Resident Evil 6 is a big game with tons of stuff to find. We know, we’ve spent the last few weeks trying to find everything.
We want our guide to be as comprehensive as possible so we’ll be updating this as we go. Look out for more soon.
Jump out helicopter and follow men through construction site. There are three ammo boxes with pistol ammo and you should get in the habit of smashing wooden crates whenever you have. Your biggest concern in the early chapters of Chris’ campaign is the lack of ammo.
Walk down the street and turn left and an exploding car seals off the way ahead. This first chapter is fairly linear so you won’t get too lost. Just keep heading down the straight and through the building until you hear ‘Ace of Spades’ on the radio (as a location, not the song).
You’ll walk past some closed shutters with a window to your left. Turn left for the first SERPENT EMBLEM and shoot it. Then you’ll have ‘double doors’ which can only be opened with your co-op partner in tow.
When the doors are opened you’ll see the first enemy. Go for headshots and remember to conserve ammo. Then head down the street and you’ll see a helicopter explosion overhead. Keep pushing forward until you’ve entered a kitchen area with plenty of enemies. You’ll have some enemies try and ambush you but their breathing gives them away. You can also save ammo here if the difficulty isn’t too high by letting your soldiers do all the dirty work.
Eventually you’ll end up in an abattoir. This is where you’ll find the first mutating J’avo, which attack you with long arms. They take more damage but go for headshots and pound them with fire while they mutate, as this is when they’re vulnerable. If you want to save ammo (and the difficulty isn’t too high), you can back off and let your fellow soldiers do all the work here but make sure you kill the mutated J’avo yourself, as the AI struggles with these.
Don’t push down this alley too far as enemies will appear from the right. Clear the area then smash the boxes in the area the enemies appeared from for some skill points. The next room has a knight (skill points) in the box to your left and a flash grenade in the box to your right. More importantly, there’s another SERPENT EMBLEM to shoot behind that box.
Run past the shutters, across to the next building and slowly enter the next room. It’s full of enemies and you shouldn’t conserve ammo by letting your team take them out, as the layout of the room is awkward if you lose sight of anyone. It’s easy to be attacked from your blindside here. Take charge and clear the room.
When the room is clear, equip your shotgun as you move up the stairs – one of the mutated enemies with the big arms will rush you up close, so the shotgun makes life much easier for you. There’s another around the corner, so keep your shotgun prepped. When you’ve cleared the room of boxes, enter the double doors
As soon as the next section loads, look to your left for more skill points and ammo. Enemies on the stairs have guns so don’t be too picky with your shots. At this point, if you’re in co-op, have Chris be the one doing the bulk of the shooting so Piers has more ammo.
There will be a cutscene at the top floor as you’re told about the ace of spades. This will be followed by enemies on the rooftops, take cover and take your time picking them off. Leap across the roof, climb up the small ladder and then look all the way out to the scaffolding at the left. There’s a tricky to spot SERPENT EMBLEM on top of it waiting to be shot.
Head along the narrow path and reload before climbing up the ladder as there are zombies waiting for you. You’ll also find new flying creatures. They’re only a threat if they get close and swoop at you. Otherwise, shoot them out the sky and aim for their head if you can – it’s actually the part dangling from their bottom (ahem).
Keep killing enemies until you hear the ‘all clear’ signal. When you cross to the next building, a cutscene will play showing the two characters being split up. Chris needs to cross the beam while Piers needs to shoot enemies firing on Chris (which is why Piers needs to have more ammo by this point). The enemies are pretty inaccurate, so don’t panic too much. Make your shots count.
As Chris, when you climb the ladder, turn left for boxes containing ammo. This next bit is a basic one player advances (Chris), the other gives cover (Piers). As Chris, listen out for enemies breathing. There will be several flying enemies at the end but they’re easy if you’ve saved shotgun shells.
