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Chapter by chapter

The full walkthrough in play order: areas, puzzles, enemies, every item and collectible where it shows up, and the bosses step by step.

Chapter 1 — Kijuju

  1. 1-1 Kijuju: checkpoint and town The civilian checkpoint, Reynard's butcher shop, the first horde in the back alleys and the square siege with the Executioner Majini until Kirk arrives Executioner Majini (optional) 2 treasures · 3 files · 0 BSAA Emblem VZ61, Topaz (Marquise) and Gold Ring: this run only Timed siege: ~1:30–2:20 in the house + ~4 min in the square No typewriter: autosave and checkpoints
  2. 1-2 Urban District and Furnace Facility The square by day, the Old Building Key by assist jump, the Ithaca M37, Allyson and her Cephalo, the Alpha Team building with DeChant and the Uroboros in the furnace Allyson (mini-boss) Uroboros (test subject) 3 BSAA Emblem · 3 treasures Gold Ring: kill the Uroboros without the furnace Shop: first M92F upgrades Checkpoint: elevator after DeChant

Chapter 2 — Mines and savannah

  1. 2-1 Port and Shanty Town Storage Facility (H&K MP5), the container maze and the first Big Man, the bridge truck, the Port (Port Key, S75, market gems), Shanty Town with Sheva sent across alone, and the Chainsaw Majini Chainsaw Majini 5 BSAA Emblems (4–8/30) · 12 treasures · 3 files Diamond (Pear): the runaway Majini in the market Topaz (Pear): before opening the port gate H&K MP5 and S75 in cases Forced split in Shanty Town (or a grenade) Shop: M92F Critical ★3 and first MP5 and S75 upgrades
  2. 2-2 Train Station and Mines A train graveyard with Adjule and crossbowmen, the dark Mines with the lantern and the crank gate, Irving escapes in the Mining Area (Dragunov SVD), and the first Popokarimu Popokarimu 3 BSAA Emblems (9–11/30) · 11 treasures · 2 files Dragunov SVD in the locker Lantern and crank gate: short split Proximity Bombs: in the arena, in the shop after 2-2 No way back: 2 elevators and 4 drops
  3. 2-3 Savannah The Savannah chase aboard the Gambit, bikes and trucks from the turrets, and Ndesu at the Delta Team camp Ndesu Turrets only: no inventory, no collectibles Drive By achievement (this chapter only) Automatic checkpoints during the chase

Chapter 3 — Marshlands and oil field

  1. 3-1 Marshlands and Village The Marshlands by airboat: four slates spread over the docks, crocodiles, a Duvalia, the Rocket Launcher on the sunken boat, and the Ndipaya village with the S&W M29 and two Giant Majini Giant Majini ×2 4 BSAA Emblem (12–15/30) · 19 treasures · 3 files Rocket Launcher (sunken boat) and S&W M29 (village) Ceremonial Mask: cave before the gondola Blue Enigma ×2: kill both Giant Majini Slate door: the Marshlands are left behind Checkpoint with each slate at the door
  2. 3-2 Execution Grounds and Oil Field The Execution Grounds (raft and crocodile), the Tricell tents, the refinery with three valves and two Chainsaw Majini, defending Josh in the Control Facility and the timed escape along the dock Chainsaw Majini ×3 2 BSAA Emblem (16–17/30) · 11 treasures · 1 file Tricell tents: no way back once you cross into the refinery 2:00 countdown: emblem 17, gold suitcase and Gold Ring Venom Fang ×2 (only here): kill both refinery Chainsaws M29 to 2,700 firepower and 11 capacity (₦15,000) Defend Josh: if he dies, the mission fails Checkpoint when the first Chainsaw dies
  3. 3-3 Drilling Facilities Riding Josh's boat through the Drilling Facilities: red tanks, two floodgates (the second with two Gatling Guns), the M3 shotgun and the fight with transformed Irving around his patrol boat Irving 1 BSAA Emblem (18/30) · 2 treasures Emblem 18: only at floodgate 1, before you reboard the boat M3: case at the second floodgate (in the shop from 4-1) M29 maxed out: unlocks the S&W M500 (₦30,000) The Rocket Launcher skips Irving's first phase Shotguns are useless from the boat: rifle or machine gun

Chapter 4 — Caves and ruins

  1. 4-1 Caves, Ancient Village and Labyrinth The Bui Kichwa caves, the Ndipaya Ancient Village with its gold sarcophagi and the trapdoor, the collapsing hall, the statue Labyrinth (Grenade Launcher) and the second Popokarimu Popokarimu (optional) 3 BSAA Emblems (19–21/30) · 27 treasures Soul Gem: only if you kill the Popokarimu Only in 4-1: Topaz, Emerald, Ruby and Sapphire (Trilliant) and Ruby (Oval) M3 on sale if you missed it (₦4,000); S&W M500 to 3,500 firepower Grenade Launcher in the Labyrinth Split at the collapsing bridge
  2. 4-2 Worship Area and Pyramid The Worship Area's three emblems between deadly sunlight beams, two Giant Majini, the Diamond (Trilliant) above the door and the Pyramid's three floors of mirrors Giant Majini ×2 1 BSAA Emblem (22/30) · 14 treasures Sunlight beams: touching one kills Sky Emblem: Sheva only (assist jump) Diamond (Trilliant): before you go through the door Checkpoint with each emblem you set in the gate Finish the M29 · Bulletproof Vest (4-2 or 5-1)

