Just when Resident Evil 4's introduced, this game is released. ^_^ #### # # ##### ## # # # # # # # # # # ## ### # ## # ## # ### ##### # # ### # # # # # ## # # # # # ### ### ### # # # # ### ## # # # ### # # # # # # # # # # # # # # ## # # # # # # # # # # ### ## ### ### # ## ## ### ### ### ## ##### # # ### ###### # ## # ## ### # # # ## # # # # ### # # # # # # # # ###### ## # ### Before the Spencer Estate. Before Raccoon City. Before Sheena Island. Before the Starlight Cruiser. Before Rockfort Island. Before Antarctica. Before the entire stinkin' series. EVIL AWAITS YOU IN THIS FAQ ======================================================================= -------------------> B I O H A Z A R D Z E R O <------------------- <<<<<<<<<<<<<<<<<<<<<<< J A P A N N A M E >>>>>>>>>>>>>>>>>>>>>>> -------------------> b i o h a z a r d z e r o <------------------- ======================================================================= >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ^ Written by: cvxfreak ^ E-mail: FireEmblemPride[at]gmail.com ^ Date: June 28, 2003 ^ Version: 2.0 (Walkthrough Complete) ^ ^ >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> _______________________________________ _____________________ | TABLE OF CONTENTS | COMPLETION DATE | |___ ___________________________________|_____________________| |00.| Introduction/FAQ | 2007.06.17 | |01.| Legal Disclaimer | 2003.01.26 | |02.| Controls | 2003.01.26 | |03.| Maneuvers | 2003.01.26 | |04.| Health Guide/Item Screen | 2003.01.26 | |05.| Game Modes | 2003.01.26 | |06.| Characters | 2003.01.26 | |07.| >>> Walkthrough <<< | 2003.01.26 | |08.| Item List | 2003.01.26 | |09.| Weapon List | 2003.01.26 | |10.| Monster and Boss List | 2003.01.26 | |11.| Puzzles | 2003.01.26 | |12.| File Transcripts | 2003.01.26 | |13.| Version History | 2007.06.17 | |14.| About the Author | 2003.01.26 | |15.| Conclusion | 2003.01.26 | --------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------------------------------------------------------------------- 00. Introduction/FAQ ----------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ~~~~~~~~~~~~ INTRODUCTION ~~~~~~~~~~~~ It's finally been released after all these years. Resident Evil Zero started as a project for the now-dead Nintendo 64 console. Rumored as far back as 1997, many rumors stated that a Resident Evil game for the Nintendo 64 would be released, with a samurai theme. Well, the samurai theme eventually evolved into Onimusha for the PlayStation 2 and XBOX, but Capcom still was going to bring a Resident Evil game to the Nintendo 64. In 1999, Capcom revealed Resident Evil Zero, obviously a prequel to the original Resident Evil. It was to feature Rebecca Chambers from the original Resident Evil, as well as a brand new character, Billy Cohen. Well, Resident Evil Zero coverage suddenly stopped in 2000, shortly after the release of the Nintendo 64 version of Resident Evil 2. Pretty soon, Capcom leaked word that Resident Evil Zero would be placed as a launch game for the Nintendo GameCube. No one heard anything about the game until September 13, 2002. Resident Evil creator, Shinji Mikami, publically announced that the Resident Evil series' main installments would be exclusive to the Nintendo GameCube, and that the original game would be remade for the GameCube, fresh with brand new graphics. Resident Evil 2, Resident Evil 3: Nemesis, and Resident Evil CODE: Veronica X were also going to be ported to GameCube so the GameCube fans can experience the entire storyline from beginning to end. Also announced for GameCube was Resident Evil 4, which had been previously announced for a release on the PlayStation 2. Resident Evil Zero was also announced to be in development. Resident Evil Zero coverage started shortly after the remake of Resident Evil was released in Japan (known as BioHazard in the aforementioned territory). After a lot of coverage, Capcom even released a demo of the game in Japan to tie gamers over. Well, it's been a really long wait, but the true brand new installment of Resident Evil since CODE: Veronica on the Dreamcast in 2000 has been released. And like the other Resident Evil games, I will be here to guide you all the way through the gamne from start to finish. Now, moving forward. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FAQ (Frequently Asked Questions) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q. How much has changed from the N64 version? A. Just the graphics. Do not confuse this game with Eternal Darkness. Eternal Darkness was merely ported over from N64 to GameCube with minimal touch ups (it's still a fabulous game). BioHazard (Resident Evil) Zero is completely overhauled graphically (in vein of the Resident Evil REmake). Q. Who do we control? A. We control Rebecca Chambers, who first appeared in Resident Evil, and Billy Coen, a brand new character who was mentioned before in the N64 version of Resident Evil 2 (sadly, he isn't be mentioned in the GameCube version although it would make more sense). Q. Who's that guy in the robe? A. Play the game to find out. Q. Are William Birkin (from RE2) and Albert Wesker (from RE and RECVX) in the game? A. Yes. They are seen in some cut-scenes at the start of the game. Q. Do I need to play the Resident Evil REmake in order to understand this game? A. Probably to get the most experience, the Resident Evil REmake needs to be played. But since this is naturally a prequel, you won't need to play the Resident Evil remake. Q. Where can I order the Japanese version? A. ...well, I wouldn't know why you'd want the Japanese version when the U.S. version is out now, but www.ncsx.com and www.videogamedepot.com have the game available for purchase. Q. Why are some items in the walkthrough not available? A. In nearly all recent RE games, harder difficuties contain less items than easier one. To maintain a walkthrough for the standards, the walkthrough addresses easy mode item placement, but Normal Mode difficulty and tactics. Q. Are Item Boxes in Resident Evil/BioHazard Zero? A. No, they have been replaced by the "drop and pick up" system. Q. Are items dropped hard to see? A. No. Unlike the N64 version, the GameCube has enough memory to remember where items have been put. In the N64 version, one had to rely on the map but that's not longer the case. Q. Will you post an alternate walkthrough for situations where Billy and Rebecca reverse objectives? A. Yes, I will, but not a completely new walkthrough. I will just place sections where events could go either way. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------------------------------------------------------------------- 01. Legal Disclaimer ----------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ As stated in my other FAQs, only a few select sites host this piece of work on their website. In order of priority (meaning the sites which will get updates of this guide first, and where you should usually go for the guides: GameFAQs (www.gamefaqs.com) GameSpot (www.gamespot.com) NeoSeeker (www.neoseeker.com) IGN (faqs.ign.com) Resident Evil Fan (www.residentevilfan.com) Please note that Cheat Code Central (www.cheatcc.com) is prohibited from hosting this document for now and forever. If you see this on www.cheatcc.com, please let me know so I can take some action. This FAQ is copyright by cvxfreak 2002-2004. Resident Evil and BioHazard are trademarked, copyrighted, etc. by Capcom and all related companies. I own nothing related to the right of Resident Evil or BioHazard, but I do own the work product put into this FAQ. Plagiarize, illegally sell, or illegally host this document, I will take legal action against any perpetrator. You've been warned. If you want to e-mail me, please put "FAQ Question" on the header; otherwise, your e-mail will be deleted via filter. You can blame the Klez asshole who caused this trouble because his girlfriend broke up with him, or he has no life. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------------------------------------------------------------------- 02. Controls ----------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ These controls are based on Type A Controls and it's what I recommend you base your controls on. A: Action/Climb B: Run (When moving D-Pad/Analog Stick) Y: Item Screen X: Switch Characters R: Ready Weapon L: Change targets C-Stick: Move partner character when partner is in the same room Start Button: Tell Partner Character to Stay or Go with Main Character Z Button: Access map +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------------------------------------------------------------------- 03. Manuevers ----------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Resident Evil Zero is a game that requires strategy to win. Unlike the Resident Evil Remake, there are at times, 4 zombies in one room, and the game initially starts out with the HANDGUN. Do not panic and switch to the other character (or else the surrounded character will die). However, the Resident Evil Zero characters seems to have more stamina, so getting out of a tight situation isn't too hard. Try to dodge it out with the enemies, as in all Resident Evil games, and you'll basically be fine. ************** EVADE ZOMBIES! ************** If you can, evade the zombies to save health and ammo. Evading zombies is fairly simply. Just run the character around them and head straight for a door, or up a set of steps. Billy is also a good defense barrier for Rebecca to get away if she needs to, since Billy has far more strength than just about any other Resident Evil character in the series so far. ************** CONSERVE AMMO! ************** Resident Evil Zero is somewhat hard. It is easy to use up a lot of ammo. Conserve ammo between the two characters. Conservation tactics include shooting a zombie down to he ground, letting it bite Billy's ankle and then having him stomp it so you save ammo. If you're daring, you can shoot them down and then just run. When you return to the room, they sustain the damage they took before (unlike the other RE games where if you leave, the zombies regain their stamina). ********************* FIRE FROM A DISTANCE! ********************* The zombies and zombie dogs are easily killed at a distance. So kill them at a distance. In small rooms, this becomes harder. The SHOTGUN is also a weapon that is less effective from a distance, but is widespread enough to cause good damage. ************************** TRY TO DECAPITATE ZOMBIES! ************************** When playing, the SHOTGUN can blow a zombie's head off. For a SHOTGUN SHELL to decapitate a zombie, get close and aim it up, and then fire. With the SHOTGUN's wide range, try to kill two birds with one stone by decapitating two zombies at the same time. It saves ammo, time and a little effort, especially with care SHOTGUN SHELLS. ************************************************* KEEP 1 GREEN HERB AND 1 FIRST AID SPRAY WITH YOU! ************************************************* Sometimes you can drop health because some monsters are stronger than others. Avoid this by carrying a Green Herb and First Aid Spray. The Green Herb can cover small damage, while the First Aid Spray can cover sudden health drops from Hunters. Have Rebecca carry a First Aid Spray at all times while Billy just keeps a Green Herb. Billy will hardly drop below yellow caution level, so full health really isn't necessary. *********************************** AVOID MUTATING ZOMBIES AND LEECHES! *********************************** These are best avoided because it either takes a lot of weaponry to destroy them, or they're too many to destroy. The mutating zombies are also known as Leech Zombies or Tentacle Zombies, and also explode upon taking heavy damage. When they look like they're about explode, RUN as far as you can, even out of the room, because the damage of the explosion can be devastating, even to Billy. ******************************************************** MOLTOV COCKTAILS ARE THE BEST WEAPONS FOR LEECH ZOMBIES! ******************************************************** By mixing GASOLINE with EMPTY BOTTLES creates MOLTOV COCKTAILS. These fiery weapons can take down nearly every monster in the game with only a little bit of hassle. However, you'll have to find GASOLINE and the EMPTY BOTTLES, and mix them. MOLTOV COCKTAILS are pretty limited in the game, as is the GASOLINE. When aiming the MOLTOV, wait until one of the characters aims them very well, because it actually is pretty easy to miss; however, missing is fairly rare. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------------------------------------------------------------------- 04. Health Guide/Item Screen ----------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ~~~~~~~~~~~~ HEALTH GUIDE ~~~~~~~~~~~~ Throughout the game are healing items that will help you recover from injuries induced by the monsters and object in the game. They are limited, and the different medicines have different effects. Use them wisely. Along with weapons, these are your best friends. Only Rebecca can combine any sort of Herb in this game; Billy cannot. **************** HEALTH STANDARDS **************** FINE (GREEN) = 100% HEALTH Little to no damage suffered. CAUTION (YELLOW) = 75% HEALTH Some damage suffered. CAUTION (ORANGE) = 50% HEALTH A lot of damage suffered. DANGER (RED) = 25% HEALTH Extreme amount of damage suffered. Near death. POISON (RED/YELLOW/ORANGE/RED) = 100%-25% HEALTH Poisoned by a monster, gradually loses health. [NOTE: The color depends on what health you're on.] ------------------------------ |1. RED + GREEN = FULL HEALTH| (Herbal Mix) +--------------------------------------------------------------------+ | This herb looks like a small red and green dot on a piece of paper.| +--------------------------------------------------------------------+ ---------------------------------------- |2. GREEN + GREEN + GREEN = FULL HEALTH| (Herbal Mix) +-----------------------------------------------------------+ |This herb looks like one big green dot on a piece of paper.| +-----------------------------------------------------------+ ------------------------------- |3. GREEN + GREEN = 50% HEALTH| (Herbal Mix) +------------------------------------------------------------+ |This herb looks like 2 small green dots on a piece of paper.| +------------------------------------------------------------+ ---------------------------------------------- |4. GREEN + BLUE = 25% HEALTH AND POISON HEAL| (Herbal Mix) +--------------------------------------------------------------------+ |This herb looks like a small blue and green dot on a piece of paper.| +--------------------------------------------------------------------+ ----------------------- |5. BLUE = POISON HEAL| +------------------------------+ |This is a blue leaf-like herb.| +------------------------------+ ----------------------- |6. GREEN = 25% HEALTH| +-------------------------------+ |This is a green leaf-like herb.| +-------------------------------+ ------------------------------------------------------ |7. GREEN + GREEN + BLUE = 50% HEALTH AND POISON HEAL| (Herbal Mix) +---------------------------------------------------------------------+ |This looks like 2 green dots and a blue dot on a piece of paper. | +---------------------------------------------------------------------+ ----------------------------------------------------- |8. GREEN + RED + BLUE = FULL HEALTH AND POISON HEAL| (Herbal Mix) +-----------------------------------------------------------+ |This herb looks like one big brown dot on a piece of paper.| +-----------------------------------------------------------+ ----------------------------------- |10. FIRST AID SPRAY = FULL HEALTH| +-----------------------------------------------+ |This is a silver can with a spray nozzle on it.| +-----------------------------------------------+ ~~~~~~~~~~~ ITEM SCREEN ~~~~~~~~~~~ The item screen might pose some problems since it's changed quite a lot from the Resident Evil REmake; it is changed to cover both Billy and Rebecca. Whoever you're controlling will be on the right side, and the other will be on the left. There are 6 slots for items. When you are on the item screen, the 5 following options will appear: 1. USE 2. COMBINE 3. CHECK 4. LEAVE 5. EXCHANGE (only appears when you're in the same room as your partner) Options 1-3 (USE, COMBINE, CHECK) are self-explanatory, but to the BioHazard newbie, it might now be. USE is to have an item do it's desired function. If the option doesn't appear to be working, the item cannot be used yet. The COMBINE option allows two compatible items to be combined to create one item, or to open another. CHECK is to examine an item closely. DROP is a new feature, where you can drop an item on the ground to free up item space. You can always pick it up later. SWAP is only available when the other character is in the same room, where you can trade items with one another. