them carries a keycard you need.
The structure across from where the turret gun is has a couple of items to
get. After you're done here, head up the stairs and through the doors.

Go through the next doors. There will be a cutscene, and then a boss fight with
Wesker. Go to the left after the cutscene ends and you'll find a rocket
launcher. This is what you'll be using. There are items all around the area,
including higher up, so get those when you can. There are also rockets in
certain places, along with levers. These levers will shut off lights, making
it difficult for Wesker to see you. Stand in the dark areas and shoot a rocket
at him. When he catches it, shoot it and then run up to him. Shoot the rocket
once Wesker grabs it as quickly as possible because it will go out and he'll
just toss it to the side. At one point, Wesker will literally start throwing
rockets your way, so be on the look out for those.

It should only take a couple of tries to work. After he's given the shot, there
will be a long cutscene. There will be several QTEs during it. After it's
over, the final boss fight will begin. Turn around and pick up the items here.
Move forward a bit and there will be a cutscene. Time for the final boss
fight! As Sheva says, fall back. There will be another cutscene. Jump across
the gap and go up the slight incline (should be an item to grab on the left as
you go up it). Sheva will shoot him a few times (feel free to help out) and
then he'll go after her. When he does, try to slow him down, or she'll die.
Wait until she pulls herself up onto the ledge, then turn around and jump down
the ledge, and you'll see a boulder.

Time for a very odd QTE. Once Sheva joins you, turn around and find the slope
again, and head up it. There are basically two ways to kill him: shoot him
with all you have (it'll take a hell of a lot), or end it with a melee attack.
When he holds his arm up straight in the air, shoot it once, and watch out for
a dodge button to pop up. Once you've done enough damage, an orange area on
his chest will show up. Shoot this. When it closes, you'll be able to shoot it
from the back. Follow this routine. After a bit when he's stunned (staggering
a bit), run near him and a button prompt will show up. Chris will restrain
him, and Sheva will attack. Make sure you have a good amount of health,
because if you don't, this will take off some and might kill you.

It could take a while, so just be patient. Just keep hitting him with the best
weapons you have, and try the melee attack when it pops up. It will only need
to be done once, and then the fight will be over. Now enjoy the ending!


=======================================================
PROFESSIONAL MODE TIPS
=======================================================


The first thing that needs to be said is this: be patient, and remember your
controller is your friend. This may help you not break one. It's hard to
picture just how frustrating Resident Evil 5's Professional mode is even with
people telling you from their own experiences, but you'll understand as soon
as you begin a run through yourself. While there are those who can go through
it without too much trouble (just a decent amount), be prepared to get pissed,
and get pissed a lot. Playing with a co-op partner and infinite ammo should
help keep frustrations to a minimum. Playing with one of those should help a
bit as well. However, if you're like me, and wish to go through it on your own
and without infinite ammo, heed the first sentence's warning. There were times
where I wanted to throw my controller right into the TV, but that would have
definitely sucked in the end.

There was one area in which I had to use infinite ammo, and it was the public
assembly place while waiting for Kirk. I had started the game with nothing to
see how far I could get like that. It wasn't very far. I had basically no ammo
when the house siege began, and trust me, people aren't exaggerating when they
say that one hit will send you in to dying status, and if your partner isn't
right there to help or you're not there to help them, you're dead. You get
about a second to save each other. I whipped out my Gatling Gun and had Sheva
used her Longbow to get through that section. Afterwards, I had her keep the
Longbow but I got rid of my weapon and went back to my normal (but upgraded)
handgun and shotgun. When I came across the usual guns that weren't upgraded
at all, I had Sheva pick them up and she would use them. So throughout most of
my playthrough, I did use upgraded weapons and have no shame in admitting
that, but I stayed away from infinite ammo.

You feel a huge sense of relief upon completing certain areas and getting to
new points because you know you won't have to do it again.

For the sake of making this easier, I'll just be referring to myself as Chris
and the AI as Sheva.

Now, for the most part, the game can be played normally like on the other
difficulties. The bosses and a few random sections are what can be a pain in
the ass. For the first boss battle, let it consume the canisters and then
shoot them, which will cause enough damage so that you have to only close it
in the furnace twice (if you don't use the explosions, it'll probably take
three times).

The parts in which you're forced to split up are crucial. One hit to Sheva or
you and it's game over. This is most prevalent the first time this happens,
where you assist her over to the other building. Hopefully you're a good shot
and no enemies hit her long enough for the two of you to rejoin each other.

The Ndesu fight at the end of chapter 2-3 is one of the first truly frustrating
parts of Pro mode. You can basically get hit once by the troll and that's it.
It's very important to take out the side Majini (especially the one on the
left) as soon as you can, because the damage done by them can take a toll. As
soon as Ndesu lifts up a boulder for the first time, shoot it as much as
possible and keep shooting it until it breaks up and it shouldn't hit the
vehicle. You can also use the barrels around the area. Always, always be ready
to dodge. When he's going to stomp on you, shoot his foot. When he's going to
slam you with his hands, shoot his upper body. I didn't try this battle with a
partner, but I have heard that it's better to do it with the AI, anyway, as it
will always dodge properly, and their gun can't overheat. Whenever I got hit
before exposing the big parasite for the first time, I restarted until I
didn't. The longer you last without taking damage, the better your chance of
surviving. More than likely, you'll be having to expose and shoot the parasite
three different times.