Run across the ledge and drop down to meet up with piers (note: if playing as Chris in single player, jump to the roof piers just came from, AI Piers leaves a lot of wooden boxes intact – great if you want ammo or skill points)
You’ll be told you’re almost at the ace of spades as burning scaffolding gives way beneath Chris. Take cover and clear the opposite roof before hiding across and climbing up the ladder. Drop down to the double door and make sure you have reloaded every weapon in your inventory. Ambush when you reach the ace of spades, climb the ladder, defend this small area. Bravo Team will drop in and help you out. Enter green double doors when done.
You’ll now be in a small market area with tight corridors. Again, kill everyone until you hear clear. You’ll notice new spider creatures. They’re only a threat when they face you as this gives them time to leap but if you have your shotgun, they’re easy enough.
Hold LT/L2 in this area so you know where to go next. You’ll be guided to a stairwell. Run down to floor 6 and you’ll see a huge fiery hole in the floor and wall. Turn 180 degrees and trot down that corridor. Look to the left to see a market stall with pigs. Between them is another SERPENT EMBLEM to shoot.
Head back up to floor 7 and through the corridor. You’ll be attacked by enemies but pay attention when you open red door into kitchen, as spider enemies will drop from the ceiling to attack you. Eventually you’ll come to a red double door with the hostages inside, smash the boxes in the small room to the left first.
When the spiders run off, you’ll have a blue icon to follow on your floor to track the first hostage. If the spider runs past you, the stagger animation of you stumbling about often lasts long enough for the spider to get away, so make sure you have a shotgun ready if it gets close. Watch out for the other spider enemies that spawn on this floor.
When you save the first hostage, you then have to head up to the eighth floor to track down the other (a second blue icon will have appeared). The spider enemies will respawn so again, use your shotgun to clear a path.
With that done, the last hostage is on the first floor. Head through the sixth floor and into the lift. When the lift breaks, walk around until the examine prompt appears, then give Piers a leg up through the lift roof. Piers will then help you up when a RPG attack takes out the lift. When you regain control, shoot the RPG enemy before smashing the boxes on your respective sides (Chris and Piers won’t be able to reach each other’s boxes, annoying if playing with AI). After reloading all your weapons, open the doors for an ambush to deal with.
Use cover by the doors to take out the three enemies there, then prep a grenade. When you jump into the room itself, a wave of enemies will pour out of the top left. Throw the grenade, then quickly switch gun while taking cover. Clear out the room of enemies and then hold LT/L2 to find the exit.
On the next floor, don’t drop down the ladder straight away but go round the far side of the room. There are boxes to be smashed here. Equip a shotgun and then drop down. Both guards mutate, so shoot them during their mutating transformation. When they’re dead an enemy will drop down and try to kill the hostage. You’ll have a slow-mo moment here – plenty of time to line up a headshot. Even with a shotgun, you won’t hit the hostage (Resi never has been a game for realistic details). Open the door and a cutscene will play.
You have to head back into the burning building, so head to the destroyed lift, climb up the ladder and open the double door. In this next bit, you have to run – if you take too long, Chris will be crushed. Run to the left and back to the stairwell door. Head up a floor and around the hole in the floor. There are some enemies here but we found it easier to ignore them and keep going. Press B/Circle at the end of the corridor when Piers is with you. A cutscene will signal the end of the chapter.
You should have enough skill points to purchase Firearm Lv. 1. We suggest that as ammo will continue to be an ongoing concern for almost the entire campaign and this is the bluntest, easiest way to cut down on spent ammo. You might also consider Item Drop Increase for the same reason. Obvious point but don’t forget to equip skills after you buy them!
When the section begins, there will be enemies on the street to clear out. The main threat is from a distant gun turret you need to reach, so use the cover on the left to protect your approach (remember you can switch ‘sides’ when aiming by clicking in the right analogue stick, if you’re trying to get a good angle on a shot).
As you push forward, the vehicles do too; use them to protect yourself from RPG and turret fire. Shoot the RPG enemy once you get close enough to do so, then push up the right hand side of the building in front of you.