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------------------------------------------------------------------- 05. Game Modes ----------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ********* EASY MODE ********* This mode is for beginners just getting into the Resident Evil games. It is recommended if you only have played the REmake. Monsters are easy to kill, ammo and herbs are plentiful and the health of the characters' are better, meaning they can each take a few more hits. *********** NORMAL MODE *********** This is for players who have played a Resident Evil game before, and should no what to expect. Monsters take damage, and so do the characters. Ammo and health is not as plentiful, but there is enough to go around. ********* HARD MODE ********* This is for players who have done great feats like complete the RE2 Tofu Game, the REmake Real Survivor Mode, the RE3 Nicholai game and the CVX Wesker game. Enemies are harder to kill. Health is depleted faster. Ammo is scare. Health is scarce. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------------------------------------------------------------------- 06. Characters ----------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Most of the information about the characters is found in game, or from the game manuals for Resident Evil Zero, Resident Evil (PSX) and Resident Evil (GCN). Kevin Dooly's information comes from the internet from a whole lot of places (way too many to name, but Capcom sites are the main source). **************** REBECCA CHAMBERS **************** AGE: 18 Rebecca is the young medic of STARS Bravo Team. She is well trained and pretty smart for her age. She is a rookie at her work, but she can be well trusted. Her gun ability is amazingly good for her age. But she can get hurt a lot easier than Billy Coen. Besides Billy, she's the only other character you control. Apparently, Rebecca Chambers goes through hell after this game even started, in BioHazard. Apparently, she doesn't like to show it. Rebecca is also caring and trustworthy of her teamates despite knowing them for such a shortwhile. She cares to save her team members whenever they're in danger. She also develops a strong relationship with Billy even though they don't get along the first time they meet. Unfortunately, she cannot push heavy objects like Billy. STARTING ITEMS: HANDGUN HANDGUN BULLETS PARTNER: Billy Coen ********** BILLY COEN ********** AGE: 26 Billy Coen is an ex-marine. He is a pretty tough character, and also has a different personality and style, as evidenced by his tattoo on his arm. Not much is known about him other than that he was on the train, which we explore in this game. He, unfortunately, does not have the ability to mix items like chemicals and herbs. Amazingly, he can play the piano much better than Rebecca can. We can assume he was educated well, and has a good heart in real life. Did he kill 23 people? Probably not. STARTING ITEMS: HANDGUN HANDGUN BULLETS (EMPTY) LIGHTER SURVIVAL KNIFE PARTNER: Rebecca Chambers ******************************* DR. JAMES MARCUS (aka Robe Guy) ******************************* AGE: Unknown Dr. James Marcus was the man in charge of the other mansion in the Raccoon Forest, the Marcus Mansion, also known as the Umbrella Training Facility. He was there to test up on the Mother/Progenitor Virus as well as with mysterious leeches. He eventually became obsessed with his research, and William Birkin and Albert Wesker were responsible for what had happened to him, in 1988. Now he spills the T-Virus in the labs, the Train and the Marcus Mansion, as well as the labs beneath his mansion. He mysteriously also has the power to control leeches and make them mimick certain human and monstrous figures. From what we've seen, he looks to be far more dangerous than even the Nemesis, William Birkin or Alexia Ashford. Can he be stopped? Obviously, he can. No RE monster is ever invincible. As of Dead Aim, Marcus seems to only be the second most dangerous RE monster ever. ************* ALBERT WESKER ************* AGE: 38 Albert Wesker is the leader of the S.T.A.R.S. Alpha Team. He seems to know who our mystery man is, and is great friends will William Birkin. What secret does Wesker hold? He's secretly working with another company, a competitor of Umbrella's. He plays a minor role in the game, where Zero just shows Wesker's true motives to lead Alpha Team to the Marcus Mansion's sister estate, the Spencer Mansion. It all happens in Resident Evil (GCN). Wesker was also behind the scenes in the Raccoon City incident, where he sent Ada Wong to recover William Birkin's G- Virus. He was then seen on Rockfort Island and Antarctica, where he attacked the Ashford base, and eventually stole Steve Burnside's body to acquire the T-Veronica Virus. ************** WILLIAM BIRKIN ************** AGE: 36 William Birkin is one of the 4 famous Umbrella scientists. He became a scientist when he was only 16 years old. He had a good start in his life until he ran into Alexia Ashford, who became a scientist at 10 years of age, making Birkin seem very unimportant afterwards. After Alexia Ashford mysteriously vanished, he took over and developed the G- Virus, which he thought would be a major breakthrough superior to that of the T-Veronica Virus. Birkin eventually managed to skyrocket to the top after eliminating James Marcus from research. Birkin took Marcus' credit for inventing the T-Virus, and managed to discover the abilities of the Nemesis, so he became an Umbrella figurehead. Months after the Marcus/Spencer Mansion incidents, Birkin is attacked by Umbrella France (same headquarters Claire kicks ass in in CODE: Veronica X). He becomes an evil monster, stalks her daughter, and is consumed in a blast thanks to her own daughter, Sherry. ************* ENRICO MARINI ************* AGE: 41 Enrico Marini is the captain of the S.T.A.R.S. Bravo Team. Enrico is a skilled fighter and soldier in the police force and leads the Bravo Team greatly. He's always willing to lend a hand to his teammates. He seems to develop a bias toward Billy Coen, but luckily is understanding enough to let Rebecca find him. Sometime between his final meeting with Rebecca and his meeting with Chris or Jill in the Spencer Mansion, he discovers that Albert Wesker and Umbrella were behind this entire incident. Before he can leak the entire word out to Chris or Jill, he is assassinated by Albert Wesker, dying along with his knowledge of Umbrella. Assuming he had lived, he could have easily stopped Umbrella. ************* FOREST SPEYER ************* AGE: 29 Forest is the Bravo Team's vehicle specialist. According to the manual for the original version of Resident Evil, he and Chris are good friends, and he's greatly respected by all members of the police force. His fate is also determined not in Resident Evil Zero, but in the REmake. He is assumed to be murdered by crows. He even reanimates into a zombie, and in Real Survival Mode of the REmake, he is strapped to explosives so Jill or Chris won't be able to shoot him. ******************* KENNETH J. SULLIVAN ******************* AGE: 45 Kenneth is a trained chemist. He's really quiet, and not much is really known about him compared to the other members. He was hired into the S.T.A.R.S. Bravo Team by Albert Wesker himself. He's one of the few STARS members who has their death documented onto film. In the REmake, Kenneth is viewed to be bitten by a zombie. This brings up an interesting plot point. If Raccoon City didn't believe the STARS about the entire incident, why not just show that footage? ************* RICHARD AIKEN ************* AGE: 23 This annoying pilot gets barely any role in Zero. He doesn't talk and is only seen. In his role in the REmake, he was an expert communications person until he fatally murdered in the Spencer Mansion by either a giant snake, or a shark. He seems to have had a special relationship with Rebecca, because when he dies, Rebecca is definitely hurt and angry about it. Could they have gotten close? Who knows... ************ EDWARD DEWEY ************ AGE: 26 Not much was known about Edward Dewey other than that he existed. Now, in Zero, his face and attitude is finally revealed. He is the S.T.A.R.S. Bravo Team Pilot, alongside Kevin Dooly. He doesn't live that long, unfortunately. He seems to care a lot for his team members in the short time we actually get to know Ed, as evidenced by his speech to Rebecca on the train. *********** KEVIN DOOLY *********** AGE: Unknown Kevin Dooly is the mysterious co-pilot of the S.T.A.R.S. Bravo Team alongside Edward. Found murdered at the start of the Resident Evil REmake (although not in the original), we don't get to see much of him other than his face which is covered by glasses. Virtually nothing about him is known. He is also seen in a picture of the STARS in Resident Evil 2, which means he was supposed to be in the story from the beginning. Why he isn't given more respect is beyond me. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------------------------------------------------------------------- 07. >>> Walkthrough <<< ----------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This is a full, and extensive walkthrough for Resident Evil Zero. Read through it carefully, and follow it carefully, as well, or you might get lost. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ----------------------------------------------------------------------- D I S C # O N E ----------------------------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ----------------------------------------------------------------------- TRAIN AREA ----------------------------------------------------------------------- Watch the introduction FMV. Then you'll be playing as Rebecca. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PASSENGER CAR ************* [Rebecca] Head to her left through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PASSENGER CAR 2 *************** [Rebecca] Watch the cut-scene, and then shoot the zombies dead. Then go through the next door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TRAIN CAR HALLWAY *************** [Rebecca] Move forward and take the first door Rebecca sees. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TRAIN BEDROOM ************* [Rebecca] Inside is a file, a FIRST AID SPRAY and HANDGUN AMMO. The leave the room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TRAIN CAR HALLWAY ***************** [Rebecca] Take the next door Rebecca sees. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TRAIN SAVE ROOM *************** [Rebecca] Inside is a GREEN HERB, HANDGUN AMMO and a file. Next to the typewriter is an INK RIBBON. You can save the game if you want. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TRAIN CAR HALLWAY ***************** [Rebecca] Move forward. At the end of the room is a body with the TRAIN KEY. Then you'll see a cut-scene with Billy Coen and Edward Dewey. Two zombie dogs will then crash into the room. Kill them, and then search Edward for HANDGUN BULLETS. Now examine the key you just got to change it into DINING KEY. Now take it back to the PASSENGER CAR (the first room you were in... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PASSENGER CAR ************* [Rebecca] Watch the cut-scene. Go to the door at the other end and unlock it with the key you just got. Discard the key afterward. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING CAR ********** [Rebecca] Move up the stairs after the cut-scene. Grab the file before doing so. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING CAR **************** [Rebecca] Move forward away from the stairs. Then watch the cut-scene and kill the zombie. This zombie is a little tougher than the other ones you've encountered, as it can hit you from afar. Then watch the cut-scene. Billy will now be a character you can control. Switch to him now. [Billy] Run to the end of the room and up the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TRAIN ROOF ********** [Billy] Run to the end and examine the electric wires. Reconnect the wires, and you'll be in control of Rebecca in a different room. Switch back to Billy and take him back to the UPPER DINING CAR. Then switch to Rebecca. ***NOTE: If you want Rebecca to fall through the hole into the KITCHEN instead of Billy, have her reconnect the wires. The walkthrough will basically be the same.*** =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER KITCHEN ************* [Rebecca/Billy] Grab the HANDGUN AMMO. Then grab the TRAIN KEY. Examine it so it becomes the CONDUCTOR'S KEY. Slip it into the elevator to the left of the GREEN HERB. (You may be full on Item Space, so leave some items for now). Put the CONDUCTOR'S KEY into the elevator, and send it to floor 1. Then control Billy, who is in the UPPER DINING CAR. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER DINING CAR **************** [Billy/Rebecca] Run down the stairs to the DINING CAR. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING CAR ********** [Billy/Rebecca] Go through the silver door behind the stairs and turn the corner to the elevator. Examine it and take the CONDUCTOR'S KEY. Then run to where Edward's body is. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TRAIN CAR HALLWAY ***************** [Billy/Rebecca] Go through the third door you see by unlocking it with the CONDUCTOR'S KEY. Head inside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CONDUCTOR'S ROOM **************** [Billy/Rebecca] Do not grab the GREEN HERB or RED HERB yet. Instead, examine the little cabinet to get a BRIEFCASE. Then flip the red flickering switch. Go up the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TRAIN BAR ********* [Billy/Rebecca] Go forward and you'll see a cut-scene. Then move forward, through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER PASSENGER CAR ******************* [Billy/Rebecca] Move down, ignore the GREEN HERB and RED HERB and then grab the ICE PICK from the cart nearby. Then take the only other open door in this room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER TRAIN BEDROOM ******************* [Billy/Rebecca] Grab the HUNTING GUN. Also, grab the SHOTGUN AMMO. Then return to the TRAIN BAR. (If you need to leave anything behind, do so, but keep your guns with you). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TRAIN BAR ********* [Billy/Rebecca] And the very first boss battle of this series begins. ======================================================================= Boss # 1: Giant Scorpian ======================================================================= ----------------------------------------------------------------------- CHARACTER: Billy/Rebecca DIFFICULTY: Easy LOCATION: Train Car (Upper Floor) ==================== FIGHTING THE MONSTER ==================== Hopefully, whoever you're using (preferrably Billy) will have the Hunting Gun. Fire two shells into the creature as it approaches the character. Then, manually reload the gun through the item screen and continue firing. You might only have 8 or so shells. Equip the Handgun once the Hunting Gun is empty, and fire around 10-15 more bullets to kill it. It might land a cheap shot at the character throughout the battle, but the damage shouldn't be heavy (unless you're Rebecca, in which case, use a Green Herb when hit). It'll eventually die, but do not get to close as it spasms, or it will hit the character. Wait until the creature stops moving for you to pass by it. ----------------------------------------------------------------------- Return to the DINING CAR after the battle. Make sure you have the BRIEFCASE and ICE PICK with you. You can leave behind the HUNTING GUN since it occupies a lot of space in your inventory. On your way back should be a PANEL OPENER; grab it. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING CAR ********** [Billy/Rebecca] Return to the elevator and send Billy/Rebecca the ICE PICK. Then switch back to Rebecca, who is in the UPPER KITCHEN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER KITCHEN ************* [Rebecca] Search the elevator for the ICE PICK. Use the ICE PICK on the door to free Rebecca. Grab anything you might want before leaving. Rejoin Billy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING CAR ********** [Rebecca] Press start to attract Billy's attention. Then go to the floor panel near the locker door. Now switch to Billy. [Billy] Use the PANEL OPENER to unlock the floor panel. Head down the crawl space. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STORAGE ROOM ************ [Billy] Grab the GAS TANK and in the end of the room, the GOLD RING. Combine the GOLD RING with the BRIEFCASE. Then head outside the train. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= HOOKSHOT ROOM ************* [Billy] See that flashing button? Press it, and WITHOUT MOVING A STEP, switch to Rebecca. [Rebecca] Grab the HOOKSHOT. Then go to PASSENGER CAR 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PASSENGER CAR 2 *************** [Rebecca] To the right of the door you entered this room from for the very first time, use the HOOKSHOT. It'll take you to TRAIN ROOF 2. ***NOTE: You can also have Billy use the HOOKSHOT to get to the roof area. The walkthrough remains virtually the same.