The hard part about the Irving fight is simply the tentacles that pop up into
the air. The first time they do this, you can just shoot them with the turret
gun until the entire monster comes back above the water. After that, however,
it's pretty damn difficult to shoot them without dodging every few seconds,
and dodging seems harder when you're using the turret. I seriously just ran
across the ship back and forth waiting for Sheva to manually shoot them and
take them out. A few times I would man the turret for a couple of seconds and
then repeat the process over. This seemed to work best. When he reveals
himself in the front of the ship and Irving is exposed, I found that shooting
him with your own guns instead of the turrets seems to do more damage and ends
the fight quicker.

Make sure to have hand grenades ready for the U-8 fight. Right away it will
attack you and sometimes a dodge command doesn't even come up, which means
that you have to be right next to Sheva so that she can heal you or vice
versa. I made the mistake of using my grenades right before this with the
Lickers, so I ended up just using the rocket launcher after I had opened up
its mouth for the first time. I tried to use the magnum before that, but even
that still didn't work very well.

A horde of Lickers can be troublesome if you don't have the right arsenal. Hand
grenades, and nitrogen rounds will help greatly, especially the latter. With
one shot, a bunch will become frozen, and then one hit will take them out. It
really does work wonders, and is worth the money if you have to buy them.

For the circular elevator platform area, I ran around the console while getting
shot at and it seemed to help. When standing still, it's a lot easier for the
bullets to hit you. It should be noted that if you have full health, the
bullets from the assault rifles they use shouldn't send you in to dying status
right away. I remember several instances in which it would just almost do it,
so you have a bit of time to get away. The missile area can be tough due to
the flash grenades that are thrown. There were enough times in which those
would stun me and when the effects wore off, I'd get hit by one of the two
enemies that comes at you on the ground, or by bullets because I'd suddenly be
away from cover. So make sure to take out the Majini across from you as soon
as possible so that you don't have to deal with that. Upon jumping down there,
however, take out the two on the same level as you first.

While I definitely didn't do as well as some others on the Wesker/Jill and Jill
fights, let me give you an idea of how difficult they can be: my death total
on that chapter was 91, and I only died one or two times before the boss
fights. Yeah. As of now, Jill has killed me more than any other enemy, and
it's solely because of Pro. My first piece of advice for the Wesker/Jill fight
is to stun Jill. Restrain her and have Sheva do her move, and Jill will be out
of commission for a short period of time. However, do not do this right away,
as Wesker will shoot at you. Run around a little and then stun Jill. This will
give you enough time to just dodge Wesker until the cutscene is triggered
where he kicks you through the door. But this is very important: if Sheva is
right behind Wesker at this point, more than likely, he's going to attack her
and you won't have time to get to her. If this happens, it'll be game over.

The rocket launcher and magnum are your friends. After the cutscene—with Sheva
hopefully getting past Wesker unscathed—run up the stairs and around the
corner a little ways, then turn around and wait for Wesker. As soon as you see
him, shoot a rocket at him. He'll catch it, and then shoot the magnum as many
times as you can to hurt him. This will either be enough right away and he'll
run off to end the fight, or there'll be a little more to it. This worked the
first time for me, and then the second time, not quite. After shooting him
with the magnum, he ran at me, which triggered some button prompts of me
fighting him hand-to-hand. If you land a few shots, it should then be enough
to send him packing. If not, repeat the process.

Now, this is where I made my mistake. I thought that the Jill fight would be
noticeably easier than the preceding battle. This was not the case. Something
I read online helped me after I had died plenty of times: do not attempt to
rip the device off until later on in the fight. This really is a life saver
unless you never fail at dodging. Also, have some flash rounds in your grenade
launcher handy. When the fight starts, follow her down the stairs (left side).
Never shoot her with anything other than your handgun or the flash rounds.
When you see her about to get her guns out, feel free to shoot her once to
stun her. You can either restrain her when she's wavering and Sheva will shoot
the device, or Sheva will restrain her and you can shoot the device. You can
throw her if you want if you do the latter but I recommend letting Sheva do
her move as it seems to do more damage.

As always, Entreat when possible. The flash rounds are there to fall back on if
you think you need them, because they will instantly stun her for a brief
period and you can repeat the above process. Also, make sure to stand clear of
Jill for the most part (when she's lucid) because getting hit by her will send
you into dying status right away, and let me tell you, Sheva helping you is
somewhat random. There were countless times in which Sheva was standing right
next to me, and refused to heal me, no matter how fast I hit the button for
help. She may also at times, right after you get hit and are therefore dying,
attack/restrain Jill. Not very helpful when you're about to die. Wait until
you've downed her about five or six times and then try to rip off the device,
and it should come off. If not, hopefully you can dodge her attack and then
repeat the process.

In the next chapter, on the ship deck, there's a point towards the beginning
where dogs will bust out of a container and a couple Majini will appear when
you're heading up the stairs. When this happens, turn around and go back up
the ladder onto the ledge, and you'll have all the time you want to take out
the enemies before heading on.

Now for the Excella fight. Because of how pissed off I was at the previous two
boss battles, I hadn't taken into account how frustrating this battle would
be. This fight takes a lot of ammo even not on Pro mode, but that's not really
the downfall. The things that will kill you here are the small masses of
tentacles that the monster throws onto the platform. A single attack from one
of them will take your health down to just above dying. To give you an idea of
how annoying these things can be, I had Sheva carrying four health items and
all of them were used up before the first time I used the laser satellite
weapon. Have plenty of fire ammunition if you don't want to use the rocket
launcher in order to get these out of the way whenever they show up. If you
just let them go, you're not going to last very long. Other than these upping
the difficulty substantially, the fight is the same as on any other
difficulty.

