############################################################################# #! !# ##! !## # !## # ## # #### # !#! # # ##### #! ## # #### # # # # !# #### ## ### ###### #### # # # ##### #! #! # #### # ## # ## # #### !# ### ###### #### # # # ##### #! # ## ##### #### # ## # #### # ### ###### ####! ! !# # ##### #! ### #### ### # ## # # ### ###### ## ## # ##### #! # ## ##### !# # # ## # #### # ### ###### ##### ## # ##### #! ## # #### # # # ## # #### #! ### ###### #####! !## # ##### #! ## # #### # # # # !# #### ## ### ###### ###### ### # ##### #! ## # ##! !## # !## # ## ### ###### ### ### # !# ############################################################################# @@@@@ @@@ @@@@@ @@@@@@ @@ @@ @@ @@ @ @@ @@ @@ @@ @@ @ @@ @@ @@ @@ @@ @@ @@ @@ @@ @ @@! !@@ @@ @@ @@ @@ @@ @@ @@ @@ @@ !@@@ @@@! @@@ @@@@! @@ @@@ @@@@ @@ @@ @@ @@ @@ @@@@ @@ @@ @@ @ !@ @@@@ @@ @@ @@ @@ @@ @! @ @ @ @@ @@ @@ @@ @@ @@!! @@!@@ @ !@ @@ ! @@ @@ @@ @@ @@ @ @ @! @ @@ @@ @@ @@ @@ @@ @@@ @@@! @@ @@ @@ @@ @@ @@ @ @@@ @@ @@ @@ @@ @@ @@ @@ @@@ @@ @@ @@ @@ @@ @@ @@ @ @ @! @ @@ @ @@ @@ @@ @@ @@ @ @@ @@@ @@ @ @@ @@ @@ @@ @@ @@ @!!@ @ !@! @@@@ @@@ @@@@@ @@@@@@@ @ @@ @@ @@@ @@ @@ @@@ @@ @@!@@ ============================================================================= R E S I D E N T E V I L C O D E : V E R O N I C A ----------------------------------------------------------------------------- B A T T L E G A M E S P E E D G U I D E ============================================================================= Sega Dreamcast - North American Version Last Updated on 3 February 2003 Version 1.0 ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Written and compiled by Jeff Chan [Atom Edge] _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ Copyright 2003 Jeff Chan [Atom Edge]. All rights reserved. RESIDENT EVIL, all characters and related articles are Copyright Capcom Co., LTD. No breach of copyright intended. Any and all trademarks and copyrights not directly acknowledged in this document are respected. This document is to appear on GameFAQs _only_. For a more detailed legal notice, refer to end of this document. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - * * * * * * * * * +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ T A B L E O F C O N T E N T S +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ I. Introducton - Revision History - Author's Note and Forward II. Battle Game Information - General Information - Miscellaneous Hints - Unlocking - Enemies III. Claire Redfield - Equipment and Techniques - Walkthrough IV. Alternate Claire - Equipment and Techniques - Walkthrough V. Chris Redfield - Equipment and Techniques - Walkthrough VI. Steve Burnside - Equipment and Techniques - Walkthrough VII. Albert Wesker - Equipment and Techniques - Walkthrough VIII. FINAL NOTES - Credits and Special Thanks - Legal Notice ============================================================================= I. Introducton ============================================================================= ----------------------------------------------------------------------------- - Revision History - ----------------------------------------------------------------------------- *** Work began on this guide on the 20th of January, 2003 *** Version 1.0 - Conception of guide 03 Feb 2003 - Completion 159 kb - Initial release ----------------------------------------------------------------------------- - Author's Note and Forward - ----------------------------------------------------------------------------- Undoubtedly this is not the first nor only Battle Game Guide. Surely, there is no shortage of information on the Battle Game. Almost every complete walkthrough for Resident Evil Code: Veronica contains a mini-FAQ for this. But those are generally inconsistant. One document tells you this, while another document tells you that. And, sure, there are a few in-depth FAQs on the Battle Game. Some of them are even like this one, concentrating on Speed. But they generally either focus on one character in particular, or don't get detailed enough for all of the characters. Take note, this is not a walkthrough for the actual game. It is a guide to the Battle Mode mini-game. Generally, I assume you know how to play the game, how powerful and effective each weapon is, how dangerous each type of monster is, etc. Of course, this shouldn't need saying considering you must first beat the regular game to unlock this mini-game. Also, take note, this guide is not simply to explain how to be fast enough to achieve an "A" rank (the best). You don't need a guide for that. All the strategy required for that feat is: "equip the most powerful weapon and kill things." Seriously. This guide is focused on being as fast as possible, and achieving the lowest time possible. Why, considering there are no specific rewards for a lower time when you already have an "A" rank? Because some players, myself included, enjoy doing stuff like this. Obviously, I am not the greatest player, and I readily admit as much. Quite possibly, you're also a much faster player