_______ _______ _______ _________ ______ _______ _ _________ ( ____ )( ____ \( ____ \\__ __/( __ \ ( ____ \( ( /|\__ __/ | ( )|| ( \/| ( \/ ) ( | ( \ )| ( \/| \ ( | ) ( | (____)|| (__ | (_____ | | | | ) || (__ | \ | | | | | __)| __) (_____ ) | | | | | || __) | (\ \) | | | | (\ ( | ( ) | | | | | ) || ( | | \ | | | | ) \ \__| (____/\/\____) |___) (___| (__/ )| (____/\| ) \ | | | |/ \__/(_______/\_______)\_______/(______/ (_______/|/ )_) )_( _______ _________ _ ( ____ \|\ /|\__ __/( \ | ( \/| ) ( | ) ( | ( | (__ | | | | | | | | | __) ( ( ) ) | | | | | ( \ \_/ / | | | | | (____/\ \ / ___) (___| (____/\ (_______/ \_/ \_______/(_______/ .oOOOo. o o .O o. O O O o O O o o O oOo o o O o O o o OoOo. `OoOo. .oOo. .oOoO' O o o O o O O O o o OooO' O o OoO `o O' O o o o O O O o O o O `OoooO' `OoO'o `oO `OoO' o `OoO' `OoO'o O o -------------------------------FOR PLAYSTATION 2------------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------------------------------By DjSiXpAcK14--------------------------------- ******************************************************************************* Resident Evil: Outbreak Playstation 2 FAQ & Walkthrough Copyright 2004 by DjSiXpAcK14 Version 1.3 June 1st, 2004 MORE INFORMATION THAN PRETTY PICTURES! NOT JUST A CHEAP TRANSLATION FROM THE JAPANESE VERSION! NO INFORMATION RIPPED OFF FROM A STRATEGY GUIDE! =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Table of Contents =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= NOTE: You can use the Ctrl+F function of your browser to easily navigate this FAQ/WALKTHROUGH. Type the text in the search box just as it appears here. Don't include the numbers. 1. Intro 2. Version Info 3. The Basics 4. Characters 5. Prologue 6. Walkthrough - Outbreak 7. Walkthrough - Below Freezing Point a. The Beginning b. Via B7F c. Via B6F d. Path Convergence + Finish 8. Walkthrough - The Hive 9. Walkthrough - Hellfire a. The Beginning b. Via Boiler room c. Via Apple Inn square d. Path Convergence + Finish 10.Walkthrough - Decisions, Decisions a. The Beginning b. Via B2F c. Via B4F d. Path Convergence + Finish 11.Network Mode 12.Enemies/Bosses 13.Weapons 14.Files 15.Item Descriptions 16.Key Item Locations 17.Special Items 18.Collection 19.Glitches and Errors 20.Passcode Cheat Sheet 21.Event Completion Lists 22.Puzzles 23.Wesker's Report + Notes 24.Wesker's Report 2 + Notes 25.Resident Evil Games 26.Cheats and Codes 27.Links 28.Credits, Contact Info, and Everything Else =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 1. Intro =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This entire file is Copyright 2004 DjSiXpAcK14. NOTE: This file may not be reproduced in part or in whole without the consent of the author, DjSiXpAcK14. You can print it out for your own personal use, though. Most levels in this game are quite long (the last one can be longer than Resident Evil: Survivor, a whole different game), so writing a walkthrough will be quite difficult. This walkthrough actually contains NO information taken from strategy guides, so be happy and know...this is 100% ORIGINAL!!! =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 2. Version Info =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Version 1.3 ======================= Draconic told me that I left out some things on my Decisions, Decisions event checklist, then I discovered myself that I had somehow left out ALL of the *'s other indicators in all of the scenarios! How annoying! I put them back in. Aaron C. also let me know that I left out the passcode to the ROOFTOP in The Hive on my Passcode Cheat Sheet. 0930! It's on there now! That's about it. I put in a note for annoying people for them to read before they e-mail me (see bottom). ======================= Version 1.2 ======================= Fixed my *'s in the Outbreak Event Completion Checklist at the end of the scenario walkthrough. I also put in a reference to my maps on GameFAQs.com. ======================= Version 1.1 ======================= Added a spelling error in the Glitches and Errors section. Added the portrait puzzle into the puzzles. Added a glitch to the Glitches and Errors section. Fixed the navigation. I had left out the Glitches and Errors and Puzzles sections out of the table of contents. Whoops! ======================= Version 1.0 ======================= Completed: Intro Version Info The Basics Characters Prologue Walkthrough - Outbreak Walkthrough - Below Freezing Point a. The Beginning b. Via B7F c. Via B6F d. Path Convergence + Finish Walkthrough - The Hive Walkthrough - Hellfire a. The Beginning b. Via Boiler room c. Via Apple Inn square d. Path Convergence + Finish Walkthrough - Decisions, Decisions a. The Beginning b. Via B2F c. Via B4F d. Path Convergence + Finish Network Mode Enemies/Bosses Weapons Files Item Descriptions Key Item Locations Special Items Collection Passcode Cheat Sheet Event Completion Lists Wesker's Report + Notes Wesker's Report 2 + Notes Resident Evil Games Cheats and Codes Links Credits, Contact Info, and Everything Else and waiting for the wave of e-mails of people telling me what I've done wrong! =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 3. The Basics =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Controls ======================= -----All Types----- L1 - Hold to reload. L2 - Change Call. For use with the Right Analog Stick. R1 - Aim (Auto) R2 - Aim (Manual) START - Show Status Screen, skips cutscenes. SELECT - Show Options Screen, also pauses the game. D-Pad - Moves your character. Left Analog Stick - Moves your character. Right Analog Stick - Chat - Left - HELP! Up - Go! Right - Thanks! Down - Come on! R3 - Chat - Wait! TRIANGLE - Displays the Map. -----Type A----- SQUARE - Say something useless. X- Action button. Attacks when combined with R1 or R2. CIRCLE - Cancel, Run. -----Type B----- SQUARE - Cancel, Run. X- Action button. Attacks when combined with R1 or R2. CIRCLE - Say something useless. -----Type C----- SQUARE - Say something useless. X- Cancel, Run. CIRCLE - Action button. Attacks when combined with R1 or R2. -----Type D----- SQUARE - Cancel, Run. X- Say something useless. CIRCLE - Action button. Attacks when combined with R1 or R2. -----Type E----- SQUARE - Action button. Attacks when combined with R1 or R2. X- Say something useless. CIRCLE - Cancel, Run. -----Type F----- SQUARE - Action button. Attacks when combined with R1 or R2. X- Cancel, Run. CIRCLE - Say something useless. NOTE: R1 or R2 + CANCEL will execute any character's special ability. ======================= Game Difficulty ======================= When you start a new game, you have these difficulty choices: -----Easy----- There's ammo and health-replenishing items everywhere, enemies are sadly pathetic, and your partners survive quite easily. ----Normal----- Less ammo and health-replenishing items than Easy mode, but still not too difficult. -----Hard----- Enemies are noticably more difficult. To take out anything stronger than a Baby Moth is probably wasted ammo. Ammo and health-replenishing items are scarce. -----Very Hard----- Heh. Believe it or not, this difficulty setting is "rather difficult" (teehee). It boasts enemies the same difficulty as Hard, but what are you planning to shoot them with? And how do you plan to heal yourself? Good luck... -----Lone Wolf----- Heh. This mode is played with no partners. A sub-menu appears before you choose your difficulty, displaying "Default" or "Lone Wolf". -----Infinity Mode----- In this setting, everything that you can equip is infinite. Even FIRST AID SPRAYs can be equipped and used on partners infinitely! Ammo never runs out and melee weapons never break! ======================= Electrocardiogram ======================= NOTES: That's your status-ometer. FINE Always Green, this position indicates you are at full health. CAUTION (YELLOW) You're still alright, but a little damage. The character leans a little. CAUTION (ORANGE) Low Health. The character holds his/her side and can't run quickly. DANGER (RED) Near Death. The character holds his/her side and can barely move, or is crawling around on the ground with his/her virus meter expiring quickly. POISON (N/A) You are poisoned. Better use a BLUE HERB or ANTIDOTE. BLEED (N/A) Your movement slows down. Better take a HEMOSTATIC or FIRST AID SPRAY fast! ======================= Health-Replenishing Items ======================= GREEN HERB Raises health a little. BLUE HERB Cures poison. RED HERB Nothing as itself. RED HERB + GREEN HERB* Heals 75% of health. RED HERB + BLUE HERB Acts as an ANTI VIRUS (L). GREEN HERB + BLUE HERB Raises health a little, and cures poison. 2 GREEN HERBs + BLUE HERB Raises health 50%, and cures poison. RED HERB + GREEN HERB + BLUE HERB* Ultimate healing item. Heals to full, cures poison, and works as an ANTI VIRUS. FIRST AID SPRAY* It will always heal you to full. * = If you are in DANGER condition and crawling, when you use one of these items, the curing properties will be disregarded, but you will stand up. This effect is used in an absolute emergency, as a partner character could help you up and you wouldn't have wasted your healing item. ======================= Medicine ======================= NOTE: All medicine can be made by George, and sometimes can be found by in various places in the game. RECOVERY MEDICINE Effective as a GREEN HERB, but more than one can be stored in one item slot. George can make one by mixing a BLUE HERB with his MEDICAL SET. George can make one by mixing a RECOVERY MEDICINE BASE in his MEDICAL SET. RECOVERY MEDICINE (L) Effective as 4 GREEN HERBs. George can make one by mixing a RED HERB and BLUE HERB in his MEDICAL SET. George can make one by mixing 2 RECOVERY MEDICINE BASEs in his MEDICAL SET. HEMOSTAT Stops bleeding. George can make one by mixing a RED HERB with his MEDICAL SET. ANTIDOTE Cures poison. George can make one by mixing a GREEN HERB with his MEDICAL SET. ANT VIRUS Halts the viral progression for a short time. George can make one by mixing a MIXED HERB (Green+Blue) with his MEDICAL SET. ANTI VIRUS (L) Halts the viral progression for a long time. George can make one by mixing a GREEN, RED, and BLUE HERB in his MEDICAL SET. NOTE: RECOVERY MEDICINE BASEs can only be found by George, himself, in "The Hive's" Treatment Room. There are 4 total. ======================= Survival Tactics ======================= Conserve ammo. When you can, knock down enemies rather than kill them. Also, use the type of ammo best suited to kill an enemy. For example, don't use anything other than a melee weapon or your foot to kill a Moth Baby. Search EVERYTHING. If you're stuck, search everything in every room. Eventually, you'll probably find the item you need. Dodge enemies when possible. If you can get around an enemy, don't waste ammo on it. Use your character's special abilities. Each character has a special ability, usually executed by holding R1 and pressing CIRCLE. See the Characters section for details. Only use health items when you need them. Unless fighting a powerful boss, only use a Full-healing item when you're in "Danger" condition, but don't wait until you're crawling. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 4. Characters =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Kevin Ryman ======================= Occupation: Police Officer Personal Item: Special .45 Automatic Although it's a great handgun, its bullets aren't too plentiful... Description: Officer Ryman works for the Raccoon City Police Department. He possesses superior athletic abilities and is an outstanding shot. An all-round good guy, he's a dyed-in-the-wool optimist who doesn't sweat the small stuff. His happy- go-lucky personality sometimes worked against him, as he's failed the S.T.A.R.S. selection process twice. Special Moves: -----Kick----- Although there's not too much use to it, this can be used to stun enemies momentarily when no ammo is to be used. -----Take Pot Shots (Accurate Shots)----- When using his personal .45 Automatic, hold R1 until Kevin's stance changes, then fire. The enemy will take more damage than usual. This works with some other handguns, too. When using this special move with his 45 Automatic, he can kill a zombie in one shot on any difficulty, which is why ammo for it is so scarce. ======================= Mark Wilkins ======================= Occupation: Security Guard Personal Item: Mark's Custom Handgun (Stronger at Long Range) Description: Currently working for a security company in Raccoon City, Mark is a Vietnam veteran. Over 50 years old, his robust strength has not diminished. He has tasted the emptiness of war, and now, more than anything, he just wants to live in peace. Special Moves: -----Guard----- Hold R1 and repeatedly press Circle. Mark can protect against most attacks and can repel most enemies. -----Full Swing----- [Ouch] When using a melee weapon, Hold R1 until Mark's stance changes, then press X. This will hurt a lot, to say the least. ======================= George Hamilton ======================= Occupation: Doctor Personal Item: Medical Set Description: A doctor who works at Raccoon City Hospital, Dr. Hamilton is a first-class surgeon. He doesn't exactly take the lead and call the shots, but he does possess a cooperative spirit and the knack of easily acquiring other people's trust. Special Move: -----Tackle----- Hold R1 and press CIRCLE. George will counterattack an enemy with a tackle attack. Also: +------------------------------------------------+----------------------------+ | Mix this in the Medical Set to get | This | +------------------------------------------------+----------------------------+ | Blue Herb | Recovery Medicine | | Green Herb | Antidote | | Red Herb | Hemostat | | Blue Herb & Red Herb | Recovery Medicine (L) | | Green Herb & Blue Herb | Anti virus | | 2 Green Herbs & Blue Herb | Anti virus | | Green Herb + Red Herb + Blue Herb | Anti virus (L) | | Recovery Medicine Base | Recovery Medicine | | 2 Recovery Medicine Bases | Recovery Medicine (L) | +------------------------------------------------+----------------------------+ NOTE: Recovery Medicine Bases are found in "The Hive" Treatment Room. You must be playing as George. ======================= Cindy Lennox ======================= Occupation: Waitress Personal Item: Herb Case Description: Cindy is the most popular waitress at J's Bar due to her irresistably bright smile. She's a helpful, service-oriented person who always thinks of other people first. Even in extreme situations, she quickly rallies her courage and adapts to the reality of a harsh society. Special Moves: -----Duck----- Press R1 and CIRCLE to duck quickly to evade enemy attacks. -----Heal----- Cindy can heal others. To do this, move up to someone else. Select an herb, then select the Aid command. Also: Cindy's HERB CASE comes stashed with 2 herbs of each type (Red, Blue, Green)! Sweet! ======================= David King ======================= Occupation: Plumber Personal Item: Toolbox Description: A quiet worker, David doesn't talk much about his past. It's not because he's unfriendly; he's just a man of few words. With sharp eyesight and deft movements with his knife, he proves his worth getting around in a scene of bloodshed. Special Moves: -----Monkey Wrench Throw----- Press R1 and CIRCLE to throw a Lug Wrench. Watch it though, you have an un- restorable limit. -----Continuous Knife Attack----- Press and hold R1, and repeatedly press X 3 times with the correct timing. You can only do this when equipped with a knife of some kind. Also: The TOOLBOX contains a FOLDING KNIFE (weapon), MONKEY WRENCH (see above), JUNK PARTS and VINYL TAPE. This guy puts together new weapons using certain items and VINYL TAPE. He ends up being able to make the following: +------------------------------------------------+----------------------------+ | Combine these items to get | These items! | +------------------------------------------------+----------------------------+ | BUTCHER KNIFE + WOODEN STICK | SPEAR | | PESTICIDE SPRAY + LIGHTER | FLAME SPRAY | | IRON PIPE + CONCRETE PIECE | HAMMER | | IRON PIPE + BATTERY | STUN ROD | +------------------------------------------------+----------------------------+ [My hero...] ======================= Alyssa Ashcroft ======================= Occupation: Journalist Personal Item: Lock Picks Description: Alyssa writes for the local paper. She has an insatiable appetite for collecting every bit of information she can dig up. With her strong personality, she is a sore loser who often clashes with others. Even though she's stuck on herself, she'll take care of others in a pinch. Special Moves: -----Back Step----- Press R1 + CIRCLE to evade an enemy quickly. -----Take Pot Shots (Accurate Shots)----- Hold R1 until Alyssa's stance changes, then fire. This shot will inflict much more damage than usual, but nowhere near as much as Kevin's pot shots. -----Pick Locks----- Find a simple lock? Try one of your picks, then repeatedly press X while the lock is being picked. If it doesn't work, try a different pick. Also: Picking locks. Hmm. There's one or more in every level and a different one for each difficulty level, each requiring a different pick. Wouldn't this be incredibly tedious if I didn't already have a chart made for you? It's OK, you can thank me later. +----------------------+-------------------------------+------+------+--------+ | Level | Location/Normal Key | Mode | Pick | Reward | +----------------------+-------------------------------+------+------+--------+ | Outbreak | Drawing Room Cabinet | E | S | 13 | | Outbreak | Drawing Room Cabinet | N | S | 09 | | Outbreak | Drawing Room Cabinet | H | W | 09 | | Outbreak | Drawing Room Cabinet | V | W | 05 | +----------------------+-------------------------------+------+------+--------+ | Outbreak | J's BAR, STAFF ROOM KEY | E | I | 00 | | Outbreak | J's BAR, STAFF ROOM KEY | N | I | 00 | | Outbreak | J's BAR, STAFF ROOM KEY | H | P | 00 | | Outbreak | J's BAR, STAFF ROOM KEY | V | S | 00 | +----------------------+-------------------------------+------+------+--------+ | Outbreak | Staff room, KEY WITH BLUE TAG | E | P | 00 | | Outbreak | Staff room, KEY WITH BLUE TAG | N | P | 00 | | Outbreak | Staff room, KEY WITH BLUE TAG | H | P | 00 | | Outbreak | Staff room, KEY WITH BLUE TAG | V | S | 00 | +----------------------+-------------------------------+------+------+--------+ | Outbreak | Rooftop, STORAGE ROOM KEY | E | I | 00 | | Outbreak | Rooftop, STORAGE ROOM KEY | N | I | 00 | | Outbreak | Rooftop, STORAGE ROOM KEY | H | S | 00 | | Outbreak | Rooftop, STORAGE ROOM KEY | V | P | 00 | +----------------------+-------------------------------+------+------+--------+ | Below Freezing Point | Break Room Locker | E | S | 13 | | Below Freezing Point | Break Room Locker | N | S | 13 | | Below Freezing Point | Break Room Locker | H | I | 13 | | Below Freezing Point | Break Room Locker | V | S | 08 | +----------------------+-------------------------------+------+------+--------+ | The Hive | Locker Room Locker | E | P | 09 | | The Hive | Locker Room Locker | N | P | 10 | | The Hive | Locker Room Locker | H | P | 04 | | The Hive | Locker Room Locker | V | S | 10 | +----------------------+-------------------------------+------+------+--------+ | The Hive | Office Drawer | E | W | 01 | | The Hive | Office Drawer | N | W | 12 | | The Hive | Office Drawer | H | I | 11 | | The Hive | Office Drawer | V | I | 11 | +----------------------+-------------------------------+------+------+--------+ | Hellfire | Room 102 Bathroom, NO KEY | E | I | 15 | | Hellfire | Room 102 Bathroom, NO KEY | N | I | 15 | | Hellfire | Room 102 Bathroom, NO KEY | H | P | 15 | | Hellfire | Room 102 Bathroom, NO KEY | V | W | 14 | +----------------------+-------------------------------+------+------+--------+ | Hellfire | Room 201 Bathroom, NO KEY | E | S | 05 | | Hellfire | Room 201 Bathroom, NO KEY | N | S | 05 | | Hellfire | Room 201 Bathroom, NO KEY | H | X | NA | | Hellfire | Room 201 Bathroom, NO KEY | V | W | 07 | +----------------------+-------------------------------+------+------+--------+ | Hellfire | Room 202 Bathroom, NO KEY | E | W | 01 | | Hellfire | Room 202 Bathroom, NO KEY | N | W | 01 | | Hellfire | Room 202 Bathroom, NO KEY | H | I | 01 | | Hellfire | Room 202 Bathroom, NO KEY | V | I | 01 | +----------------------+-------------------------------+------+------+--------+ | Hellfire | Store Room Locker | E | S | 05 | | Hellfire | Store Room Locker | N | S | 07 | | Hellfire | Store Room Locker | H | W | 07 | | Hellfire | Store Room Locker | V | X | NA | +----------------------+-------------------------------+------+------+--------+ | Decisions, Decisions | 1F Elevator Passway Locker | E | S | 02 | | Decisions, Decisions | 1F Elevator Passway Locker | N | S | 09 | | Decisions, Decisions | 1F Elevator Passway Locker | H | W | 09 | | Decisions, Decisions | 1F Elevator Passway Locker | V | W | 10 | +----------------------+-------------------------------+------+------+--------+ | Decisions, Decisions | B4F Control Room Locker | E | P | 03 | | Decisions, Decisions | B4F Control Room Locker | N | P | 03 | | Decisions, Decisions | B4F Control Room Locker | H | P | 03 | | Decisions, Decisions | B4F Control Room Locker | V | S | 06 | +----------------------+-------------------------------+------+------+--------+ | Decisions, Decisions | T-shaped corridor, NO KEY | E | P | 00 | | Decisions, Decisions | T-shaped corridor, NO KEY | N | P | 00 | | Decisions, Decisions | T-shaped corridor, NO KEY | H | S | 00 | | Decisions, Decisions | T-shaped corridor, NO KEY | V | W | 00 | +----------------------+-------------------------------+------+------+--------+ | Decisions, Decisions | Store room, NO KEY | E | I | 00 | | Decisions, Decisions | Store room, NO KEY | N | I | 00 | | Decisions, Decisions | Store room, NO KEY | H | S | 00 | | Decisions, Decisions | Store room, NO KEY | V | W | 00 | +----------------------+-------------------------------+------+------+--------+ E = Easy, N = Normal, H = Hard, V = Very Hard. The reward codes are listed below: +------------------------+----+ | Door unlocked! | 00 | | ANTI VIRUS | 01 | | ASSAULT RIFLE | 02 | | ASSAULT RIFLE MAGAZINE | 03 | | BUTCHER KNIFE | 04 | | FIRST AID SPRAY | 05 | | BRASS SPECTACLES | 06 | | GREEN HERB | 07 | | GRAY CHEMICAL BOTTLE | 08 | | HANDGUN | 09 | | HANDGUN MAGAZINE | 10 | | RECOVERY MEDICINE | 11 | | RECOVERY MEDICINE (L) | 12 | | SHOTGUN | 13 | | SHOTGUN ROUNDS | 14 | | ACID ROUNDS | 15 | +------------------------+----+ ======================= Jim Chapman ======================= Occupation: Subway Agent Personal Item: Coin Description: An agent with the Raccoon City subway, Jim is friendly and cheerful, but sometimes reveals a hesitant side. Even though he means well, he talks too much and sometimes bothers people around him. To his credit, he has strong powers of intuition and is skillful at solving puzzles. Special Moves: -----Play Dead----- Hold CIRCLE while pressing R1. Jim will lay down on the ground and pretend to be dead. Enemies will ignore him, but his close contact with the floor will cause his virus percentage to increase quickly until he stands back up. -----Item Search----- Whenever Jim enters a room and the Map is open, the positions of items in that room appear as question marks on the Map. -----Coin Flip----- By selecting Jim's coin and selecting the Use command, Jim flips his coin. If it reveals Heads, Jim's critical hit rate will raise 15%. For every consecutive Heads thereafter, it will raise another 15%. However, if Jim hits Tails, he's back to normal. Also: Coin Flip can be very helpful, but I guess it depends on how lucky you are. ======================= Yoko Suzuki ======================= Occupation: University Student Personal Item: Knapsack Description: As a result of her studies, Yoko is extremely knowledgeable about computers. She has a quiet, reserved personality, but the strength of ther inquisitive mind emerges with a surprising toughness. Once she gets focused on something, it's hard to distract her attention. Special Moves: -----Escape----- Press and hold CIRCLE while pressing R1. When an enemy is just about to attack her, release CIRCLE. Yoko will take several steps away, depending on how long CIRCLE was held. -----Knapsack----- Well, it's not really a "Move", but she can carry up to 4 items in her knapsack, giving her 8 total item slots. Pretty cool. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 5. Prologue =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= [NOTE: Normally, anything in brackets was written by me, DjSiXpAcK14. However, since the Prologue that the Instruction Booklet gave was incredibly pathetic, I'll be writing my own and not using brackets.] September, 1998 Everyone had read the papers...heard the rumors...but how could this happen? How could these "monsters" actually exist? Everyone feels safer because, according to the paper, S.T.A.R.S. has already destroyed the mansion said to have caused these problems. But is it over? No...you are already infected with the virus. Is there a cure? Is there hope for survival? /////RESIDENT EVIL OUTBREAK\\\\\ [NOTE: Here's the official Resident Evil: Outbreak Synopsis] Around Every Corner. Behind Every Door. Deep In Every Shadow. Terror Waits. Witness the revolutionary Resident Evil gameplay, multi-player scenarios and next level design in this totally new, dramatic, cooperative gameplay experience. Take on the role of one of the distraught few survivors of an outbreak caused by a secret biological weapon. Team partnerships in offline or online mode create contagiously addictive play scenarios you'll want to try and relive again and again. This time, it's personal! =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 6. Walkthrough - Outbreak =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= First of all, here is the Partner Chart: NOTE: This partner chart is designed to not only tell you who is going to be on your team, but what direction you must push the Right Analog Stick while holding L2 as well. For example, if you're playing as Mark, to say "Kevin!", you would hold L2 and press LEFT on the Right Analog Stick. Got it? Good. +-----------------+--------------+----------------+ | You | L2 + Left | L2 + Up | +-----------------+--------------+----------------+ | Kevin | Mark | Cindy | | Mark | Kevin | Cindy | | Jim | Kevin | Mark | | George | Cindy | Mark | | David | Mark | Kevin | | Alyssa | Mark | Kevin | | Yoko | Kevin | Mark | | Cindy | Mark | Kevin | +-----------------+--------------+----------------+ and here's the Event Checklist. With several play-throughs, you should aim to complete it. +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Built barricade out of barrels. | | [] Used the staff room key. | | [] Used the key with blue tag. | | [] Solved painting puzzle. | | [] Unlocked cabinet (Alyssa). | | [] Moved cargo with the forklift. | | [] Destroyed liquor room shutter. | | [] Destroyed wire fence on rooftop. | | [] Read all graffiti with lighter. | | [] Built patrol car barricade. | | [] Opened gasoline tanker valve. | | [] Used lighter to ignite gas. | | [] Activated detonator. | | [] Killed zombies and survived. | | [] Escaped zombies and survived. | | [] Collected every map. | | [] Died in gas tanker explosion. | | [] Obtained "newspaper." | | [] Obtained "Jack's memo." | | [] Obtained "staffer's diary." | | [] Obtained "Raccoon Today." | | [] Screams in the owner's room. | | [] Saw a crow fly into the Drawing room. | | [] A bottle fell in the wine room. | | [] A bottle fell in the liquor room. | | [] Screams in front of J's Bar. | | [] Watched "Will Becomes a Zombie." | | [] Watched "Bob Gets Worse." | | [] Watched "Bob's Suicide." | | [] Watched "Bob Becomes a Zombie." | | [] Watched "Block Staff Door." | +-----------------------------------------------------------------------------+ So enough talking, let's get to the playing!!! _Opening Cutscene_ NOTE: This cutscene is BEAUTIFUL. It outlines most of the story of RE so far. ======================= J's BAR ======================= _Cutscene_ NOTE: Now they're in a bar. This cutscene will vary depending on who you play as. Alright! Zombies are attacking the bar, but they haven't got in yet. So in order to keep them out longer, let's use barrels to barricade the door! NOTE: Can't see? It may help to pause the game using SELECT and turn up the Brightness. NOTE: If you are playing as Yoko, exit the Women's Bathroom. Run over to the South side of the bar (Use TRIANGLE to view the map) and you can see two barrels. Push them in front of the door to hold off the zombies... at least a little longer... After that, you may run around and pick up the items in this room. Your partners may have already taken some of them, but for the most part, they're still there. There's a HANDGUN on the south side of the bar. On the other side, you can find a FIRST AID SPRAY on the ground and a PESTICIDE SPRAY close to it. Next, there's the STAFF ROOM KEY on the west side of the bar and a BUTCHER KNIFE in the sink. You can't take everything, but be sure you have a HANDGUN and the STAFF ROOM KEY. Run to the blue door. NOTE: Kevin has a gun, and it is quite powerful. However, ammo for it is very scarce. I would take a HANDGUN with me anyway. Open the menu using START, then select the STAFF ROOM KEY and the Use command. Your character will unlock the door. Don't proceed through yet. NOTE: Just about any time now, you may see a _Cutscene_ showing zombies coming through the door. That means you're running out of time. Directly behind you is a sparkle on the ground. It is the PLAYING MANUAL 1. Pick it up, but don't read it, as this will waste time. There are two bathrooms here. The women's, and the men's. Inside the women's you will find a SCRUB BRUSH (Yes, it's a weapon), while inside the men's you can find another HANDGUN and a GREEN HERB. There's also a GREEN HERB at the end of the hallway with the bathrooms. After you've taken all the items you can, make your decision about Bob. NOTE: Bob is a security guy with Mark who is not doing too well right now. He's constantly in a hunched over position and will not move far on his own. However, most of the events on the checklist for this level are tied to helping Bob live. If you're playing through the first time, you don't need to worry about him, but perhaps next time, you might. To shoulder Bob (or any other ailing character), walk beside them and press X. Lead Bob to the blue door we unlocked, press CIRCLE to release him, and press X to open the door. Proceed through. ======================= Stairs between 1F and 2F ======================= If you check the sparkle on the ground, it's PLAYING MANUAL 2. Don't read it unless you've got time. Shoulder Bob (if he's with you) and head up the stairs. Watch out for the zombie that comes through the window, grab the GREEN HERB if you need it, and continue up the stairs to the Staff Room. ======================= Staff Room ======================= Go around the corner to find a doorway and a door. Go through the door. ======================= Break Room ======================= Check the sparkling trash can to "memorize" the map. Now you can see all the rooms! You can also check the left side of the desk for some HANDGUN ROUNDS, or under the bed for an IRON PIPE. NOTE: Under beds and inside lockers are hiding spots. Once in these spots, if you remain still, zombies will not be able to find you. Leave. ======================= Staff room ======================= Now take Bob and go through the doorway. Try to avoid zombies, if there are any. Drop Bob off by the desk and refrigerator area, then grab the sparkling NAIL GUN off the desk. Don't equip it, instead run back to the doorway, get close the boards leaning against it, and USE it. _Cutscene_ If you helped Bob this far, and he's not able to be seen through the boards, you'll see another _Cutscene_ That one's called "Bob's Condition Gets Worse". NOTE: This door barricade is VERY temporary. Barricading the door is part of the event checklist, so that's why we did it. If you keep your partners and Bob out of the zombies' sight, they may not try to break through the boards. While that door is barricaded, open the first door you come to from the doorway on the left. ======================= Locker room ======================= What you receive in this room can be slightly different for each character, but I will give you a generalization, which should work pretty well. At the ends of the lockers are hiding places, they have no items. However, you can find HANDGUN ROUNDS, an ANTI VIRUS pill, and a GREEN HERB in the other lockers. The locker that is labeled "Cindy" can only be opened by Cindy, and contains several herbs. Go ahead and leave. Also, there the DIARY OF BAR'S STAFF in the third locker from the left on the far side of the room. NOTE: Anti virus pills will stunt the growth of the virus for a short time, and there's no reason to not use one as soon as you get it, unless of course another anti virus pill is still active. ======================= Staff room ======================= If you still have some time with the barricade up, you can search the "loungey" side of the staff room for HANDGUN ROUNDS in the fridge, a RED HERB on the shelf and a RACCOON TODAY on the coffee table. What? There's an item under the RACCOON TODAY? It's the KEY WITH BLUE TAG! Use it to unlock the door just past the Locker room on the right, but don't go through yet. First, check the door down the mini-hallway just past it. NOTE: By picking up the RACCOON TODAY even for a second, you have filed the NEWSPAPER in your Files. ======================= Drawing room ======================= Inside the Drawing Room, you can find a LIGHTER, .45 AUTO ROUNDS (for Kevin's Handgun), and some SHOTGUN ROUNDS. Unless you're David (using LIGHTER with PESTICIDE SPRAY to make FLAME SPRAY) or Kevin, these items aren't too helpful. There's also a RACCOON TODAY and a locked display case in the back. Alyssa can get it open. Here's that portion of her unlocking table: +----------------------+-------------------------------+------+------+--------+ | Level | Location | Mode | Pick | Reward | +----------------------+-------------------------------+------+------+--------+ | Outbreak | Drawing Room Cabinet | E | S | 13 | | Outbreak | Drawing Room Cabinet | N | S | 09 | | Outbreak | Drawing Room Cabinet | H | W | 09 | | Outbreak | Drawing Room Cabinet | V | W | 05 | +----------------------+-------------------------------+------+------+--------+ This says that in Outbreak, Easy mode, use the S-shaped pick to get reward 13, or a SHOTGUN. 13 = SHOTGUN 09 = HANDGUN 05 = FIRST AID SPRAY After you're done, leave. ======================= Staff room ======================= Your barricade may have broken down by now, but we've only got one room left, so it's OK. Go to the of the room where you found the red herb, then go through the door on this west side of the room. ======================= Owner's room ======================= Here you can find nothing, but if you go out on the balcony, you can find a zombie, a GREEN HERB, and a BLUE HERB. NOTE: In the room, you can see a hole to put something in that's shaped like a liquor bottle. To solve this puzzle, you need to go up the Liquor room or Wine room on 3F and get an ALCOHOL BOTTLE. Bring it back down and put it in the hole to receive JACK'S MEMO and a SHOTGUN, or possibly a MAGNUM REVOLVER. Normally, this step is skipped, but because acquiring Jack's Memo is an Event Completion point, you're going to have to do it at least once. Alright. Leave. ======================= Staff room ======================= Before the zombies eat you and Bob alive, head upstairs through the door you unlocked. Don't forget Bob and open the door at the top. ======================= Liquor room ======================= If you have Bob, go away from both doors to the very end of the other side of the room. Drop him off there. You may notice that there's a ladder here with boxes you could crawl across to get to the space leading out of the room. However, the boxes on the forklift would have to be raised in order for us to be able to crawl across. The forklift requires a key, so let's get one! Run back to the door you came in, then open the door beside it. ======================= Wine room ======================= That sparkle on the floor is the PLAY SINGLE PLAYER MODE file. Also found here are MAGNUM REVOLVER ROUNDS, a FIRST AID SPRAY, and the FORKLIFT KEY. NOTE ABOUT TYPEWRITERS: Unlike most Resident Evil games, this one requires no Ink Ribbons. However, the tradeoff is severe. The way the savegames in this game works isn't good for us. You can save, but you must exit the game. And when you load your game, your savegame is deleted. This means that saving is pretty much useless unless you just plain have to leave and come back later. Bummer. NOTE ABOUT MOLOTOV COCKTAILS: If you combine an ALCOHOL BOTTLE and a NEWSPAPER, you can then combine them with a LIGHTER to make MOLOTOV COCKTAILs. Are they worth having to carry a stupid LIGHTER around? Probably not. But hey, if you want to make them, they're there. Leave. ======================= Liquor room ======================= Now run back to the other end of the room (all your friends are probably there if they're alive), and use the FORKLIFT KEY on the forklift. Check it again to move the lever. Give your partners the "Go!" command by pushing up on the right analog stick, then go up the ladder. NOTE ABOUT BOB: Bob is not smart enough to climb ladders (he's faking an injury), so we need to open a big shutter for him. I'll fill you in in the next room. ======================= 3F to rooftop stairway ======================= If you're lookin' for a way to get Bob, run down the stairs and open the shutter. You'll be back in the Liquor room. Take Bob back through the shutter and up the steps. Take the STORAGE ROOM KEY and the FIRST AID SPRAY if you want, then head out the door. If you don't need to get Bob, don't open the shutter. It will only expedite the zombies' progress. Take the items mentioned above if you need them and exit via the door at the top. ======================= Rooftop ======================= Run to the other end. If you have managed to bring Bob this far, you will see a _Cutscene_ That's the "Bob kills himself on the rooftop" demo. If you are playing on Very Hard mode, you'll see the "Bob turns into a zombie" demo. After you've finished, continue to the end. Unlock the door here using the STORAGE ROOM KEY and proceed through into the Storage room. NOTE: There's a RACCOON TODAY here, if you're into MOLOTOV COCKTAILs. ======================= Storage room ======================= Inside here, you'll find a FIRST AID SPRAY on the ground and a HANDGUN MAGAZINE on top of the shelf. To get to it, you must first climb on the crates. NOTE ABOUT HANDGUN MAGAZINES: You may notice that it takes a while to reload. Well, with this, it only takes one simple click. Is it worth an item slot? Not to me. Leave. ======================= Rooftop ======================= If you play in Network Mode, there's a zombie here that will annoy the heck out of you. Anyway, now we need to knock down the part of the fence that's right beside the HIGH VOLTAGE and CAUTION signs. Go figure. Each and every character can perform a shoulder-butt. To do this, you must first un-equip your weapon. You can do this by simply using the Equip command twice. Now, press R1 (or R2) and X. The character will ram into something. This is especially helpful in getting past zombies when you don't want to waste ammo. Anyway, go ahead and slam into it. If it rattles, it's the right one. Do it several more times. Oh yes. Faster. Faster! And... _Cutscene_ Ahh! We better get to the checkpoint! Quick! Climb up on the ledge, then run to the next ledge and climb up that, too. Run to the end. Your character will say something like, "I better jump at the right time or else..." Well, the right time is just before the character jumps. If you haven't done this before or aren't good at it, let your partners go ahead. If you find yourself dangling by one hand, press right on the analog stick to yell "Help!". Your partner will almost definitely help you out. NOTE: To help someone else out from the other side, run to them and press X. There are either HANDGUN ROUNDS or a GREEN HERB here. Run to the only door on this building and open it. ======================= Top floor of the apartment ======================= There is a RED HERB here. The emergency exit is shut, so call the elevator (beside it) and hop in. ======================= 1F of the apartment ======================= There may be a GREEN HERB on the ground here. Run from there and go left. Then run all the way to the door at the end. Watch out for the one or two zombies here and the one that comes in through the window. ======================= In front of J's Bar ======================= Walk down the steps. _Cutscene_ Hey, so we get to drive? Nope. You all just came from a bar. Alright. There are two (2) police cars you have to move. Officer Lieutenant Bad-Voice-Acting only told you about one. First, run past the cruiser he's guarding. Check the passenger window (don't ask why) for the VICINITY MAP. Then, continue down the road to find two more cop cars. Push the one facing you back until it hits the one further down the road. If zombies get in your way, kindly wait for them to pass, then keep pushing. It's rather difficult for a zombie to hurt you while you're pushing for some reason. After you're done, go back toward the man in blue and push the other car to form a similar barricade. If you have done them both correctly, just as you finish, you will see a _Cutscene_ ======================= Behind the apartment ======================= The zombies are crawling under the walls beside the door, so run to the other end to accompany the officer. There are several items here, including a FIRST AID SPRAY and some HANDGUN ROUNDS, but right now what you should probably do is help the cop bust through the doors, either by firing at them (if you've got the ammo) or shoulder-butting them. If the zombies get close to you, run back to the other side. Johnny Blue will keep workin' on those doors and once they're open, you appear in a different area. NOTE ABOUT STOMPING ENEMIES: In this game, there are only a few zombies that are invulnerable. Most will die after several gunshots. However, the best way to deal with zombies is to first, knock them down, then unequip your weapon, Hold R1 or R2, aim down, and press X. This will stomp any zombie and they won't get up to come after you. Once they disappear, they're finished. After a while, you see a _Cutscene_ ======================= Slope along the canal ======================= Before you turn on the gas, check the cop's body for a LIGHTER (be sure you get it) and (it's a shame he died) a SHOTGUN. Now run quickly past the zombies to the tanker truck and turn the valve handle. Watch out for zombies coming out from under the truck. _Cutscene_ Next, run beside the tanker (out of the gas) and press down on the analog stick to tell your allies to come with you. At this point, USE the LIGHTER. _Cutscene_ Quickly, tell your partners to go (UP on the right analog stick) and follow them into the canal. Press X by the ledge to jump down. _Cutscene_ ...and the _empty_ truck explodes. :-\. Climb up into that mini-tunnel and go through. NOTE: Missing one of your allies? He/she's probably on the other side. For some reason the AI partners always split up before the tanker explosion. It's OK, though, you'll meet up with them soon enough. ======================= Tunnel ======================= If you run toward the camera, you'll find a couple herbs. If you run away from the camera, you'll hop down a ledge, find a few more herbs, then find the ladder to the next area. After you're done, climb that ladder. ======================= In front of Apple Inn ======================= It's suspicious that a game developer would name a place, such as Apple Inn, that you can't even enter. It's OK, by the time you complete the fourth scenario, you'll have had plenty of Apple Inn, trust me. Run to the other end of the street. In order to complete one of your Event Checkpoints, you need to check under the newspaper machines by the taxi for the actual RACCOON TODAY file. Yes, Raccoon Today and Newspaper are 2 different things. After you're finished, talk to the police officer, Officer Dorian. _Cutscene_ ======================= Behind the residential area ======================= Gosh, what a sissy. You're driving a friggin' armored van! I think you can handle a few roadblocks. Holy BEJEEZERS! There's enough guns and ammo here to win a war! Inside the van, you can find .45 AUTO ROUNDS, 2 FIRST AID SPRAY, 2 boxes of SHOTGUN ROUNDS, 2 SHOTGUNs, and an all-powerful MAGNUM REVOLVER. Any Resident Evil fan knows what to pick up. ~PSST! The magnum!~ There is also a RED HERB and GREEN HERB located by the truck across from your truck. Once that's overwith, head past the passenger side of the truck and up the stairs. Just before the second set of stairs, you can find a BLUE HERB. On your way up the second set of stairs, you can reach inside the open window for a 2nd MAGNUM REVOLVER. Dang, it's just gotta be our day. Head up the rest of the stairs. ======================= Footbridge ======================= Run across the bridge. _Cool Cutscene_ The first half of one of the coolest cutscenes in the whole Resident Evil series. At this point, you can either go back to Officer Dorian at the truck and talk to him, or go down on Main Street and fight like a man. Either way will finish the scenario, and either way is worth points on the Event Checklist. Due to the fact that talking to Officer Dorian doesn't require a walkthrough, I will be walking you through the Main Street carnage. Welcome aboard, me lad! Keep running forward and down the steps. It's hard to see, but go down the second set as well. ======================= Main street ======================= Talk to the cop by the roadblock several times to get a HANDGUN if you need it. If you're playing as Kevin, he even remembers your name! He also tells us that the detonator has broken into two pieces. Wonderful. Well, let's get crackin'! Alright. Now run toward the zombies. There should be a sparkling object on the ground to the left. Grab it, it's the DETONATOR MAIN UNIT. Now, whilst evading the zombies, run all the way to the right where you should find an officer that died againt a light pole. At his foot, you should find the DETONATOR HANDLE. Open up the start menu, then use the COMBINE command to make them into the DETONATOR. All that you must do now is take the DETONATOR into the middle where you can see another officer's body and USE it. _Ending Cutscenes_ That...was...AWESOME!!! And now, I will once again list the Event Checklist. +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Built barricade out of barrels. | | [] Used the staff room key. | | [] Used the key with blue tag. | | [] Solved painting puzzle. | | [] Unlocked cabinet (Alyssa). | | [] Moved cargo with the forklift. | | [] Destroyed liquor room shutter. | | [] Destroyed wire fence on rooftop. | | [] Read all graffiti with lighter.* | | [] Built patrol car barricade.** | | [] Opened gasoline tanker valve. | | [] Used lighter to ignite gas. | | [] Activated detonator. | | [] Killed zombies and survived. | | [] Escaped zombies and survived.*** | | [] Collected every map. | | [] Died in gas tanker explosion.**** | | [] Obtained "newspaper." | | [] Obtained "Jack's memo." | | [] Obtained "staffer's diary." | | [] Obtained "Raccoon Today." | | [] Screams in the owner's room.***** | | [] Saw a crow fly into the Drawing room.***** | | [] A bottle fell in the wine room.***** | | [] A bottle fell in the liquor room.***** | | [] Screams in front of J's Bar.***** | | [] Watched "Will Becomes a Zombie."****** | | [] Watched "Bob Gets Worse." | | [] Watched "Bob's Suicide." | | [] Watched "Bob Becomes a Zombie."******* | | [] Watched "Block Staff Door." | +-----------------------------------------------------------------------------+ * = This is quite difficult to explain in words. View the pictures at my site, "http://www.linger.com/benn/re/outbreak/graffiti.html". ** = Don't forget to barricade using both patrol cars, as mentioned in the walkthrough. *** = To complete this, after seeing the cutscene with the officers and the bomb, run back to the officer that drove you here (Dorian) and talk to him. **** = Yes, that's right. To do this, simply stand there for a long time after setting the zombies ablaze in the "Slope along the canal". ***** = Each of these occurences are completely randomized. The only way to complete them is to play the level over and over...and over...and OVER!!! The screams in the owner's room happen as you open the door, the bottle falling in the wine room happens as you go from the door to the other end, the bottle falling in the liquor room happens toward the last shelf of alcoholic beverages heading toward the forklift, and the screams in front of J's BAR happen as you pass in front of the windows actually in front of J's BAR. ****** = You can see this by playing as Mark in Very Hard mode. I found it easiest to wait for the zombies to enter the bar, then enter the Stairs between 1F and 2F. Immediately go back, get Bob, and walk him to the stairs. This triggers the cutscene. It's also possible in other difficulties, I just found it easiest in Very Hard mode. ******* = Complete this by taking Bob to the Rooftop in Very Hard mode. Good luck. Here are the times you need for the different ranks. +------+--------+---------------+-------------------+ | Rank | Single | Network (HDD) | Network (DVD-ROM) | +------+--------+---------------+-------------------+ | S | -9:59 | -10:59 | -12:59 | | A | -14:59 | -16:59 | -19:59 | | B | -19:59 | -22:59 | -26:59 | | C | -29:59 | -33:59 | -37:59 | | D | -44:59 | -45:59 | -49:59 | | E | GO | REALLY | SLOW | | F | GO | GET | KILLED | +------+--------+---------------+-------------------+ =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 7. Walkthrough - Below Freezing Point =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Below Freezing Point is an interesting level. Bringing back nostalgia to RE2 fans, I believe it can be a rather enjoyable level. Firstly, here's your partner directory: +-----------------+--------------+----------------+ | You | L2 + Left | L2 + Up | +-----------------+--------------+----------------+ | Kevin | George | Alyssa | | Mark | George | Jim | | Jim | George | Alyssa | | George | Jim | Alyssa | | David | George | Alyssa | | Alyssa | George | Jim | | Yoko | George | Alyssa | | Cindy | George | Jim | +-----------------+--------------+----------------+ Also note that this chart can also tell you where characters will appear after the beginning. The character in the "L2 + Left" (George or Jim) will appear on the B6 Floor. The character in the "L2 + Up" (Alyssa or Jim) will be on the B7 Floor. Once you find out which floor you're on, you'll be able to tell which partner you were paired with. Here's your event checklist: +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Unlocked locker with lockpick. | | [] Thawed frozen wrench. | | [] Used wrench to open panel. | | [] Used valve handle to open door. | | [] Watched "Used V-JOLT in B7F." | | [] Watched "Used V-JOLT in B6F." | | [] Watched "Monica Runs Off." | | [] Watched "Giant Moth Attacks." | | [] Watched "Comp. Room Desertion." | | [] Unlocked comp. room w/ card key. | | [] Unlocked shutter with card key. | | [] Watched "Used Blowtorch." | | [] Used key to activate turn table. | | [] Watched "Missed Turntable." | | [] Watched "Turn Table Goes Up." | | [] Moved locomotive. | | [] Watched "Defeated Mutated G." | | [] Received item from researcher 1. | | [] Got item from staffer 2 (Yoko). | | [] Obtained map. | | [] Obtained "Top-Secret Memo." | | [] Obtained "Researcher's Will." | | [] Obtained "Staff Memo." | | [] Obtained "Interoffice Memo." | | [] Obtained "Laboratory Memo." | | [] Obtained "Monthly Passcode." | | [] Obtained "Custodian's Diary." | +-----------------------------------------------------------------------------+ ...and now to the walkthrough! -------------------------------a. The Beginning-------------------------------- _Opening Cutscene_ ======================= Underground tunnel ======================= Well, there's not much to do here, yet. Go ahead and check the little alcove for a GREEN HERB or IRON PIPE, depending on how lucky you are. Then, all you can do is wait...for the _Cutscene_ Follow your comrades out of the room. ======================= Platform ======================= At this point, Resident Evil 2 fans are probably yelling, "NO! Don't go INTO that building! I spent forever getting just to this point! NO!" However, that's not how it works in Outbreak. Climb up the ledge. You should see Yoko standing there (if you aren't playing as Yoko, of course). Ignore her and run past her. ~Ricochet sound!~ _Cutscene_ Run past where Monica was standing and you might find a GREEN HERB or a HANDGUN SG. Otherwise, you're SOL (Sorta Outta Luck ;-)). Go back and turn at the fork. Continue to the end where you will find an elevator shaft. Start climbing up the maintenance stairs. ======================= Elevator ======================= You may see the elevator fall down just a bit, but ignore it. Climb into the crawlspace at the top. BOOM! And now you will be taken away from one of your AI partners. Use this chart to identify where you are (if you can't check your map for some reason). +--------+-------------------+ | Kevin | B6F South Passage | | Mark | B7F East Passage | | Jim | B7F South Passage | | George | B6F East Passage | | David | B6F East Passage | | Alyssa | B7F South Passage | | Yoko | B7F East Passage | | Cindy | B6F South Passage | +--------+-------------------+ Because the different characters are equally split on different floors, I will equally split the walkthrough into two parts. If you landed in B7F, keep on reading. If you landed in B6F, skip ahead to where it says c. Via B6F, or just push Ctrl+F and type in the word "peanuts". It will take you there as well. -----------------------------------b. Via B7F---------------------------------- If you are playing as Mark, Jim, Alyssa, or Yoko, you found your way here. Since you are in different parts of B7F, I will guide you to the central room to walk you through from there. Mark and Yoko - Head north, then go west around the corner, then open the door at the end. Jim and Alyssa - Use your map to guide you to the northernmost door in the hallway. Open it. NOTE: If you want to complete the "Received item from researcher 1." Event Checklist point, you need to save a FIRST AID SPRAY until I tell you to use it later on. ======================= B7F laboratory ======================= There are several zombies here, some of which may wake up. Do what ya gotta do. NOTE ABOUT YOKO: If you are not playing as Yoko, there's a good chance you will see her as a zombie! If so, treat her like the rest of the crap. OK. On the east side of the room, you MAY find a GREEN HERB across from the door. If not, don't worry about it. Continue to the desk with the computer and the sparkles. Check the monitor for the MAP OF THE LABORATORY. There are also YELLOW CHEMICAL BOTTLEs available for use as weapons if the need arises. Also on the table is a FIRST AID SPRAY. If you continue around the room, you can find the LABORATORY MEMO file, 45 AUTO ROUNDS for Kevin on the floor and the rather important INTEROFFICE MEMO file located on the desk in the back. NOTE: The door in the inner side of the semi-circlish room cannot be opened from this side. Sorry. Now, open the door that is on the other end of the room (Mark and Yoko just came through it). ======================= B7F east passage ======================= The LABORATORY MEMO says that by mixing VP-017 and UMB NO.3 (RE Fans), you can make V-JOLT, a powerful weed pesticide. As of the current moment, there is a very large plant blocking the ladder that leads out of this place (trust me, there is). So right now, the objective is to make some V-JOLT to destroy this plant. Run down the hall. Open the door at the end. The zombie here usually remains face-down. ======================= B7F chemical storage ======================= Here you can find such wonderful items as a BLUE HERB and a HANDGUN SG. The gun is located on top of the [thing] in the middle of the room. Check your INTEROFFICE MEMO file. It says that they have introduced a pass code into the system in order to increase security. If you check the computer in this room, it asks for a 4 digit number-based passcode. Enter the digits into the computer that appear on the last page of the file to open the chemical cabinet. [PSST! Your possible choices are: 0634, 4509, 9741.] After that, the cabinet springs open, revealing the VP-017. One more chemical to go! Leave. ======================= B7F east passage ======================= Run back to the B7F laboratory at the end. ======================= B7F laboratory ======================= By now, another zombie might wake up. Ignore it and open the middle door, the one that Jim and Alyssa came through initially. ======================= B7F south passage ======================= Run down the hall until you come to a fork. Make the turn and you should come to a door at the end with an IRON PIPE beside it. Enter the room here. ======================= B7F chemical disposal room ======================= There is an invulnerable zombie here. He can't disappear, but he can be beaten until he doesn't move anymore. There is a FIRST AID SPRAY here. Walk over to that containment area. You can plainly see a zombie and a sparkle in there. _Suprise!_ The zombie is guarding the sparkle! And being Resident Evil fans, we LOVE sparkles. Open the door and hit the zombie just enough to knock him down. Then grab the sparkle, which turns out to be the UMB NO.3, then leave. The zombie will not follow you out. :'-( Aww. Mix the UMB NO.3 and VP-017 to form the V-JOLT! Woohoo! Leave. ======================= B7F south passage ======================= This time, run to the very end of the hall (not the end that leads to the B7F laboratory) and open the door to enter... ======================= Duct ======================= There's a man in the corner here. He needs a FIRST AID SPRAY. Although you don't HAVE to give it to him, you will receive a SHOTGUN and complete a point on your Event Checklist. I say it's worth it. You have to talk to him to give it to him. When you're finished, check around the ground here for a GREEN HERB or possibly some .45 AUTO ROUNDS, then run to the ladder-side of the humongous plant. If you press X and are told the ladder is blocked by a gigantic plant, you are in the right spot. Use the V-JOLT. _Cutscene_ Climb up the ladder. You may find a GREEN HERB or HANDGUN ROUNDS here. The ladder requires something to raise it in order to be able to be climbed, so open the door here. ======================= B6F south passage ======================= Run down the hall. You should eventually come upon a zombie body. Run over it and pick up that sparkle. It's another HANDGUN SG. Now continue down this hall to find a severely damaged door with a FROZEN WRENCH beside it. Pick it up. The zombie awakes. Run back past the zombie and turn (to your character's) right. Open the door at the end. ======================= B6F security center ======================= Ahh. You should have found your missing compatriot by now. As you walk in, you can see a maintenance panel. It's bolted shut, though, and we can't use our FROZEN WRENCH because, well, it's frozen. Why it is frozen? Who knows, but it is. NOTE: If you are really in a hurry or do not care about Event Checklist points, I guess you could possibly continuously ram up againt the maintenance panel to open it. But I highly recommend you follow the walkthrough. Here, you can find a FIRST AID SPRAY and a GREEN HERB if you're lucky, both out on the floor. The map is located by the other door in this room, but the the other map is the same as this one, so it's rather redundant.