_______ _______ _______ _________ ______ _______ _ _________ ( ____ )( ____ \( ____ \\__ __/( __ \ ( ____ \( ( /|\__ __/ | ( )|| ( \/| ( \/ ) ( | ( \ )| ( \/| \ ( | ) ( | (____)|| (__ | (_____ | | | | ) || (__ | \ | | | | | __)| __) (_____ ) | | | | | || __) | (\ \) | | | | (\ ( | ( ) | | | | | ) || ( | | \ | | | | ) \ \__| (____/\/\____) |___) (___| (__/ )| (____/\| ) \ | | | |/ \__/(_______/\_______)\_______/(______/ (_______/|/ )_) )_( _______ _________ _ ( ____ \|\ /|\__ __/( \ | ( \/| ) ( | ) ( | ( | (__ | | | | | | | | | __) ( ( ) ) | | | | | ( \ \_/ / | | | | | (____/\ \ / ___) (___| (____/\ (_______/ \_/ \_______/(_______/ 000000000 ZZ 00:::::::::ZZ 00::::::::::ZZ:00 0:::::::000:ZZ::::0 0::::::0 ZZ:::::0 0:::::0 ZZ0:::::0 0:::::0 ZZ 0:::::0 0:::::0 ZZ 0:::::0 0:::::0ZZ 0:::::0 0:::::ZZ 0:::::0 0::::ZZ 0:::::0 0:::ZZ:0 0::::::0 0::ZZ:::000:::::::0 0ZZ::::::::::::00 ZZ00:::::::::00 ZZ 000000000 ---------------------------------FOR GAMECUBE---------------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------------------------------By DjSiXpAcK14--------------------------------- ******************************************************************************* Resident Evil 0 Nintendo GameCube FAQ & Walkthrough Copyright 2003 by DjSiXpAcK14 Version 1.3 "The door to safety is shut. There is no turning back..." =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 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 of RE 4. Characters 5. Prologue 6. Walkthrough 7. Enemies/Bosses 8. Items 9. Files 10.Puzzles 11.Weapons 12.Wesker's Report + Notes 13.Wesker's Report 2 + Notes 14.Resident Evil Games 15.Resident Evil Story & Plot 16.Cheats and Codes 17.Links 18.Credits, Contact Info, and Everything Else =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 1. Intro =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This entire file is Copyright 2003 DjSiXpAcK14. If you want to use it, just ask me. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 2. Version Info =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Version 1.3 ======================= Whoops. I thought it should have been Marcus's, but actually Capcom was right when they said Marcus'. I do know FOR SURE they messed up on the User's File from Code: Veronica, though. ======================= Version 1.2 ======================= I added the Weapons section. ======================= Version 1.0 ======================= Intro Version Info The Basics of RE Characters Prologue Walkthrough Enemies/Bosses Items Files (except for that one that nobody's found yet) Puzzles Wesker's Report + Notes Wesker's Report 2 + Notes Resident Evil Games Resident Evil Story & Plot Cheats and Codes Links Credits, Contact Info, and Everything Else =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 3. The Basics of RE =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Controls ======================= This is a description of all the buttons on the Gamecube controller, and their functions while playing the game. A - Action Button. It is used to open doors, pick up items, and fire a weapon when the R button is pushed. It is also used to select the highlighted option of a menu selection. B - Run. When the Control Stick is pressed to any direction, hold the B button to run. Y - Displays the status screen. X - Nothing. Z - Displays the Map. R - Aims at closest enemy. L - Nothing (changes target when R is held) Control Stick - Used to move the character in a given direction. Control Pad - used to move the character in a given direction. C Stick - Controls partner. Start - Nothing. ======================= Game Difficulty ======================= When you start a new game, you can choose your difficulty. -----Easy----- Ammo and healing items are plentiful, zombies are weak. Recommended for beginners and people who play the game not for the challenge, but for the story. -----Normal----- I recommend this mode for players who have played a game in the Resident Evil series before. -----Hard----- For those who play the game for the challenge. Zombies are extremely powerful, so it is recommended that use kero very scarcely, and rarely actually kill a zombie, but either move around them, or shoot them only enough to make them fall down. ======================= Health-Replenishing Items ======================= --------- FINE Always Green, this position indicates you are at full health. CAUTION (YELLOW) This position indicates you may have been attacked once by a normal enemy. CAUTION (RED-ORANGE) Low Health. This is the time to cure if you are fighting a powerful boss. DANGER (RED) One more hit and you will die. Cure as quickly as possible. FIRST AID SPRAY Restores health to "Fine" status. GREEN HERB Raises health one notch. 2x GREEN HERB MIXTURE Raises health two notches. Looks like a pile of green powder. 3x GREEN HERB MIXTURE Raises health three notches. Looks like a big pile of green powder. RED HERB Nothing. GREEN HERB + RED HERB Restores health to "Fine" status. Looks like red and green piles of powder. BLUE HERB Cures poison. GREEN HERB + BLUE HERB Cures poison and raises health two notches. Looks like two dots of green and blue. GREEN HERB + GREEN HERB + BLUE HERB Cures poison and raises health three notches. Looks like one big green dot and a small blue dot. GREEN HERB + RED HERB + BLUE HERB Restores health to "Fine" status and cures poison. Looks like one brown pile. ======================= Survival Tactics ======================= Conserve your INK RIBBONs. Only save when you need to, and don't save if you didn't do anything. INK RIBBONs are limited, and if you run out, you're in trouble. 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, the Ivys in the basement lab are defeated easily by FLAME ROUNDS or the FLAMETHROWER. 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. Aim for the head! Head shots can save lots of ammo when fighting zombies. Wait until they get close, then aim up. Knock enemies into each other. If you line it up correctly, you can knock down multiple enemies by only hitting the first one. Just like dominoes. 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. Check all items, even if you're not going to pick them up. You can use your map to find them if you need them later. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 4. Characters =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= As described on ResidentEvil.com. In alphabetical order. William Birkin* Father of Sherry and creator of the G-virus. B.O.W. Umbrella's term for Bio-Organic Weapon. Rebecca Chambers The youngest member of the group, Rebecca has been recruited for her knowledge of field medicine and First Aid. She is nervous around other members, both because of her age and due to her lack of experience. Rebecca is eager to please and will take on any task assigned to her without hesitation. Billy Coen* Mysterious escaped convict. He's an ex-marine. Enrico Marini Bravo Team’s leader and Wesker’s second in command for the S.T.A.R.S. unit. Enrico feels threatened by the arrival of the Alpha Team, thinking that Chris or Barry may end up replacing him as #2 to Wesker. Nonetheless, Enrico is a dedicated S.T.A.R.S. operative and is always proud to lead the unit when Wesker lets him. S.T.A.R.S. Special Tactics and Rescue Service. S.T.A.R.S. was founded under the jurisdiction of the Raccoon City Police Department to deal with increasing terrorism and crime. T-Virus One of Umbrella’s first bio-organic creations which mutates living beings into monsters. Tyrant Another one of Umbrella’s deadly bio-orgainc creations featured in many Resident Evil games. Umbrella A large, powerful pharmaceutical company secretly providing the military with deadly bio-organic weaponry—the cause of the Resident Evil. Albert Wesker* Leader of S.T.A.R.S. He seems fearless, but he also appears to be hiding something... *=Altered by DjSiXpAcK14 due to either spoilers or irrelevance to this game. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 5. Prologue =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 1998 Several "unusual" murder cases had occured in Raccoon City, a suburb in the midwest. Gravely, Raccoon City police reviewed reports of groups of "people-eating monsters" attacking civilians' houses. The order came down: send in the elite S.T.A.R.S. team to investigate. The S.T.A.R.S. Bravo team went in first. Unfortunately, due to inexplicable engine trouble, they had to make an emergency landing... They touched down in a dense, dark forest. This was the beginning... ...of the nightmare! =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 6. Walkthrough =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This walkthrough is for Easy mode, but you can use it for any other mode because the key items are in the same places. For example, you may still find the CONDUCTOR'S KEY, but you may not find the HANDGUN AMMO. _Cutscene_ ======================= Passenger Car ======================= Run to the door at the west end of the car and proceed through the door. ======================= Passenger Car 2 ======================= _Cutscene_ Kill those nasty freaks. _Cutscene_ Go through the door at the other end. ======================= Passenger Bedrooms ======================= Run to the end and take the sparkle from the zombie's body. It's a TRAIN KEY. _Cutscene_ WHOA! His chest looks JUST like mine! ;-) Kill the Cerberus, then run to the door you came in through. Kill the Cerberus you find on the way. ======================= Passenger Car 2 ======================= Examine the TRAIN KEY. It's the DINING CAR KEY. Now kill the other two zombies here and use the other door here. ======================= Passenger Car ======================= _Cutscene_ Unlock and proceed through the door at the other end. ======================= Kitchen Area ======================= _Cutscene_ The guy killed 23 people, and you're talking like you could kick his butt. Good job, Rebecca. Take the shining NOTICE TO SUPERVISORS. It's on the endtable. Now run up the stairs. ======================= Dining Car ======================= Run to the other side of the room. _Cutscene_ ////////////////////////////////// ********************************** Boss: Super-Leech Difficulty: N/A Fought With: Rebecca ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Go get Billy! Run down the stairs. _Cutscene_ Wow. I'm impressed. Billy could tell that thing was a guy. Dress, hair to the shoulders, and a very high voice. You see PLAYER'S MANUAL 2. Alright. Take the HANDGUN AMMO from the table. This part you should do alone. Push START to tell Billy to stay behind. Now head to the back of the car. Climb up the ladder at the end. NOTE: Any time in the game that you switch characters, I'll put or . ======================= Train Top ======================= Make your way to the other side. Reconnect the cable at the end. _Cutscene_ ======================= Kitchenette ======================= Oh stinky. A room with only one way out, and it's got something jammed in the keyhole. Take the items here. There's a GREEN HERB, 2 boxes of HANDGUN AMMO, a FIRST AID SPRAY, and a TRAIN KEY. Examine the tag, it's the CONDUCTOR'S KEY. Now put the CONDUCTOR'S KEY in the service lift. Billy will need it. Now use the X Button to switch to Billy. ======================= Dining Car ======================= Run down the stairs. ======================= Kitchen Area ======================= Run through the door with the green light above it. Now go to the left of the door (it's kinda hard, dodge the junk) and check the service lift for the CONDUCTOR'S KEY. We love you Rebecca. Now leave through the door outside the Kitchen. NOTE: Rebecca needs something sharp to get the door down, but the KNIFE is too big. Well, you'd think they'd have a smaller knife in a kitchen. ======================= Passenger Car ======================= Run to the door at the other end. Try to dodge the zombies if you can. ======================= Passenger Car 2 ======================= Run to the other door. Again, dodge the freaks. ======================= Passenger Bedrooms ======================= Unlock the door second to the end, discard and proceed through. ======================= Conductor's Room ======================= Pick up the NOTE FROM CONDUCTOR on the floor. Here there's a RED HERB and GREEN HERB, but Billy can't mix herbs. Check them, but don't take them. Drop the KNIFE here. You won't be needing it. Now check the locker for the BRIEFCASE. Leave it here, though, you won't be needing it for a while. Take the TRAIN MAP on the wall by the door and push the blinking red switch. Climb up the ladder that appears. ======================= Train Bar ======================= Run to the door at the end. _Cutscene_ Keep going. ======================= Ecliptic Salon ======================= Take the ICE PICK on the tray here. That will help us get Rebecca out of that room. There's also a RED HERB and 2 GREEN HERBs here. Check them, but don't pick them up. Now take the next door you see. ======================= Room 001 ======================= Woo! A shotgun! Actually, it's the HUNTING GUN. It only holds 2 rounds. Either way, take the HANDGUN AMMO, INK RIBBON, SHOTGUN AMMO, and FIRST AID SPRAY. Now drop the FIRST AID SPRAY. Don't worry, you'll get it back later. Also drop the INK RIBBON. You'll find them everywhere, and I recommend you just use them when you find them near a typewriter. Now you should have enough room for the HUNTING GUN. Pick it up and leave. ======================= Ecliptic Salon ======================= Not that there's a boss coming up or anything (;-)), but equip the HUNTING GUN. Now use the only other door here. ======================= Train Bar ======================= Run back to the ladder. _Cutscene_ ////////////////////////////////// ********************************** Boss: Giant Scorpion Difficulty: Easy Fought With: Billy ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Run back to the door behind you and wait for him to approach. Aim down at his head and shoot. BE SURE you reload using the combine feature of your status screen. If you're usually pretty good at this, but are not for some reason, use the HANDGUN when you run out. You have to aim well or it'll go PING and you won't hurt him. When he starts flailing his arms around like an idiot and spurting out green stuff, he's dead. Drop the HUNTING GUN and any excess SHOTGUN AMMO you may have (if you're that good). Now take the sparkling PANEL OPENER and climb down the ladder. ======================= Conductor's Room ======================= Go out the door. ======================= Passenger Bedrooms ======================= Run past Edward and take the next door you come to. ======================= Room 201 ======================= Pick up the INVESTIGATION ORDERS, the