ResidentEvil5.pdf

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THE COMPLETE OFFICIAL GUIDE
®
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THE COMPLETE ANTIDOTE
Super-visual Walkthrough
Level maps detail mandatory action on
the left-hand page with side quests and
advanced briefi ngs presented on the right.
The Walkthrough is designed for the highest
diffi culty level and applicable to all settings.
Super-visual Walkthrough
Level maps detail mandatory action on
Super-visual Walkthrough
Level maps detail mandatory action on
Level maps detail mandatory action on
the left-hand page with side quests and
advanced briefi ngs presented on the right.
the left-hand page with side quests and
advanced briefi ngs presented on the right.
the left-hand page with side quests and
advanced briefi ngs presented on the right.
advanced briefi ngs presented on the right.
The Walkthrough is designed for the highest
diffi culty level and applicable to all settings.
advanced briefi ngs presented on the right.
The Walkthrough is designed for the highest
diffi culty level and applicable to all settings.
diffi culty level and applicable to all settings.
The Walkthrough is designed for the highest
diffi culty level and applicable to all settings.
Ultimate Bestiary
This chapter studies each individual
monster focusing on practical,
advanced information: weak spots,
weapon weaknesses/resistance,
behavior patterns as well as
tried-and-tested tactics…
Amazing art
An extensive Behind the Scenes
section offers stunning concept art
and unpublished insights from the
Capcom developers.
All secrets
A complete Extras chapter reveals additional
costumes, bonus weapons, hidden treasure,
emblems, achievements and trophies –
it’s all in here!
©CAPCOM CO., LTD. 2009 ALL RIGHTS RESERVED.
CAPCOM, the CAPCOM logo and RESIDENT EVIL are registered trademarks of CAPCOM CO., LTD.
®
BASED ON A GAME RATED “M” BY THE ESRB
Super-visual Walkthrough
Super-visual Walkthrough
the left-hand page with side quests and
advanced briefi ngs presented on the right.
the left-hand page with side quests and
diffi culty level and applicable to all settings.
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CONTENTS
FOREWORD
4
HOW TO PLAY
6
WALKTHROUGH
22
INVENTORY
114
BESTIARY
132
EXTRAS
152
INDEX
VERTICAL TAB
The vertical tab on the right-hand
margin of each double-page spread is a
navigational tool designed to help you
find your way around the guide. The top
section lists the individual chapters, while
the lower section highlights the part of
the chapter you are currently reading.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
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FOREWORD
Developing a game is like a long struggle in the dark and in this sense
the Resident Evil 5 project was extremely demanding both on a physical
and psychological level. Each of us may have come into the project
with our own goals but as you now have a copy of the fi nished game in
your hands, we can conclude that we have reached at least one of our
collective aims in our struggle to see the fi rst rays of a new dawn.
Research and development on this game started four
years ago. At fi rst only a few members were involved and
soon enough, the team grew to reach over a hundred. We
feel honored that so many talented people contributed
their all to this project. The guide that you’re now
reading is also evidence of these endeavors.
We started working on the graphics at a very early point
in the game’s development. The objective we set was
simply unachievable with the technology available in
2005. This meant that our team had to come up with
its own groundbreaking solutions, which only started
to bear fruit in 2008 when development reached the
point where we could almost play the game from start
to fi nish. Looking back, we both agree that we truly miss
the excitement and the turmoil of that amazing period.
The ongoing, inner confl icts experienced by all team
members had in fact been worthwhile. We had each
covered so much ground and had reached a point where
we could almost see the dawn.
We would however like to stress that Resident Evil 5 was not created
solely through the efforts of the Capcom staff. We invited movie
specialists from Hollywood to help us improve the quality of our
cinematics and the interaction with these companies has been really
insightful, and defi nitely kept our spirits up.
As for the music score, full orchestra recordings were made at the 20th
Century Fox Hollywood studio. We were completely amazed when we
heard over a hundred musicians play in perfect harmony by just reading
their score sheets, practically instantly, without rehearsing. This is in
such contrast to the reality of game developers, where it takes four years
of quiet and unremitting labor to create a game of this quality. As a matter
of fact, people from many different companies and diverse backgrounds
worked together, shoulder to shoulder, to achieve every manner of quality
improvement in this game. Our collaboration with external companies
also included Piggyback and this very guide is the result of an extremely
fruitful collaboration.
As we write these words in February 2009, we feel we have fi nally made
it. We’ve lived to see the dawn of a new Resident Evil game, just like
Chris as he seeks out his future in Africa. We leave it to you, the players /
readers to judge if this was all worthwhile. We really hope that we may
enjoy more enlightening project experiences such as Resident Evil 5 –
this is our ambition as game developers.
JUN TAKEUCHI
MASACHIKA KAWATA
Resident Evil 5 Producers
4
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
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5
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