Chapter 5 — Tricell facilities

  1. 5-1 Underground Garden and Experimental Facility The enemy-free Underground Garden (3 treasures, 3 files), the Progenitor Virus House with the first Licker β, the AK-74 and the safe, the caged corridor, the elevator wait and the U-8 on the revolving platform U-8 1 BSAA Emblem (23/30) · 7 treasures 9 files: the most of any chapter Licker β: walk with your weapon holstered AK-74 in the monitor room Elevator: everything behind is cut off Bulletproof Vest before 5-2 Checkpoints at the house and before the U-8
  2. 5-2 Power Station and Missile Area The first gun-toting Majini in the Power Station, the Licker β passage (the best Lion Heart farm), the three conveyor belts of the Missile Area with the SIG 556 and the first Reaper, and Uroboros Mkono with the flamethrower Uroboros Mkono Reaper (mini-boss) 1 BSAA Emblem (24/30) · 8 treasures · 2 files Buy the Bulletproof Vest before you start Farm: 5 Lion Hearts in the Licker passage One Rocket Launcher hit kills Mkono Professional: any Majini hit = DYING Antechamber ledge: no way back
  3. 5-3 Uroboros Research Facility The Sapphire (Marquise) safe, the Missile Area catwalk with the Reapers and the H&K PSG-1, the revolving platform, the Licker β at the Monarch Room Entrance and the fight against Wesker (7 minutes) and Jill Albert Wesker (7 minutes) Jill Valentine 3 BSAA Emblems (25–27/30) · 17 treasures Monarch Room treasures and L. Hawk: before Wesker leaves Heart of Africa: make Wesker flee before 7:00 Shop: H&K PSG-1, L. Hawk and Electric Rounds Checkpoints: Missile Area 2F, platform and tunnel H&K PSG-1 in Missile Area 2F Small lift: only one player rides

Chapter 6 — The ship and the volcano

  1. 6-1 The Tanker: Deck and Hold The Tricell tanker's deck among containers and snipers, the crane cage, Excella's lab with the last emblem and the Ship Hold's Gatling Gun Majini Gatling Gun Majini 3 BSAA Emblems (28–30/30) · 9 treasures · 1 file Topaz (Oval) ×3: snipe specific Majini Don't kill the crane operator if you want all 3 Topaz Shop: Jail Breaker and the PSG-1 scope BSAA Emblem 29: explosives only PC: the Crane Keycard may never drop (bug) Jail Breaker at the foot of the Ship Hold stairs Checkpoint on entering the Ship Hold
  2. 6-2 The Tanker: Bridge Excella becomes Uroboros Aheri, the QTE escape, the tentacle-choked ship interior, the Duvalia's Bridge Keycard, three key files and the Shango satellite laser on the Bridge Deck Uroboros Aheri 2 treasures · 3 files Shop: the last upgrades open (M93R, Hydra) QTE escape: one miss = death L.T.D. (Shango laser) behind the Bridge Keycard panel Nothing you can miss Checkpoint in the ship interior
  3. 6-3 Hangar and Volcano Jill's message on the bridge, the burning Engine Room (two bulkheads, Reapers and two Gatling Gun Majini), Wesker in the dark hangar with the RPG-7 NVS, the bomber and Uroboros Wesker in the volcano Sell the 2 Chalice (Gold); buy Proximity Bombs Gatling Gun Majini ×2 Albert Wesker (Hangar) Uroboros Wesker 5 treasures · 1 file Diamond (Marquise): Chris only, at the start of the volcano Bomber: QTE, any miss = game over RPG-7 NVS: smash the glass case left of the entrance Engine Room: 12 Nitrogen + 12 Acid Rounds for free

DLC: Lost in Nightmares and Desperate Escape

  1. LiN Lost in Nightmares: The Spencer Estate Chris and Jill in the Spencer Estate (2006): the piano, the spike ceiling, the Blob prison, the weaponless maze of spike traps, and Albert Wesker Blob Albert Wesker 18 Score Stars · 9 files Stars 1–10 and 12–17: points of no return Score Star #9: before the ceiling drops The crest gate: you lose every weapon Maze: only placing a serpent shard saves the checkpoint No saving: checkpoints only
  2. DE Desperate Escape: Out of the Tricell Facility Jill and Josh fight their way out of the Tricell facility: the dock and its two keys, the gates under the mounted launchers, and 7 minutes of survival on the landing pad until Doug arrives Chainsaw Majini ×2 or Gatling Gun Majini Executioner Majini or Reaper Landing pad: 3–4 bosses and an Agitator Majini 2 fixed Score Stars (1,000 each) Shoot the Messenger: 3 Agitator Majini Score Stars 1 and 2: lost when you change area Bosses, weapons and keys are random Flash Grenade: kills a Duvalia or Cephalo even mid-mutation No saving: checkpoints only

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