* * = Big word, kinda. Alright! Now go through that door that's by the map. ======================= B6F east passage ======================= You'll find 2 zombies here that awake as you pass by. You know what to do. There are HANDGUN ROUNDS and a SURVIVAL KNIFE available in this room. Open the door at the other end. ======================= B6F break room ======================= Here, you can find an IRON PIPE, a FIRST AID SPRAY, a BLUE HERB, and an ANTI VIRUS (in a locker). Alyssa can procure a SHOTGUN if she unlocks the simply locked locker. +----------------------+-------------------------------+------+------+--------+ | Level | Location | Mode | Pick | Reward | +----------------------+-------------------------------+------+------+--------+ | Below Freezing Point | Break Room Locker | E | S | 13 | | Below Freezing Point | Break Room Locker | N | S | 13 | | Below Freezing Point | Break Room Locker | H | I | 13 | | Below Freezing Point | Break Room Locker | V | S | 08 | +----------------------+-------------------------------+------+------+--------+ 08 = GRAY CHEMICAL BOTTLE 13 = SHOTGUN Now, take your FROZEN WRENCH and toss it in the dirty sink. The FROZEN WRENCH has no digivolved into the WRENCH! Woohoo! ======================= B6F east passage ======================= Backtrack to the B6F security center. ======================= B6F security center ======================= There are 2 maintenance panels here, but only one has anything in it. The one closest to you now is empty. Open the other maintenance panel to receive the Resident Evil classic, the VALVE HANDLE. NOTE: You will not need the WRENCH anymore. Just for the Event Checklist, use the VALVE HANDLE on the hole in this room. A ladder is revealed that leads to that door that wouldn't open on the side we were on. Well, it'll open now! There are also some HANDGUN ROUNDS at the top of the ladder. NOTE: Although you don't find the file telling you this until later, it (sigh) IS possible to unlock doors to save time. This will NOT help your Event Checklist points, but again, if you need to save time for any reason, you may enter these codes into the middle computer here to unlock future doors without having to lug the LAB CARDKEY around. Only one of the codes will work for each room, but it is randomized, so you'll have to try until they work. +------------------------------------+--------+--------+--------+ | Room/Area | Code 1 | Code 2 | Code 3 | +------------------------------------+--------+--------+--------+ | Shutter 17 (B4F east area passage) | A375 | C582 | J126 | | B5F computer room door | B482 | A194 | D580 | +------------------------------------+--------+--------+--------+ I suggest you do NOT use these codes and actually follow the walkthrough. Now, let's continue. Take your newly found handle and exit to the south. ======================= B6F south passage ======================= Exit to the Duct. ======================= Duct ======================= Use the VALVE HANDLE on the hole here to raise the ladder. Climb it. _Cutscene_ NOTE: This is where the two paths converge. In order to continue this walkthrough, you must either scroll down to where it says "d. Path Convergence + Finish", or simply press Ctrl + F and type in "marshmallows". This will take you to the same place. -----------------------------------c. Via B6F---------------------------------- There's nothing like peanut butter that has "peanuts" in it. Except playing Resident Evil Outbreak! Due to the fact that at the present moment, we could be at different places, I am directing you to a central location so that I can walk you through the level. Kevin and Cindy - Check your map and go through the door at the north end of the passage. George and David - Check your map and go through the door at the west end of the passage. ======================= B6F security center ======================= Alright! We're all here. This room sports a GREEN HERB as well as a FIRST AID SPRAY. It would also be helpful if you checked that sparkle on the east wall to copy the SKETCH OF THE LABORATORY to your map. There's a zombie here, but she probably won't wake up, so don't worry about her. NOTE: There's two maintenance panels here, but they're bolted shut. Perhaps we should find a tool that can de-bolt them... Now open the door at the south end of the room, where Kevin and Cindy came in. ======================= B6F south passage ======================= There are only two items in this passage, and they're both past that sleeping zombie you can see at the fork. There's a HANDGUN SG and a key item, the FROZEN WRENCH. Be careful, though, once you take that wrench, the zombie will awaken as you pass by him. Return to the B6F security center, where you came from. ======================= B6F security center ======================= If you check the FROZEN WRENCH, you'll realize that it is (you guessed it) frozen. We need to thaw it out in order to use it. Next, open the door on the other side of the room that George and David initially came from. ======================= B6F east passage ======================= There are 2 zombies here that awake as you pass. Take them out if you wish. There is a SURVIVAL KNIFE and a box of HANDGUN ROUNDS if you need them in this room. Open the door at the other end. ======================= B6F break room ======================= Here, you can find a FIRST AID SPRAY, BLUE HERB, IRON PIPE, and an ANTI VIRUS (L) in the locker. You should use the ANTI VIRUS (L) immediately, even though you probably won't need it. Alyssa can unlock a locker here for a SHOTGUN, but since this part of the walkthrough isn't for her, it would be useless for me to post the picks to use. There's a dirty sink here with warm water. Toss the FROZEN WRENCH in to receive the WRENCH. Now we can get into those maintenance panels. Leave. NOTE: David can use the SURVIVAL KNIFE and IRON PIPE to create a SPEAR. ======================= B6F east passage ======================= Return to the B6F security center. ======================= B6F security center ======================= The lady zombie probably woke up by now. You can take her down as you wish. The maintenance panel on the side of your entry is empty, so run to the other side and open that one. NOTE: You no longer need the WRENCH. ANOTHER NOTE: I kinda hid this from you, but if you decide to play through this level to get a fast time, it is possible to ram yourself into the maintenance panel until it opens. The first time you play through, though, it's best to use the WRENCH has it completes an Event Checklist point. Take the VALVE HANDLE and use it on the hole in the middle of the room here to raise the door. There are HANDGUN ROUNDS inside. NOTE: Although you don't find the file telling you this until later, it (sigh) IS possible to unlock doors to save time. This will NOT help your Event Checklist points, but again, if you need to save time for any reason, you may enter these codes into the middle computer here to unlock future doors without having to lug the LAB CARDKEY around. Only one of the codes will work for each room, but it is randomized, so you'll have to try until they work. +------------------------------------+--------+--------+--------+ | Room/Area | Code 1 | Code 2 | Code 3 | +------------------------------------+--------+--------+--------+ | Shutter 17 (B4F east area passage) | A375 | C582 | J126 | | B5F computer room door | B482 | A194 | D580 | +------------------------------------+--------+--------+--------+ I suggest you do NOT use these codes and actually follow the walkthrough. Now, let's continue. Climb down the ladder. ======================= B7F laboratory ======================= Hey! You'll probably find your lost partner in this room. NOTE ABOUT YOKO: Among the zombies here that may come to life, Yoko is one of them. She IS a zombie, so be sure you treat her like one. Alright. There are quite a few items in this area, and I shall do my best to identify the locations of all of them. Located on the floor on the northeast side of the room are a GREEN HERB and HANDGUN ROUNDS. Next, on the desk with the computer monitor, you can find a map you've already seen, a YELLOW CHEMICAL BOTTLE, and a FIRST AID SPRAY. On the lockers next to the desks, you can find the LABORATORY MEMO file, and some 45 AUTO ROUNDS on the floor beside it. The LABORATORY MEMO says that by mixing VP-017 and UMB NO.3 (RE Fans), you can make V-JOLT, a powerful weed pesticide. As of the current moment, there is a very large plant blocking the ladder that leads out of this place (trust me, there is). So right now, the objective is to make some V-JOLT to destroy this plant. Finally, check the last computer in the back for the important INTEROFFICE MEMO file. Next, we move on to open the door on the opposite side of the room of which we are on, leading to the ======================= B7F east passage ======================= Run to the door at the other end of the passage. The zombie will more than likely ignore you. ======================= B7F chemical storage ======================= Here, you can find a GRAY CHEMICAL BOTTLE, a BLUE HERB, and a HANDGUN SG. Check your INTEROFFICE MEMO file. It says that they have introduced a pass code into the system in order to increase security. If you check the computer in this room, it asks for a 4 digit number-based passcode. Enter the digits into the computer that appear on the last page of the file to open the chemical cabinet. [PSST! Your possible choices are: 0634, 4509, 9741.] Grab the VP-017 and leave. ======================= B7F east passage ======================= Return to the B7F laboratory. ======================= B7F laboratory ======================= Now go through the other door in this room. ======================= B7F south passage ======================= Keep runnin'. Eventually, you'll have the choice to turn left (your character's left). Take it, then open the door at the end. Watch out for the zombie that might be there and pick up that IRON PIPE by the door if you're desperate for a weapon. ======================= B7F chemical disposal room ======================= If you didn't see the zombie outside, you'll see him in here. There's a FIRST AID SPRAY here on the barrel. You can hear the siren going off and you can see an enclosed room with a zombie in it, as well as a sparkle. Me love sparkles, so open the door, hit the zombie until he falls, then take the sparkle. It's UMB NO.3. Combine it with the VP-017 to form the V-JOLT. Now we can advance! Pick up whatever item you probably dropped to pick up the UMB NO.3, then exit both rooms the way you came in. NOTE: I recommend that you keep at least one FIRST AID SPRAY until I tell you otherwise. I know I'm kind of taking up most of your item slots, but it's necessary for Event Checklist points. ======================= B7F south passage ======================= Run back to the B7F laboratory. ======================= B7F laboratory ======================= Climb back up that ladder you used to get down here. ======================= B6F security center ======================= Be sure you have your VALVE HANDLE with you and exit using the door beside the place where you got the VALVE HANDLE. ======================= B6F south passage ======================= This time, turn (to your character's) right at the fork and open the door at the end. ======================= Duct ======================= Some HANDGUN ROUNDS are laying here. Approach the ladder that is closest to the door and use the V-JOLT. NOTE: At this point, you should climb down the ladder furthest from the door and give the poor man there your FIRST AID SPRAY that I told you to hold. He will give you a SHOTGUN in return and this will complete an Event Checklist point. You can also find a GREEN HERB on the floor. When you're finished, use the VALVE HANDLE on the hole beside the door you used to enter. Try to climb up the ladder, and you will see a _Cutscene_ --------------------------d. Path Convergence + Finish------------------------- Boy, would I like to toast some "marshmallows". But instead, I'm going to play Resident Evil Outbreak! NOTE: You no longer need the VALVE HANDLE. Climb the ladder here. You will now be on B5F. However, B5F is next to useless without the LAB CARDKEY from B4F. So climb up the next ladder and open the door. ======================= B4F west area passage ======================= There isn't much here other than a frozen creature. Make the first turn and go through the door at the end, all the other rooms are blocked. ======================= Main shaft ======================= Run quickly into the center of the room. There are some SHOTGUN ROUNDS on the ground. NOTE ABOUT GIANT MOTH: You may have noticed a giant fluttering moth in this room. Although not much of a threat, he is quite poisonous, and thus, annoying. I recommend staying as far away from him as possible and not shooting at him. There are 3 exits from this center platform. The red (west), blue (east) and of course the non-colored (north). At this point, you need to go through the non-colored exit north to the B4F turn table. Watch out for the Moth. ======================= B4F turn table ======================= NOTE TO RE2 AND RE0 FANS: I know what you're thinking...you're thinking, "Seriously, Capcom, you wouldn't think of letting ANOTHER Resident Evil game use that turn table. I mean, C'mon, there's something wrong with it in just about every game!" That's alright. This will probably be the last Resident Evil game that takes place in Raccoon City. Among the items available in this room are a GREEN HERB, HANDGUN ROUNDS, a BLUE HERB (on the south side of the locomotive), the LAB CARDKEY, and the FORKLIFT KEY. NOTE: Do not pick up the FORKLIFT KEY. You can't use it now, and only need it here, so you would only be wasting an inventory slot. NOTE: Don't use that BLUE HERB yet if you're poisoned. You still have to get back and forth through here several times. At least wait until our next run through the Main shaft before you use it. Be sure you get the LAB CARDKEY. It is on the ground in the northwest corner of the turn table itself. NOTE: Yes, circles don't have corners. You know what I mean. Leave the way you came in. ======================= Main shaft ======================= Run to the center. NOTE ABOUT WHAT WE'RE DOING NEXT: If you go through the door leading to the east passage (blue), you will find a shutter that can be unlocked using your newly found card. However, there is a fingerprint recognition system that only Yoko can get past. Anyway, we can't use the turn table because it is frozen. If you open the other door in the east passage, you will find the a scientist's experimental device is what caused this to happen. However, the switch to turn it off is also frozen! The item we need to thaw the switch is located inside the fingerprint recognition door, so we need to register our fingerprint at a different computer. Got it? Good. Alright! Go back to the west area, through the red-lit door. ======================= B4F west passage area ======================= Retreat to the Duct. ======================= Duct ======================= Climb down one ladder, then open the door here. ======================= B5F area C passage ======================= There's a GREEN HERB at your foot. The MONTHLY PASS CODE file is located on the floor at the end. This will tell you which of the codes I did not recommend to you to use in the B6F security center were correct. You can pretty much disregard this file. Crawl through that crawlspace near the ground here. ======================= B5F emergency passage ======================= Here, you can find a SHOTGUN to the right of the next crawlspace (in the corner), as well as the STAFF MEMO file on the floor similar to the way you found the Monthly Pass Code file. Take what you need and crawl through the next crawlspace. ======================= B5F area B passage ======================= NOTE TO RE2 FANS: Oh MY GOD!! Is that Leon? Nope. Sorry. This is just another guy. The guy here is not much help to anyone but Yoko. If you are Yoko, talk to him to receive the MAGNUM HANDGUN, which is better than the MAGNUM REVOLVER. Heh. Heh. Quagmire - "AllRIGHT". If not, all he does is pretend to pass out. Open the shutter at the other side. Watch out for the moth larvae, they CAN poison you. If you want, stomp on them. Slide your handy dandy LAB CARDKEY at the scanner, then open the door. NOTE: If you DO get hit by one of these babies' slime, there's a BLUE HERB by the P4 LABO RATORY doors. ======================= B5F computer room ======================= Here, you can find a RED HERB, GREEN HERB, and HANDGUN ROUNDS. If you are not playing as Yoko, step up to the computer and register your fingerprint. And that's why you came all the way here. Leave. ======================= B5F area B passage ======================= Crawl back into the passage. ======================= B5F emergency passage ======================= Run back to the other end, crawl through. ======================= B5F area C passage ======================= Exit to the Duct. ======================= Duct ======================= Climb the ladder again and open the door. ======================= B4F west area passage ======================= Now re-enter the Main shaft. ======================= Main shaft ======================= Run into the center. NOTE: Did you see a certain Cutscene? I think you will know if you did. It's an Event Checklist point, but I didn't want to put it in the walkthrough. If so, follow the instructions you just followed to reach the Main shaft again. Go through the blue-lit door on the east side of the shaft. ======================= B4F east area passage ======================= Check the sparkle on the ground by the door to get the CUSTODIAN'S DIARY. It's just a book a janitor wrote about how whiney his boss is. Use the card on the reader by the shutter. NOTE: You no longer need the LAB CARDKEY. Check your fingerprint against the scanner. If you registered yours correctly or are Yoko, it will let you in. ======================= B4F culture room ======================= Ouch! Lots of items here! Search around to find a YELLOW CHEMICAL BOTTLE, a FIRST AID SPRAY, GRAY CHEMICAL BOTTLE, a GREEN HERB, and the item we came here for, the BLOWTORCH. Watch out for the zombie. He wakes up when you go for the BLOWTORCH. The TOP-SECRET MEMO is located on the desk next to the GRAY CHEMICAL BOTTLE. It tells about some "parasite" that enters a "host" and is rejected by the "host". It continues to say to use extreme caution when dealing with the subject... Leave. ======================= B4F east area passage ======================= Run to the other end of the passage and open the big double doors at the end. ======================= B4F low temperature laboratory ======================= NOTE: This is the place I was talking about before with the scientist's experimental device. There are some items here, but they're quite hard to see, so first, go to the end and check the scientist. It asks if you want to stop the device, but if you reply "Yes", your character says it is frozen. Have the BLOWTORCH show this guy who's boss. _Cutscene_ About 30 seconds later, you'll see another _Cutscene_ depicting the ice melting from the turn table. It could happen anytime soon. Now, check around the floor for a FIRST AID SPRAY and a BROKEN SHOTGUN. David can fix it with his JUNK PARTS if he's with you. If not, this is useless. There is also the RESEARCHER'S WILL in one of the corners. It tells how this scientist activated the freezing device to stop the MA-125 test subjects (known to Resident Evil freaks as Hunters) from killing everyone. Now that we've turned the cold off, however, they may thaw... NOTE ABOUT HUNTERS: Hunters suck. They really do. Not only can they break your weapons if you aim at them at the wrong time, but it is also possible for them to kill you in one swipe. Ouch. The Yellow and Gray Chemical Bottles are probably the best weapon for them, if you MUST fight. Leave. ======================= B4F east area passage ======================= Run quickly, as the frozen Hunter will thaw. Back to the Main shaft! ======================= Main shaft ======================= Hunters CAN go through doors. Run to the unlit door and open it. ======================= B4F turn table ======================= Run to the north side of the locomotive. Search the ground by the control panel for the TURN TABLE KEY, then use it to start the timer. NOTE: When playing by yourself or with people in Network Mode who know this strategy, climb up onto the ledge beside the control panel. The enemies will not find you here. However, Hunters can and WILL jump-slash you from below and leave you between them and the wall, so be careful. But in most cases, you're not that lucky, especially in Single Player mode when you have AI partners. You need to defend them from all evil until the timer runs out. Hunters and zombies both come through that door, so be prepared and try to have them help if possible. NOTE: You can't hold these doors shut. Sorry. Once you get down to 2 minutes left, you see a _Cutscene_ Being a Resident Evil nerd who knows what's in that briefcase, I tried to take it, but to no avail. It disappears once play resumes. Keep guardin' that door! After the timer runs out, you'll see a _Cutscene_ as the turn table goes up. ======================= Marshaling yard ======================= At the top, walk a little to trigger another _Cutscene_ and see your final challenge. ////////////////////////////////// ********************************** Boss: Mutated G Weapon of Choice: See below. ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Naturally, as a human being, you're thinking "Holy crap." The strategy to beating this boss is using the control panel on the opposite side of the locomotive to make it ram the enemy. First, lure it onto the tracks or let your partners do it, then press the switch to send it flyin'. This shouldn't take too many hits, especially on lower difficulties. NOTE: There are 2 FIRST AID SPRAYS, some SHOTGUN ROUNDS, and some HANDGUN ROUNDS located at the far end of the tunnel, if you come upon the need for them. He has only two attacks. They are (from hurting the most to the least): Arm Swing, Acid Blast. Arm Swing is his general arm swinging attack it generally hurts 3-5x as much as Acid Blast. Acid Blast is a weak attack that was basically made so that Mutated G would be able to hit enemies that are behind him. You must also watch out for the Mutated G hatchlings. They can't do much but suck on your for a while. This hurts about about half as much as Acid Blast, but if it happens a lot, they could cause a problem. That's about all there is to him. If you have to, use multiple Locomotive rams. After you beat him, you'll see the _Ending Cutscene_ and will have completed the scenario! +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Unlocked locker with lockpick. | | [] Thawed frozen wrench. | | [] Used wrench to open panel. | | [] Used valve handle to open door. | | [] Watched "Used V-JOLT in B7F." | | [] Watched "Used V-JOLT in B6F." | | [] Watched "Monica Runs Off." | | [] Watched "Giant Moth Attacks."* | | [] Watched "Comp. Room Desertion."** | | [] Unlocked comp. room w/ card key. | | [] Unlocked shutter with card key. | | [] Watched "Used Blowtorch." | | [] Used key to activate turn table. | | [] Watched "Missed Turntable."*** | | [] Watched "Turn Table Goes Up." | | [] Moved locomotive. | | [] Watched "Defeated Mutated G." | | [] Received item from researcher 1. | | [] Got item from staffer 2 (Yoko). | | [] Obtained map. | | [] Obtained "Top-Secret Memo." | | [] Obtained "Researcher's Will." | | [] Obtained "Staff Memo." | | [] Obtained "Interoffice Memo." | | [] Obtained "Laboratory Memo." | | [] Obtained "Monthly Passcode." | | [] Obtained "Custodian's Diary." | +-----------------------------------------------------------------------------+ * = The "Giant Moth Attacks" cutscene is triggered in a special way. In order to view it, you will have to get from registering your fingerprint in the B5F computer room (or just checking it in Yoko's case), to the Main Shaft in somewhere between 2-2.5 minutes. If you succeeded, you will be carried off to the B5F computer room and stuck in a cocoon. Use the D-Pad to free yourself, you will be poisoned. See below for all conditions of this event. ** = The "Comp. Room Desertion" cutscene is just like the "Giant Moth Attacks" cutscene, except instead, you are witnessing the moth imprison someone else. To do this, you must have one of your AI partners somewhere on B4F other than the B4F west passage area. Then, after making sure they're going to stay somewhere around there, register your fingerprint in the B5F computer room and stay there for 2-2.5 minutes. You should see the Giant Moth attack your AI partner, then see the partner put in a cocoon in the computer room. An AI partner will not be poisoned. See below for all conditions of this event. *** = In order to see the "Missed turn table" cutscene, you have to start the turn table and timer, then leave the B4F turn table area. Hang out just about anywhere else, then after time expires, you see the "Turn table goes up" movie, followed by the "Missed turn table" movie. NOTE ABOUT GIANT MOTH ATTACKS AND COMP. ROOM DESERTION CUTSCENES: The following conditions must be fulfilled in order for either of these to work: 1. You haven't already done either one (You can't do both in one play-through). 2. The Giant Moth is still alive. 3. The blowtorch has not yet been used. NOTE ABOUT THESE EVENTS AND NETWORK PLAY: Why is this so confusing? Who knows. 1. You haven't already done either one (You can't do both in one play-through). 2. The Giant Moth is still alive. 3. The blowtorch has not yet been used. 4. The B5F computer room was not unlocked via the computer on B6F. 5. Someone is in the Main shaft when the time runs out. 6. The first player that entered the Main shaft after the fingerprint is registered is the one to be taken by the moth if he/she is still there when time expires. 7. The amount of time it takes for the event to happen is randomly selected and is either 1,3,4,5,6, or 7 minutes. +------+--------+---------------+-------------------+ | Rank | Single | Network (HDD) | Network (DVD-ROM) | +------+--------+---------------+-------------------+ | S | -19:59 | -15:59 | -17:59 | | A | -24:59 | -21:59 | -24:59 | | B | -29:59 | -28:59 | -32:59 | | C | -39:59 | -39:59 | -46:59 | | D | -54:59 | -57:59 | -67:59 | | E | GO | REALLY | SLOW | | F | GO | GET | KILLED | +------+--------+---------------+-------------------+ =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 8. Walkthrough - The Hive =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= The Hive is a fun level. It takes place in the Raccoon Hospital, but as you will soon find out, this is no place to feel safe. Firstly, here's your partner directory: +-----------------+--------------+----------------+ | You | L2 + Left | L2 + Up | +-----------------+--------------+----------------+ | Kevin | George | Jim | | Mark | Cindy | George | | Jim | George | Cindy | | George | Jim | Cindy | | David | Cindy | Jim | | Alyssa | George | Cindy | | Yoko | Jim | Cindy | | Cindy | Jim | George | +-----------------+--------------+----------------+ Most of these will be covered by the walkthrough, but if you want to see it, here's your event checklist: +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Used blood pack. | | [] Used nurse call button. | | [] Turned on power to shutter. | | [] Opened 1F shutter. | | [] Opened waiting room shutter. | | [] Had the elevator go to B2F. | | [] Elevator reached the roof. | | [] Bled at the nurse station. | | [] Unlocked door with B1F card key. | | [] Unlocked door with B2F card key. | | [] Defeated Leech Man. | | [] Got item from policeman on roof. | | [] Used chain key. | | [] Obtained map. | | [] Obtained "Male Nurse's Diary." | | [] Obtained "Repair Work Memo." | | [] Obtained "Setting Manual." | | [] Obtained "Piece of Memo." | | [] Got "Chemical Code Message." | | [] Obtained "Researcher's Diary." | | [] Got "Investigation Request." | | [] Obtained "Card Memo." | | [] Obtained "Security Guard Guide." | +-----------------------------------------------------------------------------+ ...and now...let's go! _Opening Cutscene_ ======================= Room 301 ======================= Run between the beds on the right side of the room and check against the wall to find a nurse call button. Press it to complete an Event Checklist point, even though nothing happens. Leave. _Semi-Cutscene_ That was Doctor Hursh. Hmph. How hospitable he was (HA! I made a funny!) Leave. ======================= 3F passage ======================= There's an elevator here, but it doesn't work. Run to the southeast end of the passage and grab the GREEN HERB off the stand. Open the door. ======================= Room 302 ======================= Here you can find the MALE NURSE'S DIARY file. It takes up an item spot, but all you have to do is pick it up to file it. So take that, then pick up the CRUTCH and drop the MALE NURSE'S DIARY by replacing it. If you're playing as David, you could take the STICK and combine it with a BUTCHER KNIFE located in Room 202 (2F), but it's not really worth it in my opinion. Equip the CRUTCH, then open the locker here. Take the HANDGUN to trigger a _Semi-Cutscene_ What is that? It's Leech Man. Make your way out of the room, whilst whacking him with the CRUTCH if you need to. ======================= 3F passage ======================= NOTE: Are you in BLEED status? If so, you should stand still until you return to a normal condition. Leech Man smells your blood, and will track you down three times as fast until you stop bleeding, or die. NOTE ABOUT LEECH MAN: Leech Man cannot open doors, but he can travel very quickly through the air ducts. When you stay in just about any room just a little too long and hear the vent cover hitting the ground, it's time to hurry up! Now go back toward the elevator at the north end of the passage and open the door across from it. NOTE: There's a SCRUB BRUSH here, but the CRUTCH is much stronger, so I would just use the CRUTCH. ======================= Nurses' center ======================= Check that sparkle across from the door for the SKETCH OF THE HOSPITAL. NOTE: If you're playing as George, you don't need to. He works here, and already knows his way around. Check the sparkle back toward the door on the desk for the REPAIR WORK MEMO. It says that B2F is for Authorized Personnel only. Now run to the middle of the room to trigger a _Cutscene_ Well, he died to turn on the power here. How nice. We all salute you, doctor. If you are playing in Normal mode, the nurse zombie that was sleeping will now awaken. Climb onto and over (what looks like a dishwasher) and go to the end. There's a FIRST AID SPRAY here. Now check that machine (still on this side of the dishwasher) on the west wall. Your character should open a drawer, revealing 2 BLOOD PACKs. NOTE: Be sure you take at least one BLOOD PACK! In the event the Leech Man arrives and is tearing up you and your buddies, select the PLACE command after selecting the BLOOD PACK in your inventory to drop one. Leech Man will immediately forget whatever he was doing and run over to get the blood. This doesn't last forever, though, so don't waste your Leech Man-free time. NOTE: Also, try not to use them unless in an emergency, they are limited. Now leave the way you came in. ======================= 3F passage ======================= Call the elevator, then ride it down to 1F. ======================= Doctors' station ======================= NOTE: Resident Evil 3 Fans... The PIECE OF MEMO file can be found on the central desk, here. Kill the one or two doctors here, then take the sparkle on the big desk. It's an ANITVIRUS (L). Then check the locker in the back for HANDGUN ROUNDS. Now take the BLUE HERB by the door if you need it and open the door. NOTE: Good job! Now that you took those HANDGUN ROUNDS, Carlos won't be able to get them in RE3. Now he will probably die at the hands of Nemesis. ======================= Office ======================= Take the PART OF MEMO file on the desk closeby. It tells us: Cabinet B-6 Chemical code number +WXYZ WXYZ being a modifier for either 2345, 4105, or 7001. This will be important later. There is ONE ANNOYING LEECH crawling around the floor here. However, the table makes him hard to see. If you get him on you, run to the part of the room where you can see the floor, then press X repeatedly until he falls off. When that happens, bash him to death with whatever you have. ANYWAY, there's a SCRUB BRUSH by the other door here and a FIRST AID SPRAY on the top of the shelf. Open the door here. ======================= Hall ======================= About the only thing you can do here now is pick up the GREEN HERB. Leave the way you can come in. All the other doors are locked, or there is a shutter blocking them. ======================= Office ======================= You can check the right side of the drawers on the north side of the wall for RECOVERY MEDICINE, but you'll have to be Alyssa to unlock the left one. Here's the relative portion of the lockpicking table: +----------------------+-------------------------------+------+------+--------+ | Level | Location | Mode | Pick | Reward | +----------------------+-------------------------------+------+------+--------+ | The Hive | Office Drawer | E | W | 01 | | The Hive | Office Drawer | N | W | 12 | | The Hive | Office Drawer | H | I | 11 | | The Hive | Office Drawer | V | I | 11 | +----------------------+-------------------------------+------+------+--------+ +------------------------+----+ | ANTI VIRUS | 01 | | RECOVERY MEDICINE | 11 | | RECOVERY MEDICINE (L) | 12 | +------------------------+----+ Now, back to the Doctors' station. ======================= Doctors' station ======================= Now, take the elevator to B1F. NOTE: I can tell you that to get rid of Mr. Leech Man, we need to get to the Fixed temperature Lab on B2F. However, as we learned from the Repair work memo, it allows Authorized Personnel Only. The PART OF MEMO we got will help us determine the code that will allow the elevator to travel to B2F. Because I know you'd rather kill Leech Man quickly than find all the files you would have to if you weren't reading a walkthrough, I will tell you what the code is. The Elevator control room is on B1F, so let's go there. ======================= B1F passage ======================= Watch for the Leeches. Open the door about halfway down the hall. ======================= Elevator control room ======================= Here, you can find a BLUE HERB, FIRST AID SPRAY, and the SETTING MANUAL file. The file is located beside the main computer monitor. It tells you what I already told you about the 4 digit passcode. NOTE: If Leech Man shows up during your visit in this room, go ahead and use that BLOOD PACK you were holding. First, clear off the Leeches on the keyboard by hitting them with something or using a BLOOD PACK if Leech Man is around, then check the computer to input a 4-digit code. NOTE: Here's how to find out what code you need to use. The PART OF MEMO says "Red chemical code +WXYZ". The file containing the red chemical code will be found later, but it is 1210. Add WXYZ (2345, 4105, or 7001) to 1210 to get the solution. The possible solutions are: 3555, 5315, and 8211. Type in whichever one is correct (or try all of them if you're not sure) and one of them will allow the elevator to go to B2F. While you're here, type in the code 0930 to give you access to the Rooftop. Leave before Leech Man eats you alive, or sucks your blood, or whatever. ======================= B1F passage ======================= If you want a SCRUB BRUSH, BLUE HERB, and/or a FIRST AID SPRAY, open the door at the end of the hall toward the elevator. NOTE: You'll also notice that at the other end of the hall, there is a door locked with a card key reader. Hop in the elevator and take it to the Rooftop for a moment. ======================= Rooftop ======================= Not much up here, and there are NO air ducts, and thus, no Leech Man. It's OK though, I have a feeling he won't be around much longer anyway... Pick up the HANDGUN ROUNDS on the barrel here. If you're playing as Kevin or Cindy, talk to the police officer on the roof here for an SUBMACHINE GUN! Holy crap! It takes HANDGUN ROUNDS, so ammo isn't too hard to find. He also drops some HANDGUN ROUNDS for you. However, if you're not Kevin or Cindy, you're stuck with whatcha got now. You can also find a RED HERB and GREEN HERB at the southwest end corner of the helipad. Hop back in the elevator. It's time for Leech Man to meet his maker...or demise...or maybe we'll just KILL HIM! Take it to B2F. ======================= B2F passage ======================= Open the door at the end of the passage closest to you. ======================= Laboratory ======================= There are two of those files that you have to have in your inventory for a second here. There's the RESEARCHER'S DIARY on the table across from the door, and the INVESTIGATION REQUEST which is sparkling on the table. Open the blood pack holder thingy by the other door in this room and you MUST take one if you don't have one with you right now. Open the door just beside the blood chiller. ======================= Fixed temperature laboratory ======================= There's a HEMOSTAT (which stops bleeding) beside the controls here. Open the door to the containment area. Now, hang around in here until Leech Man drops in (ha, how original). Place a BLOOD PACK in this area, then run back out. Press down on your right analog stick to tell everyone to come out of there (if they're in there), then once they're out, check the controls and set them to "High". _Cutscene_ Praise the almighty pig! Leech Man will no longer bother us! There's a card on the ground, but it's too hot to touch, so set the temperature back to low, then go in and pick it up. It's CARD KEY LEVEL 2, for use on B2F. NOTE: To check the identity of Leech Man, examine his face. NOTE ABOUT LEECH MAN 2: If you let one of your partners die, you will re-live the Leech Man experience, except permanently. Also, if one of your partners dies before Leech Man is killed, you will have 2 Leech Mans (men?) to worry about. NOTE ABOUT DOCTOR'S CLOTHES: Wow. I need some clothes that can resist stains even when bloodsucking leeches cover nearly all my body. Leave. ======================= Laboratory ======================= No BLOOD PACKs for you! Exit to the B2F passage and watch out for the Leeches. ======================= B2F passage ======================= NOTE: Wait, if the doctor was the Leech Man, and a Leech Man killed the doctor, shouldn't there be another one? Run to the other end of the hall and take the CARD MEMO file beside it. It says Doctor Scott Jones manages the card keys. Well, considering we got the card key from a doctor, I'd have to deduct that the Leech Man was Doctor Scott Jones! However, Doctor Jones doesn't make a significant appearance in the game. Open the door after unlocking it with your brand spankin' new CARD KEY LEVEL 2. NOTE: You no longer need this key. ======================= Underpass entrance ======================= Inside this room, you can find a GREEN HERB, FIRST AID SPRAY, and some HANDGUN ROUNDS. You can also find a boat, which could be used as an escape vessel if it wasn't chained up. Pretend that you DON'T have guns which can EASILY get through a padlock and leave. We must find the key. ======================= B2F passage ======================= Go to the elevator. Ride it to 2F, even though our destination is 1F. ======================= 2F passage ======================= Open the door labeled "Nurse Station" to enter the... ======================= Nurses' station ======================= Here, you can find a HANDGUN, HANDGUN ROUNDS, and the CHEMICAL CODE MESSAGE. However, to get it, you must check the lighted cabinet by the door, which causes Leeches to pop out and inflict BLEED status upon you! It's OK, it's an Event Checklist point! NOTE: The CHEMICAL CODE MESSAGE is that file that we skipped finding to expedite our killing of Leech Man. The Carmine code (evidently red) is the one I gave you to add to the modifier. As you can see, if Leech Man were still alive, you would be in BLEED status, and thus, screwed. NOTE: There are 3 BLOOD PACKs in the back, but you don't need them unless Leeches bother you that much. They attract Leeches, too, ya' know. Leave. ======================= 2F passage ======================= If you go past the bodies here, you can find a FIRST AID SPRAY by the vending machines. Run to the end of the hall to find a zombie, a BLUE HERB and GREEN HERB as well. NOTE: You can open the door here to enter Room 202, where you can find another Nurse call button, a BUTCHER KNIFE, GREEN HERB, CRUTCH, and some HANDGUN ROUNDS (inside drawer between beds). Nothing vital, but extra stuff. Now, check the stairs to realize that one of the shutters is up. Go down the stairs here to the first floor. ======================= 1F passage ======================= In Normal mode, you can search beside the stairs for an IRON PIPE. There's a shutter switch here, but it has no juice. Let's hook it up. Open the door marked "night reception Staff room" just beside the shutter. ======================= Night reception ======================= Here, Mark and only Mark can find the SECURITY GUARD GUIDE on the cart. It's an Event Checklist point, so if you're not playing as Mark, you'll have to eventually. You can also find a BURST HANDGUN by the flames and some HANDGUN ROUNDS (Easy only) on the desk by the door. Continue to the other end of the desk to find a switch to give power to the shutter switches. Press it, then exit the room. NOTE: The BURST HANDGUN fires 3 rounds at a time and is quite powerful. Be careful, though, it won't work without ammo. ======================= 1F passage ======================= Now, press the switch to open the shutter and open the door behind it. ======================= Hall ======================= Remember this? Check the shutter at the south side of the room and open it. Go through the door. ======================= Central waiting room ======================= Here, you will encounter one of the few Cerberus (zombie dogs) in this game. He's quite easy to kill. Shoot him 'til he falls, then stomp him. Just like a zombie. Take the GREEN HERB on the desk if you want. Oh, and by the way, ignore the zombie behind the shutter. He can't get to us and we can't get to him. I will name him Jasper. There is another GREEN HERB to the right of the doors you used to come in here. Open the only other open-able door here, located to Jasper's left. ======================= Examination room ======================= There is a BLUE HERB, and a FIRST AID SPRAY available in this room, but most importantly, there is CARD KEY LEVEL 1 located on the desk with that zombie nurse lady thing person. Take it and run, though, she wakes up after a little bit. Open the door at the back of the room to enter the Treatment room. ======================= Treatment room ======================= Here a HEMOSTAT is available, as well as a Typewriter. There isn't much else in here, unless you're playing as George. When playing as George, you can find 4, count 'em, 4 RECOVERY MEDICINE BASEs. They can be used to create RECOVERY MEDICINE. So if you're George, go ahead and make those. If not, or you already have, leave. ======================= Examination room ======================= Leave, except this time, open the door at the northwest corner of the room. ======================= Locker room ======================= Here, you can find lockers. Suprise! Anyway, from the right, the lockers contain: RED HERB, Nothing, HANDGUN ROUNDS, Locked. Alyssa can unlock it. Here's the chart: +----------------------+-------------------------------+------+------+--------+ | Level | Location | Mode | Pick | Reward | +----------------------+-------------------------------+------+------+--------+ | The Hive | Locker Room Locker | E | P | 09 | | The Hive | Locker Room Locker | N | P | 10 | | The Hive | Locker Room Locker | H | P | 04 | | The Hive | Locker Room Locker | V | S | 10 | +-----------------------------------------------------------------------------+ +------------------------+----+ | BUTCHER KNIFE | 04 | | HANDGUN | 09 | | HANDGUN MAGAZINE | 10 | +------------------------+----+ Now exit using the door you didn't use to come in. ======================= 1F passage ======================= Voila! We're back here again. Climb the stairs... ======================= 2F passage ======================= Hop in the elevator and go to B1F to try out your new card. ======================= B1F passage ======================= Run to the far end of the passage to find a zombie that breaks through a fence and a card reader. Use your CARD KEY LEVEL 1 on the reader and enter. NOTE: You no longer need this key. ======================= B1F south passage ======================= Run down the hall. Pick up that RED HERB if you want, then continue around to find a zombie and an IRON PIPE. Kill it if you want, then continue to the door at the end. ======================= Waste liquid disposal room ======================= Go to your character's left to find 2 GREEN HERBs by the shutter, then go down the stairs. Kill the Leech in the water if you have extra ammo. If you don't, do your best to avoid it. Hop in and wade to the other side. Then hop out and you'll see a sparkle by a suspicious-looking person sleeping face down. Hmm. Run and grab the sparkle (PADLOCK KEY), then turn around and stomp that zombie to death...or you could shoot him...or whack him...or ignore him... After you get the PADLOCK KEY, leave the way you came in. ======================= B1F south passage ======================= Find you way back to the B1F passage. ======================= B1F passage ======================= Ride the elevator to B2F. We are gettin' outta here. ======================= B2F passage ======================= Run to the end and open the door with the card reader. ======================= Underpass entrance ======================= Use the PADLOCK KEY on the chain. _Cutscene_ Now load up all your buddies with a lot of firepower. You will probably need it...not that you're going to be fighting a boss or anything...but be sure you have some healing items as well... Hop in the boat. _Cutscene_ Looks like this should be fun. ////////////////////////////////// ********************************** Boss: Giant Leech Weapon of Choice: HANDGUN ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Heh. I guess Leeches are flammable. ANYWAY! Now we have to worry about this guy. He has only three attacks. Ram, Tentacle slap, and Acid spit. Ram is only used when he is close to you. It hurts the most of all his attacks. Tentacle slap is in second place in the damage department. If you are kind of close to him, he will send tentacles out after you. If you find bubbles behind you, move immediately! Acid spit is just an attack he uses if you're somewhat close. He shoots out acid at you, which can poison you if you're unlucky. The strategies to kicking his can are as follows: Shooting the valves on the ceiling. Shooting the pipes in the fenced area. Shooting the gasoline tank located at beginning. Using the shoulder ram/stomp attacks. Taking shots at it with guns. Whacking it with things. The latter two are bad ideas, but I'll list the benefits of each. -----Shooting the valves on the ceiling----- Who knows what they spray, but if you can lure him under one of them and shoot it, they can hurt him about as much as shooting him with a Handgun 3-4 times. -----Shooting the pipes in the fenced area----- If you can lure him to the area that is fenced without walls, you can shoot the pipes along the sides to hurt him about 7 times as much as shooting the valves on the ceiling. -----Shooting the gasoline tank located at the beginning----- Instant death for the Giant Leech. However, you must lure him all the way back to the where the boat was docked... -----Using the shoulder ram/stomp attacks---- Although this should be your last option, the tackle and stomp attacks inflict nearly four times as much damage against this boss than against other things! To use the stomp attack, which hurts almost four times as much as the shoulder ram, you must lure the creature back to the boat's origin. -----Taking shots at it with guns----- On Easy and Normal difficulties, you will probably have a respectable amount of ammo, leaving this as the best option. This will also help keep your suicidal partners alive, as it is quicker than the other solutions. -----Whacking it with things---- Nearly all melee weapons have twice as much power against this boss. However, considering you must be close to the boss to use them (in most cases), the boss will probably have twice as much power crashing down on you. So there are your choices. You must listen for your partners yelling for help, as they will be unable to be seen beneath the water if they are crawling. And that's it! When you see the _Cutscene_ Run toward the boat wreckage to end the scenario. _Closing cutscene_ NOTE: Some guides call this boss the "Queen Leech" or "Leech Queen", but that boss name was already used in the Resident Evil series (ZERO). If you followed this guide to the letter and were playing as Mark, Kevin, or Cindy, you should have completed 95% of the Event Checklist points! It's impossible to get them in one play-through, so good job! Here's the list: +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Used blood pack. | | [] Used nurse call button. | | [] Turned on power to shutter. | | [] Opened 1F shutter. | | [] Opened waiting room shutter. | | [] Had the elevator go to B2F. | | [] Elevator reached the roof. | | [] Bled at the nurse station. | | [] Unlocked door with B1F card key. | | [] Unlocked door with B2F card key. | | [] Defeated Leech Man. | | [] Got item from policeman on roof.* | | [] Used chain key. | | [] Obtained map. | | [] Obtained "Male Nurse's Diary." | | [] Obtained "Repair Work Memo." | | [] Obtained "Setting Manual." | | [] Obtained "Piece of Memo." | | [] Got "Chemical Code Message." | | [] Obtained "Researcher's Diary." | | [] Got "Investigation Request." | | [] Obtained "Card Memo." | | [] Obtained "Security Guard Guide."** | +-----------------------------------------------------------------------------+ * = Must be playing as Kevin or Cindy. ** = Must be playing as Mark. Fun level. Yes. Here's the rank-time chart: +------+--------+---------------+-------------------+ | Rank | Single | Network (HDD) | Network (DVD-ROM) | +------+--------+---------------+-------------------+ | S | -9:59 | -8:59 | -10:59 | | A | -14:59 | -15:59 | -17:59 | | B | -24:59 | -22:59 | -26:59 | | C | -34:59 | -33:59 | -37:59 | | D | -49:59 | -45:59 | -49:59 | | E | GO | REALLY | SLOW | | F | GO | GET | KILLED | +------+--------+---------------+-------------------+ =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 9. Walkthrough - Hellfire =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Hellfire is probably the scariest of the five scenarios in this game. Its maze- like layout and new enemies will leave you frightful... Here your partner call-out chart: +-----------------+--------------+----------------+ | You | L2 + Left | L2 + Up | +-----------------+--------------+----------------+ | Kevin | David | Yoko | | Mark | Alyssa | David | | Jim | Alyssa | David | | George | David | Yoko | | David | Yoko | Alyssa | | Alyssa | Yoko | David | | Yoko | David | Alyssa | | Cindy | Alyssa | Yoko | +-----------------+--------------+----------------+ NOTE: Also, you can use this chart (like in Below Freezing Point) to tell which partner you will get in Single play mode. The partner in the "L2 + Left" column will take the 3F route, while the character in the "L2 + Up" column will take the 1F route (it's OK, you'll understand later). ...and here's your Event Checklist: +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Unlocked safe in Room 101. | | [] Provided emergency power. | | [] Solved Europe map puzzle. | | [] Dropped crate in owner's room. | | [] Destroyed 304/305 wall. | | [] Cleared with Len's tag. | | [] Cleared with Charlie's tag. | | [] Cleared w/ Len and Charlie tags. | | [] Obtained Apple Inn map. | | [] Obtained "Guest Memo 1." | | [] Obtained "Guest Memo 2." | | [] Obtained "Guest Memo 3." | | [] Got "Janitor's Repair Memo." | | [] Got "Janitor's Daily Report." | | [] Obtained "Guard's Notebook." | | [] Obtained "Emergency Manual." | | [] Obtained "Guest List Copy." | | [] Got "Hotel Charge Breakdown." | | [] Defeated Regis Licker. | | [] Opened secret security rm. door. | | [] Used motorized ladder. | | [] Used card key to unlock door. | | [] Used passcode to unlock door. | | [] Used gold relief key. | | [] Used silver relief key. | | [] Rang front lobby bell. | | [] Opened locker with lockpick. | | [] Watched "Call over Radio." | | [] Watched "Regis Licker Appears." | +-----------------------------------------------------------------------------+ ...and now...let's go! -----------------------------a. The Beginning---------------------------------- _Opening Cutscene_ ======================= Apple Inn square ======================= Check the HOTEL GUIDE MAP in front of you. Yes, this hotel consists of only 3 floors, but it will seem like a few more, trust me. NOTE: Because this building is quite hard to navigate, you must learn how to use the map best. Press TRIANGLE to view it, obviously, but then use the Left Analog stick or D-pad to move the crosshairs. Put them over a room to identify the name of the room. So if you become a bit lost in the walkthrough, all you have to do is check what room it says in the walkthrough between the "="s and find your way there. R1 and L1 change floors. A yellow X marks the place of a crawling partner, and a red X marks the place of a dead partner. Check beside the corpse in the northwest corner of the courtyard for a GREEN HERB. Now go through the open doorway, obviously leading to the Boiler room. ======================= Boiler room ======================= If you check on the ground by the firefighter's body, you can find a SHOTGUN. However, it's kind of hard to find. Your partners may get to it first, but you can always take it. If you're playing in Normal mode, it's an IRON PIPE. Sorry. Check the fireman's body to trigger a _Cutscene_ Did they say something about the front lobby? I couldn't hear it, but if you Ad-lib a bit, your character evidently did. Now LEN'S ID TAG and CHARLIE'S ID TAG are available on the firemen's bodies. NOTE ABOUT ID TAGS: These serve no purpose, except if you are able to have them in your inventory when you complete the level, you will complete three Event Checklist points. One or the other will result in completing only one. Although this isn't hard, they do take up item slots. You can have your partners hold them, but unless that partner is Yoko, your chances of them keeping them are quite slim. Even when given to Yoko, they can be dropped. The only sure way is to hold them yourself. Len's body is at the top of the ladder. At this point, you face a big decision. Either climb the ladder and open the door at the top, or return to Apple Inn square, wait for the zombie formerly blocking the door to get up, then enter. After opening up either door, the ladder in the Boiler room will break. You have sealed your fate... NOTE: This walkthrough will first show the 3F route, then the 1F route. Like before, I will give you a keyword that you can use the Ctrl+F feature of your browser to navigate directly to that part of the walkthrough. Type "toenail" in the search box, then click find next. The first one found will be this one, and the next will be the continuing part of your walkthrough. If you chose the 3F way, read below... -----------------------------------b. Via 3F----------------------------------- ======================= Apple Inn Square ======================= Go to your character's left and open the only other door accessible in this hallway. NOTE ABOUT THE FIRE: At most times, your character will simply not get hurt by it. However, it flares up every once in a while, so be careful. ======================= Northwest passage 3 ======================= There's an unpassable fire in front of you, so go to your character's left. You can check around that little bend in the hallway for a BLUE HERB if you need it. WARNING TO VERY HARD PLAYERS: Don't open this door, of you will catch a backdraft, which will, if you're LUCKY, put you in DANGER condition. The unlucky people die. Just skip down past this room... ======================= Room 301 ======================= In here, you can find a zombie by the beds, as well as a RED HERB between them. If you're playing on a harder difficulty, you could combine it with the BLUE HERB from the hall to make an herb mixture that works as an ANTI VIRUS (L). Anyway, there's an IRON PIPE in the bathroom in Easy mode, but not in Normal. Sorry, Charlie. Leave. ======================= Northwest passage 3 ======================= Well, there's nowhere else to go, so climb out the window. Climb down and take the GREEN HERB, then scoot over to the edge. NOTE ABOUT CROWS: If you're not playing on Easy mode, you need to worry about Crows. They can knock you off the edge, leaving you hanging on for dear life, or if you already are hanging, they can hit you again for an instant kill. SPLAT!!! So be sure you have them all shot before you continue. Scoot out onto that ledge. Ignore that headbanging zombie, but understand his pain. He's been left in that room for hours, listening to an 'N Sync CD. He's ain't smart enough to turn it off, so tell him "Bye, bye bye" and keep scootin. This next window around the corner has flames coming out of it which can't kill you, but they can knock you hanging, leaving you very susceptible to Crows, this I promise you (;-)). So, just keep truckin' along, and hurry, because your partner is stupid. Remember, partners are more likely to be hurt while you're in the room. The door at the end is too hot, plus it leads back to the beginning, so climb down the ladder and open the door at the bottom. ======================= Northwest passage 2 ======================= There are a few zombies here, and in the harder difficulties, they keep coming. So, unless you are playing on Easy or Normal, just ignore them. If you go to your character's left, you can find a door that requires a card key. Crap... Go toward the other end. Open the first door you come to on the left. WARNING TO VERY HARD PLAYERS: This door also contains a backdraft. Sorry. ======================= Store room ======================= Here, you can find HANDGUN ROUNDS, a BLUE HERB, 45 AUTO ROUNDS for Kevin, the sparkling JANITOR'S DAILY REPORT file, and a BATTERY that David can combine with an IRON PIPE (not here) to make an ever-cool STUN GUN. Heh. Quagmire says, "Heh. ALRIGHT!" What? Don't worry about that. Alyssa can unlock a locker here. Here's the relevant part of her chart: +----------------------+-------------------------------+------+------+--------+ | Level | Location | Mode | Pick | Reward | +----------------------+-------------------------------+------+------+--------+ | Hellfire | Store Room Locker | E | S | 05 | | Hellfire | Store Room Locker | N | S | 07 | | Hellfire | Store Room Locker | H | W | 07 | | Hellfire | Store Room Locker | V | X | NA | +----------------------+-------------------------------+------+------+--------+ +------------------------+----+ | FIRST AID SPRAY | 05 | | GREEN HERB | 07 | +------------------------+----+ Well, when you're finished, leave. ======================= Northwest passage 2 ======================= Next, run to the door at the west end of the hall. Open it. WARNING TO HARD PLAYERS: Don't open this door or you will suffer the same fate as the Very Hard players who opened the Store room door. Just skip this room. ======================= Room 201 ======================= Check this room for an ANTI VIRUS in the locker, a GREEN HERB between the bed, and a FIRST AID SPRAY in the bathroom. Leave. We have a card key to procure! ======================= Northwest passage 2 ======================= NOTE: The area I'm about to take you to has a special feature. The character that didn't follow you to 3F is below you, and the longer you stay in this next room, the more likely this character is to, well, not make it to see you again. So you should hurry through the "Corridor" as quickly as possible. Now open the door located in the southeast part of the hall. ======================= Corridor ======================= Take the GREEN HERB on your character's left if you're playing Easy. Next, run south down the corridor to the only other accessible door. Open it. ======================= Boiler management office ======================= The boiler needs an office? Hmph. Here, you can find some SHOTGUN ROUNDS between the ladder steps. Normal players can't see it, but those playing Easy can get a GREEN HERB from the desk. Open the only other door here. ======================= Boiler room ======================= Take the sparkly here. It's the SECURITY ROOM CARD KEY. There's also either a GREEN HERB or FIRST AID SPRAY here as well. Leave. ======================= Boiler management office ======================= Now return to the Corridor. ======================= Corridor ======================= Quickly! Run back to the Northwest passage 2. ======================= Northwest