Clear out this room of wooden boxes before opening the double door. There are enemies lurking in this section so don’t rush and consider using the shotgun, as everything in this small area will be up close and personal. When done, open the double doors for a cutscene showing a… bigger than usual enemy.
Its weakpoint is obvious but don’t waste any ammo on it yet, as you can’t kill it. It will crush the bridge you’re on and when Chris and piers get back up on their feet, they’ll be told to hold out for an armoured vehicle. There’s a small opening in the building to your right, which can be hard to spot because of the chase viewpoint. Duck inside here and smash the boxes for ammo.
Drop down the ladder and climb up onto the scaffolding opposite. Shoot at the giant’s exposed hump on its back and it will collapse to the ground. Keep shooting until the armored vehicle shows up and scares it away.
Follow the vehicle through the narrow passage. You’ll have enemies shooting from the balcony up high on the right and on the ground below to the left. Initially, they’ll be firing at the vehicle. Kill the ground enemies first (as they turn on you pretty quickly if left unattended), and then pick off the balcony enemies with your pistol.
At the next section when the vehicle comes to a halt, there are distant snipers with an obvious giveaway of a red laser when they’re aiming at you. Ignore them for now and focus on the enemies by the sandbags nearest you. Once they’re dead, you can get a better angle on the sniper (on higher difficulties, a grenade is a much safer option). When the area is clear, move to the icon and Chris will call for Finn, the explosives member of the team to blow up the fence.
He’ll set explosives in the next area but needs cover until he’s done, indicated by the timer above his head. The biggest danger comes from a mortar enemy to Finn’s right. Kill him and then you’re dealing with regular enemies for the most part. Also head towards the dead end to Finn’s right and look through the gap for another SERPENT EMBLEM to shoot. When Finn is done and tells you to grab some cover, just head over to the icon and a cutscene will play.
The next section shows you an injured BSAA soldier at the bridge ahead. At the icon, press B/Circle to send Piers across the gap. As Chris, run onto the bridge and it will explode. Press the left analogue and a to shimmy out of the way of the falling car, then press up and a until you grab Finn’s hand.
At the bridge section, Chris should throw grenades at the guys on the turret guns while piers should snipe the enemy snipers right at the back of the bridge. Be careful of the mutated arm enemies – they can now grab and pick up Chris or Piers, drawing them in close for extra damage. Move up close so the tank moves towards Piers, giving him an easy shot to destroy it. When you’re done, climb up the ladders, smashing the boxes for skill points and ammo on the way.
When on top of the bridge, watch out for enemies, who are lurking inside the empty carriages of the abandoned trains. After they’re dead, kick the ladder down for piers. push the rubbish skip out the way and another tank shows up. You need to hold the fort until Finn can drag the injured BSAA soldier out of there.
Take cover at the sandbags and enemies will start parachuting in. if you have an abundance of grenades, now is a good time to use them, otherwise switch between your pistol and assault rifle. Finn will set more explosives so protect him when he does. The rest will happen automatically.
Chris and Piers bump into Sherry and Jake as the red-humped BOW shows up again. You’ll need to destroy the gun turrets first, so run up the stairs in the building to the left (you’ll spot a BSAA grunt signalling the way for you).
There are enemies in the small alcove leading to the gun turret, so kill them and the gunner on the turret himself, so Finn can set the charges. you need to kill the enemies around the turret until it detonates. If the BOW gets close, Finn refuses to finish the job. When this happens, shoot the BOW’s humpback and draw him away from Finn. If Finn refuses to finish the bomb, the timer does NOT reset, so don’t worry if this does happen.
The next target is inside the church in the main square, but don’t charge off until the BSAA soldier goes ahead. He’s the only one who can open the door and you don’t want to wait around with the BOW stomping around and causing mayhem outside. When you get to the roof, switch to your shotgun.