than myself. But, regardless, the techniques described in this guide are still sound and will (hopefully) allow you to shave off a few seconds or minutes from your time, at the least. "You may delay, but time will not." - Benjamin Franklin ============================================================================= II. Battle Game Information ============================================================================= ----------------------------------------------------------------------------- - General Information - ----------------------------------------------------------------------------- The Battle Game is Resident Evil Code: Veronica's bonus mini-game, akin to The Mercenary Game of Resident Evil 3 Nemesis. In this mini-game, the player chooses one character, each with their own set of gear, and tackles a dozen and half rooms. The path is linear, and will always be the same, but one room doesn't necessarily lead to the same room it did in the first game. You can enter one room from Rockfort, exit, and be in a room in Antartica. To leave one room and enter the next, all enemies must be killed. They range from hordes of Zombies, trios of Bandersnatches, to pairs of Hunters, of the normal and poisonous Sweeper strain (that's right, buddy, they're pulling out the big guns). At the end of the mini-game, each character faces off against their own boss. Claire gets Nosferatu, Alternate Claire faces Tyrant (that's not even fair), Chris has the pleasure of fighting the second _and_ third form of Alexia, Steve battles the Gulp Worm, and good ol' Wesker gets the first form of Alexia. Scattered across the rooms are various health items in addition to those initially carried by each character. In the Battle Game, health items are limited, but ammo is infinite (so, obviously, there aren't any to pick up). ----------------------------------------------------------------------------- - Miscellaneous Hints - ----------------------------------------------------------------------------- First and foremost, remember, the clock is merciless. Time waits for no one, not even for the justice-fighting, zombie-killing, gun-toting badass that you are. If you enter the menu screen, the clock still ticks. This is doubly bad considering how obscenely long it takes to load the menu screen. The difficulty of the mini-game is minimal. It is not a game of survival, rather of time. You must clear an area of all enemies completely and quickly before you enter the next room. Given this, and the fact that each character (save for Wesker) possesses at least one of the higher tier weapons, you should always be able to dispatch all enemies taking as few hits as possible. So obviously, there is no point to pick up any of the health restoring items. It takes time to go out of your way for health items, and entering the menu screen to use it is even worse. Though Wesker is a moron and only carries a flimsy knife, he is still no exception. Regardless of the hordes, your knifing techniques should be more then adequate so that you are never hit by a zombie (with the sole exception being the bile spitters, though if you play your cards right, you can avoid them altogether). Wesker will invaribly take damage from the various encounters with the Bandersnatches and Hunters, but he initially carries three mixed herbs, which are exactly sufficient to finish the Battle Game. Your character is equipped with nothing at the beginning of the Battle Game. So you will need to equip them. A player's first impulse is to hit the menu button as soon as the Battle Game starts. Avoid said impulse, and instead run toward the first zombie. As soon as you get near enough to it, hit the menu button while still running. Equip your choice weapon and exit the screen. Immediately shoot to kill. Though this doesn't save you much in terms of time when compared to simply equipping your weapon from the onset, if done right it can save a few split seconds. Take note, in this mode, there is a difference between "killing" an enemy, and an enemy being fully "dead." Often times, players will have "killed" every zombie in the room, but the door still won't open. This is because the enemies aren't completely "dead" yet. So before you attempt to open a door, make sure all the enemies have completely fallen to the floor and no longer move so the game registers that they are "dead." When playing the Battle Game, players can choose to either play classic third person Resident Evil style, or opt for a first person mode (you still play using RE style controls). Personally, I prefer third person for both personal tastes, and because it is easier to move around in third person. If you use first person, you will invariably end up running into corners while trying to round them. And it's not like the first person mode will help your aiming; the game features an auto-aiming feature. Of course, which you choose is preference. There is one instance I _might_ recommend the first person view, and that's while playing Chris' game. The third form of Alexia is a pain to hit