The last part of the game can be quite frustrating. All I can say is be patient
in the area where you have to open up the bulkheads, and make sure all of the
enemies you can see are disposed of before moving on. Feel free to breathe a
sigh of relief upon reaching the check point right before the two Reapers
attack. Take these out as quickly as possible and then head up to the room on
the upper walkway on the right. If you do it fast enough, you'll be there
before chaingun guys show up, which prevents the Majini from coming with them.
Wait until they open the door to the room, and then attack. One rocket
launcher blast will kill both of them, but if you don't want to use that, the
next best thing is the magnum. Once these are dead, be careful leaving because
there may be a few normal enemies, and you don't want to have to keep doing
that part over, believe me.

There is one very big difference between the second Wesker fight on Pro mode
and other difficulties: you only get one rocket (the one that comes with the
launcher). This means that you'll have to do damage another way in order to
defeat him. Therefore, get your magnum ready (unless you want to buy rocket
launchers or use infinite ammo). If Wesker gets to you and you don't press the
counterattack buttons in time, you'll die, so try to avoid that. It's not
easy, but you can stun him by shooting him and then run up to him and do a
string of attacks using the button prompts. Chances are, you'll have to do
that twice and use the rocket launcher. The button prompts go in the same
sequence every time, so you'll be able to memorize them easily. After enough
damage has been dealt, restrain him and that'll be the end of the fight.

The final fight, in essence (meaning strategically) is no different than on the
other difficulties. Is it harder? Definitely, but you still do the same things
you do any other time. It takes a hell of a lot of ammo. After buying two
rocket launchers and having those, along with about twenty-five magnum bullets
fail, I just went to infinite rocket launcher ammo. Even with full health, you
can't beat him the special attack way, because your health will go down and
into dying. And if you do use the infinite rocket launcher, you should be able
to beat him before the checkpoint. Honestly, I really wasn't about to spend
hours on that fight. But if you want to do it the legit way, feel free, and
more power to you.

So, there you have it. Those were my memorable experiences on Pro mode, and
hopefully some of the advice here will help you out if you need it. Good luck,
and remember: Resident Evil 5 is your friend. It may kill you, but you
shouldn't kill it.


=======================================================
UNLOCKABLES
=======================================================


When you beat the game, you also unlock one costume each for Chris and Sheva,
and can be purchased (for free) from the Bonus Features screen. You can do the
same with two of the filters.

You also unlock the option to turn on infinite ammo, although it's only for
guns you've upgraded fully.

Upon upgrading the VZ61 machine gun completely, you'll have the option to buy
the Gatling Gun to use as Chris in the game. When you fully upgrade the S75
rifle, you unlock the ability to buy the Long Bow for Sheva. Fully upgrading
the Ithaca M37 unlocks the Hydra, and fully upgrading the S&W M29 unlocks the
S&W M500. Completely upgrading the M92F unlocks the M92R.

In order for some things to be available, you have to collect BSAA emblems, and
also get certain ranks. To unlock the ability to get infinite ammo for guns,
you have to upgrade them completely and purchase the ability to turn off their
ammo limit.

You can unlock Professional mode by completing Veteran.

Also upon completing the game, you'll unlock Mercenaries mode.

The alternate costumes include: Chris [S.T.A.R.S.], Chris [Safari], Sheva
[Clubbin'], Sheva [Tribal]

The alternate filters (which make the screen look a certain way) include:
Classic Horror, Retro, Noise


=======================================================
MERCENARIES
=======================================================


At the start, you'll only have Chris, Sheva, and Public Assembly available.

In order to unlock levels, you have to get B ranks on the levels preceding
them. Getting an A unlocks new characters/costumes.

If you kill an enemy with a melee move, you'll get an extra five seconds added
on to your time.

The following stages are in Mercenaries: Public Assembly, Mines, Village,
Ancient Ruins, Experimental Facility, Missile Area, Ship Deck, and Prison.
Each of these has their own miniboss or extra enemy.


Public Assembly: Executioner
Mines: Reapers
Village: Giant Majini
Ancient Ruins: Giant Majini
Experimental Facility: Lickers
Missile Area: Chaingun Majini
Ship Deck: Chainsaw Majini
Prison: Red Executioner & Big Man Majini


Although there are only four characters to choose from, there are ten total
costumes: three for Chris and Sheva, and two for Wesker and Jill.

The goal is to get the highest score possible by killing as many enemies as you
can, and stringing together high kill combos. There are time bonuses
throughout each level which will add 30 to 90 seconds to your clock, and there
are also combo bonuses, which up the value of kill combos. It's very important
to know the level and where the time/combo bonuses are.


BSAA Chris starting inventory: Handgun ammo, shotgun ammo, First Aid
Spray, hand grenade, Ithaca shotgun, M92R handgun
Safari Chris starting inventory: Handgun ammo, shotgun ammo, two rocket
launchers, M3 shotgun, SIG P226 handgun
S.T.A.R.S. Chris starting inventory: Machine gun ammo, magnum ammo, S&W
29 Magnum, Grenade Launcher w/Electric rounds, SIG 556 machine gun


BSAA Sheva starting inventory: Machine gun ammo, handgun ammo, First Aid
Spray, VZ61 machine gun, SR75 Rifle, M92R handgun
Clubbin' Sheva starting inventory: Machine gun ammo, shotgun ammo, rifle
ammo, Jail Breaker shotgun, AK-74 Assault Rifle, SR75 rifle
Tribal Sheva starting inventory: First Aid Spray, flash grenade,
Incendiary grenade, Grenade launcher w/Nitrogen rounds, Longbow


Wesker's moves:

Jaguar Kick (behind, grabbing arm)
Tiger uppercut (front, grabbing arm)
Panther fang (on knees or grabbing arm, front)
Mustang kick (on knees or grabbing leg, behind)
Cobra strike (grabbing head)
Windfall (on ground)


Midnight Wesker starting inventory: Handgun ammo, magnum ammo, proximity
bomb, hand grenade, H&K P8 handgun, S&W M500 magnum
S.T.A.R.S. Wesker starting inventory: Handgun ammo, shotgun ammo, Hyrda
shotgun, Samurai Edge handgun, L. Hawk magnum

By using the right analogue stick, you can also execute a move where Wesker
will run really fast, and you can press square for him to do an attack while
he's sprinting.