The area opposite the gun turret is where the enemies appear while Finn, yet again, refuses to do anymore bomb work if the BOW gets close. you can’t draw the BOW away while on the roof but shooting its hump until its downed convinces Finn to continue his explosives work.
Now follow Finn into the underground tunnel in the church and follow him through the tunnel, smashing the boxes as you go. With five people in the narrow tunnels, Finn’s path-finding sometimes goes wonky and he ends up endlessly running into a wall. just push him off the wall by running into him if this happens. When you re-emerge, you’ll find yourself at a gun turret. Shoot at the bow until it collapses with an arm on the ledge. Press RB/R1 on the arm and complete the QTE.
Repeat twice then meet up with Finn, who sets more charges. You can also drop down a small gap to Finn’s right for a skill points bonus and to open the previously locked door, making a safer passage between the area where Finn’s setting charges and the BOW’s stomping ground
You’re in city hall. You’ll be called upstairs to meet with Finn but before you do that, take the far left or right passage on the ground floor around the back of the reception area to find a SERPENT EMBLEM on the wall. Then head up to where Finn is and bust through the door. Scenes of blood, death and… a familiar face?
Don’t chase after her because an enemy will burst out the red door and attack (you want a shotgun prepped for this moment). There’s a lot of ammo in the room he came from, so make sure you grab it all. Follow the corridor and you’ll enter another room with cocoons. if you’re observant, you’ll notice Chris enters his ‘action’ stance here, signalling something is about to happen.
You’ll face a new, giant armoured enemy here. If you have flash grenades, this fight is much easier. Flash grenade an enemy, wait for him to fully fall to one knee, then use the melee prompt to smash away his front layer of armour, then another melee prompt afterwards to smash away his back layer.
This hides his weakspot on his back. a few shotgun blasts will put these creatures down for good. If you’re really brave, there’s a QTE to automatically smash their armour when they charge at you. Good in 1-on-1 situations, risky if there are a few of them attacking.
Follow the passage around and when you hear breathing and you know enemies are nearby, that’s the cue that there’s an enemy to your left as soon as you enter the next room. There are two more enemies, then a cutscene plays in the next room showing that, yes, Ada is lurking about. She’ll show you a quick way back to the foyer but check the small passage behind her first for a green herb.
When you re-emerge in the reception area, there are now three (!) of those giant shelled creatures stomping about. You don’t have to fight them and if you’re on a higher difficulty, it’s best not to. Just follow the icon to the next door. in the next area, you’ll come up against salamander creatures that run along the floor and spit at you from distance.
They’re not armoured so they’re much easier to kill but if they stop running, it means they’re going to spit. Press aim (LT), any direction and run (A) to jump out the way if this happens or quick shot (LT + RT) but be aware that quick shot costs a single bar of stamina.
The next area has an armoured creature and a few salamanders but fortunately, if you work through this area slowly, they only attack one at a time. When Chris says “we’re almost out, let’s hold it together people” watch for attacks from creatures behind you. Make it to the end of the passage and a cutscene signals the end of chapter 2.
Drop down and walk past the firemen. A giant snake will attack but it doesn’t affect you yet, so don’t fire at it. Just keep heading forwards. Walk past the playground and head towards the double-doors. After the blood trail cutscene ends, look left and you’ll see another SERPENT EMBLEM.
In the next area you’ll have two J’avos – one of which mutates into an arm J’avo – and two more will jump down as you try to climb up the ladder. You’re forced to fight them, so hop over the small wall to protect yourself and quickly finish them off.
Clear out the next two rooms and a new head sprouter enemy will appear. They can only really do damage up-close but their head is quite well protected, so aim at the body or legs to slow them down.
Now a chopper appears. Ignore it and concentrate on the enemies on the ground attack Sherry and Jake. If you have trouble finding the duo you need to protect, look out for the blue icons highlighting where they are. Again, you need to be careful with ammo here, as it runs out quickly. If playing with a co-op partner, get Piers to snipe the J’avo attacking Sherry and Jake to try and slow down your overall ammo use.