passage 2 ======================= The next good idea is to unlock the double doors at the end with your new card key and proceed through. NOTE: You no longer need this key. ======================= Security office ======================= NOTE: Typewriter here. Here, you should find the buddy that was going solo. If you didn't, check your map and hunt down his/her body. If that person doesn't have the GOLD RELIEF KEY, you'll have to follow the other part of the walkthrough to find it. :-/. Sorry. In other news, if your partner is here, you can either take this key from him/her, or just trust them to hold it and follow you (not recommended if he is David). Check inside this room for a LOT of items. You'll find HANDGUN ROUNDS, a FIRST AID SPRAY, SHOTGUN ROUNDS, and the sparkling EMERGENCY MANUAL. This manual talks about the emergency ladder which goes from the Front Lobby 2F to the Front Lobby 1F that runs on emergency power. You have to switch it over, though. The GOLD RELIEF KEY will let us do this. Run to the back of the room and push that bookshelf toward the statue. If you check your map, you can see that these doors lead to the Apple Inn front lobby. The SILVER RELIEF KEY lets us into the room that contains the RED JEWEL, which can be put into the bust on this statue to unlock this door. So now you know what we're doing with everything. Go back out the way you came in. ======================= Northwest passage 2 ======================= Now go to the other end of the hall, but open the door second to the end. ======================= Owner's room ======================= NOTE: There's a typewriter here, if you need one. Check the bookshelf for a RED HERB at the top, then run around that crate and push it through that hole in the floor. Now, jump through the hole onto the crate, then onto the table, and finally to the floor. Check the sparkle for the GUEST LIST COPY file. Search the ground here for a BLUE HERB and a CONCRETE PIECE (David combines with an IRON PIPE for a HAMMER). They're located just next to each other. Open the door down here. ======================= Northwest passage 1 ======================= Watch out! There's a Licker watching you from the ceiling! Check under that bench for a SHOTGUN, then run to your character's right, and through the door at the end. Make sure he doesn't end up "Tearin' Up (Your) Heart". Teehee. NOTE: If you're in need, there's a RED HERB for both difficulties and an extra GREEN HERB for Easy players at the opposite end of the hall. Just watch out for our long-tounged friend. If he catches you, you'll be "Gone". NOTE: Yes, you love the 'N Sync jokes. ======================= Room 101 ======================= Here, you can find a FIRST AID SPRAY between the beds and a BLUE HERB in the bathroom. The guy in there is saying to be quiet, as the Lickers are very sensitive to noises. NOTE ABOUT LICKERS: Lickers look much more impressive in this game than in others, but besides that, THEY ARE BLIND. They have no eyes. They rely completely on sounds to find their prey. Thus, if you stand still, you are less likely to be found. It attacks with its unnecessarily long tongue can cause some serious damage. Be careful. Now, take the HOTEL CHARGE BREAKDOWN file on the bed. This will help tell you how to unlock the safe in this room, which contains the SILVER RELIEF KEY. To solve the puzzle, first check the file you just obtained. It willl contain one of the following names: A. Evans, A. Lowell, T. Whitman, or J. Wilson. Check the corresponding name on the GUEST LIST COPY FILE for 3 letters. This is the combination of the locker in this room. Not too hard, eh? +--------------+-------------+---------------+--------------+ | Andrew Evans | Anna Lowell | Joseph Wilson | Toby Whitman | +--------------+-------------+---------------+--------------+ | JIA | BAE | DCH | GGF | +--------------+-------------+---------------+--------------+ There's your possible combos. Now type them into the locker and open it to retrieve the SILVER RELIEF KEY. Leave. ======================= Northwest passage 1 ======================= Avoid the Licker (if you didn't shoot him until he went, and I quote, "WAHHHAHHEOEOEO!") and go toward the other end of the hall. First, unlock the door just after the Owner's room door with the SILVER RELIEF KEY, then without proceeding through, continue to the next door and unlock it with the GOLD RELIEF KEY. You can go through this one. NOTE: You no longer need the GOLD RELIEF KEY, but you do need the other one. ======================= Power supply room ======================= Here, you can find a BATTERY, FIRST AID SPRAY/GREEN HERB, and some SHOTGUN ROUNDS. And now, the power restoration puzzle solutions...sigh... Check that panel for a "Lights Out!" game, that isn't quite as fun. Maybe some time there will be a Duck Hunt Resident Evil puzzle... Alright. Here's how it works, in case you've never played the game. When you press a button, it lights up, and so does each button touching it (not diagonally). However, if one of the lights is already lit, it is then turned off. Sound complicated? Not really. Who's going to help you? "It's Gonna Be Me". [Alright, that's the last 'N Sync joke.] The idea is to turn all lights on, and you do have somewhat of a time limit, although nothing happens if you screw up, except you have to try again. Unlit buttons are represented by "O" and lit ones are represented by "X". ---------------------------------Easy Puzzles---------------------------------- Well, there's only one. -----Puzzle 1----- ________Begin_________ /// /// +--------------------+ | O O O O | | | | O O O O | | | | O O O O | | | | O O O O | +--------------------+ All buttons are unlit. ________Step 1________ /// /// +--------------------+ | O O O O | | | | O O O O | | | | O X O O | | | | X 1 X O | +--------------------+ Press the second button in the fourth row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | O O O O | | | | O O O X | | | | O X X 2 | | | | X X X X | +--------------------+ Press the fourth button in the third row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | O X 3 X | | | | O O X X | | | | O X X X | | | | X X X X | +--------------------+ Press the third button in the first row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X X X | | | | 4 X X X | | | | X X X X | | | | X X X X | +--------------------+ Press the first button in the second row, as indicated by the 4 to complete the puzzle. --------------------------------Normal Puzzles--------------------------------- There are two possibilities. -----Puzzle 1----- ________Begin_________ /// /// +--------------------+ | O X X O | | | | X O O X | | | | X O O X | | | | O X X O | +--------------------+ A lit buttons form a square without the corner buttons. ________Step 1________ /// /// +--------------------+ | 1 O X O | | | | O O O X | | | | X O O X | | | | O X X O | +--------------------+ Press the first button in the first row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X O O 2 | | | | O O O O | | | | X O O X | | | | O X X O | +--------------------+ Press the fourth button in the first row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X O O X | | | | O O O O | | | | O O O X | | | | 3 O X O | +--------------------+ Press the first button in the fourth row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X O O X | | | | O O O O | | | | O O O O | | | | X O O 4 | +--------------------+ Press the fourth button in the fourth row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | X X O X | | | | X 5 X O | | | | O X O O | | | | X O O X | +--------------------+ Press the second button in the second row, as indicated by the 5. ________Step 6________ /// /// +--------------------+ | X X O X | | | | X X O O | | | | O O 6 X | | | | X O X X | +--------------------+ Press the third button in the third row, as indicated by the 6. ________Step 7________ /// /// +--------------------+ | X X O X | | | | X O O O | | | | X 7 O X | | | | X X X X | +--------------------+ Press the second button in the third row, as indicated by the 7. ________Step 8________ /// /// +--------------------+ | X X X X | | | | X X 8 X | | | | X X X X | | | | X X X X | +--------------------+ Press the second button in the second row again as indicated by the 8 to activate the ladder. -----Puzzle 2----- ________Begin_________ /// /// +--------------------+ | X O O X | | | | O O O O | | | | O O O O | | | | X O O X | +--------------------+ A button in each corner is lit. ________Step 1________ /// /// +--------------------+ | X X O X | | | | X 1 X O | | | | O X O O | | | | X O O X | +--------------------+ Press the second button in the second row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X X O X | | | | X X O O | | | | O O 2 X | | | | X O X X | +--------------------+ Press the third button in the third row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X X O X | | | | X O O O | | | | X 3 O X | | | | X X X X | +--------------------+ Press the second button in the third row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X X X | | | | X X 4 X | | | | X X X X | | | | X X X X | +--------------------+ Press the second button in the second row again as indicated by the 4 to activate the ladder. ---------------------------------Hard Puzzles---------------------------------- -----Puzzle 1----- ________Begin_________ /// /// +--------------------+ | X X X X | | | | O O O O | | | | O O O O | | | | X X X X | +--------------------+ The top and bottom four buttons are lit and the rest are not. ________Step 1________ /// /// +--------------------+ | X O 1 O | | | | O O X O | | | | O O O O | | | | X X X X | +--------------------+ Press the third button in the first row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X O O O | | | | O O X O | | | | O X O O | | | | O 2 O X | +--------------------+ Press the second button in the fourth row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X O O O | | | | O O O O | | | | O O 3 X | | | | O O X X | +--------------------+ Press the third button in the third row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X O O | | | | X 4 X O | | | | O X X X | | | | O O X X | +--------------------+ Press the second button in the second row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | X X X 5 | | | | X X X X | | | | O X X X | | | | O O X X | +--------------------+ Press the fourth button in the first row, as indicated by the 5. ________Step 6________ /// /// +--------------------+ | X X X X | | | | X X X X | | | | X X X X | | | | 6 X X X | +--------------------+ Press the first button in the fourth row, as indicated by the 6, and you win! -----Puzzle 2----- ________Begin_________ /// /// +--------------------+ | X O O O | | | | O O X O | | | | O X O O | | | | O O O X | +--------------------+ <-+ | Well, this is kinda hard to describe. Look at the picture -+ ________Step 1________ /// /// +--------------------+ | X X O O | | | | X 1 O O | | | | O O O O | | | | O O O X | +--------------------+ Press the second button in the second row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X X O O | | | | X X X O | | | | O X 2 X | | | | O O X X | +--------------------+ Press the third button in the third row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X X X 3 | | | | X X X X | | | | O X X X | | | | O O X X | +--------------------+ Press the fourth button in the first row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X X X | | | | X X X X | | | | X X X X | | | | 4 X X X | +--------------------+ Press the fourth button in the first row, as indicated by the 4 to complete this puzzle. -------------------------------Very Hard Puzzles------------------------------- -----Puzzle 1----- ________Begin_________ /// /// +--------------------+ | O X X O | | | | X X X X | | | | X X X X | | | | O X X O | +--------------------+ All buttons are lit except for the four corners. ________Step 1________ /// /// +--------------------+ | O O X O | | | | O 1 O X | | | | X O X X | | | | O X X O | +--------------------+ Press the second button in the second row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | O O X O | | | | O O X X | | | | X X 2 O | | | | O X O O | +--------------------+ Press the third button in the third row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | O O O O | | | | O X 3 O | | | | X X X O | | | | O X O O | +--------------------+ Press the third button in the second row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | O O O O | | | | O O O O | | | | O 4 O O | | | | O O O O | +--------------------+ Press the third button in the second row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | O O O O | | | | O O O O | | | | O X O O | | | | X 5 X O | +--------------------+ Press the second button in the fourth row, as indicated by the 5. ________Step 6________ /// /// +--------------------+ | O O O O | | | | O O O X | | | | O X X 6 | | | | X X X X | +--------------------+ Press the fourth button in the third row, as indicated by the 6. ________Step 7________ /// /// +--------------------+ | O X 7 X | | | | O O X X | | | | O X X X | | | | X X X X | +--------------------+ Press the third button in the first row, as indicated by the 7. ________Step 8________ /// /// +--------------------+ | X X X X | | | | 8 X X X | | | | X X X X | | | | X X X X | +--------------------+ Press the first button in the second row, as indicated by the 8 to complete the puzzle. -----Puzzle 2----- ________Begin_________ /// /// +--------------------+ | X X X X | | | | X O O X | | | | X O O X | | | | X X X X | +--------------------+ All the side and corner buttons are lit with the middle ones unlit. ________Step 1________ /// /// +--------------------+ | 1 O X X | | | | O O O X | | | | X O O X | | | | X X X X | +--------------------+ Press the first button in the first row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | O O X X | | | | O O O X | | | | O O O X | | | | 2 O X X | +--------------------+ Press the first button in the fourth row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | O O X X | | | | O O O X | | | | O O O O | | | | O O O 3 | +--------------------+ Press the fourth button in the fourth row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | O O O 4 | | | | O O O O | | | | O O O O | | | | O O O O | +--------------------+ Press the fourth button in the first row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | O O O O | | | | O O O O | | | | O X O O | | | | X 5 X O | +--------------------+ Press the second button in the fourth row, as indicated by the 5. ________Step 6________ /// /// +--------------------+ | O O O O | | | | O O O X | | | | O X X 6 | | | | X X X X | +--------------------+ Press the fourth button in the third row, as indicated by the 6. ________Step 7________ /// /// +--------------------+ | O X 7 X | | | | O O X X | | | | O X X X | | | | X X X X | +--------------------+ Press the third button in the first row, as indicated by the 7. ________Step 8________ /// /// +--------------------+ | X X X X | | | | 8 X X X | | | | X X X X | | | | X X X X | +--------------------+ Press the first button in the second row, as indicated by the 8 to complete the puzzle. PPPPHHHHEEEEEWWWWW!!! That's a lot of puzzlin', but now we can escape, at least after we get the RED JEWEL. Leave. ======================= Northwest passage 1 ======================= Now go through that door that we unlocked with the SILVER RELIEF KEY. ======================= Corridor ======================= There's a CONCRETE PIECE on the ground by the boarded walkway. Most of these rooms are unnecessary, so I'll list the rooms by name and what they have in them. If you want whatever is there, feel free to stop and pick it up. Room 102: GUEST MEMO 1 file. Bathroom (pick* or shoulder-butt open): ACID ROUNDS/SHOTGUN ROUNDS. Room 103: HANDGUN ROUNDS. Bathroom: GREEN HERB. Room 104: Zombie, GREEN HERB, HANDGUN ROUNDS, GUEST MEMO 2. Bathroom: IRON PIPE. Lounge stairs: SHOTGUN ROUNDS (head west, under the fallen air duct). Northwest passage 1: SHOTGUN (located through double doors under fallen air duct in Lounge stairs), partner may have taken it. After you're finished, return to the Corridor and go up the stairs at the end. .45 AUTO ROUNDS for Kevin are at the top of the first flight of stairs. Keep goin' to 2F. Here, we have the same situation. Room 204: GUEST MEMO 3, IRON PIPE/SHOTGUN. Bathroom: RED HERB. Room 203: Engulfed in flames. Room 202: BUTCHER KNIFE. Bathroom: ANTI VIRUS. AND NOW, continue up the Corridor stairs. * = Here's Alyssa's picking chart: +----------------------+-------------------------------+------+------+--------+ | Level | Location | Mode | Pick | Reward | +----------------------+-------------------------------+------+------+--------+ | Hellfire | Room 102 Bathroom | E | I | 15 | | Hellfire | Room 102 Bathroom | N | I | 15 | | Hellfire | Room 102 Bathroom | H | P | 15 | | Hellfire | Room 102 Bathroom | V | W | 14 | |-----------------------------------------------------------------------------| | Hellfire | Room 202 Bathroom | E | W | 01 | | Hellfire | Room 202 Bathroom | N | W | 01 | | Hellfire | Room 202 Bathroom | H | I | 01 | | Hellfire | Room 202 Bathroom | V | I | 01 | +----------------------+-------------------------------+------+------+--------+ +------------------------+----+ | ANTI VIRUS | 01 | | SHOTGUN ROUNDS | 14 | | ACID ROUNDS | 15 | +------------------------+----+ ======================= Apple Inn square ======================= Watch for the Licker here. Unlock the first door with the SILVER RELIEF KEY, then go through. NOTE: You no longer need this key. ======================= Room 306 ======================= Run to the back of the room, where you'll find the RED JEWEL. We are now ready to complete the level. However, if you would like some items from the rooms up here, here are the items in them: Room 306: RED JEWEL, SHOTGUN ROUNDS. Bathroom: RED HERB/ACID ROUNDS. Room 30#: ANTI VIRUS (L), GRENADE LAUNCHER W/ ACID ROUNDS. Room 30#(2): Zombie, GREEN HERB, SHOTGUN ROUNDS. Linen room: GUARD'S NOTEBOOK, BLUE HERB, JANITOR'S REPAIR MEMO. Alright! So, when you're finished, head back to the Security office. Exit. ======================= Apple Inn square ======================= Down the stairs... ======================= Corridor ======================= Run to the other end (2F) of the hall and open the door. ======================= Security office ======================= Now, put the RED JEWEL in the statue's bust and go through the door that opens. NOTE: This is where the paths converge. As I did for the 1F people with the a different keyword, I will give you a keyword. Use the Ctrl+F function of your browser to take you directly to the next part of the walkthrough. Your word is "bacon". -----------------------------------b. Via 1F----------------------------------- Dang. I should clip my "toenail", but instead, I'll play Resident Evil Outbreak. ======================= Boiler room ======================= If you haven't already, go back through the doorway. ======================= Apple Inn square ======================= Now run over to that door with the corpse blocking it, wait for the corpse to stop blocking it, and open the door. ======================= Corridor ======================= If you go to your character's left (south), you can find a HANDGUN at the end. Go toward the other end of the hall. The first door is locked, so run over those boards placed over the flames, but be careful! If the flames decide to flare up while you're on the boards, you'll get hurt. The next door is also locked, but with a simple lock. You can bust it down or pick it (Alyssa), but for now, it's just a waste of time. Continue down the hall. There are items in these rooms, but we'll get to them later. Continue up the stairs at the end and watch out for the zombie that sometimes wanders around this area. There are some 45 AUTO ROUNDS for Kevin halfway up the stairs. Watch for the zombie, then duck into the first door on the right. ======================= Room 204 ======================= NOTE: Typewriter here. Before I tell you about this puzzle, get the items here. These include the GUEST MEMO 3 file on the desk and a SHOTGUN (Normal)/IRON PIPE (Easy) on the far side of the bed. There's also a RED HERB in the bathroom. And now...the puzzle. Check that strange window panel thingy. It's a map of Europe with some panels lit and others not. Although there's no way to tell without trial-and-error or a good walkthrough (;-)), you need to light them all up to get the key item hidden in this room. Check the window panel and get the No. of each of them. Each of the following rooms has a portrait of a place. If your number is unlit, you need to go to this room and flip the switch. +-----+------+---------+ | No. | Room | Place | +-----+------+---------+ | 1 | 102 | Finland | | 2 | 103 | Germany | | 3 | 104 | England | | 4 | 202 | Spain | +-----+------+---------+ Because I can't tell which switches you need to push, I will list the items in each room in the 1F and 2F Corridor. Collect whatever items you want, but be sure you flip the switches of the places you need to flip. If you're finished, you should hear a chime sound. BE SURE TO USE YOUR MAP TO HELP YOU FIND THE CORRECT ROOMS. IT WILL HELP. Room 102: GUEST MEMO 1 file. Bathroom (pick* or shoulder-butt open): ACID ROUNDS/SHOTGUN ROUNDS. Room 103: HANDGUN ROUNDS. Bathroom: GREEN HERB. Room 104: Zombie, GREEN HERB, HANDGUN ROUNDS, GUEST MEMO 2. Bathroom: IRON PIPE. Room 202: BUTCHER KNIFE. Bathroom: ANTI VIRUS. Room 203: Engulfed in flames. * = Here's Alyssa's picking chart: +----------------------+-------------------------------+------+------+--------+ | Level | Location | Mode | Pick | Reward | +----------------------+-------------------------------+------+------+--------+ | Hellfire | Room 102 Bathroom | E | I | 15 | | Hellfire | Room 102 Bathroom | N | I | 15 | | Hellfire | Room 102 Bathroom | H | P | 15 | | Hellfire | Room 102 Bathroom | V | W | 14 | |-----------------------------------------------------------------------------| | Hellfire | Room 202 Bathroom | E | W | 01 | | Hellfire | Room 202 Bathroom | N | W | 01 | | Hellfire | Room 202 Bathroom | H | I | 01 | | Hellfire | Room 202 Bathroom | V | I | 01 | +----------------------+-------------------------------+------+------+--------+ +------------------------+----+ | ANTI VIRUS | 01 | | SHOTGUN ROUNDS | 14 | | ACID ROUNDS | 15 | +------------------------+----+ After you've finished, head back to Room 204. Check that knight statue in the back of the room for the GOLD RELIEF KEY. Now return to the Corridor. ======================= Corridor ======================= On 2F, run to the northeast corner, then west. There's a gaping hole in the floor, but there's a door right beside it. It requires a passcode. Crap. Open the door at the northeast corner, leading to the Lounge stairs. ======================= Lounge stairs ======================= Head down the stairs to 1F. Down here, you can find one of the few crawling zombies in the game. Ignore him or shoot him. If you check the door here, it is locked with a simple lock. This is the door that I told you would be a waste of time to ram open. If you want, you can, but there's no reason to. Crawl under the fallen airduct. Here, you can find SHOTGUN ROUNDS well-guarded by flames. You must time it pretty well in order to grab them, so be careful. Open the double doors here. ======================= Northwest passage 1 ======================= Here, there's a zombie that's impossible not to get bitten by, if you want the SHOTGUN he's guarding, that is. This sounds like a job for an AI partner!!! After he grabs you or someone else, shoot him, then take the SHOTGUN under his body. Leave. ======================= Lounge stairs ======================= Crawl back under the airduct, then climb the stairs up to 3F and open the door. ======================= Apple Inn square ======================= Why is the 3F Corridor called this? Who knows. A zombie probably followed you through the door you just came through, and there's another just beside you. You can save ammo by blowin' both their heads off in one shot!!! THE EXHILERATION!!! Pant..cough...gasp... Yes, their heads don't actually come off, but anyway, open the door closest to the door you came through. ======================= Linen room ======================= Check the sparkle just in front of you for the GUARD'S NOTEBOOK, which contains the code for the lock on the "Security office" door. Check further back for the JANITOR'S REPAIR MEMO, which tells of a crack in the wall between Rooms 304 and 305. There's also a BLUE HERB here, if you need it. Leave. ======================= Apple Inn square ======================= Now open the door on the other side of the Lounge stairs door. ======================= Room 30# ======================= It's called that because it's a combination of Rooms 304 and 305. In this room, you can find SHOTGUN ROUNDS and a GREEN HERB. Kill the zombie hiding with its head down, then check that crack in the wall. If you have a hobby in wasting ammo, you could shoot it, but the rest of us will un-equip our weapons and shoulder-butt it. So keep slamming your body against it until a hole appears. Crawl through to Room 305. Gasp! In here, you can find a GRENADE LAUNCHER w/ ACID ROUNDS and an ANTI VIRUS (L), which is in the woman's pocket. That's about all there is to do. Leave via the door in this room. ======================= Apple Inn square ======================= Head down the stairs here, the other door is locked. ======================= Corridor ======================= Run over to the passcode device on the other side of the 2F Corridor and enter the code you got from the GUARD'S NOTEBOOK. It's gotta be one of these: 0721, 2287, 5128, or 6354. Enter. ======================= Security office ======================= Here, you will find your lost partner (hopefully) and he/she will have the SILVER RELIEF KEY. If your buddy is not here, use your map to find his/her body. If you're lucky, you will find the key with them. If not, you will have to get it yourself. Use the other part of the walkthrough to help you. If you can trust your character to stay with you, let him/her keep the key. If not, take it. You will need it. You can find several items here, including HANDGUN ROUNDS, a FIRST AID SPRAY, SHOTGUN ROUNDS, and the sparkling EMERGENCY MANUAL. You'll also notice a statue in the back. Hmm. Push the bookshelf here toward it to fully expose the hole. I think a RED JEWEL would look nice in it, so let's go get one! Open the double doors here. ======================= Northwest passage 2 ======================= Run to the other end of the hallway, then open the door, well, that leads to the northwestern-most room on the floor. ======================= Owner's room ======================= NOTE: Typewriter here. There's also a RED HERB on top of the shelf. Your buddy should have already pushed the crate below, so hop down. Here, you can find the GUEST LIST COPY (applicable to people playing via 3F), a BLUE HERB, and a CONCRETE PIECE. Of course, your partner may have already taken any of these, but probably did not. Leave via the door down here. ======================= Northwest passage 1 ======================= Here, you can find another Licker. Hoo boy. There's a SHOTGUN hidden under the bench that an AI partner wouldn't find. Head to your character's left, then unlock the first door you come to with the SILVER RELIEF KEY. Don't go through, but continue to the next door, which should be unlocked with the GOLD RELIEF KEY. Proceed through. NOTE: You no longer need the GOLD RELIEF KEY, but will need the silver one. ANOTHER NOTE: That door you just unlocked with the SILVER RELIEF KEY leads back to the Corridor, 1F, which is the first door you tried to open after entering the building from the square in the middle. ======================= Power supply room ======================= Here, there's a BATTERY (combine with IRON PIPE as David for a STUN GUN), a FIRST AID SPRAY, and some SHOTGUN ROUNDS. Check that panel for a "Lights Out!" game, that isn't quite as fun. The Resident Evil version is, of course, "Lights On!" Alright. Here's how it works, in case you've never played the game. When you press a button, it lights up, and so does each button touching it (not diagonally). However, if one of the lights is already lit, it is then turned off. No biggie, right? The idea is to turn all lights on, and you do have somewhat of a time limit, although nothing happens if you screw up, except you have to try again. Unlit buttons are represented by "O" and lit ones are represented by "X". ---------------------------------Easy Puzzles---------------------------------- Well, there's only one. -----Puzzle 1----- ________Begin_________ /// /// +--------------------+ | O O O O | | | | O O O O | | | | O O O O | | | | O O O O | +--------------------+ All buttons are unlit. ________Step 1________ /// /// +--------------------+ | X 1 X O | | | | O X O O | | | | O O O O | | | | O O O O | +--------------------+ Press the second button in the first row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X X X X | | | | O X X 2 | | | | O O O X | | | | O O O O | +--------------------+ Press the fourth button in the second row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X X X X | | | | O X X X | | | | O O X X | | | | O X 3 X | +--------------------+ Press the third button in the fourth row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X X X | | | | X X X X | | | | 4 X X X | | | | X X X X | +--------------------+ Press the first button in the third row, as indicated by the 4 to complete the puzzle. --------------------------------Normal Puzzles--------------------------------- There are two possibilities. -----Puzzle 1----- ________Begin_________ /// /// +--------------------+ | O X X O | | | | X O O X | | | | X O O X | | | | O X X O | +--------------------+ A lit buttons form a square without the corner buttons. ________Step 1________ /// /// +--------------------+ | 1 O X O | | | | O O O X | | | | X O O X | | | | O X X O | +--------------------+ Press the first button in the first row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X O O 2 | | | | O O O O | | | | X O O X | | | | O X X O | +--------------------+ Press the fourth button in the first row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X O O X | | | | O O O O | | | | O O O X | | | | 3 O X O | +--------------------+ Press the first button in the fourth row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X O O X | | | | O O O O | | | | O O O O | | | | X O O 4 | +--------------------+ Press the fourth button in the fourth row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | X X O X | | | | X 5 X O | | | | O X O O | | | | X O O X | +--------------------+ Press the second button in the second row, as indicated by the 5. ________Step 6________ /// /// +--------------------+ | X X O X | | | | X X O O | | | | O O 6 X | | | | X O X X | +--------------------+ Press the third button in the third row, as indicated by the 6. ________Step 7________ /// /// +--------------------+ | X X O X | | | | X O O O | | | | X 7 O X | | | | X X X X | +--------------------+ Press the second button in the third row, as indicated by the 7. ________Step 8________ /// /// +--------------------+ | X X X X | | | | X X 8 X | | | | X X X X | | | | X X X X | +--------------------+ Press the second button in the second row again as indicated by the 8 to activate the ladder. -----Puzzle 2----- ________Begin_________ /// /// +--------------------+ | X O O X | | | | O O O O | | | | O O O O | | | | X O O X | +--------------------+ A button in each corner is lit. ________Step 1________ /// /// +--------------------+ | X X O X | | | | X 1 X O | | | | O X O O | | | | X O O X | +--------------------+ Press the second button in the second row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X X O X | | | | X X O O | | | | O O 2 X | | | | X O X X | +--------------------+ Press the third button in the third row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X X O X | | | | X O O O | | | | X 3 O X | | | | X X X X | +--------------------+ Press the second button in the third row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X X X | | | | X X 4 X | | | | X X X X | | | | X X X X | +--------------------+ Press the second button in the second row again as indicated by the 4 to activate the ladder. ---------------------------------Hard Puzzles---------------------------------- -----Puzzle 1----- ________Begin_________ /// /// +--------------------+ | X X X X | | | | O O O O | | | | O O O O | | | | X X X X | +--------------------+ The top and bottom four buttons are lit and the rest are not. ________Step 1________ /// /// +--------------------+ | X O 1 O | | | | O O X O | | | | O O O O | | | | X X X X | +--------------------+ Press the third button in the first row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X O O O | | | | O O X O | | | | O X O O | | | | O 2 O X | +--------------------+ Press the second button in the fourth row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X O O O | | | | O O O O | | | | O O 3 X | | | | O O X X | +--------------------+ Press the third button in the third row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X O O | | | | X 4 X O | | | | O X X X | | | | O O X X | +--------------------+ Press the second button in the second row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | X X X 5 | | | | X X X X | | | | O X X X | | | | O O X X | +--------------------+ Press the fourth button in the first row, as indicated by the 5. ________Step 6________ /// /// +--------------------+ | X X X X | | | | X X X X | | | | X X X X | | | | 6 X X X | +--------------------+ Press the first button in the fourth row, as indicated by the 6, and you win! -----Puzzle 2----- ________Begin_________ /// /// +--------------------+ | X O O O | | | | O O X O | | | | O X O O | | | | O O O X | +--------------------+ <-+ | Well, this is kinda hard to describe. Look at the picture -+ ________Step 1________ /// /// +--------------------+ | X X O O | | | | X 1 O O | | | | O O O O | | | | O O O X | +--------------------+ Press the second button in the second row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X X O O | | | | X X X O | | | | O X 2 X | | | | O O X X | +--------------------+ Press the third button in the third row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X X X 3 | | | | X X X X | | | | O X X X | | | | O O X X | +--------------------+ Press the fourth button in the first row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X X X | | | | X X X X | | | | X X X X | | | | 4 X X X | +--------------------+ Press the fourth button in the first row, as indicated by the 4 to complete this puzzle. -------------------------------Very Hard Puzzles------------------------------- -----Puzzle 1----- ________Begin_________ /// /// +--------------------+ | O X X O | | | | X X X X | | | | X X X X | | | | O X X O | +--------------------+ All buttons are lit except for the four corners. ________Step 1________ /// /// +--------------------+ | O O X O | | | | O 1 O X | | | | X O X X | | | | O X X O | +--------------------+ Press the second button in the second row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | O O X O | | | | O O X X | | | | X X 2 O | | | | O X O O | +--------------------+ Press the third button in the third row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | O O O O | | | | O X 3 O | | | | X X X O | | | | O X O O | +--------------------+ Press the third button in the second row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | O O O O | | | | O O O O | | | | O 4 O O | | | | O O O O | +--------------------+ Press the third button in the second row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | O O O O | | | | O O O O | | | | O X O O | | | | X 5 X O | +--------------------+ Press the second button in the fourth row, as indicated by the 5. ________Step 6________ /// /// +--------------------+ | O O O O | | | | O O O X | | | | O X X 6 | | | | X X X X | +--------------------+ Press the fourth button in the third row, as indicated by the 6. ________Step 7________ /// /// +--------------------+ | O X 7 X | | | | O O X X | | | | O X X X | | | | X X X X | +--------------------+ Press the third button in the first row, as indicated by the 7. ________Step 8________ /// /// +--------------------+ | X X X X | | | | 8 X X X | | | | X X X X | | | | X X X X | +--------------------+ Press the first button in the second row, as indicated by the 8 to complete the puzzle. -----Puzzle 2----- ________Begin_________ /// /// +--------------------+ | X X X X | | | | X O O X | | | | X O O X | | | | X X X X | +--------------------+ All the side and corner buttons are lit with the middle ones unlit. ________Step 1________ /// /// +--------------------+ | 1 O X X | | | | O O O X | | | | X O O X | | | | X X X X | +--------------------+ Press the first button in the first row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | O O X X | | | | O O O X | | | | O O O X | | | | 2 O X X | +--------------------+ Press the first button in the fourth row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | O O X X | | | | O O O X | | | | O O O O | | | | O O O 3 | +--------------------+ Press the fourth button in the fourth row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | O O O 4 | | | | O O O O | | | | O O O O | | | | O O O O | +--------------------+ Press the fourth button in the first row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | O O O O | | | | O O O O | | | | O X O O | | | | X 5 X O | +--------------------+ Press the second button in the fourth row, as indicated by the 5. ________Step 6________ /// /// +--------------------+ | O O O O | | | | O O O X | | | | O X X 6 | | | | X X X X | +--------------------+ Press the fourth button in the third row, as indicated by the 6. ________Step 7________ /// /// +--------------------+ | O X 7 X | | | | O O X X | | | | O X X X | | | | X X X X | +--------------------+ Press the third button in the first row, as indicated by the 7. ________Step 8________ /// /// +--------------------+ | X X X X | | | | 8 X X X | | | | X X X X | | | | X X X X | +--------------------+ Press the first button in the second row, as indicated by the 8 to complete the puzzle. Now that that's overwith, leave. ======================= Northwest passage 1 ======================= Now open that door you unlocked with your silver key. ======================= Corridor ======================= Seem familiar? Run to the stairs at the end of the hall (over the boarded walkway). Ascend them to 2F, then to 3F. ======================= Apple Inn square ======================= Unlock the first door up here with the SILVER RELIEF KEY, then proceed through. NOTE: You no longer need this key. ======================= Room 306 ======================= Take the ever-elusive RED JEWEL from the decorative tree in the back. There are also some SHOTGUN ROUNDS on the small table and some ACID ROUNDS on the floor in the bathroom. And now, to the Security office! Leave. ======================= Apple Inn square ======================= Down the stairs. ======================= Corridor ======================= On 2F, run to the other side of the hall and open the door. ======================= Security Office ======================= Put the RED JEWEL in its place in the bust of the statue and proceed through the door. --------------------------d. Path Convergence + Finish------------------------- Man, I want some "bacon", but instead, I'll just play Resident Evil Outbreak. ======================= Apple Inn front lobby ======================= Gosh...it couldn't be this easy...could it? Check the corners and the junctions of the walkways for items such as 2 GREEN HERBs, HANDGUN ROUNDS, and SHOTGUN ROUNDS. When you're finished, bravely lower the ladder and climb down... NOTE: See that red light blinking on the counter? It's a button that sounds a siren if you press it...could be helpful against creatures that are sensitive to sounds... You can find some healing items in the southeast corner of the room, as well as some SHOTGUN ROUNDS on the coffee table and an IRON PIPE in the southwest corner. When you have your partners stocked up ALMOST as if you were about to fight a boss, head north into the passage. _Cutscene_ That would be the Regis Licker (Hey, I don't pick these names!) ////////////////////////////////// ********************************** Boss: Regis Licker Weapon of Choice: GRENADE LAUNCHER, SHOTGUN ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Yell for HELP quickly to avoid getting too hurt by the Regis Licker's opening attack. The GRENADE LAUNCHER works great, but has scarce ammo. The SHOTGUN should have plenty of ammo about now. The trick to this boss is to stay outside his "Tongue Range". The best place to fire from (with AI partners) is from the coffee table with the SHOTGUN ROUNDS. If you don't have AI partners, the best place would be behind the boss, down the hall (there's a FIRST AID SPRAY back there, by the way). The boss really has only two attacks: Super Tongue Whip This is what happens if you are close to him, but not too close. He will whip you multiple times, too quickly for you to react. Again, just stay out of the range of this attack. Suspended Grapple This is what he uses when you get way too close to him. He lifts you up off of your feet and attacks you with his tongue. However, this boss also summons three Lickers to aid in the battle. Crap. Remember that siren? If you press the button to sound it, and are playing in Easy or Normal mode, the Lickers will run away for ten seconds or so. Don't use it in Hard or Very Hard modes, though, as they only cause more problems. All melee attacks will hurt 2-4 times as much against this boss, but you'd have to be crazy or out of ammo to get close to this boss, so just take shots from a distance. This boss isn't one of the harder bosses, as long as you can get the Lickers to stop bothering you. After you beat the boss, you'll see a _Cutscene_ and at this point, if you had one of your partners carrying LEN'S ID TAG and/or CHARLIE'S ID TAG, you should get it/them back. Exit through the front doors, past the Regis Licker's body. If you followed this walkthrough, you probably got most of the Event Checklist Points, but not all of them. Play through the other part of the walkthrough (3F -> 1F, 1F -> 3F) and you should be able to finish it off. Here's the list again: +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Unlocked safe in Room 101. | | [] Provided emergency power. | | [] Solved Europe map puzzle. | | [] Dropped crate in owner's room. | | [] Destroyed 304/305 wall. | | [] Cleared with Len's tag. | | [] Cleared with Charlie's tag. | | [] Cleared w/ Len and Charlie tags. | | [] Obtained Apple Inn map. | | [] Obtained "Guest Memo 1." | | [] Obtained "Guest Memo 2." | | [] Obtained "Guest Memo 3." | | [] Got "Janitor's Repair Memo." | | [] Got "Janitor's Daily Report." | | [] Obtained "Guard's Notebook." | | [] Obtained "Emergency Manual." | | [] Obtained "Guest List Copy." | | [] Got "Hotel Charge Breakdown." | | [] Defeated Regis Licker. | | [] Opened secret security rm. door. | | [] Used motorized ladder. | | [] Used card key to unlock door.* | | [] Used passcode to unlock door.** | | [] Used gold relief key. | | [] Used silver relief key. | | [] Rang front lobby bell. | | [] Opened locker with lockpick.*** | | [] Watched "Call over Radio." | | [] Watched "Regis Licker Appears." | +-----------------------------------------------------------------------------+ * = 3F route only. ** = 1F route only. *** = Alyssa only (duh), in "Store room". Here's the rank-time chart: +------+--------+---------------+-------------------+ | Rank | Single | Network (HDD) | Network (DVD-ROM) | +------+--------+---------------+-------------------+ | S | -8:59 | -8:59 | -10:59 | | A | -24:59 | -16:59 | -19:59 | | B | -43:59 | -34:59 | -41:59 | | C | -69:59 | -51:59 | -62:59 | | D | -94:59 | -74:59 | -89:59 | | E | GO | REALLY | SLOW | | F | GO | GET | KILLED | +------+--------+---------------+-------------------+ =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 10.Walkthrough - Decisions, Decisions =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Pull up a couch and make sure it's a comfy one. This scenario is the longest of the five, but it's also the last, and has quite a few good endings. Here's your partner call-out chart: +-----------------+--------------+----------------+ | You | L2 + Left | L2 + Up | +-----------------+--------------+----------------+ | Kevin | Yoko | David | | Mark | David | Yoko | | Jim | Kevin | Yoko | | George | Kevin | Cindy | | David | Cindy | Yoko | | Alyssa | Yoko | Kevin | | Yoko | Kevin | David | | Cindy | David | Kevin | +-----------------+--------------+----------------+ NOTE: Like in other levels, this chart can be used to tell you which partner will go where. The partner in the "L2 + Left" column will go via B2F and the character in the "L2 + Up" column will go via B4F. If you don't understand it now, you will when you play... ...and here's your Event Checklist: +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Set red jewel in stuffed moose. | | [] Set blue jewel in stuffed moose. | | [] Solved Cuckoo Clock puzzle. | | [] Played piano on 2F (Cindy). | | [] Pulled string, moved statue arm. | | [] Pulled string, zombies came out. | | [] Used V-Poison in incubator. | | [] Used P-Base in incubator. | | [] Used T-Blood in incubator. | | [] Used Daylight on yourself. | | [] Killed Thanatos R with Daylight. | | [] Defeated Thanatos R. | | [] Routed power to emission tower. | | [] Unlocked door with red tag key. | | [] Unlocked water tank area door. | | [] Electocuted Thanatos. | | [] Thanatos came in through window. | | [] Collected every map. | | [] Used glasses on 2nd statue. | | [] Used card key. | | [] Input elevator code. | | [] Unlocked university doors. | | [] Restarted Incubator. | | [] Obtained "Geneology Facts." | | [] Obtained "Blood-Stained Memo." | | [] Got "Reagent Generation Memo." | | [] Obtained "Section of a Diary." | | [] Obtained "Cable Repair Request." | | [] Obtained "Torn Memo." | | [] Obtained "Part of Torn Memo." | | [] Obtained "Orders." | | [] Obtained "Peter's Diary." | | [] Obtained "Number Memo." | | [] Watched "Peter Discovered." | | [] Watched "Hunter (Gamma) Appears." | | [] Watched "UBCS vs Thanatos." | | [] Watched "Greg and Yoko." | | [] Watched "ED: Chopper Zombie." | | [] Watched "ED: George and Cindy." | | [] Watched "ED: Mark and David." | | [] Watched "ED: Kevin and Jim." | | [] Watched "ED: Alyssa and Yoko." | | [] Watched "ED: Regretful Ending." | | [] Watched "ED: Remain Hopeful." | +-----------------------------------------------------------------------------+ ...and now...let's go! -------------------------------a. The Beginning-------------------------------- _Opening Cutscene_ ======================= Temporary shelter ======================= _Cutscene_ ======================= Raccoon University ======================= _Cutscene_ ======================= Entrance hall ======================= Are you ready?! Here we go! NOTE ABOUT YOUR VIRUS METER: This is a long level. Unlike in other levels, you will actually have a use for ANTI VIRUSes. Especially for your first playthrough, be sure you use them as soon as your virus meter starts rising. Oh! And don't forget your buddies! If you check your Status Screen, you can see a little blue circle. As the virus meter begins to rise, that will change from blue, to green, to yellow, and finally to red, which indicates 90% or higher. So now that that has been said, open the door in the southwest corner of the room, leading to the 1F passage elevator. ======================= 1F passage elevator ======================= NOTE: Shouldn't it be "1F elevator passage"? Sigh. Here, you can find a LIGHTER on the desk on the east wall, a RED HERB on the invisible side of the divider halfway through the passage, and the sparkling UNIVERSITY MAP. The lockers beside the computer contain (from left): Nothing, IRON PIPE. The lockers beside the elevator contain (from left): Nothing, simply locked, GREEN HERB. Alyssa can unlock the one with the simple lock. Here's the table: +----------------------+-------------------------------+------+------+--------+ | Level | Location | Mode | Pick | Reward | +----------------------+-------------------------------+------+------+--------+ | Decisions, Decisions | 1F Elevator Passway Locker | E | S | 02 | | Decisions, Decisions | 1F Elevator Passway Locker | N | S | 09 | | Decisions, Decisions | 1F Elevator Passway Locker | H | W | 09 | | Decisions, Decisions | 1F Elevator Passway Locker | V | W | 10 | +----------------------+-------------------------------+------+------+--------+ +------------------------+----+ | ASSAULT RIFLE | 02 | | HANDGUN | 09 | | HANDGUN MAGAZINE | 10 | +------------------------+----+ If you're playing Easy as Alyssa, you should definitely find some joy in there. NOTE: Who keeps an ASSAULT RIFLE in a locker in a friggin' school?! Somebody does! Anyway, the elevator here doesn't work, and your character won't let you type in a code (because you'd miss out on an important part of the story), so we should get it working by finding the pass codes. Leave. ======================= Entrance hall ======================= Well, on a greater scale, we're looking for Peter Jenkins, who has called for George. But, as of now, we have no clue where he is. If you check behind the stairs, you can find a moose head with holes in the eye sockets. RE fans would remember this better as a tiger... For a HANDGUN/FOLDING KNIFE (Easy/Normal) and a FIRST AID SPRAY, check the desk halfway up the stairs. To continue, open the door in the middle of the east wall. ======================= Student affairs office ======================= You'll find PETER'S DIARY sparkling in front of you, but more importantly, a Zombie between you and that desk! Dispose of her properly, then check that sparkle on the north wall for GENEOLOGY FACTS. You can also find a HANDGUN in the drawer located on the eastern half of the south wall. HANDGUN ROUNDS are on the floor toward the southwest corner of the room and an ANTI VIRUS pill is on the desk directly in front of the door you used to enter. Dang. Lots of explaining. Open the door at the other end. ======================= General manager's room ======================= Oh boy! A puzzle! But first, take the BLUE HERB easily visibly after entering the room if you want it. And now, the puzzle. Take the sparkling NUMBER MEMO off the desk. Obviously, the clock must have something to do with the puzzle. Here's how it works: Each page has a big set of numbers, except for the last page, which will give a hint. On Easy, the hint is "Hour: 90 Minute: 81". I know what you're thinking. "WHAT THE @#$& DOES THAT HAVE TO DO WITH HOURS AND MINUTES?" Here's how it works. I'll use the Easy mode puzzle for the example. Hour: 90. Here are copies of the first two pages: 999 000 929 280 939 000 959 650 999 000 To find out the "Hour", look only at the 9's and 0's. 999 000 9 9 0 9 9 000 9 9 0 999 000 This obviously forms a "03". The hour is "03". The minutes work the same way. Minute: 80. 888 000 308 023 888 000 879 560 888 000 comes out to: 888 000 8 0 888 000 8 0 888 000 So, the puzzle solution is: 999 000 888 000 9 9 0 8 0 9 9 000 : 888 000 9 9 0 8 0 999 000 888 000 or 3:25. Here's the solution table. They are always the same, by difficulty: +------------+----------+ | Difficulty | Solution | +------------+----------+ | Easy | 3:25 | | Normal | 10:05 | | Hard | 7:40 | | Very Hard | 2:50 | +------------+----------+ However, the number memo neglects to mention that you must first push the button under the picture in the southwest corner of the room. So do that, then place the lit hands of the clock to their position to solve the Cuckoo Clock puzzle. Take the RED JEWEL from the bird, then leave. ======================= Student affairs office ======================= Exit to the Entrance hall. ======================= Entrance hall ======================= Run behind the stairs and make use of that moose's eye socket with the RED JEWEL, then open the door in the southeast corner of the room. ======================= Waiting room ======================= Not much in this room. There's a GREEN HERB and a zombie. If you're playing in Normal mode, however, you will find the BRASS SPECTACLES on the bronze statue here. Be sure you take them and exit via the other door in this room. ======================= 1F passage A ======================= Run forward and you should see a small cabinet against the left wall. Push it forward. If you can't pick up a FIRST AID SPRAY, get on the other side and push it the other way. Either way, pick it up. Continue around the bend. Hard players will find the BRASS SPECTACLES on this statue. Avoid the zombie, and you will find another cabinet with the same strategy as last time, but this one's reward is an ANTI VIRUS in Normal mode and HANDGUN ROUNDS in Easy. Open the door at the end. ======================= 1F passage B ======================= This passage will important to you in the future if you're playing in Easy or Normal mode... Anyway, pick up the sparkle for the PART OF TORN MEMO file. It tells you the last 3 of the 4 digits used to activate the elevator. NOTE: I wouldn't mess with the sparking wires and the switch, but if you must, make sure no partners are there! We can't activate the elevator without that first digit! We still have to find the moose another eye, too! Continue down the hall and take the GREEN HERB and BLUE HERB if you want them. Open the door. ======================= Entrance hall ======================= Now go up the stairs. Open the door in the southeast corner on this floor. ======================= 2F passage ======================= There's another pushable hutch here, this one packing an IRON PIPE. Continue down the hall to find a couple of zombies. If you already have the BRASS SPECTACLES, you can put them on the statue at the end of the hall. Don't go through yet, though, we don't need this passage yet... There are some HANDGUN ROUNDS in the northeast corner of this passage in Easy mode. NOTE: There's a BLUE HERB here, but unless you're playing as George and can convert this to RECOVERY MEDICINE, you're probably tired of BLUE HERBs. Open the door that isn't in a little alcove, leading to the Drawing room. NOTE FOR CINDY: If you are playing as Cindy, you don't have to go through this part. If you're playing on Easy, you should get the BRASS SPECTACLES, but if not, just skip down to the Art gallery. ======================= Drawing room ======================= If you're playing on Easy mode, take the BRASS SPECTACLES from the bronze statue in this room. There is also a GREEN HERB beside the statue, an ANTI VIRUS pill on the table in the back of the room, and a HANDGUN on the coffee table between the couches. Open the other door in this room. NOTE: Dang! Everyone's got a gun! Raccoon city must have been in Texas or something. ======================= Presidents' room ======================= Not many items here. Just a sparkling HANDGUN MAGAZINE under the table. Check the fireplace. Pull either one of the cords. Both will have the desired effect, but only one will release a zombie. The zombie being released will count toward an Event Checklist point. The cord that releases him is randomly chosen. After pulling, leave. ======================= Drawing room ======================= Exit to the 2F passage. ======================= 2F passage ======================= Now open the door in front of you. ======================= Art gallery ======================= NOTE TO CINDY: To catch up with the rest of us, check the piano to play a familiar tune... Sorry, guys, but Cindy is the only one that can play. The statue lowers or has lowered his hand to allow access to the BLUE JEWEL, the moose's second eye. HANDGUN ROUNDS are located on the ground to the north, against one of the display cases. Leave. ======================= 2F passage ======================= Run back to the door leading to the Entrance hall and open it. ======================= Entrance hall ======================= I hid this from you before, but there are a GREEN HERB and a RED HERB in the southeast corner of the second floor. Descend the stairs. Put the BLUE JEWEL in the moose and a secret doorway appears... ...enter... ======================= Study room ======================= Go down the stairs and to the end. _Cutscene_ OOHMYGOSH! Phew! I thought he was going to turn into a zombie! Check the sparkles on the desk for the REAGENT GENERATION MEMO, the BLOOD-STAINED MEMO, and the TORN MEMO, which reveals the first digit of the elevator code. Pfft. And it was 4 the whole time. What? Of course I knew from the beginning. The game won't let you type it in until you get the file. So get off my back, ALRIGHT?! Check the east side of the room for a RECOVERY MEDICINE (L) and an ANTI VIRUS (L), and the west side for another ANTIVIRUS (L). Remember, you can stack pills of the same type into one item slot. The REAGENT GENERATION MEMO tells about how to make a "reagent", which could potentially cure the T-virus. Sounds like we should get the ingredients! They are the P-BASE, V-POISON, and T-BLOOD. The BLOOD-STAINED MEMO tells about why Peter called George here. He realized "Greg" was plotting against him and wanted to help George survive. For convenience, I will tell you that the "lab" that they speak of is located on the third floor. STOP RUNNING UP AND DOWN THE STAIRS! Holy crap! You'd think Capcom could at least make them non-Lemming-like. Ever play that game? It was pretty cool... Ascend the stairs and exit. ======================= Entrance hall ======================= Open the door in the southwest corner. ======================= 1F passage elevator ======================= Check the computer and type in your passcode. The possible combos are: 4032, 4161, 4927, 4284. Hop in the elevator and go to 3F. NOTE: This next step is somewhat unnecessary, but for your first playthrough, you'll want to know your way around. ======================= 3F Passage elevator ======================= There are some HANDGUN ROUNDS on the table at the end. Open the only door here. ======================= Experiment preparation room ======================= You can find an ANTI VIRUS (L), RECOVERY MEDICINE, RED HERB, and GREEN HERB from plain view, but you have to search the back for another ANTI VIRUS (L). Open the other door here. ======================= Laboratory ======================= The only thing in here is a Typewriter. The reagent incubator is located on the east wall, toward the northeast corner. Got it? Good. Leave the way you came in, the other door is locked. ======================= Experiment preparation room ======================= Back to the elevator. ======================= 3F Passage elevator ======================= NOTE: At this point, you must choose a path, B2F (Water treatment facility) or B4F (Subway tracks and Emission control tower). Although B4F contains enemies that can poison you, I recommend it for your first time. I think it's a lot more fun than the B2F because the Water treatment facility requires a lot of back and forth movements. Because 2 comes before 4 numerically, I'm going to put the B2F walkthrough first, then the B4F walkthrough. To skip to the B4F section, press Ctrl+F on your keyboard and type "pillow". It will take you to the B4F walkthrough. ----------------------------------b. Via B2F----------------------------------- If you aren't there yet, take the elevator to B2F. ======================= B2F Passage elevator ======================= There's a PESTICIDE SPRAY in the northeast corner of the room and a FIRST AID SPRAY on top of the shelf in the middle of the room (climb onto the boxes, first). If George is not you or one of your partners, he will be here, hopeless. He mutters something about how foolish he is for thinking the reagent ingredients were here, then drops a RECOVERY MEDICINE (L) and an ANTI VIRUS (L). Sorry, George, but times are hard. Climb down the ladder... ======================= West waterway ======================= Climb down. The only items here are a FOLDING KNIFE in the water against the gate beside you, and an IRON PIPE in the water against the gate to the west. If you want the crap, take it. Then open the only door here, located to the east. ======================= East waterway ======================= There's a CURVED IRON PIPE in the water against the far gate. Climb the ladder, knock down the zombie there, then take the RED HERB and GREEN HERB he was guarding. Open the door at the end. ======================= Passage A ======================= There's a RED HERB here, but there's a zombie guarding it off-screen. Be careful. I recommend you