and sometimes it seems first person view makes it simpler to hit her. Whether it actually does help, or I'm just imagining things, I'm not entirely certain. A few notes on movement: Do not ever hit a wall. It slows the character's running by obscene amounts. The quickest way to any given point is a straight line. So run in a straight path. And finally, there is not a particularly good method of rounding a corner in U-turn fashion. It simply doesn't work in the RE running engine. Be aware of this and don't get "hung up" running into a wall while trying to U-turn around a corner. Give yourself a wide berth, not enough to waste time running, but just enough so that you don't get stuck. This is a huge problem when exiting the second Hunter area, and a minor problem in the icy hallway. Doors and stairways are a bit eccentric. You do not have to have your character touching the door or stairway to actually access it. So as you run toward the next area, constantly hit the action button to accesses the entry way before you even touch it. Saves a few split seconds in every room, and with so many areas, it adds up. There is one particular wild card in everyone's game. The twelfth room is the hallway with the vending machine in which Alfred trapped Claire and forced her into fighting the Bandersnatch. The real exit is the copper door, but if you use the silver door, you enter the casino room, complete with herbs and a working (kind of...) slot machine. Each character can grab a random item from this slot machine, including: * D.I.J. Diary * First Aid Spray * pair of M-100P's (100% ammo, not infinite) (Chris and Steve only) * pair of Sub Machine Guns (Claire only) * BOW Gas Rounds (Alternate Claire only) * Magnum (six shots, not infinite) (Wesker only) All characters can grab a file called "D.I.J. Diary." This is apparently a journal written by D.I.J., a _mouse_, no less. It is, as you'd imagine, entirely useless. When you get this item, know that you have just wasted about 20 or so seconds. It seems all characters (besides Wesker) can also get a first aid spray. Here's where the cursing counts, ladies and gentlemen, because a First Aid Spray is the programmers' way of screwing you out of 20 seconds. Bah. Only Alternate Claire can get the BOW Gas Rounds (which makes sense, considering only she has a Grenade Launcher). For the fastest possible Speed Run, you must get these. The BOW Gas Rounds take down the Tyrant in no time at all. Wesker will almost always get the Magnum with only six shots. He is the only character who can get it, but you must have it to finish the Battle Game. I don't ever remember getting the D.I.J. Diary with Wesker, but my memory is quite bad, and every other source insists you can. The past two dozen runs I've made with Wesker turned up the Magnum and never the D.I.J. Diary. Maybe I'm just incredibly lucky. Your mileage may vary. Claire and Chris will not have to enter the Casino room. By all rights, they should completely avoid it. The weapons provided for them in there are highly ineffective compared to those they have initially. Alternate Claire, Steve and Wesker all must enter the Casino room. Though it is not mandatory for Claire or Steve (it is for Wesker), it allows them to complete their Battle Game very quickly as opposed to not entering. The slot machine animations are funny to watch, if nothing else. When Chris trys to pull the slot, he rips it completely off (0_o). Neither Wesker nor Steve suffer from steroid rage like Chris, so instead of ripping off the handle, they deliver a knee to it. Claire, apparently, is the only one of the four strong enough to actually pull the slot correctly. A quick note on the terminology I use in this guide. For starters, "kill" and "dead" mean different things, in terms of this guide. See above for more details. "Auto-aim" refers to holding the right shoulder button on the control pad. The character will automatically point and aim at the nearest monster/barrel. "Re-aim" refers to hitting the left shoulder button while the character has his/her weapon readied. This causes the character to choose a different target and automatically aim correctly. "Weapon-ready position" refers to the stance a character takes while holding down the R shoulder trigger. ----------------------------------------------------------------------------- - Unlocking - ----------------------------------------------------------------------------- To unlock this mini-game, simply beat the regular game at least once. To unlock Steve as a playable character, while playing as Chris through the normal game, he must solve the Desk Drawer puzzle. This will get him the Luger Replica item. Leave it in an item box and finish the game with it. Steve will now be accessible in the Battle Game. To unlock Alternate Claire, play through Claire's Battle Game and win. If you complete it in a timely fashion, you can now play as Alternate Claire in the Battle Game. To unlock Wesker, play through Chris' Battle Game and win. If you complete it in a timely fashion, Wesker is made