Another new enemy will appear – hind leg J’avos. These creatures jump at you and attack you with their machete, so always be ready to jump backwards (aim and press dodge while holding back) and switch to your shogun if they close in. Continue to aim for their heads as it does the most damage. You need to kill all the enemies in this area to continue.
Move around the side of the building wreckage to the mission objective but move past the doors first to collect the ammo and skill points in the wooden boxes on the other side. keep pushing forward until you get to double doors. Don’t go up the ladder but grab the grenade launcher ahead. You need it to bring down the helicopter.
Climb up the ladder and immediately start unloading grenades into the helicopter. Your initial batch won’t be enough to take it down, so go back to where you grabbed the grenade launcher for more and pick up some more grenades in the far back of the area.
Normal gunfire also works to damage the helicopter but it’s not actually the helicopter that’s the biggest obstacle here – it’s the hind legs J’avo that keep appearing. If playing in co-op, have one player focus on the chopper and the other clearing out the hind legs J’avo.
When the chopper is taken down, nip inside the building ahead through the double doors. Move past the mah-jong table on the left and into the bedroom. You’ll see a SERPENT EMBLEM lying on the bed. Shoot it and then push onwards.
When the snake appears and snatches your BSAA team-mate, don’t shoot it. You’ll just be wasting ammo. Shove the rubbish out the way and drop down. Push forward and you’ll wind up in a small room with the snake.
It’s invisible but there are a few ways you can spot it and hurt it. First, your laser sight from your gun will distort when aimed through the snake, making it easier to spot. Secondly, it knocks over debris as it passes through, though this method becomes less reliable as the fight progresses and there’s less rubbish for it to knock down.
Finally, and it’s not particularly efficient, but random grenade throws can also do damage. Quickshot is not much use here, so don’t rely on it.
When hurt, the snake will become visible and look to snap its jaws at you. Shoot its mouth as this is its vulnerable spot. If the snake gets close it may also wrap you up to try and squeeze the life out of you – it will let go if you perform the QTE successfully or your partner does too much damage, whichever comes first.
The fight will shift into one of the other rooms if either the snake takes too much damage or you start to run out of ammo. If this happens, crawl through the small vents on the floor connecting the rooms (be aware that the snake can appear here and attack) and in the new room, you can grab more ammo from the boxes. Eventually, you’ll drive the snake back into its lair.
It will endlessly circle the square arena and you’ll notice a puddle with electricity sparks along the way. There’s a lever up and above it. Pull the lever as the snake passes through to kill it. Marco will then pull you up and out of the arena and you can leave. Make sure you reload all your weapons before you do. In the next room, another cutscene kicks in.
These bee-like swarms are creatures you have to fight at later points in Resident Evil 6, so it’s good to become familiar with them now. They are vaguely human-like shapes of bees. Do damage to it and the queen bee will eventually leave the swarm. Do damage to the queen bee which she’s vulnerable.
Surprisingly, the best way of doing this is with your knife rather than wasting ammo trying to hit the small target. The bee-like swarm will also ‘shoot’ a cloud of bees at you. If it hits, you’ll have to brush them off with a QTE. This is one of the most damaging normal attacks you’ll face in Resident Evil 6, so be careful. When defeated, grab the C4 left behind and exit the area.
You’ll now be in the harbour. This area is tricky to navigate and you’ll have to rely on the sniping ability of Piers to pick off targets from distance. The armored mutations re-appear too. If ammo is a concern, try and get to the end of the harbour as soon as you can to activate the next cutscene with the helicopter. Either way, save grenade rounds.
When the helicopter starts firing, run. Don’t stop for anything – enemies will appear but run past them. You need to get to the Chinese seafood restaurant. When you’re there, shoot the helicopter down using your grenade launcher and then normal guns, with more ammo in the restaurant table rooms if you need it.