GREEN HERB, and the HANDGUN AMMO. Then take the INK RIBBON, save, and drop it. Leave. ======================= Passenger Bedrooms ======================= Take the door beside the door you came out of. ======================= Room 202 ======================= Take the HANDGUN AMMO on the floor and the PASSENGER'S DIARY and from the table. Check the FIRST AID SPRAY, but don't take it with you. Leave. ======================= Passenger Bedrooms ======================= Continue down the hall until you come to a broken window behind two chairs and a table. Use the door here. ======================= Passenger Car 2 ======================= Run quickly to the other end and take the door. ======================= Passenger Car ======================= You'll probably have to kill the zombie in front of you. Kill him to find another one. Kill him too, then exit via the door at the end. ======================= Kitchen Area ======================= Run into the kitchen and put the ICE PICK on the service lift. Now switch to Rebecca. ======================= Kitchenette ======================= Take the ICE PICK from the service lift, then use it on the door to get it open. ======================= Dining Car ======================= Ignore the zombies and run down the stairs. ======================= Kitchen Area ======================= Now switch to Billy. Push START to make Rebecca follow you, then use the panel opener on the panel on the floor by the refrigerator. Go through. ======================= Storage Car ======================= Kill the 2 Cerberus here, then check (but don't take) the items here. There's a FIRST AID SPRAY, some SHOTGUN AMMO, and a GAS TANK. Now run to the other end of the car and take the GOLD RING. Proceed through the door here. ======================= Outer Rear Car ======================= -----Hookshot Puzzle----- Run to the green light. Now push START so you can control the characters individually. Now use Billy to pull the release lever. Switch to Rebecca. Run to the weapon to the right of the door and take it. It's the HOOKSHOT. You also get the HOOKSHOT OPERATOR'S MANUAL. Switch back to Billy and go back inside. ======================= Storage Car ======================= Run to the door at the other end. Unlock it and proceed through. ======================= Kitchen Area ======================= Kill the zombie that comes out of the refrigerator, but don't take the EMPTY BOTTLE. If you combine EMPTY BOTTLEs with the GAS TANK you can get a MOLOTOV COCKTAIL. They're very powerful and good for use against a very annoying enemy that you haven't encountered yet. However, you won't be needing any MOLOTOV COCKTAILs on the train. Now run out of the kitchen and out the door. ======================= Passenger Car ======================= There are 2 zombies here. Avoid them if you can, but get to the other side. ======================= Passenger Car 2 ======================= Look to Rebecca's left where you can see an open window with a broken ladder outside. Use the HOOKSHOT here. ======================= Train Top ======================= Switch back to Billy. ======================= Passenger Car 2 ======================= Run up the nearby stairs. ======================= Ecliptic Salon ======================= Take the GREEN HERB here and switch back to Rebecca. ======================= Train Top ======================= Go to the hole and jump down it. ======================= Room 102 ======================= Kill the zombie here and take the JEWELRY BOX on the floor. Examine it and open it for the SILVER RING. Take the HANDGUN AMMO, but leave the KNIFE. Then leave. _Cutscene_ That's kinda freaky. Leave. ======================= Ecliptic Salon ======================= Press START to regroup with Billy, then run down the stairs that Billy ran up. ======================= Passenger Car 2 ======================= Run to the other side and use the door at the end. ======================= Passenger Bedrooms ======================= Take the door second to the end. ======================= Conductor's Room ======================= Here you'll find that GREEN HERB and RED HERB from before. Drop the HOOKSHOT, pick up the herbs and mix them. Have whoever is in worse condition use them. Then have Rebecca give Billy the SILVER RING. Make sure you're controlling Billy. Pick up the BRIEFCASE that you left here. Combine it with the SILVER RING and GOLD RING. Then examine it and open it. You'll get the BLUE KEYCARD. Now we can get into the Front Car! Leave. ======================= Passenger Bedrooms ======================= Run to the end and use the BLUE KEYCARD on the reader. Discard it and enter. _Cutscene_ Eatin good in the neighborhood. Enter. ======================= Outer Front Car ======================= Run past the bodies to the door at the end. ======================= Control Car ======================= _Cutscene_ Have Rebecca stay behind. _Cutscene_ Don't leave yet! BE SURE you take the MAGNETIC CARD and the HANDGUN AMMO. There's another box under the large cabinet. Take the RED HERB and GREEN HERB as well. Now leave. ======================= Outer Front Car ======================= Run past the zombies to the door at the end. ======================= Passenger Bedrooms ======================= Run to the door at the other end. Hmm. Edward's gone. ======================= Passenger Car 2 ======================= There's 4 zombies here. They're all annoying. You won't be in here again, so only kill the ones you have to and use the door at the end. ======================= Passenger Car ======================= Hey! It's Edward! Knock him down with about 4 shots and take the door at the end. ======================= Kitchen Area ======================= Run into the kitchen use the door in there. ======================= Storage Car ======================= Run past the items to the door at the end. ======================= Outer Rear Car ======================= Use the MAGNETIC CARD on the panel opposite where you got the HOOKSHOT. -----Rear Brake Puzzle----- Not too hard. Just push the buttons so that they end up adding up to the number on the right. I usually just push 9 a bunch of times until it gets close and then push 1 and 2. After you solve the puzzle, you'll see a _Cutscene_ ======================= Control Car ======================= _Cutscene_ -----Front Brake Puzzle----- Same as the other puzzle, except you can't see what your numbers are adding up to. Looks like that math from third grade CAN help you out. In this I start with 6 until I get close, then use 1's and 2's. _Cutscene_ ======================= Train Wreckage Area ======================= Here, you'll find ALL the items you ever actually checked on the train. Pick up the SHOTGUN AMMO, HOOKSHOT, and all the healing items you can hold. You don't need the HUNTING GUN. Now use the only single door here. ======================= Sewerway ======================= Wade through to the other side and climb up the ladder. ======================= Main Hall ======================= _Cutscene_ I guess that was a guy after all. You'd think he could get some jeans on or something. Switch to Rebecca. Oh well. Run down the stairs and check to the right of them. Here you'll find some HANDGUN AMMO, INK RIBBONs, a RED HERB and GREEN HERB. Pick up the herbs and mix them. There's another set of herbs on the other side. Mix them, too. Now drop whatever you have until your inventory looks like this: Billy HANDGUN HANDGUN AMMO SHOTGUN AMMO Rebecca HANDGUN HANDGUN AMMO Full-healing item Also make sure each character is in at least yellow "Caution" condition. Now save if you want and take the double doors on the right side of the hall. ======================= Dining Room ======================= Kill the 2 zombies here, then take the HANDGUN AMMO from the small table in the southeast corner of the room. Take the other box of HANDGUN AMMO from the table byt the double doors and use the door at the north end of the room. ======================= Boiler Hallway ======================= Run to the door with the flickering light above it. ======================= Storage Room ======================= There are 2 zombies here. After you kill them, pick up the GAS TANK and the BLACK STATUE. Switch to Billy. Take the SHOTGUN. Woo! Now climb up the ladder. ======================= North Balcony ======================= There's 4 or 5 zombies here. You need to get to the door at the other end. There's also 3 GREEN HERBs here at the north end of the balcony. Use the other door. ======================= Classroom ======================= Check the desks for the REGULATIONS FOR TRAINEES. Then, go to the northeast corner of the room for some SHOTGUN AMMO and some HANDGUN AMMO. Take them but leave the INK RIBBONS, then exit out the double doors in the south end of the room. ======================= Main Hall ======================= Run up the small staircase to the balance and put the BLACK STATUE on it. Now run down the stairs and check your inventory: Billy SHOTGUN SHOTGUN AMMO Full-healing item Rebecca HANDGUN HANDGUN AMMO (if you have any) Make sure Billy has the SHOTGUN equipped. Now go up the stairs and to the door on the west side. Press START to leave Billy behind, then proceed through. ======================= Living Room ======================= Take the NOTICE TO ALL STAFF on the table. then take the HANDGUN AMMO from the floor and the sparkling CRANK HANDLE from the cabinet. _Cutscene_ Don't waste your ammo on them. Just leave. ======================= Main Hall ======================= Give Billy the CRANK HANDLE. Now regroup and use the double doors at the north end of the room. ======================= Classroom ======================= Go to Rebecca's left and use the door there. ======================= Statue Hallway ======================= Switch to Billy. Take out the 2 zombies here and go through the double doors in the middle of the hall. ======================= West Library ======================= Take the TRAINING FACILITY MAP off the desk in front of you, then take the sparkle on the desk toward the back. It's the MICROFILM A. There's also an INK RIBBON in the southwest corner of the room, but don't pick it up. You already have plenty with the typewriter. Now run beside the lift and use the CRANK HANDLE. Push START to leave Rebecca, then switch. Get on the elevator and switch back to Billy. Use the lift. ======================= Clock Room ======================= Kill the 2 insect-like things and take the SHOTGUN AMMO, FIRST AID SPRAY, and HANDGUN AMMO. Exit using the only door here. ======================= 3F Balcony ======================= 5 Crows here. Kill them all. There are 3 RED HERBs here and 3 GREEN HERBs. You won't be able to take them all and you probably won't need them, so use the other door here. ======================= Stone Hall ======================= This place is huge! Run down the stairs to the east and take the door at the end. ======================= Main Hall ======================= Hey! That's a neat shortcut. Switch to Billy. ======================= West Library ======================= Leave through the double doors. ======================= Statue Hallway ======================= There's a zombie in the shadows to your right. Dodge him and get to the door at the end. ======================= Classroom ======================= Drop the MICROFILM A here. Use the double doors at the south end. ======================= Main Hall ======================= Regroup with Rebecca and go through the door she just came through. ======================= Stone Hall ======================= Take the next door you come to. ======================= Art Storage Room ======================= Kill the two insects here. Pick up the GRENADE LAUNCHER and SHOTGUN AMMO (it's kinda hard). Switch to Rebecca. Take the WHITE STATUE and NAPALM GRENADES. Switch back to Billy. Leave the way you came in. ======================= Stone Hall ======================= Run up the stairs. At this point, you should give any strong, boss-defeating items (i.e., SHOTGUN, GRENADE LAUNCHER) to Billy if you haven't already. Not like a giant centipede is about to take Rebecca and you're going to have to fight it yourself or anything. -----Steel Cage Puzzle----- Go toward the door to the 3F Balcony, but stop when you see some cranks. Use the machine. Now switch to Rebecca. Run to the other side of the room and climb down the ladder. Pick up the FACILITY KEY under the cage. _Cutscene_ Didn't see that coming, did you? ////////////////////////////////// ********************************** Boss: Giant Centipede Difficulty: Medium Fought With: Billy ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ You're going to need to shoot the guy. :-\ Go figure. Take shots at his head while making sure he doesn't run right beside you or he'll kick you. That's about all there is to it. Eventually, you'll see a _Cutscene_ and then you'll be reunited with Rebecca. How nice. Have Rebecca examine the FACILITY KEY. Check the back, it's the FIRE KEY. Run back down the stairs and through the door at the end. ======================= Main Hall ======================= Put the WHITE STATUE on the balance with the BLACK STATUE, then check your inventory. Billy SHOTGUN SHOTGUN AMMO Rebecca HANDGUN HANDGUN AMMO Full-healing item FIRE KEY Now make sure you're controlling Rebecca and use the double doors on the right side of the hall. NOTE: You may have to start putting items in the Classroom. ======================= Dining Room ======================= Run to the red door on the other side of the table and unlock it. Enter. ======================= Kitchen ======================= Here you can find some EMPTY BOTTLEs and a RED HERB. Take them and switch to Billy. Take the other sparkle. It's LIGHTER FLUID. Combine it with the LIGHTER. Now we can actually use it. Switch back to Rebecca. Leave. ======================= Dining Room ======================= Retreat to the Main Hall. ======================= Main Hall ======================= Use the EMPTY BOTTLEs with the GAS TANK for some MOLOTOV COCKTAILs. Then, drop the RED HERB and MOLOTOV COCKTAILS and use the double doors at the top of the stairs. ======================= Classroom ======================= Use the door to Rebecca's left. ======================= Statue Hallway ======================= Kill the zombie here, then unlock, discard, and proceed through the door at the end. ======================= Facility Office ======================= Run to the table, climb over it, and push the red switch. Now switch to Billy Push the table until it stops. Switch to Rebecca. Push the table to the left until it is in front of the fireplace. Now climb up on top of it and take the IRON NEEDLE. Climb down and take the HANDGUN AMMO and ASSISTANT DIRECTOR'S DIARY. Now switch to Billy. Take