kill this zombie, as you will be traversing this passage quite frequently. Go north, then open the door at the end. No loading sequence? Why, thank you. Open the first door you come to. ======================= Shed ======================= Here, you can find the sparkling WATER PURIFYING FACILITY MAP, a FIRST AID SPRAY further down on the shelf, and a GRENADE LAUNCHER loaded with BURST ROUNDS just beside the door used to come in. AWRIGHTY! Leave. ======================= Passage A ======================= Continue to the end, where you'll find a zombie that looks like the first one from the original RE. Kill him, then stomp his head in to make sure he's done. Open the door here. ======================= Water works management office ======================= There's a HANDGUN on the floor where you came through, a GREEN HERB in the southwest corner, the CABLE REPAIR REQUEST file on the northeast corner of the desk, and a REAGENT CASE on the desk as well. NOTE ABOUT THIS REAGENT CASE: It isn't sealed. If you put it into the machine with the P-BASE, it will evaporate after half of a minute or so. This isn't enough time for you to get it to the lab on 3F, so ignore this item. The machine here contains the P-BASE, but we need a sealed case to secure it. Also note that the other door here is locked with a red marking. Leave the way you came in. ======================= Passage A ======================= Now run all the way to the other end of the hall and open the door. ======================= Passage B ======================= HANDGUN ROUNDS on the shelf in the middle. Open the other door. ======================= Underground tunnel ======================= Open the other door here, too. ======================= Water purifying facility ======================= Right here, you can find a GREEN HERB by a door, and further down the walkway, some HANDGUN ROUNDS on a box. Open the door with the GREEN HERB. ======================= Restroom ======================= Hmm. Why would you need a GRENADE LAUNCHER in the Restroom? Who cares! There is one! And it's loaded with BURST ROUNDS. There's also a BLUE HERB and FIRST AID SPRAY. NOTE: I recommend you toss this powerful weapon to your buddy. Leave. ======================= Water purifying facility ======================= Run north and take the 45 AUTO ROUNDS if you're Kevin, then continue up and over the bridge and pick up that sparkle on the... _Cutscene_ That's a Hunter Gamma. Out of the water, they aren't much of a threat, but in the water, they can swallow you in one gulp! So stay on dry land! Pick up that sparkle, it's the KEY WITH RED TAG. Lock and load your GRENADE LAUNCHER, then run back to the door you used to get in here initially, blasting any Hunter that gets in your way. ======================= Underground tunnel ======================= Ignore the Hunter that might jump out of the water and exit back to Passage B. ======================= Passage B ======================= Passage A. Now. ======================= Passage A ======================= Open the next door, then continue to the door at the end. ======================= Water works management office ======================= Unlock the door here with the KEY WITH RED TAG, then go through. ======================= Water tank ======================= Hop down, then run to the other side. Watch out for the Hunter(s). After you jump onto the second platform and are out of their reach, you're safe. Check the computer to release the lock on the Water tank. There are some BURST ROUNDS to your right and, as you've noticed, a BLUE HERB near the entrance. Now go back into the office. NOTE ABOUT HUNTERS (GAMMA): If you're playing on a harder difficulty, or just don't have a GRENADE LAUNCHER, you can easily take out a Hunter with one or two handgun shots and a bunch of foot stomps. Simply run a good distance from it, then face it. Just after it jumps or just before it lands, land a shot on it. He should fall down, allowing you to stomp the crap out of him. If he gets up, repeat the shooting phase. ======================= Water works management office ======================= Exit to Passage A. ======================= Passage A ======================= Back to Passage B. ======================= Passage B ======================= To the Underground tunnel. ======================= Underground tunnel ======================= Once again, ignore him and open the other door. ======================= Water purifying facility ======================= At this point it is IMPERATIVE (that means you hafta do it) that you you kill every Hunter in this room. The Hunter is dead when it lies down, then wiggles and goes, and I quote, "AAAAHHAHIIIGIIIIGIGH!". After you've finished, appoach the break in the fence by the stairs and jump up onto the pole hanging here. Shimmy across. If you see a Hunter in the water, IMMEDIATELY TURN BACK. Each and every Hunter in the water will immediately find you, smack you off the pole, and then attempt to swallow you in one gulp. You probably won't make it back in time, but it's worth a try. If you DO find yourself being stuffed in a Hunter's mouth, press X repeatedly until you are out, then swim back to the stairs. Oh, and every time the Hunter gets close, press R1 to duck underwater for a moment. Once you make it across the pole, check between the large pipes for some BURST ROUNDS. Continue across the next pole, then hop down onto the crates and go away from that ladder. Climb onto the ledge and open the door. ======================= Quality assurance testing room ======================= There's an ANTI VIRUS (L) on the desk here, and some BURST ROUNDS on the cart by the other door. Open the other door. ======================= Underground tunnel ======================= There's a Hunter here, as well as a RED HERB and GREEN HERB. Continue... ======================= Water tank ======================= Familiar? It will be. Run around the bend and climb up the broken ladder. In Easy mode, there's a FIRST AID SPRAY here in plain view. Open the door, then take the prophesized SEALED REAGENT CASE. FINALLY! But now we have to go all the way back to that office! Well, my friend, me and my brilliant associates (AI partners) have deducted a shortcut. After exiting the mini-room, you can go to the left side of the screen and jump off into the water below! This would bring you right back to the office! So jump down, then pull yourself out of the water and enter the Water works management office. ======================= Water works management office ======================= Use the SEALED REAGENT CASE on the machine. In return, you will receive the P-BASE (SEALED). We have accomplished our objective. And now, to leave. Exit using the other door. ======================= Passage A ======================= Back to Passage B. ======================= Passage B ======================= ....zzzz...zzz...mumble,mumble...Underground tunnel... ======================= Underground tunnel ======================= OHMYGOSH! ITS A... No, wait, the same boring place. Continue... ======================= Water purifying facility ======================= Slide across the pipes again and this time, climb the ladder. ======================= Back square ======================= _Cutscene_ Looks like you got your work cut out for you. In case you didn't catch it, the sniper hit that thing with a device that was made to inject something (likely a sedative) and retrieve some blood. However, he got away. He has our T-BLOOD, and without it, we cannot make the cure for the virus, and thus, will die. Alrighty. Head to the southeast corner of the square (rectangle?) to find the MAP OF THE ENTIRE UNIVERSITY. Heh. ALRIGHT. Check the sparkle on the UBCS guy's uniform for the ORDERS file. It tells you what I just told you in a different way. NOTE: UBCS stands for Umbrella Biohazard Countermeasure Service. They don't really work for Umbrella, they're just hired hands. However, other than Carlos from RE3, they serve mostly as pincushions for several famous Resident Evil bosses, including Birkin and Nemesis, and now, Thanatos R. There are 2 GREEN HERBs along the north wall, a GREEN HERB and a BLUE HERB against the west wall, and some BURST ROUNDS on the hood of the truck. Here is where my guide differs from most others. Most guides will have you find your other partner before obtaining the T-BLOOD. However, partners are stupid. They will waste ammo, health items, and might even die, losing you hundreds or thousands of points. Oh, and of course you'll feel guilty not having all those items taken out of your hands just before you take them. Most guides would lead you down by the Pier and into the B2F Passage elevator, but instead, grab the sparkling CARD KEY, swipe it at the reader by the door, then proceed through. NOTE: You no longer need this key. NOTE: If you would rather take the Pier route, you can get these items, assuming you don't get swallowed whole by sharks: RED HERB, GREEN HERB, HANDGUN ROUNDS, an IRON PIPE, a FIRST AID SPRAY, and a HANDGUN MAGAZINE. On Easy, you'll find 2 GREEN HERBs where there is only 1 in Normal. ======================= 1F passage B ======================= Hold your breath and open the door leading back to the Entrance hall. ======================= Entrance hall ======================= ////////////////////////////////// ********************************** Boss: Thanatos R Weapon of Choice: NONE! FRIGGIN' RUN! ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ He's invincible, so don't waste ammo! Holy crap! Now we need to get BACK to 1F passage B. The only way we can get the T-BLOOD is to knock him down. Firepower won't work, so we'll have to try some shock therapy... Open the southeasternmost door. ======================= Waiting room ======================= Run to the other door, and try to ignore Thanny bustin' through the Student affairs office wall... ======================= 1F passage A ======================= Run as fast as you can to the other door in the hall. Don't waste time calling your partner, as he/she will be less likely to get hurt if you're not in there. ======================= 1F passage B ======================= Quickly! Before Thanny catches up with you, run to the blinking switch. Highlight the "Yes" command and call your partner to come with you. Thanatos, in his obnoxiousness, should come running around the corner like ducks on pancakes... ... Anyway, when he goes under the wires, shock the #$%@# out of him! The T-BLOOD will fall out onto the floor. Grab it, then high-tail it through the door here to the Entrance hall. ======================= Entrance hall ======================= Hurry! Run to the 1F Passage elevator in the southwest corner! ======================= 1F Passage elevator ======================= Phew. We're safe...for now. Now, we will find our partner, who will have the V-POISON in his/her possession. Take the elevator to B4F. ======================= B4F corridor ======================= There are some items here, but you don't need any of them. The SUBWAY MAP is here, but we aren't going far, so you shouldn't need it. Open the door here. ======================= Access waterway ======================= There are three Spiders here, and by Spiders I mean the kind that are bigger than your mother... ...well, maybe...but they're pretty big! Just ignore them, you'll only have to see them twice. Run down the stairs, hop down, run across the sewerway, hop up, then run down the stairs and into the darkness. ======================= Old subway tracks ======================= Here, you will find your friend, who will be holding the V-POISON. If the partner isn't here, you will need to get it yourself by following the "Via B4F" version of the walkthrough. Sorry. You don't need to keep all three of these items, you can spread them among your friends. They have item slots for a reason, ya' know. NOTE: If you're interested in an ASSAULT RIFLE, run up the stairs and then left onto the train and check toward the back of it. Leave the way you came in. ======================= Access waterway ======================= Make your way back to the B4F corridor. ======================= B4F corridor ======================= Remember those items I told you not to worry about? Among them are an ANTIDOTE and a BLUE HERB or two. So if you're poisoned or your partners are, hand 'em out. Take the elevator to 3F. ======================= 3F Passage elevator ======================= Open the door. ======================= Experiment preparation room ======================= Continue through. ======================= Laboratory ======================= Go to the reagent generator and put in the three ingredients. Soon, we will be free of the T-virus... _Cutscene_ And now, you need to skip to the "Path Convergence + Finish" part of the walkthrough. You know the drill, your keyword this time is "pepperoni". Push Ctrl+F, type it in, and press Find next. ----------------------------------b. Via B4F----------------------------------- Crap. I forgot to go to Wal-mart and get a "pillow". I guess I'll just play Resident Evil Outbreak. If you haven't already, take the elevator to B4F. ======================= B4F corridor ======================= Here, you can find 2 BLUE HERBs, a PESTICIDE SPRAY, and an ANTIDOTE. There's the SUBWAY MAP on the wall near the BLUE HERBs, too. Open the only open-able door here. ======================= Access waterway ======================= Nothin' here but a buncha big spiders, and a few items. Run down the stairs. At the bottom is an IRON PIPE. Hop down into the waterway, then run to the other end. On the ground at the end is a FOLDING KNIFE, and after you climb up, a box of 45 AUTO ROUNDS. Continue to the end. NOTE: Jim puts it best in his Ad-lib, "Shoulda rolled up a newspaper..." ======================= Old subway tracks ======================= Several hundred items here. In the southwest corner, you can find 1 GREEN HERB on Normal and 2 on Easy. There's an easily visible BLUE HERB by the stairs, a RED HERB behind the steel beam between the two main rails, some invisible HANDGUN ROUNDS at the right side of the "Various items placed" under the green blanket, and a LIGHTER/CURVED IRON PIPE (Easy/Normal) located at the left side of the green blanketed items, against the wall. But most importantly of all is the ASSAULT RIFLE on the subway train. To board it, climb the stairs by the entrance and go on from there. It's in the back. After you're done, run north on the left track. ======================= Old subway tunnel ======================= This must be done, as to avoid the poisonous Bees that guard the area. Run across the boards crossing the gap. Ignore the IRON PIPE unless you're desperate and climb into the South car of the subway. ======================= South car ======================= Don't walk toward the camera! Instead, aim your weapon using R1 to find that a zombie is just out of view. Fire until you hear the Thud-thud sound of his lifeless body hitting the floor, then raid this car for a FIRST AID SPRAY and second ASSAULT RIFLE. Open the door to the North car. ======================= North car ======================= Another zombie or two here. These aren't as good hiders, though. After you're finished with that, HANDGUN ROUNDS, an ASSAULT RIFLE MAGAZINE, and a RED HERB are at your disposal. Exit out the front end. ======================= Old subway tunnel ======================= Before the Bees see you, run directly across from your current location to the door there. Open it. NOTE: There's a GREEN HERB at the north end of this tunnel, but it's hardly worth it. ======================= T-shaped passage ======================= You can find a FIRST AID SPRAY in the cart here if you want it. Open the first door on the left. ======================= Underground management office ======================= On the table are an ANTI VIRUS (L) and HANDGUN ROUNDS. There's also the sparkling EMISSION TOWER INTERIOR MAP. NOTE: There is an elevator that leads to the V-POISON (what we're here for) and the exit, but it won't work because there's no power. Trust me. So our next objective is to restore power. That's all there is. Leave. ======================= T-shaped passage ======================= Run away from the camera to east end of the passage. Watch out for the zombies! At the end, you'll find a crawlspace and a locked door. You can pick it if you are playing as Alyssa, or force it down as anyone, but aside from picking, it's easiest to go through the crawlspace. Get crawlin'! ======================= Emission tower inside wall ======================= Bringin' back memories of Hellfire? Maybe? There's a GREEN HERB on Normal and 2 on Easy here. If you're playing on anything other than Easy, you need to take care of the Bees, first. Like before, if you are hit while shimmying, you are then hanging. If you're hit then, you fall for an instant death. Easy players have no bees. At the other end, Normal players have a BLUE HERB, Easy players have that and a RED HERB. After you finish shimmying, crawl through the space into the next room. ======================= Storeroom ======================= Here, you can find an IRON PIPE by the first door and a BLUE HERB in a locker. Another locked door. Crap. Push those lockers to the right to find yet another crawlspace. Go through. ======================= Spare power supply room ======================= There's a LIGHTER on the shelves by the door, if you need it. NOTE: These LIGHTERs and PESTICIDE SPRAYs are nearly everywhere so that David can make FLAME SPRAYs for everyone. They are quite effective against Bees. Holy #$%@. I have to explain another dirty light puzzle. This one is the same as the one from Hellfire, except instead of changing the buttons touching the button you touch, it changes the buttons diagonal to the button you touch. Ugh. The idea is to turn all lights on, and you do have somewhat of a time limit, although nothing happens if you screw up, except you have to try again. Unlit buttons are represented by "O" and lit ones are represented by "X". ---------------------------------Easy Puzzles---------------------------------- Two puzzles for Easy in this level. -----Puzzle 1----- ________Begin_________ /// /// +--------------------+ | X X X X | | | | X O O X | | | | X O O X | | | | X X X X | +--------------------+ All outer buttons are lit. ________Step 1________ /// /// +--------------------+ | X 1 X X | | | | O O X X | | | | X O O X | | | | X X X X | +--------------------+ Press the second button in the first row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X X X X | | | | 2 O X X | | | | X X O X | | | | X X X X | +--------------------+ Press the first button in the second row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X X X X | | | | X O X X | | | | O X X X | | | | X 2 X X | +--------------------+ Press the second button in the fourth row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X X X | | | | X X X X | | | | 4 X X X | | | | X X X X | +--------------------+ Press the first button in the third row, as indicated by the 4 to supply power to the elevator. -----Puzzle 2----- ________Begin_________ /// /// +--------------------+ | O O X X | | | | O O X X | | | | X X O O | | | | X X O O | +--------------------+ Two boxes are formed in the upper-right and lower-left corners. ________Step 1________ /// /// +--------------------+ | O O X X | | | | O O X X | | | | X X X O | | | | X X O 1 | +--------------------+ Press the fourth button in the fourth row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | O O X X | | | | O O X X | | | | X O X X | | | | X X 2 X | +--------------------+ Press the third button in the fourth row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | O X X X | | | | 3 O X X | | | | X X X X | | | | X X X X | +--------------------+ Press the first button in the second row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X X X | | | | X X X X | | | | X X X X | | | | X X X X | +--------------------+ Press the first button in the first row, as indicated by the 4 and you win! --------------------------------Normal Puzzles--------------------------------- Two puzzles for Normal in this level, too. -----Puzzle 1----- ________Begin_________ /// /// +--------------------+ | O X O O | | | | O X O O | | | | O O X O | | | | O O X O | +--------------------+ <--+ | ...it looks like that picture. --+ ________Step 1________ /// /// +--------------------+ | X X X O | | | | O 1 O O | | | | X O O O | | | | O O X O | +--------------------+ Press the second button in the second row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X O X X | | | | O O 2 O | | | | X X O X | | | | O O X O | +--------------------+ Press the third button in the second row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X O X X | | | | O X X X | | | | X X 3 X | | | | O X X X | +--------------------+ Press the third button in the third row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X X X | | | | 4 X X X | | | | X O X X | | | | O X X X | +--------------------+ Press the first button in the second row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | X X X X | | | | X X X X | | | | X X X X | | | | 5 X X X | +--------------------+ Press the first button in the fourth row, as indicated by the 5. -----Puzzle 2----- ________Begin_________ /// /// +--------------------+ | X O O X | | | | O O O O | | | | O O O O | | | | X O O X | +--------------------+ Four corners are lit. ________Step 1________ /// /// +--------------------+ | X X O X | | | | 1 O O O | | | | O X O O | | | | X O O X | +--------------------+ Press the first button in the second row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X X X X | | | | X O O 2 | | | | O X X O | | | | X O O X | +--------------------+ Press the fourth button in the second row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X X X X | | | | X O X X | | | | O X X 3 | | | | X O X X | +--------------------+ Press the fourth button in the third row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X X X | | | | X X X X | | | | 4 X X X | | | | X X X X | +--------------------+ Press the first button in the third row, as indicated by the 4. ---------------------------------Hard Puzzles---------------------------------- -----Puzzle 1----- ________Begin_________ /// /// +--------------------+ | O O X X | | | | O O O O | | | | O O O O | | | | X X O O | +--------------------+ Two buttons are lit in opposite corners. ________Step 1________ /// /// +--------------------+ | X O O X | | | | O 1 O O | | | | X O X O | | | | X X O O | +--------------------+ Press the second button in the second row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X X O X | | | | 2 X O O | | | | X X X O | | | | X X O O | +--------------------+ Press the first button in the second row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X X X X | | | | X X O 3 | | | | X X O O | | | | X X O O | +--------------------+ Press the fourth button in the second row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X X X | | | | X X O X | | | | X X X O | | | | X X O 4 | +--------------------+ Press the fourth button in the fourth row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | X X X X | | | | X X X X | | | | X X X 5 | | | | X X X X | +--------------------+ Press the fourth button in the third row, as indicated by the 5 to complete the puzzle. -----Puzzle 2----- ________Begin_________ /// /// +--------------------+ | O X O O | | | | O X O O | | | | O X X X | | | | O O O O | +--------------------+ Buttons are lit forming an L. ________Step 1________ /// /// +--------------------+ | O X O 1 | | | | O X X O | | | | O X X X | | | | O O O O | +--------------------+ Press the fourth button in the first row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X X X X | | | | O 2 X O | | | | X X O X | | | | O O O O | +--------------------+ Press the second button in the second row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X X X X | | | | O X X X | | | | X X 3 X | | | | O X O X | +--------------------+ Press the third button in the third row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X O X X | | | | 4 X X X | | | | X O X X | | | | O X O X | +--------------------+ Press the first button in the second row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | X O X X | | | | O X O X | | | | X 5 X X | | | | X X X X | +--------------------+ Press the second button in the third row, as indicated by the 5. ________Step 6________ /// /// +--------------------+ | X 6 X X | | | | X X X X | | | | X X X X | | | | X X X X | +--------------------+ Press the second button in the first row, as indicated by the 6, and BOOM! You're done. ------------------------------Very Hard Puzzles-------------------------------- -----Puzzle 1----- NOTE: This is the longest puzzle in the game. Work quickly. ________Begin_________ /// /// +--------------------+ | O O O O | | | | X O O O | | | | O O O X | | | | O O O O | +--------------------+ Two buttons are oddly lit in different areas. ________Step 1________ /// /// +--------------------+ | O O O 1 | | | | X O X O | | | | O O O X | | | | O O O O | +--------------------+ Press the fourth button in the first row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | 2 O O X | | | | X X X O | | | | O O O X | | | | O O O O | +--------------------+ Press the first button in the first row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X O O X | | | | X X X O | | | | O X O X | | | | 3 O O O | +--------------------+ Press the first button in the fourth row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X O O X | | | | X X X O | | | | O X X X | | | | X O O 4 | +--------------------+ Press the fourth button in the fourth row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | X O O X | | | | X X X O | | | | X X O X | | | | X 5 O X | +--------------------+ Press the second button in the fourth row, as indicated by the 5. ________Step 6________ /// /// +--------------------+ | X O X X | | | | X X X 6 | | | | X X X X | | | | X X O X | +--------------------+ Press the fourth button in the second row, as indicated by the 6. ________Step 7________ /// /// +--------------------+ | X X X O | | | | X X 7 X | | | | X O X O | | | | X X O X | +--------------------+ Press the third button in the second row, as indicated by the 7. ________Step 8________ /// /// +--------------------+ | X X X O | | | | X X O X | | | | X X X X | | | | X X 8 X | +--------------------+ Press the third button in the fourth row, as indicated by the 8. ________Step 9________ /// /// +--------------------+ | X X X 9 | | | | X X X X | | | | X X X X | | | | X X X X | +--------------------+ Press the fourth button in the first row, as indicated by the 9. -----Puzzle 2----- ________Begin_________ /// /// +--------------------+ | O O O O | | | | O O O O | | | | O O O O | | | | O O O O | +--------------------+ This was the Easy one in Hellfire. No lights are lit. ________Step 1________ /// /// +--------------------+ | O 1 O O | | | | X O X O | | | | O O O O | | | | O O O O | +--------------------+ Press the second button in the first row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | O X O O | | | | O O O O | | | | O 2 O O | | | | X O X O | +--------------------+ Press the second button in the third row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | O O O X | | | | O O 3 O | | | | O O O X | | | | X O X O | +--------------------+ Press the third button in the second row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | O O O X | | | | O O X O | | | | X O X X | | | | X 4 X O | +--------------------+ Press the second button in the fourth row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | O O O X | | | | O O X O | | | | X O O X | | | | X X X 5 | +--------------------+ Press the fourth button in the fourth row, as indicated by the 5. ________Step 6________ /// /// +--------------------+ | O X O X | | | | 6 O X O | | | | X X O X | | | | X X X X | +--------------------+ Press the first button in the second row, as indicated by the 6. ________Step 7________ /// /// +--------------------+ | 7 X O X | | | | X X X O | | | | X X O X | | | | X X X X | +--------------------+ Press the first button in the first row, as indicated by the 7. ________Step 8________ /// /// +--------------------+ | X X X X | | | | X X X 8 | | | | X X X X | | | | X X X X | +--------------------+ Press the fourth button in the second row, as indicated by the 8 to finish it up. ...my brain hurts. Unlock the door and leave. ======================= Storeroom ======================= Unlock the other door here and leave. ======================= T-shaped passage ======================= Run back down the hall, but this time, turn, and open that first door you see. ======================= Control room ======================= Inside this room is an ASSAULT RIFLE MAGAZINE, GREEN HERB, and HANDGUN ROUNDS. The SECTION OF A DIARY (Peter's Diary) is sparkling on the table. Those HANDGUN ROUNDS are inside a drawer located to the right of the terminal. A simply-locked locker is here. Here's Alyssa's table: +----------------------+-------------------------------+------+------+--------+ | Level | Location | Mode | Pick | Reward | +----------------------+-------------------------------+------+------+--------+ | Decisions, Decisions | B4F Control Room Locker | E | P | 03 | | Decisions, Decisions | B4F Control Room Locker | N | P | 03 | | Decisions, Decisions | B4F Control Room Locker | H | P | 03 | | Decisions, Decisions | B4F Control Room Locker | V | S | 06 | +----------------------+-------------------------------+------+------+--------+ +------------------------+----+ | ASSAULT RIFLE MAGAZINE | 03 | | BRASS SPECTACLES | 06 | +------------------------+----+ That's all there is to it. Leave. ======================= T-shaped passage ======================= Now continue down this part to the ladder at the end. Climb it. ======================= Emission tower access passage ======================= There's a can of PESTICIDE SPRAY at the end of the passage closest to you, and some HANDGUN ROUNDS at the other end. Open the door at the other end. ======================= Emission tower lower part ======================= This is the fun part. HANDGUN ROUNDS lie on a box to your character's right and an ASSAULT RIFLE MAGAZINE is at the north point of the circle in Easy mode. Ignore the bees and open that big garage-size door. Get inside, beckon your partner, then press the switch. Hoo boy. ======================= Emission tower elevator ======================= At this point, playing as Mark or Jim with an ANTI VIRUS helps out. When playing as Mark, simply hold R1 and Circle in a corner to protect yourself almost completely from the Bees. When playing as Jim, use an ANTI VIRUS, then hold R1 and Circle to play dead until the end of the ride. If you're playing as someone else, either kill the Bees or just keep running around in circles 'til it ends. Not much else you can do. ======================= Emission tower B1 ======================= In Easy mode, there are no Bees. But for everyone else, there is. You need to run out of the elevator, then turn left at the fork. Keep going until you come to the V-POISON in one of the indentions in the wall. Pick up the only reason we came here.In Easy mode, there's a FIRST AID SPRAY by the V-POISON. Run up the stairs and open the door at the top. ======================= Emission tower station ======================= There are three sparkles here. These are a FIRST AID SPRAY, ANTIDOTE, and an ANTI VIRUS (L). In Easy mode, you can also find an ASSAULT RIFLE MAGAZINE. NOTE: In the last room, there was a BLUE HERB on the 1F level, but because there is an ANTIDOTE here and a BLUE HERB in the next area, you shouldn't need it for you or your partner. Exit via the other door. ======================= Back square ======================= _Cutscene_ Looks like you got your work cut out for you. In case you didn't catch it, the sniper hit that thing with a device that was made to inject something (likely a sedative) and retrieve some blood. However, he got away. He has our T-BLOOD, and without it, we cannot make the cure for the virus, and thus, will die. Alrighty. Head to the southeast corner of the square (rectangle?) to find the MAP OF THE ENTIRE UNIVERSITY. Heh. ALRIGHT. Check the sparkle on the UBCS guy's uniform for the ORDERS file. It tells you what I just told you in a different way. NOTE: UBCS stands for Umbrella Biohazard Countermeasure Service. They don't really work for Umbrella, they're just hired hands. However, other than Carlos from RE3, they serve mostly as pincushions for several famous Resident Evil bosses, including Birkin and Nemesis, and now, Thanatos R. There are 2 GREEN HERBs along the north wall, a GREEN HERB and a BLUE HERB against the west wall, and some BURST ROUNDS on the hood of the truck. Here is where my guide differs from most others. Most guides will have you find your other partner before obtaining the T-BLOOD. However, partners are stupid. They will waste ammo, health items, and might even die, losing you hundreds or thousands of points. Oh, and of course you'll feel guilty not having all those items taken out of your hands just before you take them. Most guides would lead you down by the Pier and into the B2F Passage elevator, but instead, grab the sparkling CARD KEY, swipe it at the reader by the door, then proceed through. NOTE: You no longer need this key. NOTE: If you would rather take the Pier route, you can get these items, assuming you don't get swallowed whole by sharks: RED HERB, GREEN HERB, HANDGUN ROUNDS, an IRON PIPE, a FIRST AID SPRAY, and a HANDGUN MAGAZINE. On Easy, you'll find 2 GREEN HERBs where there is only 1 in Normal. ======================= 1F passage B ======================= Hold your breath and open the door leading back to the Entrance hall. ======================= Entrance hall ======================= ////////////////////////////////// ********************************** Boss: Thanatos R Weapon of Choice: NONE! FRIGGIN' RUN! ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ He's invincible, so don't waste ammo! Holy crap! Now we need to get BACK to 1F passage B. The only way we can get the T-BLOOD is to knock him down. Firepower won't work, so we'll have to try some shock therapy... Open the southeasternmost door. ======================= Waiting room ======================= Run to the other door, and try to ignore Thanny bustin' through the Student affairs office wall... ======================= 1F passage A ======================= Run as fast as you can to the other door in the hall. Don't waste time calling your partner, as he/she will be less likely to get hurt if you're not in there. ======================= 1F Passage B ======================= Quickly! Before Thanny catches up with you, run to the blinking switch. Highlight the "Yes" command and call your partner to come with you. Thanatos, in his obnoxiousness, should come running around the corner like monkeys on waffles... ... Anyway, when he goes under the wires, shock the #$%@# out of him! The T-BLOOD will fall out onto the floor. Grab it, then high-tail it through the door here to the Entrance hall. ======================= Entrance hall ======================= Hurry! Run to the 1F Passage elevator in the southwest corner! ======================= 1F Passage elevator ======================= Phew. We're safe...for now. Now, we will find our partner, who will have the P-BASE (SEALED) in his/her possession. Take the elevator to B2F. ======================= B2F Passage elevator ======================= Here, you should find your lost compadre, who is holding the P-BASE (SEALED). If he/she is not there, you'll need to follow the instructions in the other part of the walkthrough to get the P-BASE (SEALED). Now that that's taken care of, take the elevator to 3F. ======================= 3F Passage elevator ======================= Open the door. ======================= Experiment preparation room ======================= Continue through. ======================= Laboratory ======================= Go to the reagent generator and put in the three ingredients. Soon, we will be free of the T-virus... _Cutscene_ --------------------------d. Path Convergence + Finish------------------------- Yum. I want some "pepperoni", but I guess I can wait. I'll play Resident Evil Outbreak. What? It stopped? You couldn't tell by the video, but the other door here unlocked. Go through... ======================= Machine storage room ======================= This is more like a weapon storage room. In here, you can find the last stash of weapons and ammo in the level. In here are 45 AUTO ROUNDS, an ASSAULT RIFLE MAGAZINE, a GRENADE LAUNCHER w/ BURST ROUNDS, 2 FIRST AID SPRAYs and an IRON PIPE. After stocking up almost as if you were about to fight the boss of the game (WINK WINK COUGH WINK SPIT GAG WEEZE), continue through the next curtain. ======================= Second hall ======================= _Cutscene_ If Yoko is alive in your group or you are Yoko, you'll see another _Cutscene_ _Yet Another Cutscene_ Hmph. So much for Greg. The university is going to blow up? AHHHHHHHH!!!! Calm down and go behind the desk. Check the computer on the left to restart the reagent incubator and the computer on the left to release all locks. Then run back through the curtain again. NOTE: There's a HANDGUN on the floor by the projector, but I doubt you want it. ======================= Machine storage room ======================= Return to the Laboratory. ======================= Laboratory ======================= Alright. The reagent incubator spits 'em out in 30 second increments. For your first playthrough, use the first one on yourself, then take two more. Trust me. Don't give any to your partners unless one is in bad viral shape (their circle on the status screen is red). The viral condition of your partners will makes no difference, only that they are alive is the thing. So use the first one, then take two more. Keep an ASSAULT RIFLE or GRENADE LAUNCHER, then return to the Machine storage room, the elevator on this floor is disabled. ======================= Machine storage room ======================= Back to the Second hall. ======================= Second hall ======================= There's a door on the north wall here. Open it. ======================= Testing passage B ======================= Take the GREEN HERB if your partner(s) haven't taken it yet, then run to the other end and climb down the ladder. Run back across at the bottom, unlock the door at the end and proceed into...the Presidents' room? ======================= Presidents' room ======================= Thanatos might be here, but regardless, ignore him and leave via the other door. ======================= Drawing room ======================= Quick! The other door. ======================= 2F passage ======================= Hurry up! Go to your character's left to find that door that you unlocked with the BRASS SPECTACLES. No time to explain, just open it! ======================= Testing passage A ======================= Like the other testing passage, run across, climb down, run back across, unlock and go through. ======================= 1F passage B ======================= Am I the man or what? Exit via the back doors. ======================= Back square ======================= Now you have to wait for your time to expire. NOTE: If you didn't mess with the BRASS SPECTACLES, you need to run back to the Entrance Hall, down the stairs, into the Waiting room, through 1F passage A, then through 1F passage B to the back doors. Aren't you glad you have such a wonderful tour director? Check your map. After the cutscene, you're going through the door in the southeast corner. Load your weapons, ladies and gentlemen, it's showtime. _Cutscene_ Bees! Forget them! Just run to that door in the southeast corner and sprint through. ======================= Unloading passage ======================= First, AI partners are idiots. You're going to have to take care of this guy yourself, in all likeliness. I'll _try_ to explain where all the items are here, but I can't make any guarantees. Behind the long trailer, you can find a FIRST AID SPRAY. On the ground toward the front of the trailer (left side), BURST ROUNDS. On the trailer, in the middle, 45 AUTO ROUNDS. Climb the ladder to the left of the trailer, run to the end to find an IRON PIPE and a FIRST AID SPRAY. After climbing the ladder and running to the end, climb down onto the boxes to find more BURST ROUNDS, except 2 1/2 times as many as you usually get. After climbing the ladder, running to the end, and climbing down onto the boxes, climb down the front end of the boxes and check the front end for an ASSAULT RIFLE MAGAZINE. HANDGUN ROUNDS can be found in a few places on the ground, and there is a HANDGUN located near the blocked door. A FIRST AID SPRAY is in the hole dug beside the trailer trucks. That's allotta items. Hopefully, you won't need most of them. But there's one that I left out... If you haven't already, trigger the _Cutscene_ by running to the north end of the area or hopping off the front trailer truck. ////////////////////////////////// ********************************** Boss: Thanatos R 2 Weapon of Choice: ROCKET LAUNCHER ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Equip the GRENADE LAUNCHER or ASSAULT RIFLE, but don't waste ammo on him, yet. Run quickly to the east wall, just after the scaffoldings. There's a rusty old cabinet here, which just happens to contain a ROCKET LAUNCHER. Somebody up there still loves us... Aim with R2 and fire at the rusty piece of junk until it breaks, then take the ROCKET LAUNCHER, being sure NOT to drop any of your DAYLIGHTs. This is the tricky part. One shot. Only one. No more rockets. Just one. The prime time to shoot is just after any attack. An arm swipe, a jump-n-smash, whatever! If you miss, re-equip whatever you have an fire away! Thanatos R has mainly 3 attacks. These are in order of pain: Running Slash - This is when he dashes at you and painfully slashes at you, sending you flying. Jump-N-Smash - Obviously, when he jumps off-screen, then his shadow appears, and seconds later comes crashing down. Arm Swipe - This is his slow, more leisurely swing of the arm that he uses when you are close to him. Just keep firing! When he jumps, start moving, and don't get too close to him. Before you know it, one of you will die...and let's hope it's him. If you get low on health, try to find one of those FIRST AID SPRAYs I mentioned above. Congratulations! You have finally won! ======================= Canal ======================= _Ending Cutscene_ Fun game. Definitely worth playing, wouldn't you agree? Scroll down. ======================= Front square ======================= ////////////////////////////////// ********************************** Boss: Thanatos R 3 Weapon of Choice: AMPOULE SHOOTER ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Holy crap! He's still alive?! If you need items, they're everywhere. Just on Normal mode, you can find an ASSAULT RIFLE MAGAZINE, a HANDGUN, BURST ROUNDS, 2 GREEN HERBs, HANDGUN ROUNDS, an IRON PIPE (heh, good luck), a RED HERB, more HANDGUN ROUNDS, and a FIRST AID SPRAY. But the item of the hour lies on the tank in the northeast corner (No, not the tank itself). It's called the AMPOULE SHOOTER, and a DAYLIGHT capsule happens to fit into it quite nicely... It's OK, you can thank me later. Fire that bad boy directly into this ugly freak. If you miss, you have that extra one, but it will make your ending worse. If you're out of luck with the AMPOULE SHOOTER, use regular weaponry. He's just as strong as last time. _Real Ending Cutscene_ _Credits_ _Epilogue_ Wasn't that a wonderful ending? Personally, I think that Kevin and Jim's and Mark and David's special endings are the best. They are explained below. Here's the Event Checklist again: +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Set red jewel in stuffed moose. | | [] Set blue jewel in stuffed moose. | | [] Solved Cuckoo Clock puzzle. | | [] Played piano on 2F (Cindy). | | [] Pulled string, moved statue arm. | | [] Pulled string, zombies came out. | | [] Used V-Poison in incubator. | | [] Used P-Base in incubator. | | [] Used T-Blood in incubator. | | [] Used Daylight on yourself. | | [] Killed Thanatos R with Daylight. | | [] Defeated Thanatos R. | | [] Routed power to emission tower. | | [] Unlocked door with red tag key. | | [] Unlocked water tank area door. | | [] Electocuted Thanatos.(!) | | [] Thanatos came in through window. | | [] Collected every map.(@) | | [] Used glasses on 2nd statue. | | [] Used card key. | | [] Input elevator code. | | [] Unlocked university doors. | | [] Restarted Incubator. | | [] Obtained "Geneology Facts." | | [] Obtained "Blood-Stained Memo." | | [] Got "Reagent Generation Memo." | | [] Obtained "Section of a Diary." | | [] Obtained "Cable Repair Request." | | [] Obtained "Torn Memo." | | [] Obtained "Part of Torn Memo." | | [] Obtained "Orders." | | [] Obtained "Peter's Diary." | | [] Obtained "Number Memo." | | [] Watched "Peter Discovered." | | [] Watched "Hunter (Gamma) Appears." | | [] Watched "UBCS vs Thanatos." | | [] Watched "Greg and Yoko." | | [] Watched "ED: Chopper Zombie."(#) | | [] Watched "ED: George and Cindy."($) | | [] Watched "ED: Mark and David."(%) | | [] Watched "ED: Kevin and Jim."(^) | | [] Watched "ED: Alyssa and Yoko."(&) | | [] Watched "ED: Regretful Ending."(*) | | [] Watched "ED: Remain Hopeful."(~) | +-----------------------------------------------------------------------------+ (!) = Yes, that's Capcom's spelling error. Actually, Capcom made quite a few spelling errors in this game. Do you think anyone actually plays these games before they're released? (@) = To do this, you'll have to play through both routes or journey halfway through each route. (#) = To do this, play as Kevin, David, Yoko, or Cindy and complete this level with no DAYLIGHTs used or in your possession. Or finish with the same criteria playing as Mark with David dead, Jim with Kevin dead, George with Cindy dead, or Alyssa with Yoko dead. You can use one in the AMPOULE SHOOTER, though. ($) = To see this, play as George, don't use or possess any DAYLIGHTs, and make sure Cindy is alive. You can use one in the AMPOULE SHOOTER, though. (%) = To see this incredible ending (my favorite), play as Mark, don't use or possess any DAYLIGHTs, and make sure David is alive. You can use one in the AMPOULE SHOOTER, though. (^) = To see this awesome ending (my second favorite), play as Jim, don't use or possess any DAYLIGHTs, and make sure Kevin is alive. You can use one in the AMPOULE SHOOTER, though. (&) = To see this ending, play as Alyssa, don't use or possess any DAYLIGHTs, and make sure Yoko is alive. You can use one in the AMPOULE SHOOTER, though. (*) = This is the ending you get if you don't use a DAYLIGHT and finish with one, or use one to cure yourself and finish with none. Your character is happy to survive, but wishes he/she could have had an extra. (~) = This is the ending you get if you use a DAYLIGHT and finish with an extra one, or finish with two or more. DAYLIGHTs used in the AMPOULE SHOOTER don't count. Also, each character has a different ending unlockable on the Collection menu, so this ending must be obtained with all characters for a full collection. Here's your time rankings: +------+--------+---------------+-------------------+ | Rank | Single | Network (HDD) | Network (DVD-ROM) | +------+--------+---------------+-------------------+ | S | -27:59 | -24:59 | -27:59 | | A | -44:59 | -34:59 | -39:59 | | B | -64:59 | -49:59 | -59:59 | | C | -89:59 | -69:59 | -79:59 | | D |-119:59 | -89:59 | -109:59 | | E | GO | REALLY | SLOW | | F | GO | GET | KILLED | +------+--------+---------------+-------------------+ =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 11.Network Mode =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= These are general rules and things that every Resident Evil: Outbreak player should know. I recommend that even the veterans read this, as you may find something you didn't know before! ======================= General ======================= In my opinion, any and everyone who EVER thinks about playing Network mode should read this section of the walkthrough. THE #1 AND ALWAYS #1 RULE OF PLAYING ONLINE IS: ALWAYS, ALWAYS, ALWAYS SKIP CUTSCENES! Every time! No matter what! I don't care what happens! Press start as soon as anything goes widescreen. Here are several other things to remember about Network play: -----Naming a Server----- Don't give it a dumb name, or no one will join. The name of my servers are almost always the difficulty (a.k.a. Very Hard, Easy, etc.). -----When Joining a Server----- If the name says a particular costume set (Raccoon Police, Men 1-5, etc.), don't join the server unless you have the costume! Don't be stupid. If the server says 100,000 PTS, NEVER EVER JOIN unless you have at least 90,000 or more. You're only going to tick people off. Don't play a difficulty you can't beat. If you're not sure, start your own server and go from there. -----Using Extra Costumes----- Personally, all the extra costumes bother me (except the Mr. Colors) because they only affect your character slightly and that's about it. It confuses people when they try to call your name, especially when more than one people are in different costumes. The alternate costumes for other characters are completely acceptable. I consider the Mr. Color costumes to be OK for Network play because the Mr. Color characters really are considerably better than all other characters. Not only that, but it takes a lot of work to acquire those costumes, unlike most others, when anyone who picks up a controller can unlock. NOTE: Well, I guess Greg and U.S.S. 1 are OK, too. -----Authority During Play----- Except for in a "NEWB" server (unless otherwise noted), the host or player with the highest points should be the commander-in-chief. If you have questions, ask before the match begins, and never go against what you are told, unless of course it would severely injure or kill you. -----Item Allocation During Play----- Generally, the "Finders, Keepers" rules apply. However, if you have 2 or 3 healing items and the other characters have none and are in bad shape, people will not like you if you don't help them. If a fellow character happens to have an item you want, you can ask for it, but NEVER when the character is in mid-fight or doing something else that would obviously prevent the character from helping you out (Pushing a car, completing a puzzle, etc.) -----Ad-Libbing, Talking, etc.----- Personally, I think that Ad-libbing is stupid except in the case of some scenarios, where a character may announce that he/she has a specific item or has unlocked a certain room. Ad-libbing also is a good idea to use when just letting people know you're in the room. -----Asking for Help----- Any, and I mean ANY character who is in DANGER condition and is crawling automatically obtains the right to say "Help" as many times as necessary. Naturally, it can only last as long as the person lives, or until the person is helped up. ======================= Outbreak ======================= -----General----- Barricading the door in the bar is optional. Generally, on easier difficulties, zombies don't cause too much of a problem to begin with, and on harder ones, you move so fast that you won't see a zombie anyway. However, yes, it does slow them down. Don't go into the Break room. Just don't. It's stupid. Don't board up the Staff room doorway until everyone is either dead or on the better side. Stay at the ledge on top of the roof to help others up from the jump, and similarly, practice your jump until you land it every time. Everyone should know this next tidbit: When in front of J's BAR, if you finish making the police car barricade when there is still someone inside the apartment and their time hasn't run out, the next cutscene will not occur until that player exits the building. So don't hold up pushing the cars into place with the thought that you'll leave a friend behind. The rule of thumb for finishing the level is, if there is someone standing beside Officer Dorian when someone goes to the Footbridge, the level should be finished by evading the zombies, not blowing them up. Otherwise, the DETONATOR should be assembled. -----Easy----- The STAFF ROOM KEY is always on the bar. Always use it. The KEY WITH BLUE TAG is always on the coffee table in the Staff room. Always use it. The FORKLIFT KEY is always in the Wine room. Always use it. Not too many ways you can mess up. -----Normal----- The STAFF ROOM KEY is always in the Men's bathroom. I'd use it unless you have Alyssa in your group and she knows what she's doing. The KEY WITH BLUE TAG is always on the coffee table. You should use it. The FORKLIFT KEY is always in the Wine room. It should be used. Not too much else. -----Hard----- The STAFF ROOM KEY is always in the Men's bathroom, perhaps under a GREEN HERB. Unless Alyssa is working, you should get it. The KEY WITH BLUE TAG is always on the coffee table. Use it. The FORKLIFT KEY is always in the drawer in the Owner's room, requiring you to solve the portrait puzzle. Most players don't mind if you volunteer to get this key, but speed demons prefer you slam yourself into the shutter in the Liquor room. When dealing with the Giant Ant Mutation things, the best thing to do is keep moving, even if walking or hobbling in DANGER condition. If your partners start stomping them, you should join in, but on a different ant. Consistent stomps don't hurt them too much, but it does keep them at bay and EVENTUALLY finishes them off. -----Very Hard----- The STAFF ROOM KEY is always dropped by Will AFTER the zombies attack. This means either wait, or bust through the door. The latter is definitely the best idea. The KEY WITH BLUE TAG is sometimes found in the Drawing room under the LIGHTER, sometimes on the classic coffee table place in the Staff room, and other times on the chair in the Owner's room. I always check the Owner's room first, because if you're wrong, you may as well pick up the collection of herbs. The FORKLIFT KEY is always in the drawer in the Owner's room, requiring you to solve the portrait puzzle. Most players don't mind if you volunteer to get this key, but speed demons prefer you slam yourself into the shutter in the Liquor room. When dealing with the Giant Ant Mutation things, the best thing to do is keep moving, even if walking or hobbling in DANGER condition. If your partners start stomping them, you should join in, but on a different ant. Consistent stomps don't hurt them too much, but it does keep them at bay and EVENTUALLY finishes them off. ======================= Below Freezing Point ======================= Because key items are always in the same place, there will only be a General section for this. There isn't much to say about this level. Watch out for the Giant Moth attacks, and don't start the turn table if someone gets caught by it until they make it back. Check your map to see if they're dead. If you're Yoko, it is your religious, spiritual, and furthermore emotional and physical duty to unlock the door to the B4F culture room. Nobody likes to go through B5F. Use the passcodes in this FAQ to unlock Shutter No.17 and the B5F computer room from the B6F security center unless, of course, you were told to use the card key before the game began. Except on harder difficulties, it isn't completely necessary to join other partners in B7F if you "spawned" on B6F. It's acceptable to get the VALVE HANDLE, then wait on the B6F level of Duct until your friends arrive on the B7F level. Just check your map and make sure they haven't died on you. Not much else to say about this level. Pretty simple. ======================= The Hive ======================= This level can be quite short, especially if you plan things out. -----General----- This level is pretty much a free-for-all. Get the items as quickly as you can, then use them. Since you're reading this FAQ, you should be able to find all the possible passcodes (3555,5315,8211, and 0930 for the roof), you should be the first to head to B1F to type them in. That way, you open the other floors for others to explore. Don't get mad at people who speed ahead. Most of the time, they know what they're doing. Just join them in the Underpass entrance to help fight, or if you're lucky, it might already be done for you. If you are new and you get lost, don't worry about it! Just head to B2F and into the Underpass entrance at the end of the hall. The level can't be finished without you from there. Key items are also in the same places in this level. All items are in the same spots, except CARD KEY LEVEL 1 can be found in the Nurses' station (2F), thus eliminating the annoying 1F. Use that to your advantage. ======================= Hellfire ======================= This should be done similar to that of Single Player mode, but slightly different. -----General----- If you take the 3F route, you are hereby BOUND to get SILVER RELIEF KEY, then go to Northwest passage 1, unlock the door, head up to 3F, unlock the door, and get the RED JEWEL. Then you are to take it to the Security office and put it in place after pushing the bookshelf. If you take the 1F route, you are now hereby BOUND to get the GOLD RELIEF KEY by solving the European map puzzle, then traverse to Northwest passage 1, unlock the door, and solve the power supply puzzle. Finally, head back to the security office and prepare for the final battle. These are, believe me, very tentative rules. If you read this, you are officially deemed worthy of playing this scenario online. People are idiots. 90% of the time, you will have some idiot wanting you to complete all the mandatory achievements, while he/she finds the GRENADE LAUNCHER or wanders around aimlessly. Don't be a stupid person. All the key items are in their classic locations, don't worry. I do recommend, when playing as David, to make a STUN ROD or two and hand them out. People will LOVE you. ======================= Decisions, Decisions ======================= If you are a stupid person, PLEASE do not play this level with me. -----General----- I beg of you, please please please follow the unspoken rules I list below: If you go to B4F, you had better either die or come back with the V-POISON, or of course, a partner with the V-POISON. If you go to B2F, you WILL come back with the P-BASE (SEALED) or die there. The most annoying thing someone has done to me in this game is: Alright. I was playing as Mark, with Jim, Kevin, and Cindy. We worked it out before the game, and Kevin and Cindy were to take the B2F route, while Jim and I take the B4F route. Well, Jim and I did pretty well. We finished in good condition with the V-POISON. While we were going through the Emission tower and such, we had seen the "Hunter (Gamma) appears" and "UBCS getting torn up" videos, thinking they had finished quickly. Heh. Just to help out, we unlocked the back doors and proceeded through, then cooperated to get the T-BLOOD. After that, we went up to 3F and put the reagent ingredients in the incubator. All we need is the P-BASE (SEALED). We waited for a while, and after what seemed like an eternity, a green bleep is seen on my map heading toward the Lab! Hoopla! Cindy strolled in with her GRENADE LAUNCHER wondering why the door hadn't unlocked yet. ??? Kevin had died, so Cindy just said, ah, **** it and took her weapon and headed to the 3F Laboratory. DON'T BE THAT PERSON. I WILL SLIT YOUR THROAT. If you come into the Laboratory 3F with an ASSAULT RIFLE or GRENADE LAUNCHER but no V-POISON or P-BASE (SEALED), you should be eternally banned from all online games for ever, and ever, amen. Sigh. OK. The RED JEWEL and BLUE JEWEL can be found by anyone, but naturally, Cindy should go for the BLUE JEWEL as to save time. All the key items are in the same places, and just because I know I'll get some e-mails if I don't, I'll list the BRASS SPECTACLES locations: Easy: Drawing room Normal: Waiting room Hard: 1F passage A Very Hard: Control room (B4F), must be unlocked by Alyssa. The only other thing I recommend is, of course, that if you play as Alyssa that you take the B4F route, as to secure the BRASS SPECTACLES. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 12.Enemies/Bosses =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= In order of appearance... ////////////////////////////////// ********************************** ----------Common Enemies---------- ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================= Enemy: Zombie Located in: All Scenarios. Preferred Weapon: HANDGUN. ======================= Description: Zombies are the main enemy in the Resident Evil series. They are just normal people infected with the T-virus, and there happens to be quite a few of them. Strategy: The best way to defeat a zombie is to shoot him from a distance with a weak weapon (or whack him with a melee weapon) until he falls, then unequip the weapon and stomp him until he stops moving and/or disappears. ======================= Enemy: Crow Located in: Outbreak, The Hive, Hellfire. Preferred Weapon: HANDGUN. ======================= Description: Evidently, regular, average crows infected with the T-virus. The only affect on them it has it to increase its hunger drive, forcing it to attack even the most obviously overpowering enemies (YOU). Strategy: The only reasonable way to beat a crow is to aim at it with a HANDGUN, then wait for it to stop circling around you, as if about to strike. Then press L1 to change aim to the crow, aim up, and fire. If you're good, you can do the same thing with a melee weapon. ======================= Enemy: Giant Ant Mutations Located in: Outbreak (Hard, Very Hard). Preferred Weapon: FLAME SPRAY, MOLOTOV COCKTAIL, PESTICIDE SPRAY. ======================= Description: Who knows where these things came from, but their front end looks like an ant, so that's what I'm guessing. They show up on the streets in Outbreak on Hard and Very Hard modes and can poison you in an instant. Strategy: The best idea is to use one of the items listed above against them, but if you don't have them, repetitive foot stomps can keep a Giant Ant Mutation at bay. Just be sure you watch out for his buddies... ======================= Enemy: Baby Moth Located in: Below Freezing Point. Preferred Weapon: Your foot. ======================= Description: Little freaks that fall from the ceiling in Area C passage in Below Freezing Point. Although they are quite small, they boast only the ability to poison a character with one acid spit. Strategy: Just be sure you stomp them from behind. ======================= Enemy: Hunter Located in: Below Freezing Point. Preferred Weapon: GRAY CHEMICAL BOTTLE, SHOTGUN ======================= Description: These guys are normally frozen, but they make an exception once you arrive. Most of the time, these creatures are best avoided due to their weapon breaking and one hit kill attacks. They appear to be much scarier than the Hunters from past Resident Evil games. Strategy: Run, but if you must, use GRAY CHEMICAL BOTTLEs or the SHOTGUN. Their heads happen to be at waist level, so a straight blow will hit a Hunter in the face. ======================= Enemy: Cerberus Located in: The Hive, Decisions, Decisions. Preferred Weapon: HANDGUN, foot stomps. ======================= Description: The classic dog infected with the T-virus. I only wish they made more of an appearance in this game... Strategy: Shoot it until it falls, then stomp the &%#@ at it. ======================= Enemy: Leech Located in: The Hive. Preferred Weapon: Your foot. ======================= Description: Leeches who have mutated to a greater size due to the T-virus. They don't pose a great threat, but three or four on you at once could definitely hurt. Strategy: SQUASH! If one gets on you, press X until it falls, then SQUASH! ======================= Enemy: Licker Located in: Below Freezing Point (Very Hard only), Hellfire. Preferred Weapon: SHOTGUN ======================= Description: A Licker, according to a previous Resident Evil game, is the result of a direct vaccination of the T-virus into living tissue. They have no eyes, but have ears that compensate for them...and of course an extremely long, piercing tongue. Strategy: Lickers are easily ignored, but SHOTGUNs work best, if you must. ======================= Enemy: Spider Located in: Decisions, Decisions. Preferred Weapon: SHOTGUN, Your foot. ======================= Description: A huge spider that has grown due to the T-virus. They only make one appearance and are not too dangerous. Watch out, though, they CAN poison you. Strategy: Well, ignore them. If it starts wiggling then stepping backwards, DON'T STAND IN FRONT OF IT. It has a wicked tackling attack that it uses to jump up and down stairs and onto people. ======================= Enemy: Bee Located in: Decisions, Decisions. Preferred Weapon: PESTICIDE SPRAY, HANDGUN. ======================= Description: Like the spiders, large Bees that have grown abnormally thanks to the T-virus. They, too can poison characters easily but these are more dangerous because they can fly and move very quickly. Strategy: Except for on the Emission tower elevator, they should be run away from. However, the HANDGUN is probably best (to keep the distance) if you do need to kill a few. The PESTICIDE SPRAY will work, but considering how fast they move and the fact that you probably won't be fast enough, this is quite difficult. ======================= Enemy: Hunter (Gamma) Located in: Decisions, Decisions. Preferred Weapon: GRENADE LAUNCHER, HANDGUN + Foot stomp. ======================= Description: This breed of Hunter is better suited in water. Outside the water, they aren't too much of a problem, but in the water, they can swallow you in one gulp. Strategy: As mentioned in the walkthrough, if you can fire at him with a HANDGUN just as he jumps of just as he lands, he will fall, giving you an optimum chance to stomp him to death. If you're lazy though, a grenade in his face at point blank should do it, too. ======================= Enemy: Shark Located in: Decisions, Decisions. Preferred Weapon: None. ======================= Description: Some guides incorrectly call these sharks "Neptunes," but they aren't. Neptune is a shark from RE1 who had a different reaction to the T-virus than the other sharks. These sharks are just normal sharks that were exposed to the T-virus and now possess the ability to dive onto docks to chew on people like you. Strategy: They are invincible and only appear in one area in the game, so ignore them. Be careful picking up items on the docks, and spend as little time as possible on them. ////////////////////////////////// ********************************** --------------Bosses-------------- ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================= Boss: Giant Moth Located in: Below Freezing Point. Weapon of Choice: None. ======================= This boss is annoying, poisoning, but easily avoidable. Just ignore him until you can turn off the cooling device. ======================= Boss: Mutated G Located in: Below Freezing Point. Weapon of Choice: See below. ======================= Naturally, as a human being, you're thinking "Holy crap." The strategy to beating this boss is using the control panel on the opposite side of the locomotive to make it ram the enemy. First, lure it onto the tracks or let your partners do it, then press the switch to send it flyin'. This shouldn't take too many hits, especially on lower difficulties. NOTE: There are 2 FIRST AID SPRAYS, some SHOTGUN ROUNDS, and some HANDGUN ROUNDS located at the far end of the tunnel, if you come upon the need for them. He has only two attacks. They are (from hurting the most to the least): Arm Swing, Acid Blast. Arm Swing is his general arm swinging attack it generally hurts 3-5x as much as Acid Blast. Acid Blast is a weak attack that was basically made so that Mutated G would be able to hit enemies that are behind him. You must also watch out for the Mutated G hatchlings. They can't do much but suck on your for a while. This hurts about about half as much as Acid Blast, but if it happens a lot, they could cause a problem. That's about all there is to him. If you have to, use multiple Locomotive rams. ======================= Boss: Leech Man Located in: The Hive. Weapon of Choice: None. ======================= Follow the steps in "The Hive" walkthrough to defeat Leech Man using a special room in the hospital. ======================= Boss: Giant Leech Located in: The Hive. Weapon of Choice: HANDGUN. ======================= Heh. I guess Leeches are flammable. ANYWAY! Now we have to worry about this guy. He has only three attacks. Ram, Tentacle slap, and Acid spit. Ram is only used when he is close to you. It hurts the most of all his attacks. Tentacle slap is in second place in the damage department. If you are kind of close to him, he will send tentacles out after you. If you find bubbles behind you, move immediately! Acid spit is just an attack he uses if you're somewhat close. He shoots out acid at you, which can poison you if you're unlucky. The strategies to kicking his can are as follows: Shooting the valves on the ceiling. Shooting the pipes in the fenced area. Shooting the gasoline tank located at beginning. Using the shoulder ram/stomp attacks. Taking shots at it with guns. Whacking it with things. The latter two are bad ideas, but I'll list the benefits of each. -----Shooting the valves on the ceiling----- Who knows what they spray, but if you can lure him under one of them and shoot it, they can hurt him about as much as shooting him with a Handgun 3-4 times. -----Shooting the pipes in the fenced area----- If you can lure him to the area that is fenced without walls, you can shoot the pipes along the sides to hurt him about 7 times as much as shooting the valves on the ceiling. -----Shooting the gasoline tank located at the beginning----- Instant death for the Giant Leech. However, you must lure him all the way back to the where the boat was docked... -----Using the shoulder ram/stomp attacks---- Although this should be your last option, the tackle and stomp attacks inflict nearly four times as much damage against this boss than against other things! To use the stomp attack, which hurts almost four times as much as the shoulder ram, you must lure the creature back to the boat's origin. -----Taking shots at it with guns----- On Easy and Normal difficulties, you will probably have a respectable amount of ammo, leaving this as the best option. This will also help keep your suicidal partners alive, as it is quicker than the other solutions. -----Whacking it with things---- Nearly all melee weapons have twice as much power against this boss. However, considering you must be close to the boss to use them (in most cases), the boss will probably have twice as much power crashing down on you. So there are your choices. You must listen for your partners yelling for help, as they will be unable to be seen beneath the water if they are crawling. ======================= Boss: Regis Licker Located in: Hellfire. Weapon of Choice: GRENADE LAUNCHER, SHOTGUN. ======================= Yell for HELP quickly to avoid getting too hurt by the Regis Licker's opening attack. The GRENADE LAUNCHER works great, but has scarce ammo. The SHOTGUN should have plenty of ammo about now. The trick to this boss is to stay outside his "Tongue Range". The best place to fire from (with AI partners) is from the coffee table with the SHOTGUN ROUNDS. If you don't have AI partners, the best place would be behind the boss, down the hall (there's a FIRST AID SPRAY back there, by the way). The boss really has only two attacks: Super Tongue Whip This is what happens if you are close to him, but not too close. He will whip you multiple times, too quickly for you to react. Again, just stay out of the range of this attack. Suspended Grapple This is what he uses when you get way too close to him. He lifts you up off of your feet and attacks you with his tongue. However, this boss also summons three Lickers to aid in the battle. Crap. Remember that siren? If you press the button to sound it, and are playing in Easy or Normal mode, the Lickers will run away for ten seconds or so. Don't use it in Hard or Very Hard modes, though, as they only cause more problems. All melee attacks will hurt 2-4 times as much against this boss, but you'd have to be crazy or out of ammo to get close to this boss, so just take shots from a distance. This boss isn't one of the harder bosses, as long as you can get the Lickers to stop bothering you. ======================= Boss: Thanatos R Located in: Decisions, Decisions. Weapon of Choice: NONE! FRIGGIN' RUN! ======================= He's invincible, so don't waste ammo! Holy crap! Now we need to get BACK to 1F passage B. The only way we can get the T-BLOOD is to knock him down. Firepower won't work, so we'll have to try some shock therapy... ======================= Boss: Thanatos R 2 Located in: Decisions, Decisions. Weapon of Choice: ROCKET LAUNCHER. ======================= Equip the GRENADE LAUNCHER or ASSAULT RIFLE, but don't waste ammo on him, yet. Run quickly to the east wall, just after the scaffoldings. There's a rusty old cabinet here, which just happens to contain a ROCKET LAUNCHER. Somebody up there still loves us... Aim with R2 and fire at the rusty piece of junk until it breaks, then take the ROCKET LAUNCHER, being sure NOT to drop any of your DAYLIGHTs. This is the tricky part. One shot. Only one. No more rockets. Just one. The prime time to shoot is just after any attack. An arm swipe, a jump-n-smash, whatever! If you miss, re-equip whatever you have an fire away! Thanatos R has mainly 3 attacks. These are in order of pain: Running Slash - This is when he dashes at you and painfully slashes at you, sending you flying. Jump-N-Smash - Obviously, when he jumps off-screen, then his shadow appears, and seconds later comes crashing down. Arm Swipe - This is his slow, more leisurely swing of the arm that he uses when you are close to him. Just keep firing! When he jumps, start moving, and don't get too close to him. Before you know it, one of you will die...and let's hope it's him. ======================= Boss: Thanatos R 3 Weapon of Choice: AMPOULE SHOOTER. ======================= Holy crap! He's still alive?! The item of the hour lies on the tank in the northeast corner (No, not the tank itself). It's called the AMPOULE SHOOTER, and a DAYLIGHT capsule happens to fit into it quite nicely... It's OK, you can thank me later. Fire that bad boy directly into this ugly freak for a one hit kill. If you're out of luck with the AMPOULE SHOOTER, use regular weaponry. He's just as strong as last time. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 13.Weapons =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ------------------------------Unequipped Attacks------------------------------- In order of pain inflicted. Least -> Greatest. ======================= Shoulder Butt ======================= To execute this attack, hold R1 and press X while no weapon is equipped. This can cause enemies to stumble back and sometimes fall. This is the weakest attack in the game, but is helpful when trying to avoid zombies. ======================= George's Shoulder Butt ======================= This is just like a regular shoulder butt, except it can be used while George has a weapon equipped, and if completely prepared, can knock down an enemy. While playing as George, hold R1 and Circle until George charges forward. ======================= Kevin's Kick ======================= This hurts more than a shoulder butt, but is just as likely to knock an enemy down as one. It's only advantage is that it can be used with an item equipped. While playing as Kevin, hold R1 and press Circle. ======================= Foot Stomp ======================= This hurts a lot more than a shoulder butt, but of course, the enemy must be on the ground in order for it to be of any use. Hold R1, Down, and X. ======================= David's Monkey Wrench Toss ======================= This is a powerful attack that also knocks the enemy down 95% of the time. This attack would be godlike if David had unlimited MONKEY WRENCHes, but he doesn't. Hold R1 and press Circle while facing an enemy. ----------------------------Melee/Throwing Weapons----------------------------- Also in order of pain inflicted, Least -> Greatest. ======================= Pesticide Spray ======================= When used against a non-insect type foe, all it can do is make an enemy stagger backward and cause a minute amount of damage. ======================= Scrub Brush ======================= This might hurt more if the heroes didn't swing like pansies. It inficts about as much damage as a foot stomp. After whacking enemies for a while, it turns into a STICK. ======================= Folding Knife ======================= Found only in the Decisions, Decisions scenario and David's TOOLBOX, these are recommended only as replacements for a Foot stomp, as they will rarely keep a zombie from grabbing you. ======================= Stick ======================= This is a broken item. You can throw it to, more than likely, knock down an enemy. Other than that, it doesn't have much use. ======================= Butcher Knife ======================= This weapon hurts only a little more than a FOLDING KNIFE, but can be combined by David with a STICK to form a SPEAR, which hurts about twice as much as an IRON PIPE. ======================= Broken Crutch ======================= An overused CRUTCH. Use it a little longer and it'll become a STICK. ======================= Curved Iron Pipe ======================= This only hurts a little less than an IRON PIPE and is the result of overusing an IRON PIPE. Use this too much and you'll end up with the throwing weapon, BENT IRON PIPE. ======================= Iron Pipe ======================= This weapon, although seems invulnerable, is actually quite weak. It can be used with other items by David to make a HAMMER or STUN ROD, but also can be easily used as a relatively powerful swinging weapon. After a few blows, it becomes a CURVED IRON PIPE. ======================= Survival Knife ======================= This is a big knife used by the US Army. It hurts more than the other common knives. ======================= Bent Iron Pipe ======================= This is a powerful, way bent out of shape IRON PIPE. It can only be used once as a throwing weapon, though. ======================= Crutch ======================= More powerful than you thought, eh? Swing it like an IRON PIPE. When used for a while, it morphs into a BROKEN CRUTCH. ======================= Concrete Piece ======================= A one-time throwing weapon that knocks down a foe. This looks to be one of the most painful weapons in the game. ======================= Pesticide Spray ======================= When used against an insect type, it hurts even more than most standard melee weapons. ======================= Spear ======================= Made by the combination of a WOODEN POLE and a BUTCHER KNIFE by David, this weapon inflicts just as much damage as a PESTICIDE SPRAY does against bugs. When used for a while, this weapon breaks into a STICK. ======================= Hammer ======================= You won't respect this weapon until you use it. It's a CONCRETE PIECE combined with an IRON PIPE as David. This weapon will knock down a zombie every time, and once they're down, with this weapon, they're finished. ======================= Stun Rod ======================= By far the funkiest weapon in the game! This is made by David combining a BATTERY and an IRON PIPE. It ends up having about ten uses and kills just about any average enemy in one or two hits. After frequent use, becomes a CURVED IRON PIPE. ======================= Molotov Cocktail ======================= This is made by combining a NEWSPAPER or RACCOON TODAY with an ALCOHOL BOTTLE, then with a LIGHTER. If you catch the enemy on fire, it will hurt it even more. ======================= Yellow Chemical Bottle ======================= These are rare and are only in the Below Freezing Point scenario. However, as you can see, they are quite strong. Just be sure you are far enough away or are aiming down. ======================= Gray Chemical Bottle ======================= The same as the YELLOW CHEMICAL BOTTLEs, except stronger. -----------------------------------Guns, Etc.---------------------------------- In the order of pain inflicted PER SHOT. ======================= Submachine Gun Holds: 30 Handgun rounds ======================= It uses Handgun Rounds! It's pretty cool, and yes, recommended for rapid fire use. ======================= Burst Handgun Holds: 20 Handgun rounds ======================= Well, it hurts the least per bullet, but it fires 3 at a time! Find it in The Hive! ======================= Nail Gun Holds: 20 Nails? ======================= Yep, it's not quite as good as most Handguns, but it's always there! But remember, it can only be used as EITHER a weapon OR a tool. ======================= Mark's Handgun Holds: 15 Handgun rounds ======================= This isn't as powerful as the standard, RPD issue, but at long range it puts the RPD's gun to shame. ======================= Assault Rifle Holds: 30 Assault rifle rounds (In Magazine) ======================= A powerful weapon at close range. Also, quite exhilerating... ======================= Handgun Holds: 15 Handgun rounds ======================= The standard weapon. Holds 15 shots. ======================= Handgun SG Holds: 13 Handgun rounds ======================= Slightly more powerful than the Handgun, but also holds less shots. ======================= 45 Auto For Kevin Holds: 7 45 Auto rounds ======================= Holy crap! This is a very powerful weapon, especially when combined with Kevin's "Take Potshots" special ability. That's why ammo is so rare. ======================= Shotgun Holds: 7 Shotgun rounds ======================= The standard, Resident Evil-style shotgun. It's quite the powerhouse, and works best when aimed into the face of a zombie...BANG! ======================= Magnum Handgun Holds: 7 Unreloadable rounds ======================= Techinically a .50 calibur Desert Eagle handgun. It packs one heck of a kick, but is most definitely worth it. ======================= Magnum Revolver Holds: 6 Magnum revolver rounds ======================= The most powerful handgun in the game. This is only available toward the end of the Outbreak scenario, but isn't that where you'd need it most? This will take down just about anything non-boss in its path. ======================= Grenade Launcher Holds: 255 Burst or Acid rounds ======================= Burst rounds are more powerful, but either one will likely kill just about anyone. ======================= Rocket Launcher Holds: 1 Unreloadable rocket ======================= Instant kill. 'Nuff said. ======================= Ampoule Shooter Holds: 1 Daylight capsule ======================= Should I have even put this in here? I doubt it. Also an instant kill, but MORE of an instant kill, if 'ya know what I mean. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 14.Files =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This section lists the contents of all the files in the game, so you can explore the story without worrying about your virus meter rising. -----------------------------Outbreak Files------------------------------------ ======================= Newspaper Location: Staff room (and other places) ======================= 1/6 DAYLIGHT SLAYING? CLOUDS LOOM OVER RACCOON CITY R.P.D. announced it will set up a special joint investigation HQ for a serial murder case in which over 30 murders have already occured. 2/6 While there is no connection between suspects, the methods in which the victims were slain are all similar. 3/6 Ordering a joint investigation into the serial murders was the rational thing to do. The scale and the detail of the investigation has not yet been made public. 4/6 The authorities have been avoiding announcing any details of the cases. They are sticking with that stance to prevent any copycat crimes from occuring. 5/6 Rumor has it that a certain member of the press has obtained some information: The suspect was temporarily insane at the time of the incident. 6/6 Authorities continued to take a "no comment" stance on the factuality of these rumors. The case seems quite problematic. ======================= Diary of Bar's Staff Location: Locker room ======================= 1/5 I hate the kids living in the next apartment. They sneak into this building via an accessway on the roof almost every day and cause so much trouble! 2/5 The day before yesterday, they closed the shutter on the 3rd floor while I wasn't looking. Because of that, I couldn't go to the roof to get a package I needed. 3/5 Then I get a good scolding from Jack. How ridiculous! It's not even my fault! 4/5 I can't remember how many times they broke the lock that holds the sign to the chain-link fence. However, I have welded it so that they will never be able to enter. 5/5 If they should break it, I will sue them for damaging my property. You better watch your butts, kids! ======================= Jack's Memo Location: Owner's room ======================= 1/3 To Cindy: Please bring the package from Robert's store to my room. I'm having lots of dangerous customers lately so I asked him to fix-up my gun. 2/3 I've had enough! Those muscle bound punks have shown up almost every night for a week. Tonight, I'll threaten them with my gun and turn them away. 3/3 P.S. There may be no space in my room for the package. If that's the case put it in the Drawing Room. ======================= Playing Manual 1 Location: J's BAR ======================= 1/13 *CAUTION!* Status Screen Other PCs and enemies do not pause while this screen is being accessed. Note: the screen will revert back to normal gameplay in the instance you are attacked. 2/13 *Note: each button function will vary if you have altered the controller settings from their defaults. 3/13 [MOVE] Move your character with the directional buttons or the left analog stick. The D-pad maintains your character's direction. 4/13 [MOVE 2] When you use the left analog stick, your character turns and changes his/her direction. 5/13 [Aiming and attacking] Hold down the R1 button to aim. Press the X button while aiming to fire. Change firing directions by pressing any direction while aiming. Switch targets with the L1 button. 6/13 [Reloading part 1] You can reload your weapon either by combining your grun with the corresponding bullets in the status screen or by pushing the L1 button while your weapon is equipped. 7/13 [Reloading part 2] Reloading takes more time depending on the amount of bullets reloaded. There is an item which enables you to fully reload your weapon with one press of the L1 button. 8/13 [Special actions] In addition to standard actions such as walking and running, players can move over obstacles & climb ladders. Press the X button near various obstacles/ ladders to climb them. 9/13 [Giving items] You can give an item to another player by choosing an item in the status screen and then choosing the "Present" command. 10/13 [Requesting items] You can request an item from another player by choosing another player's item from the status screen and then choosing the "Request" command. 11/13 ["Shouldering an injured teammate] Press the X button near an injured PC to lend him/her your shoulder as a crutch. Push the O Button to stop shouldering them. You can help dying PCs by shouldering them up as well. 12/13 [Ad-Lib Chat System] By pushing the [Square] button, the PC will speak a random line of dialogue based on the situation. THeir casual dialogue may give you a clue about what to do to clear the scenario. 13/13 [Fixed Chat Commands] You can communicate with other PCs by using the right analog stick. Use this feature to inform other PCs that you plan to assist them or if you need to call for their help. ======================= Playing Manual 2 Location: Stairs between 1F and 2F ======================= 1/13 [Character status] Check damage status via the ECG (Electrocardiogram) FINE ... Normal CAUTION ... Slightly wounded CAUTION ... Moderate wounds DANGER ... Seriously wounded 2/13 [Poison] If you get poisoned, your vitality gradually decreases as time passes. The electrocardiogram (ECG) will display the word while you are poisoned. 3/13 [Blood loss] If you get attacked and lose lots of blood, your movement speed slows, and your vitality decreases as you move. The ECG displays the word while you are losing blood. 4/13 [Virus gauge] The ivrus gauge on the status screen shows the player's virus infection rate. If it reaches 100%, the player dies regardless of his/her remaining vitality. 5/13 [Crawling part 1] If you receive too much damage, your player will start crawling on the floor. While you are crawling, you can't enter certain rooms and perform certain tasks. 6/13 [Crawling part 2] While you are crawling, your virus gauge increases at a much quicker rate than normal. To avoid having to crawl, you must a recovery item or have other PCs "shoulder" you up. 7/13 [Map part 1] View basic room information for any previously visited room by pressing the [Triangle] button to access the map. If you obtain a mpa, info on unentered rooms on that map is displayed. 8/13 Green Room-Rooms you've been to. Red Room-Currently occupied room. Yellow Door-Unexplored doors. Blue Door-Opened doors. Red Door-Unopened doors. 9/13 [Herbs part 1] Recover status ailments with herbs. Green Herb-Recovers your vitality. Blue Herb-Cures Poison. Red Herb-Amplifies the potency of a herb. 10/13 [Herbs part 2] Herbs can be mixed together. Ex: Green + Red = Mixed Herb There are many other ways to mix herbs so you can create herbs that have various new effects. 11/13 [Checking other Pc's status] If you are in the same room with other PCs, you can check their virus gauge, items, etc. on the status screen. 12/13 [Exchanging items with a dead PC] Even if another PC dies, you can still exchange items with him/her by opening status screen in the room he/she died in. 13/13 [Temporary Save] You can temporarily save the game by accessing the typewriters found within each scenario. Note: previous game data disappears when you load a temporary save game. ======================= Play Single Player Mode Location: Wine room ======================= 1/13 The main feature of Single Player mode is the "Partner AI." This is a character /several characters that assist the PC and are CPU controlled. Gameplay will change depending on Partner AI interaction. 2/13 Your AI Partner perfroms actions just like the character you control. He/she can move, attack, use items, chat, help other, etc. Of course, when they run out of vitality they will die like any other character... 3/13 You must decide how to interact with your AI Partners. Will you help your AI Partner battle against some enemies. Or will you let them take on for the team and cover you while your run away. 4/13 AI partner Actions and Commands Each AI Partner has their own personality. Sometimes he/she follows you and sometimes they do not. Their actions change according to the progress of a scenario and their current conditions. 5/13 You can make a request of your AI Partners by using the "Appeal A" function (Press the right analog stick). Note that they may not always answer your request because they have their own personalities. 6/13 When your request is rejected by your AI Partner then wait for a moment and try again. Note: if you are too far from your AI Parnter, your request won't reach them. 7/13 When making a request, the nearest AI Partner will react. To make a direct request to a specific AI Parnter, use the "Appeal B" function (press the L2 button and right analog stick together). 8/13 AI Partner Items AI Partners can have items just like you can. They can also take, exchange, combine items via their own accord. 9/13 AI Partners have their own personalities. They find items, use them, and fight the enemy. Some Partners use items but others save them up. The way a character acts depends on his personality. 10/13 You can exchange items with your Partners. To offer an item use the 'give' command. To ask for an item use the 'request' command. 11/13 Normally, you will give an item to the closest AI Parnter. However if you designate a specific partner using the Appeal command you can give items to specific parnters. 12/13 While your AI Partners are separated from you, he/she may acquire or use items. When you meet up with your AI Partners again, check his/her status screen. They may have picked up some important items. 13/13 Choosing the correct items is key for your survival. Do you carry the good items and put your AI Partner at risk or do you try to keep your back up alive to support you against big enemies? [NOTE FROM DJSIXPACK14: Yes, Capcom spelled "Partner" wrong 3 times. Go figure] ======================= Raccoon Today Location: In front of Apple Inn ======================= 1/6 AN EERIE VOICE FROM UNDERGROUND Recently there is spooky talk around South Campbell street. It is said that groans can be hard from the drainage system at night. 2/6 It is easy to dismiss it as a ghost story that middle schoool students love to talk about on camping nights. But the amount of missing people has increased rapidly at this locale for the past month. 3/6 8 people have gone missing. Strangely, the missing people have a lot in common: They are all single white females aged 18 to 23 with beautiful blonde hair. 4/6 The street was wrapped in a dense fog the day after they went missing. From the sewer drain, which runs north-south along the street, a woman's constrained voice could be heard for several hours. 5/6 Of course, the drainage sewers have been thoroughly investigated. But neither the missing person nor any traces have been found. 6/6 The Police Department has so far denied the relationship with teh bizarre incidents that have rapidly increased after the mansion incident. However, the events must be related. ------------------------Below Freezing Point Files----------------------------- ======================= Top-Secret Memo Location: B4F culture room ======================= 1/3 The sample currently stored in the lab. is a parasite that was rejected by it's host due to incompatibility. As it is extremely unstable, you have to be extremely careful when handling it. 2/3 When transfering the sample, use a portable capsule manufactured by the MI corp. Also, chemicals in the capsule get contaminated every few hours so they must be changed. 3/3 Any failure to do so, could result in the subject awakening. Please be sure to handle with extreme caution. R&D #1 Martin Walcott NOTE FROM DJSIXPACK14: Wow! Only one spelling and two punctuation errors. Sigh. Do you think anybody actually READS these before they go out to millions of people? ======================= Researcher's Will Location: B4F Low temperature laboratory ======================= 1/6 Oh... I can't believe this... 2/6 Three days have passed since a couple of subjects (MA-125R) who escaped from B area began a killing spree in the laboratory... I think at least 10 of my colleagues have been killed by them. 3/6 However, I got to experience the horror, first hand, as one of their giant, sharp claws ripped through my body! The bleeding from the wound just won't stop... 4/6 Why... Why did we create such terrible things? We have no right to play god. 5/6 The only thing left for me to do now is to destroy the laboratory controls... 6/6 When the temperature drops down to about zero degrees, they would be frozen in their tracks...hopefully. That is about the only thing I can do now. D*mn my foolishness! ======================= Staff Memo Location: B5F emergency passage ======================= 1/1 September 11th, 13:30, # of guests: 4 #Checking ofr other possible additional guest users: #Entry Name: "GUEST" #Password: None ======================= Interoffice Memo Location: B7F laboratory ======================= 1/5 Due to severeal misplaced material incidents. We have decided to introduce a pass code system. 2/5 With his new system implemented we will be able to check and log each time the cabinet doors have been opened or closed. This increase in security should cut down on material mishandling. 3/5 At the same time, we are currently organizing the chemical cabinet. This task should be finished by early next week. 4/5 Finally, please note that this information is confidential. It should be understood that our company will prosecute all offenders to the extent of the law. 5/5 Passcode: WXYZ Head of Administration Div. Walter Ryan NOTE FROM DJSIXPACK14: WXYZ is replaced randomly by 0634, 4509, or 9741. ======================= Laboratory Memo Location: B7F laboratory ======================= 1/1 UMB No.20->UMB No.3 + VP-017 #Changes color to auburn when mixed. #A very potent weed pesticide. Very effective against plants. Careful handling is required. ======================= Monthly Passcode Location: B5F area C passage ======================= 1/5 As of the 1st day of this month, the pass code settings have been changed. 2/5 Please be advised that last month's code will become invalid at 12:00AM on the day the new pass code is initiated. 3/5 B5F Computer Room: ABCD B4F East Area Passage: WXYZ 4/5 In the meantime, as you are well aware, you can unlock the electronic locks for doors with a security level of 4 and lower via these codes. Caution should be taken by all system managers 5/5 when handling these codes so they are not leaked to outside sources. Administration Division, Senior Staff Member Walter Ryan ======================= Custodian's Diary Location: B4F east area passage ======================= 1/7 I had such a sh*tty day today! I accidentally lost the "turn table key" that Rick in admin gave me. I'm sure I look like absolute crap! If management finds out I lost the key, getting fired will be the 2/7 least of my worries. There's even a rumor "screw-ups" could even be used as bait for some creepy test "subject" the company is working on. 3/7 Thank god! Roy from security found the key in the bathroom and brought it to the admin. Although I found out about this through my boss who looks like he is about ready to chew me a new one. 4/7 Man, I've haven't been ripped such a big one since I was a snot-nosed brat in Junior High School! 5/7 Shesh! Like it even f*ckin' matters. You can't do anything with the key if you don't know the code in the first place! 6/7 Man, when I quit this company I'm gonna use that key and the code and make those elevators my own personal private ride! Even I wouldn't forget a code as easy to remember as the word "Hope." 7/7 Yep, my own personal elevator... Kinda like the sound of that! NOTE FROM DJSIXPACK14: What the heck is he talking about? Perhaps the turn table required the word "Hope" to run at one point or another. Who knows? -----------------------------The Hive Files------------------------------------ ======================= Male Nurse's Diary Location: Room 302 ======================= 1/5 We should have disposed of that nasty crap much earlier. It got Robert's body as well, even though I made sure to seal up the body in an air-tight bag. 2/5 The ammo in the spare gun we keep here for security, ran out. Hell, bullets didn't even dent it! What in the hell am I gonna do now? 3/5 The bite wound from that thing just won't clot. I've lost so much blood that I feel nauseous and dizzy. Wherever I go or hide, that d*mn thing is always on my heels. 4/5 It just moves so incredibly fast. Come to think of it, in the beginning it was a lot slower... It's a predator... and I think the smell of blood is exciting it. 5/5 I'm... done.. for... I'll... be.. the... next... ======================= Repair Work Memo Location: Nurses' center (3F) ======================= 1/1 Repair plan: A/C unit, Switch panel #Main Entrance #3F->4F Landing space #Room 403 #B2F Channel -> Drainage (AUTHORIZED PERSONNEL ONLY) ======================= Setting Manual Location: Elevator control room ======================= 1/2 Elevator floors of operation: NORMAL ........ 3F - B1F LEVEL 1 .......... B2F LEVEL 2 ......... B3F, 4F 2/2 Administrator is in charge of deciding the security settings for the various areas. A switch to security level 1 requires a 4 digit code. Whereas a change to level 2 requires a voice code authorization. ======================= Piece of Memo Location: Office (1F) ======================= 1/1 #Cabinet B-6 #Red chemical code number + ABCD NOTE FROM DJSIXPACK14: ABCD will be replaced by 2345, 4105, or 7001. ======================= Chemical Code Message Location: Nurses' station (2F) ======================= 1/2 Here are the reagents for today. As usual, I put tentative names on the label. Please replace the names with the correct codes and keep them in the cabinet labeled B-6. 2/2 Name (tentative): Code Cerulean: C-4041 Emerald: E-1160 Turquoise: T-7221 Carmine: K-1210 Ivy: I-2005 ======================= Researcher's Diary Location: Laboratory (B2F) ======================= 1/3 D*mn Umbrella... I understand the need to choose a location few people would investigate, but why the h*ll choose the sewers! Burkin and that pig of a chief! I am a normal man. 2/3 I don't wanna trudge through such filth. Not even for 5 minutes. I won't go to the laboratory until they provide me with a boat. 3/3 I finally got a boat. But it doesn't handle so well in narrow channels. Oh well through... it's much better than walking. ======================= Investigation Request Location: Laboratory (B2F) ======================= 1/3 Can you investigate the leeches captured around the sewers? They seem to be different from these previously logged in our records. I assume they are a variant of the virus but we can't verify it here. 2/3 They seem different from the leeches Mr. Marcus was involved with. There is a gigantic one that they failed to capture. It is estimated to be more than 1 meter long. 3/3 They discovered that the leeches are vulnerable to high heat. Please be careful when examining the leeches. ======================= Card Memo Location: B2F passage ======================= 1/1 Due to a change in staff, card keys are now managed by senior staff member Dr. Scott Jones. Obtain permission before using them. Contact -> doctors' box on 1st floor or nurses' desk on 3rd floor. ======================= Security Guard Guide Location: Night reception (Mark/Mark type characters only) ======================= 1/3 Physical strength and technique are not the only skills you need as a security guard. You also need to know about your surroundings and be able to act on snap decisions based on those surroundings. 2/3 Make sure to check the map often to grasp the situation you're in and have the guts and gumption to act on your decisions. Actually, One of the skills you need as a security guard can be performed by 3/3 pushing the X button while "Aiming"... (The rest of the file is illegible due to blood stains.) -----------------------------Hellfire Files------------------------------------ ======================= Guest Memo 1 Location: Room 102 ======================= 1/4 Dad told me to keep a diary whenever I join a new school. So today I am testing it out. 2/4 Dad is always so busy. He is a university teacher. He left early in the morning today to have a meeting with some bigwig. 3/4 I have to get ready to change schools, but I have to watch over the hotel room until dad gets back. Man, there is nothing to do here. I've already searched all over the room for something fun to do... 4/4 There was this weird picture... I touched the switch next to the picture a couple of times but nothing happened. I'm so bored. I'm getting hungry, too. I hope dad gets back soon so we can eat. ======================= Guest Memo 2 Location: Room 104 ======================= 1/3 Louise, Thanks a lot for your offer, but I have decided to go with Ed instead. I just don't think I could get away from all my sad memories if I stayed here. 2/3 While I was looking at the picture of that old castle in my room, I started thinking about Manchester where we were raised. I'll never forget those fun times that mom and the 2 of us had before the accident. 3/3 But I just don't want to think about that. Anyways, I'm sure you'll be okay without me. I'm sorry... good bye. Amy ======================= Guest Memo 3 Location: Room 204 ======================= 1/3 September 23rd It's true I'm the one who specificially requested to satay in this room since it was where my late wife and I used to stay. It used to be a peaceful place where 2/3 I could do some writing while remembering my lovely wife. However there is a new hotel owner and he put some strange map up as a decoration. The cursed thing is flickering on and off and keeping me 3/3 from concentrating. I was hesitant to complain since they gave me a big discount to stay, but my patience has worn out. I am going to leave and find a more appropriate hotel in the morning. ======================= Janitor's Repair Memo Location: Linen room ======================= 1/1 Repair locations: #Switchboard disconnection #General piping in the boiler room #Wall cracks in room 304 and 305. #Ventilator at the front lobby. # Guest room repairs take priority. ======================= Guard's Notebook Location: Linen room ======================= 1/2 Routine patrol on the roof: Starts this Saturday. Switchboard repair request: Kevin. 2/2 Change pass code in the security room: ABCD Sandra's school admission present: Tomorrow. NOTE FROM DJSIXPACK14: ABCD will be replaced by 0721, 2287, 6354, or 5128. ======================= Emergency Manual Location: Security office ======================= 1/3 How to use escape ladder: The ladder installed at the hall on the 2nd floor in the center of the lobby is compactly stored except for emergencies. It extends whenever the smoke detector goes off. 2/3 To avoid power problems like power outages, the device is connected to a special emergency power supply. During normal operation, please be sure to switch over to the emergency power supply in order 3/3 operate the unit. The emergency power supply is controlled via the switchboard in the north end of the first floor. ======================= Janitor's Daily Report Location: Store room (2F) ======================= 1/4 September 17th - I was told to check the alarm device every week from now on but I used to only do it twice a year! The new owner seems to be a bit of a worry wart. Who would wanna break in here? 2/4 September 21st - I had a drink with Todd, the security guard. He was grumbling about the new type of card key installed in the rooms. That number lock on the south door should be enough. What a pain. 3/4 September 22nd Todd left a card key in the bathroom and I brought it to him. When I told him to keep it together with his daughter's photo, he seemed embarrassed. He sure can be a jerk. 4/4 September 23rd - That strange noise in the boiler room just keeps getting louder and louder. I doubt retightening the bolts on the pipes will help. I'll tell the owner next week. No reason to come in Sunday. ======================= Guest List Copy Location: Owner's room (1F) ======================= 1/3 #Security Box No. Duplicate Mr. Andrew Evans JIA Ms. Anna Lowell BAE 2/3 Mr. Dario Losso FBH Mr. John O'Donnell IIB Mr. Joseph Wilson DCH 3/3 Mr. Louis Sullivan CJF Mr. Toby Whitman GGF ======================= Hotel Charge Breakdown Location: Room 101 ======================= 1/1 Room service Afternoon tea Laundry Service charge Total: $12 (Variable) NOTE FROM DJSIXPACK14: The possible variables for this file are Mr. Andrew Evans, Ms. Anna Lowell, Mr. Joseph Wilson, and Mr. Toby Whitman. ------------------------Decisions, Decisions Files----------------------------- ======================= Geneology Facts Location: Student affairs office ======================= 1/2 Common in cats and dogs but sometimes displayed in humans, there is a genetic mutation known as 'odd eye' in which a person's right eye will be a different color from their left. 2/2 Another extremely rare case occured in a moose discovered in 1981 on a Columbia mountian in Canada. The case states that the moose had a shining red eye and a blue eye that sparked like jewels. ======================= Blood-stained Memo Location: Study room ======================= 1/2 George I'm a dead man... Hurry and create a reagent. Then get the h*ll out of Raccoon. 2/2 There's a reagent incubator in the lab. Collect the t3 key ingredients, set them in the incubator and... ======================= Reagent Generation Memo Location: Study room ======================= 1/5 reagent components: 1. P-base 2. V-poison 3. T-blood Synthesize the components in the incubator located in the lab. 2/5 #The machine will automatically mix the components. It will take some time to totally mix them. #Once it is generated, you can make a copy of setting it in the high speed incubator. 3/5 1. P-base Generated 2500ml for the reagent. Since storage device in the lab is out of order, sample is being stored in basement tank. Keep sample in air-tight case or it will dissolve. 4/5 2. V-poison Generated from bee poison as a culture catalyst. It is kept in the lab. Gathering usable amounts of V-poison is very labor intensive. Handle it with care. 5/5 3. T-blood Blood from a creature infected with the "T" virus. #A sample from Greg should be arriving. ======================= Section of a Diary Location: Control room (B4F) ======================= 1/2 September 17th - We don't have enough V-poison for the compound. I vaguely remember there being a wasp's nest in the emission tower, but I shouldn't just recklessly wander over there... 2/2 Granted that, I'm stuck without the necessary components... I guess I'll head there after I get equipped with some protective gear. ======================= Cable Repair Request Location: Water works administration office ======================= 1/3 To Roger, That power cable on the celiing is decaying. If we leave it as it is, those pesky rats will gnaw it in two. 2/3 As you know, a powerful generator is used at this University since they use so many high output lab devices. If the cable is cut, someone could get electrocuted. 3/3 Please call a repair person and have him fix it. I'll be on business and won't return for a while. The generator is located on the northwest side of the 1st floor hall. Be sure it's done, Patrick. ======================= Torn Memo Location: Study room ======================= 1/1 Changed elevator code 4... ======================= Part of Torn Memo Location: 1F passage B ======================= 1/1 ...ABC NOTE FROM DJSIXPACK14: ABC will be 032, 161, 927, or 284. ======================= Orders Location: Back square ======================= 1/3 1.Battle Plan: Emperor's mushroom 2. Area of Operation: Within 4 blocks of Raccoon U. 3. Time: 60 minutes, starting at 5:35 AM. 2/3 4. Arms Basic armament: c-2 + Extractor 5. Purpose To gather T's blood (Code name: T-blood) -or- to kill T and retrieve its body. 3/3 Supplementary Information: Biggest priority of the operation is to gather T-blood and erase all of T's traces. If the body is deemed too difficult to recover, destroy it and the general area. ======================= Peter's Diary Location: Student affairs office ======================= 1/9 August 30th - Reagent creation is at its final stage. When it is completed we will finally have a means to stop that wretched T-virus. 2/9 I heard aabout Umbrella's heinous dealings from an ex-head researcher named Greg. Iwouldn't have been able to create this reagent without his expertise and assistance. Using viral research for personal gain is 3/9 unforgiveable. We named this reagent Daylight. You don't need an Umbrella in the daylight. I find the name quite suits the reagent, considering its main purpose. 4/9 September 15th - I've received the T sample from Greg and tested Daylight on it. It's still not at all stable but it is managing to suppress the growth of the 'T' viral cell. Victory is nigh! 5/9 Come to think of it... How did Greg obtain the "T" sample? He told me a friend secretly got him a sample but he thinks he's being chased by Umbrella. Is he hiding something from me? Well, I shouldn't snoop... 6/9 7/9 September 19th It seems I've been totally mistaken. How could Greg do such terrible things?! It seems this has all been a ruse. He planned everything from the start! 8/9 There must be a reason why he rushed me to complete "Daylight." Am I'm the only one who, other than Greg, that knows how to create the compound? Is my life in danger? I should just play dumb for awhile. 9/9 #Discarded T sample. #Hide compound instructions. #Contact George. ======================= Number Memo (Easy) Location: General manager's room ======================= 1/5 999 929 939 959 999 2/5 000 280 000 650 000 3/5 888 308 888 879 888 4/5 111 123 111 561 111 5/5 Hour: 90 Minute: 81 ======================= Number Memo (Normal) Location: General manager's room ======================= 1/5 040 143 943 543 342 2/5 777 727 717 717 777 3/5 999 989 909 959 999 4/5 333 341 333 773 333 5/5 Hour: 47 Minute: 93 ======================= Number Memo (Hard) Location: General manager's room ======================= 1/5 888 858 818 818 888 2/5 222 082 002 442 042 3/5 636 676 666 556 986 4/5 000 010 040 010 000 5/5 Hour: 82 Minute: 60 ======================= Number Memo (Very Hard) Location: General manager's room ======================= 1/5 555 525 545 525 555 2/5 333 783 333 340 333 3/5 222 296 222 452 222 4/5 777 707 717 797 777 5/5 Hour: 53 Minute: 27 =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 15.Item Descriptions =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Standard Items ======================= -----Kevin----- 45 AUTO FOR KEVIN - Kevin's favorite handgun. It uses 45 ACP rounds. -----Mark----- HANDGUN FOR MARK - Mark's favorite handgun. It uses 9mm parabellum rounds. -----George----- MEDICAL SET - With this, you can create various kinds of medicine with herbs. -----David----- TOOL BOX - David's trusty tool box. -----Inside David's Tool Box----- FOLDING KNIFE - A small, foldable knife. JUNK PARTS - You can repair broken materials by combining other items with this. MONKEY WRENCH - A monkey wrench of moderate size. VINYL TAPE - You can create unique items by combining other items with this. -----Jim----- COIN - A coin Jim always keeps in his coin holder. -----Alyssa----- PICKING TOOL - You can pick a lock using this. I-SHAPED PICK - Examine the tip of this closely and use it on a matching keyhole. S-SHAPED PICK - Examine the tip of this closely and use it on a matching keyhole. W-SHAPED PICK - Examine the tip of this closely and use it on a matching keyhole. P-SHAPED PICK - Examine the tip of this closely and use it on a matching keyhole. -----Yoko----- KNAPSACK - Holds up to 4 items. -----Cindy----- HERB CASE - A case for holding herbs. -----Inside Cindy's Herb Case----- BLUE HERB - An herb which grows wildly in this area. GREEN HERB - An herb which grows wildly in this area. RED HERB - An herb which grows wildly in this area. ======================= Outbreak ======================= 45 AUTO ROUNDS - Used in the 45 automatic. ALCOHOL BOTTLE - A bottle with a flammable alcohol in it. ANTIVIRUS - Stops virus' growth for a short time. BLUE HERB - An herb which grows wildly in this area. BUTCHER KNIFE - A regular household kitchen knife. DETONATOR - You can cause an explosion by connecting this to a fuse. DETONATOR HANDLE - A part of the detonator. It attaches to the main unit. DETONATOR MAIN UNIT - A part of the detonator. The handle is missing. FIRST AID SPRAY - Heals your wounds completely. FLAME SPRAY - A handmade flame thrower.* FORKLIFT KEY - A forklift key. You can start an engine with this. GREEN HERB - An herb which grows wildly in this area. HANDGUN - The RPD's official handgun. It uses 9mm parabellum rounds. HANDGUN MAGAZINE - A handgun magazine. Reloads 9mm parabellum rounds. HANDGUN ROUNDS - 9mm parabellum rounds. They are used in various handguns. IRON PIPE - A pipe made of iron. KEY WITH BLUE TAG - A key with a blue tag attached. LIGHTER - J'S BAR is inscribed on it. MAGNUM REVOLVER - An M29-44 magnum. It uses 44 magnum rounds. MAGNUM REVOLVER ROUNDS - 44 magnum rounds. They are used for a magnum revolver. NAIL GUN - A relatively powerful electric tool. NEWSPAPER - The headline reads "STRANGE INCIDENT." PESTICIDE SPRAY - An aerosol spray. It contains pesticide. RACCOON TODAY - The headline reads "STRANGE INCIDENT." RED HERB - An herb which grows wildly in this area. SCRUB BRUSH - A cleaning brush with a long pole. SHOTGUN - A gun which can scatter bullets over a large area. SHOTGUN ROUNDS - 12 gauge shotgun shells. SPEAR - A handmade spear.* STAFF ROOM KEY - A key to the staff room. Employees at the bar use it. STICK - A short wooden pole. STORAGE ROOM KEY - A small key with a tag attached. The tag reads: "STORAGE." WOODEN POLE - A pole of appropriate length to swing. ======================= Below Freezing Point ======================= 45 AUTO ROUNDS - Used in the 45 automatic. ANTI VIRUS - Stops virus' growth for a short time. ANTI VIRUS (L) - Stops virus' growth for a long time. BLOWTORCH - A small, portable burner. It has plenty of fuel left. BLUE HERB - An herb which grows wildly in this area. BROKEN SHOTGUN - It is broken and can't be fired. FIRST AID SPRAY - Heals your wounds completely. FROZEN WRENCH - Just an ordinary, everyday wrench. I can't use it until I thaw it out. GRAY CHEMICAL BOTTLE - It contains a gray chemical. GREEN HERB - An herb which grows wildly in this area. HANDGUN ROUNDS - 9mm parabellum rounds. They are used in various handguns. HANDGUN SG - An easy-to-use, reliable handgun. It uses 9mm parabellum rounds. IRON PIPE - A pipe made of iron. LAB CARDKEY - Yoko's ID card. I can unlock doors in the lab facility with this. MAGNUM HANDGUN - A very big handgun. It uses 50 AE rounds. RED HERB - An herb which grows wildly in this area. SHOTGUN - A gun which can scatter bullets over a large area. SHOTGUN ROUNDS - 12 gauge shotgun shells. SURVIVAL KNIFE - An army fighting knife. TURN TABLE KEY - A key used to activate the turn table. UMB NO.3 - A yellow chemical. It seems you need to mix this with something else. VALVE HANDLE - A handle used to open/close valves and such. There's a small hole. V-JOLT - You can exterminate infected plants with this chemical. VP-017 - A blue chemical. It seems you need to mix this with something else. WRENCH - Just an ordinary, everyday wrench. YELLOW CHEMICAL BOTTLE - It contains a yellow chemical. ======================= The Hive ======================= ANTIVIRUS (L) - Stops virus' growth for a long time. BLOOD PACK - It contains blood for a transfusion. BLUE HERB - An herb which grows wildly in this area. BUTCHER KNIFE - A regular household kitchen knife. BROKEN CRUTCH - The bottom part of a crutch. BURST HANDGUN - A handgun that can rapidly fire up to 3 rounds. CARD KEY LEVEL 1 - A card key. It says "B1F." CARD KEY LEVEL 2 - A card key. It says "B2F." CRUTCH - An ordinary wooden crutch. FIRST AID SPRAY - Heals your wounds completely. GREEN HERB - An herb which grows wildly in this area. HANDGUN - The RPD's official handgun. It uses 9mm parabellum rounds. HANDGUN MAGAZINE - A handgun magazine. Reloads 9mm parabellum rounds. HANDGUN ROUNDS - 9mm parabellum rounds. They are used in various handguns. HEMOSTAT - Stops bleeding. INVESTIGATION REQUEST - Some reports are compiled here. It's about those creepy leeches. IRON PIPE - A pipe made of iron. MALE NURSE'S DIARY - This is the diary of a male nurse at this hospital. PADLOCK KEY - A key to a padlock. RECOVERY MEDICINE - Heals a small amount of your wounds. RECOVERY MEDICINE (L) - Heals a big amount of your wounds. RECOVERY MEDICINE BASE - With this, you can create a recovery medicine with a kit. RED HERB - An herb which grows wildly in this area. RESEARCHER'S DIARY - This seems to be a researcher's diary. SCRUB BRUSH - A cleaning brush with a long pole. SPEAR - A handmade spear.* STICK - A short wooden pole. SUBMACHINE GUN - An automatic handgun for special forces. ======================= Hellfire ======================= 45 AUTO ROUNDS - Used in the 45 automatic. ACID ROUNDS - Rounds for a grenade launcher. They contain a powerful acid. ANTI VIRUS - Stops virus' growth for a short time. ANTI VIRUS (L) - Stops virus' growth for a long time. BATTERY - A small battery with high output capacity. BLUE HERB - An herb which grows wildly in this area. BUTCHER KNIFE - A regular household kitchen knife. CHARLIE'S ID TAG - I got this from a firefighter's body. It says "Charlie." CONCRETE PIECE - You can throw this to attack enemies. FIRST AID SPRAY - Heals your wounds completely. GOLD RELIEF KEY - A gold relief is carved into the key handle. GREEN HERB - An herb which grows wildly in this area. GRENADE LAUNCHER - A weapon which fires grenade rounds. HAMMER - A handmade hammer with a concrete piece attached at the end.* HANDGUN - The RPD's official handgun. It uses 9mm parabellum rounds. HANDGUN ROUNDS - 9mm parabellum rounds. They are used in various handguns. IRON PIPE - A pipe made of iron. LEN'S ID TAG - I got this from a firefighter's body. It says "Len." RED HERB - An herb which grows wildly in this area. RED JEWEL - I got this jewel in room 306. SECURITY ROOM CARD KEY - The Apple Inn logo is printed on it. SHOTGUN - A gun which can scatter bullets over a large area. SHOTGUN ROUNDS - 12 gauge shotgun shells. SILVER RELIEF KEY - A silver relief is carved into the key handle. STUN ROD - Its end is equipped with a device that emits high voltage.