available in the Battle Game, sans his inhuman abilities, sadly. There are various sources that claim First Person mode is only available if you grabbed the Sniper Rifle from Alfred in the regular game. I can neither confirm, nor deny this, as I have never played through the game without picking up the rifle. Once you complete all five Battle Games with an "A" rank, each character will automatically have the Linear Launcher in their inventory for use. On a side note, these speed run walkthroughs are done without ever touching the Linear Launcher. For the purposes of this guide, retend it doesn't even exist if you've already unlocked it. ----------------------------------------------------------------------------- - Enemies - ----------------------------------------------------------------------------- - Zombie - The most common monster throughout the Battle Game is the staple RE enemy, the not-so-dreaded Zombie. None too difficult, as four of the characters possess guns that offer one-shot kills on these guys. The only one without one, Wesker, always has the handy kneecap-slashes to pave his road. These guys have a variety of different attacks, most of which involve biting a character. If they come within melee range, and their arms touch a character, they grab him/her and start munching. Mash the buttons like a crazed lunatic to push them off. It deals minimal damage at best. Secondly, if a Zombie is prone, they can grab a character's ankle and munch on that. Again, mash buttons like you're on a sugar-high. Your character will automatically shake them off, then crush the offending Zombie's head with a swift kick. Two Zombies throughout the Battle Game are bile spitters. Rather than approaching with their arms out ala convention Zombie practice, they will walk up to a character and spit bile or whatever the hell that stuff is on the character. Again, this does minimal damage, but it does tend to be humiliating. Of course, with one-shot kill weapons, if you ever see any of these attacks during the course of the Battle Game, with the exception of Wesker, you need to concentrate more on learning to fire the gun, than going for Speed. There are a total of sixty-two (62) Zombies throughout the Battle Game. And not all Zombies are alike, regardless of the fact that they all seem to share a lack of common sense. The regular Zombies are just that: regular. Nothing particularly remarkable about them save for the fact that they happen to be the living dead. They come in the Village People-wannabee construction worker and equally Village People-esque cop-man variety. Goggle-boy Zombies are those that, for whatever reason, where night-vision goggles as a fashion statement. The eerie red eyes they have does nothing for spook factor, but often times, they are capable of slowing down the game engine. A particular problem if your Dreamcast is anything like mine, that is: crap and on the verge of breaking. Ho-hum, ho-hum. Fatzo Zombies are Zombies with a weight problem. These guys didn't know what the term "proper exercise" meant while they were human. A noticable thing about them is that they are immune to headshot decapitations. This really only affects Steve and the Gold Lugers, since you shouldn't ever touch Chris' pathetic excuse for a broomstick. In addition, I've heard people comment that Fatso Zombies tend to take more damage to put down. I have failed to notice a difference in any of the weapons, be it the Gold Lugers, the pair of Sub Machine Guns, the Assault Rifle or the Combat Knife. Finally, there is what Thomas Wilde has dubbed Explosion Boy. These are the Zombies that decide strapping a brick of C4 to their back is a fool proof strategy at ending your game. It is too damn bad for them they never get close enough to try their ideas out. Shoot them to detonate the C4, killing Explosion Boy and wounding anyone stupid enough to hang out with Explosion Boy. - Bandersnatch - These are the grotesque, Tyrant-wannabee Mr. Fantastic impersonating bio organic weapon rejects. They appear in the form of orange-ish goop with a bi-petal figure, and no left arm. Their right arm is fashioned into a claw and hangs down to their feet. The first and most common attack at the disposal of a Bandersnatch is the stretcho-claw. I would hope the name is rather self-explanatory. The range on this is near limitless, but you can always see it coming a mile away, and it is ridiculously easy to dodge. So long as you aren't running straight at the claw, you can probably avoid it altogether. The second attack occurs when characters are close to a Bandersnatch, but outside of what is considered melee range. The Bandersnatch will drop its claw on top of the character's head and attempt to break the neck. This deals minimal damage and is more a nuisance than anything. The attack animation is long though, so avoid getting hit by this at all costs. The final attack occurs when a character is close enough to knife the Bandersnatch. It uses its arm to backhand the character. Moderate damage is dealt. If you're using the