You may want to hide out here to clear out the J’avo who will attack you while you’re preoccupied with the helicopter. Once the helicopter is done, look at the scaffolding opposite the restaurant for another SERPENT EMBLEM.
Prep your shotgun so you can shoot the three J’avos when you leap across the boats. Keep going and you’ll end up inside a laboratory with crude defensive measures. Run forward and slide (RB/R1) through the gap on the first set of lasers, then punch out the glass at either side of the laser traps at the end of the tunnel.
Head up the stairs and through the double doors. When you hear “keep your eyes peeled”, look out for the drones on the floor. They knock you down, so remember to hold A/X to flip back onto your feet. Piers needs to hack the control panel and you need to protect him. Do so by shooting at the drones with your shotgun. When the door is open check the chests to your left for 10,000 skill points.
Now you need to chase Ada for a cutscene, before Chris and Piers chase her in a jeep. This driving section is easy to get through but pay attention when both players have to shoot at the J’avo in the parking area – you’ll notice a SERPENT EMBLEM on the bus. After, you’ll switch driving and shooting places with Piers. Keep going and you’ll get to the end of chapter 3.
If playing as Chris, you begin chapter 4 by shooting an enemy off Piers (if playing as Piers, you need to survive the QTE until Chris fires). You’ll be in a new area, a plane hangar, and there’s a new enemy – black creatures that have glowing red eyes. As always, the head is the weak spot and melee attacks work well on the non-mutated creatures too. You’ll notice a plane in front of you. There’s a SERPENT EMBLEM in the cockpit for you to shoot.
The hangar is full of snipers, so shoot them when you get close enough. Your overall goal is to destroy the bulkhead with the missile in the centre of the room. There’s a semi-auto rifle in the far, right-hand corner of the back of the hangar.
Use your LT/L2 guide to find your way to the upper level of the hangar. You’ll be split up from each other so run to the end of your respective paths and join up when Chris shimmies along the pipe while Piers provides cover (much like in chapter 1).
Activate the missile and then drop down the ladder. Be careful because the harrier jet in the middle of the room will activate and start firing on you. The best way to deal with it is to hide in the empty plane and snipe the harrier jet pilot. When he’s dead, keep moving through the hangar. You’ll encounter new flying creatures but focus on any nearby ground enemies first, as they’ll remain the biggest threat.
Now it’s a chase to grab Ada. The spider creatures return to deal with them as they did before and remember to extra vigilant when they’re facing you, as this is when they’re about to attack. The boat is mostly straight forward but after you clear the bar room, equip the shotgun because the next area (where you have to clear all the enemies to proceed) is tight and full of enemies smashing through the window.
When you head up the stairs, you’ll come to a room to your left full of wooden crates. Take it slow and you can get an easy melee kill on the guard waiting here. Keep pushing forward and you’ll come to the control room for the aircraft carrier your own, with bee-swarm creatures waiting for you.
Use the same tactics as you did on Marco to defeat them. In the next room, turn the valve at the far end to open the ladder up to the next area. You’ll have skill points in a suitcase to your right and a SERPENT EMBLEM under the stairs.
In the next area, there will be a cutscene and a lift that needs three passcodes to unlock. The first passcode is in front of you. As you approach, you’ll see a new ‘splitter’ enemy, which splits into two when you shoot at it.
Both parts of its body can still attack and its hand can also detach and jump on your face. Pistol or sub-machine gun is best for splitters, so you can pepper them and the individual parts that break off with gunfire.
The other two passcodes are easy to get. There’s one behind a locked door with a dead doctor nearby and you’ll be split up. Have your shotgun ready before you open the door. When you get all the passcodes, head back to the lift and run – if you dawdle, splitters will keep appearing and they’re more trouble than it’s worth.
Get to the lift and the door slams shut behind you, so don’t worry about splitters. Next up is a slo-mo set-piece. Shoot the splitters in front of you and make sure you shoot the hands too.
Keep going and you’ll end up in a jet. Shoot the anti-air turrets on the cruise ship and press RT/R2 whenever the prompt appears. It’s an easy section as long as you nail the prompts to dodge any missiles the aircraft carrier fires back. When they’re cleared, Piers will leap onto the carrier and start setting bombs to blow up.
Chris will give cover from the jet. There’s a SERPENT EMBLEM in the debris between the first two bombs. It’s hard to spot but if you aim and zoom in, you should see a glimmer of blue.
The red-humped monster known as Ogroman re-appears but with the jet, it’s much easier to deal with – keep shooting at its face and to keep Piers safe and despite the time limit, you should have this area cleared with 15 seconds left.
Move forward and hit the button on the double doors for some info on Jake and Sherry (the two hostages you’re here to save). Give piers boost across gap. You’ll note the wooden boxes are now metallic, which makes them harder to spot.
When piers turns off fan, drop down by ladder behind you and shoot SERPENT EMBLEM through the blades. Pass through the fan and piers will tell you to wait while he disables the next fan. When he does, climb through and slide down the tunnel.
Don’t use flash grenades, as you need to save them for later in this chapter. Kill two guards, then restore power to the lift and use it to meet up with piers.
You may want to have your grenade launcher or semi-auto rifle ready if Piers’ icon shows he’s in trouble before your lift arrives, so you can quickly save him. When you’re both in the lift, head back down to the bottom floor and towards the double doors.
There are new nitrogen rounds, which is good for freezing lots of enemies. When frozen, run up and melee them for a quick kill. Definitely grab them if you’re low on flash grenades. You’ll also notice regular enemies are now packing RPGs. Always prioritise them when they appear. You’ll wind up in a room with lots of switches.
This is the stage for a huge ambush and you’ll need to hold on until the safety lock disengages. This is why you need the flash grenades and/or nitrogen rounds, particularly to deal with armoured creatures about. As soon as the safety lock disengages, get out of there immediately – this will cause the new area to kick in straight away, so you don’t have to mop up the remaining creatures.
In this next area, you’ll see a huge cocoon. Press the highlighted button, then get on the lift and pull the lever. You’ll be attacked on the lift and for the most part, you can use melee attacks. Preserving ammo – particularly shotgun ammo – is a good idea at this point.
Eventually the bosses crawls out of the cocoon and the chase begins. Run away and don’t shoot unless the camera turns towards the bosses face – otherwise you’ll be wasting ammo. The only tricky part here is the slide. Run and press LB/L1 to slide under the pipe and make sure you do it well in advance. There’s no way to crawl under and make it to the next section in time. You have to nail the slide.
Keep heading upwards and into the double doors and the cocoon creature will reappear. You have to alternate between sliding under the closing doors and shooting the creature when it attacks you, so it moves its hands out the way. In the last room before the double doors, look left and behind yourself for another SERPENT EMBLEM.
In the next section, if playing as Chris, you need to wait for Piers to do his thing. When you try and open the door, the creature will come back to life. Shoot it until it’s cocooned and you’ll notice a big bulge on its back. Shoot that and get close while it’s thrashing about to stab its heart.
You have to repeat this pattern until it dies but what complicates matters is when the create climbs on top of the boxes, as it will be out of range of your shotgun and your grenade launcher will be ineffective. It will spit out ‘creatures’ which serve as time bombs but keep moving. You have to shoot the red bulges on the side, so keep moving around to get the right angle.
You need the creature to come back down to ground level to stab it though, so consider staying out of harm’s way when it’s up on the boxes.
When it dies, grab a herb next to the door and fully heal up and reload your weapon. You need to escape but blockages are in the way. Piers needs to blast them with his electric powers, so stay out of his way. In the meantime, armored creatures will burst out of the cocoon but you won’t have time to kill them as the platform will collapse.
Just keep running and give Piers room. When you reach the end of the walkway, you’ll have completed the campaign.
How are you finding Resident Evil 6 so far? Let us know below.