* ======================= Decisions, Decisions ======================= 45 AUTO ROUNDS - Used in the 45 automatic. AMPOULE SHOOTER - A compressed rifle which can fire special rounds. ANTI VIRUS - Stops virus' growth for a short time. ANTI VIRUS (L) - Stops virus' growth for a long time. ANTIDOTE - Cures poison. ASSAULT RIFLE - A gun suited for rapid firing. It uses 5.56 caliber rounds. ASSAULT RIFLE MAGAZINE - A magazine for asault rifles. This sets 5.56mm rounds. BLUE HERB - An herb which grows wildly in this area. BLUE JEWEL - It emits a bright blue light. BRASS SPECTACLES - Glasses with brass rims. The lenses are missing. BURST ROUNDS - Rounds for a grenade launcher. Contains a flammable compound. CARD KEY - A card key. It says "Service Entrance." CURVED IRON PIPE - A pipe made of iron. It's curved a little. DAYLIGHT - This suppresses the emergence of the T-virus. FIRST AID SPRAY - Heals your wounds completely. FLAME SPRAY - A handmade flame thrower.* FOLDING KNIFE - A small, foldable knife. GREEN HERB - An herb which grows wildly in this area. GRENADE LAUNCHER - A weapon which fires grenade rounds. HANDGUN - The RPD's official handgun. It uses 9mm parabellum rounds. HANDGUN MAGAZINE - A handgun magazine. Reloads 9mm parabellum rounds. HANDGUN ROUNDS - 9mm parabellum rounds. They are used in various handguns. IRON PIPE - A pipe made of iron. KEY WITH RED TAG - A key with a red tag attached. It says "water tank". LIGHTER - J'S BAR is inscribed on it. P-BASE - A part of the "Day Light" serum. It is unsealed and will evaporate soon. P-BASE (DEPLETED) - It's been exposed to air and has evaporated, making it unusable. P-BASE (SEALED) - A part of the "Day Light" serum. It's sealed and won't evaporate. PESTICIDE SPRAY - An aerosol spray. It contains pesticide. REAGENT CASE - A case used for storing reagents. SEALED REAGENT CASE - A case used for storing reagents. It can be sealed completely. RECOVERY MEDICINE (L) - Heals a big amount of your wounds. RED HERB - An herb which grows wildly in this area. RED JEWEL - It emits a bright red light. ROCKET LAUNCHER - A very powerful rocket launcher. It launches 84 mm rocket rounds. T-BLOOD - A part of the "Day Light" serum. Found it in some monster's neck. V-POISON - A part of the "Day Light" serum. I got this in the emission tower. * = Made by David using two of the items also found in the scenario. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 16.Key Item Locations =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Outbreak ======================= -----DETONATOR----- Description: You can cause an explosion by connecting this to a fuse. Location: Main street, combine DETONATOR HANDLE and DETONATOR MAIN UNIT. -----DETONATOR HANDLE----- Description: A part of the detonator. It attaches to the main unit. Location: Main street, by downed officer against light pole. -----DETONATOR MAIN UNIT----- Description: A part of the detonator. The handle is missing. Location: Main street, either on left or right side of the street. -----FORKLIFT KEY----- Description: A forklift key. You can start an engine with this. Location: Usually the Wine room (3F), but sometimes the Owner's room (2F). -----KEY WITH BLUE TAG----- Description: A key with a blue tag attached. Location: Usually on the coffee table in the Staff room (2F), but sometimes on the chair on the balcony of the Owner's room (2F). -----LIGHTER----- Description: J'S BAR is inscribed on it. Location: Drawing room (2F), or Slope along the canal when dropped by the officer. -----NAIL GUN----- Description: A relatively powerful electric tool. Location: On the desk in the Staff room. -----STAFF ROOM KEY----- Description: A key to the staff room. Employees at the bar use it. Location: Usually on the bar, but sometimes in the Men's bathroom or on Will's corpse after the zombies attack. -----STORAGE ROOM KEY----- Description: A small key with a tag attached. The tag reads: "STORAGE." Location: Usually on the desk in the 3F to rooftop stairway, but sometimes in J's BAR (1F) or on the chair in the balcony of the Owner's room. ======================= Below Freezing Point ======================= -----BLOWTORCH----- Description: A small, portable burner. It has plenty of fuel left. Location: B4F culture room. -----FROZEN WRENCH----- Description: Just an ordinary, everyday wrench. I can't use it until I thaw it out. Location: B6F south passage. -----LAB CARDKEY----- Description: Yoko's ID card. I can unlock doors in the lab facility with this. Location: B4F turn table. -----TURN TABLE KEY----- Description: A key used to activate the turn table. Location: B4F turn table. -----UMB NO.3----- Description: A yellow chemical. It seems you need to mix this with something else. Location: B6F chemical disposal room. -----VALVE HANDLE----- Description: A handle used to open/close valves and such. There's a small hole. Location: B6F security center, after opening the maintenance panel. -----V-JOLT----- Description: You can exterminate infected plants with this chemical. Location: Depends on where you combine the VP-017 and UMB NO.3. -----VP-017----- Description: A blue chemical. It seems you need to mix this with something else. Location: B6F chemical storage. -----WRENCH----- Description: Just an ordinary, everyday wrench. Location: Thaw out the FROZEN WRENCH in the B6F break room. ======================= The Hive ======================= -----BLOOD PACK----- Description: It contains blood for a transfusion. Location: Nurses' station, Nurses' center, Laboratory (B2F). -----CARD KEY LEVEL 1----- Description: A card key. It says "B1F." Location: In Single Player mode, the Experiment room on 1F, but in Network mode, the Nurses' station (2F). -----CARD KEY LEVEL 2----- Description: A card key. It says "B2F." Location: Fixed temperature laboratory, after frying Leech Man. -----PADLOCK KEY----- Description: A key to a padlock. Location: Waste liquid disposal room. ======================= Hellfire ======================= -----CHARLIE'S ID TAG----- Description: I got this from a firefighter's body. It says "Charlie." Location: Boiler room (1F). -----GOLD RELIEF KEY----- Description: A gold relief is carved into the key handle. Location: Room 204, after solving the European map puzzle. -----LEN'S ID TAG----- Description: I got this from a firefighter's body. It says "Len." Location: Boiler room (3F). -----RED JEWEL----- Description: I got this jewel in room 306. Location: (See description). ;-). The door must be unlocked with the SILVER RELIEF KEY. -----SECURITY ROOM CARD KEY----- Description: The Apple Inn logo is printed on it. Location: Boiler room (2F). -----SILVER RELIEF KEY----- Description: A silver relief is carved into the key handle. Location: Room 101, after unlocking safe. ======================= Decisions, Decisions ======================= -----BLUE JEWEL----- Description: It emits a bright blue light. Location: Art gallery, after pulling a cord in the Presidents' room or the playing piano. -----BRASS SPECTACLES----- Description: Glasses with brass rims. The lenses are missing. Location: In easy, they're in the Drawing room. In normal, they're in the Waiting room. In Hard, they're in 1F Passage A. In Very Hard, they're in a locked locker in the B4F control room. -----CARD KEY----- Description: A card key. It says "Service Entrance." Location: Back square, on the UBCS member's body. -----DAYLIGHT----- Description: This suppresses the emergence of the T-virus. Location: Laboratory (3F), after reagent incubator is restarted. -----KEY WITH RED TAG----- Description: A key with a red tag attached. It says "water tank". Location: Water purifying facility. -----P-BASE----- Description: A part of the "Day Light" serum. It is unsealed and will evaporate soon. Location: Get the REAGENT CASE in the Water works administation office and put it into the machine containg the P-base. This is useless, though. -----P-BASE (DEPLETED)----- Description: It's been exposed to air and has evaporated, making it unusable. Location: Get the P-BASE as described above, then wait for a while. Hey, it was useless! -----P-BASE (SEALED)----- Description: A part of the "Day Light" serum. It's sealed and won't evaporate. Location: Get the REAGENT CASE (SEALED) in the booth of the Water tank. -----RED JEWEL----- Description: It emits a bright red light. Location: General manager's office cuckoo clock, after solving the puzzle. -----T-BLOOD----- Description: A part of the "Day Light" serum. Found it in some monster's neck. Location: Depends on where you shock 'im. Usually 1F passage B, but sometimes the Testing passage A. -----V-POISON----- Description: A part of the "Day Light" serum. I got this in the emission tower. Location: Emission tower upper part, in one of the holes in the hive. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 17.Special Items =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Ahhh...the special items. There are a WHOLE lot of them, and will take some time to acquire. However, since you are reading the FAQ of a master of the game (lucky you), I will provide you with the names, locations, and some information about each one. First, here is how the special items system works. Rule #1: You can never get more than 8 items in one playthrough of any level. After you accumulate eight items, all others disappear. Rule #2: In each level, there are 20 scenario-related items, and 4 character- related items per character. Only the character him/herself can get his/her special items. For example, Kevin couldn't get Yoko's items. However, any character can get the scenario-related items. Rule #3: There are 4 different groups in which these are divided into. If you play Easy or Normal, you will get Group 1A or 1B. Hard and Very Hard players will get Group 2A or 2B. The set you get is randomly decided at the beginning of the scenario, so you won't have access to all special items. Don't get it? Alright. Look below and check out the Bean soup recipe. It says that this item appears in Groups 1A and 1B. 1A and 1B are both Easy/Normal groups, so no matter which group the game chooses, the Bean soup recipe SP item will be available when playing on Easy/Normal. HOWEVER, check out Jack's favorite brew. It is only available in Group 2B. Items in Groups 2A and 2B are only available in Hard/Very Hard difficulties, so to get it, play Hard or Very Hard mode. However, this one is only available in Group 2B, so you only have a 50% chance of being able to get that item per playthrough. The next question is, how do you know what Group you have been dealt without playing 90% of the way through the level, then finding out you can't get the item you came for? The answer is what I call an "indicator" item. Outbreak is the only scenario with a good one, and it's located in the Women's Bathroom. Check the sink. If you are playing on Easy/Normal and you get the Glasses, you got Group 1B. If you get the Scissors, you got Group 1A. If playing Hard/Very Hard and you get Glasses, you are playing with Group 2B, while Scissors finders have loaded Group 2A. Sorry this is so confusing, but this is how Capcom decided it should be done. For the purposes of these charts, I will number the items by the order they appear in the "Character Log". Here is the key for initials: S=Scenario, K=Kevin, M=Mark, J=Jim, G=George, D=David, A=Alyssa, Y=Yoko, C=Cindy. I have posted maps for some (if not all) scenarios for special items, but they appear only at GameFAQs.com as of now. These charts are best used in conjunction with the maps, so I recommend them. +-----------------------------------------------------------------------------+ | Scenario - Outbreak SP Items, Rooms & Groups | +-----------------------------------------------------------------------------+ | For the best item location, check the table just below this one. | +-----+-----------------------------+---------------------------------+-------+ | No | Item | Room | Group | +-----+-----------------------------+---------------------------------+-------+ | S1 | Jack's favorite brew | Wine room | 2B | | S2 | Favorite record | Owner's room | 2A,2B | | S3 | Credit slip | J's BAR (1F) | 1A,1B | | S4 | Bean soup recipe | J's BAR (1F) | 1A,1B | | S5 | Will's diary | Break room | 1A | | S6 | Happy times photo | Locker room | 1A,1B | | S7 | Golden umbrella | J's BAR (1F) | 1A,1B | | S8 | Barry's bottle | Liquor room | 2A | | S9 | Book on herb cultivation | Locker room | 1A,1B | | S10 | Black list memo | J's BAR (1F) | 2A,2B | | S11 | Jack's diary | Wine room | 1B | | S12 | R.P.D. cap | In front of J's BAR | ALL | | S13 | Will's secret savings | Break room | 2A | | S14 | Dart score chart | Staff room | 1A,1B | | S15 | Mark's bottle | Liquor room | 1A | | S16 | Scissors | Women's bathroom | 1A,2A | | S17 | Glasses | Women's bathroom | 1B,2B | | S18 | Slot coins | Men's bathroom | 1B,2B | | S19 | City guide | In front of Apple Inn | 2A,2B | | S20 | Restaurant invitation | Main street | 2A,2B | +-----+-----------------------------+---------------------------------+-------+ | K2 | Marksman Trophy | Staff room | 2A | | K3 | Racing Flag | Rooftop | 2A,2B | | K7 | S.T.A.R.S. Guide | J's BAR (1F) | 1A,1B | | K8 | Western Boots | Store room | 1A,1B | +-----+-----------------------------+---------------------------------+-------+ | M3 | Army Photo | Drawing room | 2A,2B | | M8 | Brown Belt | In front of J's BAR | 1A,1B | | M16 | "Perfect Dad" | Owner's room | 1A,2B | | M20 | Insurance Notice | Behind the residential area | 1B,2A | +-----+-----------------------------+---------------------------------+-------+ | J1 | Pump-style Shoes | In front of Apple Inn | 1B,2A | | J5 | Cheating Coin | Staff room | 1A,2A | | J13 | White Tanktop | Locker room | 1A,1B | | J16 | Friend's Shoes | Men's bathroom | 2A,2B | +-----+-----------------------------+---------------------------------+-------+ | G6 | Alarm Clock | Break room | 2A,2B | | G8 | Cheap Watch | 1F of the apartment | 1A,1B | | G9 | Canoe Catalog | In front of Apple Inn | 1A,1B | | G11 | Cargo Pants | In front of J's BAR | 2A,2B | +-----+-----------------------------+---------------------------------+-------+ | D4 | Leather Pants | Break room | 1A,1B | | D6 | Lion Ring | Behind the residential area | 1A,2A | | D11 | Gold Nail Puller | Store room | 2B | | D20 | Safety Shoes | In front of Apple Inn | 1B2A2B| +-----+-----------------------------+---------------------------------+-------+ | A3 | Leather Datebook | Footbridge | 1A1B2B| | A5 | Sportswear Bottom | Locker room | 2A,2B | | A10 | Stiletto Heels | Liquor room | 2A | | A16 | Vinyl Sheet | Store room | 1A,1B | +-----+-----------------------------+---------------------------------+-------+ | Y4 | Exercise Uniform | Break room | 1A,2A | | Y7 | Manly Handkerchief | Women's bathroom | 1A,2B | | Y12 | Cute Strap | Staff room | 1B,2B | | Y20 | "Unlock the Brain" | Owner's room | 1B,2A | +-----+-----------------------------+---------------------------------+-------+ | C1 | Title Certificate | Owner's room | 2B | | C2 | Will's Recipe | J's BAR (1F) | 1A,1B | | C3 | Hiding Place Memo | Liquor room | 1A1B2A| | C15 | Bunny cuffs | Locker room | 2A,2B | +-----+-----------------------------+---------------------------------+-------+ +-----------------------------------------------------------------------------+ | Scenario - Outbreak SP Items and Locations | +-----------------------------------------------------------------------------+ | For the items' rooms and groups, check the table above. | +-----+-----------------------------+-----------------------------------------+ | No | Item | Location | +-----+-----------------------------+-----------------------------------------+ | S1 | Jack's favorite brew | Check southeast corner of the room. | | S2 | Favorite record | Check floor beside phonograph. | | S3 | Credit slip | Check to the right of cash register. | | S4 | Bean soup recipe | Check the counter to the right of sink. | | S5 | Will's diary | Check left side of desk. | | S6 | Happy times photo | Check the seat of the folding chair. | | S7 | Golden umbrella | Check "Today's Special" sign by door. | | S8 | Barry's bottle | Check just across from the entrance. | | S9 | Book on herb cultivation | Check inside Cindy's locker. | | S10 | Black list memo | Same location as Credit slip. | | S11 | Jack's diary | Same location as Jack's favorite brew. | | S12 | R.P.D. cap | Go around furthest car, trunk area. | | S13 | Will's secret savings | Same location as Will's diary. | | S14 | Dart score chart | Where else? The dartboard! | | S15 | Mark's bottle | Check crates around the 2nd corner. | | S16 | Scissors | Bathroom sink. | | S17 | Glasses | Same location as Scissors. | | S18 | Slot coins | Check left stall. | | S19 | City guide | Check around the mailbox by the deli. | | S20 | Restaurant invitation | Check the garbage bags. | +-----+-----------------------------+-----------------------------------------+ | K2 | Marksman Trophy | Check boxes near entrance. | | K3 | Racing Flag | The place where a zombie stands Online. | | K7 | S.T.A.R.S. Guide | Check around the ashtray on bar. | | K8 | Western Boots | Check the wall beside the shelf. | +-----+-----------------------------+-----------------------------------------+ | M3 | Army Photo | Check around the tiny table by hutch. | | M8 | Brown Belt | Southeast corner of the area. | | M16 | "Perfect Dad" | Check the shelf just left of door. | | M20 | Insurance Notice | Rear-right corner of open RPD van. | +-----+-----------------------------+-----------------------------------------+ | J1 | Pump-style Shoes | Trash can where Dorian comes from. | | J5 | Cheating Coin | Use NAIL GUN, then check boards' origin.| | J13 | White Tanktop | Check the 2nd locker (from left), east. | | J16 | Friend's Shoes | Take HANDGUN, then check trash can. | +-----+-----------------------------+-----------------------------------------+ | G6 | Alarm Clock | Check corner of bed closest to door. | | G8 | Cheap Watch | Check end of hall away from exit. | | G9 | Canoe Catalog | Check around the mailbox by the deli. | | G11 | Cargo Pants | Southeast corner of the area. | +-----+-----------------------------+-----------------------------------------+ | D4 | Leather Pants | Check corner of bed closest to door. | | D6 | Lion Ring | Check stairs at Front-left of RPD van. | | D11 | Gold Nail Puller | Climb boxes, check ground/walls. | | D20 | Safety Shoes | Along north side of construction area. | +-----+-----------------------------+-----------------------------------------+ | A3 | Leather Datebook | Corner of shutter across bridge. | | A5 | Sportswear Bottom | Check the 2nd locker (from left), east. | | A10 | Stiletto Heels | Wooden box near an ALCOHOL BOTTLE. | | A16 | Vinyl Sheet | The place where a zombie stands Online. | +-----+-----------------------------+-----------------------------------------+ | Y4 | Exercise Uniform | Check the lockers in back. | | Y7 | Manly Handkerchief | Check to the left of the sink. | | Y12 | Cute Strap | Check the shelf to the left of fridge. | | Y20 | "Unlock the Brain" | Check the shelf just left of door. | +-----+-----------------------------+-----------------------------------------+ | C1 | Title Certificate | Check floor in front of drawer. | | C2 | Will's Recipe | Check Will's dead body. | | C3 | Hiding Place Memo | Check to the right of the steps, boxes. | | C15 | Bunny cuffs | Check inside Cindy's locker. | +-----+-----------------------------+-----------------------------------------+ /////////////////////////////////////////////////////////////////////////////// +-----------------------------------------------------------------------------+ | Scenario - Below Freezing Point SP Items, Rooms & Groups | +-----------------------------------------------------------------------------+ | For the best item location, check the table just below this one. | +-----+-----------------------------+---------------------------------+-------+ | No | Item | Room | Group | +-----+-----------------------------+---------------------------------+-------+ | S1 | Empty ink ribbon | B4F west passage | ALL | | S2 | Fax | B7F south passage | 1A,1B | | S3 | Bloody lab coat | B4F culture room | 1A,1B | | S4 | Blue umbrella | Marshaling yard | 1A,1B | | S5 | Hunter's claw | B4F turn table | 2B | | S6 | Silver framed photo stand | B7F chemical storage | 2A | | S7 | Yoko's lab coat | B6F break room | 1B | | S8 | Backup glasses | B6F break room | 1A | | S9 | Name plate 1 | Duct (B4F) | 1A,1B | | S10 | Frozen seeds | B4F low temperature experiment | 1A2A2B| | S11 | DNA model | B7F laboratory | 1B,2B | | S12 | Rainbow ring | B5F area C passage | 2A | | S13 | Chess chart | B7F east passage | 2A,2B | | S14 | Chess watch | B5F emergency passage | 1B | | S15 | Different color shoes | Lift | 2A,2B | | S16 | Name plate 2 | B6F break room | 2A,2B | | S17 | Monica's barrette | B4F turn table | 1A,1B | | S18 | Dangerous liquid | B7F chemical disposal room | 1A2A2B| | S19 | Name plate 3 | B6F south passage | 1B,2B | | S20 | Expired ID card | B6F security center | 1A,2A | +-----+-----------------------------+---------------------------------+-------+ | K5 | Steering Wheel | B6F break room | 1A,1B | | K9 | White T-shirt | B6F security center | 1A,1B | | K14 | Car Magazine | B6F break room | 2A,2B | | K20 | Soft Blanket | B4F low temperature laboratory | 2A,2B | +-----+-----------------------------+---------------------------------+-------+ | M2 | "Family Talk" | B7F laboratory | 1A1B2B| | M7 | Bermuda Shorts | B6F break room | 2A,2B | | M14 | "Fun Gardening" | B6F east passage | 1B | | M17 | "Long Marriage" | B6F security center | 1A,1B | +-----+-----------------------------+---------------------------------+-------+ | J11 | Rare Shoes | Duct (B6F) | 2A,2B | | J18 | Rare Card | B6F east passage | 2B | | J19 | Japanese Clogs | Marshaling yard | 1A,1B | | J20 | Lightweight Shoes | B6F break room | 1A,1B | +-----+-----------------------------+---------------------------------+-------+ | G5 | Belly Watch | Main shaft | 1A,2A | | G14 | Sport Sunglasses | B6F break room | 2A,2B | | G17 | Motion Watch | B6F security center | 1B,2B | | G20 | Puzzle Watch | B5F computer room | 1A,1B | +-----+-----------------------------+---------------------------------+-------+ | D3 | Open-neck Shirt | B4F low temperature laboratory | 1A,1B | | D9 | Silver Nail | B5F emergency passage | 2A,2B | | D17 | Steel Chain | B5F area C passage | 1B | | D19 | Work Gloves | B6F east passage | 1A,2A | +-----+-----------------------------+---------------------------------+-------+ | A4 | Sportswear Top | B4F culture room | 1A,1B | | A7 | Women's Sunglasses | B5F computer room | 2A,2B | | A15 | Small Massager | Duct (B7F) | 1B,2A | | A19 | Incense | B5F passage area B | 1A,2B | +-----+-----------------------------+---------------------------------+-------+ | Y3 | Cute Sneakers | Platform | 2A.2B | | Y15 | "From Sea to Land" | B7F laboratory | 2A | | Y16 | "Evolution" | B7F chemical storage | 1A,1B | | Y18 | "Seize Tomorrow!" | B6F break room | 1A,1B | +-----+-----------------------------+---------------------------------+-------+ | C8 | Light Blue Shirt | B4F culture room | 1A,1B | | C12 | Cool Sunglasses | B7F laboratory | 1A,1B | | C18 | Bunny Bow Tie | B4F turn table | 2B | | C20 | Mr. Raccoon Badge | B4F culture room | 2A,2B | +-----+-----------------------------+---------------------------------+-------+ +-----------------------------------------------------------------------------+ | Scenario - Below Freezing Point SP Items & Locations | +-----------------------------------------------------------------------------+ | For the items' rooms and groups, check the table above. | +-----+-----------------------------+-----------------------------------------+ | No | Item | Location | +-----+-----------------------------+-----------------------------------------+ | S1 | Empty ink ribbon | Check inaccessible door at the end. | | S2 | Fax | Check just beside door leading to Duct. | | S3 | Bloody lab coat | Check just between table and machines. | | S4 | Blue umbrella | Check to the right of "train" controls. | | S5 | Hunter's claw | Check by the door with claw marks. | | S6 | Silver framed photo stand | Input passcode, check left of PC. | | S7 | Yoko's lab coat | Check side of small bookshelf. | | S8 | Backup glasses | Check beside warm, dirty sink. | | S9 | Name plate 1 | Check that panel beside the door (B4F). | | S10 | Frozen seeds | Check the "wall" to scientist's right. | | S11 | DNA model | Under INTEROFFICE MEMO. | | S12 | Rainbow ring | Check corner across from entrance. | | S13 | Chess chart | Check fire extinguisher. | | S14 | Chess watch | Check across from the exit crawlspace. | | S15 | Different color shoes | Check right side of stairs toward top. | | S16 | Name plate 2 | Check trash can. | | S17 | Monica's barrette | Check on floor between key and panel. | | S18 | Dangerous liquid | Check around the steel barrels. | | S19 | Name plate 3 | Check fire extinguisher past zombie. | | S20 | Expired ID card | Check the blue book close to camera. | +-----+-----------------------------+-----------------------------------------+ | K5 | Steering Wheel | Check inside the middle locker. | | K9 | White T-shirt | Check left of the sparkling map. | | K14 | Car Magazine | Check blue book from behind table. | | K20 | Soft Blanket | Check left of the typewriter. | +-----+-----------------------------+-----------------------------------------+ | M2 | "Family Talk" | Check to the right of the map PC. | | M7 | Bermuda Shorts | Check inside the middle locker. | | M14 | "Fun Gardening" | Check right of bench opposite vender. | | M17 | "Long Marriage" | Check box across from southern door. | +-----+-----------------------------+-----------------------------------------+ | J11 | Rare Shoes | Check the boxes (B6F). | | J18 | Rare Card | Check the vending machine. | | J19 | Japanese Clogs | Northwest corner, around supplies. | | J20 | Lightweight Shoes | Check the trash can in the corner. | +-----+-----------------------------+-----------------------------------------+ | G5 | Belly Watch | Check fuse input device in center. | | G14 | Sport Sunglasses | Check side of small bookshelf. | | G17 | Motion Watch | Check the blue book close to camera. | | G20 | Puzzle Watch | Register print, then check computer. | +-----+-----------------------------+-----------------------------------------+ | D3 | Open-neck Shirt | Check left of the typewriter. | | D9 | Silver Nail | Check across from the exit crawlspace. | | D17 | Steel Chain | Check corner across from entrance. | | D19 | Work Gloves | Check right of bench opposite vender. | +-----+-----------------------------+-----------------------------------------+ | A4 | Sportswear Top | Check broken containment tube in back. | | A7 | Women's Sunglasses | Register print, then check computer. | | A15 | Small Massager | Check crate to left of plant (B7F). | | A19 | Incense | Boxes by BLUE HERB. | +-----+-----------------------------+-----------------------------------------+ | Y3 | Cute Sneakers | Away from camera, wall beside train. | | Y15 | "From Sea to Land" | Check to the right of the map PC. | | Y16 | "Evolution" | Input passcode, check left of PC. | | Y18 | "Seize Tomorrow!" | Check blue book from behind table. | +-----+-----------------------------+-----------------------------------------+ | C8 | Light Blue Shirt | Check the corner closest to entrance. | | C12 | Cool Sunglasses | Check the corner across from east door. | | C18 | Bunny Bow Tie | Ledge on back of Loco, check back or it.| | C20 | Mr. Raccoon Badge | Check just between table and machines. | +-----+-----------------------------+-----------------------------------------+ /////////////////////////////////////////////////////////////////////////////// +-----------------------------------------------------------------------------+ | Scenario - The Hive SP Items, Rooms & Groups | +-----------------------------------------------------------------------------+ | For the best item location, check the table just below this one. | +-----+-----------------------------+---------------------------------+-------+ | No | Item | Room | Group | +-----+-----------------------------+---------------------------------+-------+ | S1 | Wonder nurse's hat | Nurses' station (2F) | 2B | | S2 | Deformed body model | Treatment room | 1A,1B | | S3 | Black umbrella | Hall (1F) | 1A,1B | | S4 | Gold ausultator | Doctors' station | 2A | | S5 | Tomato juice | Hall (1F) | ALL | | S6 | Health promo poster | 2F passage | 1A1B2B| | S7 | Earthworm toy | Room 302 | 2B | | S8 | Blue leech figurine | Elevator control room | 2B | | S9 | Red leech figurine | Laboratory (B2F) | 2A | | S10 | Angel set | Reposing room (B1F) | 1B,2A | | S11 | Hursh's razor | Office (1F) | 1A,2B | | S12 | Ceramic scalpel | Treatment room (1F) | 2A | | S13 | Thermometer | Examination room (1F) | 2B | | S14 | Stockings(white) | Locker room (1F) | 1A,1B | | S15 | Chris's X-ray picture | Examination room (1F) | 1A | | S16 | Chris's medical chart | Examination room (1F) | 2A | | S17 | Hair Growth Formula | Reposing room (B1F) | 1A1B2B| | S18 | Surgical gloves | Treatment room (1F) | 1B | | S19 | Doctor's ID card | Central waiting room | 1B | | S20 | Allegation Memo | Nurses' center (3F) | 1A | +-----+-----------------------------+---------------------------------+-------+ | K13 | Old Cigarette Box | Waste liquid disposal room | 1A,1B | | K15 | Miniature Car | Elevator control room | 1B,2B | | K16 | Polished Wheel | Underpass entrance | 2A | | K18 | Insurance Guide | 1F passage | 1A1B2B| +-----+-----------------------------+---------------------------------+-------+ | M4 | Power Vitamins | Examination room | 1A | | M11 | Travel Brochure | 3F passage | 1B2A2B| | M15 | "Sports for Kids" | Room 202 | 2A | | M18 | "Discipline" | Nurses' center (3F) | 1B,2B | +-----+-----------------------------+---------------------------------+-------+ | J4 | Cheap Shoes | Locker room | 2A,2B | | J6 | Shoe Repair Kit | Room 301 | 2A | | J9 | Subway Time Table | 2F passage | 1A,1B | | J14 | Basketball Uniform | Room 302 | 1A,1B | +-----+-----------------------------+---------------------------------+-------+ | G1 | Old Watch | Doctors' station | 1B,2B | | G4 | Pocket Watch | Night reception | 1A,2A | | G12 | Long Underwear | Room 202 | 1A,1B | | G18 | Tin Watch | Room 302 | 2A,2B | +-----+-----------------------------+---------------------------------+-------+ | D2 | Leather Jacket | Locker room | 1A,1B | | D8 | Lion Knife | Underpass entrance | 1B,2B | | D10 | Nuts & Bolts | Rooftop | 1A,2B | | D13 | Strainer | Waste liquid disposal room | 1B,2A | +-----+-----------------------------+---------------------------------+-------+ | A11 | Red Lipstick | Locker room | 2A | | A12 | Expensive Makeup | Office (1F) | 1A1B2B| | A17 | Sit-up Machine | Rooftop | 1B,2A | | A18 | Diet Pills | Nurses' station (2F) | 1A,2B | +-----+-----------------------------+---------------------------------+-------+ | Y6 | Exercise Shoes | Room 202 | 2B | | Y10 | Advanced Glasses | Nurse's station (2F) | 1A1B2A| | Y13 | Awful Strap | Room 301 | 1B,2B | | Y17 | "DNA Diagrams" | Doctors' station | 1A,2A | +-----+-----------------------------+---------------------------------+-------+ | C10 | Sandals | Room 302 | 1A,1B | | C11 | Bracelet | Examination room | 2A,2B | | C16 | Fishnet Tights | Locker room | 2B | | C19 | Sexy Lipstick | Nurses' center (3F) | 1A,2A | +-----+-----------------------------+---------------------------------+-------+ +-----------------------------------------------------------------------------+ | Scenario - The Hive SP Items & Locations | +-----------------------------------------------------------------------------+ | For the items' rooms and groups, check the table above. | +-----+-----------------------------+-----------------------------------------+ | No | Item | Location | +-----+-----------------------------+-----------------------------------------+ | S1 | Wonder nurse's hat | Check the northwest corner of the room. | | S2 | Deformed body model | Check behind the typewriter. | | S3 | Black umbrella | The stuff by the hospital entrance. | | S4 | Gold ausultator | Check the western side of the desks. | | S5 | Tomato juice | Duh! The vending machine! | | S6 | Health promo poster | Check the wall just past the gray shelf.| | S7 | Earthworm toy | Check the folding chair beside the bed. | | S8 | Blue leech figurine | Check against the east wall. | | S9 | Red leech figurine | Under the INVESTIGATION REQUEST file. | | S10 | Angel set | Under the FIRST AID SPRAY behind table. | | S11 | Hursh's razor | Under/behind SCRUB BRUSH in corner. | | S12 | Ceramic scalpel | Check the corners of the cabinets. | | S13 | Thermometer | Tray on BLUE HERB's desk. | | S14 | Stockings(white) | Under HANDGUN ROUNDS in 2nd locker. | | S15 | Chris's X-ray picture | Check to the right of the X-ray desk. | | S16 | Chris's medical chart | Same as Chris's X-ray picture. | | S17 | Hair Growth Formula | Inside the empty locker. | | S18 | Surgical gloves | Same location as Ceramic scalpel. | | S19 | Doctor's ID card | Bench left of the double doors. | | S20 | Allegation Memo | Check right of BLOOD PACK chiller. | +-----------------------------------+-----------------------------------------+ | K13 | Old Cigarette Box | Check under the sleeping zombie. | | K15 | Miniature Car | Under FIRST AID SPRAY. | | K16 | Polished Wheel | Around shelf holding FIRST AID SPRAY. | | K18 | Insurance Guide | Check the wall parallel to the stairs. | +-----------------------------------+-----------------------------------------+ | M4 | Power Vitamins | Tray on BLUE HERB's desk. | | M11 | Travel Brochure | The wheelchair in western part of junk. | | M15 | "Sports for Kids" | Check the northeast corner of the room. | | M18 | "Discipline" | Check right of BLOOD PACK chiller. | +-----------------------------------+-----------------------------------------+ | J4 | Cheap Shoes | Check inside 3rd locker. | | J6 | Shoe Repair Kit | Check the tray table of the NW bed. | | J9 | Subway Time Table | Check the trash can by the stairs. | | J14 | Basketball Uniform | Check on the floor between the beds. | +-----------------------------------+-----------------------------------------+ | G1 | Old Watch | [Furniture] beside the elevator. | | G4 | Pocket Watch | Turn on switches, then check behind you.| | G12 | Long Underwear | Check the stand near the window. | | G18 | Tin Watch | Check between the beds. | +-----------------------------------+-----------------------------------------+ | D2 | Leather Jacket | Check the pile of junk in the back. | | D8 | Lion Knife | Check around shelf with FIRST AID SPRAY.| | D10 | Nuts & Bolts | Steel drum near elevator from far side. | | D13 | Strainer | Check around the shutter by GREEN HERB. | +-----------------------------------+-----------------------------------------+ | A11 | Red Lipstick | Check behind the SCRUB BRUSH. | | A12 | Expensive Makeup | Check desk w/ curtain while sideways. | | A17 | Sit-up Machine | Steel drum near elevator from far side. | | A18 | Diet Pills | Check to the right of "Leech cabinet". | +-----------------------------------+-----------------------------------------+ | Y6 | Exercise Shoes | Check the northeast corner of the room. | | Y10 | Advanced Glasses | Check the northwest corner of the room. | | Y13 | Awful Strap | Check the tray table of the NW bed. | | Y17 | "DNA Diagrams" | [Furniture] beside the elevator. | +-----------------------------------+-----------------------------------------+ | C10 | Sandals | Check the stand near the window. | | C11 | Bracelet | Check stuff in NW corner of the room. | | C16 | Fishnet Tights | Check the pile of junk in the back. | | C19 | Sexy Lipstick | Check the southwest corner of the room. | +-----------------------------------+-----------------------------------------+ /////////////////////////////////////////////////////////////////////////////// +-----------------------------------------------------------------------------+ | Scenario - Hellfire SP Items, Rooms & Groups | +-----------------------------------------------------------------------------+ | For the best item location, check the table just below this one. | +-----+-----------------------------+---------------------------------+-------+ | No | Item | Room | Group | +-----+-----------------------------+---------------------------------+-------+ | S1 | Ben's datebook | Room 104 | 1B,2A | | S2 | Umbrella noodles | Room 101 | 1A,1B | | S3 | Ben's passport | Room 104 | 2B | | S4 | Hotel register | Apple Inn front lobby | 2B | | S5 | Red umbrella | Apple Inn front lobby | 1A,1B | | S6 | Apple Inn towel | Room 204 | 1A,1B | | S7 | Fish dish fair pass | Room 102 | 1A,2B | | S8 | Meat dish fair pass | Room 103 | 1A,2A | | S9 | Japanese food pass | Room 201 | 2A,2B | | S10 | Chinese food pass | Room 202 | 1B,2B | | S11 | Tasty cookies | Room 301 | 1A | | S12 | Fire warning | Northwest passage 2 | 1B,2A | | S13 | Mr. Raccoon's postcard | Boiler room | ALL | | S14 | Big E's ring | Room 306 | 2B | | S15 | Memorial medal 1 | Northwest passage 1 | 1A,2B | | S16 | Memorial medal 2 | Northwest passage 2 | 1A,1B | | S17 | Memorial medal 3 | Lounge stairs (1F) | 2A | | S18 | Free Lodging Pass | Apple Inn front lobby | 1B,2A | | S19 | Owner's notes | Owner's room | 1A,1B | | S20 | Land deed | Owner's room | 2A | +-----+-----------------------------+---------------------------------+-------+ | K1 | Football Tickets | Room 202 | 2B | | K4 | High Grade Oil | Boiler management office | 1A1B2A| | K6 | New Sunglasses | Room 306 | 1A1B2A| | K10 | Faded Jeans | Room 101 | 2A,2B | +-----+-----------------------------+---------------------------------+-------+ | M5 | Polo Shirt | Linen room | 1A,1B | | M9 | Jeweled Ring | Room 204 | 1B,2B | | M10 | Skateboard | Room 103 | 2A,2B | | M19 | Flower Bouquet | Apple Inn front lobby | 1A,2A | +-----+-----------------------------+---------------------------------+-------+ | J2 | New Sneakers | Room 30# | 2B | | J7 | Crossword Magazine | Room 202 | 1A1B2A| | J10 | Model Train | Room 301 | 2B | | J12 | Baggy Shorts | Linen room | 1A,1B | +-----+-----------------------------+---------------------------------+-------+ | G2 | Brand Name Watch | Room 202 | 1B,2A | | G10 | Outdoor Shoes | Security office | 2A,2B | | G15 | "Watch Fan" | Room 30# | 1A,1B | | G19 | Hi-tech Watch | Room 306 | 1A,2A | +-----+-----------------------------+---------------------------------+-------+ | D5 | Boots | Room 30# | 2A,2B | | D14 | "Survival Tips" | Room 102 | 1A,2B | | D16 | Screwdriver Set | Power supply room | 1A,1B | | D18 | Measuring Device | Store room | 1B,2A | +-----+-----------------------------+---------------------------------+-------+ | A1 | Diet Meal | Room 101 | 2A,2B | | A2 | Cute Pen | Room 204 | 1A,2A | | A8 | Small Camera | Power supply room | 1A,1B | | A14 | Dumbbell | Room 306 | 1B,2B | +-----+-----------------------------+---------------------------------+-------+ | Y1 | "Take Control!" | Room 101 | 2A | | Y2 | Green Dress | Room 103 | 1A,1B | | Y8 | "Knowledge Book" | Room 204 | 1A,2B | | Y11 | "Love Yourself" | Room 301 | 1B2A2B| +-----+-----------------------------+---------------------------------+-------+ | C4 | Hand Cream | Owner's room | 1A,1B | | C7 | Mr. Raccoon Doll | Apple Inn front lobby | 2A,2B | | C13 | Bunny Ears | Room 204 | 1B,2A | | C17 | High Heels | Room 301 | 2B | +-----+-----------------------------+---------------------------------+-------+ +-----------------------------------------------------------------------------+ | Scenario - Hellfire SP Items & Locations | +-----------------------------------------------------------------------------+ | For the items' rooms and groups, check the table above. | +-----+-----------------------------+-----------------------------------------+ | No | Item | Location | +-----------------------------------+-----------------------------------------+ | S1 | Ben's datebook | The little "desk" by the bed. | | S2 | Umbrella noodles | Around the desk/chair/TV cabinet. | | S3 | Ben's passport | Check between the bed and the table. | | S4 | Hotel register | Check the right side of the front desk. | | S5 | Red umbrella | Check the far side of the coffee table. | | S6 | Apple Inn towel | Where else? The towel rack! | | S7 | Fish dish fair pass | Check the chair at the desk. | | S8 | Meat dish fair pass | Check the northwest corner of the room. | | S9 | Japanese food pass | Check around the desk. | | S10 | Chinese food pass | Check the desk to the south side. | | S11 | Tasty cookies | Check around the middle of the desk. | | S12 | Fire warning | Check the fire extinguisher at the end. | | S13 | Mr. Raccoon's postcard | Check on the floor behind the pillar. | | S14 | Big E's ring | Check the chair of the desk. | | S15 | Memorial medal 1 | Check the fire extinguisher. | | S16 | Memorial medal 2 | Check around the painting here. | | S17 | Memorial medal 3 | Check the stuff around the door. | | S18 | Free Lodging Pass | Same location as the Hotel register. | | S19 | Owner's notes | Check the corner of the back shelf (1F).| | S20 | Land deed | Around the GUEST REGISTRY file. | +-----------------------------------+-----------------------------------------+ | K1 | Football Tickets | Check around the foot of the bed. | | K4 | High Grade Oil | Check the junk opposite the desk. | | K6 | New Sunglasses | Check the corners of the desk. | | K10 | Faded Jeans | The feet of the guy in the bathroom. | +-----------------------------------+-----------------------------------------+ | M5 | Polo Shirt | Around sparkle across from the door. | | M9 | Jeweled Ring | Check around the chair on the ground. | | M10 | Skateboard | Check the big closet in the corner. | | M19 | Flower Bouquet | Well, check around the northwest corner.| +-----------------------------------+-----------------------------------------+ | J2 | New Sneakers | Check near the hole in the wall. | | J7 | Crossword Magazine | Check around the foot of the bed. | | J10 | Model Train | Check near the chair by the desk. | | J12 | Baggy Shorts | Check around the big machine in back. | +-----------------------------------+-----------------------------------------+ | G2 | Brand Name Watch | Check the head of the bed, this time. | | G10 | Outdoor Shoes | Check the back side of the middle table.| | G15 | "Watch Fan" | The little table with SHOTGUN ROUNDS. | | G19 | Hi-tech Watch | Check the bathtub, by the toilet. | +-----------------------------------+-----------------------------------------+ | D5 | Boots | Check walls around GRENADE LAUNCHER. | | D14 | "Survival Tips" | Check around the trash can. | | D16 | Screwdriver Set | Check the southeast corner of the room. | | D18 | Measuring Device | Behind concrete bags, left side. | +-----------------------------------+-----------------------------------------+ | A1 | Diet Meal | Check all around the desk. | | A2 | Cute Pen | Check around the chair. | | A8 | Small Camera | Check the northeast corner of the room. | | A14 | Dumbbell | Check the southwest corner of the room. | +-----------------------------------+-----------------------------------------+ | Y1 | "Take Control!" | Around the desk/chair/TV cabinet. | | Y2 | Green Dress | Check the big closet. | | Y8 | "Knowledge Book" | Check the bags closest to the door. | | Y11 | "Love Yourself" | Check the wall across from the bed. | +-----------------------------------+-----------------------------------------+ | C4 | Hand Cream | Check around the floor (2F) | | C7 | Mr. Raccoon Doll | Far end of coffee table (1F) | | C13 | Bunny Ears | Check the bags closest to the door. | | C17 | High Heels | Check around the inside of the 1st bed. | +-----------------------------------+-----------------------------------------+ /////////////////////////////////////////////////////////////////////////////// +-----------------------------------------------------------------------------+ | Scenario - Decisions, Decisions SP Items, Rooms & Groups | +-----------------------------------------------------------------------------+ | For the best item location, check the table just below this one. | +-----+-----------------------------+---------------------------------+-------+ | No | Item | Room | Group | +-----+-----------------------------+---------------------------------+-------+ | S1 | White umbrella | Experiment preparation room | 1A,1B | | S2 | UBCS beret cap | Machine storage room | ALL | | S3 | School emblem | Back square | 1B,2B | | S4 | Identification paper | Second hall | 2A,2B | | S5 | Club invitation flyer | Back square | 1A1B2A| | S6 | Overworn boots | Emission tower station | 1A,1B | | S7 | Cell phone strap | Quality assurance testing room | 1B,2A | | S8 | Brand new pencils | 1F passage A | 1A,1B | | S9 | Peter's article | Water works administration offic| ALL | | S10 | Mr. Raccoon's ring | B4F corridor | 1A,1B | | S11 | Greg's fountain pen | Second hall | 1A,1B | | S12 | Mental computation trophy | Study room | 1A,2A | | S13 | Preserved bee | Laboratory (3F) | 2A,2B | | S14 | Small gold principal statue 1| Entrance hall | 1B,2B | | S15 | Small gold principal statue 2| Old subway tracks | ALL | | S16 | Small gold principal statue 3| Presidents' room | 1A,2A | | S17 | Small gold principal statue 4| Laboratory (3F) | 1A,1B | | S18 | Peter's notebook | Emission tower lower part | 1A,1B | | S19 | Bed restraints | Laboratory (3F) | 1A2A2B| | S20 | Peter's photo | Study room | 1A1B2B| +-----+-----------------------------+---------------------------------+-------+ | K11 | Leather Belt | Water works administration offic| 2A,2B | | K12 | Cowboy Hat | Control room (B4F) | 1A,1B | | K17 | Car Navigator | 1F passage B | 1A,1B | | K19 | Autographed Bat | Experiment preparation room | 2A,2B | +-----+-----------------------------+---------------------------------+-------+ | M1 | Hair Growth Tonic | Laboratory (3F) | 1B,2B | | M6 | Sneakers | Passage A | 2A,2B | | M12 | "Easy Photography" | Underground management office | 1A,2A | | M13 | "Easy Painting" | Art gallery | 1A,1B | +-----+-----------------------------+---------------------------------+-------+ | J3 | Popular Sneakers | 1F passage B | 2A,2B | | J8 | Puzzle Ring | Shed (B3F) | 1B,2A | | J15 | Signed Basketball | Storeroom (B4F) | 2A,2B | | J17 | Marine Sport Shoes | Pier | 1A,1B | +-----+-----------------------------+---------------------------------+-------+ | G3 | Decorated Watch | Student affairs office | 2B | | G7 | Tasteless Watch | Presidents' room | 1A,2A | | G13 | Yellow Parka | Water tank | 1A,1B | | G16 | Hand-wound Watch | Art gallery | 1B2A2B| +-----+-----------------------------+---------------------------------+-------+ | D1 | Rugged Pendant | South car (B4F) | 2A,2B | | D7 | Lion Bracelet | Unloading passage | 1A,1B | | D12 | Switchblade Ring | B2F passage elevator | 1B,2A | | D15 | Swiss Army Knife | Passage B | 1A,2B | +-----+-----------------------------+---------------------------------+-------+ | A6 | Sport shoes | Water tank | 1A,1B | | A9 | Red Dress | Entrance hall | 1A,2B | | A13 | Necklace | Presidents' room | 1A,2A | | A20 | Vitamin Tabs | Storeroom (B4F) | 1B2A2B| +-----+-----------------------------+---------------------------------+-------+ | Y5 | Gym Shorts | Control room (B4F) | 2B | | Y9 | Thick Glasses | General manager's room | 1B,2A | | Y14 | "Programming Tips" | Drawing room | 1A,1B | | Y19 | High-capacity HDD | Water works administration offic| 1A2A2B| +-----+-----------------------------+---------------------------------+-------+ | C5 | Coffee Maker | Student affairs office | 1A,1B | | C6 | Lovely Brooch | Restroom (B3F) | 1A,2B | | C9 | White Pants | Underground management office | 2A,2B | | C14 | Bunny Costume | Drawing room | 1B,2A | +-----+-----------------------------+---------------------------------+-------+ +-----------------------------------------------------------------------------+ | Scenario - Decisions, Decisions SP Items & Locations | +-----------------------------------------------------------------------------+ | For the items' rooms and groups, check the table above. | +-----+-----------------------------+-----------------------------------------+ | No | Item | Location | +-----+-----------------------------+-----------------------------------------+ | S1 | White umbrella | Check in the northeast corner. | | S2 | UBCS beret cap | Check the feet of the UBCS member body. | | S3 | School emblem | Just to the right of the double doors. | | S4 | Identification paper | Check the boxes south of the desk. | | S5 | Club invitation flyer | Check the crates by the ladder. | | S6 | Overworn boots | Check the southwest corner of the room. | | S7 | Cell phone strap | Check the first monitor closest to door.| | S8 | Brand new pencils | Check the corners of the SE bookshelf. | | S9 | Peter's article | Check back of desk while sideways. | | S10 | Mr. Raccoon's ring | Check around those BLUE HERBs. | | S11 | Greg's fountain pen | Same location as Identification paper. | | S12 | Mental computation trophy | Check the furniture to the right side. | | S13 | Preserved bee | Wall to the right of [locked] door. | | S14 | Small gold principal statue 1| Check desk on 1/2 floor while sideways.| | S15 | Small gold principal statue 2| Around the ASSAULT RIFLE on train. | | S16 | Small gold principal statue 3| Check the left side of north desk. | | S17 | Small gold principal statue 4| Open locker, if not empty, it's there. | | S18 | Peter's notebook | Check boxes around HANDGUN ROUNDS. | | S19 | Bed restraints | Check the sink by the [unlocked] door. | | S20 | Peter's photo | Check the right side of Peter's desk. | +-----+-----------------------------+-----------------------------------------+ | K11 | Leather Belt | On floor between [locked] door and table| | K12 | Cowboy Hat | Check around drawer with HANDGUN ROUNDS.| | K17 | Car Navigator | Fence near back doors while sideways. | | K19 | Autographed Bat | Same location as the white umbrella. | +-----+-----------------------------+-----------------------------------------+ | M1 | Hair Growth Tonic | Check around the typewriter. | | M6 | Sneakers | Check shelves by door to Shed, Office...| | M12 | "Easy Photography" | Check west side of desk while sideways. | | M13 | "Easy Painting" | Check the southwestern corner of room. | +-----+-----------------------------+-----------------------------------------+ | J3 | Popular Sneakers | Fence near back doors while sideways. | | J8 | Puzzle Ring | Check shelves in southeast corner. | | J15 | Signed Basketball | It's in one of the lockers here. | | J17 | Marine Sport Shoes | Check below, too detailed.* | +-----+-----------------------------+-----------------------------------------+ | G3 | Decorated Watch | Left side, 2nd desks, while sideways. | | G7 | Tasteless Watch | Check to the left of the fireplace. | | G13 | Yellow Parka | Check around the controls inside booth. | | G16 | Hand-wound Watch | Pretend room's a clock. Go for 11:30. | +-----+-----------------------------+-----------------------------------------+ | D1 | Rugged Pendant | Check the seats on the right. | | D7 | Lion Bracelet | Check back of car and trailer. | | D12 | Switchblade Ring | Check around the PESTICIDE SPRAY. | | D15 | Swiss Army Knife | Check around the HANDGUN ROUNDS. | +-----+-----------------------------+-----------------------------------------+ | A6 | Sport shoes | Inside booth, check to the right. | | A9 | Red Dress | Facing west; right side of right desk 1F| | A13 | Necklace | Check the left side of the coffee table.| | A20 | Vitamin Tabs | Around the stuff by crawlspace entrance.| +-----+-----------------------------+-----------------------------------------+ | Y5 | Gym Shorts | Check the northeast corner of the room. | | Y9 | Thick Glasses | Check around SECTION OF A DIARY file. | | Y14 | "Programming Tips" | Desk near door to Presidents' room. | | Y19 | High-capacity HDD | Check around the P-base [synthesizer]. | +-----+-----------------------------+-----------------------------------------+ | C5 | Coffee Maker | South side of 1st desks, while sideways.| | C6 | Lovely Brooch | It's in the sink! | | C9 | White Pants | Check all around the lockers. | | C14 | Bunny Costume | Check around the NNE corner. | +-----+-----------------------------+-----------------------------------------+ J17* = From the B2F entrance, go toward the docks, but stop as you get to them. There are barrels close to you. Check them. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 18.Collection =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= If you've played even a little way through the game, you've probably received a few Collection items. However, for the Resident Evil freaks like me, collecting all of them is the challenge. Of course, after you have about half of them, you run into the problem of not having enough points to buy what you want. Especially costumes! Here are some hints that will help you get more points, in order of helpfulness to points total: 1. Play Online! 2. Finish quickly! 3. Finish with a NO WEAPON CLEAR or NO DAMAGE CLEAR, or even both! 4. Play on a harder difficulty! 5. Make sure everyone lives! 6. Pick up files and use key items. Finishing quickly with everyone alive online on Very Hard difficulty with a "No Weapon Clear" will easily rack you up 20,000 PTS or more. +-----------------------------------------------------------------------------+ | | | Collection - Gallery | | | +----+----------------------------+-------------------------------------+-----+ | No.| What it is... | How to Get It... | PTS | +----+----------------------------+-------------------------------------+-----+ | 001| CG PICTURE OF CHARACTER | Already Available! | 500| | 002| CHARACTER COLLAGE | Beat 3 or more scenarios as Kevin. | 500| | 003| CG PICTURE OF CHARACTER | Find all of Kevin's special items. | 1000| | 004| CG PICTURE OF CHARACTER | Already Available! | 500| | 005| CHARACTER COLLAGE | Beat 3 or more scenarios as Mark. | 500| | 006| CG PICTURE OF CHARACTER | Find all of Mark's special items. | 1000| | 007| CG PICTURE OF CHARACTER | Already Available! | 500| | 008| CHARACTER COLLAGE | Beat 3 or more scenarios as Jim. | 500| | 009| CG PICTURE OF CHARACTER | Find all of Jim's special items. | 1000| | 010| CG PICTURE OF CHARACTER | Already Available! | 500| | 011| CHARACTER COLLAGE | Beat 3 or more scenarios as George. | 500| | 012| CG PICTURE OF CHARACTER | Find all of George's special items. | 1000| | 013| CG PICTURE OF CHARACTER | Already Available! | 500| | 014| CHARACTER COLLAGE | Beat 3 or more scenarios as David. | 500| | 015| CG PICTURE OF CHARACTER | Find all of David's special items. | 1000| | 016| CG PICTURE OF CHARACTER | Already Available! | 500| | 017| CHARACTER COLLAGE | Beat 3 or more scenarios as Alyssa. | 500| | 018| CG PICTURE OF CHARACTER | Find all of Alyssa's special items. | 1000| | 019| CG PICTURE OF CHARACTER | Already Available! | 500| | 020| CHARACTER COLLAGE | Beat 3 or more scenarios as Yoko. | 500| | 021| CG PICTURE OF CHARACTER | Find all of Yoko's special items. | 1000| | 022| CG PICTURE OF CHARACTER | Already Available! | 500| | 023| CHARACTER COLLAGE | Beat 3 or more scenarios as Cindy. | 500| | 024| CG PICTURE OF CHARACTER | Find all of Cindy's special items. | 1000| | 025| CG PICTURE OF CHARACTER | Beat all 5 scenarios. | 1000| | 026| ALTERNATE CREATURE DESIGN | Beat all scenarios as all characters| 2000| | 027| ALTERNATE CREATURE DESIGN | Beat all scenarios as all characters| 2000| | 028| CG PICTURE OF CREATURE | Beat all 5 scenarios. | 500| | 029| CG PICTURE OF CREATURE | Beat all 5 scenarios. | 500| | 030| CG PICTURE OF CREATURE | Beat all 5 scenarios. | 500| | 031| CG PICTURE OF CREATURE | Beat all 5 scenarios. | 500| | 032| CG PICTURE OF CREATURE | Beat all 5 scenarios. | 500| | 033| CG PICTURE OF CREATURE | Beat all 5 scenarios. | 500| | 034| CG PICTURE OF CREATURE | Beat all 5 scenarios. | 500| | 035| CG PICTURE OF CREATURE | Beat all 5 scenarios. | 500| | 036| CG PICTURE OF CREATURE | Beat all 5 scenarios. | 500| | 037| CG PICTURE OF CREATURE | Beat all 5 scenarios. | 500| | 038| ALTERNATE CREATURE DESIGN | Beat all 5 scenarios in Hard mode. | 2000| | 039| ALTERNATE CREATURE DESIGN | Beat all 5 scenarios in Hard mode. | 2000| | 040| ALTERNATE CREATURE DESIGN | Beat all 5 scenarios in Hard mode. | 2000| | 041| ALTERNATE CREATURE DESIGN | Beat all 5 scenarios in Hard mode. | 2000| | 042| ALTERNATE CREATURE DESIGN | Beat all 5 scenarios in Hard mode. | 2000| | 043| BACKGROUND IMAGE | Beat Outbreak in any way. | 1500| | 044| BACKGROUND IMAGE | Beat Outbreak in any way. | 1500| | 045| BACKGROUND IMAGE | Find all scenario-related SP items. | 1500| | 046| BACKGROUND IMAGE | Find all scenario-related SP items. | 1500| | 047| BACKGROUND IMAGE | Beat Below Freezing Point. | 1500| | 048| BACKGROUND IMAGE | Beat Below Freezing Point. | 1500| | 049| BACKGROUND IMAGE | Find all scenario-related SP items. | 1500| | 050| BACKGROUND IMAGE | Find all scenario-related SP items. | 1500| | 051| BACKGROUND IMAGE | Beat The Hive in any way. | 1500| | 052| BACKGROUND IMAGE | Beat The Hive in any way. | 1500| | 053| BACKGROUND IMAGE | Find all scenario-related SP items. | 1500| | 054| BACKGROUND IMAGE | Find all scenario-related SP items. | 1500| | 055| BACKGROUND IMAGE | Beat Hellfire in any way. | 1500| | 056| BACKGROUND IMAGE | Beat Hellfire in any way. | 1500| | 057| BACKGROUND IMAGE | Find all scenario-related SP items. | 1500| | 058| BACKGROUND IMAGE | Find all scenario-related SP items. | 1500| | 059| BACKGROUND IMAGE | Beat Decisions, Decisions. | 1500| | 060| BACKGROUND IMAGE | Beat Decisions, Decisions. | 1500| | 061| BACKGROUND IMAGE | Find all scenario-related SP items. | 1500| | 062| BACKGROUND IMAGE | Find all scenario-related SP items. | 1500| +----+----------------------------+-------------------------------------------+ +-----------------------------------------------------------------------------+ | | | Collection - Gallery (No, seriously, what IS it?) | | | +----+------------------------------------------------------------------------+ | No.| What it actually is... | +----+------------------------------------------------------------------------+ | 001| A full-length picture of Kevin in his standard costume. | | 002| A preliminary picture of Kevin. | | 003| A full-length picture of Kevin in his Six Shooter costume. | | 004| A full-length picture of Mark in his standard costume. | | 005| A preliminary picture of Mark. | | 006| A full-length picture of Mark in his Casual Wear costume. | | 007| A full-length picture of Jim in his standard costume. | | 008| A preliminary picture of Jim. | | 009| A full-length picture of Jim in his Slam Dunk costume. | | 010| A full-length picture of George in his standard costume. | | 011| A preliminary picture of George. | | 012| A full-length picture of George in his Outdoor Expert costume. | | 013| A full-length picture of David in his standard costume. | | 014| A preliminary picture of David. | | 015| A full-length picture of David in his Club Scene costume. | | 016| A full-length picture of Alyssa in her standard costume. | | 017| A preliminary picture of Alyssa. | | 018| A full-length picture of Alyssa in her two costumes. | | 019| A full-length picture of Yoko in her standard costume. | | 020| A preliminary picture of Yoko. | | 021| A full-length picture of Yoko in her two costumes. | | 022| A full-length picture of Cindy in her standard costume. | | 023| A preliminary picture of Cindy. | | 024| A full-length picture of Cindy in her two costumes. | | 025| A picture of all 8 characters together in their standard costumes. | | 026| Looks like preliminary pictures of characters, but none seem familiar. | | 027| Looks like preliminary pictures of characters, but none seem familiar. | | 028| A picture of a Zombie. | | 029| A picture of a Hunter. | | 030| A picture of the Mutated G. | | 031| A picture of Leech Man. | | 032| A picture of the Giant Leech. | | 033| A picture of a dominant Cerberus. | | 034| A picture of a Licker in action. | | 035| A picture of an unknown monster. | | 036| A picture of a Hunter (Gamma). | | 037| A picture of Thanatos R. | | 038| Various alternate creature designs. | | 039| A bright blue Hunter (Gamma) with a bright red one. | | 040| More various alternate creature designs. | | 041| Alternate creature designs for the Mutated G. | | 042| Alternate creature designs for Thanatos R, giving him a Mr. X look. | | 043| A picture of the street in front of J's BAR. | | 044| A picture of the Owner's room of J's BAR. | | 045| A picture of the Wine room of J's BAR. | | 046| A picture of the J's BAR neon sign and the Locker room. | | 047| A picture of the B4F culture room. | | 048| A picture of the B7F chemical disposal room. | | 049| A picture of the card key readers in the level. | | 050| A picture of the locomotive at the Marshaling yard. | | 051| A picture of the helipad at Raccoon Hospital. | | 052| A picture of the entrance of Raccoon Hospital. | | 053| A picture of the Leeches in the Underpass Entrance. | | 054| A picture of some hospital rooms. | | 055| A picture of the Apple Inn from the outside. | | 056| A picture of one of the smaller rooms in Apple Inn. | | 057| A picture of the Security office of Apple Inn. | | 058| A picture of the central garden at Apple Inn. | | 059| A picture of the Entrance hall in Raccoon University. | | 060| A picture of the clock tower of the university. | | 061| A picture of various rooms in the school. | | 062| A picture of the various items in the Art gallery. | +----+------------------------------------------------------------------------+ +-----------------------------------------------------------------------------+ | | | Collection - Costume | | | +----+----------------------------+-------------------------------------+-----+ | No.