Jill's moves:

Roundhouse kick (front, grabbing arm)
Reverse roundhouse (behind, grabbing arm)
High kick (grabbing head)
Double knee (on ground)
Sweep kick (on knees or grabbing arm, front)
Head grab (on knees or grabbing arm, behind)

Jill BSAA starting inventory: Handgun ammo, machine gun ammo, First Aid
Spray, flash grenade, H&K MP5 machine gun, Px4 handgun
Jill Battle Suit starting inventory: Rifle ammo, machine gun ammo, green
+ green herb combo, hand grenade, VZ61 machine gun, H&K PSG-1 rifle


=======================================================
TROPHIES
=======================================================


Completed Chapter 1 - 1
Complete Chapter 1 - 1 on any difficulty setting.

Completed Chapter 1 - 2
Complete Chapter 1 - 2 on any difficulty setting.

Completed Chapter 2 - 1
Complete Chapter 2 - 1 on any difficulty setting.

Completed Chapter 2 - 2
Complete Chapter 2 - 2 on any difficulty setting.

Completed Chapter 2 - 3
Complete Chapter 2 - 3 on any difficulty setting.

Completed Chapter 3 - 1
Complete Chapter 3 - 1 on any difficulty setting.

Completed Chapter 3 - 2
Complete Chapter 3 - 2 on any difficulty setting.

Completed Chapter 3 - 3
Complete Chapter 3 - 3 on any difficulty setting.

Completed Chapter 4 - 1
Complete Chapter 4 - 1 on any difficulty setting.

Completed Chapter 4 - 2
Complete Chapter 4 - 2 on any difficulty setting.

Completed Chapter 5 - 1
Complete Chapter 5 - 1 on any difficulty setting.

Completed Chapter 5 - 2
Complete Chapter 5 - 2 on any difficulty setting.

Completed Chapter 5 - 3
Complete Chapter 5 - 3 on any difficulty setting.

Completed Chapter 6 - 1
Complete Chapter 6 - 1 on any difficulty setting.

Completed Chapter 6 - 2
Complete Chapter 6 - 2 on any difficulty setting.

Completed Chapter 6 - 3
Complete Chapter 6 - 3 on any difficulty setting.

Recruit
Complete all chapters on Amateur.

Soldier
Complete all chapters on Normal.

Veteran
Complete all chapters on Veteran.

War Hero
Complete all chapters on Professional.

Egg Hunt
Find all 4 types of eggs.

All Dressed Up
Purchase all available alternative costumes in Bonus Features.

Stockpile
Obtain all available weapons.

Take It to the Max
Completely upgrade all weapons.

They Belong in a Museum
Obtain all treasures in the game.

Badge of Honor
Find all the B.S.A.A. emblems.

They're ACTION Figures!
Collect all the figurines.

A Friend in Need
Save partner 10 times when HELP is displayed.

Lifeguard
Save partner 10 times when DYING is displayed.

Exploding Heads
Pull off 20 headshots.

A Cut Above
Defeat 5 enemies with the Knife.

Cattle Prod
Defeat 30 enemies with the Stun rod.

Crowd Control
Defeat 30 enemies with the Gatling gun.

Bull's-eye
Defeat 30 enemies with the Longbow.

Get Physical
Defeat 20 enemies with physical attacks.

The Works
Chain the maximum number of combos together in one go.

Lead Aspirin
Defeat a Majini with a headshot while it's jumping.

Fireworks
Shoot an enemy Molotov cocktail, dynamite stick, or hand grenade.

Be the Knife
Deflect a bow gun arrow with your knife.

Meat Shower
Defeat 3 Majini with one grenade or proximity bomb.

Go into the Light
Defeat 2 enemies with one flash grenade.

Ride the Lightning
Defeat a Majini using the electric current from a transformer.

Stop, Drop, & Roll
Defeat 3 Majini at once by setting oil canisters on fire.

Baptism by Fire
Defeat 3 Majini at once with a drum or gas tank explosion.

Masters of Removing
Work together to save someone special.

Bad Blood
During the first fight with Wesker, damage him a set number of times.

Drive By
Stop an armored truck by taking out the driver.

Egg on Your Face
Defeat a Majini with a rotten egg.

Heart Stopper
Defeat a certain enemy by stabbing it in the heart.

Who Do You Trust?
Build up a certain level of trust with your partner.


=======================================================
BSAA EMBLEM LOCATIONS
=======================================================


[Chapter 1-2]

1. Before passing through the gated door into the area that triggers a cutscene
with a blonde woman, there's a building. Use the door near the stairs and go
to the second floor. On one balcony is a trunk with a treasure in it. Go to
the other balcony, and to the right where the railing stops you. The emblem is
on the wall of a building down below.

2. There is an area in the building with dead BSAA members without a roof.
Climb up the ladder. On the walkway across from where the door you have to go
through is, look up and there will be a water tank, and the emblem is on it.