knife with a downward slash, timed right, you can use that attack animation to evade this backhand attack. Highly useful in Wesker's game. With the exception of Steve, no one has problems with Bandersnatches. Chris and both Claire's have weapons that make short work of these guys or interrupt their attacks. Wesker is bound to take some damage if luck isn't on his side, but he can kill them quickly enough that it can pass for neglible. Neither of Steve's weapons are effective. The Gold Lugers are laughable, which really sticks because I wanted a replay of Steve whooping ass, cinema style. The Sub Machine Guns kill the Bandersnatches quickly enough, but they can still attack through the fire. Take note, Bandersnatches will never fall down unless they die. So if they do fall over, don't worry about them getting back up. There are six of them throughout the Battle Game. You encounter the first trio very early in the Battle Game. The second and final trio are the last room prior to the boss battle. - Hunter - Resident Evil's trademark badass enemy is the Hunter. For the first and only time (so far) in a Resident Evil game, there are special Hunters on top of the normal strain. Generally, Hunters are quick, agile and powerful. They can outrun any of the characters in a straight up foot race. On top of this, they can leap like the Amazing Spider-Man. Each of their attacks, which come out very quickly and with surprising range, causes moderate to high damage. Then there is the one-hit kill they can perform at any time. The Hunter will pull their arm down low and behind them. Then comes a split second wait when you realize you are screwed. After which, they bring their claw overhead and your character no longer has anything at the end of the neck. Keep in mind that this Whack-o-Doom can be performed regardless of your health. Gone are the days when they had to wait until at least Caution. Fine condition is fair game, so far as the Hunters are concerned. For all their abilities, Hunters aren't particularly durable. Most people during the regular game wouldn't hesitate to use a Magnum on them, but it really isn't necessary. Shotguns shells, Explosive bolts, the various grenade rounds, and even the Combat Knife can effectively kill them. In addition, very many weapons will knock the Hunter down, causing them to be delayed in their assaults. If you manage to catch a Hunter off guard, they are no dangerous than a poodle. Then there are the "big guns." Sweepers are orange-reddish looking Hunters. What's special about them is that they have the ability to randomly poison your characters with a swipe of their claws. Poison, of course, is a highly undesired effect to be inflicted which. Making these guys the bane of all monsters. For some reason, I find Sweepers to be less likely to perform a head decap then its non-poisonous brothers. Perhaps this is just a dumb coincidence, or a programming choice. Either way, I couldn't tell you. People constantly say that Sweepers are also stronger than regular Hunters and even faster. I've found neither of which to be true to the least bit. There are four Hunters and two Sweepers throughout the Battle Game. ============================================================================= III. Claire Redfield ============================================================================= ----------------------------------------------------------------------------- - Equipment and Techniques - ----------------------------------------------------------------------------- ID Number WKD4496 Name Claire Redfield Age 19 Sex female Blood Type Type O Height 5.595 ft Weight 115.5 lb * Combat Knife * Handgun (with 15 rounds) * Bow Gun (with infinite Explosive Rounds) * Handgun Bullets (infinite) * Mixed Herb (green, red, blue mix) * Mixed Herb (green, red, blue mix) * Mixed Herb (green, red, blue mix) * Mixed Herb (green, red, blue mix) There is absolutely nothing of interest among those items with the exception of the Bowgun. You shouldn't ever touch anything else. The Bow Gun with Explosive Rounds is highly powerful, fast, and doesn't require any loading of any kind. The Handgun does not boast infinite ammo. The Handgun rounds, though, are infinite. Basically, you'll never run out of rounds, but after every fifteen shots, Claire will go through the reload animation, or you have to access the meny screen and manually reload the gun. A moot problem, considering the Handgun, as stated above is useless. The Bow Gun out-powers and out-classes the Handgun in every way. The Combat Knife is equally useless. Claire is not an idiot (i.e. Wesker), and knows that when you go into a situation loaded to the brim with zombies, and bio-engineered freaks, you carry something a little more resourcesful than a Knife. Again, health recovering items are useless in a speed run. It takes time to heal. Requiring healing means you got hit, which likewise takes time. When you get hit, it takes more time. Basically: do not get hit, and you won't need the health items. Equip the Bow Gun at all times. There