the SHOTGUN AMMO and leave. ======================= Statue Hallway ======================= Take the next double doors you come to. ======================= West Library ======================= Use the LIGHTER to light the candle beside the door to the west to unlock it. Proceed through. ======================= West Library 2 ======================= Kill the zombies here. They're too close together to not kill. Climb up onto the ledge and push the bookshelf to the right to reveal the BOOK OF GOOD. Take it. Now climb down, take the GRENADES, and leave. ======================= West Library ======================= Leave out the double doors. ======================= Statue Hallway ======================= Retreat to the Classroom. ======================= Classroom ======================= Go out the double doors. ======================= Main Hall ======================= Examine the pages of the BOOK OF GOOD. Open it for the ANGEL WINGS. Remove the WHITE STATUE from the balance and combine it with the ANGEL WINGS for the STATUE OF GOOD. Put it back on the balance. Now use the single door on the east side of the room. ======================= Stone Hall ======================= Run up the stairs and use the only single door at the top. ======================= 3F Balcony ======================= Run to the other door here. ======================= Clock Room ======================= Check the clock. Hmm. It needs a minute hand... Switch to Rebecca. Try the HANDGUN. When you realize that won't work as a clock hand, use the IRON NEEDLE. -----Clock Mini-Puzzle----- Check the NOTICE TO ALL STAFF file. It says the entry code is 8:15. Well, make the clock say 8:15. That unlocks a few doors. Now leave. ======================= 3F Balcony ======================= Use the door at the other side. ======================= Stone Hall ======================= Run down the stairs and take the door at the end. ======================= Main Hall ======================= Now run to Billy's left and enter the door. ======================= Fireplace Room ======================= Great. More zombies. Kill them, then take the file off the table. It's A VERSE OF POETRY. Well, that's helpful. Take the SHOTGUN AMMO beside the fireplace, the MICROFILM B from the mantle, and the GREEN HERB on the small table. Leave. ======================= Main Hall ======================= Drop the GRENADES. Now pick up the MICROFILM A. Take any MOLOTOV COCKTAILS you may have as well. Use the door on the west side of the hall on the first floor. ======================= West Hallway ======================= Run to the door at the end. ======================= Projector Room ======================= Kill the zombies here and take the HANDGUN AMMO from the desk. Then check the projector. There's two slots. Put in the MICROFILM A and MICROFILM B and view the film. You get the MICROFILM IMAGE. Now let's go to the Classroom. Leave. ======================= West Hallway ======================= Take the next door you come to. ======================= West Bathroom ======================= Well, where's the women's bathroom? Here you can find a RED HERB, a GREEN HERB, a GAS TANK, and some EMPTY BOTTLEs. Combine the EMPTY BOTTLEs with the GAS TANK for some MOLOTOV COCKTAILS, then equip them. You may have to drop something first. On the way out, test your MOLOTOV COCKTAILs on the Super-leech. They should work rather well. ======================= West Hallway ======================= Another Super-Leech? Kill him too, then use the door behind him. ======================= Main Hall ======================= Go up the stairs and through the doors to the Classroom. ======================= Classroom ======================= Drop the GRENADES and MOLOTOV COCKTAILs, then go to the podeum at the front of the room. -----Evac. Drill Puzzle----- Put in the MO DISK. The computer will give you an input code. It will be two characters. Now check your MICROFILM IMAGE file. It should look like this: ---------DOOR-------- | | | 0 1 2 3 | | 4 5 6 7 | | 8 9 A B | | C D E F | --------------------- And the light bulb comes on. You need to input the code using the correct desks. Push START to leave Billy behind. Then run to the desk labeled with the first character in your input code. Now switch to Billy. Run to the desk labeled with the second character in your input code. Switch back. Push the switch on the desk and switch with Billy. Push the switch here. _Cutscene_ That should definitely help us out. Use the now unlocked double doors in here. ======================= West Hallway 2F ======================= Kill the two scientist zombies here, then use the double doors you come to. ======================= Chess Room ======================= Take the HANDGUN AMMO on the desk. Ahh! Too many puzzles! -----Chess Puzzle----- Run behind the desk and check the chessboard. It says the game has ended in a checkmate. The only difference between the chessboard and the room is the white king, which is in the wrong place. So move push the white king south until it passes the black pawn, then push it east, then north until it comes against the white rook. Don't mess up or poison gas will hit you. Be sure you move ONLY the white king. This will move the small chess board and complete the puzzle. Check where the small chess board was for the BOOK OF EVIL. You'll also get MARCUS' DIARY 1. Examine the pages of the BOOK OF EVIL for the BLACK WING. Now maybe good and evil will be balanced. Leave. ======================= West Hallway 2F ======================= Continue down the hall and use the door at the end. ======================= West Bedroom ======================= Here you'll find 2 zombies, 2 FIRST AID SPRAYs, 2 BLUE HERBs, and 2 turtle doves. Well, not really, but you'll find the other stuff. Don't take the BLUE HERBs unless you messed up with the Chess Puzzle. Take the other stuff and leave. ======================= West Hallway 2F ======================= Use the double doors at the other end. ======================= Classroom ======================= Take the double doors to the Main Hall. ======================= Main Hall ======================= You may have to do some creative item exchanging with Billy, but combine the BLACK WING with the BLACK STATUE for the STATUE OF EVIL. Put it back on the balance. Now go down the stairs... ======================= B1 Hallway ======================= Take out the spiders down here. Try to shoot them while they're on the ceiling. Use the door at the end. ======================= Observation Room ======================= Use the BLUE HERB here if you got poisoned. Take the HANDGUN AMMO, GREEN HERB, and the CORRECTIONAL INSTITUTE INMATES LIST. I don't recognize any names on it, but maybe you will. Here's what you need: Billy SHOTGUN SHOTGUN AMMO Rebecca HANDGUN HANDGUN AMMO Full-healing item Save if you want and use the other door here. ======================= Torchlit Room ======================= Run to the uncovered vent here. Give Rebecca a boost. ======================= Torcher Room ======================= _Cutscene_ Run around the room until there are electric chairs on the right side. Keep going until you see a door on the right and a file on the left. Pick up the file, it's the ABOUT THE POWER REGULATOR file. Now turn around and find the machine with the red light at the north end of the room. Check it. -----Power Supply Puzzle----- Each switch has a different guage. Guage 1: 30 Guage 2: 20 Guage 3: 40 Guage 4: 10 Guage 5: 50 So it's basically just a math problem. However, you have to do them in a certain order so the power does not exceed the limit, nor de-exceed (?) it. Switch 1: UP (30) Switch 2: UP (50) Switch 3: DN (10) Switch 4: UP (20) Switch 5: UP (70) That should do it. _Cutscene_ ======================= Torchlit Room ======================= Quick! We must save Rebecca! Leave. NOTE: Man, she must be pretty good to be hanging on for her life and still be able to call for help over a radio. ======================= Observation Room ======================= Ignore your hairy friend and use the other door. ======================= B1 Hallway ======================= Run up the stairs at the other end. ======================= Main Hall ======================= Use the double doors on the east side (1F). ======================= Dining Room ======================= Run past the zombie that finally awakens to the door at the end. ======================= Boiler Hallway ======================= Go to Billy's left, down the stairs, around the boiler, down more stairs, and through the door. ======================= Animal Statue Room ======================= There are three apes here. Run past them to the door that leads to the blinking red room on your map. ======================= B2 Save Room ======================= _Cutscene_ That's funny. All we've heard on the radio is "BILLY, HELP!" and she obviously didn't change the frequency, so Enrico probably should have heard her screams. Nobody REALLY knows if he shot the people or not, but that wasn't his voice yelling, "NO! STOP!". Take the INK RIBBON and save. Drop it and leave. ======================= Animal Statue Room ======================= Now take out the Apes with Rebecca's help. Take the HANDGUN AMMO from the floor in the western area of the room, then check the gate behind the animal statues. -----Animal Statue Puzzle----- The gate says, "Six souls, imprisoned within the chains of death. Rekindle the flames of life from the spirits of the weak!" That means light them in order of weakest to strongest. Switch to Billy and light them in this order: Deer, Wolf, Horse, Tiger, Snake, Eagle. Go through the gate and use the first door you come to. ======================= Basement Bedroom ======================= Take the UNITY TABLET from the fireplace, but don't take the EMPTY BOTTLEs. Leave. ======================= Animal Statue Room ======================= Use the other door back here. ======================= Basement Bedroom 2 ======================= Kill the 2 zombies here and take the MANAGEMENT TRAINEE'S DIARY from the desk. Switch to Rebecca. Take and mix the RED HERB and GREEN HERB, then take the INK RIBBON on the table. Leave. ======================= Animal Statue Room ======================= Use the door nearest to the room you saved Rebecca in. ======================= Spider Corridor ======================= Run down the stairs, kill the 2 Spiders and use the first door you come to. ======================= Draining Walkway ======================= There's a few centipedes here, a FIRST AID SPRAY, and a LOCKER KEY. Take the items and leave. ======================= Spider Corridor ======================= Use the double doors at the end. ======================= Gate Puzzle Room ======================= Run up the stairs where you'll find 3 boxes of HANDGUN AMMO that you most likely don't need and some SHOTGUN AMMO. Use the LOCKER KEY on the locker in the northwest corner of the room for the DURALUMIN CASE. Ahhh...the memories of Code: Veronica. Examine it. It's got the combination written on it. 385. Enter it into the briefcase to unlock it and get the HANDGUN PARTS. Combine them with the HANDGUN for the CUSTOM HANDGUN. Now have Billy give the UNITY TABLET to Rebecca. -----Gate Puzzle----- Push START to go solo, then check out the control panel. Push the L Button. Now switch to Billy. Run down the stairs and through the doorway. Pick up the ACID GRENADES and switch to Rebecca. Push the Center Button. Switch back to Billy. Run past the gates that are down now until you run into another gate. Switch to Rebecca. Push the L Button. Switch back to Billy. Run to the red button and push it. This releases a few Hunters and makes you rather unhappy. Take the FACILITY KEY from the ground and kill the Hunters. The exit gate won't raise until you do. After you kill the Hunters, examine the FACILITY KEY. It's the WATER KEY. Now regroup with Rebecca, heal if you need to, and leave. ======================= Spider Corridor ======================= Run up the stairs and through the door at the other end. ======================= Animal Statue Room ======================= Use the door at the east side of the room. ======================= Boiler Room ======================= Run up the stairs. Here you'll find 2 GREEN HERBs, a RED HERB, and a BLUE HERB if you didn't pick them up when you were supposed to save Rebecca. You don't need them, so only take them if you're going to use them immediately. Run around the boiler, up the stairs, and through the first door you come to. ======================= Dining Room ======================= Enter the Main Hall. ======================= Main Hall ======================= Save here if you want, and here's what you need: Billy SHOTGUN SHOTGUN AMMO WATER KEY UNITY TABLET Rebecca HANDGUN HANDGUN AMMO Full-healing item Run up the stairs and use the door in the northeast area of the hall. ======================= Stone Hall ======================= Go through the next door you come to. ======================= Art Storage Room ======================= Run to the blue door. Unlock it, discard, and enter. ======================= East Hallway 2F ======================= Kill the Super-leech here, then use the door beside the blue one. ======================= Monitor Room ======================= Another Super-leech here. Kill him, then take the VISE HANDLE from the shelf in the back. Leave. ======================= East Hallway 2F ======================= Use the next door you come to. ======================= Facility Bar ======================= There's an EMPTY BOTTLE here that you don't need. Play the piano (and make sure you're playing as Billy). _Cutscene_ Looks like Billy has a soft side, too. Switch to Rebecca. Press START to go solo. Go into the secret room. In here, you'll find some MAGNUM AMMO, an EMPTY BOTTLE, and a BATTERY. Take all but the EMPTY BOTTLE. _Cutscene_ Switch to Billy. Play that song, Billy! _Cutscene_ Regroup and leave. ======================= East Hallway 2F ======================= Use the door at the north end of the hall. ======================= Simple Hallway ======================= Use the door at the east side of the hall. ======================= Workshop ======================= Kill the zombies and take the SHOTGUN AMMO from the shelf. Then use the VISE HANDLE on the vise in the southeast corner of the room for the OBEDIENCE TABLET. Now leave. ======================= Simple Hallway ======================= Run to the door at the other end. ======================= Old Machine Room ======================= Switch to Rebecca. In this room, you can find a GREEN HERB, a RED HERB, a FIRST AID SPRAY, some HANDGUN AMMO, and an EMPTY BOTTLE. You should take everything but the EMPTY BOTTLE and exit the way you came in. ======================= Simple Hallway ======================= Take