|
 |
( ____ )( ____ \( ____ \\__ __/( __ \ ( ____ \( ( /|\__
__/ | ( )|| ( \/| ( \/ ) (
| ( \ )| ( \/| \ ( | ) ( | (____)|| (__
| (_____ | | | | ) || (__ | \ | | | |
| __)| __) (_____ ) | | | | | ||
__) | (\ \) | | | | (\ ( | (
) | | | | | ) || ( | | \ | | |
| ) \ \__| (____/\/\____) |___) (___| (__/ )| (____/\| ) \ | | | |/
\__/(_______/\_______)\_______/(______/ (_______/|/ )_) )_(
_______ _________ _
( ____ \|\ /|\__ __/( \
| ( \/| ) ( | ) ( | (
| (__ | | | | | | | |
| __) ( ( ) ) | | | |
| ( \ \_/ / | | | |
| (____/\ \ / ___) (___| (____/\
(_______/ \_/ \_______/(_______/
.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 1.1 May 11th, 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
1.1 =======================
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.
******* = 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 =======================
|
 |
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.
|
 |
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 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."
| | [] 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 =======================
guide (continued)
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