is absolutely no reason to take it off. It is rather powerful, fires rapidly, and has almost no recoil to speak of. One shot kill on all zombies, and well placed bolts can take out more than one. Bandersnatches fall in 3-4 shots, while Hunters and Sweepers can both be taken down between 2-3 shots. Explosive Rounds also interupt the attacks of Bandersnatches and a single bolt will usually knock a Hunter off its feet. From the Slot Machine, Claire can acquire either the D.I.J. Diary, a First Aid Spray, or a pair of Sub Machine Guns. All of which are useless. The Sub Machine Guns are much slower at killing zombies than the Bow Gun, and just a bit slower at killing the Bandersnatches as well. It does prove safer against the Hunters, but again, slower, and it equally takes longer to equip the weapons in place of the Bow Gun. Basically, don't go into the Slot Machine room and save yourself the 30 seconds. All in all, Claire's game is the easiest by far. She has a very powerful weapon, and unlike Chris, a very simple boss. After getting relatively comfortable playing as her, you should be able to consistantly get a very low time as her game is highly consistant. ----------------------------------------------------------------------------- - Walkthrough - ----------------------------------------------------------------------------- Room 01: Underground Tunnel Enemies: 4 Zombies Barrels: none Items: none You start at the end of the tunnel. Run straight until the camera angle changes. Right when this happens, while still running, access the menu screen and equip the Bow Gun with Explosive Bolts. Exit the menu screen, aim and fire. Head towards the curve, just until the camera angle changes again. Aim and fire, then re-aim and fire to kill the fat zombie. You have to be quick at this or the zombie may get a chance to grab Claire. Head up a little more until you clear the bend, then aim and shoot the last zombie. Exit the room via the stairs at the end. =====---------------------------------------------------------===== Room 02: Outside the Medical Room Enemies: 6 Zombies Barrels: One (too far away from the enemies for any use) Items: Green Herb (on a crate to in the alcove near the door) Run past the explosive barrel and close enough to the group of zombies as to avoid Claire Auto-aiming at the barrel. Aim and kill the first zombie. Re-aim and finish off the other standing four. Run up a bit, aim down and kill the zombie on the ground. Stand near the door and wait until said zombie finishes dying. As soon as that happens, enter the door. =====---------------------------------------------------------===== Room 03: Military Training Facility Front Hall Enemies: 3 Bandersnatches Barrels: none Items: First Aid Spray (in the telephone booth) As soon as you enter, aim immediately and fire until you hear the first of the Bandersnatches scream (signalling its death). Immediately re-aim (by now you should be able to see the head of the second Bandersnatch at the bottom of the screen). If you see more, you're being a bit slow. If you don't even see it, all the better. Shoot another four bolts to kill it. Run towards the end of the hall, so that Claire is past the corner. Aim and fire until the Bandersnatch dies. You should be fast enough so that you can fire before its arm reaches Claire, thus cancelling its attack and avoid taking damage. When it dies, head to the end of the hall and enter the doorway. =====---------------------------------------------------------===== Room 04: Old RE-Nostalgia Blue Room Enemies: 5 Zombies Barrels: none Items: none Take aim immediately and fire to kill the first zombie (who happens to be making a fashion statement by straping C4 to its back). Re-aim, don't fire, and re-aim again. Do this in rapid succession. Fire off a bolt to kill a second zombie. Here's where the game becomes brash. Sometimes, you can re-aim and fire a bolt, killing the night-vision-goggle-wearing zombie whose is standing in the hallway further into the room. Sometimes, the bolt will miss. Go figure. I find that if you re-aim, and fire _two_ bolts, one of them is likely to connect. Your mileage may vary. Either re-aim and fire two bolts, or walk up until Claire has a clear shot and show it what you think of cowards hiding behind doorways. Head further up until Claire has cleared teh next corner, but not gone into it. Aim, and kill one zombie; re-aim and waste the last one. Enter the door to exit. =====---------------------------------------------------------===== Room 05: Ventilation Room Enemies: 6 Zombies Barrels: none Items: none Aim immediately and kill the first zombie on the same level as Claire. Then go down the steps, circle _past_ the Zombie in the cop uniform until Claire a few paces, then stop. Aim and fire. Re-aim and fire four more times. The room should be clear, so head up the steps at other end of the room and through the door. The door was copper colored, so that's your signal to prepare for Hunters. =====---------------------------------------------------------===== Room 06: Turntable