the door in the middle of the hallway. Dodge the Super-leech. ======================= East Hallway 2F ======================= Run to the blue door at the other end. ======================= Art Storage Room ======================= Enter the other door here. ======================= Stone Hall ======================= Run up the stairs and take the double doors formerly blocked by the knights. Ignore the Centipedes. ======================= Telescope Room ======================= Take the HANDGUN AMMO beside you (if it won't make you take up another item slot) and climb down the ladder on the other side. Switch to Billy. Put the UNITY TABLET and the OBEDIENCE TABLET in place, drop a Full-healing item, climb back up the ladder and out the double doors. ======================= Stone Hall ======================= Go back down the stairs and use the door at the end. ======================= Main Hall ======================= Go out the front doors. ======================= Front Yard ======================= Run to the hole in the wall and use the BATTERY. Check it and use the lift. _Cutscene_ Climb up and over the box, then push it off the lift. Now push it against the column with the sparkle on top of it. Climb on top of the box and take the sparkle. It's the DISCIPLINE TABLET. The final tablet. Now climb down, regroup and enter the building. ======================= Main Hall ======================= Alright. We're about to leave the building, so I've assembled the best inventory to leave with. Billy SHOTGUN SHOTGUN AMMO GRENADE LAUNCHER (Loaded w/ NAPALM ROUNDS) DISCIPLINE TABLET Rebecca CUSTOM HANDGUN HANDGUN AMMO HOOKSHOT MAGNUM AMMO Full-healing item Now, go up the stairs and through the single door in the northeast corner. ======================= Stone Hall ======================= Go up the stairs and through the door to the Telescope Room. ======================= Telescope Room ======================= Climb down the ladder and put the DISCIPLINE TABLET into place. _Cutscene_ Time to get your lazy butt off the couch and switch discs. _Cutscene_ Pick up the Full-healing item you dropped here earlier and go out the double doors you haven't been through yet. ======================= Church Courtyard ======================= -----Church Entrance Puzzle----- Run into the little building to the right of the church. Pick up the SHOTGUN AMMO. Hmm. That door unlocked. Switch to Rebecca. Press START to leave Billy here, then enter via the front doors. ======================= Sanctuary ======================= Use the other door in here. ======================= Church Save Room ======================= Here you'll find an INK RIBBON, a FIRST AID SPRAY, some NAPALM GRENADES, and some SHOTGUN AMMO. Check your inventory: Rebecca HOOKSHOT CUSTOM HANDGUN HANDGUN AMMO MAGNUM AMMO Full-healing item Now save if you want (coughYES SAVEcough) and leave. ======================= Sanctuary ======================= _Cutscene_ ////////////////////////////////// ********************************** Boss: Giant Bat Difficulty: Medium Fought With: Rebecca ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ This boss is probably the most annoying because you can't use powerful weapons against him. Just keep shooting at him with the CUSTOM HANDGUN. Don't let him pick you up and carry you around the room, though. Keep shooting at him and dodging his attacks until he dies. _Cutscene_ Run toward the double doors until you see a hole in the ceiling. Use the HOOKSHOT here. ======================= Church Roof ======================= Nobody knows what the HOOKSHOT hooked on to. Climb the ladder at the end. ======================= Church Back Yard ======================= Lift the handle on the circuit breaker on the wall and go through the door. NOTE: There's a GREEN HERB and RED HERB here, but you don't really need them. ======================= Church Courtyard ======================= Switch to Billy. Go through the front doors. ======================= Sanctuary ======================= Enter the Church Save Room. ======================= Church Save Room ======================= Load the NAPALM GRENADES here into the GRENADE LAUNCHER. Take the SHOTGUN AMMO and leave. ======================= Sanctuary ======================= Leave. ======================= Church Courtyard ======================= Regroup with Rebecca and ride the elevator near the door to the back yard. Ignore the herbs here. You won't need them. ======================= Brown Hallway ======================= Take the GREEN HERB here if you need it and use the door. ======================= Reference Room ======================= There's FIRST AID SPRAY here and MARCUS' DIARY 2 on a table. There's also an INK RIBBON with the typewriter, but only don't take it with you. Just use it when you want to save. Switch to Rebecca. Run to the southeast corner of the room and use the HOOKSHOT while under the hole in the ceiling. ======================= Organ Storage Room ======================= Drop the HOOKSHOT and take the LABORATORY MANAGER'S DIARY from the chair. Then pick up the GAS TANK in the corner. Then run toward the camera until the view changes and you can see a Super-leech. Don't get scared, just take the shining EMPTY BOTTLEs from the shelf. Combine them with the GAS TANK for some MOLOTOV COCKTAILs, and use them on the Super-leech. After you kill him, check the piece of equipment he was in front of and push the button for the LEECH CAPSULE. Check beside the door here for the LAB MAP. Then use the door. ======================= Upper Brown Hallway ======================= Push the red button on the wall. _Cutscene_ You're safe, but that guy is near Billy. Switch to Billy. ======================= Reference Room ======================= Leave. ======================= Brown Hallway ======================= Kill the Super-Leech here. He really doesn't like fire, so you may want to use the GRENADE LAUNCHER with some NAPALM GRENADES. Switch back to Rebecca. ======================= Upper Brown Hallway ======================= Take the second door you come to. ======================= Cable Car Control Room ======================= Here there's another GAS TANK, some EMPTY BOTTLEs, and a GREEN HERB. Check your inventory: Rebecca CUSTOM HANDGUN HANDGUN AMMO LEECH CAPSULE That's it. Leave. ======================= Upper Brown Hallway ======================= Enter the door at the end. ======================= Gas Chamber Room ======================= There are some SHOTGUN AMMO on the shelf and the LEECH GROWTH RECORDS file on the desk. Also, the zombie face-down will bite you if you run over his head. We can't get into the gas chamber because (duh) there's toxic gas in there. We need something to cleanse the area. However, there's tank of RED CHEMICAL beside the panel. Take some and use the other door here. ======================= Operating Room ======================= Kill the 3 zombies here, then take the items. There's 2 FIRST AID SPRAYs, EMPTY BOTTLEs, and the INVESTIGATOR'S REPORT. Now find the tank of GREEN CHEMICAL and put it in your mixing set. That gives you the STRIPPING AGENT, which can be used to open that capsule. Combine the STRIPPING AGENT with the LEECH CAPSULE for the BL. LEECH CHARM. It won't help us, but it will help Billy! Beside the door you used to come in is an elevator similar to the one on the Train. Put the BL. LEECH CHARM in it and push the button. Switch to Billy. ======================= Brown Hallway ======================= Go back into the Reference Room. ======================= Reference Room ======================= Drop everything but the SHOTGUN and SHOTGUN AMMO, then check the elevator for the BL. LEECH CHARM. Now leave. ======================= Brown Hallway ======================= Run to the end of the hall. You'll discover a RED HERB and GREEN HERB (immediate use only) and a door that is supposedly decorated with the bust of Marcus. He looks cuter with longer hair. Anyway, put the BL. LEECH CHARM in place here, then go through the door. ======================= Aquarium Room ======================= Here there's an INK RIBBON and HANDGUN AMMO on the desk. You don't need them. However, you should pick up the sparkling item beside the skeleton. It's the INPUT REG. COIL and the OLD PHOTOGRAPH. _Cutscene_ Nice reasoning, Billy. Take the other door here. ======================= Statue Room ======================= There are 2 zombies here. One is standing up and the other is sitting down. All you need here is the GR. LEECH CHARM from the hands of the statue, so take it and leave. ======================= Aquarium Room ======================= Take the other door. ======================= Brown Hallway ======================= The other door here is like a safe, except without the DIAL. Darn. Go back to the Reference Room. ======================= Reference Room ======================= Go to the elevator and put the GR. LEECH CHARM in. Push the button and switch to Rebecca. ======================= Operating Room ======================= Take the GR. LEECH CHARM and run back toward the GREEN CHEMICAL. You'll find another door with the face of that ugly dude on it. Put the GR. LEECH CHARM there and enter. ======================= Body Storage Room ======================= There's some HANDGUN AMMO on Rebecca's left. There's a STERILIZING AGENT on the other side of the room, but be careful, there's 2 zombies here that will gnaw on your leg if they get the chance. There's also 2 more boxes of HANDGUN AMMO back there. Take them and leave. ======================= Operating Room ======================= Exit using the other door here. ======================= Gas Chamber Room ======================= Put the STERILIZING AGENT in place by the panel. Oh great. There's a zombie in there. Enter the gas chamber. Take the BREEDING RM. KEY and get out. The other zombie woke up, too! Kill him if he gets in your way and use the door on the right. ======================= Upper Brown Hallway ======================= Unlock, discard, and proceed through the door closest to the door at the other end of the hallway. ======================= Breeding Room ======================= Run around the cages until you see a file on the floor. Pick it up, it's the B.O.W. REPORT. Then run past the Hunters to the sparkle on the floor. It's a DIAL. Pick it up and leave before the Hunters eat you. ======================= Upper Brown Hallway ======================= Go back to the Gas Chamber Room. ======================= Gas Chamber Room ======================= Use the double doors in front of you. ======================= Operating Room ======================= Send the DIAL to Billy. Switch to Billy. ======================= Reference Room ======================= Take the DIAL and exit via the door here. ======================= Brown Hallway ======================= Run down the hall and use the DIAL on the next door you come to. -----Combination Puzzle----- Check the LEECH GROWTH RECORDS file. Different parts are colored. The parts are: 4 double their numbers (lost) 2 half So it started out with _4_, then doubled to _8_, then lost 2 to _6_, then lost half to _3_. The combination is 4863. Type it in and enter. ======================= Cable Car Station ======================= _Cutscene_ On your map, you can see a wall in the middle of the room, separating the room into two sections. In the left section, go to the southeast corner of the room and pull the lever. _Cutscene_ Now you can climb a ladder to reach the Control Room. Take the sparkle you can see from this view near the ladder. It's the OUTPUT REG. COIL. Now climb up the ladder. ======================= Cable Car Control Room ======================= Switch to Rebecca. ======================= Operating Room ======================= Use the double doors on your right. ======================= Gas Chamber Room ======================= Take the door in front of you. ======================= Upper Brown Hallway ======================= Proceed through the door at the end of the hall. ======================= Organ Storage Room ======================= Pick up the HOOKSHOT and leave. ======================= Upper Brown Hallway ======================= Use the door closest to the door at the other end of the hallway. ======================= Cable Car Control Room ======================= Give Billy your SHOTGUN AMMO. Then drop any EMPTY BOTTLEs you may have and have Billy give you the INPUT REG. COIL and OUTPUT REG. COIL. Climb down the ladder. ======================= Cable Car Station ======================= Run to the northeast corner of the room under the hole in the ceiling. Use the HOOKSHOT. ======================= Cable Car Control Room ======================= Put the INPUT REG. COIL and OUTPUT REG. COIL in place here, then take the SHOTGUN AMMO and leave. Give Billy your SHOTGUN AMMO. Make some MOLOTOV COCKTAILs here if you have the required items. Time to make a big inventory check: Rebecca SHOTGUN SHOTGUN AMMO MOLOTOV COCKTAIL MAGNUM AMMO Billy CUSTOM HANDGUN HANDGUN AMMO Now regroup with Billy and climb down the ladder. ======================= Cable Car Station ======================= Enter the Cable Car. _Cutscene_ Hmm. That would make my day pretty bad. Don't waste any SHOTGUN AMMO on him, just equip the MOLOTOV COCKTAILs and use them. Drop any extra MOLOTOV COCKTAILs you may have and climb up the ladder. ======================= Cable Car Control Room ======================= Go back inside to discover some loser removed the OUTPUT REG. COIL. Put it back. NOTE: If you are emotionally attached to the GRENADE LAUNCHER, I would have to recommend that you go get it now. However, we're about to get a more powerful weapon and won't need the GRENADE LAUNCHER. Climb down the ladder. ======================= Cable Car Station ======================= Enter the Cable Car. ======================= Cable Car ======================= Take the MAGNUM from the dead body. WOO! NOTE: DO NOT FIRE THE MAGNUM UNLESS I GIVE YOU PERMISSION. Start the Cable Car. _Cutscene_ Leave. ======================= Cable Car Landing ======================= There are 2 GREEN HERBs here. Use them if you need to, then climb the stairs and proceed through the door. ======================= Turntable Area ======================= NOTE: Some RE2 fans may be experiencing some deja vu. I'm gonna try to name the rooms the same as I did in my RE2 Walkthrough. There's some HANDGUN AMMO here that you don't need. Enter the door here. ======================= Factory Entrance ======================= Here, you'll find the FACTORY MAP, some HANDGUN AMMO, a RED HERB, a GREEN HERB, an INK RIBBON and some GRENADES. Drop your MAGNUM here. Take only the herbs, mix them, save, and leave. ======================= Turntable Area ======================= Ride the elevator located near the camera. Then, take the