*** =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TRAIN ROOF 2 ************ [Billy/Rebecca] Run to the hole nearby and jump down into the CABIN. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CABIN ***** [Billy/Rebecca] Kill the zombie, and then grab the HANDGUN AMMO and the JEWELRY BOX. Examine the JEWELRY BOX to find a SILVER RING. Combine that with the BRIEFCASE to discover the BLUE KEYCARD inside it! Now try to go through the door. A cut-scene will occur. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER PASSENGER CAR ******************* [Billy/Rebecca] Ignore the harmless leeches and go down the stairs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PASSENGER CAR 2 *************** [Billy/Rebecca] They should be reunited. Switch to or stay as Billy. [Billy] Run to where Edward's body is. You can also stop by the TRAIN SAVE ROOM to save your progress. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TRAIN CAR HALLWAY ***************** [Billy] Use the BLUE KEYCARD on the door at the end. Discard it, and go through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OUTSIDE TRAIN CAR HALLWAY ************************* [Billy] Watch the cut-scene. Then go through the door, down the hallway and through the door at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CONTROL ROOM ************ [Billy] Elect for Rebecca or Billy to stay behind. Grab the MAGNETIC CARD and two boxes of HANDGUN AMMO. Then have Rebecca/Billy run back to where he got the HOOKSHOT. Rebecca will have a cut-scene with Edward. ***NOTE: You can choose either character to stay behind. The walkthrough remains the same.*** =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= HOOKSHOT ROOM ************* [Billy/Rebecca] Insert the MAGNETIC CARD into the little computer to the left of the door. Then you will have to insert a set of numbers in order to derail the brake. The codes are random, but here are some solutions. 67: 9,9,9,9,9,5,5,5,5,2 (Thanks to sniper32) 36: 5,5,5,5,5,5,2,2,1,1 (Thanks to MR wazza) 81: 9,9,9,9,9,9,9,9,8,1 [Billy/Rebecca] 81: 9,9,9,9,9,9,9,9,8,1 36: 5,5,5,5,5,5,2,2,1,1 67: 9,9,9,9,9,5,5,5,5,2 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------------------------------------------------------------------- UMBRELLA RESEARCH CENTER ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TUNNEL ****** [Rebecca] The train will crash but all the items you left in the train will be in here. Grab what you want (like the HUNTING GUN). You can always get the other items at a later time. Go through the door in the small crevice. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SEWER TUNNEL ************ [Rebecca] Walk left, move forward and then go up the ladder. Watch the cut-scene that reveals a lot. We'll be in a research center.... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RESEARCH FACILITY MAIN HALL *************************** [Rebecca] Head up the stairs to the door above the stairs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DESK ROOM ********* [Rebecca] To the left of the screen are SHOTGUN AMMO and HANDGUN AMMO. Grab them, and spread them between the characters. Then take the door to the left. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LONG HALLWAY ************ [Rebecca] Run down and go through the double doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LARGE STUDY *********** [Rebecca] On the podium nearby is the map of the Training Facility. On the small desk to the right is MICROFILM A. Going further into the room near the computers, you'll find INK RIBBONS. Leave the room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LONG HALLWAY ************ [Rebecca] Return to the DESK ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DESK ROOM ********* [Rebecca] Return to the RESEARCH FACILITY MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RESEARCH FACILITY MAIN HALL *************************** [Rebecca] Head to their right and take the first door you see. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SMALL STUDY *********** [Rebecca] You'll see a note nearby, so grab it. Look in the open cabinet to find a CRANK HANDLE. Then crows will break into the room, so exit after killing them all. Return to the LARGE STUDY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LARGE STUDY *********** [Rebecca] Go to where the elevator is supposed to be. To the right is a place where the CRANK HANDLE should be used. Press Start so Rebecca has Billy stay where he is (near the handle). Move Rebecca onto the actual lift. Switch to Billy. [Billy] With Rebecca on the left, have Billy turn the handle. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MECHANISM ROOM ************** [Rebecca] Move forward and a smaller version of the boss you fought earlier will attack Rebecca, so use the HUNTING GUN or the HANDGUN to kill it. Move forward and a second one will attack you. There is a FIRST AID SPRAY on the floor and HANDGUN AMMO on the table. Then leave through the only door in this room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= FOUNTAIN BALCONY **************** [Rebecca] Kill all the crows in this room. There are a lot of various HERBS in this room, so pick them up and drop them, or mix them, or use them. Go through the other door in this room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LARGE CAGE ROOM *************** [Rebecca] Run forward and go down the ladder. There's a cage in this room you have to lift, but only Billy can, so we have to get him up here later. The only other option is to go back up the ladder, down the room and down the stairs. Unlock the farther door (it leads to the RESEARCH FACILITY MAIN HALL). Go through it. Then switch to Billy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LARGE STUDY *********** [Billy] Exit the room and head for the RESEARCH FACILITY MAIN HALL (there will be a zombie along the way). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RESEARCH FACILITY MAIN HALL *************************** [Billy] Find Rebecca, and then switch to her. [Rebecca] Go through the door she just went through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LARGE CAGE ROOM *************** [Rebecca] Run to where the cage is by going down the ladder. Switch to Billy. [Billy] Press Start to have Rebecca stay where she is (near the cage). Then have Billy climb the ladder. Near the door are cranks; turn the second one. The cage near Rebecca will rise, so switch to her. [Rebecca] Grab the shining item. If Rebecca's items are full, climb the ladder, drop the items and then grab the FACILITY KEY. A boss battle will engage, but Rebecca cannot battle. ======================================================================= Boss # 2: Giant Centipede ======================================================================= ----------------------------------------------------------------------- CHARACTER: Billy DIFFICULTY: Medium LOCATION: Marcus Mansion ==================== FIGHTING THE MONSTER ==================== Rebecca will be captured by the creature, so take the Hunting Gun, and like the Giant Scorpian, shoot and manually reload. Hopefully you've found more ammo for it. Keep your distance, because it'll take a while for Rebecca to even get killed (if she does get killed, it's never happened to me). The Handgun is the perfect backup, but you may have also found the Grenade Launcher by now, which is a perfect and powerful weapon capable of taking the centipede out. If you fire from a distance, this boss will never hit you, but for cases such as using the Grenade Launcher for close combat, it might land a few light hits. Occasionally, it'll land that irritatingly strong hit which Billy should heal from. Otherwise, this boss isn't too bad. ----------------------------------------------------------------------- [Billy] Billy might be in bad shape, so you can take him to the FOUNTAIN BALCONY and have him heal up on the HERB stock there. Switch to Rebecca. [Rebecca] Examine the FACILITY KEY to turn it into a FIRE KEY. Go down the stairs, and through the first door to the left. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ART ROOM ******** [Rebecca] Shoot the beetles with the HUNTING GUN (or switch to Billy if he has it). Then have the character without the HUNTING GUN grab the GRENADE LAUNCHER. There are also SHOTGUN AMMO and NAPALM GRENADES (aka Flame Rounds or Incendiary Rounds; hand them to the one who has the GRENADE LAUNCHER) and most important, a WHITE STATUE. Leave the room the way you came in. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LARGE CAGE ROOM *************** [Rebecca] Go through the door to the RESEARCH FACILITY MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RESEARCH FACILITY MAIN HALL *************************** [Rebecca] Go to the gold statue in front of the double doors. Place the WHITE STATUE on it, and then move forward. Go through the door to the DESK ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DESK ROOM ********* [Rebecca] Go through the door to the left to the LONG HALLWAY. You should also save the game. The red door at the end of the hallway can be unlocked with the FIRE KEY. Go through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TABLE ROOM ********** [Rebecca] Run forward and push the tabel blocking you forward. Then push it to the left in front of the fireplace. Then flip the red switch to turn the lights on. Grab the shining item from the deer head. It'll be the IRON NEEDLE. Return to the MECHANISM ROOM (by going through the area where you fought the second boss, as well as the FOUNTAIN ROOM). Alternatively, you can send Rebecca up the elevator again but having Billy around is better. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MECHANISM ROOM ************** [Rebecca] Go to the clock near the elevator and use the IRON NEEDLE. Now we need to solve the puzzle. The time of the clock you input is the time you saw in a previous file (NOTICE TO ALL STAFF). Input the code from the file (or acquire it where it says in the walkthrough). Two doors will unlock; return to the RESEARCH FACILITY MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RESEARCH FACILITY MAIN HALL *************************** [Rebecca] Go through the door that the clock unlocked. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= FIREPLACE ROOM ************** [Rebecca] Shoot all the zombies in here and grab the file, as well as the GREEN HERB and MICROFILM B. There is also SHOTGUN AMMO. Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RESEARCH FACILITY MAIN HALL *************************** [Rebecca] Head to the first floor and to the door to the left hand side. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= FIRST FLOOR LONG HALLWAY ************************ [Rebecca] There might be leeches in here, so run down to the end of the hallway through the second door unlocked by the clock. Go inside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= PROJECTION ROOM *************** [Rebecca] Hopefully you've been hanging onto MICROFILM A and B. Insert thtem into the projector. You'll get an MO DISK. Remember the image on the picture: PODIUM 0 1 2 3 4 5 6 7 8 9 A B C D E F DOORWAY There is also HANDGUN AMMO on a desk. Return to the DESK ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DESK ROOM ********* [Rebecca] Run up to the podium and use the MO DISK. Now the code will be something like "47" or "0A." You'll need to press the keyboard and desks 4 and 7, or 0 and A. Use the key above to get the code right. Have Billy go to the other desk while Rebecca stays at the other, so you can click the codes at the same time. Now all dooes blocked with swords will unlock. Return to the LARGE CAGE ROOM. Save the game if you want. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LARGE CAGE ROOM *************** [Rebecca] Go up the stairs and through the door unlocked by the computer (the one that was blocked by swords). Switch to Billy. (Make sure Rebecca is carrying the GRENADE LAUNCHER while Billy has the HUNTING GUN so you both have powerful weapons at your disposal. Make sure they both have one healing item, too.) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TELESCOPE ROOM ************** [Billy] Pick up the HANDGUN AMMO. Then return to the RESEARCH FACILITY MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RESEARCH FACILITY MAIN HALL *************************** [Billy] Take the double doors on the right hand side of the room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING HALL *********** [Billy] Switch to Rebecca. [Rebecca] Kill all the zombies in this room, and then look for the red door. Unlock it with the FIRE KEY. Throw the FIRE KEY away and go through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= KITCHEN ******* [Rebecca] Look on the kitchen counter for some LIGHTER FLUID. Give it to Billy and combine it with his LIGHTER so he can use his LIGHTER. Return to the DINING HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING HALL *********** [Rebecca] Return to the DESK ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DESK ROOM ********* [Rebecca] Head to the LONG HALLWAY. Save the game, too. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LONG HALLWAY ************ [Rebecca] Switch to Billy. [Billy] Go through the double doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LARGE STUDY *********** [Billy] Go to the locked door and use the LIGHTER to light the candle to the left of the door. Then go through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LIBRARY ******* [Billy] Shoot the zombies in this room. Then run and climb the ledge to the right at the end of the small hallway to get further into the library. You'll see a bookcase you can push. Have Billy push it. You'll get the BOOK OF THE GOOD. Examine the book (turn it so the pages show as with the other RE games) and open it to get the ANGEL WINGS. Return to the DINING HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DINING HALL *********** [Billy] Turn and go to the door to the left. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= NARROW HALLWAY ************** [Billy] Take the door to the right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STORAGE ROOM ************ [Billy] Kill the zombies and grab the BLACK ANGEL. There is also a SHOTGUN that holds 7 SHOTGUN AMMO shells, so dump the HUNTING GUN and grab the SHOTGUN. Then go up the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SIDE BALCONY ************ [Billy] Kill all approching zombies and then you'll see some GREEN HERBS. Use them since you'll likely be hurt. Run forward, and unlock the door nearby. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DESK ROOM ********* [Billy] We'll be in the DESK ROOM again, and nearby is another set of doors you unlocked with the computer. But return to the RESEARCH FACILITY MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RESEARCH FACILITY MAIN HALL *************************** [Billy] Run to where you placed the WHITE STATUE. Take it and combine it with the ANGEL WINGS. Now place the BLACK STATUE on it, but the puzzle won't be complete yet. Return to the DESK ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DESK ROOM ********* [Billy] Go through the door that was blocked with the swords. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MEDIEVIL HALLWAY **************** [Billy] Go and kill the zombies and go left, and through the double doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHESS ROOM ********** [Billy] Grab the NAPALM ROUNDS and give them to Rebecca so she can add them to her GRENADE LAUNCHER. Now we need to move the KING chess piece so we can unlock the puzzle here. See the white king piece (the chess piece with the cross over it)? Push it toward the door, and then push it right, then push it back so it touches the white piece that used to be to the right of it. The small chessboard will slide revealing THE BOOK OF EVIL, as well as the interesting MARCUS' DIARY. Return to the RESEARCH FACILITY MAIN HALL. Thanks to "residentofevil" and "Shalashaka13" from the GameFAQs RE0 board for the solution! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RESEARCH FACILITY MAIN HALL *************************** [Billy] Examine the BOOK OF EVIL like the BOOK OF GOOD and you'll get the BLACK WING. Take the BLACK ANGEL out from where it is and combine it with the BLACK WING. It'll form the STATUE OF EVIL. Use it on the big statue and the big painting of Marcus will slide down revealing a passage. Go down the passage. (You should save the game if you like). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UNDERGROUND TUNNEL ****************** [Billy] Shoot the spider dead, and move forward. More spiders will attack but you can shoot them dead with the SHOTGUN easily, as well. Go through the door at the end of the hall. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UNDERGROUND SAVE ROOM ********************* [Billy] Grab the file and the HANDGUN AMMO and save if you like. Then go through the large brown door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHAIN CELL ********** [Billy] Examine the vent hole and have Billy give Rebecca a boost, into a new room... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TORTURE CELL ************ [Rebecca] Is it just me, or is the team really play Silent Hill 2 a lot? Grab the file near the door and examine the red switch. That power puzzle from RE2 is back. :/ Solve it. If you have to reach voltage 70, use UP, UP, DOWN, UP, UP. The steam from another room will stop running. Watch a cut-scene. The cut-scene doesn't look to friendly... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHAIN CELL ********** [Billy] Rebecca needs help! Run to the NARROW HALLWAY! Ignore any monkey creatures. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= NARROW HALLWAY ************** [Billy] Go down the stairs and to the left, through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MONKEY ROOM *********** [Billy] Head through the room avoiding the monkeys and look for the last door. There, turn right and through the other door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHAIN CELL ********** [Billy] Billy will save Rebecca, but Billy might be in bad shape from the monkeys, so switch to Rebecca and arm the GRENADE LAUNCHER. Grab the INK RIBBONS and save the game. It's advised you leave Billy here and find some healing items so you can cure him; then come back. Exit the room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MONKEY ROOM *********** [Billy] Now we need to use Billy's LIGHTER. Run to the center of the room, to where the animal status are (kill all the monkeys with Rebecca's GRENADE LAUNCHER). Light them in this order (thanks to GameFAQs user "jetblackz" for the solution): deer wolf horse tiger snake eagle The gate nearby should rise. Go through the gate. Take the first door to the right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OLD BEDROOM *********** [Billy] Run to the fireplace and grab the UNITY TABLET. Then exit the room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MONKEY ROOM *********** [Billy] Continue through this small hallway through the door at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BUNKROOM ******** [Billy] Shoot the zombies neabry. Then grab the file and the INK RIBBONS nearby. Further down the room is a RED HERB and GREEN HERB. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MONKEY ROOM *********** [Billy] Return to the main portion of the room, and through the door you haven't been through yet. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SPIDER TUNNEL ************* [Billy] Run down the stairs and to the first door on the right, after killing the spiders. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= WATERFALL ROOM ************** [Billy] Grab the LOCKER KEY. There is also a FIRST AID SPRAY. Exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SPIDER TUNNEL ************* [Billy] Run down from the door through the double doors. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CONTROL ROOM ************ [Billy] Switch to Rebecca. [Rebecca] Run up the stairs and grab the HANDGUN BULLETS. To the right of the control panel is a locked locker, so use the LOCKER KEY to unlock it, and get a DURALUMIN CASE (brings back memories from RECVX). Examine the case to get a number. Mine was 385, so use that number to open the case. You'll get HANDGUN PARTS; combine these with Billy's HANDGUN. It'll form the CUSTOM HANDGUN. There is also SHOTGUN AMMO and MAGNUM AMMO. Now examine the control panel, and press the left button. Then have Rebecca stay where she is, and have Billy run down the stairs passed the lower gates. If you want ACID GRENADES, grab them from the area they're in, and then switch to Billy. [Billy] Have him press the center button. Then switch to Rebecca and move her passed the lowered gate (do this every time). Then the center button. Then the right button, then the center button. Then switch to Rebecca. [Rebecca] By now, you should have moved enough to be by a red switch. Press it, and Hunters will attack Rebecca, so use the ACID ROUNDS to defeat them. Run forward to where an item is shining to get the FACILITY KEY. Examine it to turn it into the WATER KEY. All doors should be unlocked now, and we got the WATER KEY, which means we can now return to the RESEARCH FACILITY MAIN HALL and unlock some water based doors. Return to the RESEARCH FACILITY MAIN HALL (after reuniting with Billy, of course). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RESEARCH FACILITY MAIN HALL *************************** [Rebecca] Head to the TELESCOPE ROOM you were in a couple of minutes ago. It's passed the room where Billy fought the second boss. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TELESCOPE ROOM ************** [Rebecca] Run around the room and go down the ladder to the area with the nooks in the telescope. Place the UNITY TABLET into it's slot and return to the LARGE CAGE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LARGE CAGE ROOM *************** [Rebecca] Head over to the ART ROOM, where you found the GRENADE LAUNCHER. ART ROOM [Rebecca] Run to the blue door and unlock it with the WATER KEY; then throw the WATER KEY away. Go through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DANGER HALLWAY ************** [Rebecca] When you see the super-zombie, quickly attack it with the ACID GRENADES or else it'll nearly kill one of the characters. Take the first door to thee right from where you entered. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= WIRE STORAGE ROOM ***************** [Rebecca] To the left is a tentacle zombie, so kill it with the NAPALM GRENADES. Search the shelf for the VISE HANDLE and then exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DANGER HALLWAY ************** [Rebecca] Take the next door down the hallway. Switch to Billy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MANSION BAR ROOM **************** [Billy] (The following solution is credited to "tragrox") Examine the piano and have Billy play it (not Rebecca, like in the REmake). As in the REmake, a wall will slide by. So switch to Rebecca. [Rebecca] Run forward and grab the BATTERY at the end of the room. As in the REmake, the wall will close, but instead of replacing the BATTERY, switch to Billy. [Billy] Play the piano again. Then go to Rebecca, reunite with her and grab the MAGNUM AMMO (drop it somewhere in the RESEARCH FACILITY MAIN HALL). Switch to Rebecca, and return to the DANGER HALLWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DANGER HALLWAY ************** [Rebecca] Go to the final door in this hallway. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EMPTY HALLWAY ************* [Rebecca] Go through the first door to the right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RUN DOWN CONFERENCE ROOM ************************ [Rebecca] Kill the zombies, and search the shelf for SHOTGUN AMMO, which would useful right now. Turn the corner left of the door and examine the area, then use the VISE HANDLE. You'll get the OBEDIENCE TABLET. Exit the room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= EMPTY HALLWAY ************* [Rebecca] Go through the next door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RED ROOM ******** [Rebecca] Grab all the healing items if you must. Return to the TELESCOPE ROOM, there will be zombies on the way. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TELESCOPE ROOM ************** [Rebecca] Insert the OBEDIENCE TABLET into it's slot. Now go to the RESEARCH FACILITY MAIN HALL. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RESEARCH FACILITY MAIN HALL *************************** [Rebecca] Run out through the front doors of the room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= RESEARCH FACILITY COURTYARD *************************** [Rebecca] Run to the right of the door and insert the BATTERY into a power slot to power the lift. Call the lift from the same power box. Then go to the lift, climb the crate, go down the other side and push it out. (tell Billy to stay put). Push the crate to the pillar with the item on top. Switch to Billy. [Billy] Have Billy grab the DISCIPLINE TABLET since he's taller. If you want you can send Rebecca up the lift which leads to the FOUNTAIN BALCONY. Return to the TELESCOPE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TELESCOPE ROOM ************** [Billy] Make sure you have the HOOKSHOT from the train in the beginning of the game. It'll be needed shortly. Insert the DISCIPLINE TABLET into its place. Then watch the cut-scene. Now to to Disc # 2! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ----------------------------------------------------------------------- D I S C # T W O ----------------------------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ----------------------------------------------------------------------- UMBRELLA RESEARCH CENTER PART 2 ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TELESCOPE ROOM ************** [Billy] After that intermission, go through the now unlocked double doors above the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BRIDGE ****** [Billy] Looks like we've got another building ahead of us. Enter the building to the right. Have Rebecca step on the tile near the SHOTGUN AMMO to unlock the door to the building. Then opt for Rebecca to stay and have Billy enter the building. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------------------------------------------------------------------- UMBRELLA CHURCH ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHAPEL ****** [Billy] Take the door to the far right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHURCH SAVE ROOM **************** [Billy] Save the game since you probably haven't saved in a long time. Grab the NAPALM GRENADES (give them to Rebecca later). Grab the FIRST AID SPRAY, too. Leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHAPEL ****** [Billy] Guess we've got another boss fight for Billy... ======================================================================= Boss # 3: Giant Bat ======================================================================= ----------------------------------------------------------------------- CHARACTER: Billy/Rebecca DIFFICULTY: Medium LOCATION: Chapel ==================== FIGHTING THE MONSTER ==================== It is preferred you have Billy fight the battle. He has more stamina, and better gun aim. This boss appears after visiting the chapel save room. Take the Shotgun out, and shoot. It's widespread bullets offer up a great chance of shooting the giant bat or its small children. The frustrating part of this battle is that in aiming, you must be quick to shoot or else you'll likely miss. Also, it is frustrating because the creature is hard to see with the pre-rendered camera angles (beauty has its consequences). Try to stay in one place, where you can hopefully see the bat, and shoot. The Grenade Launcher is also a powerful weapon, with the Napalm or normal Grenade Rounds, but the range of the weapon isn't the best ever, but it does take its toll on the bat. The bat will, very often, swoop down and hit Billy/Rebecca. These hits are actually powerful, so make sure whoever you're using has a decent amount of health items, especially with Rebecca. Good luck with this boss battle; a good eye and quicking aiming and firing abilities are good traits to have against the bat. ----------------------------------------------------------------------- Afterwards, the HOOKSHOT will be needed to get into the building above. Control Rebecca so she can enter the building. ---But first, something recommended should happen. All the items you may have left throughout the Research Facility should be brought to the CHAPEL to avoid any necessary backtracking. By then you should have quite a few HERBS and other supplies necessary to progress through the game. Keep your weapons read as there will be monkeys as you transport items. The only items you should leave behind, perhaps, are the KNIVES and the HUNTING GUN. This will probably take two or three trips back through the mansion but it'll be worth the entire effort. The trip back through the mansion will take you through the storage rooms near the basement entrances and not through the LARGE CAGE ROOM.--- [Rebecca] Make sure Billy gives Rebecca the NAPALM GRENADES. Use the HOOKSHOT to get Rebecca to the roof. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ROOF **** [Rebecca] Run Rebecca down the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BACKYARD ******** [Rebecca] Have Rebecca flip the power switch nearby. Then unlock the gate. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BRIDGE ****** [Rebecca] Switch to Billy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CHAPEL ****** [Billy] Have Billy exit the room to the BRIDGE, then have him go down a small alley to get reunited with Rebecca. Then have them take the elevator. Rebecca should grab an HERBAL MIX (they both should have one full healing item). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TINY HALLWAY ************ [Billy] What place are we in? Have them grab the GREEN HERB if you want and then go through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= REFERENCE ROOM ************** [Billy] To the left is a FIRST AID SPRAY. Grab it if you wish. Then grab the file on the table. Look until you see a hole in the ceiling; it's the HOOKSHOT again. Switch to Rebecca. [Rebecca] Use the HOOKSHOT. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> (If you use the HOOKSHOT with Billy, have Rebecca return to the Marcus Mansion, and enter the bedroom near the room where Billy lit the candle to unlock the door. In there is a GREEN CAPSULE that Rebecca should investigate. After she gets the GREEN CHEMICAL, return to Marcus' lab. After Billy raises the wall in the first room a little later, have Rebecca kill the Leech Zombie and then have her examine the RED CAPSULE to get the RED CHEMICAL and she'll end up with the STRIPPING AGENT.) <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY ********** [Rebecca] Leave the HOOKSHOT behind and arm the GRENADE LAUNCHER. You'll see a leech zombie, so kill it. Down from where the leech zombie was, there will be a capsule. Open it, and grab the LEECH CAPSULE. Then head through the only other door here. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALLWAY ************ [Rebecca] Turn left from the door. Go to the second unlockable door you see, at the end of the hall. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY 2 ************ [Rebecca] Run down and grab the file from the desk. It's mega-important. Grab the SHOTGUN AMMO, too. Go through the double doors in this room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OPERATING ROOM ************** [Rebecca] Kill all the zombies in here, and then send the SHOTGUN AMMO down the lift (like the one on the train) to the REFERENCE ROOM where Billy is. Now return to the DOOR HALLWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALLWAY ************ [Rebecca] Right near where you first entered this room is a switch, so press it. Then a monster will emerge on the floor below, so switch to Billy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= REFERENCE ROOM ************** [Billy] Go to the previous room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TINY HALLWAY ************ [Billy] Suddenly this hallway isn't so tiny. Get to the door and shoot the new zombie with the SHOTGUN AMMO Rebecca just sent you, then use the HANDGUN to finish the job off. Now switch to Rebecca. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALLWAY ************ [Rebecca] Return to the OPERATING ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OPERATING ROOM ************** [Rebecca] Go look for a green canister, and grab some GREEN CHEMICAL (it'll go to Rebecca's mixing set). Then head for LABORATORY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY 2 ************ [Rebecca] Look for the red canister near the yellow area anf fill up with RED CHEMICAL, like the GREEN CHEMICAL from earlier. Then try to open the LEECH TUBE. Thanks to War Mech for this solution. Now combine the LEECH TUBE with the STRIPPING AGENT to get a BL. LEECH CHARM. Send that down to Billy via elevator. Then switch to Billy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TINY HALLWAY ************ [Billy] Return to the REFERENCE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= REFERENCE ROOM ************** [Billy] Grab the BL. LEECH CHARM. Then return to the TINY HALLWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TINY HALLWAY ************ [Billy] Go to the newly revealed area. Slip the BL. LEECH CHARM into the locked door. Go through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY OFFICE ***************** [Billy] Look for the shining object to get the INPUT REG. COIL and the old photograph and then watch the cut-scene. Then go through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STATUE ROOM *********** [Billy] Kill both zombies and then head to the statue to get the GR. LEECH CHARM. Then return to the REFERENCE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= REFERENCE ROOM ************** [Billy] Send the GR. LEECH CHARM to Rebecca and switch to her. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= OPERATING ROOM ************** [Rebecca] Grab the GR. LEECH CHARM and then use it on the locked door. Go through. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LAB STOREROOM ************* [Rebecca] Grab the box of HANDGUN AMMO and kill the zombies on the floor. Further down the room are two more boxes of HANDGUN AMMO (send some to Billy if he's low). The red item is the STERILIZING AGENT. Now we can clean up that gas problem near where you found the RED CHEMCIAL, so head back to the LABORATORY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY 2 ************ [Rebecca] Use the STERILIZING AGENT on the console in front of the room, then enter. The zombie will awaken so kill it. Grab the BREEDING ROOM KEY. Then kill the zombie outside. Then return to the DOOR HALLWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALLWAY ************ [Rebecca] You can finally unlock the locked door in this area. So go through the door after unlocking it with the BREEDING KEY, then throw the key away. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BREEDING ROOM ************* [Rebecca] Equip the GRENADE LAUNCHER, and then shoot the Hunters that surprise you. Run to the end of the room to get a DIAL. Now return to LABORATORY 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY 2 ************ [Rebecca] Send the DIAL down to Billy. Then switch to him. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= REFERENCE ROOM ************** [Billy] Grab the DIAL, and return to the TINY HALLWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TINY HALLWAY ************ [Billy] Attach the dial to the door with the combination lock, then enter the combination "4863" as hinted in an earlier file. The door should unlock. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CABLE CAR ROOM ************** [Billy] Watch the cut-scene. Then run to the left wall where a lever is, and pull it; then switch back to Rebecca. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= LABORATORY 2 ************ [Rebecca] Return to the DOOR HALLWAY. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DOOR HALLWAY ************ [Rebecca] Go through the door in the middle of the hallway. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER CABLE CAR ROOM ******************** [Rebecca] Go down the ladder now that Billy moved the lever. To the right is the OUTPUT REG. COIL. ---It is suggested that you grab any important items from here on out, because we'll be moving forward soon.--- Run around the room until you see a hole in the ceiling. We'll need the HOOKSHOT again. Leave two items behind for one person (preferably the REG. COILS) and get the HOOKSHOT; then have Rebecca go up there. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CABLE CAR CONTROL ROOM ********************** [Rebecca] Unlock the door; then reunite with Billy (dump the HOOKSHOT), then come back here with the REG. COILS. Go to the control panel and insert the INPUT REG. COIL and the OUTPUT REG. COIL to get the cable car moving. Fill Billy's SHOTGUN with the SHOTGUN AMMO nearby (since he should be out by now). Get down to the cable car and enter it. Save the game at the typewriter nearby, too. Watch the cut-scene on the cable car, and you won't play as Billy for the time being. You'll be battling a Leech Zombie, so use the GRENADE LAUNCHER, and if you run out, have Rebecca run away and use the HANDGUN. After it's dead, return to the control room. You'll see that the OUTPUT REG. COIL was removed, so insert it back in. Get on the cable car now. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CABLE CAR ********* [Rebecca] ---Move all the items you may have left behind into this train.--- On the dead man's body, you'll see the MAGNUM! Rebecca should swap the GRENADE LAUNCHER for this weapon (as well as the MAGNUM AMMO you may have gotten so far)! Then start the CABLE CAR. Then exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CABLE CAR DESTINATION ********************* [Rebecca] There are two GREEN HERBS to the left. Head up both sets of stairs, and through the door at the top. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ELEVATOR CAR ROOM ***************** [Rebecca] Are we in...? Take the only other door in this room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= FACTORY SAVE ROOM ***************** [Rebecca] Save the game if you like and grab all the supplies if you wish. Then leave. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ELEVATOR CAR ROOM ***************** [Rebecca] Run down to the big pit, and ride the elevator down. Then run down the catwalk through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ELEVATOR CONTROL ROOM ********************* [Rebecca] Run down to the end and grab the FACTORY KEY. Examine it to turn it into the U KEY. Then return to the FACTORY SAVE ROOM. Two Hunters will attack Rebecca on her way, so use the Magnum to kill it. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= FACTORY SAVE ROOM ***************** [Rebecca] Use the U KEY on the control panel in this room. Then click the control panel to take you down. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------------------------------------------------------------------- BIRKIN LAB/TREATMENT PLANT ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BIRKIN LAB ********** [Rebecca] Run toward the elevator to the left of the room to encounter Enrico. After the cut-scene, look at the shining item. It's the ELEVATOR KEY. Move back passed the train to the elevator and use the ELEVATOR KEY at the glowing panel. Then we have to face another boss... ======================================================================= Boss # 4: Proto Tyrant ======================================================================= ----------------------------------------------------------------------- CHARACTER: Rebecca DIFFICULTY: Medium LOCATION: Birkin's Lab ================= FIGHTING THE BOSS ================= Rebecca's alone, but as long as she has the Magnum which she should have found in the cable car, she can take this boss out. Have Rebecca shoot the Tyrant after it introduces itself, but keep her far away from it in any direction. Watch out for its swiping attacks. Rebecca might run out of Magnum ammo if her shots aren't too clean, but a weapon as weak as the Handgun or maybe even the Custom Handgun can definitely clean up after. However, the Grenade Launcher with acid rounds is recommended as a backup. Historically (even though Zero is the very first chapter in the RE series), Tyrants don't enjoy acid rounds and this Tyrant is no different. The Tyrant eventually should fall, and the elevator should reach Birkin's lab, allowing Rebecca to reach the Marcus Mansion again, or the Treatment Facility. ----------------------------------------------------------------------- Go into the elevator. LEVEL 1 will take you straight to the area where the train crashed at the beginning of the game, so if you didn't take any items from there across to the church when you had the chance, here's your chance to get them back now. LEVEL 2 will bring Rebecca to a long hallway, which contains a Hunter, as well as a RED HERB and GREEN HERB, and a door there will lead her to where the CABLE CAR stopped. LEVEL 3 was the floor she fought the Tyrant on, so take LEVEL 4 to an area that might seem familiar to RE3 vets (as if RE2 vets haven't recognized the last few areas already). Watch the cut-scene. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DAM *** [Rebecca] Watch the cut-scene and you'll see Billy again, but we have to save him. Run through the double doors ahead. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SEWAGE PLANT CONTROL ROOM ************************* [Rebecca] Run forward, and head right, grabbing the HANDGUN AMMO. We then have a puzzle to solve, so check the wall with the red dots. Here is the puzzle for the dam power: 0) Here is the puzzle without pressing anything. O-----O | | | | 0---O-----O---O \ | /| \ | / | \| / | O---O O---O | |\ /| | | | \ / | | | | O | | | | / | | | O-----O | | /| | | | / | | | |/ | | | O O O---O | | | | | | | | | | | | O---O O---O / / / O 1. This is the first button you press (labeled with an X). O-----O | | | | O---O-----O---O \ | /| \ | / | \| / | O---O O---O | |\ /| | | | \ / | | | | O | | | | / | | | O-----O | | /| | | | / | | | |/ | | | O [X] O---O | | | | | | | | | | | | O---O O---O / / / O 2. This is the second button you press (labeled with a Y). O-----O | | | | 0--[Y]----O---O \ | /| \ | / | \| / | O---O O---O | |\ /| | | | \ / | | | | O | | | | / | | | O-----O | | /| | | | / | | | |/ | | | O O O---O | | | | | | | | | | | | O---O O---O / / / O 3. This is the third button you press (labeled with a Z). O-----O | | | | 0---O-----O---O \ | /| \ | / | \| / | O---O O---O | |\ /| | | | \ / | | | | O | | | | / | | | O-----O | | /| | | | / | | | |/ | | | O O [Z]--O | | | | | | | | | | | | O---O O---O / / / O Power should be restored now. So save the game, and take the lift down. Run through the room. There are several zombies in here but Rebecca should the ammo to kill them. Grab whatever you'd like (GREEN HERB, RED HERB, MOLTOV COCKTAIL), and then go through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOILER ROOM *********** [Rebecca] A leech zombie will approach so shoot it with the MAGNUM, or use a MOLTOV COCKTAIL. Run to the end of the room (passed the locked door which we'll explore later) and go through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= POOL ROOM ********* [Rebecca] Kill all the zombies using the pool table to avoid getting bitten by them. There's also a map of the facility here, as well as another MOLTOV COCKTAIL. Head down the stairs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BULLDOZER ROOM ************** [Rebecca] Ignore the bulldozer for now, and go through the door at the end of the room. There is a RED HERB and a GREEN HERB, as well. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CRATE ROOM ********** [Rebecca] Just ignore everything in here, and go through the door at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= STAIR ROOM ********** [Rebecca] Run down the stairs, and through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SEWER DRAINAGE ROOM ******************* [Rebecca] Watch the cut-scene, and we'll be reunited with Billy. Return to the CRATE ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CRATE ROOM ********** [Rebecca] Switch to Billy now. [Billy] As Billy, grab the SHOTGUN SHELLS, as well as the RED HERB and GREEN HERB, if you like. Then tell Rebecca to stay where she is. Have Billy go down the ladder. Now for the Crate Puzzle solution: [Billy] 1. Go to the left side of the silver crate and push it all the way to the right. Move Billy back near the ladder. [Rebecca] 2. Switch back to Rebecca and have her use the control panel, and have her move the bars RIGHT. Switch back to Billy. [Billy] 3. Have Billy push the silver crate all the way across the back wall (the wall without the crate, adjacent to the ladder). 4. Have Billy push the crate nearest the ladder all the way to it touches the crate that's already on the wall. Put Billy up the ladder, then switch to Rebecca. [Rebecca] 5. Have Rebecca rotate the bars RIGHT. Again. Then switch to Billy. [Billy] 6. Have Billy go back down the ladder. Have Billy push the last wooden crate AGAINST the bars. Put Billy near the ladder. Then switch to Rebecca. [Rebecca] 7. Have Rebecca rotate the bars RIGHT again. Then switch to Billy. [Billy] 8. Have Billy push the crate so it fits the wall with the other two crates. Then have Billy go back up the ladder, reunite with Rebecca and have him press the FILL/DRAIN BUTTON on the control panel. The crates formed a bridge, RE2 style. [Billy] Cross the crate bridge, and turn left to get the HANDLE. Now return to the BOILER ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOILER ROOM *********** [Billy] Watch for the zombies as you use the VALVE to open the door in the middle of the hallway. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BIG BOILER ROOM *************** [Billy] Switch to Rebecca. [Rebecca] Shoot all the zombies in this room (there are many). Then go up the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= UPPER BOILER ROOM ***************** [Rebecca] Run forward, and grab the file. Then run forward until you see a red container, just like the ones from the laboratory. Fill it up with RED CHEMICAL. There are also GREEN HERBS and a RED HERB here. Go back down the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BIG BOILER ROOM *************** [Rebecca] Equip the MAGNUM while Billy equips the SHOTGUN. Go right of the ladder, all the way down, and through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DAMP HALLWAY ************ [Rebecca] Two Hunters will surprise you, so shoot them with the MAGNUM, while Billy uses the SHOTGUN. Run down the hallway. Then go through the door at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BUNK ROOM SAVE ROOM ******************* [Rebecca] There are several items in here. There is a RED HERB, GREEN HERB, MOLVTOV COCKTAIL, HANDGUN BULLETS and NAPALM GRENADES, as well as INK RIBBONS. You should also save your game. On the bunk near the door you haven't gone through yet it a file, which will be helpful later. Go through the aforementioned door now. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= WATER OVERFLOW ROOM ******************* [Rebecca] Run down the stairs. Then go through the door at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SEWER WALKWAY ************* [Rebecca] Run down the walkway through the door at the end. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MOTHERBOARD ROOM **************** [Rebecca] You'll see why this is called MOTHERBOARD ROOM. Kill all the zombies, and then have Billy grab the SHOTGUN SHELLS and the file. Then switch to Rebecca and go down the lift. Equip the MAGNUM/SHOTGUN for both. Make sure they both get down on the lift. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TYRANT BOILER ROOM ****************** [Rebecca] Run around the room, passed the door. ======================================================================= Boss # 5: Proto Tyrant (2) ======================================================================= ----------------------------------------------------------------------- CHARACTER: Billy/Rebecca DIFFICULTY: Medium LOCATION: Treatment Plant ================= FIGHTING THE BOSS ================= With two characters, the Proto Tyrant is an easy boss to defeat. Just arm Rebecca with the Shotgun or Grenade Launcher while Billy takes control of the Magnum, and just shoot away. Two weapons should put this monster down in about 20 or 30 seconds. Run to the end of the room with the ladder if the Proto Tyrant comes close to swiping any of the characters, especially the weaker Rebecca. ----------------------------------------------------------------------- With that threat gone for good, run up the ladder at the end of the hall. Press the green button to call the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ABOVE TYRANT BOILER ROOM ************************ [Rebecca] Run around, and grab the MOTHERBOARD. Then take it all the way back to the MOTHERBOARD ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MOTHERBOARD ROOM **************** [Rebecca] If you want, give Billy the MAGNUM and Rebecca the SHOTGUN because Rebecca won't run into tough enemies anymore. Go to the right of the door you first entered this room in, and there's a computer you can use the MOTHERBOARD on. Using the MOTHERBOARD will call the gondola, a box to transport items to the CENTRAL CONTROL ROOM. have Rebecca go inside. Then she will reach the CENTRAL CONTROL ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CENTRAL CONTROL ROOM ******************** [Rebecca] Run forward, and have Rebecca turn the lever. This will stop the dam from flowing. Then go through the door (grab the ACID GRENADES if you like). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= COMPUTER ROOM ************* [Rebecca] Run to the other door. Next to it is a BLUE CHEMICAL. Grab it, and mix it with the RED CHEMICAL to form SULFURIC ACID needed later. On the desk is INDUSTRIAL WATER, so mix it with the SULFURIC ACID to form a BATTERY FLUID. Unlock the nearest door, and go through, then go back inside. Go down the stairs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CENTIPEDE STORAGE RO0M ********************** [Rebecca] Run down, and to the door. Switch to Billy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MOTHERBOARD ROOM **************** [Billy] Go back down the lift. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TYRANT BOILER ROOM ****************** [Billy] This time, run through the door instead of up the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= DAM WALKWAY *********** [Billy] Up ahead will be 2 GREEN HERBS, which will be useful later. On your way, a new frog enemy will attack Billy, so just shoot it with the SHOTGUN. Watch out and don't let it eat you or the game will end automatically (just like that, so I hope you've been saving!). You're also better off running from them. Go through the door on top of the ladder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GENERATOR ROOM ************** [Billy] Up ahead from the door is HANDGUN AMMO and another door. Kill the zombies, and then switch to Rebecca, and have her go through the door, to be in the same room as Billy. If Billy still has th SHOTGUN, have him grab the SHOTGUN AMMO. Otherwise, have Rebecca grab them. Go through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= CENTIPEDE STORAGE ROOM ********************** [Billy] Run up to the sparkling item above and give Rebecca a boost. Grab the EMPTY BATTERY. Kill both centipedes. Combine the EMPTY BATTERY with the BATTERY FLUID to create the HI-POWER BATTERY. Head up the stairs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= COMPUTER ROOM ************* [Billy] Go through the door far from the stairs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SEWER DRAINAGE ROOM ******************* [Billy] We're back at where Billy and Rebecca were united. Return to the BULLDOZER ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BULLDOZER ROOM ************** [Billy] Run to the right side of the bulldozer and use the HI-POWER BATTERY. Then have Billy get on top of the crate, and have Rebecca press the bulldozer lift controls so you can get the final key item in the game: the KEYCARD! [At this point, you'll need a lot of healing items, but you'll only need the CUSTOM HANDGUN, MAGNUM and SHOTGUN. Ditch the regular HANDGUN. Try to find HERBAL MIXES throughout the base, because they will become important. Make sure Rebecca has the SHOTGUN while Billy has the MAGNUM and CUSTOM HANDGUN.] Now go back to the GENERATOR ROOM. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= GENERATOR ROOM ************** [Billy] Go to the locked door and use the KEYCARD. Then go through the door. [Again, it is recommended you go stock up on healing items and powerful weapons. If you want, you can go grab the GRENADE LAUNCHER again and give it to Rebecca in place of the CUSTOM HANDGUN, but it isn't recommended because of the amount of ammo you can have for the CUSTOM HANDGUN.] You should also save your game if possible. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ----------------------------------------------------------------------- FINAL CHAPTER OF ZERO ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= FINAL HALLWAY ************* [Billy] Run down and grab the MAGNUM AMMO. Then go through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MARCUS BATTLE ROOM ****************** [Billy] ======================================================================= Boss # 6: Marcus Queen ======================================================================= ----------------------------------------------------------------------- CHARACTER: Billy/Rebecca DIFFICULTY: Easy LOCATION: Marcus Room ================= FIGHTING THE BOSS ================= This boss isn't too hard at all. Arm them both with powerful weapons and just shoot the evil creature. It might land a hit on either character, but nothing a Green Herb can't heal. After about 40 seconds of consecutive shooting, the boss should fall. If you are having difficulty against this boss, it's highly recommend you trek back through the Treatment Plant and the Marcus Mansion to look for any ammo you may have left behind. But this creature isn't hard at all, so just shoot, dodge and land strong, clean hits. ----------------------------------------------------------------------- On the floor will be the SHAFT KEY and the SHAFT KEY. Have Billy and Rebecca pick one up (it doesn't matter). Then have them both use it on the big door down the room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= FINAL SAVE ROOM *************** [Billy] This room is full of ammo and other items useful for battling. Grab the SHOTGUN AMMO, as well as the 2 FIRST AID SPRAYS and the HANDGUN AMMO. If you have thw GRENADE LAUNCHER, grab the ammo, but this guide assumes you have the CUSTOM HANDGUN, SHOTGUN, and MAGNUM. Make sure Rebecca has a lot of healing items (MAGNUM only without extra ammo), while Billy has a healing item or two, and all the weapons you're willing to bring. Then save the game. Once you're ready, use the elevator to go up, and watch the final cut-scene. Switch to Rebecca. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= FINAL BATTLE ROOM [Rebecca] ======================================================================= Boss # 7: Marcus Queen (2) ======================================================================= ----------------------------------------------------------------------- Part One CHARACTER: Billy/Rebecca DIFFICULTY: Easy LOCATION: Final Room ================= FIGHTING THE BOSS ================= Just spend one minute or two unloading any ammo you might have on the queen. Make sure Rebecca's using something like the Handgun because she won't need a weapon after this battle. Popular candidates for this battle are the Shotgun and Grenade Launcher, because they deal the damage. The Magnum should be saved for the next boss fight. This boss isn't too difficult, but you should stay clear of its tackle and acid attacks. ----------------------------------------------------------------------- + ----------------------------------------------------------------------- Part Two CHARACTER: BILLY DIFFICULTY: HARD LOCATION: Final Room ============= THE 1ST VALVE ============= Rebecca will not be fighting in this boss fight, so it's all up to Billy. Run down from where Rebecca is, and unload any weapon Billy might have (preferrably the Magnum). Keep shooting so the queen is pushed back, giving Rebecca the proper space to turn the valve. The queen will likely take a hit at Billy, but mash the GameCube controller so he gets back up quickly. Keep shooting, and Rebecca should eventually turn the valve. ============= THE 2ND VALVE ============= Now, run to the left a bit, and start shooting the queen again. Rebecca will run for the next valve, which ever is clear from the queen. Billy might be out of bullets for his most powerful weapon, but if he has the Custom Handgun, it will be a good candidate. Don't worry about wasting bullets during this boss right. Just continue shooting the queen. If you distract the queen long enough, Rebecca should finish with the second valve. She'll move on to the third set, which is by a set of stairs, most likely. ============= THE 3RD VALVE ============= Rebecca will probably go up a set of steps, but if she doesn't, it doesn't matter. Continue the onslaught on the queen, avoiding it and protecting Rebecca. Billy might be out of ammo by now, but if he isn't, then just keep unloading. If the queen gets too close, go to the other side of the room and fire with a long range weapon to distract the queen (like with the Shotgun). Rebecca should finish this set of valves. ============= THE 4TH VALVE ============= By now, your onslaught should slow the queen down a little bit, but do not stop shooting. If Rebecca has a weapon in her inventory, take it from here now and keep shooting. I hate to be repetitive, but it's the strategy you must stick to. Lure the queen away from Rebecca, and the final valve should finally be turned. The boss right ends in a cut- scene. ----------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Watch the ending. Enjoy the contradictions! Play the REmake of Resident Evil to find out what happens next. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------------------------------------------------------------------- 08. Item List ----------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------------------------------------------------------------------- TRAIN AREA ITEMS ----------------------------------------------------------------------- ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: MAGNETIC CARD Who: Rebecca Chambers, Billy Coen Compatible Items: BRIEFCASE Found at: Brown Case Classification: Quest Key Description: This is the card used to stop the brakes on the train. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: CONDUCTOR'S KEY Who: Rebecca Chambers, Billy Coen Compatible Items: none Found at: Dining Car Classification: Quest Key Description: This key unlocks the door to the final compartment room on the train before the Control Room (the Conductor's Office). ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: HOOKSHOT Who: Billy Coen, Rebecca Chambers Compatible Items: none Found at: Hookshot Room Classification: Quest Item Description: This lets Billy or Rebecca get to the other side of the roof through the window in Passenger Car 2. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: JEWELRY BOX Who: Rebecca Chambers, Billy Coen Compatible Items: SILVER RING Found at: Cabin Classification: Quest Item Description: This item stores the Silver Ring which is used on the Briefcase to obtain the Blue Keycard. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: SILVER RING Who: Rebecca Chambers, given to Billy Coen Compatible Items: BRIEFCASE, GOLD RING, JEWELRY BOX Found at: Cabin Classification: Quest Item Description: This round, silver item is one of two pieces that unlocks the BRIEFCASE. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: GOLD RING Who: Billy Coen Compatible Items: BROWN CASE, STEEL LINK Found at: Train Storage Area Classification: Quest Item Description: This round, bronze item is one of two pieces that unlocks the BROWN CASE. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: BRIEFCASE Who: Billy Coen Compatible Items: BROWN CASE, GOLD RING, SILVER RING, BLUE KEYCARD Found at: Storage Room Classification: Quest Item Description: combining it with the SILVER RING and RING must open this brown case. In it is the BLUE KEYCARD. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: BLUE KEYCARD Who: Billy Coen, Rebecca Chambers Compatible Items: BRIEFCASE Found at: BRIEFCASE Classification: Quest Item Description: This item unlocks the door to the area with the control panel. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: PANEL OPENER Who: Billy Coen Compatible Items: none Found at: Train Bar Classification: Quest Item Description: This opens a panel in the DINING CAR so Billy and Rebecca can get to the STORAGE CAR. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` ----------------------------------------------------------------------- MANSION FACILITY ITEMS ----------------------------------------------------------------------- ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: MICROFILM A Who: Rebecca Chambers, Billy Coen Compatible Items: MICROFILM B Found at: Large Study Classification: Quest Item Description: Insert this into the projector alongside MICROFILM B to reveal a set of numbers crucial to unlocking a lot of doors. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: MICROFILM B Who: Rebecca Chambers, Billy Coen Compatible Items: MICROFILM A Found at: Fireplace Room Classification: Quest Item Description: Insert this into the projector alongside MICROFILM A to reveal a set of numbers crucial to unlocking a lot of doors. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: CRANK HANDLE Who: Rebecca Chambers, Billy Coen Compatible Items: None Found at: Small Study Classification: Quest Item Description: This turns the lift in the Large Study so Rebecca can up to the Mechanism Room. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: FIRE KEY (FACILITY KEY) Who: Rebecca Chambers, Billy Coen Compatible Items: None Found at: Large Cage Room Classification: Quest Item Description: This item is called FACILITY KEY at first but examining it turns it into the FIRE KEY. This key will unlock all doors with a fire motif. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: WHITE STATUE Who: Rebecca Chambers, Billy Coen Compatible Items: ANGEL WINGS, BLACK ANGEL Found at: Art Room Classification: Quest Item Description: This statue is 1/4 of the puzzle required to remove the big Marcus painting in order to reach another portion of the basement area. it is place on a balance statue above the staircase in the Main Hall. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: IRON NEEDLE Who: Rebecca Chambers, Billy Coen Compatible Items: None Found at: Table Room Classification: Quest Item Description: This item is actually a minute hand of a clock. In the Mechanism Room, use this on the clock and solve the puzzle to move further along the game. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: MO DISK Who: Rebecca Chambers, Billy Coen Compatible Items: None Found at: Projection Room Classification: Quest Item Description: This is required to activate the computer at the podium in the Desk Room. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: LIGHTER FLUID Who: Billy Coen Compatible Items: LIGHTER Found at: Kitchen Classification: Quest Item Description: Combined with Billy's LIGHTER, he can now ignite cnadles, torches, etc. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: BOOK OF THE GOOD Who: Rebecca Chambers, Billy Coen Compatible Items: ANGEL WINGS Found at: Library Classification: Quest Item Description: Open this book up to get the ANGEL WINGS. Examine the pages so you can open the book. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: ANGEL WINGS Who: Rebecca Chambers, Billy Coen Compatible Items: BOOK OF THE GOOD, ANGEL STATUE Found at: BOOK OF THE GOOD Classification: Quest Item Description: Combine these with the ANGEL STATUE to form a complete angel which can be used to balance out the stattue in the main hall. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: STATUE OF GOOD Who: Rebecca Chambers, Billy Coen Compatible Items: ANGEL WINGS, WHITE ANGEL Found at: Combined Item Classification: Quest Item Description: This is used on the balancing statue in the main hall to open up a hidden passage to the basement. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: BLACK ANGEL Who: Rebecca Chambers, Billy Coen Compatible Items: WHITE ANGEL, BLACK WING Found at: Storage Room Classification: Quest Item Description: This is 1/4 of the puzzle that unlocks the basement of the mansion. It is used on the balancing statue in the main all. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: BOOK OF EVIL Who: Rebecca Chambers, Billy Coen Compatible Items: BLACK WING, BLACK ANGEL Found at: Chess Room Classification: Quest Item Description: Open up this book to get the BLACK WING. Examine the pages so you can open the book. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: BLACK WING Who: Rebecca Chambers, Billy Coen Compatible Items: BOOK OF EVIL, BLACK ANGEL Found at: BOOK OF EVIL Classification: Quest Item Description: Combine this with the BLACK ANGEL to form a complete angel which can be used to balance out the statue in the main hall. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: STATUE OF EVIL Who: Rebecca Chambers, Billy Coen Compatible Items: BLACK ANGEL, BLACK WING Found at: Combined Item Classification: Quest Item Description: This is used on the balancing statue in the main hall to open up a hidden passage to the basement. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: UNITY TABLET Who: Rebecca Chambers, Billy Coen Compatible Items: OBEDIENCE TABLET, DISCIPLINE TABLET Found at: Old Bedroom Classification: Quest Item Description: This is one of three items used on the telescope to unlock the path to the secret laboratory. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: LOCKER KEY Who: Rebecca Chambers, Billy Coen Compatible Items: None Found at: Waterfall Room Classification: Quest Item Description: This opens up a locker in the Control Room. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: DURALUMIN CASE Who: Rebecca Chambers, Billy Coen Compatible Items: HANDGUN PARTS Found at: Locker in Control Room Classification: Quest Item Description: This is a case that has a combination. Examine the actual case for the combination, then open the lock with that combination. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: WATER KEY (FACILITY KEY) Who: Rebecca Chambers, Billy Coen Compatible Items: None Found at: Control Room Classification: Quest Item Description: This is the FACILITY KEY at first but examine it so it becomes the WATER KEY. Take this to the blue door in the Art Room to unlock it. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: VISE HANDLE Who: Rebecca Chambers, Billy Coen Compatible Items: None Found at: Wire Storage Room Classification: Quest Item Description: Use this in the Run Down Conference Room in the vise grip area and use it to get the OBEDIENCE TABLET. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: OBEDIENCE TABLET Who: Rebecca Chambers, Billy Coen Compatible Items: DISCIPLINE TABLET, UNITY TABLET Found at: Run Down Conference Room Classification: Quest Item Description: This item appears after using the VISE HANDLE. Use it in the TELESCOPE ROOM as it is one of the tablets required to gain access to Disc 2. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: BATTERY Who: Rebecca Chambers, Billy Coen Compatible Items: None Found at: Mansion Bar Room, after having Billy play the piano Classification: Quest Item Description: This powers up the elevator outside the mansion. Use it in the little red slot to the right of the elevator, as in the other RE games. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: DISCIPLINE TABLET Who: Rebecca Chambers, Billy Coen Compatible Items: OBEDIENCE TABLET Found at: Courtyard Classification: Quest Item Description: This is a tablet required to use on the telescope to gain access to Disc 2. It is found on top of the pillar in the courtyard, after powering up the elevator and push the crate so Billy can reach it. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` ----------------------------------------------------------------------- DISC 2 ITEMS ----------------------------------------------------------------------- ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: LEECH CAPSULE Who: Rebecca Chambers, Billy Coen Compatible Items: GR. LEECH CHARM Found at: Laboratory Classification: Quest Item Description: This holds the BL. LEECH CHARM. Combine it with the stripping agent found in the green and red chemicals (read the walkthrough) and you'll pull the GR. LEECH CHARM. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: BL. LEECH CHARM Who: Rebecca Chambers, Billy Coen Compatible Items: LEECH CAPSULE Found at: LEECH CAPSULE Classification: Quest Item Description: Insert this into the blue door with the little nook to unlock it in the Tiny Hallway with the Marcus Bust. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: GR. LEECH CHARM Who: Rebecca Chambers, Billy Coen Compatible Items: None Found at: Statue Room Classification: Quest Item Description: This unlocks the locked door in the operating room (green) with the Marcus Bust. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: STERILIZING AGENT Who: Rebecca Chambers, Billy Coen Compatible Items: None Found at: Lab Storeroom Classification: Quest Item Description: This sterilizes the room filled with gas in one of the laboratories. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: BREEDING ROOM KEY Who: Rebecca Chambers, Billy Coen Compatible Items: None Found at: Laboratory 2, after using the STERILIZING AGENT Classification: Quest Item Description: Unlocks a locked door in the laboratory area. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: INPUT REG. COIL Who: Rebecca Chambers, Billy Coen Compatible Items: None Found at: Laboratory Item Classification: Quest Item Description: Powers up the cable car in Marcus' lab. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: DIAL Who: Rebecca Chambers, Billy Coen Compatible Items: None Found at: Breeding Room Classification: Quest Item Description: Used to access the combination to the door in Marcus' lab, which leads to the cable car. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: OUTPUT REG. COIL Who: Rebecca Chambers, Billy Coen Compatible Items: None Found at: Upper Cable Car Room Classification: Quest Item Description: Powers up the cable car in Marcus' lab. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: FACTORY KEY (U KEY) Who: Rebecca Chambers Compatible Items: None Found at: Elevator Control Room Classification: Quest Item Description: Calls the elevator car above Birkin's lab in the Factory Save Room. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: ELEVATOR KEY Who: Rebecca Chambers Compatible Items: None Found at: William Birkin's Lab Classification: Quest Item Description: Powers up the elevator in Birkin's lab which leads to the river factory. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: VALVE HANDLE Who: Rebecca Chambers, Billy Coen Compatible Items: None Found at: Crate Room (Riverside Factory) Classification: Quest Item Description: Unlocks a door in the Riverside Factory (aka the factory which looks similar to the one in RE3). ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: MOTHERBOARD Who: Rebecca Chambers, Billy Coen Compatible Items: None Found at: Above Tyrant Boiler Room Classification: Quest Item Description: Powers up the gondola controls in the factory by the river. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: INDUSTRIAL WATER Who: Rebecca Chambers Compatible Items: SULFURIC ACID (formed using Red and Blue chemicals) Found at: Computer Room (Riverside Factory) Classification: Quest Item Description: Helps create battery fluid to use the crane in the riverside factory. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: BATTERY FLUID Who: Rebecca Chambers, Billy Coen Compatible Items: None Found at: Mixed using SULFURIC ACID and INDUSTRIAL WATER Classification: Quest Item Description: A battery used to power up the crane in the riverside factory. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: KEYCARD Who: Rebecca Chambers, Billy Coen Compatible Items: None Found at: Bulldozer Room Classification: Quest Item Description: Unlocks the door which leads to the final Marcus battle ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: SHAFT KEY (2) Who: Rebecca Chambers and Billy Coen Compatible Items: SHAFT KEY Found at: Marcus Battle Room #1 Classification: Quest Item Description: Unlocks the elevator leading to the Leech Queen battle. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------------------------------------------------------------------- 09. Weapon List ----------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: HANDGUN Who: Rebecca Chambers, Billy Coen Compatible Items: HANDGUN BULLETS Found at: In possession from start Classification: Weapon Description: This is the most basic firearm, with minimal firepower but plentiful ammo. Each holds 15 HANDGUN BULLETS. Rebecca has the better gun. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: HANDGUN PARTS Who: Rebecca Chambers, Billy Coen Compatible Items: DURALUMIN CASE Found at: Inside DURALUMIN CASE Classification: Quest Item Description: Combine these with the Handgun to form a CUSTOM HANDGUN. The CUSTOM HANDGUN is much more powerful. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: CUSTOM HANDGUN Who: Rebecca Chambers, Billy Coen Compatible Items: HANDGUN, HANDGUN PARTS Found at: Combined Item Classification: Quest Item Description: This gun is basically a Handgun that fires faster that the normal one. It can be used with either Billy or Rebecca's HANDGUN. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: HANDGUN BULLETS Who: Rebecca Chambers, Billy Coen Compatible Items: HANDGUN Found at: Various Classification: Weapon Ammo Description: These appear in red boxes. Each contains 30 BULLETS. They are very common items to find throughout the game. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: HUNTING GUN Who: Rebecca Chambers, Billy Coen Compatible Items: SHOTGUN AMMO Found at: CABIN Classification: Weapon Description: This ammo is fairly common, however, this HUNTING GUN only supports 2 SHOTGUN AMMO at a time. Have Billy use this the most during the quest, while Rebecca sticks to the HANDGUN. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: SHOTGUN AMMO Who: Rebecca Chambers, Billy Coen Compatible Items: SHOTGUN, HUNTING GUN Found at: Various Classification: Weapon Ammo Description: These come in green boxes, as usual, and each box contains 7 SHELLS. They are used with the SHOTGUN. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: SHOTGUN Who: Rebecca Chambers, Billy Coen Compatible Items: SHOTGUN AMMO Found at: Mansion Storeroom Classification: Weapon Description: This is like the HUNTING GUN, except it holds 7 items instead of 2. It takes up two item slots like the HUNTING GUN. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: GRENADE LAUNCHER Who: Rebecca Chambers, Billy Coen Compatible Items: NAPALM GRENADES, GRENADES, ACID GRENADES Found at: Mansion Art Room Classification: Weapon Description: This holds three types of grenades. It is a powerful weapon that when you're using the right type of ammo against the right type of enemies. Acid is good against Hunters, while Napalm is good against and the Grenades are good for widespread battling. These are all good against bosses. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: GRENADES Who: Rebecca Chambers, Enrico Marini Compatible Items: GRENADE LAUNCHER Found at: Various Classification: Weapon Ammo Description: These are widespread grenades that do moderate damage but spread out a lot more. These are recommended for multiple zombies, but not for many strong enemies like bosses. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: NAPALM GRENADE Who: Rebecca Chambers, Billy Coen Compatible Items: GRENADE LAUNCHER Found at: Various Classification: Weapon Ammo Description: These are like the Flame Rounds from the other games. These burn enemies and dish out a lot of damage, especially toward bosses and Leech Zombies. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: ACID GRENADE Who: Rebecca Chambers, Billy Coen Compatible Items: GRENADE LAUNCHER Found at: Various Classification: Weapon Ammo Description: These are good against Hunters and bosses because they slowly do damage to the enemies before destroying them. These aren't recommended against any sort of zombies, however, because they've always been resistent to this type of ammo. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: MAGNUM Who: Rebecca Chambers, Billy Coen (later) Compatible Items: MAGNUM AMMO Found at: Cable Car Classification: Weapon Description: A powerful gun that takes out, or injures even the most power creatures. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: MAGNUM AMMO Who: Rebecca Chambers, Billy Coen Compatible Items: MAGNUM Classification: Weapon Ammo Description: These are bullets for the MAGNUM. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: SURVIVAL KNIFE (2) Who: Rebecca Chambers, Billy Coen Compatible Items: None Found at: Bedroom Classification: Melee weapon Description: This knife, as in Resident Evil REmake, Resident Evil 2, and Resident Evil 3: Nemesis, is sluggish and should only be used as a last resort option. It is a little long, though, which might provide a last ditch effort for some long range battles. But never make this knife a weapon priority. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: MAGNUM REVOLVER Who: Rebecca Chambers, Billy Coen (later) Compatible Items: MAGNUM AMMO Found at: Automatically in Item Screen if earned in Leech Hunter Classification: Weapon Description: A more powerful version of the MAGNUM which takes out all the powerful foes without breaking a sweat. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Item: ROCKET LAUNCHER Who: Rebecca Chambers, Billy Coen (later) Compatible Items: None Found at: Automatically in Item Screen if earned from last game Classification: Weapon Description: The most powerful weapon ever in the RE series. It destroys virtually anything in a one or two hits. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------------------------------------------------------------------- 10. Monster and Boss List ----------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Monster: ZOMBIES These are your old fashioned zombies. The Handgun can easily destroy these enemies with a few shots, and they deal very little damage to your overall health. However, in numbers, they can be very powerful and can deplete your health very quickly, so stay on your guard. Some zombies can hit you from a distance, so keep moving. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Monster: ZOMBIE DOGS As in the previous (or future?) RE games, the zombie dogs are quick, but easily destroyed with a feww accurate Handgun bullets. When shot down, move forward, aim down and shoot them dead. If there are several in a room, alternate the enemies you are shooting, or have your Partner character shoot the other enemy. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Monster: LEECH These do not cause too much damage, but there are far too many of them to destroy in one room, so ignore them, smash them and run away before they cripple a considerable amount of health. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Monster: LEECH ZOMBIE These zombies must be killed limb by limb, a lot like Eternal Darkness. They are much tougher than zombies, and require a lot of bullets. They're even tougher than the Crimson Head zombies from the REmake. So, it's recommended you just avoid them. If confrontation is needed, burn them to the ground with flames from the Moltov Cocktails or the Grenade Launcher. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Monster: CROWS They are harmless by themselves but dangerous in a group. They don't appear to often in Resident Evil Zero. But they're still just as annoying, so shoot them and be done with them. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` Monster: CENTIPEDE BUGS They are dangerous and fairly powerful, so shoot them with more powerful weapons like the SHOTGUN. They have the power to easily kill Rebecca with their lunging attacks, so try to have Billy fight them. Actually, it's better if both characters are around when you're in the same room they're in. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` KILLER BABOONS They're fast but they don't dish out as much damage as they seem to. They're more like smaller versions of the Hunter, where most of the attacks are swiping attacks. Billy can resist them. Most of the weapons in the game are effective against them. They usually appear in groups of four or more. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` HUNTERS These are pretty much the Hunters we've seen throughout the entire series. Fast, dangerous, and green, it's good to hit them with the SHOTGUN or MAGNUM. It's good to keep them down, to avoid their powerful jump-slash attacks. Not even Billy could withstand more than 3 or 4 hits, much less Rebecca. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` KILLER FROGS I'm not sure what their official name is, but these frogs have long tongues and they can swallow the characters whole. They only appear once or twice, and are hard to kill with anything other than the MAGNUM. When they pop up, kill them as fast as possible. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` ----------------------------------------------------------------------- BOSS GUIDE ----------------------------------------------------------------------- ======================================================================= Boss # 1: Giant Scorpian ======================================================================= ----------------------------------------------------------------------- CHARACTER: Billy/Rebecca DIFFICULTY: Easy LOCATION: Train Car (Upper Floor) ==================== FIGHTING THE MONSTER ==================== Hopefully, whoever you're using (preferrably Billy) will have the Hunting Gun. Fire two shells into the creature as it approaches the character. Then, manually reload the gun through the item screen and continue firing. You might only have 8 or so shells. Equip the Handgun once the Hunting Gun is empty, and fire around 10-15 more bullets to kill it. It might land a cheap shot at the character throughout the battle, but the damage shouldn't be heavy (unless you're Rebecca, in which case, use a Green Herb when hit). It'll eventually die, but do not get to close as it spasms, or it will hit the character. Wait until the creature stops moving for you to pass by it. ----------------------------------------------------------------------- ======================================================================= Boss # 2: Giant Centipede ======================================================================= ----------------------------------------------------------------------- CHARACTER: Billy DIFFICULTY: Medium LOCATION: Marcus Mansion ==================== FIGHTING THE MONSTER ==================== Rebecca will be captured by the creature, so take the Hunting Gun, and like the Giant Scorpian, shoot and manually reload. Hopefully you've found more ammo for it. Keep your distance, because it'll take a while for Rebecca to even get killed (if she does get killed, it's never happened to me). The Handgun is the perfect backup, but you may have also found the Grenade Launcher by now, which is a perfect and powerful weapon capable of taking the centipede out. If you fire from a distance, this boss will never hit you, but for cases such as using the Grenade Launcher for close combat, it might land a few light hits. Occasionally, it'll land that irritatingly strong hit which Billy should heal from. Otherwise, this boss isn't too bad. ----------------------------------------------------------------------- ======================================================================= Boss # 3: Giant Bat ======================================================================= ----------------------------------------------------------------------- CHARACTER: Billy/Rebecca DIFFICULTY: Medium LOCATION: Chapel ==================== FIGHTING THE MONSTER ==================== It is preferred you have Billy fight the battle. He has more stamina, and better gun aim. This boss appears after visiting the chapel save room. Take the Shotgun out, and shoot. It's widespread bullets offer up a great chance of shooting the giant bat or its small children. The frustrating part of this battle is that in aiming, you must be quick to shoot or else you'll likely miss. Also, it is frustrating because the creature is hard to see with the pre-rendered camera angles (beauty has its consequences). Try to stay in one place, where you can hopefully see the bat, and shoot. The Grenade Launcher is also a powerful weapon, with the Napalm or normal Grenade Rounds, but the range of the weapon isn't the best ever, but it does take its toll on the bat. The bat will, very often, swoop down and hit Billy/Rebecca. These hits are actually powerful, so make sure whoever you're using has a decent amount of health items, especially with Rebecca. Good luck with this boss battle; a good eye and quicking aiming and firing abilities are good traits to have against the bat. ----------------------------------------------------------------------- ======================================================================= Boss # 4: Proto Tyrant ======================================================================= ----------------------------------------------------------------------- CHARACTER: Rebecca DIFFICULTY: Medium LOCATION: Birkin's Lab ================= FIGHTING THE BOSS ================= Rebecca's alone, but as long as she has the Magnum which she should have found in the cable car, she can take this boss out. Have Rebecca shoot the Tyrant after it introduces itself, but keep her far away from it in any direction. Watch out for its swiping attacks. Rebecca might run out of Magnum ammo if her shots aren't too clean, but a weapon as weak as the Handgun or maybe even the Custom Handgun can definitely clean up after. However, the Grenade Launcher with acid rounds is recommended as a backup. Historically (even though Zero is the very first chapter in the RE series), Tyrants don't enjoy acid rounds and this Tyrant is no different. The Tyrant eventually should fall, and the elevator should reach Birkin's lab, allowing Rebecca to reach the Marcus Mansion again, or the Treatment Facility. ----------------------------------------------------------------------- ======================================================================= Boss # 5: Proto Tyrant (2) ======================================================================= ----------------------------------------------------------------------- CHARACTER: Billy/Rebecca DIFFICULTY: Medium LOCATION: Treatment Plant ================= FIGHTING THE BOSS ================= With two characters, the Proto Tyrant is an easy boss to defeat. Just arm Rebecca with the Shotgun or Grenade Launcher while Billy takes control of the Magnum, and just shoot away. Two weapons should put this monster down in about 20 or 30 seconds. Run to the end of the room with the ladder if the Proto Tyrant comes close to swiping any of the characters, especially the weaker Rebecca. ----------------------------------------------------------------------- ======================================================================= Boss # 6: Marcus Queen ======================================================================= ----------------------------------------------------------------------- CHARACTER: Billy/Rebecca DIFFICULTY: Easy LOCATION: Marcus Room ================= FIGHTING THE BOSS ================= This boss isn't too hard at all. Arm them both with powerful weapons and just shoot the evil creature. It might land a hit on either character, but nothing a Green Herb can't heal. After about 40 seconds of consecutive shooting, the boss should fall. If you are having difficulty against this boss, it's highly recommend you trek back through the Treatment Plant and the Marcus Mansion to look for any ammo you may have left behind. But this creature isn't hard at all, so just shoot, dodge and land strong, clean hits. ----------------------------------------------------------------------- ======================================================================= Boss # 7: Marcus Queen (2) ======================================================================= ----------------------------------------------------------------------- Part One CHARACTER: Billy/Rebecca DIFFICULTY: Easy LOCATION: Final Room ================= FIGHTING THE BOSS ================= Just spend one minute or two unloading any ammo you might have on the queen. Make sure Rebecca's using something like the Handgun because she won't need a weapon after this battle. Popular candidates for this battle are the Shotgun and Grenade Launcher, because they deal the damage. The Magnum should be saved for the next boss fight. This boss isn't too difficult, but you should stay clear of its tackle and acid attacks. ----------------------------------------------------------------------- + ----------------------------------------------------------------------- Part Two CHARACTER: BILLY DIFFICULTY: HARD LOCATION: Final Room ============= THE 1ST VALVE ============= Rebecca will not be fighting in this boss fight, so it's all up to Billy. Run down from where Rebecca is, and unload any weapon Billy might have (preferrably the Magnum). Keep shooting so the queen is pushed back, giving Rebecca the proper space to turn the valve. The queen will likely take a hit at Billy, but mash the GameCube controller so he gets back up quickly. Keep shooting, and Rebecca should eventually turn the valve. ============= THE 2ND VALVE ============= Now, run to the left a bit, and start shooting the queen again. Rebecca will run for the next valve, which ever is clear from the queen. Billy might be out of bullets for his most powerful weapon, but if he has the Custom Handgun, it will be a good candidate. Don't worry about wasting bullets during this boss right. Just continue shooting the queen. If you distract the queen long enough, Rebecca should finish with the second valve. She'll move on to the third set, which is by a set of stairs, most likely. ============= THE 3RD VALVE ============= Rebecca will probably go up a set of steps, but if she doesn't, it doesn't matter. Continue the onslaught on the queen, avoiding it and protecting Rebecca. Billy might be out of ammo by now, but if he isn't, then just keep unloading. If the queen gets too close, go to the other side of the room and fire with a long range weapon to distract the queen (like with the Shotgun). Rebecca should finish this set of valves. ============= THE 4TH VALVE ============= By now, your onslaught should slow the queen down a little bit, but do not stop shooting. If Rebecca has a weapon in her inventory, take it from here now and keep shooting. I hate to be repetitive, but it's the strategy you must stick to. Lure the queen away from Rebecca, and the final valve should finally be turned. The boss right ends in a cut- scene. ----------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------------------------------------------------------------------- 11. Puzzles ----------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ MANUAL BRAKE PUZZLE ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ [Billy] Insert the MAGNETIC CARD. Then you'll have to add all the numbers to total 81. The combination can vary, but elect 9, 9, 9, 9, 9, 9, 9 to total 63. Then you'll need 18, and you should have 3 more, so elect 6, 9 and 3. [Rebecca] Once Billy's done it, Rebecca will need to do the same, but for 67. I was solving the puzzle but I had 3 seconds left to solve it, and I solved it! So unfortunately, I will need the solution later. :( But figure it out, just select 9 a few times, then 8, 5 and 3. It should work, if I remember the combo correctly, but the real combo will come at a later time, sorry. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ CHESS PUZZLE ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Now we need to move the KING chess piece so we can unlock the puzzle here. See the white king piece (the chess piece with the cross over it)? Push it toward the door, and then push it right, then push it back so it touches the white piece that used to be to the right of it. The small chessboard will slide revealing THE BOOK OF EVIL, as well as the interesting MARCUS' DIARY. Return to the RESEARCH FACILITY MAIN HALL. Thanks to "residentofevil" and "Shalashaka13" from the GameFAQs RE0 board for the solution! ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ANIMAL TORCHES PUZZLE ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ MONKEY ROOM [Billy] Now we need to use Billy's LIGHTER. Run to the center of the room, to where the animal status are (kill all the monkeys with Rebecca's GRENADE LAUNCHER). Light them in this order (thanks to GameFAQs user "jetblackz" for the solution): deer wolf horse tiger snake eagle ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ DAM POWER PUZZLE ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Here is the puzzle for the dam power: 0) Here is the puzzle without pressing anything. O-----O | | | | 0---O-----O---O \ | /| \ | / | \| / | O---O O---O | |\ /| | | | \ / | | | | O | | | | / | | | O-----O | | /| | | | / | | | |/ | | | O O O---O | | | | | | | | | | | | O---O O---O / / / O 1. This is the first button you press (labeled with an X). O-----O | | | | O---O-----O---O \ | /| \ | / | \| / | O---O O---O | |\ /| | | | \ / | | | | O | | | | / | | | O-----O | | /| | | | / | | | |/ | | | O [X] O---O | | | | | | | | | | | | O---O O---O / / / O 2. This is the second button you press (labeled with a Y). O-----O | | | | 0--[Y]----O---O \ | /| \ | / | \| / | O---O O---O | |\ /| | | | \ / | | | | O | | | | / | | | O-----O | | /| | | | / | | | |/ | | | O O O---O | | | | | | | | | | | | O---O O---O / / / O 3. This is the third button you press (labeled with a Z). O-----O | | | | 0---O-----O---O \ | /| \ | / | \| / | O---O O---O | |\ /| | | | \ / | | | | O | | | | / | | | O-----O | | /| | | | / | | | |/ | | | O O [Z]--O | | | | | | | | | | | | O---O O---O / / / O Power should be restored now. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------------------------------------------------------------------- 12. File Transcripts ----------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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 gameplay - You cannot view the status 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 gameplay) - 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 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.m 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 ************************** 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 doorof 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 jook 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 ny's Management Training facility. It was shut down years ag . Now, w are conducting a preliminary tudy into the re- opening of the faci lities. First Investigation Unit is alre dy on-site and opening th investigation, I want yo r team to provide suppo t. The following orders re Will m Bark and 1s l ives gat o Un t. ...(the rest is torn and unreadable). ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` ********************** NOTICE TO SURPERVISORS ********************** 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 ***************** 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 the 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. June 19 [It should be JULY 19... crappy translaters) 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 imvestigation and make sure it goes smoothly. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` ********************** BRAKE OPERATION MANUAL ********************** Break 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 ******************* Note from Conductor The key card for the Driver's Compartment is in my bag as always. But I need the other guy's damn key too to open the damn thing. But it looks like I've lost it somewhere. If it was like a normal key, someone sure would be sure to turn it in, but this key is different... I'll look for it, too, but if you find it, please hand it in. Thanks in advance. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` ************************* REGULATIONS FROM TRAINEES ************************* 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 leads 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 ************** 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 Damn 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 rewards... ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` ************************** ASSISTANT DIRECTOR'S DIARY ************************** 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 we 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 ************************* 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 ***************** 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 heaven. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` ************************** MANAGEMENT TRAINEES' DIARY ************************** 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'll go near them. Evin 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 two Dennis gone. I go Hungry... Help Mom. ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` *************** MICROFILM IMAGE *************** 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). ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` **************** FILE 2.9 MISSING **************** ... ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` *************** MARCUS' DIARY 2 *************** 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 sure if I can 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 can figure out how to make it... ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FILE 3 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` ************** OLD PHOTOGRAPH ************** (There's something written on the back of the photograph). To James, To Commemorate you graduation, 1939 ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` ********************* INVESTIGATOR'S REPORT ********************* Investigator's Report Dr. Marcus, co-founder, with President Spencer, of the Umbrella Corporation. Dissappeared 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 ******************** 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 longer 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 ************************** 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? ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` **************** FILE 3.5 MISSING **************** ... ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` **************** FILE 3.6 MISSING **************** ... ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` **************** FILE 3.7 MISSING **************** ... ``````````````````````````````````````````````````````````````````````` ``````````````````````````````````````````````````````````````````````` *********************** INVESTIGATOR'S REPORT 2 *********************** 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 ******************************* Treatment Plant Manager's Diary 5/10 Damn 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 ********************* 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. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------------------------------------------------------------------- 13. Version History ----------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ June 17, 2007 Version 2.0 Changed my email address, and deleted anything that was useless. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------------------------------------------------------------------- 14. About the Author ----------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ You can find me posting on NeoGAF (www.neogaf.com), GameFAQs and Biohaze, among other websites. I'm currently a university student majoring in history and Japanese. I have a GameFAQs contributor page: http://gamefaqs.com/features/recognition/9035.html +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ----------------------------------------------------------------------- 15. Conclusion ----------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Well, I hope this Resident Evil Zero FAQ was helpful to all needed parties. Resident Evil is one of my passions, and helping out the community is just something I love to do. I could never do a FAQ all by myself, because so many people contribute to the whole idea of a FAQ. Thanks to: - Capcom, Shinji Mikami, and his crew for creating the RE series. - Jeff "CJayC" Veasey for posting this on GameFAQs. - Peter Judson for posting this on NeoSeeker. - Stephen Ng for posting this on IGN. - Rob McGregor from ResidentEvilFan --- cvxfreak FireEmblemPride[at]gmail.com