Elevator Room Enemies: 2 Hunters Barrels: none Items: Green Herb (on crate) This is the only room in the Battle Game where you are forced to face two Hunters at once. Upon entering the room, immediately aim and fire off one single bolt at the unseen Hunter. It will knock him down, but not kill him. Then, while Claire is still in the weapon-ready position, hold the down-right direction and Claire will rotate toward the oncoming Hunter. When it is close enough to strike, shoot. Usually the Hunter will be quick enough that Claire can't rotate all the way to get a direct hit, but you will enough for the bolt to strike the Hunter and interrupt its attack. If the bolt didn't knock it down, but temporary stunned him (which is a good thing), fire off another bolt and kill him. If the first bolt did knock it off its feet, walk up to its temporary prone form and fire once more to complete the job. Either way, its dead. Release the weapon-ready position. Now Auto-aim again (if you just tried to re-aim with the left shoulder trigger, it won't work. For some reason, characters don't seem to be able to use that when an enemy is completely behind them.) and fire at the first Hunter to kill it. Exit through the garage-styled door to face another pair of Hunters... =====---------------------------------------------------------===== Room 07: Conveyor Belt Area Enemies: 1 Hunter, 1 Sweeper Barrels: A few at the far end of the area of no use. Items: Green Herb (near Sweeper), Blue Herb (on the conveyor belt) As always, immediately aim and fire at the unseen Sweeper. It should knock it down. Walk up to it while it is still on its back and and finish it off with one more bolt. Perform a 180 turn and run until the screen changes, which only takes a pace or two. By now the other Hunter should be right on you so immediately aim and fire down. Finish it off, then head past it and up the stairs into the door. =====---------------------------------------------------------===== Room 08: Military Training Facility Elevator Hall Enemies: 4 Zombies Barrels: One, which is near the entrance. Items: none Run to Claire's right so that she is away from the barrel. Aim at the barrel (Depending on how you ran towards the wall, Claire may take aim at the zombie instead. If this the case, just re-aim at the barrel) and detonate it which kills the first zombie. Now run up to about the point where the barrel was. Take aim and kill one zombie. Re-aim to kill another one. Re-aim again and waste the last zombie which is at the complete end of the hallway. Exit the area. =====---------------------------------------------------------===== Room 09: Surveillance Room Enemies: 6 Zombies Barrels: none Items: none As soon as possible, aim and fire at the oncoming zombie. It will explode because of the C4 on its back. Perform a 180 turn, and run until the camera angle changes. You will likely encounter a slow down in your system because of the explosion and the presense of a night-vision-goggle-wearing Zombie. Aim and fire to kill the first zombie, then re-aim and kill the zombie with the goggles. Run all the way to the end of the area and aim at the legs of the oncoming zombie. Fire and it will kill both the standing zombie and the one whose lying on the ground. This kills two-for-one, which is faster than firing two seperate shots for each zombie. Head back towards the door in the middle of the area. When you are infront of the door, aim at the unseen Zombie coming down the stairs and fire. Do the 180 turn so Claire faces the door and exit the area. =====---------------------------------------------------------===== Room 10: Old RE-Nostalgia "L"-Shaped Hallway Enemies: 6 Zombies Barrels: none Items: none There are two, three-man waves of Zombies. Immediately aim and fire. Re-aim and kill the next one, and repeat for the last one. Run to the end of the straightaway and round the corner, but do not hug it. The camera angle will switch and you will see the next set of three Zombies. Introduce them to Claire's Bow Gun and leave at the end of the hall. =====---------------------------------------------------------===== Room 11: Medical Examination Room Enemies: 5 Zombies Barrels: none Items: First Aid Spray (near exit) Immediately aim and fire to kill an unseen zombie. Now run up until the camera angle is more cooperative. Aim to kill the zombie closest to Claire. Re-aim and kill the fatso Zombie. Re-aim one last time to kill the Zombie in police garb. Now head to the end of the room, round the screen to meet the last Zombie. Shoot to kill, then leave. =====---------------------------------------------------------===== Room 12: Military Training Facility Vending Machine Cooridor Enemies: 4 Zombies Barrels: One that is in the middle of the hallway. Items: Green Herb, Blue Herb (both are next to vending machine) As Claire enters, aim immediately, but don't fire. Turn a hair to the right and detonate the barrel. Run towards the end of the hallway, past the corner but do not round it. Aim and kill the last zombie near the silver