door down there. ======================= Catwalks Area ======================= Run to the end and take the sparkle. It's the C. PANEL KEY in RE2, but it's the FACTORY KEY here. Examine it, it's the UP KEY. Check the monitor. AHH! IT'S MR. X! No, not really, but you will encounter some Hunters on your way out. ======================= Turntable Area ======================= Ride the elevator back up and use the door at the top. ======================= Factory Entrance ======================= Go to the control panel and use the UP KEY. That raises the Turntable Car, except there's no car. :-\ Take the MAGNUM and leave. ======================= Turntable Area ======================= Run onto the turntable and push the switch to lower the turntable. _Cutscene_ ======================= Turntable Landing ======================= Run to the west and pick up the sparkle. _Cutscene_ You'll have to drop your HERBAL MIX or use it, but take the ELEVATOR KEY. NOTE: Die-hard RE fans will realize that Enrico couldn't possibly have come out of that elevator. NOTE: What? We can't explore the lab? Darn. We could stop Birkin from making the G-virus. Oh well. Run to the east and use the ELEVATOR KEY on the keyhole beside the elevator. _Cutscene_ ////////////////////////////////// ********************************** Boss: Tyrant Prototype Difficulty: Medium Fought With: Rebecca ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Try to use the SHOTGUN on this beast. His attacks are simple. He lunges at you and swings, then does a roarish thing. When he's about to lunge, dodge, run across the room, and shoot. Then wait for him to lunge again. Just repeat that over and over, and eventually, he'll fall and won't get back up. _Cutscene_ Board the elevator. ======================= Lab Elevator ======================= Here, there's Levels 1-4 buttons. Lv1 - Train Wreckage Area Lv2 - Mentioned Below* Lv3 - Turntable Landing Lv4 - Sewer Walkway Lv2 brings you to a hallway with a Hunter, some MAGNUM AMMO, a RED HERB, a GREEN HERB, and some HANDGUN AMMO. The hallway leads to the Cable Car Landing. I recommend exploring this hallway. After exploring what you want, push the Lv4 button. _Cutscene_ Leave. ======================= Sewer Walkway ======================= _Cutscene_ Use the white double doors here. ======================= Power Control Room ======================= Here there's a GREEN HERB, some HANDGUN AMMO, and an INK RIBBON. You don't need any of that stuff. Run into the room with the typewriter and check the red dots on the wall. -----Power Control Puzzle----- You can push only three buttons without starting over. Each button pushed will bring power to itself and all dots up to 2 lines away. Here's what it looks like to begin with: X-----X | | X----X-----X----X \ | /| \ | / | \ | / | \| / | X----X X X | |\ /| | | | \ / | | | | X | | | | / | | | |/ | | | X X | | /| | | | / | | | | / | | | |/ | | | X X X----X | | | | X----X X----X / / / / X Push Button A first. Now all areas labeled with Z have power. X-----X | | X----X-----X----X \ | /| \ | / | \ | / | \| / | X----Z X X | |\ /| | | | \ / | | | | Z | | | | / | | | |/ | | | Z X | | /| | | | / | | | | / | | | |/ | | | Z A X----X | | | | Z----Z X----X / / / / Z Now push Button B. Z-----Z | | Z----B-----Z----Z \ | /| \ | / | \ | / | \| / | Z----Z X X | |\ /| | | | \ / | | | | Z | | | | / | | | |/ | | | Z X | | /| | | | / | | | | / | | | |/ | | | Z A X----X | | | | Z----Z X----X / / / / Z and finally, Button C. Z-----Z | | Z----B-----Z----Z \ | /| \ | / | \ | / | \| / | Z----Z Z Z | |\ /| | | | \ / | | | | Z | | | | / | | | |/ | | | Z Z | | /| | | | / | | | | / | | | |/ | | | Z A C----Z | | | | Z----Z Z----Z / / / / Z That solves the puzzle and provides the dam with power. Run out of the room and ride the elevator down. ======================= Lower Power Control Room ======================= Kill the 3 zombies here and take the door. There's also a RED HERB, GREEN HERB, and EMPTY BOTTLE here that you don't need. ======================= Valve Handle Corridor ======================= Kill the Super-leech here. If you got hurt, run back into the last room and use the herbs. Then, run to the door at the end. We can't open the door in the middle without a HANDLE. ======================= Plant Bar ======================= Kill the zombie here, ignore the EMPTY BOTTLE, take the TREATMENT PLANT MAP, and run down the stairs. ======================= Forklift Area ======================= Run down the stairs here. Take the RED HERB and GREEN HERB if you need them, then proceed into the next room. NOTE: The forklift won't work without a HI-POWER BATTERY, and the keycard we need requires use of the forklift to get. Looks like we'll need to get a HI-POWER BATTERY. ======================= Classic Box Bridge Room ======================= Take the SHOTGUN AMMO and use the other door. ======================= B7 Stairway ======================= Run down the stairs and out the door. ======================= Body Disposal Area ======================= _Cutscene_ Alright. Now check your inventory: Rebecca CUSTOM HANDGUN HANDGUN AMMO MAGNUM MAGNUM AMMO Billy SHOTGUN SHOTGUN AMMO [Anything else Rebecca was carrying] NOTE: If you decide to write a walkthrough, don't have the game muted and type without the game paused, or a Giant Frog will leap up at you. They're not that hard, but they take that much more ammo. Leave the way you came in. ======================= B7 Stairway ======================= Go back up the stairs and out the door. ======================= Classic Box Bridge Room ======================= -----Classic Box Bridge Puzzle----- Press START to go solo. Now climb the steps to the control panel. Switch to Billy. Climb down the ladder. Climb over the brown box, then push the steel crate to the right. Climb back over the boxes to the ladder and switch to Rebecca. Operate the control panel. Select Rot. R. Switch to Billy. Now push the steel crate against the north wall. Go to the ladder. Then, push the crate closest to the ladder south until it hits the wall. Run back to the ladder and switch to Rebecca. Select Rot. R. Switch to Billy. Push the remaining crate against the gate-thing. Then, push it to the right until it hits the wall. Go back to the ladder and switch to Rebecca. Once again, select Rot. R. Switch back. Push the crate against the wall with the others. Then climb up the ladder. Switch to Rebecca. Push the Fill/Drain button. Then, run across the box bridge and take the HANDLE on the other side. That solves the puzzle. Regroup with Billy, then exit to the Forklift Area. ======================= Forklift Area ======================= Run up the stairs. ======================= Plant Bar ======================= Go out the door. ======================= Valve Handle Corridor ======================= Kill the zombies here, then use the HANDLE on the door and proceed through. ======================= Rusted Machinery Room ======================= Kill all 5 zombies here, then climb up the ladder. ======================= Upper Rusted Machinery Room ======================= Up here, you'll find the INVESTIGATOR'S REPORT 2, a zombie, and a tank of RED CHEMICAL. Be sure you take some RED CHEMICAL. Climb back down. ======================= Rusted Machinery Room ======================= Take the door at the east side of the room. ======================= Police Beacon Passage ======================= Kill the 2 Hunters and use the other door. ======================= Lodging Room ======================= Here there's 2 boxes of HANDGUN AMMO, some NAPALM GRENADES, an INK RIBBON, a FIRST AID SPRAY, a RED HERB, a GREEN HERB, and the ABOUT BATTERY FLUID file. Woo! Check your inventory: Rebecca CUSTOM HANDGUN HANDGUN AMMO Full-healing item Billy SHOTGUN SHOTGUN AMMO Full-healing item If you check the bed by the other door, you'll realize that one zombie took his pants off. Eww. Take the other door here. ======================= Sewage Room ======================= Run down the stairs and out the door. ======================= Sewer Catwalks ======================= Run to the door at the end. ======================= Gondola Area ======================= Here there's 3 zombies, the TREATMENT PLANT MANAGER'S DIARY, and some SHOTGUN AMMO. Now check the control panel beside the Gondola. It won't work without the MOTHERBOARD. We'll have to get it. Ride the elevator down... ======================= Dam Machinery Room ======================= That's right. We're in the Dam Machinery Room. Teehee ;-). Take the next door you come to. ======================= Dam Waterway ======================= Run to the end, where you'll see a passage. However, you can't pass while the water is going so fast. :-\. Well take the 2 GREEN HERBs and exit the way you came in. ======================= Dam Machinery Room ======================= Now run to the other side of the room to the ladder. _Cutscene_ ////////////////////////////////// ********************************** Boss: Tyrant Prototype 2 Difficulty: Medium Fought With: Rebecca & Billy ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ That's not helpful. He's pretty much the same as the Tyrant from before, except you're in a different area. He has that same basic lunging attack, too. Dodge it and fire. When you're pushed back into a corner, fire, then run past him as quickly as possible. Also, don't fire at him when he's in the air jumping toward you. Try to evade. After he falls, push the button beside the ladder and go up. ======================= Dam Storage Area ======================= Run down the catwalks until you see an item. Pick it up, it's the MOTHERBOARD. Then continue to the end only to discover it's a big circle. Climb back down. ======================= Dam Machinery Room ======================= Now go back up the elevator. ======================= Gondola Area ======================= Put the MOTHERBOARD in place beside the Gondola. Then check it. Looks like Rebecca's gonna have to go alone. Get in. ======================= Dam Control Room ======================= Run over to the main computer. Turn the lever there. _Cutscene_ Now we can get pass through that area! WOO! There are some ACID GRENADES here. Use the other door. ======================= Incubating Room ======================= Here you'll find more ACID GRENADES and some INDUSTRIAL WATER. Be sure you take it. There's also a tank of BLUE CHEMICAL here. Put it in the MIXING SET with the RED CHEMICAL for some SULFURIC ACID. According to the file about batteries, all we need now is an EMPTY BATTERY. Run down the stairs. ======================= Bio-Organic Centipede Room ======================= You can see an item on the shelf, but you'll need Billy's help to get it. Switch to Billy. ======================= Gondola Area ======================= Ride the elevator down. ======================= Dam Machinery Room ======================= Run out the door. ======================= Dam Waterway ======================= Climb down the ladder, run across, climb up the ladder, and go through the door. ======================= Engine Room ======================= Unlock the door in the northwest corner and proceed through. ======================= Bio-Organic Centipede Room ======================= Regroup and check that item again. Give Rebecca a boost. _Cutscene_ Don't waste your ammo on them. Just go out the door. ======================= Engine Room ======================= Kill the 2 zombies here. Combine the SULFURIC ACID with the INDUSTRIAL WATER for the BATTERY FLUID. Combine it with the EMPTY BATTERY for the HI-POWER BATTERY. Now we can get the forklift working! Go out the door that leads to the Dam Waterway. ======================= Dam Waterway ======================= Go across the waterway to the other door here. ======================= Dam Machinery Room ======================= Ride the elevator up. ======================= Gondola Area ======================= Take the door here. ======================= Sewer Catwalks ======================= Run to the door at the end. ======================= Sewage Room ======================= Run up the stairs to the door at the end. ======================= Lodging Room ======================= Take the other door here. ======================= Police Beacon Passageway ======================= See if you can guess what to do here after killing the zombies. ======================= Rusted Machinery Room ======================= Use the door with the valve handle on it. ======================= Valve Handle Corridor ======================= Turn to Rebecca's left and go to the end of the hall. ======================= Plant Bar ======================= Kill the zombies and run down the stairs. ======================= Forklift Area ======================= Put the HI-POWER BATTERY into the Forklift. Now have Billy go solo onto the crate on the forklift. Then press the lift button. Take the KEYCARD. Regroup with Billy and run back up the stairs. ======================= Plant Bar ======================= Take the door here. ======================= Valve Handle Corridor ======================= The door with the handle. ======================= Rusted Machinery Room ======================= The other door. ======================= Police Beacon Passage ======================= The gray door. ======================= Lodging Room ======================= Now, 'tis time to prepare for the final battle. Rebecca MAGNUM MAGNUM BULLETS KEYCARD Full-healing item Billy SHOTGUN SHOTGUN AMMO (You'll be getting more) Also, carry any other Full-healing items that you may have. I only had one. You don't need too many, because the boss of the game and the boss before him are not too hard. SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE Take the other door. ======================= Sewage Room ======================= Run down the stairs to the door at the end. ======================= Sewer Catwalks ======================= The door at the end. ======================= Gondola Area ======================= Ride the elevator down. ======================= Dam Machinery Room ======================= Take the door. ======================= Dam Waterway ======================= Pass across, go in the door. ======================= Engine Room ======================= Switch to Billy. Pick up the 2 boxes of SHOTGUN AMMO here, then use the KEYCARD on the reader and proceed through. ======================= Final Corridor ======================= Final as in...well...yea final. Switch to Rebecca. Pick up the MAGNUM AMMO at the end and proceed through the door...bwa ha ha... ======================= Marcus Battle Room ======================= _Cutscene_ ////////////////////////////////// ********************************** Boss: Dr. Marcus Difficulty: Medium Fought With: Rebecca & Billy ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ At this point, you will understand why Barry's Magnum was his best friend in RE1. Fire away! You can't run over any areas with leeches, so avoid them. Take shots from a distance. If he takes your partner character up in the area, SHOOT! You can get numerous shots at him, as he's not attacking you and you won't shoot your partner. After some shots, some tentacles will sprout out of his back. At this point, he's almost finished. Keep firing, and eventually, you'll see a _Cutscene_ Now take the MAGNUM AMMO from the southeast corner of the room and pick up the two sparkles near the doc's body. They're SHAFT KEYs. Give the yellow one to Billy and approach the elevator. Go solo and put Billy at the panel to the left, and you go to the panel on the right. Use your key, then switch to Billy. Use your SHAFT KEY. ======================= Final Save Room ======================= Congratulations, fellas, we've hit the motherload. Take the 2 FIRST AID SPRAYs, 2 RED HERBs, 2 GREEN HERBs, and SHOTGUN AMMO. There's also some GRENADES, NAPALM GRENADES, and HANDGUN AMMO. Now organize your inventory like this (trust me): Rebecca HERBAL MIX HERBAL MIX FIRST AID SPRAY Billy MAGNUM MAGNUM AMMO SHOTGUN SHOTGUN AMMO FIRST AID SPRAY If you have any extra healing items, give them to Rebecca. Now save! This is the last time you'll get to! SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE SAVE Use the INK RIBBONs here. Now be sure you're controlling Billy. Activate the lift. _Cutscene_ ======================= Heliport ======================= ////////////////////////////////// ********************************** Boss: Queen Leech Part 1 Difficulty: Easy Fought With: Rebecca & Billy ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Shoot at her (?) until you see a _Cutscene_ You got the GATE OPERATION MANUAL. ////////////////////////////////// ********************************** Boss: Queen Leech Part 2 Difficulty: Medium Fought With: Billy ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Your only job is to keep the Queen from killing Rebecca without dying yourself. Just shoot at her only when she's going after Rebecca. Don't waste ammo on her, because bullets won't bring down the beast. After you run out of MAGNUM AMMO, switch to the SHOTGUN and continue. To heal Rebecca, enter the status screen and you can change characters to heal her. _Ending Cutscene_ That was kinda corny. Not as corny as Rebecca's bullet-proof vest from RE1, but corny. They shoulda at least kissed once. Oh well. Maybe Billy will show up in RE5 or something. _Credits_ =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 7. Enemies/Bosses =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ////////////////////////////////// ********************************** ---------Common Enemies----------- ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================= Zombie ======================= The most basic T-virus creation. A human infected with it. They take 3-5 shots in Easy Mode. [Way to go Capcom! They actually made it so that two zombies can chew on you at the same time!] ======================= Cerberus ======================= A dog infected with the T-virus. Shoot them when they're down. It helps out. ======================= Hunter ======================= It is unknown how these creatures are created. They look like hunchbacks in frog suits and have extremely sharp claws. They also have good jumping skills. ======================= Centipede ======================= A centipede infected with the T-virus. They can jump on top of you and knock you down if you're not careful. ======================= Bullfrog ======================= A frog infected with the T-Virus. They can jump very high and have very powerful tongues. ======================= Monkey ======================= A monkey infected with the T-Virus. Monkeys have extreme jumping capabilities as well as fast movement. ////////////////////////////////// ********************************** -------------Bosses--------------- ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ======================= Boss: Super-Leech Difficulty: N/A Fought With: Rebecca ======================= Go get Billy! Run down the stairs. ======================= Boss: Giant Scorpion Difficulty: Easy Fought With: Billy ======================= Run back to the door behind you and wait for him to approach. Aim down at his head and shoot. BE SURE you reload using the combine feature of your status screen. If you're usually pretty good at this, but are not for some reason, use the HANDGUN when you run out. You have to aim well or it'll go PING and you won't hurt him. When he starts flailing his arms around like an idiot and spurting out green stuff, he's dead. ======================= Boss: Giant Centipede Difficulty: Medium Fought With: Billy ======================= You're going to need to shoot the guy. :-\ Go figure. Take shots at his head while making sure he doesn't run right beside you or he'll kick you. That's about all there is to it. ======================= Boss: Giant Bat Difficulty: Medium Fought With: Rebecca ======================= This boss is probably the most annoying because you can't use powerful weapons against him. Just keep shooting at him with the CUSTOM HANDGUN. Don't let him pick you up and carry you around the room, though. Keep shooting at him and dodging his attacks until he dies. ======================= Boss: Tyrant Prototype Difficulty: Medium Fought With: Rebecca ======================= Try to use the SHOTGUN on this beast. His attacks are simple. He lunges at you and swings, then does a roarish thing. When he's about to lunge, dodge, run across the room, and shoot. Then wait for him to lunge again. Just repeat that over and over, and eventually, he'll fall and won't get back up. ======================= Boss: Tyrant Prototype 2 Difficulty: Medium Fought With: Rebecca & Billy ======================= That's not helpful. He's pretty much the same as the Tyrant from before, except you're in a different area. He has that same basic lunging attack, too. Dodge it and fire. When you're pushed back into a corner, fire, then run past him as quickly as possible. Also, don't fire at him when he's in the air jumping toward you. Try to evade. ======================= Boss: Dr. Marcus Difficulty: Medium Fought With: Rebecca & Billy ======================= At this point, you will understand why Barry's Magnum was his best friend in RE1. Fire away! You can't run over any areas with leeches, so avoid them. Take shots from a distance. If he takes your partner character up in the area, SHOOT! You can get numerous shots at him, as he's not attacking you and you won't shoot your partner. After some shots, some tentacles will sprout out of his back. At this point, he's almost finished. Keep firing, and eventually, you'll see a _Cutscene_ and he's finished. ======================= Boss: Queen Leech Part 1 Difficulty: Easy Fought With: Rebecca & Billy ======================= Shoot at her (?) until you see a _Cutscene_ ======================= Boss: Queen Leech Part 2 Difficulty: Medium Fought With: Billy ======================= Your only job is to keep the Queen from killing Rebecca without dying yourself. Just shoot at her only when she's going after Rebecca. Don't waste ammo on her, because bullets won't bring down the beast. After you run out of MAGNUM AMMO, switch to the SHOTGUN and continue. To heal Rebecca, enter the status screen and you can change characters to heal her. When Rebecca throws Billy a MAGNUM like the one from RE1, she's finished. _Matrix-ish_ Don't you wish you had it sooner? =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 8. Items =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Here's a list of the items in the game and either the game's description, my own, or both. ACID GRENADES - These grenades are filled with highly-concentrated sulfuric acid. ANGEL WINGS - White stone shaped like a pair of wings. BATTERY FLUID - The diluted sulfuric acid solution is suitable for use as battery fluid. BL. LEECH CHARM - A blue sculpture specially shaped in the form of a leech. BLACK STATUE - A stone statue with a single eerie-looking wing on its back. BLACK WING - Black stone shaped like a wing. BLUE HERB - An herb native to this area. It can be used to cure poison. BLUE KEYCARD - This keycard is used to unlock the electronic door to the lead car. BOOK OF EVIL - An elegantly-bound book entitled "EVIL". It seems unusually heavy for a book of its thickness... BOOK OF GOOD - An elegantly-bound book entitled "GOOD". It seems unusually heavy for a book of its thickness... BREEDING RM. KEY - A key engraved with the visage of a hideous monster. BRIEFCASE - It appears to be locked. There are two holes that look as if they fit some kind of round object. CONDUCTOR'S KEY - The tag reads "Conductor's Office". CRANK HANDLE - A crank handle with a square-shaped protrusion at one end. CUSTOM HANDGUN - A custom handgun that's been fitted with a scope for greater accuracy. These modifications should make it easier to hit a target's weak point. DIAL - It looks like an ordinary dial similar to those found on safes... DINING CAR KEY - The tag reads "Dining Car". DISCIPLINE TABLET - A tablet depicting a priest. The word "Discipline" is inscribed. DURALUMIN CASE - It's locked via a combination lock. Looking closely, you notice the numbers "385" written in the corner. ELEVATOR KEY - A key necessary to get the elevator running again. EMPTY BOTTLE - You might be able to use this as a weapon if you fill it with something... FACILITY KEY - An ordinary key. FIRE KEY - It's inscribed with a fire design. FIRST AID SPRAY - Used to fully restore health. GAS TANK - It's filled with gasoline. GOLD RING - A finely crafted gold ring. GR. LEECH CHARM - A green sculpture specially shaped in the form of a leech. GREEN HERB - An herb native to this area. It can be used to recover health. GRENADES - These grenades are filled with conventional explosives. HANDGUN - A standard army-issue handgun. HANDGUN - The standard equipment for S.T.A.R.S. officers. It uses 9mm parabellum rounds. HANDGUN AMMO - Holds 9x19 parabellum rounds for use with handguns. HANDGUN PARTS - A set of various parts consisting of a scope and a scope mount. Equipping these on a handgun will greatly increase the gun's firing precision. HANDLE - Used to open and close valves. HI-POWER BATTERY - A hi-powered battery used to supply electricity to hi-powered machinery. It's been filled with battery fluid. HOOKSHOT - A gun-like device used to fire grappling hooks. HUNTING GUN - A shotgun used for hunting. There's a design carved on the barrel. This model can only be loaded with 2 shells at a time. ICE PICK - An ice pick with a finely tapered point. INK RIBBON - Using this on a typewriter will allow you to record your progress. INPUT REG. COIL - Necessary to get the Cable Car moving again. IRON NEEDLE - Could it be some sort of decoration? KEYCARD - This keycard looks similar to those used by Umbrella employees. KNIFE - A knife designed for self-defense. LEECH CAPSULE - The capsule appears to contain a specimen of a leech. The lid won't budge. Maybe it's sealed with some kind of special material. LIGHTER - The lighter appears to be out of fuel. It's useless now. LIGHTER - The lighter is full of fuel. LIGHTER FLUID - A container of lighter fluid. LOCKER KEY - It appears to be the key to a locker. MAGNETIC CARD - This keycard is used to bypass the security lock on the brakes. MICROFILM A - Insert this film into a projector to view its contents. MICROFILM B - Insert this film into a projector to view its contents. MO DISK - The label reads "Security System ver. 1.02". It's probably used to activate some sort of security system. MOLOTOV COCKTAIL - A rather primitive weapon capable of dealing massive damage to certain types of enemies. MOTHERBOARD - The board is inlaid with various microchips. NAPALM GRENADES - These grenades are filled with a highly flammable liquid. OBEDIENCE TABLET - A tablet depicting a knight. The word "Obedience" is inscribed. OUTPUT REG. COIL - Necessary to get the Cable Car moving again. PANEL OPENER - Used to open the access panels in the floor. RED HERB - An herb native to this area. It can be combined with other herbs to increase their potency. SHAFT KEY - A uniquely shaped key. A small letter "L" has been engraved into the silver plating. SHAFT KEY - A uniquely shaped key. A small letter "R" has been engraved into the silver plating. SHOTGUN - A conventional pump-action shotgun. SHOTGUN AMMO - 12 guage shotgun shells. SILVER RING - A finely crafted silver ring. STATUE OF EVIL - A statue in the shape of a demon. STATUE OF GOOD - A statue in the shape of an angel. STERILIZING AGENT - A small tank containing a chemical agent that can be used to sterilize rooms contaminated by a virus. STRIPPING AGENT - A stripping agent used to weaken the grip of certain types of materials. SULFURIC ACID - A highly concentrated sulfuric acid solution. TRAIN KEY - Examine it. UNITY TABLET - A tablet depicting. The word "Unity" is inscribed. VISE HANDLE - This tool will allow you to operate the vise. WATER KEY - It's inscribed with a water design. WHITE STATUE - A stone statue in the shape of a woman. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 9. Files =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= +++++++++++++++++++++++ File 1 +++++++++++++++++++++++ ======================= Player's Manual 1 ======================= Note that button names may differ depending on the controller type selected. View Status Screen Press Y Button during play. You cannot view the screen in the following circumstances. - During event movies - When taking damage - When weapon is readied The following functions are available on the screen. Equip weapon Use Item View Map View File Leave Item ... etc View Map Select the MAP item on the Status Screen. (You can also press the Z button during play). If you do not have a map for the area, you can only see locations already visited. Reading the MAP Blue room: Your current location Green room: Visited locations No color: Locations not yet visited Red color: Locked door Yellow door: Unlocked door While viewing the MAP, you can view the Item List by pressing the A Button. The following information is available from the Item List: - Left Items - Locations of Left Items Pushing Objects Some "objects" can be moved in certain directions. Use the Control Stick to push these "objects". (You can also use the Control Pad). Climbing / Dismounting from raised platforms. Press the A Button to climb onto waist-high surfaces. (You can also climb onto movable objects). Equipping Weapons Choose your Weapon from the items on the Status Screen, and select the "Equip Command." (You can only use a weapon if it is equipped). Attack Stance Press the R Button. (You turn toward the nearest enemy with the currently equipped weapon). Attacking While in Attack Stance, press the A Button. (You attack with the currently equipped weapon). Quick Turn Press the B Button while Pressing Down on the Control Stick or on the Control Pad. Check Item Details Choose the item at the Status Screen, and select the "Examine" command. ======================= Player's Manual 2 ======================= Character Switching Note that button names may differ depending on the controller type selected. Character Switching A system that enables you to control the two lead characters, Rebecca and Billy, and use their different abilities to progress through the game. The character you currently control is called the Main Character. The character you do not control is called the Partner Character. Controlling the Partner Character The Partner Character generally moves independently. (You can use the C Stick to control the Partner Character). Selecting "Partner" on the Status Screen allows you to assign instructions to the character. Solo: Both characters move independently. Team: Partner moves with the Main Character. Attack: Partner attacks automatically. Idle: Partner will not attack You can also press the START/PAUSE Button to switch between Independent and Cooperative Action. Switching Characters Press the X Button at the Status Screen to switch between the characters. To overcome obstacles, you will need to evaluate the circumstances and switch characters as needed. Exchanging Items When your Partner Character is nearby, you can exchange items on the Status Screen. Choose the item from the Main Character's Item Box and select the "Exchange" command. Character Attributes: Rebecca Rebecca, a member of S.T.A.R.S., has the following attributes: Can combine Herb-related items. Is weak defensively. Can use a mixing set to combine chemicals. Character Attributes: Billy Billy, a former Marine, has the following attributes: Cannot combine Herb-related items. Is strong in combat. Can push large objects. If the Partner Character is Attacked Both the Main and Partner Characters will die if they take too much damage. You should always keep an eye on their condition. A Partner being attacked in a different room will call for help over the radio. If your partner does call, go to help as quickly as possible. Cooperating with Your Partner. Some puzzles cannot be solved by only one character. When you are stuck, try to see if using your partner will help. ======================= Court Order for Transportation ======================= Court Order for Transportation 1598A-7635 Prisoner name: Billy Coen ID Number: D-1036 Former Second Lieutenant, Marine Corps Age: 26 Height: 5ft. 9in. Weight: 163 lbs. Transfer Destination: Regarthon Base Convicted of First Degree Murder. Court marshaled and sentenced to death by the 0703 rd Military Tribunal. Sentenced to be carried about upon arrival. Samuel Regan, Commander, Dunell Marine Base ======================= Hookshot Operator's Manual ======================= -WARNING- This device should only be used when inspecting difficult-to-access car roofs, or when connecting special trains. Return to its proper location after use. 1. Where to use. There is a small ladder outside the small window by the 1st floor section door of the third carriage. Fire the device so that it hooks high onto the ladder. 2. Using the Winch to Climb. After securing the hook, use the winch to carry yourself up. This grappling hook can only lift one person at a time. Be aware that the unit may be damaged if lifting more than 80 kg. ======================= Investigation Orders ======================= Investigation Orders (Stained with blood, some sections are illegible). 8 miles north of Raccoon City in the Arklay Mountains, lies our comp[a]ny's Management Training facility. It was shut down [?] years ag[o]. Now, w[e] are conducting a preliminary [s]tudy into the re-opening of the faci[l]ities. First Investigation Unit is alre[a]dy on-site and opening th[e] investigation, I want yo[u]r team to provide suppo[r]t. The following orders [a]re Will[ia]m B[i]rk[in] and 1s l ves gat o Un[i]t. ...(the rest is torn and unreadable). ======================= Notice to Supervisors ======================= When closing the dining car, surpervisors are asked to switch off the automatic doors after ensuring all staff have vacated the car. The main automatic door switch is located on the roof of the fifth car. Inspections will take place when the train is garaged. After inspections are complete, use the ladder at the rear of the second floor of the dining car. Umbrella Corp. Maintanence Department ======================= Passenger's Diary ======================= July 14th Orders came from the boss today. Looks like we're in charge of investigating the remains of the Arklay Mountains laboratory. We're moving in two groups, with us in the initial group, assigned to start checking what's left of the abandoned experiment. July 16th Unfortunately, the test production of B.O.W. (Type-Y139) had to be suspended because of this investigation. It's the same with Type-Y139. There's still so much we don't know about responses to the crustacean t-virus. There's a lot of interesting research left... Depending on the species and nurturing conditions, only minute doses of "t" bring about remarkable changes in solidity, size, multiplication of internal toxins and brain development. If these effects can be controlled, a powerful weapon could be produced. But the sudden development of the shell results in a corresponding fragility. Certain areas become exceedingly week. Problematically, one of these areas is in the head carapace. This lab we are going to - were they pursuing the same research? It would certainly help to find data and samples that would help us in our research. [July] 19th The day is finally approaching... I am growing more anxious. The Raccoon City newspapers and TV stations are fill of reports about the bizzare murders in the suburbs. It can't be the virus, can it? If it is... No, I can't think of that right now. I have to concentrate on this investigation and make sure it goes smoothly. ======================= Brake Operation Manual ======================= Using the Brake control. The following three steps are necessary to operate the brakes: Step 1: Activating the controls. Brake controls are located in the following locations: - First car Driver's compartment. - Rear deck of the fifth car. To activate the system, you must insert the magentic card into the device in the fifth car. This will supply power to both sets of controls. Step 2: Enter Rear Deck Code. Enter the code for the rear deck unit to release the lock. After this the Driver's Compartment code can be input. Step 3: Enter Driver's Compartment Code Enter the code for the Driver's Compartment unit to remove the lock. Upon completion of these three steps the manual brakes will be available for use. ======================= Note from Conductor ======================= The key card for the Driver's Compartment is in my bag as always. But I need the other guy's key too to open the damn thing. But, it looks like I've lost it somewhere. If it was like a normal key, someone would be sure to turn it in, but this key is different... I'll look for it, too, but if you happen to find it, please hand it in. Thanks in advance. ======================= Regulations for Trainees ======================= Training facility Mission This Training facility will raise a new generation of model employees to serve the future of Umbrella Corp. Applying the strictest and more rigorous standards, this facility will, without regard for gender, race or creed, produce only the best candidates to be the global future leaders of Umbrella Corporation. We look forward to the development of your leadership qualities. Training facility Guidelines Disipline. Obedience. Unity. These three words are the basic principles which govern Umbrella Corporation employees, and are to be considered the Law of this facility. Keep these words in mind at all times. Devote yourselves to your training, and bring honor to yourselves and the corporation. James Marcus Director, Umbrella Corporation Management Training facility. +++++++++++++++++++++++ File 2 +++++++++++++++++++++++ ======================= Notice to All Staff ======================= Notice to All Staff (This document is very old. Much of the writing is illegible). Regular meetings of the Vaccine Research and Infectious Agents Teams will be held. Both meetings are Security Level 5, and will be held in the following locations: 1F W Operations Control Room 2F SE Meeting Room Then entry code shall be "8:15" Thank you. ======================= Marcus' Diary 1 ======================= December 4th We finally did it... the new virus! We have called it "Progenitor". I want to carry it back and start detailed investigations immediately. March 23rd Spencer says he's going to start a company. Well, I don't care, as long as I can continue my research into the "Progenitor". He can do what he likes... August 19th Spencer keeps asking me to be the director of his new Training facility. Maybe it's because of the business, but he's becoming intolerably pushy. But, maybe I can turn this into my advantage. I need a special facility to properly explore all the virus' secrets. A place where no one can get in my way... November 30th D*mn that Spencer... He came to complain to me again today. He thinks of "Progenitor" as nothing more than a money-spinning tool. Fool! But if his influence continues to grow, it can only be bad for my research. If I'm to properly develop "Progenitor", I must strengthen my own position, too. September 19th At last... I've discovered a way to build a new virus type with "Progenitor" as a base. Mixing it with the leech DNA was the breakthrough I needed... I call this new virus "t" for "tyrant". October 23rd It's no good! I can't hope for real progress experimenting on mere rodents. Only humans can be a proper mammalian subject for experiments. Otherwise, I'll never make any real progress... November 15th Someone seems to suspect of my experiments... ...but perhaps it's just my imagination. Well, if anyone does get too close, they may find themselves unexpectedly "assisting" in my research! January 13th At last, they are ready. My wonderful leeches! Those of low intelligence, they will never have the privilege of tasting this sense of joy and satisfaction! Now, finally I can move against Spencer. Soon I will control everything... January 31st The devices I set to protect my work have been disturbed. It appears someone came looking for the "t" and the leeches. Fool. No doubt the work of Spencer's group. February 11th Today, I again found evidence of tampering around the entrance to the labs. If that's what they're after, I must find a suitable way to deal with them. Perhaps I should have William and Albert smoke out the pests... Those two are the only ones I trust. Apart from my beloved leeches, of course. But Spencer... It wouldn't end there, would it? I will announce the "t" at the next directors meeting, and collect my just rewards... ======================= Assistant Director's Diary ======================= September 2nd A useless bunch of trainees, as always. Where does headquarters find these idiots? We did get a couple of decent ones, though, so can't complain, I guess. William and Albert. They might have a future. September 25th Scholar Will. Practical Al. They really are opposites. And they're always competitive in everything they do. There's something ruthless and cruel about them both. October 7th Got a sudden call from the Director. It was to tell me to encourage a rivalry between those two! It's the first time since this Training facility was built that Director Marcus has shown interest in anything other than his research. Well, whatever. Orders are orders. I'm going to have them tearing at each other's throats. ======================= About the Power Regulator ======================= Due to the recent lighting strike, the power regulator continues to be inoperative. I wouldn't really matter about the power, except for the fact that the boiler room equipment is on the same grid. The equipment is so run down. I'll probably have to have it fixed up all the time. If you wish to exit rapidly set the indicator to 70. Check first though that everything is connected to the chain. ======================= A Verse of Poetry ======================= The Moon bows to the Earth The Earth swears Loyalty to the Sun And the great Law if the Sun Governs all things. This itself is the keystone, The pointer to glory All our hands Cannot open the door to the heaven. ======================= Management Trainee's Diary ======================= What is it that Director Marcus is researching all all the time? And what's with his weird interest in leeches? Interest...? Seems more like love at times... Rumor has it that there's something dangerous about those leeches. It is true that when Dennis just touched one he got ill with a fever. Again today... There were these horrible moans. Beyond that door. "Let sleeping dogs ..." No way I'l go near them. Even if the Director tells me, I no want to end up like Dennis. That poor bastard. Scratching and scratching. Makes me itch jost watching him. Must maybe go IF can but hwo Dennis gone. I go Hungry... Help Mom. ======================= Microfilm Image ======================= An image resulting from overlaying Microfilms A and B. Numbers appear on the seats of the conference room. ======================= Inmates List ======================= Correctional Institute Inmates List Mathews, K. Deceased. Disposal Complete. Midge, D. Deceased. Disposal Complete. Keith, W. Preserved as specimen. Savage, C. Transported to research facilities. Royce, M. Transported to research facilities. Davids, A. Preserved as speciman. Clark, A. Transported to research facilities. Ellens, J. Transported to research facilities. Terrence, O. Deceased. Disposal Complete. Kait, A. Transported to Arklay laboratory. Gerry, O. Deceased. Disposal Complete. Scott, S. Transported to research facilities. Mitchel, F. Transported to research facilities. Kerry, T. Transported to research facilities. Roberts, A. Transported to research facilities. (Transported individuals to be deleted from the records). ======================= ??????????????????????? ======================= I'm not quite sure of the location of this file, as well as its contents. Let me know where you found it if you did. It should be located either somewhere in the Facility Basement or the Church area. ======================= Marcus' Diary 2 ======================= (This page has been torn out). Trouble is