| What it is... | How to Get It... | PTS | +----+----------------------------+-------------------------------------+-----+ | 001| Six Shooter / Kevin | See below. |10000| | 002| Casual Wear / Mark | See below. |10000| | 003| Slam Dunk / Jim | See below. |10000| | 004| Outdoor Expert / George | See below. |10000| | 005| Club Scene / David | See below. |10000| | 006| Street Scene / Alyssa | See below. |10000| | 007| Spring Fashion / Yoko | See below. |10000| | 008| On Vacation / Cindy | See below. |10000| | 009| Midnight Caller / Alyssa | See below. |30000| | 010| Gym Class / Yoko | See below. |30000| | 011| Funny Bunny / Cindy | See below. |30000| | 012| Bob | Beat Outbreak playing as Mark. | 4000| | 013| Will | Beat Outbreak on Very Hard mode. | 3000| | 014| Aaron Dorian Arthur Raymond| Beat Outbreak in any way. | 5000| | 015| Eric Harry Elliot | Beat Outbreak on Hard mode. | 5000| | 016| J's BAR Disguised / Yoko | Beat Outbreak as Yoko. | 8000| | 017| Monica | Beat Below Freezing Point as Yoko. | 5000| | 018| Scholars 1-2 | Beat Below FP on Very Hard mode. | 3000| | 019| Hursh | Beat The Hive on Very Hard mode. | 4000| | 020| Doctors 1-3 | Beat The Hive in any way. | 6000| | 021| Nurses 1-2 | Beat The Hive on Hard mode. | 5000| | 022| Danny, Danny:B | Beat Hellfire with LEN'S ID TAG. | 5000| | 023| Gill, Gill:B | Beat Hellfire with CHARLIE'S ID TAG.| 5000| | 024| Fireman | Beat Hellfire in any way. | 3500| | 025| Peter | Beat Decis, Decis on Hard mode. | 3000| | 026| Greg | Beat Decis, Decis on Very Hard mode.|10000| | 027| Frank | Beat Decis, Decis playing as George.| 3000| | 028| UBCS 1-2 | Beat Decis, Decis in any way. | 8000| | 029| U.S.S. 1 | Beat all scenarios as all characters| 5000| | 030| Men 1-5 | Beat all scenarios in any way. |10000| | 031| Mr. Colors | Find all Special Items. |100000| +----+----------------------------+------------------------------------+------+ No. 001 - Get these Special Items: Western Boots, White T-shirt, Faded Jeans, Leather Belt, Cowboy Hat and Old Cigarette Box. No. 002 - Get these Special Items: Polo Shirt, Sneakers, Bermuda Shorts, Brown Belt. No. 003 - Get these Special Items: Rare Shoes, Baggy Shorts, White Tanktop, Basketball Uniform, Signed Basketball. No. 004 - Get these Special Items: Outdoor Shoes, Cargo Pants, Long Underwear, Yellow Parka, Sport Sunglasses. No. 005 - Get these Special Items: Rugged Pendant, Leather Jacket, Open-neck Shirt, Leather Pants, Boots. No. 006 - Get these Special Items: Sportwear Top, Sportswear Bottom, Sport Shoes, Women's Sunglasses. No. 007 - Get these Special Items: Green Dress, Cute Sneakers. No. 008 - Get these Special Items: Light Blue Shirt, White Pants, Sandals, Bracelet, Cool Sunglasses. No. 009 - Get these Special Items: Red Dress, Stiletto Heels, Red Lipstick. No. 010 - Get these Special Items: Exercise Uniform, Gym Shorts, Exercise Shoes. No. 011 - The coolest 2nd costume, but the hardest to get. Find these Special Items: Bunny Ears, Bunny Costume, Bunny cuffs, Fishnet Tights, High Heels, Bunny Bow Tie, Sexy Lipstick. FOR HELP FINDING THESE ITEMS, REFER TO THE SPECIAL ITEMS SECTION! And since I'm such a nice guy, I'll also post a list telling you what the costumes modify about each character, as well as other goodies. Here's the health numbers and what they mean: 1 = Weak. 2 = Normal. 3 = Better. 4 = Mark's health. 5 = Holy crap, that's a lot of health. 6 = Bordering godlike. Here are the speeds: 0 = Snail. 1 = Slow. 2 = Normal. 3 = Fast. 4 = A very drunk blonde stripper. Here are the virus meter percentage rates: 1 = Very slow. 2 = Dial-up internet. 3 = Normal. 4 = Fast. 5 = Holy $%#!$#! That's fast! Starting condition key: D = DANGER, F = FINE. Item reference tables below. +-----------------------------------------------------------------------------+ | | | Collection - Costume Modifications | | | +----+-----------------------------+------+-----+------+-------+------+-------+ | No.| Character | Type | Spd | Hlth | Cond. | Item | Virus | +----+-----------------------------+------+-----+------+-------+------+-------+ | 012| Bob | Mark | 1 | 4 | D | 01 | 3 | | 013| Will | Jim | 3 | 1 | F | 02 | 4 | | 014| Aaron | Mark | 1 | 4 | F | 03 | 3 | | 014| Dorian |George| 2 | 2 | F | 04 | 2 | | 014| Arthur |George| 3 | 1 | F | 05 | 2 | | 014| Raymond |Kevin | 2 | 2 | F | 06 | 3 | | 015| Eric |David | 3 | 1 | F | 07 | 2 | | 015| Harry |George| 0 | 1 | F | 08 | 3 | | 016| Elliot | Mark | 1 | 3 | F | 09 | 3 | | 016| J's BAR Disguised / Yoko | Yoko | 1 | 3 | F | 10 | 5 | | 017| Monica |Alyssa| 3 | 1 | F | 11 | 2 | | 018| Scholar 1 |George| 0 | 3 | F | 12 | 1 | | 018| Scholar 2 |George| 2 | 2 | F | 13 | 3 | | 019| Hursh |George| 2 | 2 | D | 14 | 4 | | 020| Doctor 1 |George| 1 | 1 | F | 01 | 2 | | 020| Doctor 2 |George| 2 | 2 | F | 15 | 4 | | 020| Doctor 3 |George| 3 | 3 | F | 14 | 1 | | 021| Nurse 1 |Cindy | 2 | 1 | F | 11 | 2 | | 021| Nurse 2 |Alyssa| 2 | 3 | F | 02 | 5 | | 022| Danny |Kevin | 2 | 3 | F | 09 | 1 | | 022| Danny:B |Kevin | 1 | 4 | F | 01 | 3 | | 023| Gill | Mark | 2 | 1 | F | 08 | 5 | | 023| Gill:B | Mark | 3 | 2 | F | 13 | 4 | | 024| Fireman |George| 2 | 1 | F | 16 | 1 | | 025| Peter | Jim | 1 | 2 | F | 17 | 1 | | 026| Greg |George| 2 | 6 | F | 10 | 2 | | 027| Frank |George| 3 | 3 | D | 10 | 4 | | 028| UBCS 1 |Kevin | 2 | 4 | F | 01 | 2 | | 028| UBCS 2 |Kevin | 1 | 3 | F | 03 | 3 | | 029| USS 1 |Kevin | 3 | 3 | F | 01 | 4 | | 030| Man 1 |George| 3 | 2 | F | 13 | 2 | | 030| Man 2 |George| 0 | 4 | F | 09 | 4 | | 030| Man 3 |David | 2 | 3 | F | 02 | 3 | | 030| Man 4 | Mark | 2 | 2 | F | 18 | 2 | | 030| Man 5 |Kevin | 2 | 1 | F | 04 | 3 | | 031| Mr. Red* |Kevin | 2 | 5 | D | 00 | 5 | | 031| Mr. Blue |George| -1 | 5 | F | 00 | 0 | | 031| Mr. Green | Jim | 3 | 6 | F | 00 | 5 | | 031| Mr. Gold* | Mark | 3 | 6 | F | 00 | 0 | | 031| Mr. Black |David | -1 | 6 | D | 00 | 0 | +----+-----------------------------+------+-----+------+-------+------+-------+ * = It's also worth mentioning that Mr. Red and Mr. Gold inflict 1 1/2 times as much damage against foes as normal characters. +-----------------------------------+----+ | Item | No | +-----------------------------------+----+ | Ha! Nothin! | 00 | | FIRST AID SPRAY | 01 | | RECOVERY MEDICINE | 02 | | HANDGUN ROUNDS (15) | 03 | | RED HERB | 04 | | GREEN HERB | 05 | | HANDGUN ROUNDS (30) | 06 | | HANDGUN ROUNDS (20) | 07 | | GREEN HERB + BLUE HERB | 08 | | IRON PIPE | 09 | | ANTI VIRUS (L) | 10 | | GREEN HERB + BLUE HERB + RED HERB | 11 | | BLUE HERB | 12 | | GREEN HERB + RED HERB | 13 | | HEMOSTATIC | 14 | | ANTIDOTE | 15 | | RECOVERY MEDICINE (L) | 16 | | ANTI VIRUS | 17 | | HANDGUN ROUNDS (10) | 18 | +-----------------------------------+----+ +-----------------------------------------------------------------------------+ | | | Collection - Movie | | | +----+----------------------------+-------------------------------------+-----+ | No.| What it is... | How to Get It... | PTS | +----+----------------------------+-------------------------------------+-----+ | 001| OPENING MOVIE | Already Available! | 500| | 002| KEVIN: OPENING & ENDING | Beat Outbreak as Kevin. | 500| | 003| MARK: OPENING & ENDING | Beat Outbreak as Mark. | 500| | 004| JIM: OPENING & ENDING | Beat Outbreak as Jim. | 500| | 005| GEORGE: OPENING & ENDING | Beat Outbreak as George. | 500| | 006| DAVID: OPENING & ENDING | Beat Outbreak as David. | 500| | 007| ALYSSA: OPENING & ENDING | Beat Outbreak as Alyssa. | 500| | 008| YOKO: OPENING & ENDING | Beat Outbreak as Yoko. | 500| | 009| CINDY: OPENING & ENDING | Beat Outbreak as Cindy. | 500| | 010| OUTBREAK SCENE 01 MOVIE | Beat Outbreak. | 500| | 011| OUTBREAK SCENE 02 MOVIE | Beat Outbreak. | 500| | 012| BFP OPENING MOVIE | Beat Below Freezing Point. | 500| | 013| BFP SCENE 01 MOVIE | Beat Below Freezing Point. | 500| | 014| BFP SCENE 02 MOVIE | Beat Below Freezing Point. | 500| | 015| BFP SCENE 03 MOVIE | Beat Below Freezing Point. | 500| | 016| BFP SCENE 04 MOVIE | Beat Below Freezing Point. | 500| | 017| KEVIN: ENDING MOVIE | Beat Below Freezing Point as Kevin. | 500| | 018| MARK: ENDING MOVIE | Beat Below Freezing Point as Mark. | 500| | 019| JIM: ENDING MOVIE | Beat Below Freezing Point as Jim. | 500| | 020| GEORGE: ENDING MOVIE | Beat Below Freezing Point as George.| 500| | 021| DAVID: ENDING MOVIE | Beat Below Freezing Point as David. | 500| | 022| ALYSSA: ENDING MOVIE | Beat Below Freezing Point as Alyssa.| 500| | 023| YOKO: ENDING MOVIE | Beat Below Freezing Point as Yoko. | 500| | 024| CINDY: ENDING MOVIE | Beat Below Freezing Point as Cindy. | 500| | 025| THE HIVE OPENING MOVIE | Beat The Hive. | 500| | 026| THE HIVE SCENE 01 MOVIE | Beat The Hive. | 500| | 027| THE HIVE SCENE 02 MOVIE | Beat The Hive. | 500| | 028| THE HIVE SCENE 03 MOVIE | Beat The Hive. | 500| | 029| KEVIN: ENDING MOVIE | Beat The Hive as Kevin. | 500| | 030| MARK: ENDING MOVIE | Beat The Hive as Mark. | 500| | 031| JIM: ENDING MOVIE | Beat The Hive as Jim. | 500| | 032| GEORGE: ENDING MOVIE | Beat The Hive as George. | 500| | 033| DAVID: ENDING MOVIE | Beat The Hive as David. | 500| | 034| ALYSSA: ENDING MOVIE | Beat The Hive as Alyssa. | 500| | 035| YOKO: ENDING MOVIE | Beat The Hive as Yoko. | 500| | 036| CINDY: ENDING MOVIE | Beat The Hive as Cindy. | 500| | 037| HELLFIRE SCENE 01 MOVIE | Beat Hellfire. | 500| | 038| HELLFIRE SCENE 02 MOVIE | Beat Hellfire. | 500| | 039| HELLFIRE SCENE 03 MOVIE | Beat Hellfire. | 500| | 040| KEVIN: ENDING MOVIE | Beat Hellfire as Kevin. | 500| | 041| MARK: ENDING MOVIE | Beat Hellfire as Mark. | 500| | 042| JIM: ENDING MOVIE | Beat Hellfire as Jim. | 500| | 043| GEORGE: ENDING MOVIE | Beat Hellfire as George. | 500| | 044| DAVID: ENDING MOVIE | Beat Hellfire as David. | 500| | 045| ALYSSA: ENDING MOVIE | Beat Hellfire as Alyssa. | 500| | 046| YOKO: ENDING MOVIE | Beat Hellfire as Yoko. | 500| | 047| CINDY: ENDING MOVIE | Beat Hellfire as Cindy. | 500| | 048| DECIS, DECIS SCENE 01 MOVIE| Beat Decisions, Decisions. | 500| | 049| DECIS, DECIS SCENE 02 MOVIE| Beat Decisions, Decisions. | 500| | 050| DECIS, DECIS SCENE 03 MOVIE| Beat Decisions, Decisions. | 500| | 051| KEVIN: ENDING MOVIE | Beat Decisions, Decisions as Kevin*.| 500| | 052| MARK: ENDING MOVIE | Beat Decisions, Decisions as Mark*. | 500| | 053| JIM: ENDING MOVIE | Beat Decisions, Decisions as Jim*. | 500| | 054| GEORGE: ENDING MOVIE | Beat Decisions, Decisions as George*| 500| | 055| DAVID: ENDING MOVIE | Beat Decisions, Decisions as David*.| 500| | 056| ALYSSA: ENDING MOVIE | Beat Decisions, Decisions as Alyssa*| 500| | 057| YOKO: ENDING MOVIE | Beat Decisions, Decisions as Yoko*. | 500| | 058| CINDY: ENDING MOVIE | Beat Decisions, Decisions as Cindy*.| 500| | 059| EPILOGUE MOVIE | Beat Decisions, Decisions. | 500| +----+----------------------------+-------------------------------------+-----+ * = Either have cured yourself and finish with an extra DAYLIGHT, or finish with 2 or more DAYLIGHTs. DAYLIGHTs used against Thanatos R don't count toward this number. NOTE: Dang. Capcom should've included a way to get the "special" endings. Those who have seen them would agree with me. +-----------------------------------------------------------------------------+ | | | Collection - Sound | | | +----+----------------------------+-------------------------------------+-----+ | No.| What it is... | How to Get It... | PTS | +----+----------------------------+-------------------------------------+-----+ | 001| OUTBREAK BGM | Beat Outbreak. | 2000| | 002| BELOW FREEZING POINT BGM | Beat Below Freezing Point. | 2000| | 003| THE HIVE BGM | Beat The Hive. | 2000| | 004| HELLFIRE BGM | Beat Hellfire. | 2000| | 005| DECISIONS, DECISIONS BGM | Beat Decisions, Decisions. | 2000| | 006| BATTLE BGM | Beat Decisions, Decisions. | 2000| | 007| MISCELLANEOUS BGM | Beat a scenario w/ 3000+ PTS. | 2000| | 008| KEVIN: VOICE | Get all of Kevin's SP Items. | 2000| | 009| MARK: VOICE | Get all of Mark's SP Items. | 2000| | 010| JIM: VOICE | Get all of Jim's SP Items. | 2000| | 011| GEORGE: VOICE | Get all of George's SP Items. | 2000| | 012| DAVID: VOICE | Get all of David's SP Items. | 2000| | 013| ALYSSA: VOICE | Get all of Alyssa's SP Items. | 2000| | 014| YOKO: VOICE | Get all of Yoko's SP Items. | 2000| | 015| CINDY: VOICE | Get all of Cindy's SP Items. | 2000| | 016| MISC. VOICE | Beat a scenario w/ 3000+ PTS. | 2000| +----+----------------------------+-------------------------------------+-----+ The MISC. VOICE is the guy that says "RESIDENT EVIL" and "OUTBREAK" and "NETWORK"! What a cool guy! They should play those on the radio. +-----------------------------------------------------------------------------+ | | | Collection - Extra | | | +----+----------------------------+-------------------------------------+-----+ | No.| What it is... | How to Get It... | PTS | +----+----------------------------+-------------------------------------+-----+ | 001| HARD MODE | Beat Decisions, Decisions. | 2000| | 002| VERY HARD MODE | Beat all scenarios on Hard mode. | 2000| | 003| LONE WOLF MODE | Beat all scenarios on Hard mode. |10000| | 004| | 100% completion in all scenarios. |50000| +----+----------------------------+-------------------------------------+-----+ "Lone Wolf Mode" is what was called "No Partner Mode" in the JP version. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 19.Glitches and Errors =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Alyssa - Outbreak Glitch ======================= In the American version of the game only, if you play as Alyssa and Ad-lib, there is a good chance that the game will freeze, causing you to lose any unsaved game data, and have to reset the PS2. This isn't a problem as long as you either don't play as Alyssa, or play as Alyssa but don't Ad-lib. ======================= Network Mode - Outbreak Glitch ======================= It is quite possible that, when playing Outbreak, if you leave Main Street and your friends activate the detonator, you could be stuck. I discovered this myself, and I was just about to get a NO WEAPON CLEAR/NO DAMAGE CLEAR combo. You can run back to the car, but you can't talk to Officer Dorian, and the stairs turn into an endless staircase. Watch out! ======================= Script Errors ======================= The only ones I've found are spelling and grammatical errors: Alyssa - "That's not my syle." Jim - "Looks like I'm suck here for a bit." Kevin - "Whose responsible for this?" David - "Sotrage area..." Let me know if you find any others. ======================= Other Errors ======================= Well, if you check the entrance doors to the hospital, it says, "Zombie's moans can be heard nearby," but it should be "Zombies'". =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 20.Passcode Cheat Sheet =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Here is a quick reference you can print off if you want quick passcodes... Below Freezing Point B7F chemical storage room - 0634 4509 9741 B6F security room - A375 J126 C582 B482 D580 A194 The Hive Elevator control room - 3555 5315 8211 Elevator control room (ROOF) - 0930 Hellfire Security office keypad - 0721 2287 6354 5128 Room 101 safe - JIA BAE DCH GGF Decisions, Decisions 1F Passage elevator* - 4032 4161 4927 4284 * Requires TORN MEMO file. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 21.Event Completion Lists =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= +-----------------------------------------------------------------------------+ | Outbreak - Event Checklist | +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Built barricade out of barrels. | | [] Used the staff room key. | | [] Used the key with blue tag. | | [] Solved painting puzzle. | | [] Unlocked cabinet (Alyssa). | | [] Moved cargo with the forklift. | | [] Destroyed liquor room shutter. | | [] Destroyed wire fence on rooftop. | | [] Read all graffiti with lighter. | | [] Built patrol car barricade. | | [] Opened gasoline tanker valve. | | [] Used lighter to ignite gas. | | [] Activated detonator. | | [] Killed zombies and survived. | | [] Escaped zombies and survived. | | [] Collected every map. | | [] Died in gas tanker explosion. | | [] Obtained "newspaper." | | [] Obtained "Jack's memo." | | [] Obtained "staffer's diary." | | [] Obtained "Raccoon Today." | | [] Screams in the owner's room. | | [] Saw a crow fly into the Drawing room. | | [] A bottle fell in the wine room. | | [] A bottle fell in the liquor room. | | [] Screams in front of J's Bar. | | [] Watched "Will Becomes a Zombie." | | [] Watched "Bob Gets Worse." | | [] Watched "Bob's Suicide." | | [] Watched "Bob Becomes a Zombie." | | [] Watched "Block Staff Door." | +-----------------------------------------------------------------------------+ +-----------------------------------------------------------------------------+ | Below Freezing Point - Event Checklist | +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Unlocked locker with lockpick. | | [] Thawed frozen wrench. | | [] Used wrench to open panel. | | [] Used valve handle to open door. | | [] Watched "Used V-JOLT in B7F." | | [] Watched "Used V-JOLT in B6F." | | [] Watched "Monica Runs Off." | | [] Watched "Giant Moth Attacks." | | [] Watched "Comp. Room Desertion." | | [] Unlocked comp. room w/ card key. | | [] Unlocked shutter with card key. | | [] Watched "Used Blowtorch." | | [] Used key to activate turn table. | | [] Watched "Missed Turntable." | | [] Watched "Turn Table Goes Up." | | [] Moved locomotive. | | [] Watched "Defeated Mutated G." | | [] Received item from researcher 1. | | [] Got item from staffer 2 (Yoko). | | [] Obtained map. | | [] Obtained "Top-Secret Memo." | | [] Obtained "Researcher's Will." | | [] Obtained "Staff Memo." | | [] Obtained "Interoffice Memo." | | [] Obtained "Laboratory Memo." | | [] Obtained "Monthly Passcode." | | [] Obtained "Custodian's Diary." | +-----------------------------------------------------------------------------+ +-----------------------------------------------------------------------------+ | The Hive - Event Checklist | +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Used blood pack. | | [] Used nurse call button. | | [] Turned on power to shutter. | | [] Opened 1F shutter. | | [] Opened waiting room shutter. | | [] Had the elevator go to B2F. | | [] Elevator reached the roof. | | [] Bled at the nurse station. | | [] Unlocked door with B1F card key. | | [] Unlocked door with B2F card key. | | [] Defeated Leech Man. | | [] Got item from policeman on roof. | | [] Used chain key. | | [] Obtained map. | | [] Obtained "Male Nurse's Diary." | | [] Obtained "Repair Work Memo." | | [] Obtained "Setting Manual." | | [] Obtained "Piece of Memo." | | [] Got "Chemical Code Message." | | [] Obtained "Researcher's Diary." | | [] Got "Investigation Request." | | [] Obtained "Card Memo." | | [] Obtained "Security Guard Guide." | +-----------------------------------------------------------------------------+ +-----------------------------------------------------------------------------+ | Hellfire - Event Checklist | +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Unlocked safe in Room 101. | | [] Provided emergency power. | | [] Solved Europe map puzzle. | | [] Dropped crate in owner's room. | | [] Destroyed 304/305 wall. | | [] Cleared with Len's tag. | | [] Cleared with Charlie's tag. | | [] Cleared w/ Len and Charlie tags. | | [] Obtained Apple Inn map. | | [] Obtained "Guest Memo 1." | | [] Obtained "Guest Memo 2." | | [] Obtained "Guest Memo 3." | | [] Got "Janitor's Repair Memo." | | [] Got "Janitor's Daily Report." | | [] Obtained "Guard's Notebook." | | [] Obtained "Emergency Manual." | | [] Obtained "Guest List Copy." | | [] Got "Hotel Charge Breakdown." | | [] Defeated Regis Licker. | | [] Opened secret security rm. door. | | [] Used motorized ladder. | | [] Used card key to unlock door. | | [] Used passcode to unlock door. | | [] Used gold relief key. | | [] Used silver relief key. | | [] Rang front lobby bell. | | [] Opened locker with lockpick. | | [] Watched "Call over Radio." | | [] Watched "Regis Licker Appears." | +-----------------------------------------------------------------------------+ +-----------------------------------------------------------------------------+ | Decisions, Decisions - Event Checklist | +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Set red jewel in stuffed moose. | | [] Set blue jewel in stuffed moose. | | [] Solved Cuckoo Clock puzzle. | | [] Played piano on 2F (Cindy). | | [] Pulled string, moved statue arm. | | [] Pulled string, zombies came out. | | [] Used V-Poison in incubator. | | [] Used P-Base in incubator. | | [] Used T-Blood in incubator. | | [] Used Daylight on yourself. | | [] Killed Thanatos R with Daylight. | | [] Defeated Thanatos R. | | [] Routed power to emission tower. | | [] Unlocked door with red tag key. | | [] Unlocked water tank area door. | | [] Electocuted Thanatos. | | [] Thanatos came in through window. | | [] Collected every map. | | [] Used glasses on 2nd statue. | | [] Used card key. | | [] Input elevator code. | | [] Unlocked university doors. | | [] Restarted Incubator. | | [] Obtained "Geneology Facts." | | [] Obtained "Blood-Stained Memo." | | [] Got "Reagent Generation Memo." | | [] Obtained "Section of a Diary." | | [] Obtained "Cable Repair Request." | | [] Obtained "Torn Memo." | | [] Obtained "Part of Torn Memo." | | [] Obtained "Orders." | | [] Obtained "Peter's Diary." | | [] Obtained "Number Memo." | | [] Watched "Peter Discovered." | | [] Watched "Hunter (Gamma) Appears." | | [] Watched "UBCS vs Thanatos." | | [] Watched "Greg and Yoko." | | [] Watched "ED: Chopper Zombie." | | [] Watched "ED: George and Cindy." | | [] Watched "ED: Mark and David." | | [] Watched "ED: Kevin and Jim." | | [] Watched "ED: Alyssa and Yoko." | | [] Watched "ED: Regretful Ending." | | [] Watched "ED: Remain Hopeful." | +-----------------------------------------------------------------------------+ =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 22.Puzzles =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Portrait Puzzle Scenario: Outbreak ======================= Not too hard to figure out... In the Owner's room, put an ALCOHOL BOTTLE in the hole in the wall to unlock the desk drawer. ======================= Elevator Code Puzzle Scenario: The Hive ======================= Here's how this puzzle works. The SETTING MANUAL tells that you do need a 4 digit code to get to B2F. Then, the CHEMICAL CODE MESSAGE file found in the Nurses' station (2F) gives several different colors and their corresponding codes. They are as follows: Cerulean: C-4041 Emerald: E-1160 Turquoise: T-7221 Carmine: K-1210 Ivy: I-2005 The next corresponding file is the PIECE OF MEMO found in the Office (1F). It hints at the answer: #Red chemical code number + ABCD ABCD will be either 2345, 4105, or 7001. I don't know my colors too well, but I knew all of them but Carmine. It must be red. To solve the puzzle and find out the access code to B2F, add the modifier from the PIECE OF MEMO to 1210, found in the CHEMICAL CODE MESSAGE. The possible solutions are: 3555, 5315, and 8211. ======================= Emergency Power Supply Puzzle Scenario: Hellfire ======================= Alright. Here's how it works, in case you've never played the game. When you press a button, it lights up, and so does each button touching it (not diagonally). However, if one of the lights is already lit, it is then turned off. Sound complicated? Not really. The idea is to turn all lights on, and you do have somewhat of a time limit, although nothing happens if you screw up, except you have to try again. Unlit buttons are represented by "O" and lit ones are represented by "X". ---------------------------------Easy Puzzles---------------------------------- Well, there's only one. -----Puzzle 1----- ________Begin_________ /// /// +--------------------+ | O O O O | | | | O O O O | | | | O O O O | | | | O O O O | +--------------------+ All buttons are unlit. ________Step 1________ /// /// +--------------------+ | O O O O | | | | O O O O | | | | O X O O | | | | X 1 X O | +--------------------+ Press the second button in the fourth row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | O O O O | | | | O O O X | | | | O X X 2 | | | | X X X X | +--------------------+ Press the fourth button in the third row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | O X 3 X | | | | O O X X | | | | O X X X | | | | X X X X | +--------------------+ Press the third button in the first row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X X X | | | | 4 X X X | | | | X X X X | | | | X X X X | +--------------------+ Press the first button in the second row, as indicated by the 4 to complete the puzzle. --------------------------------Normal Puzzles--------------------------------- There are two possibilities. -----Puzzle 1----- ________Begin_________ /// /// +--------------------+ | O X X O | | | | X O O X | | | | X O O X | | | | O X X O | +--------------------+ A lit buttons form a square without the corner buttons. ________Step 1________ /// /// +--------------------+ | 1 O X O | | | | O O O X | | | | X O O X | | | | O X X O | +--------------------+ Press the first button in the first row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X O O 2 | | | | O O O O | | | | X O O X | | | | O X X O | +--------------------+ Press the fourth button in the first row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X O O X | | | | O O O O | | | | O O O X | | | | 3 O X O | +--------------------+ Press the first button in the fourth row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X O O X | | | | O O O O | | | | O O O O | | | | X O O 4 | +--------------------+ Press the fourth button in the fourth row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | X X O X | | | | X 5 X O | | | | O X O O | | | | X O O X | +--------------------+ Press the second button in the second row, as indicated by the 5. ________Step 6________ /// /// +--------------------+ | X X O X | | | | X X O O | | | | O O 6 X | | | | X O X X | +--------------------+ Press the third button in the third row, as indicated by the 6. ________Step 7________ /// /// +--------------------+ | X X O X | | | | X O O O | | | | X 7 O X | | | | X X X X | +--------------------+ Press the second button in the third row, as indicated by the 7. ________Step 8________ /// /// +--------------------+ | X X X X | | | | X X 8 X | | | | X X X X | | | | X X X X | +--------------------+ Press the second button in the second row again as indicated by the 8 to activate the ladder. -----Puzzle 2----- ________Begin_________ /// /// +--------------------+ | X O O X | | | | O O O O | | | | O O O O | | | | X O O X | +--------------------+ A button in each corner is lit. ________Step 1________ /// /// +--------------------+ | X X O X | | | | X 1 X O | | | | O X O O | | | | X O O X | +--------------------+ Press the second button in the second row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X X O X | | | | X X O O | | | | O O 2 X | | | | X O X X | +--------------------+ Press the third button in the third row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X X O X | | | | X O O O | | | | X 3 O X | | | | X X X X | +--------------------+ Press the second button in the third row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X X X | | | | X X 4 X | | | | X X X X | | | | X X X X | +--------------------+ Press the second button in the second row again as indicated by the 4 to activate the ladder. ---------------------------------Hard Puzzles---------------------------------- -----Puzzle 1----- ________Begin_________ /// /// +--------------------+ | X X X X | | | | O O O O | | | | O O O O | | | | X X X X | +--------------------+ The top and bottom four buttons are lit and the rest are not. ________Step 1________ /// /// +--------------------+ | X O 1 O | | | | O O X O | | | | O O O O | | | | X X X X | +--------------------+ Press the third button in the first row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X O O O | | | | O O X O | | | | O X O O | | | | O 2 O X | +--------------------+ Press the second button in the fourth row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X O O O | | | | O O O O | | | | O O 3 X | | | | O O X X | +--------------------+ Press the third button in the third row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X O O | | | | X 4 X O | | | | O X X X | | | | O O X X | +--------------------+ Press the second button in the second row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | X X X 5 | | | | X X X X | | | | O X X X | | | | O O X X | +--------------------+ Press the fourth button in the first row, as indicated by the 5. ________Step 6________ /// /// +--------------------+ | X X X X | | | | X X X X | | | | X X X X | | | | 6 X X X | +--------------------+ Press the first button in the fourth row, as indicated by the 6, and you win! -----Puzzle 2----- ________Begin_________ /// /// +--------------------+ | X O O O | | | | O O X O | | | | O X O O | | | | O O O X | +--------------------+ <-+ | Well, this is kinda hard to describe. Look at the picture -+ ________Step 1________ /// /// +--------------------+ | X X O O | | | | X 1 O O | | | | O O O O | | | | O O O X | +--------------------+ Press the second button in the second row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X X O O | | | | X X X O | | | | O X 2 X | | | | O O X X | +--------------------+ Press the third button in the third row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X X X 3 | | | | X X X X | | | | O X X X | | | | O O X X | +--------------------+ Press the fourth button in the first row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X X X | | | | X X X X | | | | X X X X | | | | 4 X X X | +--------------------+ Press the fourth button in the first row, as indicated by the 4 to complete this puzzle. -------------------------------Very Hard Puzzles------------------------------- -----Puzzle 1----- ________Begin_________ /// /// +--------------------+ | O X X O | | | | X X X X | | | | X X X X | | | | O X X O | +--------------------+ All buttons are lit except for the four corners. ________Step 1________ /// /// +--------------------+ | O O X O | | | | O 1 O X | | | | X O X X | | | | O X X O | +--------------------+ Press the second button in the second row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | O O X O | | | | O O X X | | | | X X 2 O | | | | O X O O | +--------------------+ Press the third button in the third row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | O O O O | | | | O X 3 O | | | | X X X O | | | | O X O O | +--------------------+ Press the third button in the second row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | O O O O | | | | O O O O | | | | O 4 O O | | | | O O O O | +--------------------+ Press the third button in the second row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | O O O O | | | | O O O O | | | | O X O O | | | | X 5 X O | +--------------------+ Press the second button in the fourth row, as indicated by the 5. ________Step 6________ /// /// +--------------------+ | O O O O | | | | O O O X | | | | O X X 6 | | | | X X X X | +--------------------+ Press the fourth button in the third row, as indicated by the 6. ________Step 7________ /// /// +--------------------+ | O X 7 X | | | | O O X X | | | | O X X X | | | | X X X X | +--------------------+ Press the third button in the first row, as indicated by the 7. ________Step 8________ /// /// +--------------------+ | X X X X | | | | 8 X X X | | | | X X X X | | | | X X X X | +--------------------+ Press the first button in the second row, as indicated by the 8 to complete the puzzle. -----Puzzle 2----- ________Begin_________ /// /// +--------------------+ | X X X X | | | | X O O X | | | | X O O X | | | | X X X X | +--------------------+ All the side and corner buttons are lit with the middle ones unlit. ________Step 1________ /// /// +--------------------+ | 1 O X X | | | | O O O X | | | | X O O X | | | | X X X X | +--------------------+ Press the first button in the first row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | O O X X | | | | O O O X | | | | O O O X | | | | 2 O X X | +--------------------+ Press the first button in the fourth row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | O O X X | | | | O O O X | | | | O O O O | | | | O O O 3 | +--------------------+ Press the fourth button in the fourth row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | O O O 4 | | | | O O O O | | | | O O O O | | | | O O O O | +--------------------+ Press the fourth button in the first row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | O O O O | | | | O O O O | | | | O X O O | | | | X 5 X O | +--------------------+ Press the second button in the fourth row, as indicated by the 5. ________Step 6________ /// /// +--------------------+ | O O O O | | | | O O O X | | | | O X X 6 | | | | X X X X | +--------------------+ Press the fourth button in the third row, as indicated by the 6. ________Step 7________ /// /// +--------------------+ | O X 7 X | | | | O O X X | | | | O X X X | | | | X X X X | +--------------------+ Press the third button in the first row, as indicated by the 7. ________Step 8________ /// /// +--------------------+ | X X X X | | | | 8 X X X | | | | X X X X | | | | X X X X | +--------------------+ Press the first button in the second row, as indicated by the 8 to complete the puzzle. That's all the solutions! If you get something else, there is something wrong. ======================= Lighted Clock Puzzle Scenario: Decisions, Decisions ======================= ======================= Elevator Power Supply Puzzle Scenario: Decisions, Decisions (B4F route) ======================= Holy #$%@. I have to explain another dirty light puzzle. This one is the same as the one from Hellfire, except instead of changing the buttons touching the button you touch, it changes the buttons diagonal to the button you touch. Ugh. The idea is to turn all lights on, and you do have somewhat of a time limit, although nothing happens if you screw up, except you have to try again. Unlit buttons are represented by "O" and lit ones are represented by "X". ---------------------------------Easy Puzzles---------------------------------- Two puzzles for Easy in this level. -----Puzzle 1----- ________Begin_________ /// /// +--------------------+ | X X X X | | | | X O O X | | | | X O O X | | | | X X X X | +--------------------+ All outer buttons are lit. ________Step 1________ /// /// +--------------------+ | X 1 X X | | | | O O X X | | | | X O O X | | | | X X X X | +--------------------+ Press the second button in the first row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X X X X | | | | 2 O X X | | | | X X O X | | | | X X X X | +--------------------+ Press the first button in the second row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X X X X | | | | X O X X | | | | O X X X | | | | X 2 X X | +--------------------+ Press the second button in the fourth row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X X X | | | | X X X X | | | | 4 X X X | | | | X X X X | +--------------------+ Press the first button in the third row, as indicated by the 4 to supply power to the elevator. -----Puzzle 2----- ________Begin_________ /// /// +--------------------+ | O O X X | | | | O O X X | | | | X X O O | | | | X X O O | +--------------------+ Two boxes are formed in the upper-right and lower-left corners. ________Step 1________ /// /// +--------------------+ | O O X X | | | | O O X X | | | | X X X O | | | | X X O 1 | +--------------------+ Press the fourth button in the fourth row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | O O X X | | | | O O X X | | | | X O X X | | | | X X 2 X | +--------------------+ Press the third button in the fourth row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | O X X X | | | | 3 O X X | | | | X X X X | | | | X X X X | +--------------------+ Press the first button in the second row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X X X | | | | X X X X | | | | X X X X | | | | X X X X | +--------------------+ Press the first button in the first row, as indicated by the 4 and you win! --------------------------------Normal Puzzles--------------------------------- Two puzzles for Normal in this level, too. -----Puzzle 1----- ________Begin_________ /// /// +--------------------+ | O X O O | | | | O X O O | | | | O O X O | | | | O O X O | +--------------------+ <--+ | ...it looks like that picture. --+ ________Step 1________ /// /// +--------------------+ | X X X O | | | | O 1 O O | | | | X O O O | | | | O O X O | +--------------------+ Press the second button in the second row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X O X X | | | | O O 2 O | | | | X X O X | | | | O O X O | +--------------------+ Press the third button in the second row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X O X X | | | | O X X X | | | | X X 3 X | | | | O X X X | +--------------------+ Press the third button in the third row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X X X | | | | 4 X X X | | | | X O X X | | | | O X X X | +--------------------+ Press the first button in the second row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | X X X X | | | | X X X X | | | | X X X X | | | | 5 X X X | +--------------------+ Press the first button in the fourth row, as indicated by the 5. -----Puzzle 2----- ________Begin_________ /// /// +--------------------+ | X O O X | | | | O O O O | | | | O O O O | | | | X O O X | +--------------------+ Four corners are lit. ________Step 1________ /// /// +--------------------+ | X X O X | | | | 1 O O O | | | | O X O O | | | | X O O X | +--------------------+ Press the first button in the second row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X X X X | | | | X O O 2 | | | | O X X O | | | | X O O X | +--------------------+ Press the fourth button in the second row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X X X X | | | | X O X X | | | | O X X 3 | | | | X O X X | +--------------------+ Press the fourth button in the third row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X X X | | | | X X X X | | | | 4 X X X | | | | X X X X | +--------------------+ Press the first button in the third row, as indicated by the 4. ---------------------------------Hard Puzzles---------------------------------- -----Puzzle 1----- ________Begin_________ /// /// +--------------------+ | O O X X | | | | O O O O | | | | O O O O | | | | X X O O | +--------------------+ Two buttons are lit in opposite corners. ________Step 1________ /// /// +--------------------+ | X O O X | | | | O 1 O O | | | | X O X O | | | | X X O O | +--------------------+ Press the second button in the second row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X X O X | | | | 2 X O O | | | | X X X O | | | | X X O O | +--------------------+ Press the first button in the second row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X X X X | | | | X X O 3 | | | | X X O O | | | | X X O O | +--------------------+ Press the fourth button in the second row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X X X X | | | | X X O X | | | | X X X O | | | | X X O 4 | +--------------------+ Press the fourth button in the fourth row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | X X X X | | | | X X X X | | | | X X X 5 | | | | X X X X | +--------------------+ Press the fourth button in the third row, as indicated by the 5 to complete the puzzle. -----Puzzle 2----- ________Begin_________ /// /// +--------------------+ | O X O O | | | | O X O O | | | | O X X X | | | | O O O O | +--------------------+ Buttons are lit forming an L. ________Step 1________ /// /// +--------------------+ | O X O 1 | | | | O X X O | | | | O X X X | | | | O O O O | +--------------------+ Press the fourth button in the first row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | X X X X | | | | O 2 X O | | | | X X O X | | | | O O O O | +--------------------+ Press the second button in the second row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X X X X | | | | O X X X | | | | X X 3 X | | | | O X O X | +--------------------+ Press the third button in the third row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X O X X | | | | 4 X X X | | | | X O X X | | | | O X O X | +--------------------+ Press the first button in the second row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | X O X X | | | | O X O X | | | | X 5 X X | | | | X X X X | +--------------------+ Press the second button in the third row, as indicated by the 5. ________Step 6________ /// /// +--------------------+ | X 6 X X | | | | X X X X | | | | X X X X | | | | X X X X | +--------------------+ Press the second button in the first row, as indicated by the 6, and BOOM! You're done. ------------------------------Very Hard Puzzles-------------------------------- -----Puzzle 1----- NOTE: This is the longest puzzle in the game. Work quickly. ________Begin_________ /// /// +--------------------+ | O O O O | | | | X O O O | | | | O O O X | | | | O O O O | +--------------------+ Two buttons are oddly lit in different areas. ________Step 1________ /// /// +--------------------+ | O O O 1 | | | | X O X O | | | | O O O X | | | | O O O O | +--------------------+ Press the fourth button in the first row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | 2 O O X | | | | X X X O | | | | O O O X | | | | O O O O | +--------------------+ Press the first button in the first row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | X O O X | | | | X X X O | | | | O X O X | | | | 3 O O O | +--------------------+ Press the first button in the fourth row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | X O O X | | | | X X X O | | | | O X X X | | | | X O O 4 | +--------------------+ Press the fourth button in the fourth row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | X O O X | | | | X X X O | | | | X X O X | | | | X 5 O X | +--------------------+ Press the second button in the fourth row, as indicated by the 5. ________Step 6________ /// /// +--------------------+ | X O X X | | | | X X X 6 | | | | X X X X | | | | X X O X | +--------------------+ Press the fourth button in the second row, as indicated by the 6. ________Step 7________ /// /// +--------------------+ | X X X O | | | | X X 7 X | | | | X O X O | | | | X X O X | +--------------------+ Press the third button in the second row, as indicated by the 7. ________Step 8________ /// /// +--------------------+ | X X X O | | | | X X O X | | | | X X X X | | | | X X 8 X | +--------------------+ Press the third button in the fourth row, as indicated by the 8. ________Step 9________ /// /// +--------------------+ | X X X 9 | | | | X X X X | | | | X X X X | | | | X X X X | +--------------------+ Press the fourth button in the first row, as indicated by the 9. -----Puzzle 2----- ________Begin_________ /// /// +--------------------+ | O O O O | | | | O O O O | | | | O O O O | | | | O O O O | +--------------------+ This was the Easy one in Hellfire. No lights are lit. ________Step 1________ /// /// +--------------------+ | O 1 O O | | | | X O X O | | | | O O O O | | | | O O O O | +--------------------+ Press the second button in the first row, as indicated by the 1. ________Step 2________ /// /// +--------------------+ | O X O O | | | | O O O O | | | | O 2 O O | | | | X O X O | +--------------------+ Press the second button in the third row, as indicated by the 2. ________Step 3________ /// /// +--------------------+ | O O O X | | | | O O 3 O | | | | O O O X | | | | X O X O | +--------------------+ Press the third button in the second row, as indicated by the 3. ________Step 4________ /// /// +--------------------+ | O O O X | | | | O O X O | | | | X O X X | | | | X 4 X O | +--------------------+ Press the second button in the fourth row, as indicated by the 4. ________Step 5________ /// /// +--------------------+ | O O O X | | | | O O X O | | | | X O O X | | | | X X X 5 | +--------------------+ Press the fourth button in the fourth row, as indicated by the 5. ________Step 6________ /// /// +--------------------+ | O X O X | | | | 6 O X O | | | | X X O X | | | | X X X X | +--------------------+ Press the first button in the second row, as indicated by the 6. ________Step 7________ /// /// +--------------------+ | 7 X O X | | | | X X X O | | | | X X O X | | | | X X X X | +--------------------+ Press the first button in the first row, as indicated by the 7. ________Step 8________ /// /// +--------------------+ | X X X X | | | | X X X 8 | | | | X X X X | | | | X X X X | +--------------------+ Press the fourth button in the second row, as indicated by the 8 to finish it up. ...my brain hurts. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 23.Wesker's Report + Notes =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= [NOTE: Anything in brackets was either edited or added by the writer, DjSiXpAcK14.] My name is Albert Wesker. I aspire to become a leading researcher at Umbrella, Inc., a pharmaceutical enterprise who covertly coonducted bio-organic weapons. Better known as B.O.W. for development. But at the leader development training ground situated in Raccoon City I met a brilliant and talented researcher who made me decide to take a different path--William Birkin. In time, I shifted my position to S.T.A.R.S. [Special Tactics and Rescue Service], a special forces unit of the Raccoon Police Department. Umbrella, for crisis management reasons of their illegal bio-organic weapons development, had many of its people working in the police department. I became the leader of S.T.A.R.S. and conducted all sorts of intelligence activities for Umbrella. As I continued to serve, I devised my own plans and waited for the right moment to execute them. Then at last, opportunity knocked. 7.24 The freak murder incident that occured in a forest near the mansion started it all. The mansion was Umbrella's secret B.O.W. laboratory and it was clear that the indevelopment, T-Virus, was the cause of the murder. Initially Umbrella instructed me secretly to keep S.T.A.R.S. out of the case. But, with the heightened emotions of the citizens, S.T.A.R.S. had no choice but to move in. That's when my next order was given. Dispatch S.T.A.R.S. to the mansion, dispose of them, then report the situation to headquarters so that their combat with the B.O.W. could be used for data analysis, allowing Umbrella a comprehensive portrait of the B.O.W.'s combat abilities. From the 2 S.T.A.R.S. teams, I first pitched in the BRAVO team. As expected, the top elite of S.T.A.R.S. gave all they had and became useful sample data. Then following, I geared up the ALPHA team to 'search and rescue' the lost BRAVO team. The members of the ALPHA team also proved their worth and as expected, many died. There were 5 survivors from the initial 11 S.T.A.R.S. members. From the ALPHA team were Chris Redfield, Jill Valentine, and Barry Burton. And from the BRAVO team were Rebecca Chambers and Enrico Marini. It was time to begin executing my plans. In the midst of the whole affair I could take Umbrella's ultimate bio-organic weapon, The Tyrant, and join forces with an opposing corporation of Umbrella. To buy into that opposing corporation, I would need the actual combat data of the Tyrant. The surviving privileged members of S.T.A.R.S. were just the perfect bait. I decided to have one of them play the Judas and draw them to the Tyrant. That Judas was Barry. Barry was the 'strong truth and justice' kind and cherished his family more than anything. His type is easy to manipulate. I simply took that most important thing away from him. My only miscalculation was the high potential of Chris and Jill. But with the family man Barry playing Judas, the scene went as planned. Then the winds turned unexpectedly. I had to eliminate Enrico, who had found out what was behind it all. I used Barry to get to him. After I had successfully gotten rid of that nuisance, I awaited the sample specimen that Barry would bring to me in the Tyrant's room. [The diaglogue from the cutscene here is below. Jill: Wesker! Wesker: You did a fine job, Barry. Jill: Just as I thought. Why do you have to destroy S.T.A.R.S.? Wesker: That's Umbrella's intention. This laboratory has been engaging in dangerous experiments and recently an accident has occured. Anyway, this disaster cannot be made public. Jill: That's why having S.T.A.R.S. know anything is so inconvenient. So, you're a slave of Umbrella now, along with these virus monsters. Wesker: Barry, go up on the ground and wait there. Jill: Barry! Wesker: I just used him for my...personal purposes. Though both you and Barry seem to think I was just following orders from Umbrella. Jill: So you're planning something else?! Wesker: If you succeeded in producing the world's most powerful biological weapon, what would you do? What if you were in charge? Jill: So, you're going to steal all the research? Wesker: Better yet, I'm going to show you the Tyrant.] I injected the virus I obtained from Birkin in advance. If I made Umbrella believe I was dead, it made it far more convenient to sell myself to the opposing corporation. According to Birkin, the virus had profound effects. It would put my body in a state of temporary 'death'. It would then bring me back to life with super human powers. Therefore, I unleashed an awesome Tyrant from its slumber and let it attack me. As my consiousness faded away I was certain that the whole scheme would end in success. Never did I imagine that S.T.A.R.S. could slay the evil creation. I lost the Tyrant and that plan that I devised which had cost me my humanity ended in failure. Now anyone or anything that stood in my way would be terminated. It has been that way for a long time and it always will be. At all costs, I had to make S.T.A.R.S. pay. SEPTEMBER Two months have passed since the mansion incident. To regain all that I had lost in my new organization, I joined hands with Ada Wong, a female agent who's also sent to spy on Umbrella. I knew in my bones that the key developer was William Birkin, but what he didn't know was that Umbrella did not play games with anyone. Eventually, Birkin would be assassinated and the G-Virus would be in the hands of Umbrella. But the salvage team led by Hunk was ahead of us. By the time they got to Birkin, he had already injected himself with the G-Virus. He became his own creation and decimated them. Soon after, the T-Virus carried by rats spread throughout Raccoon City and Umbrella faced its worst scenario. 9.28 The good citizens became zombies and the city had headed for its devastating fate. Humans were no match against zombies. In the chaos, Umbrella Europe applied a new type B.O.W. called Nemesis. The Nemesis would hunt down and destroy the surviving member of S.T.A.R.S., Jill. It became imperative that our organization also obtain the Nemesis data. 9.29 To cover up the whole affair, Umbrella jettisoned a Tyrant to take care of Leon and Claire, who were trying to unveil their secrets. Then, a new revelation. Birkin used to hide the findings in his daughter Sherry's pendant. It was very possible the G-Virus was there, while Umbrella was busy with their cover up, we had to capture Sherry before they did. I sent Ada undercover to seek the location of Sherry. I, the 'dead man' on the other hand, had to work in the shadows. A spy's obligation and priorities in the mission: to carry out the mission like a machine without any emotional interference. But through her interaction and involvement with Leon S. Kennedy, There had been an affection growing inside her. My instincts sensed danger. Something had to be done quickly. My instincts did not disappoint me. Even though Ada almost had her hands on the G-Virus, which Leon had acquired from Sherry, that affection of hers drove her to her death. But she was still of some use, I had to save her life. My people hurried to retrieve the G-Virus that Leon threw away. But Hunk, the only survivor of Umbrella's salvage team, was there before us. 9.30 Our only option left was to bring back Birkin, the monster, as the sample specimen and have him finish off Leon and Claire in order to obtain his combat data. Although Birkin lost the battle with Leon and Claire, we succeeded in gathering samples of the G-Virus from his dead body. 10.1 In the morning, the government bombed Raccoon City in an attempt to stop viral outbreak. This was of course their famed reason. Later Claire left to Europe to find her lost brother. Chris and Leon joined forces with an underground anti-Umbrella organization. Sherry is safe in our hands; I would never underestimate Birkin. There's something about this little girl... =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 24. Wesker's Report 2 + Notes =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= [NOTE: Anything in brackets was either edited or added by the writer, DjSiXpAcK14.] [NOTE: The following record contains spoilers about Resident Evil, part 2, 3, 0, and Code: Veronica.] [NOTE: I will be spelling Birkin's name Birkin, as opposed to Burkin, due to the fact that in the game, it is spelled Birkin.] Wesker's Report II - Update on March 22 (Friday) Wesker's Report II Update on March 22 (Friday) (5) G Virus Before the "Resident Evil incident" occured, Wesker left a record of the past 20 years and all of the events that occured between himself and "the incident." He sent it to a "Eda Won" but we have no details on her. [Ada Wong] We have posted that record here. 1. The Experiment 2. Alexia 1 3. Alexia 2 4. Nemesis 5. G-Virus The Experiment July 31, 1978 The first time I visited that place, it was the summer of my 18th year. That makes it about 20 years ago. As I got off the helicopter, I remember the sight of the swirling wind that the helicopter blades whipped into the air. When I viewed from above the old mansion seemed quite normal, but when seen from the ground there was something foreboding and unapproachable about it. Birkin (my junior by 2 years) seemed, as usual, to only be concerned with the document he was holding. We were assigned to the mansion days earlier, on the day that the "executive training center", we had belonged to, was closed. It all seemed like it was planned and too much of a coincidence. But probably the only person who knew the real truth was Spencer. Spencer was one of the main guys in charge of America's "T-Virus" research at the Arklay Research Facility. As soon as we got off the helicopter the head of the facility was standing in front of the elevator ready to greet us. I can't even remember the guy's name. Who really cares about formalities and figureheads like him; from that day on, the Arklay Research Center was ours. As Chief Researchers, we were put completely in charge of all aspects of the facility. Of course that is just how Spencer had planned it all out. He chose us. We ignored the facility head and got on the elevator. I had already memorized the building layout the day before, and Birkin, although he has no bad intentions, never really pays much attention to other people. Most people probably get irked from the first 5 seconds that they meet us. However, the facility head had no reaction at all. Back then I was a young-buck completely full of himself, so I didn't really pay the facility head any mind. But in the end, I was really only Spencer's puppet, and the facility head, whose boss was Spencer, at least actually knew what Spencer was up to, and what he was thinking. The whole time we were riding in the elevator, Birkin never took his eye off the documents he was holding. The document that Birkin was scrutinizing so closely was a report about a new virus that has shown up in Africa. It was called "Ebola". At this moment there were many people, all throughout the world, who were studying the Ebola Virus. However, I think there are two major reasons why they were studying it. To help people and... to kill them. As you probably know, the death rate of someone affected by Ebola is 90 percent. In 10 days it quickly destroys the person's organs. Even now, there are no known ways to prevent it or cure it. It could, quite possibly, destroy a large part of the human race. Of course even before this, due to the "Biological Weapons Prohibition Pact", it was illegal for us to study the virus as a weapon. However, even if we weren't the ones to research it, there was no proof that someone else wouldn't be doing that same thing and so it was considered legal for us to research it--just in case. There is a thin line in "international law" between what is acceptable and what is prohibited. And so, it became necessary to research how the virus study information would be used as a method of prevention, not as a weapon. There really is no difference in the way in which you research a virus as a cure, from how you research it as a weapon. But since the two are very similar, it is possible to pretend you are researching a cure, while in fact, be researching the virus as a weapon. Even though, at that time, for whatever reason, Birkin may have been looking at the Ebola report, he wasn't really researching the Ebola virus. The Ebola virus had to many "weak spots". First of all, the virus could only survive for a few days if not inside a human body. It would soon "die" if under sunlight (ultra-violet light) for too long. Secondly, since it kills the host too quickly there isn't enough time to transfer/infect other hosts. Finally, the virus is only transferable through direct touch and so it can be easily prevented. Try to imagine the following: If a person who was heavily infected (the disease had spread all throughout their body) could actually stand and walk around? And, without knowing it, was in direct contact with other people, of their own accord... What if the RNA of the Ebola Virus could actually alter a person's genetic code? And if, through that, a person was able to carry the virus without dying? What if this person had the resilience of a monster? That is, wouldn't this person be a "living dead" whose body carried the virus? Something that could infect others, sort of like a "living biological weapon". I guess we are lucky that the Ebola Virus doesn't have the potential to do such things. I wonder if we will be successful in holding on to such a virus without it getting into the wrong person's hands? The Arklay Lab headed up by Spencer was built for that purpose, it seemed. To create a disease capable of the characteristics I listed before. Officially it was just pharmaceutical company researching cures to viruses, but the truth is, it was really a factory for manufacturing biological weapons. The origin of the company was to create new "starter" viruses by recombining genes. In order to produce "biological weapons" out of these new "starter" viruses, they began studying "virus mutations" in order to "strengthen" the basic viruses they had created. This was known as the "T-Virus" experiment. RNA based starter viruses can easily be mutated. Through those mutations, it is possible to "strengthen" their traits. The reason Birkin was so interested in the Ebola Virus was that he was thinking of recombining the Ebola genes into a starter virus to strengthen its attributes. By the time we had arrived at the research center there was already a sample of the Ebola Virus waiting for us. We changed elevators several times and finally reached the upper level of the complex. When we arrived even Birkin looked up. It was the first time we had met "her". We hadn't heard a single word about "her" before. She was a secret of the utmost confidentiality at the research center. And they didn't let any information about her out of the compound. According to the records, she was at the research center from the very moment it was first built. She was 25. But we didn't know her name, nor why she was here. She was used as the experimental subject host for the T-Virus. The day we began the experiment was November 10th, 1967. We did T-Virus experiments on her for all of 11 years. Birkin mumbled something. Maybe they were words cursing our situation. Maybe they were words of praise. In any case, we had come to the point of no return now. We had two choices: to succeed in out research.... or to lay here rotting like she was. Of course that meant we really only