3. After using the furnace key, the hallway you enter will lead you to a metal
case with handgun ammo. In the hallway right after it, to the right, will be a
fence. In the back of it is an emblem.


[Chapter 2-1]

1. Begin going forward and you'll see two documents. Look up to the right a
bit, and the emblem will be right there.

2. After crossing the bridge, go to the top of the stairs next to it. Below the
bridge in the middle will be an emblem.

3. In the little town area at the docks (before you open the gate), there will
be a tiny green structure that says "charge" on it. Look inside at the top of
it, and there will be an emblem.

4. After Kirk shows up, climb up the ladder against the building on the right.
Turn left and go to the corner, and through on of the windows on the building
across from you will be the emblem.

5. Right before assisting Sheva to the other building, go to the edge, turn
around, and look up. The emblem will be a little off to the right.


[Chapter 2-2]

1. After jumping on the first train, turn to your right (towards the roof of
the building). Towards the top of the electricity tower closest to you will be
the emblem.

2. At one point in the underground mining area (while using the lantern),
you'll come to a bridge. To the right on the wall, a little high up, will be
the emblem.

3. Past the guy with the turret in the open area is a red ladder that you have
to go up. Turn left and in the distance on one of the buildings is where the
emblem will be.


[Chapter 3-1]

1. If you have a good rifle and good aim, you should be able to do this right
off the bat. Get off the boat onto the island and walk forward a bit. Zoom in
on the middle pole in the water. The emblem will be on this. If you're playing
with someone, you can drive closer to it and whoever isn't steering can shoot
it.

2. Go to the island in the middle of the water/map. Go over to the left by the
run down boat (where you can't pass by because of wood). Look straight through
the stairs and you'll be able to see the emblem.

3. This one is quite easy to spot. In the top left corner of the marshlands,
there's a single hut. On its ceiling is the emblem.

4. After placing the slates in the door and going into the next area, jump down
into the water and go to the right slightly. Turn so that you're facing the
wood and the emblem will be in here.


[Chapter 3-2]

1. Go to the area behind the tents, and the emblem will be resting between the
two of them.

2. Once the timer starts counting down, turn around and enter the building. The
emblem will be on the right wall.


[Chapter 3-3]

1. When the boat stops for the first time, don't get off it yet. Instead, turn
around to the bridge you just went under, and the emblem will there.


[Chapter 4-1]

1. Go up the ladder you first come across after meeting the spider-like
creatures. Go forward a bit, turn to the right, and look down. An emblem will
be down here.

2. Look at the thing giving off light in the middle of the screen. It's
somewhat diamond-shaped. Use a rifle and zoom in on it. Move slowly down the
structure until you see the emblem.

3. When you first start off in the area with the statues, go right, and jump
across the gap on the left. Follow the stairs up and turn left to see a green
statue. Using the rifle, zoom in and go straight up from the statue until you
see the emblem.


[Chapter 4-2]

1. On the last floor of the mirror puzzle area will be the emblem. It's in the
room with the suspended corpse, where a couple spider-creatures come up from
the ground. Go toward the body, turn around, and look up. There's the emblem.


[Chapter 5-1]

1. From where you start, go all the way to the right until you're stopped and
can't go any further due to the generator. Under the bridge is the BSAA
emblem.


[Chapter 5-2]

1. After using the conveyor belt filled with explosive canisters, you'll head
down some stairs. To the left will be a dumpster with one side open. Look into
it to find the emblem.


[Chapter 5-3]

1. Right after the chapter starts, head through the door with the two fans. The
emblem will be behind the right one.

2. Once back in the large area with chambers full of test subjects, go down the
stairs. At the bottom, look nearly straight ahead and up, and there will be a
little area where Majini will come from once you start the platform up. The
emblem is on the bottom of this.

3. In the ruins-type area with a bunch of lickers, you have to go up (or send
Sheva up) a lift to the second floor. Before doing this, go around to the back
of the shaft, and you'll see the emblem if you look down.


[Chapter 6-1]

1. From where you start, turn around. You're going to need a rifle with good
zoom or else this is going to be impossible. Zoom in to the structure shaped
like a cross (it's near the lights on the right hand side). The emblem is on
the top of this. It's definitely the hardest one to get in the game.

2. In the area where your partner gets trapped in a cage, there will be a green
switch you have to shoot to get a container to move up and unblock your path.
Next to this is a compartment that a few Majini come out of. The emblem is in
here. In order to get it, you have to throw a hand grenade inside.

3. Once the cutscene with Excella ends, go forward a bit and look up and to the
right. The emblem will be behind some glass in a container.


=======================================================
PLOT SUMMARY
=======================================================


It's been ten years since Raccoon City's destruction. The Umbrella Corporation
has fallen, but their legacy lives on. In addition to being sent to Africa on a

BSAA mission, Chris Redfield has his own personal reason for going there: to
find out the truth about his former partner, Jill Valentine. Two years prior,
he and Jill had been searching for Spencer, Umbrella's creator, but found him
dead with Wesker standing over his body. A fight occurred, and Jill saved
Chris's life by tackling Wesker out of a window, and over a cliff. They
searched for her body for months, but a body was never found.

The story starts out with the objective of finding and apprehending a known
bioweapons smuggler, Ricardo Irving. Even with Umbrella gone, there's a black
market for bioweapons, and that's what the BSAA (Bio-terrorism Assessment
Alliance) was created for--to stop bioweapons threats. After arriving in the
area, Chris is introduced to his partner for the mission, a West African
native, Sheva Alomar. It's clear from the way Chris hesitantly calls her his
"partner" that he's not willing to completely accept her as that, as he's
still reeling of what happened to Jill. In addition to that, he's been
questioning whether it's all worth fighting for.

The two of them are able to track Irving down, but he injects himself with the
parasite and turns into a monster. As he's dying, he tells Chris that the
answers he's looking for are in the cave ahead. At this point, we've also seen
a few glimpses of a woman dressed in a cloak with a bird-type of mask on.

Tricell has basically taken over as the new Umbrella. They're a pharmaceutical
company, though they have other divisions, and, like Umbrella for so long, the
general public knows nothing about their illegal activities. They have samples
of the T, G, T-Veronica, and Progenitor Viruses, along with Las Plagas.

Much of the game focuses on the past, and how the past is affecting the
present. It all goes back to the Progenitor Virus, which was found in Africa,
in a flower known as the Stairway to the Sun. Upon moving this flower out of
the area, the virus was no longer inside it. To truly cultivate the virus,
they had to use it in that specific area. That's why Umbrella built a research
facility there. After it closed, Tricell moved in.

Spencer's ultimate goal had been to create a new breed of superior humans, and
to rule over them as a god. For this, he used the Progenitor Virus research,
Umbrella, and a special project: the Wesker Children. This involved monitoring
children who were born with "superior" parents, and instilling his own values
into them. The last phase was injecting them with a virus, in order to weed
out any weak ones. Spencer tells Wesker that he's the only survivor, but a
couple of files indicate that this is a lie. All of the children in this
project had something inside them that would cause them anxiety and the need
to seek out Spencer himself. Wesker feels this and after a long time of
searching, is able to do so.

Upon learning of all of this, Wesker kills Spencer, severing any control the
old man had over him. After this, Wesker chooses to follow Spencer's vision,
and begins the process of creating his own special virus to infect the world,
and become a god himself over the world. Jill Valentine plays an important
role in this development. Inside her body is remnants of the T-Virus from when
she was infected back in Raccoon City by the Nemesis. After she tackles him
over the cliff, he heals her and then keeps her in stasis, until he notices
that something inside her body is changing. What was inside her ended up
making it possible for him to make the Uroboros Virus, the ultimate one he's
been wanting.

At first, he had been planning on testing the virus on her, but after all of
the developments, that would prove to be useless. Instead, a chemical
substance was found that would give a host superhuman powers and make them
able to be controlled. In order for the virus to be continuously administered,
he implanted a device on her chest. Ever since then, he's been controlling
her, and she's the mysterious cloaked figure.

Chris and Sheva discover this, and Chris is desperate to save her. After a
fight, he's able to do so. Jill feels guilty about everything she's done, but
tells them she's alright and that they have to go on without her and stop
Wesker. It's at this point that Chris finally is able to fully accept Sheva as
his new partner. Excella Gionne, CEO of Tricell's African Branch, has been
helping Wesker for a while and has some type of partnship with him. The two of
them go after Wesker and, with Jill's helpfulness, inject him with a serum
that will weaken him, and they sabotage his plan to launch missiles over the
world, which would spread the Uroboros Virus. The plane they're on crashes,
and they end up in a volcano. In a last ditch effort, Wesker uses the Uroboros
Virus on himself, and is seemingly able to control it. However, Chris and
Sheva are able to defeat him.

Jill shows up in a helicopter and lowers a ladder that Chris and Sheva use to
get onto the copter. Afterwards, they each hold a rocket launcher and fire a
shot into Wesker, finally killing him. Chris, Jill, and Sheva escape in the
helicopter, with Chris knowing that it is worth fighting for.


=======================================================
IN-GAME FILES
=======================================================


The writing is erratic…

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!


The corpse of a BSAA Agent. Such a tragedy… His PDA has an unsent
message.

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.


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. Infection
Administer 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. Fighting
Accumulate 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.



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 bioweapons
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
Dec. 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
Feb. 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.

Aug. 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.

Sept. 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

Feb. 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.

Mar. 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.


Test Subject

Caucasion 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.


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 things 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.


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.

(A printout is stuck inside the notebook.)

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.

3. When LOCK ON appears in the scope, it means the transmission has been
successfully sent. Pulling the trigger will now activate the laser.
4. The firing cannon must be given time to recharge before it can be re-fired.


=======================================================
UNLOCKED FILES
=======================================================


B.S.A.A

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 bioweapons 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 bioweapons.

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

Oceanian Branch: Australia is the center of operations of Oceania

(Antarctica, where Umbrella's Antarctic Base was located, falls under the
jurisdiction of the Oceanian 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 were
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 operations,
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 as 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 of castellan Roman Salazar for many generations. The
parasite attaches itself to a human host and is assimilated by the central
nervous system. Infected humans lose call 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 communicate 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 Ganado. 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
bioweapons 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 effective and potentially dangerous biological 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 present in African by
various intel reports.

Type 2's initial infection 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, infection 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 stationed in the area. Type 2 takes over the central nervous system
of infected humans, and incapacitates normal rational thought faculties. The
infected hosts become 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 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 in order 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 bioweapons 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 bioweapons.

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 bioweapons deal in Afria in connection with a man
named Ricardo Irving. Irving's name has come up quite often in late in
association with bioweapons 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 some 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 leveled 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 guerilla
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 neighbor 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 savanna 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 savanna 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 savanna 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 dirty. 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 guerilla 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 bioweapons 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 guerillas, she was given her first gun. She
doesn't like to talk about her time with the guerillas. Perhaps the memories
are too painful, or maybe she's too ashamed of what she did there. One of her
main duties with the guerillas was to go into town and purchase supplies for
the group. For seven long years Sheva stayed with the guerillas. By this time
she was a teenager, and had spent most of her known life with the guerillas.
Perhaps due to her age, when she went into town, the townspeople never
suspected her of being a guerilla 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
guerillas were planning on using bioweapons to conduct a large-scale terrorist
attack that would overthrow the government. Umbrella was going to make a deal
with the guerillas to provide them with the bioweapons. 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 guerillas.

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 guerillas 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 guerillas 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 honors 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 hand picked 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 bioweapons 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 bioweapons 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 behavior 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 Tribe 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 of 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 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
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 the oral traditions and
hearsay, which obviously calls into question the validity of the 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 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
undiscovered 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 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
advantages. (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 corporation's 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 armor of a
tank. Flying B.O.W.s reside in 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 considerable 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 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 bioweapons 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
defense, along with shell covering 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 encyclopedia of the African continent.
It is now believed that head of Travis Trading at that time (Henry's eldest
brother) purposely spread the rumor 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 endeavors.

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 bioweapon 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
bioweapons and bioterrorism around the world. Chris and Jill stopped
bioweapons in Asia, destroyed bioweapon labs in South America, arrested
smugglers in Europe, and patrolled the world in an attempt to stamp out all
bioweapons. 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 defense
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 bioweapons and devoted her life to eradicating them, was
ironically being used to develop the most terrible bioweapon 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 readministration 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
attack 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-import 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 to 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 still 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 deserved. She used the
information and technology she obtained from Wesker to advance Tricell's
bioweapons division exponentially.

In a fortunate turn for Tricell, Umbrella, who had previously dominated the
bioweapons 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.
This 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
bioweapons in order to secure funding for the research being carried out on
the Uroboros Virus. As the Uroboros Plan 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 bioweapons was that it could be done
relatively 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 even 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 lit up with dark delight as he spoke:

"You're back…"

The words barely audible amidst his cough-racked laugh. If Wesker had his
doubts about Wesker 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 birth of a new superior human race. With this
new race he would build 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 bioweapons 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 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 evolution would give surviving humans increased strength
and intelligence, but it would not affect a person's knowledge, logic, or
general character. If any indolent or unsavory individuals survived to be a
part of this 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 instill his values into his values
into these children by whatever means he deemed necessary. These children were
all given the surname Wesker, and after completion 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 educations 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 administered 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 obtaining the
virus and capital he needed from his position at Umbrella. Next he put all his
efforts into bringing his Uroboros Plan to fruition, and thereby setting
himself up as a god over the new generation of humanity.


=======================================================
HISTORY OF UMBRELLA
=======================================================


1960s
Engineer Michael Warren begins the electrification of Raccoon City. The fifth
head of the Ashford family, Edward Ashford, begins his research into what
would later become known as the Progenitor virus.

1962
Ozwell E. Spencer enlists architect George Trevor to design and construct a
reclusive mansion on the outskirts of Raccoon City.

1966
(December)
Ozwell E. Spencer, James Marcus, and Edward Ashford officially establish the
Progenitor virus which reconstitutes a living organism's DNA.

1967
(November)
The construction of the mansion and lab facilities in the Arklay Mountains is
completed.

Jessica and Lisa Trevor are injected with a variant of the Progenitor virus.
The virus fails to establish itself in Jessica, and she is subsequently
disposed of. The virus shows promise in Lisa, and as a result, she is placed
under close observation. George Trevor is chosen to be a test subject;
however, due to his intimate knowledge of the Mansion Facility, he is disposed
of instead.

1968
Construction of Raccoon City's public transit trolleys begins in Europe and
they are quickly put into use within the city. Spencer founds the
pharmaceutical company Umbrella with Marcus and Edward Ashford. The company is
established to mask their biological research.

(July)
Edward Ashford contracts the Progenitor virus and dies. His son, Alexander
Ashford, succeeds him as head of the Ashford family.

(August)
The Umbrella Training Facility is established in the Arklay Mountains with
Marcus appointed as director.

1969
(February)
Alexander Ashford begins to design a facility in Antarctica. He secretly makes
plans to build an underground laboratory for the purpose of the "Code:
Veronica" project.

(November)
Umbrella's Antarctic Base and research facilities are completed.

1971
The "Code: Veronica" project is successful. The twins Alfred and Alexia Ashford
are born.

1977
Albert Wesker and William Birkin join the Training facility as prospective
managers.

1978
(January)
Marcus successfully develops the T-Virus.

(July)
The closure of the Training Facility is finalized. Wesker and Birkin transfer
their T-Virus research to the Arklay Research Facility; Marcus continues his
own research in the closed down Training Facility.

1981
(July)
Although only ten years old, Alexia Ashford graduates at the top of her class
from a prestigious university. Birkin begins to view Alexia as a rival.

1982
Alexia injects her father, Alexander, with the T-Veronica virus, but the
experiment ends in failure.

1983
(December)
Wesker researches secondary exposures to the T-Virus. He begins to have
reservations about Spencer's plans. Alexia injects herself with the T-Veronica
virus and enters a fifteen-year cryogenic sleep. To maintain the secrecy of
this plan, it is reported that she died of accidental exposure to the virus.

1987
Michael Warren becomes mayor of Raccoon City.

1988
Wesker, under orders from Spencer, assassinates Marcus. Under Birkin's
guidance, the T-Virus program begins development of the B.O.W. Tyrant.
Umbrella begins work on the "Nemesis" project at its sixth European research
facility.

1991
Umbrella begins construction of an expansive underground laboratory beneath
Raccoon City. Spencer approves Birkin's G-Virus project and work begins on it.
Wesker is transferred to the Information Department.