unlikely, but I closed my babies up in a special capsule. But it won't be safe if I hold onto it myself. I'll hide it in that place. "To hide a leaf, put it in a forest". To open the capsule, the special stripping agent is necessary. No way Spencer's lackeys could figure out how to make it... +++++++++++++++++++++++ File 3 +++++++++++++++++++++++ ======================= Old Photograph ======================= (There's something written on the back of the photograph). To James, To Commemorate your Graduation, 1939 ======================= Investigator's Report ======================= Dr. Marcus, co-founder, with President Spencer, of the Umbrella Corporation. Disappeared 20 years ago. The results of his research have been kept under wraps for all that time. The reason became clear at the Training facility run by Dr. Marcus... ...well, not here exactly, but underground. When we ventured below, we understood... There we found the evidence room of Dr. Marcus' research into the T-virus prototype, "Progenitor." The evidence of years of hideous experimentation that used many company employees as guinea pigs. We cannot know how many were forced to become subjects, but based on the evidence, no less that twenty individuals were involved; some of them taken deliberately to keep the corporation's secret safe. Where the Doctor is now, I don't know. But considering the recent rapid growth of Umbrella Corporation, I can't imagine that this research is continuing. No...his experiment lives and continues to grow in the dark. Those things, the "fruit" of his research, they will fill this facility. (The rest of the notebook pages are missing). ======================= Leech Growth Records ======================= February 3rd, 1978 Administered "t" into _4_ leeches. Their will to survive leads them first to parasitism and predation. They then breed and multiply. Such a single-minded biology makes them candidates for bio-weapons research. Afterwards, no major changes observed. February 10th, 1978 7 days since administration of "t". Rapid growth to double former size, signs of transformation emerging. Spawning successful. They _double their numbers_ in one hour but their ravenous appetites lead them to cannibalism. Hastened to increase food supply, but lost _2_. March 7th, 1978 Provided them with live feed, but lost _half_ when the live food fought back. However, the leeches are learning from experience, and are beginning to exhibit group attack behavior. They are also ceasing cannibalism. Their evolution is exceeding expectations. April 22nd, 1978 The leechs no long exhibit individual behavior, even when not feeding. They move as a collective. They consume everything I offer with remarkable efficiency. April 30th, 1978 An employee has stumbled onto my experiments. Can a human be a food source? How will the leeches respond? June 3rd, 1978 A day of worthy commeration. Today they began to mimick me! Surely they recognize their father... Wonderful children. No one will take you away... ======================= Laboratory Manager's Diary ======================= Today, under Director Marcus' orders, I changed the platform entry code. Later, I asked him what the source of the entry code was. He told me it was based on something significant in his children's growth. But, the director's a loner; he isn't married, and he sure doesn't have any children... What did he mean? ======================= B.O.W. Report ======================= Research to date has shown that when the Progenitor virus s adminstered to living organisms, violent cellular changes cause a breakdown in the system. Furthermore, no satisfactory method has been found to control the organisms for use as weapons. Clearly, greater coordination at the cellular level is essential to enable further growth. I conducted a number of experiments in an effort to find a breakthrough. This is my report: Insecta Perhaps because these ancient animals have been genetically stable for milennia, when administered with the progenitor virus they exhibited only explosive, high-energy growth and increased aggressiveness. It is extremely difficult to envision using them as B.O.W.. Amphibia Injecting a frog with the virus resulted in an increase in leaping power and abnormal tongue growth. However, no change in mental ability was observed. Furthermore, an abnormal appetite resulted in the test subject randomly attacking all moving objects. Usefulness for B.O.W. is limited. Mammalia The progenitor virus was merged with monkey's cellular DNA, resulting in increased fertility. The resulting young exhibited improved aggressiveness and some increased mental capacity. (As a side effect, visual power was lost, but this was offset by an improvement in hearing ability). However, they were unsatisfactory as weapons. It does seem that no progress can be made without making humans the base organism. ======================= About Battery Fluid ======================= Battery Fluid The fluid used in batteries is a diluted solution of mixed water and sulfuric acid. Both must be of a high purity. When fully charged, battery fluid should have a specific gravity of 1.280+/-0.010 at 20 [degrees] C. Battery Acid Purity Take care that the dilute sulfuric acid solution is of a sufficient purity. ======================= Investigator's Report 2 ======================= We should have finished with this dump a long time ago. When this all started, did anyone expect that there would be guns blazing away like this? We weren't told a thing about these creatures attacking us at the briefing... Guess they were a surprise to the head honchos, too. The things in the woods - just starting to attack people. That had to be planned. Someone deliberately scattered that virus, no doubt about it. But the guards, our fellow soldiers, they must still be around... Well, whatever. Don't have to worry about that anymore. What I've got to worry about is whether to use the last bullet on myself or on a friend... That's the only decision I have to make. ======================= Treatment Plant Manager's Diary ======================= 5/10 D*mn it! Why is normal industrial waste being delivered here? This is an Umbrella Corporation facility. We can't deal with this volume of material. Plus they're sending us contaminated materials that we can't process. What are we supposed to do with it? 7/24 Well, looks like they're closing it down. Not surprising, using it like they did. Had to be done, but... It was pretty sudden. It's not like they cared until now. Anyway, as long as I get out of here, I don't care what they do. ======================= Gate Operation Manual ======================= To open the Heliport in case of emergency, follow the procedures below. Removing the lock: There are four locking mechanisms in the room which must be activated in this order: 1. Southwest Side 2. Northwest Side 3. Southeast Side 4. West Side Turn each of the mechanisms' handles to unlock the gate. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 10. Puzzles =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Outer Rear Car ======================= -----Hookshot Puzzle----- Run to the green light. Now push START so you can control the characters individually. Now use Billy to pull the release lever. Switch to Rebecca. Run to the weapon to the right of the door and take it. It's the HOOKSHOT. ======================= Stone Hall ======================= -----Steel Cage Puzzle----- Go toward the door to the 3F Balcony, but stop when you see some cranks. Use the machine. Now switch to Rebecca. Run to the other side of the room and climb down the ladder. Pick up the FACILITY KEY under the cage. ======================= Clock Room ======================= -----Clock Mini-Puzzle----- Check the NOTICE TO ALL STAFF file. It says the entry code is 8:15. Well, make the clock say 8:15. ======================= Classroom ======================= -----Evac. Drill Puzzle----- Put the MO DISK into the podeum. The computer will give you an input code. It will be two characters (i.e., 0A) Now check your MICROFILM IMAGE file. It should look like this: ---------DOOR-------- | | | 0 1 2 3 | | 4 5 6 7 | | 8 9 A B | | C D E F | --------------------- And the light bulb comes on. You need to input the code using the correct desks. Push START to leave Billy behind. Then run to the desk labeled with the first character in your input code. Now switch to Billy. Run to the desk labeled with the second character in your input code. Switch back. Push the switch on the desk and switch with Billy. Push the switch here. ======================= Chess Room ======================= -----Chess Puzzle----- Run behind the desk and check the chessboard. It says the game has ended in a checkmate. The only difference between the chessboard and the room is the white king, which is in the wrong place. So move push the white king south until it passes the black pawn, then push it east, then north until it comes against the white rook. Don't mess up or poison gas will hit you. Be sure you move ONLY the white king. This will move the small chess board and complete the puzzle. ======================= Torcher Room ======================= -----Power Supply Puzzle----- Each switch has a different guage. Guage 1: 30 Guage 2: 20 Guage 3: 40 Guage 4: 10 Guage 5: 50 So it's basically just a math problem. However, you have to do them in a certain order so the power does not exceed the limit, nor de-exceed (?) it. Switch 1: UP (30) Switch 2: UP (50) Switch 3: DN (10) Switch 4: UP (20) Switch 5: UP (70) That should do it. ======================= Animal Statue Room ======================= -----Animal Statue Puzzle----- The gate says, "Six souls, imprisoned within the chains of death. Rekindle the flames of life from the spirits of the weak!" That means light them in order of weakest to strongest. Switch to Billy and light them in this order: Deer, Wolf, Horse, Tiger, Snake, Eagle. ======================= Gate Puzzle Room ======================= -----Gate Puzzle----- Push START to go solo, then check out the control panel. Push the L Button. Now switch to Billy. Run down the stairs and through the doorway. Pick up the ACID GRENADES and switch to Rebecca. Push the Center Button. Switch back to Billy. Run past the gates that are down now until you run into another gate. Switch to Rebecca. Push the L Button. Switch back to Billy. Run to the red button and push it. This releases a few Hunters and makes you rather unhappy. Take the FACILITY KEY from the ground and kill the Hunters. The exit gate won't raise until you do. ======================= Brown Hallway ======================= -----Combination Puzzle----- Check the LEECH GROWTH RECORDS file. Different parts are colored. The parts are: 4 double their numbers (lost) 2 half So it started out with _4_, then doubled to _8_, then lost 2 to _6_, then lost half to _3_. The combination is 4863. ======================= Power Control Room ======================= -----Power Control Puzzle----- You can push only three buttons without starting over. Each button pushed will bring power to itself and all dots up to 2 lines away. Here's what it looks like to begin with: X-----X | | X----X-----X----X \ | /| \ | / | \ | / | \| / | X----X X X | |\ /| | | | \ / | | | | X | | | | / | | | |/ | | | X X | | /| | | | / | | | | / | | | |/ | | | X X X----X | | | | X----X X----X / / / / X Push Button A first. Now all areas labeled with Z have power. X-----X | | X----X-----X----X \ | /| \ | / | \ | / | \| / | X----Z X X | |\ /| | | | \ / | | | | Z | | | | / | | | |/ | | | Z X | | /| | | | / | | | | / | | | |/ | | | Z A X----X | | | | Z----Z X----X / / / / Z Now push Button B. Z-----Z | | Z----B-----Z----Z \ | /| \ | / | \ | / | \| / | Z----Z X X | |\ /| | | | \ / | | | | Z | | | | / | | | |/ | | | Z X | | /| | | | / | | | | / | | | |/ | | | Z A X----X | | | | Z----Z X----X / / / / Z and finally, Button C. Z-----Z | | Z----B-----Z----Z \ | /| \ | / | \ | / | \| / | Z----Z Z Z | |\ /| | | | \ / | | | | Z | | | | / | | | |/ | | | Z Z | | /| | | | / | | | | / | | | |/ | | | Z A C----Z | | | | Z----Z Z----Z / / / / Z That solves the puzzle and provides the dam with power. ======================= Classic Box Bridge Room ======================= -----Classic Box Bridge Puzzle----- Press START to go solo. Now climb the steps to the control panel. Switch to Billy. Climb down the ladder. Climb over the brown box, then push the steel crate to the right. Climb back over the boxes to the ladder and switch to Rebecca. Operate the control panel. Select Rot. R. Switch to Billy. Now push the steel crate against the north wall. Go to the ladder. Then, push the crate closest to the ladder south until it hits the wall. Run back to the ladder and switch to Rebecca. Select Rot. R. Switch to Billy. Push the remaining crate against the gate-thing. Then, push it to the right until it hits the wall. Go back to the ladder and switch to Rebecca. Once again, select Rot. R. Switch back. Push the crate against the wall with the others. Then climb up the ladder. Switch to Rebecca. Push the Fill/Drain button. Then, run across the box bridge and take the HANDLE on the other side. That solves the puzzle. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 11. Weapons =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= HANDGUN Used by: Rebecca & Billy Ammo: HANDGUN AMMO Where: Start ======================= The first and most basic weapon. It has little power and has a very small chance of decapitation. Rebecca & Billy both have one. ======================= CUSTOM HANDGUN Used by: Rebecca or Billy Ammo: HANDGUN AMMO Where: HANDGUN PARTS, DURALUMIN CASE, Gate Puzzle Room ======================= Not necessarily stronger, but it has a scope. This provides for better accuracy, which causes more damage and requires less ammo to take down the same enemy. ======================= HUNTING GUN Used by: Rebecca or Billy Ammo: SHOTGUN AMMO Where: Room 001, Train ======================= Almost identical to the SHOTGUN, except it can carry only 2 bullets at a time. ======================= SHOTGUN Used by: Rebecca or Billy Ammo: SHOTGUN AMMO Where: Storage Room, Training Facility ======================= It holds 7 shots at a time and is very powerful. It has a low decapitation rate, but it goes a lot higher when you aim up at the zombie's head when he gets close. ======================= GRENADE LAUNCHER Used by: Rebecca or Billy Ammo: GRENADES, ACID GRENADES, NAPALM GRENADES Where: Art Storage Room, Training Facility ======================= There's not too much ammo for this in the game, but the GRENADE LAUNCHER is most definitely a powerful weapon. Because of its variable ammo, it can be used very effectively against different enemies. ======================= MAGNUM Used by: Rebecca or Billy Ammo: MAGNUM AMMO Where: