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FAQ/Walkthrough

by cvxfreak

Just when Resident Evil 4's introduced, this game is released. ^_^
                                                                   
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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?  

```````````````````````````````````````````````````````````````````````
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****************
FILE 3.5 MISSING
****************

...

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****************
FILE 3.6 MISSING
****************

...

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****************
FILE 3.7 MISSING
****************

...

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***********************
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.

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*******************************
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. 

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*********************
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