1992
Umbrella contributes funds for the refurbishment of City Hall and the building
of the General Hospital. A statue of Michael Warren is erected in City Hall.

1993
Raccoon City Police Chief Brian Irons begins conducting negotiations with
Umbrella. Birkin transfers to the underground lab in Raccoon City, clandestine
meetings with Irons begin.

Alfred Ashford graduates from a university in England, and becomes director of
the Antarctic facility. He rises up the ranks to eventually become an
executive of Umbrella, and then director of Rockfort Island.

(December)
A training facility for Anti-B.O.W. squad members is completed.

1994
John from the Chicago lab takes over for Birkin at the Arklay Research
Facility. Alfred builds a private mansion and prison on Rockfort Island.

1996
Raccoon City Police Department's S.T.A.R.S. team is founded with Wesker as
Captain. HUNK (later of the Umbrella Special Forces) undergoes combat training
at Rockfort Island.

1998
(May)
A mysterious clone of Marcus's appears at the Umbrella Training Facility. There
is a large-scale viral leak at the Arklay mansion. The research lab there is
destroyed. Cerberus claims its first victim: a 20-year-old woman whose body is
found dismembered.

(June)
Cerberus sightings are reported in a local Raccoon City magazine.

(July)
Two groups are sent to investigate the Training Facility. The first one is
wiped out by B.O.W.s located on the premises. There is an increase in reports
of accidents and missing persons in the Arklay Mountains. The city sends the
S.T.A.R.S. Bravo team to investigate.

Bravo Team's helicopter experiences engine trouble for unknown reasons and is
forced to put down in the Arklay Mountains. Bravo Team takes the Ecliptic
Express to investigate the Training Facility, which is later destroyed.

Alpha Team is sent out to search for Bravo Team when communication is lost. The
occurrence of the Mansion Incident. Bravo Team leader Enrico Marini learns
Wesker's true identity. Wesker murders Enrico. Ravaged by the virus, the
mansion and the lab are destroyed. Four members of the Alpha Team and one
member of Bravo Team escape the catastrophe.

Survivors:

Chris Redfield
Jill Valentine
Barry Burton
Brad Vickers
Rebecca Chambers

Wesker escapes the Arklay Research Facility before it is destroyed.

(August)
Former S.T.A.R.S. member Chris Redfield learns of the G-Virus and heads to
Europe to investigate Umbrella.

(September)
The virus spreads throughout Raccoon City via infected mice. The city is
declared a biohazard as incidents of "cannibalism" continue to rise. Birkin
completes his work on the G-Virus. A zombie horde attacks the city's police
station.

The police station is destroyed, and Chief Irons descends into mania. Warren
escapes the city but leaves his daughter behind. U.B.C.S. (Umbrella Biohazard
Countermeasure Service) arrived in the city to begin rescue operations.

Rookie police officer Leon S. Kennedy arrives in the city at the same time as
Claire Redfield.

Umbrella deploys the B.O.W. Nemesis T-Type into the city, and it begins its
hunt for former S.T.A.R.S. member Jill Valentine. Umbrella deploys mass
produced Tyrants into the city.

Leon and Claire escape the city with William and Annette Birkin's daughter,
Sherry. With the arrival of the U.S. military the city is placed under martial
law. U.B.C.S. survivors are exploited by Umbrella's official observer of the
situation, Nicholai Ginovaef, and they die off one by one. The hospital is
destroyed.

Ada Wong and HUNK each acquire samples of the G-Virus. The underground lab in
Raccoon City is destroyed.

(October)
The U.S. government decides to eliminate the virus threat by destroying Raccoon
City with a missile strike.

(December)
Claire infiltrates the Paris laboratory, only to be captured and imprisoned on
Rockfort Island. Wesker attacks the island with his own private force and
releases the T-Virus onto the island. Claire escapes from the prison and sends
an e-mail to Leon asking for help. Her location is made known to Chris.

Jill escapes Raccoon City and goes to Chris's apartment, but he has already
left for Rockfort Island. Alfred Ashford escapes the island. Chris arrives at
Rockfort Island and finds Wesker. Alexia Ashford wakes up from her cryogenic
sleep at the Antarctic Base. Alfred dies shortly after.

Claire and Chris are reunited at the Antarctic Base, and together they defeat
Alexia. They escape before the base is destroyed.

2002
Jack Krauser fakes his own death and joins Wesker's secret organization.

2003
(February)
Chris and Jill take part in the mission to destroy the Umbrella Caucasus
Research Facility in Russia. They were successful in destroying a new B.O.W.
known as T-A.L.O.S.

2004
The U.S. president's daughter, Ashley Graham, is kidnapped by the religious
group known as the Los Illuminados. (The actual kidnapping was carried out by
Krauser.) Leon Kennedy was scheduled to join Ashley's Secret Service detail,
but is ordered to find her instead.

Leon Kennedy is injected with the Las Plagas parasite by the Los Illuminados.
After that he and Ashley, who is also infected with the same parasite, take
shelter in a church. After escaping the village, Leon and Ashley are forced to
seek refuge in an old castle, but Ashley is once again apprehended. This time
she is taken to an isolated island by Krauser under the orders of Roman
Salazar, the eighth head of the Salazar family. Leon confronts Salazar and
defeats him.

Leon heads to the island to find Ashley, and it is there that he defeats both
Jack Krauser and Osmund Saddler, the leader of the Los Illuminados cult. Leon
and Ashley use the facility on the island to remove the parasites.

Ada Wong steals the Las Plagas parasite sample from Leon.

Leon and Ashley escape from the island by jet ski.


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