had one choice. She was bound to a "pipe bed" and something about her made me think.... Had this been a part of Spencer's plan all along? (The report continues 3 years later) Alexia 1 July 27, 1981 Today, a 10 year-old girl was sent here, as a cheif researcher, from Umbrella's Antarctica Research Facility. Her name was Alexia Ashford. I was 21 and Birkin was 19. As annoying as it was, the whole Arklay complex was rampant with rumors of "Antarctica Alexia". Nobody talked about anything else. She had been at Umbrella for a long time. The older guys at Umbrella knew the legendary Ashford name. Before, if we ever reached a dead end in our research, one of the old timers would say "if only Professor Edward were still alive"... If I remember correctly, "Edward Ashford" was one of the people who first discovered the "Starter Virus" and who originally planned creating the T-Virus. However, he died soon after Umbrella was founded. It's been 13 years since his death. So is there really anything to gain by having high expectations of the "Ashford" lineage? And, in fact, the Antarctic Research Center founded by his son hadn't yielded a single result. Don't people know the limits of Alexia's smarts? She is only Edward's grandchild after all. But from the day she came, our worthless, good for nothing subordinates began to say "It's a good thing Alexia is here". She may be from a famous family, carry great "genes" within her, but nonetheless, I knew it was gonna be a real hassle having subordinates with such a lack of good judgement. It's idiots like that, who, if they accidentally stuck their foot in a bucket, wouldn't be able to move or figure out what to do unless someone told them. At least I could still tell the difference. However, if, at that time, I would have gotten upset about the whole thing, it would have just slowed down our progress on the T-Virus research. Unless you can keep cool and still be decisive no matter what the circumstances, then success will always evade you. At that time I was thinking this: By making good use of the "past", then we could definitely yield good results. And iff some of those "old timers", who feasibly could die at any second, then they would make great test subjects. After all, do you think it is possible to stand above the people, if you can't rationally use their "human resources" well? However, the problem was Birkin. The way he reacted to the Alexia rumors was terrible. He never really said it, but for Birkin, the fact that he was the youngest person to ever be a chief researcher was always something he was proud of. That "pride" was severely injured by having a mere 10 year-old become a chief researcher. It was probably the first time someone so talented as he had ever tasted defeat. He just couldn't accept the "younger, girl of good lineage". To be made a fool of by someone who hadn't gotten any results. Someone who had worked so far away. The face that he couldn't get over it, showed his immaturity. However, even though he was still immature, no matter what, I had to bring him back to his senses. It was during these three years that our research moved up to the 2nd level. It was at this point that we fixed upon the idea of making a "living biological weapon". We started to call the "T-Virus" by a new name--"Zombie". However, it was impossible to get a 100% infection ratio. Within people there is a subtle difference that the virus couldn't totally overtake. It seems "capability" was also a major factor. About 10 percent of the people who were injected with the "Zombie Virus" didn't get infected. And this was something that, no matter how hard we researched, we just couldn't overcome. A disease that would affect 90 percent of all humans seemed to me to be quite a powerful weapon. But Spencer didn't see it that way. Spencer said that he was hoping for a specialty virus that could "easily" wipe out EVERYONE. But, why in the world would he want something like that? One important characteristic of biological weapons was that they could be developed cheaply. However, the "biological weapon" that we were researching started to become very costly. If Spencer was in it just for the money, then he probably wouldn't have chosen to spend the extra money on researching a specialty virus that infected and wiped out 100% of its victims. It just wasn't financially "worth it". Why would he want to ignore all financial concerns just to continue research? If by changing the idea of war (through biological warfare), he was attempting to monopolize all military industries then I would have understood that but... Even to this day, I have no idea what his true intentions were. But whatever Spencer's real reason was, Birkin was planning on making a biological weapon that would increase a country's military capacity. Not to just manipulate the genes of the "T-Virus", but also by adding other genetic code he was planning on creating "him". A military biological weapon that could annihilate those who went unaffected by the virus, as well as, people who were wearing anti-viral gear and equipment. This weapon was later named "Hunter". However, that experiment was temporarily put on hold. In order to protect the test subjects from Birkin. Birkin's pace was quickened by Alexia's existence. He began to act "out of the ordinary". He would stay in the lab for 24 hours straight. Attempt experiments that he hadn't really thought out. I tried to use other researchers to get as many samples from the subjects before they died, but I just couldn't keep up with his pace. The head facilitator brought in a new subject, as if nothing had ever happenned. But she, too, soon died. It was [heck]. And within that [heck] there was but one person living--The female test subject's body that continued to live on. [Lisa Trevor] She was already 28 years old. Having lived 14 of her years in this research facility. Someone whose "consciousness" had been taken away by the "Starter Virus" that had been injected into her 14 years ago. Someone who, if their "heart" did happen to actually be alive, would only hope for "death". But she continued to "survive". Why was only she able to survive this long? Her basic experiment data and that of other subjects seemed to be the same. It would still take a long time for us to solve this riddle. (The report continues 2 years later) Alexia 2 December 31st, 1983 The winter of my sixth year at the Arklay Research Center. For the past 2 years, there were no significant results and time seemed to just stagnantly flow along, but before long we had a breakthrough. The thing that started it all was a report we got that morning. Antarctica Alexia had died. The cause of her death was that she accidentally got infected by a virus that she, herself, was researching. It was called the "T-Veronica Virus". Alexia was 12 years old. It seems she was just a little too young to be undertaking such dangerous experiments. There were many rumors to be heard. One particular rumor actually suggested that she injected the "T-Veronica" into her own body. But no matter what the circumstances I find that particular "theory" to be implausible. Probably she was just so shaken up over her father's disappearance one year earlier that she just made a mistake in the experiment. After that Alexia's last remaining blood relative, her twin brother [Alfred] who had worked in the Antarctica Research Center came and picked up where she left off. But no one had any expectations of him. In the end, the "Ashford" family was basically "dead"... without even yielding a single advance for the experiment. It was just as I thought. A legend is, after all, merely that....a legend. After the news of Alexia's death, Birkin changed. Or I guess I should say, he returned back to his normal self. But I guess the biggest thing was that all of his subordinates now had no choice but to think of him as the main researcher. Since, now, there was no one who could surpass his talents. However, with that, it became "taboo" for anyone to talk about Alexia in front of him. He fiercely opposed me when I planned on getting a sample of the T-Veronica Virus. I had no choice but to put finding the truth about Alexia's research on the back burner. In the end, even though the situation was at its best, Birkin, himself, failed to grow up and advance his research. However, at that time I was concerned more about a different question at hand. The Arklay Research Center was surrounded by a dense forest. I often hiked through the forest but since the center was located in a mountain region there was never anyone to be found nearby. The only method of transportation was by helicopter. And the center wasn't exactly the type of place people came to visit. One important reason for the fact that the center was located in such an isolated location was to prevent the virus from getting out in the instance of a "leak". However, "biological weapons" aren't that simple. "Viruses" don't only infect humans. The[y] can infect "other" things as well. Any virus is usually capable of infecting more than one host. For example, the number of species that the ordinary "influenza virus" (the common flu) is recognized as infecting birds, pigs, horses, seals, and humans. The difficult part is that not all types of animals/people within a species are affected. Even though, within the bird species, ducks and chickens are affected, all other birds are not. And, if a virus mutates, then the kinds and number of hosts it affects changes. So it is impossible to create a virus that is capable of affecting everything. And that was the main problem--trying to adapt the T-Virus so that it would affect "everything" that it came into contact with. After Birkin became "useless", I started investigating the T-Virus's communicative infection rate. It was then that I found out that, it was a fact that the T-Virus could infect almost any kind of living thing. Not just animals, but plants, insects, fish--almost any species. The virus had the power to expand and disperse all over the earth. Whenever I would leave the center for a walk in the woods I would always think to myself... Why did Spencer choose this place? Because there were lots of different types of species concentrated in the woods. If the virus ever did get out here, then what would happen to a place where there were this many types of living things present? In the case of insects, they are small so you might not think of them as "dangerous" even if they are secondary carriers of the virus. However, insects usually exist in "swarms" and that huge number makes them a very dangerous "carrier", indeed. If they were carriers then how far would the virus spread? If a plant was a carrier then, since they can't move, you wouldn't expect them to be able to infect many people. However, what about the "pollen" that comes from plants? Considering those factors, the center was an extremely dangerous place to run "virus research". And if you really think about it, the location of the Ashford's Antarctica Research Center was really a much safer and obvious choice. It would almost seem as if this place was specifically chosen, as a location, for the purpose of "spreading" the virus. But, I just can't imagine that would really be so. What is Spencer trying to get us to do? This was a major issue. So big that I couldn't tell the other researchers. At this time the only person that I felt I could have talked with about this was Birkin, but it was evident that telling him would be meaningless. I needed more information. It was at that time that I first began to feel the limitations of my position as researcher. I needed to get myself to a position that had more access to information that would reveal Spencer's true objective. I felt no love lost for throwing away my position as researcher in order to find out. But I couldn't rush things. Because if Spencer ever got wind to what I was doing then it would be all over. I jumped back into my research and it was "business as usual" so as not to call attention to my plans. During those times, the female test subject that continued to survive was left in some corner and forgotten. A living "could've been". We began to call her that, sometime after she stopped yielding useful data for us. At least, until 5 years later that is... (This report continues 5 years later) Nemesis July 1st, 1988 [My birthday! Woo hoo!] The summer of our 11th year at Arklay was just starting. I was already 28. Birkin had become a father and already had a 2 year-old daughter. [Sherry Birkin] His wife was one of the researchers that worked at Arklay. You would normally think it [would be] hard to understand someone wanting to get married and raise a child, all while doing their research. But, it is said that only "non-ordinary" people ever continued to do research at Arklay. Only the crazy ones ever succeeded there. And so, after 10 long years, our research finally reached the 3rd stage. To create a living biological weapon that was a soldier that would follow strict orders, obey its program, and have intelligence. It was the so-called "Tyrant", basically a monster, that we set out to create. However, there was a major obstruction to our research back then. Finding a basic body for "Tyrant". The biggest problem was that suitable bodies for Tyrant were, at that time, genetically very limited. The source of the problem lay in the nature of the T-Virus. The T-Virus mutation used to create "zombies" and "hunters" could be used on just about any human but it would also cause a decline in the subject[']s brain capacity. If the subject didn't have a certain amount of "intelligence" then it couldn't function as a Tyrant. Birkin tried to solving the problem by picking out new mutagens that would keep down the "wear and tear on the subject's brain" so long as the subject fit the "Tyrant Profile". However the number of people that had "suitable" genetics to accept the tyrant cells were very limited. In a genetic analysis simulation it was found that only 1 in a million had the genetic make-up to become a "Tyrant", any other person would merely become a regular zombie. If we would have continued with our research then I'm sure we would have found a way to make a different type of T-Virus that could change more people into "Tyrants". However, in order to do that research, we first needed people that were perfectly suitable for the new mutation. However, the odds of us being able to bring one of those few people, living in America, that fit the profile was extremely low. In the end, the only thing they were able to do was to, by force, bring a few "close contenders" in from other labs[.] Even before we had the chance to start our research, it seemed we had already hit an obstacle. At that time I heard a rumor about another location in Europe where they had already reached the "third level" of producing a biological weapon using a method that no one had thought of. It was known as the "Nemesis Plan". In order to change the stagnant working pace and conditions, I took it upon myself to get a sample of one of the subjects from that "plan". Of course Birkin first disagreed with me, but in the end I was able to get him to reconsider. Everyone had no choice but to recognize the fact that, until we found a suitable "Tyrant" subject, our research wasn't going anywhere. The "package" from Europe came at midnight, several days later, after a series of broadcasts, proposals, and counter-proposals. The box that contained "it" landed on the helicopter pad. It reads "Nemesis Prototype". I had to use some very strong tactics to get the incomplete "thing" where it was being researched in France, but all the while, Spencer was backing me up, pulling all of his strings and using his influence. Only Birkin showed no interest in "it" until the end. But he, at least, recognized it as an important part of the experiment. The sample was developed to create a never before seen, totally new "form". By manipulating genes, they had artificially created a "living parasite". That was what "Nemesis" really was. It could latch onto another organism's brain and then take control of the host's brain[,] bringing it a high-level of destructive power. By combining intelligence with a destructive body suitable for battle, they were able to form the ultimate biological weapon. And if they could complete the project then they would be capable of creating "warlike bodies" without having to worry about the intelligence issue. However, the problem was that the parasite containing "it" was not stable. The only thing written within the document that was attached to the sample was "Failure--sample died" over and over again. Anything that had been affected and whose intelligence was being controlled would die within 5 minutes. We all understood that messing around with the "incomplete" prototype was very dangerous. If we could only somehow manage to extend the amount of time that the hosts would live then we could take control over the project. That was what I was aiming for. Of course we would use "her" as our test subject. [Lisa Trevor] Surely her unusually high endurance would be perfect for sustaining the Nemesis Prototype parasite for a long time. Even if she didn't last long, it's not as if we would be losing anything special anyways. However the experiment yielded a result that was opposite from what I was predicting. The Nemesis parasite that tried to enter her brain disappeared. At first, I didn't even know what was going on. I couldn't believe that "she" would be the one to mix with the parasite genes without dying. That was the beginning. Somewhere within that "undying" body of hers, there had been a change... We had to re-examine her from head to toe one more time. During our 10 years of research she had been totally and thoroughly examined but this time we ignored that previous data. For the 21 years that she had been here, for the first time, something was actually happening. After she had already survived longer than other subjects who had received the Nemesis Virus, it was only Birkin that started to realize what was happening. There was something within "her". That "something" was a deviation from the T-Virus plan. Something new that gave way to a new form. Something that changed our destiny. It was the beginning of the "G-Virus plan". (This report continues 7 years later) G-Virus July 31, 1995 It had been 17 years since I'd been back "there". When I come, I remember the wind. The scenery and buildings from the surrounding area hadn't changed a bit. I saw Birkin standing on the Heli-pad. He arrived before I did. Meeting with him somehow already seemed "nostalgic". It had been 4 years since I had left the Arklay Research Center. 4 years ago, when Birkin's proposed "G-Virus" plan was approved, I put in a transfer request for the "data/information" section and my request was immediately approved. The fact that I had given up on being a researcher and need a change probably seemed like a natural change that most people go through. Actually, the truth of the matter was that "G" had already reached a level that was beyond my ability. And even if I wasn't really here to discover Spencer's "true intentions", I think that, at that time, I would have definitely realized the limitations of my ability. As the wind danced around the helicopter, Birkin was, as usual, fixated on some document. Apparently, he was coming to Arklay on a routine basis, but he was no longer assigned there. A while ago, he had been transferred to a huge underground research facility in Raccoon City. That was the main facility for his "G-Virus" research. But to tell the truth, 4 years ago, I really didn't think Spencer would approve "G". Because "it" deviated from the idea of "weapon" and it was created with too many unknowns left unsolved. The big difference between "G" and the "T-Virus" was that a body infected with "G" would spontaneously continue to mutate. Of course a virus's genes are unprotected so it quickly mutates. But the cells within a living organism are different. Even if the subject[']s make-up has been altered by the virus, the cells within the organism's body rarely can be mutated. Of course, by using other "stimuli", such as radiation, you can make mutations occur within a living body. However, a body that is infected with "G" continues to mutate, without any outer stimuli, until the host dies. Even that "T-Virus" has lots of attributes that are quite similar to "G". It has already been observed that the genetic make-up of one of the "living biological weapons" (a person infected with the T-Virus), who has been placed in a special setting, has continuously "changed". But in order for this change to occur it is necessary to use outer stimuli as a catalyst. And one can mildly predict which changes are likely to occur. However, there are no such "laws" concerning a body infected with "G". No one can predict just how someone infected with "G" will change. No matter what kind of method you use to try to cope with "G", it continually changes, making that "method" ineffective. 7 years ago Birkin noticed a little bit of this effect in the female test subject. There wasn't the slightest change in her appearance, but deep within her something was constantly changing and she continued to co-exist with the virus used in the experiments. And so after 21 years of inner mutations, even the "parasite Nemesis" just became one more mutation within her body. The "G-Virus Plan" was a plan to push those "characteristics" to the utmost limit. However, the thing that lay ahead could be an evolution to the "final form" for mankind... or it could be a "finale" in which the organism merely dies... Could we really call that a weapon? What was Spencer thinking when he approved this plan? Even though I had been working in the information section for these 4 long years, I had still been unable to figure out what Spencer was planning. And now Spencer has stopped coming to Arklay. Almost as if something that he has been eagerly awaiting and expecting has begun to start. Spencer, like some mirage floating in the desert, had begun to grow farther and farther away from me. But I was sure that a chance would present itself to me eventually. That was, of course, if I lived long enough to see that day. Birkin and I got on the elevator and rode to the top floor. To the place where we had first met "her". A man named John, Birking's successor and new chief researcher, was waiting there for us. He came from a research center in Chicago and was supposedly a very talented scientist but he was a little too "straight" to be working at a place like this. He began to question the "inhumanity" of what was going on in the labs and made his opinions known to the upper-level executives. I had heard rumors about him at the information section. Everyone seemed to agree that if any information ever leaked out, he probably would have been the culprit. We ignored John and kept on walking, and then began the final "disposal" procedures on her. "You must kill her". Due to her being infected with "Nemesis", although only a minor account, she started to "think" and become conscious. She started to act in "grotesque" ways. Her behavior has continued to escalate and now she wears the face of another woman that she "peeled off" just like a mask. According to reports, she acted the same way after they gave her the first "Starter Virus". I don't know why she began to act in such a way, but because she recently killed 3 researchers, "they" have decided to "dispose" of her. Now that the "G" research is on the right track, there is no real use for a "test subject" like her. After constantly checking and re-confirming for 3 days the fact that she was dead, her corpse was, as per Facility Head's order, taken away somewhere. In the end, I never did find out who she was and why she was brought here? Of course, she was merely a test subject. But still though, if she hadn't been here then there wouldn't have been any "G Plan". And Birkin and I would probably be leading different lives now. I left the Arklay Research Center, thinking that very thing. I wounder how much of this was according to Spencer's "plan". (3 years later the "incident" began) =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 25.Resident Evil Games =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= As of now, here are the Resident Evil games and their platforms. Resident Evil / Director's Cut / Dual Shock -Gamecube -PC -Playstation -Saturn Resident Evil 0 -Gamecube Resident Evil 2 / Dual Shock Edition -Dreamcast -game.com -Gamecube -Nintendo 64 -PC -Playstation Resident Evil 3 -Dreamcast -Gamecube -PC -Playstation Resident Evil 4 (Announced) -Gamecube Resident Evil: Survivor -PC -Playstation Resident Evil: Survivor 2 -Arcade -Playstation 2 Resident Evil Code: Veronica / Complete / X -Dreamcast -Gamecube -Playstation Resident Evil Gaiden -GameBoy Color Resident Evil: Dead Aim -Playstation 2 Resident Evil Outbreak -Playstation 2 Resident Evil -DVD/VHS Resident Evil: Apocalypse -Cinemas? =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 26.Resident Evil Timeline (By WeskerFanGirl) =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= [NOTE: This entire section of the FAQ was written completely by WeskerFanGirl.] July 23, 1998 After several murders in the Raccoon City area, S.T.A.R.S. are sent to investigate the area. The Bravo team is sent in first. Their helicopter has to make an emergency landing. Rebecca Chambers, who is on her first mission, gets on a train sitting in the middle of the woods. There, she meets Billy Coen. Billy Coen was supposed to be executed for killing 23 people, but the transport vehicle was attacked by leeches. They are stuck on the train with several zombies and leeches, so after the train starts moving, they team up. They eventually have to use the emergency brakes, and end up at the old Umbrella Training Facility. Wesker and Birkin watch Rebecca and Billy through some monitors. Marcus interrupts them as he tells them he was responsible for the virus leak in the lab, mansion, and train. He says it's revenge for the death of James Marcus, although they don't know it's him, because he looks younger. Billy saves Rebecca's life a few times at the training facility, and he tells her about an incident in Africa that explains the 23 people. They find Marcus' Diary, which says he created the t-virus. They also visit Marcus' lab under a church outside the training facility. Billy and Rebecca get separated for a short time, after Billy is attacked by an eliminator. Rebecca gets in a cable car and ends up at a factory. She uses the turn table and meets up with Enrico, the Bravo team leader. He tries to get her to come with him, but she says she has to find Billy. After fighting a Tyrant and getting in an elevator she arrives at the sewer treatment plant. She finds Billy, and they try to look for a way out of the treatment plant. James Marcus confronts them, and he tells them who he is. He tells them he was resurrected by the Queen Leech. The queen takes over and he morphs into the boss. They defeat him, and get onto a lift, but the Queen Leech follows them and the self destruct sequence starts. They end up getting knocked off the lift, and fighting the leech queen in a large room with several large boxes and shutters. They open the windows when they find out that the queen is weakened by sunlight. Billy kills the leech queen with a Magnum that Rebecca finds lying on the floor. They make it out in time. They end up in a field overlooking the Spencer mansion. Rebecca tells Billy he is now officially dead, and they go their separate ways. Rebecca heads to the mansion and Billy goes off on his own. July 24, 1998 (Note: I wrote a combination of Chris' and Jill's senerio) S.T.A.R.S Alpha team is sent in to search for the missing Bravo team. Joseph is attacked by zombie dogs, and the rest of the team runs, while the helicopter pilot, Brad Vickers, leaves them stranded. Wesker, Barry, Chris, and Jill all run to the mansion. The characters all get separated. Wesker disappears and forces Barry to help him destroy S.T.A.R.S. by threatening his family. Wesker's goal is to get combat data and then destroy the lab and the mansion. Chris meets Rebecca Chambers, who is with Richard Aiken from Bravo team. Richard Aiken eventually dies. Enrico is also killed, along with all the other Bravo team members, besides Rebecca. In the labs, Wesker tries to shoot Jill, but Barry saves her just in time. Wesker releases the Tyrant, who turns on him. After Jill defeats the Tyrant, Wesker escapes. Wesker sets the self destruct system, and all four go to the heliport to signal Brad. Before he can land, the Tyrant breaks through the concrete and attacks again. Brad drops a rocket launcher, and the Tyrant is destroyed. Chris, Rebecca, Jill, and Barry fly away as the mansion blows up. September 28, 1998 After there was a major outbreak in Raccoon city, Jill Valentine tries to escape the city. Brad warns her that something is coming for them, and he is killed outside of the RPD, by a B.O.W. called Nemesis. Nemesis chases Jill out of the RPD, and she eventually loses him. She meets a mercenary who was hired by Umbrella named Carlos. She doesn't trust him at first, but later learns to work together with him. She meets the rest of the remaining Umbrella Biohazard Countermeasure Services (U.B.C.S.) team, Nicholai and Mikail. Nicholai tells them the plan for getting out of the city involving ringing the bell at the city Clock Tower. Nicholai later fakes his death, and Jill tells Carlos. After getting all the needed materials, they start the cable car. Mikail sacrifices his life to save Jill and Carlos, when Nemesis attacks. Then Jill and Carlos have to use the emergency brakes, and the cable car crashes. Jill wakes up outside of the Clock Tower. Inside she finds Carlos, and Nemesis is also still stalking her. She rings the bells and exits the Clock Tower. She sees a helicopter coming, but Nemesis blows it up with his rocket launcher. This destroys some of the Clock Tower. Nemesis infects Jill with his tentacles. Carlos tries to help, but he faints after Nemesis fights back with his rocket launcher. Jill fights Nemesis until he walks off into the flames. She then blacks out, and Carlos wakes up and carries her into the Clock Tower. September 29, 1998 (Note: This follows Leon A, Claire B) Claire Redfield and Leon S. Kennedy are both driving into Raccoon city. Claire is looking for her brother, Chris. Leon was going to the RPD for his first day as a cop. Leon and Claire meet up after seeing some zombies. They get into a police car, but it crashes after a zombie in the back seat wakes up. They are then separated by a large truck running into the back of the cop car. Leon tells Claire to go to the police station. At the police department, Leon meets a woman named Ada Wong and Claire meets a girl named Sherry Birkin. After searching the RPD, the four all go into the sewers with the people they met up with. Leon gets injured when he is shot by Annette Birkin. Ada then meets Annette and finds out she is Sherry's mother. Her husband, William Birkin, was shot by a group of men in biohazard suits, who were sent to get the G-virus. They took the sample and headed toward their rendezvous point. Before he died, William injected the G-virus into his own body. He killed the men while several samples of the t-virus were broken. The rats then spread the virus. Leon and Ada get onto the turn table. Ada is wounded by Birkin when his claws go through the side of the car on the turn table. Later, Claire and Sherry also get on the turn table, but it stops halfway down. Claire gets out and climbs through a vent. When she gets to the lab, the turn table lowers. Leon and Claire make their separate ways through the labs. Annette tells Leon that Ada is a spy sent for the G-virus. Leon doesn't believe it. Annette gets knocked out by a falling pipe, and Leon takes the virus. Ada then tries to get the G-virus from Leon. He is shocked to find out that she is a spy after all. Ada threatens to shoot Leon, but she can't do it. Annette, who is barely alive, shoots Ada, causing her to fall off the platform. Leon can't hold on, and she falls. He throws the virus after her. Claire and Sherry make their way to the bottom platform, after hearing the self destruct system. Leon goes an alternate way. Claire fights Mr. X for the final time. During the fight, a woman figure believed, but not confirmed to be, Ada, throws Claire the rocket launcher. Leon fights Birkin. Leon defeats him and gets onto a lift to the train, where Claire is. Claire starts the train, and Leon makes it on just as it starts moving. They think they have made it until there is another emergency. Birkin followed them onto the train. Leon once again fights Birkin, but that still doesn't stop him. Sherry then crawls into the control room and stops the train. They get out and run out of the train tunnel just as the train explodes. At this point, Sherry stays with Leon as Claire leaves to look for Chris. The date of this is not confirmed, but at some point, Leon surrenders Sherry to a man who claims to be an agent of the U.S. government. October 1, 1998 Jill wakes up in the Clock Tower. She tells Carlos that she knows she has the virus. He goes to look for a way to help. There is a hospital nearby that has the vaccine. He sees Nicholai there, and finds out that Nicholai is not on their side. Nicholai goes flying out the window when another member of the U.B.C.S. commits suicide with a grenade in an attempt to kill Nicholai. After Carlos gets the virus vaccine, he sees that Nicholai has set a bomb to go off. He hurries out of the hospital and back to the Clock Tower. He gives Jill the vaccine. Carlos says he has something important he has to check and to watch out for Nicholai and Nemesis, because they are both still alive. Jill then goes to the park. She finds a hide out for the U.B.C.S. supervisors, and Nicholai confronts her. They are interuppted by an earthquake. When Jill follows Nicholai outside of the hut, she falls into a ditch made by a huge worm-like creature. So she fights the monster and climbs out of the ditch. She finally makes her way to an old treatment plant. She meets up with Carlos once again and he tells her there is a missile heading to Raccoon city at dawn. She eventually opens a door leading to a large room filled with trash. Nemesis comes, and she is locked in. She defeats Nemesis, and finds a key card to unlock the door. Nemesis then falls to where all the wastes and chemicals are dumped. A missile launch is then detected. Jill hurries to open the last door she hasn't opened yet. In the Control Room, Nicholai starts shooting at her from a helicopter. She tries to negotiate with Nicholai, but he leaves in the only helicopter. Carlos enters and she tells him that Nicholai left with the only helicopter. Carlos is still determined to escape though. Jill leaves the room through a ladder and finds herself in some kind of junk yard. She once again has to fight Nemesis, this time with a huge rail-gun called Paracelsus' Sword. Carlos is there and says someone is coming in another helicopter to rescue Jill. The pilot turns out to be Barry Burton. They leave in the helicopter just in time before the city is nuked. November, 1998 Ark Thompson is sent by Leon to Sheena Island. The island is owned by Umbrella. Vincent Goldman is the commander of the Island. Ark pretends to be Vincent, and he meets a sewer manager named Andy. Ark confronts Vincent, and Ark tries to escape with a helicopter, but Vincent hangs on and shoots the helicopter, causing it to crash. Ark wakes up with a headache, and he doesn't remember who he is. Ark gets up and starts walking around. He sees Vincent lying on the ground, but doesn't know it's him, because of his memory loss. The Island has had a t-virus outbreak, so monsters and zombies are wondering around. After exploring a while, Ark gets a phone call from Andy from a pay phone. Andy still thinks Ark is Vincent. He enters the nearby library where Andy is. Andy runs away and locks the door behind him. Ark walks up the stairs and through another door. Andy locks him in a room with a Hunter. Ark survives and exits, and follows Andy. He eventually gets into the sewer, where he reads Andy's diary. Andy has a hobby of taking pictures as seen all around the room. Ark finds a picture of himself, but again thinks it's Vincent because of what the diary said. A young boy named Lott enters and when he sees Ark, he gets scared and runs away. After futher exploration, Ark comes to an Umbrella facility. He goes to Vincent's office, where he reads Vincent's diary. He also finds Lott's sister, Lily, who is listening to some recordings. Lott tries to attack Ark with a baseball bat, and he tells Lily to run. Both children run off. Ark follows them, and sees them jumping over the rail and into knee high water. Ark eventually finds their house. Inside he finds Lily, who tells him that Lott has gone to the labs, and she is worried because of all the monsters there. Ark goes to save Lott. When Ark finally gets to Lott, Lott tells him the truth. Lott tells him he isn't Vincent. The self destruct system begins. Ark tells Lott to go home and get Lily. Ark has to fight more monsters, including a Tyrant. He finally makes it to the train. Ark, Lott, and Lily all board, and arrive at a helipad. The Tyrant is there too, and attacks. Ark defeats it and boards the plane. The Tyrant hangs onto the plane, Ark finishes it with a missile equipped to the plane. All three fly to safely. December, 1998 Claire Redfield breaks into Umbrella's paris lab. She is caught by Rodrigo, and sent to Rockfort Island. December 27, 1998 Claire wakes up in her small jail cell. Rodrigo staggers in and lets her go. He tells her a special forces team attacked the island. Rodrigo also needs some medicine to stop some internal bleeding. Claire cautiously exits the prison, and into a graveyard, where several zombies attack her. She runs through a door into a courtyard. A light shines in her eyes, and someone starts shooting at her. She picks up a gun and shoots back. The sniper turns out to be a teenage boy named Steve, who was a prisoner on the island. He is now looking for a way out. Steve walks away quickly. Claire follows him. After exploring the prison area, which is infested with zombies from an outbreak, Claire finds Steve at a computer. Umbrella is monitoring Chris, so Claire sends Leon and E-mail so he can tell Chris he's being monitored and to come and save Claire. Steve doesn't think he will come, and he gets mad and walks away again. Claire finds her way to a palace. Claire meets Steve again there. He tries to take some Gold Lugers and is caught in a trap. Claire says she needs them, but Steve wants something fully automatic. He runs off once again. Claire goes back to the main foyer, where she meets Alfred Ashford, who is aiming a sniper rifle at her. He misses, and she hides behind a pillar. Alfred thinks the t-virus outbreak was her fault, but Claire denies it. He still doesn't believe her. He eventually leaves, and Claire leaves the palace, and goes to the island's airport. she needs three proofs to get to the plane. She begins to explore the rest of the island. There is also a military training facility for Umbrella emloyees. While walking through a stone courtyard, Alfred tries to shoot Claire again. He misses, and she chases him up the stairs, through the door, and down the hall. He is nowhere to be seen, but he traps her using the shutters. He uses the P.A. system to warn her about whats in the next room. First, however, she checks out a different room and finds some Hemostatic medicine, which is used to stop internal bleeding. She enters the room, and finds the sub-machine guns, but the ammo is on some crates below. A monster then attacks her. It is a rubbery monster that uses a long rubbery arm to slap her around. She defeats it, but when she goes down the stairs she is attacked by another. It grabs her by the head and picks her up. Steve jumps through the window and saves her. After Steve defeats the monster, he gives Claire a lift to get the ammo for the sub-machine gun. The platform begins to move to a lower level. Steve runs around the area shooting zombies, and testing the new guns he has. He meets up with Claire, and he says guns are more dependable than people. Claire is shocked by this. They continue walking around until a wooden walkway falls from underneath of them. Claire's leg is trapped under some rubble and she can't move. A zombie starts to walk toward them. Claire tells Steve to shoot it, but Steve just stares. The zombie gets closer. Just before the zombie bites Claire, Steve screams "Father!!!" and shoots the zombie until it doesn't move any more. Steve begins to cry. He explains to Claire that his father worked for Umbrella. They were captured and sent to the island. Due to the recent t-virus outbreak, his father became a zombie. Claire continues to look through the facility. She takes the lugers and uses them in the palace. After putting in a password in a computer, she finds the Ashford's private mansion. On the second floor, she hears a two people talking, Alfred and Alexia. Judging by the conversation, they appear to be siblings. Claire waits for them to leave, and then walks into the room. Inside is a music box playing a song. Claire needs to find the missing piece of the jewel shaped like an ant that opens the music box in the opposite room. Claire leaves and goes back to look through the prison with a new key she found at the Ashford mansion. She goes back to check on Rodrigo and gives him the medicine that he needed. She also gives him her lighter that her brother gave her. Back at the prison she finds the music roll for the piano in the palace. When she goes back to the palace, Wesker is there. He threatens her, and tells her how much he hates Chris. Wesker leaves eventually after getting a call. When she uses the music roll, a slot machine opens with the missing jewel shaped like an ant. She takes it back to the other mansion. This opens a secret door. After climing the ladder, she finds herself in a room, where the Ashfords keep all their stuff from childhood. She solves a puzzle there and climbs another ladder leading to a loft. There she finds an article about Alexia and the last proof for the plane. When she tries to leave, Alexia catches her. She aims a rifle at her, but misses. Before she can shoot again, Steve comes in and shoots Alexia. Alexia goes to the opposite room through a secret door. Claire and Steve follow her, but when they get there, all they find his a wig and a dress. Claire goes to look at the wig, when Alfred jumps off the top of the canopy bed, and attacks. Alfred happens to catch a glimpse of himself in the mirror, screams, and runs away. Steve and Claire come to the conclusion that there wasn't and Alexia, and Alfred was a cross-dresser. The self destruct system starts, and they go to the planes using the submarine. They use the proofs and get on the plane, but can't leave because of a bridge blocking the way. Claire goes to move it. On her way back to the plane, she is attacked by a Tyrant. She defeats him, and gets back to the plane. Claire and Steve fly away, when suddenly there is a loud noise from the back of the plane. Claire goes to check, and it's the Tyrant again. She fights him and uses large crates to push him off the plane. Claire and Steve think they are safe until Alfred tells them he won't let them escape using a video screen in the plane. Later, Steve notices that the plane is headed toward Antarctica. Then the plane crashes. They get off the plane after being knocked out for awhile. The t-virus has also spread in the Antartic Facility. It turns out that this facility was once owned by Alfred's father, Alexander. There is also a horrible monster in the facility called "Nosferatu". When Steve trys to move the digger, he accidently causes poisonous gas to leak. Claire finds a valve and shuts off the gas. Alfred tries to shoot Claire again, and Steve shoots Alfred, causing him to fall off a ledge. Steve and Claire get into the digger and use it to escape the facility. They get out and climb to a helipad. They are just about to go down the stairs when Nosferatu walks up and knocks Steve off the helipad. He hangs on to a piece of metal hanging off the side of the helipad. Claire fights the monster and saves Steve. They then make it to a snow-mobile and try to drive to the Austrailian base. Alfred is barely alive, but manages to get to a lab where his sister has been frozen for the last 15 years so she can get the best possible results from the T-Veronica virus. Alfred dies, and Alexia somehow manages to trap Steve and Claire and bring them back. She controls these tentacles all around the facility. Chris goes to Rockfort Island to rescue Claire. He meets Rodrigo. Rodrigo tells him that Claire has left. Then a a large worm swallows him whole. Chris fights the monster and saves Rodrigo. Rodrigo gives Chris his lighter before he dies. Chris explores the remains of the military facility. He sees Wesker again. Wesker tries to strangle him. It turns out that Wesker now has super powers, and a new employer. Alexia appears on a screen. This gets Wesker to let Chris go, since Wesker is looking for Alexia. Chris gets into one of Alfred's jets and flies to Antarctica. At the facility in Antartica, he reads a diary by Alfred. Nosferatu was actually his father that Alexia tested the virus on, and Alfred and Alexia were created from the genes of their ancestor, Veronica. Chris finds a mansion that looks very similar to the Spencer mansion. He finds Claire there. She is safe, but she is concerned about Steve. They run up the Stairs, and the tentacles destroy some of the staircase. Chris falls to the main floor. Claire goes to find and save Steve. After walking through the mansion's hallway, she ends up in the prison area. Steve is being held captive there. Steve says Alexia injected him with a virus. He begins to feel pain, and turns into a T-Veronica monster, much like Nosferatu! He grabs the axe that was once holding him back, and chases Claire. Claire runs under a gate just in time. Steve hits the bars with the axe. One of the tentacles grabs Claire, and Steve breaks the gates. He is just about to hit her with the axe, when he regains some human memory, and instead hits the tentacle. The tentacle recoils and injures Steve. He turns back to normal, and tells Claire he loves her just before he dies. Back in the mansion's main hall, Wesker is trying to make Alexia come with him, because she has the T-Veronica virus. Alexia changes and attacks Wesker. He escapes and Chris is forced to fight Alexia. After winning, Chris hears Claire crying behind the door, but he can't open it because it's locked. Claire shoves a folder with a key card in it from under the door. He activates the self destruct system so the lock will be released. Claire meets Chris at the top platform outside the control room. Alexia regenerates and tries to kill Claire, but Chris intervenes in time. Chris fights Alexia, and destroys her for good. Chris runs and sees that Wesker is kidnapping Claire. Chris follows them. He makes Wesker let her go. Wesker says he has taken Steves body because it has T-Veronica virus in it. Claire then runs to the jet to wait for Chris. Chris and Wesker fight until Wesker gets badly burned. Chris makes it back to the jet, then Chris and Claire fly away as the facility explodes. They are now on a mission to stop Umbrella. September 18, 2002 Morpheus D. Duvall and his followers steal three t-virus samples from the Paris lab. Morpheus tells his followers he is going to auction the items on a ship called the Spencer Rain. He instead spreads the virus. September 22, 2002 Bruce McGivern is sent to the Spencer Rain after it was contaminated by the t-virus. He works as a spy for the U.S. government. Morpheus holds a gun to Bruce's head and makes Bruce drop his gun. Morpheus is just about to shoot Bruce, when Fong Ling, who was sent by the Chinese government, throws a grenade. Bruce notices it before Morpheus, and jumps out of the way in time. Morpheus is wounded, but escapes. Bruce climbs into the cruiser and explores. He eventually gets a call from his boss. Morpheus is black-mailing the government or he will send missiles to the U.S. and China. Fong Ling sneaks up on Bruce and kicks the radio out of his hand. After kicking him around a bit, Fong Ling decides that she doesn't want Bruce around. She runs off, and Bruce continues to search the cruiser. Bruce eventually finds a valve he needs to open the door to the cargo room. As he is leaving a huge hand breaks through the window and knocks him down. Fong Ling then takes the valve and runs off. She makes her way past dozens of zombies to the pool deck. Bruce follows her there. Morpheus is watching them through a monitor. He releases some Hunters, and Bruce kills them. Morpheus then gives up and injects himself with a new virus called the tG virus. Bruce and Fong Ling go down the ladder. Fong Ling runs ahead of Bruce. Bruce walks around until he comes to a large room that has theatre seats, and a room with a sliding door. He finds a crowbar there and takes it. When he tries to leave, Morpheus (in tG virus form) comes through the sliding door and picks up Bruce by the neck. Bruce tries to shoot him, but with the effects of the virus, it doesn't do anything. Morpheus now has electrical powers, claws, and high heels. He chases Bruce down the hall. Bruce uses the crowbar to get a key card he uses to open a door. He runs down the hall until he sees Fong Ling. He then shuts the door behind him. Fong Ling crawls through a vent at the top of the door and electronically opens it. Bruce closes the newly locked door behind him, and locks it. They wait until Morpheus leaves. They leave the room, and go their separate ways once again. Bruce finds the room where Morpheus injected himself. There is a file there saying that Morpheus was fired from Umbrella because he was blamed for the incident in the Spencer Mansion on May 11th (RE0/RE1). Bruce walks up a few flights of stairs, and hears an alarm start to go off. Fong Ling is looking out the window. The cruiser is close to hitting a cliff. Fong Ling runs for the exit first, and Bruce follows her. The monster that hit Bruce earlier is out there. Bruce tells Fong Ling to go after Morpheus while he fights the monster. After deafeating the monster, Bruce jumps off the cruiser and into the ocean. He swims to a nearby island. It's another island with an Umbrella facility. Bruce happens to see a fence destroyed with an electrical current coming from it. He knows Morpheus has been there. He jumps down the hole and into the Umbrella waste disposal facility. There are several sewer-like places in the facility, as well as zombies and other monsters. Bruce finds a radio he uses to call headquarters. He tells his boss that he knows about Fong Ling. The man on the other end tells Bruce that the Chinese government has given in to Morpheus' deal, so Fong Ling's presence is no longer needed. Fong Ling is also at the facility. When she steps into an outside area, a large aircraft is seen in the sky. A laser is pointing towards her. She just stands there in shock. Bruce pushes her out of the way. They look back to see a huge hole in the concrete where Fong Ling was just standing. They run towards a nearby office. Bruce notices that a symbol on the aircraft is the same symbol she has on her arm. He cuts the tattoo on her arm. There was a computer chip under it. Bruce steps on it, and the aircraft's laser fades. Fong Ling thanks Bruce, and he goes on his way. Fong Ling stays behind for the moment to take care of the wound. Bruce then finds an elevator leading to Morpheus' underwater facility, where the missles are going to be launced from. A large Tyrant attacks Bruce. After he defeats it, Fong Ling catches up with him. They get into the elevator. Morpheus is standing on the top of the elevator and cuts the cords holding it with his claws. Bruce uses the emergency brakes to stop the elevator. He helps Fong Ling out of the elevator. When he tries to get out, however, the elevator falls. Fong Ling explores the facility. She uses an elevator to get to Morpheus' office. Morpheus sneaks up behind her and knocks her out. Bruce wakes up on a different level of the facility. He also uses another elevator to explore the 2nd and 3rd floor. Along the way he finds a new weapon that is used to destroy tG virus creatures called the Charged Particle Rifle. He gets to Morpheus' office, and reads his diary. It talks about building a kingdom in Africa. Morpheus uses the flat TV screens in the room to show Bruce that he has Fong Ling. Bruce goes to rescue her. He takes the secret elevator down. He comes to a large room filled with several pillars. He uses the new weapon to defeat Morpheus. Bruce wakes up Fong Ling. Their goal now is to disarm the missles. Fong Ling guides Bruce, while he goes through a maze-like missle silo. Fong Ling tells Bruce that Morpheus is coming, as Bruce is heading to the missile silo. Bruce looks back, and sees a very large monster coming his way. Bruce hurries through the maze, but there is a locked door. Fong Ling tries to open it, while Bruce shoots at Morpheus. He goes through another maze. The door to the last room is locked. Morpheus is still following Bruce. Bruce fights Morpheus and defeats him for good. Fong Ling tries to catch up to Bruce after giving him directions, and she sees Morpheus mutating and becoming even larger. Bruce is trapped on the other side of Morpheus. Morpheus explodes, destroying the entire facility. Bruce and Fong Ling manage to escape by submarine, as a helicopter comes to rescue them. Credits: I do not own Resident evil. I would like to thank Capcom and all those involved in making all the games. I would also like to thank everyone in the RE community. I've learned so much about the games from you and the games themselves. WeskerFanGirl =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 26.Cheats and Codes =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Sorry, but as of now, there are no known cheats for this game. If you find one, feel free to e-mail me. However, there are some gameshark cheats you can feel free to use offline. Although I don't like it, they are relevant information to the game, and thus, should be posted. Here they are: [These taken from http://cheats.ign.com/] +---------------------------------------------------------+-------------------+ | Gameshark Cheat | Code | +---------------------------------------------------------+-------------------+ | Alternate [M] Must Be On | 94D03AFA BDEE5344 | | [M] Must Be On | 94D0B9FE B46E0F4E | | Infinite: Press L2 to Reset Escape Time | D4409A76 BD3CDAF2 | | | 249391C8 3230C7B9 | | Infinite Ammo (All Weapons) | 249017A8 30F157D9 | | Infinite Escape Time | 249391C8 3230C7B9 | | Infinite Health | 24C6BD4E FCE3C1A0 | | Max Result Points | 2411397E B7B4494E | | Unlock all scenarios | 244FCF96 E90F08D7 | | Virus gauge never rises | 2490A5E8 54B0D3DD | | Unlock All Collection Items | 244FCF96 E98F08E7 | | | 244FCF96 E98F08D7 | | | 244FCF96 E98F08F7 | | | 244FCD96 E98F0847 | | | 244FCD96 E98F0867 | | | 244FCD96 E98F0857 | | Unlock Infinity Mode | 240F69D6 EB8F08F7 | +---------------------------------------------------------+-------------------+ [These taken from http://www.codejunkies.com/] +-----------------------------------------------------------+-----------------+ | Action Replay Cheat | Code | +-----------------------------------------------------------+-----------------+ | (M) | EKY2-XWW7-A72B7 | | | HA6U-5AXQ-6JUPN | | | REM0-94FT-ENA79 | | | CAUD-4J5H-604VC | | | EZDH-WVDK-UDCG8 | | | F3XY-6XUY-3B6KN | +-----------------------------------------------------------+-----------------+ | AR Max Below 3.14 Fix | EAHE-TV7V-RT59B | | This code must be on for any other codes to work. | YRV9-YZ0N-VNQJ8 | | | HG40-P0HB-CKJY4 | | | 2G9C-1TJQ-EJJVP | | | WZ1G-Y3EW-7FAKR | | | 4V4B-7WZ8-16UP0 | +-----------------------------------------------------------+-----------------+ | Health Codes | FGC8-9DYH-65AFK | +-----------------------------------------------------------+-----------------+ | Infinite Health | ENN7-JGFC-212RV | | | 6ZTV-FCUG-8RYBH | | | 2JF8-Q6YC-JX7ZX | | | 4XUF-M1XC-3C9NV | +-----------------------------------------------------------+-----------------+ | Infinite Health & Max Health (Never Bleed) | 69X5-ANCQ-T4UZ7 | | | 6ZTV-FCUG-8RYBH | | | ZMQ7-4A1R-3F5BB | | | 4XUF-M1XC-3C9NV | | | RUZ9-KA80-XQUU3 | +-----------------------------------------------------------+-----------------+ | Speed Codes | 4VF7-6QDG-Z478V | +-----------------------------------------------------------+-----------------+ | Fast Hero | P024-P9W1-H1BNN | | | 6BF8-NURK-4VHNG | | | PHCB-H35Y-U8EAD | | | 1VV2-PZHV-4762D | | | P8GZ-NGDE-MMETF | +-----------------------------------------------------------+-----------------+ | Super Fast Hero | CA3F-B38K-9XG4P | | | 6BF8-NURK-4VHNG | | | 2QGX-9ZR6-RMTNB | | | 1VV2-PZHV-4762D | | | P8GZ-NGDE-MMETF | +-----------------------------------------------------------+-----------------+ | Zero Virus Gauge | AQHY-11EK-J38W3 | | | JDA8-XPCW-1N00J | | | 4BUB-YBVG-VXX06 | +-----------------------------------------------------------+-----------------+ | Infinite Ammo | Y96Y-9CD0-4F3MC | | | V8HZ-Y314-8BNU5 | | | JPWA-BVVE-65A4K | +-----------------------------------------------------------+-----------------+ | Max Collection Pts | H51R-KQY0-JMPWF | | | ZEND-WTYF-E8C69 | | | CEWX-U8R7-TC2DR | +-----------------------------------------------------------+-----------------+ | Collection Opened | 5G3J-XAYZ-MR9B7 | | | GXBK-FFM7-BXN82 | | | DGJR-VV1B-581QX | | | 5QYP-DUD4-ZG37F | | | 6D2J-QPQK-8NHT4 | | | WTGY-9DN3-W93UW | +-----------------------------------------------------------+-----------------+ | Scenarios Opened | 13RV-ZFAX-4BRDZ | | | 6M8U-HG92-0G144 | | | 8ZG4-0YNJ-6Q7A5 | +-----------------------------------------------------------+-----------------+ | Zombies Don't Move | FYRF-G5GX-0PZHH | | | F5NU-185U-2QAR9 | | | 205Q-J3Z6-16NX9 | +-----------------------------------------------------------+-----------------+ | Giant Hero | ZA67-7W6M-WR0HZ | | | KJGW-M77T-ECJ3E | | | MPM9-5MYF-71GBT | | | PV01-KXV7-WMRTX | | | 4N2G-TU16-JEHF0 | | | FW8V-PVFB-Y17G7 | +-----------------------------------------------------------+-----------------+ | Infinite Time | G02K-YQDA-VAF0J | | | 0CVH-K2UP-ZZGTV | | | M92N-EXWQ-MRA24 | +-----------------------------------------------------------+-----------------+ =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 27.Links =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Here are some Resident Evil Sites I found very interesting. BIOHAZARD EXTREME -http://www.biohazardextreme.com/ Resident Evil Fan -http://www.residentevilfan.com/ Resident Evil Horror -http://www.rehorror.com/ The Horror is Alive -http://www.resident-evil.com/ Resident Evil .IT -http://www.residentevil.it/ Resident Evil Survival Horror -http://residentevil.metropoli2000.com/ Umbrella - Inc.com -http://www.umbrella-inc.com/ Resident Evil X -http://www.residentevil-x.com/ Evil Factory -http://www.evilfactory.tk/ Resident Evil Sitez -http://www.resitez.com/ =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 28.Credits, Contact Info, and Everything Else =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This FAQ/Walkthrough was written by DjSiXpAcK14. BEFORE YOU E-MAIL ME: READ THE FRIGGIN' WALKTHROUGH! Don't ask me something that is clearly and most definitely in plain black-and- white, right in front of you! I don't know Spanish very well (un poco) and I don't know any other languages except, of course, English. And not only that, but PLEASE, include the name of the game! If you send me an e-mail that says: "Somtimes i can see a useful thing, which i know i need as well as can carry, but i cannot carry them why so?" You will probably get a reply that says something like: "No." So please, think before you type. I don't mind people saying, "Hey man, your FAQs are great, thanks!" or "I think you left out a part here..." or "I found out that it's easier to beat this boss if..." or "I have nude pictures of my next-door neighboor and I want to show them to you." Just be sure you tell me ahead that you're sending an attachment. ;-) My E-mail: Benn[at]Linger.com Just put in @ for [at]. Isn't that cool? My name is my e-mail... --------------------------------------------- Thanks to: EastAce ABF JessicaLynn Steve Rico Epic, Pebbles --------------------------------------------- Please don't copy any of this stuff, it would make me rather unhappy. If you have any questions, see my e-mail above. This document Copyright 2004 Benn Linger. All rights reserved.