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Albert Wesker (Hangar)

Chapter
6-3 · Hangar and Volcano
Where
The bomber hangar: a dark square floor with 4 floodlight consoles, one per corner; the **north-west one is broken**. The **RPG-7 NVS** is in a glass case next to that console; 1 RPG Round lies loose on the ground floor and 5 are in another case on the **upper catwalk** (climb the ladders). The crates by the consoles hold random items.

Weak point

His back, from out of his sight and in the dark, or right as he attacks. The rocket he catches: shoot it and it explodes in his hands. The Serum PG67A/W, while he is on his knees.

He dodges every shot he sees, as in 5-3, and most of his attacks kill. Here his own trick brings him down: you fire the RPG-7 NVS at his back, he catches the rocket and you immediately switch to a handgun and shoot the rocket. It explodes, he drops to his knees shouting "Ignorant cretins!", and that is the moment to restrain him and inject the serum.

The first injection always fails: he breaks free and you need at least one more cycle. The bomber QTE follows right after: keep the controller in hand.

Reward

Nothing. Each Wesker fight adds to his defeated count in Records.

Attacks: Knee Cannon (a dash from range: step aside or counter with the prompt), a melee combo (dodge prompts), a grab that drains health fast, a gunshot that stuns and deals heavy damage, and the Rhino Charge (up to 5 strikes in a row: dodge them all and you get a counter; miss one and he puts his arm through your chest).

  • How long you can hold him depends on the damage you dealt: one rocket is sometimes not enough.
  • Sources disagree on whether RPG Rounds take an inventory slot; all agree it's one round per shot.

Step by step

  1. Kill the lights at the north-east, south-east and south-west consoles (the north-west one is broken). In co-op, one player switches one off while the other runs to the next. Left idle, Wesker switches them back on and then tends to use explosives: take cover, or shoot the explosive in his hand to stun him.
  2. Shoot the glass and take the RPG-7 NVS (night vision). It's a boss weapon: reload it one round at a time with RPG Rounds, which only work here. Your partner can reload you with the partner action.
  3. Out of his sight, fire at his back. He turns and catches the rocket.
  4. Switch to a handgun and shoot the rocket in his hands (anywhere on it). Too slow and the fuse dies and he throws it away.
  5. He kneels: one player restrains him (Chris, mash the prompt) and the other injects the Serum PG67A/W. The first time he breaks free: do it all again.
  6. If the rocket only stuns him (it happens), do the melee combo: it hurts him, but he can't be restrained.
  7. Tricks: shoot him exactly as he attacks; 3 hits in a row open a melee chance (a 4th shot gets dodged and countered). When he stands in front of the bomber he throws a missile: blow it up in his hand.
  8. Bomber: after the hangar comes a cutscene with several QTEs; missing any of them is instant death.

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