door. Sometimes, the barrel may not kill off all the zombies. They aren't a threat considering they take forever to stand back up and angle is friendly enough to let you have a good view of whose dead and whose not as you approach the vending machine. If any of the zombies weren't killed by the barrel, finish them off. There are two exits to the room, one through the silver door, and another through the copper door. The former takes you into the Casino room which is optional and contains the Slot Machine, two Green Herbs, and one Blue Herb. As Claire, this side-trip is totally useless, and only serves to waste time, so do not go in here. Proceed through the copper door to continue on with the game. =====---------------------------------------------------------===== Room 13: Locker Room Enemies: 1 Hunter, 1 Sweeper Barrels: none Items: First Aid Spray (in the bank of lockers on the side of the exit) This is the last encounter with the Hunters. This is also the only room immediately aiming and firing doesn't so anything. Go to the corner but do not completely round it. The camera angle will change and you can see a Hunter. You should have proceeded just enough to be able to fire a bolt that will connect with the Hunter. Head up to its lying form and finish it up close and personal, execution style. U-turn around the bank of lockers and approach the exit. When the Sweeper starts approaching, aim down quickly and fire until you knock the Sweeper over. One more bolt will kill it. Exit. =====---------------------------------------------------------===== Room 14: Frozen Hallway Enemies: 7 Zombies Barrels: none Items: none Fire upon entrance to kill the lone Zombie. Approach the corner, but do not round it. Aim and kill one Zombie, re-aim and kill the next Zombie. Three down, the rest are jumbled together at the end. Head down the hallway and you will get a clear camera angle. Fire four times (or less if you're lucky) and exit through the door. =====---------------------------------------------------------===== Room 15: Motor Pool Room Enemies: 4 Zombies Barrels: Many across the room. Items: none Enter, aim, and fire. This sets off a chain reaction, blowing up one barrel after the next. It also conveniently kills all four zombies. Do NOT release the weapon-ready position upon firing at the first barrel. Only do so after teh first explosion has fully cleared. If you release the position, the animation somehow puts Claire within range of the explosion and plummets her health. After the first explosion has cleared, head to the double doors at the adjacent wall. Even after the brief one second wait, Claire will likely reach the door before the last Zombie is "fully dead." When able, leave the room. =====---------------------------------------------------------===== Room 16: Storage Cooridor Enemies: 5 Zombies Barrels: none Items: none Your objective here is to kill the Zombie in the middle of the pack of five. It's wearing some handy C4 on its back. From where you enter, aim, re-aim, then move a hair to Claire's right and fire. You have to move a bit even after re-aiming, otherwise, the lead Zombie will still be in the line of fire. Sometimes, if you are lucky, the blast kills all the Zombies. If so, leave. However, more often than not, one or two Zombies are not dead. What's even worse is that they are usually incapable of standing up so Claire must run up to them and aim down. After the explosion, run along the wall with the door you entered from. A Zombie will have landed in the corner, and it is the most likely one to still be alive. If so, kill it. Either way proceed to the exit. The Zombie nearest the exit is the second most likely to still be alive. If this is the case, kill it to. Then exit. =====---------------------------------------------------------===== Room 17: Underwater Airstrip Terminal Enemies: 3 Bandersnatches Barrels: none Items: First Aid Spray (on the desk) When you enter, immediately aim and fire. Shoot off _five_ bolts, in case the first one came short, because all three Bandersnatches start out on the far side. Re-aim and shoot four bolts to kill the next one (listen for the scream). Re-aim and shoot the last one until it dies. Go around the desk and exit through the garage-styled door to the final area of the Battle Game, where the boss awaits. =====---------------------------------------------------------===== Final Battle: Antarctica Helipad Platform Boss: Nosferatu At the end of her run, Claire faces Nosferatu. He has three different attacks. The first is the most common, and if you fight him correctly, the only one you will ever see. He spews out poisonous gas that is spread by the wind. Because the wind is random, and chances periodically, you can't tell where the gas will be headed until it starts drifting. This attack can poison Claire (obviously), but it alone is not lethal. She can breath this stuff in all day and not croak. While being "hit" by it though, she will go into the damage animation, preventing her from attacking at the moment. The second attack is a tentacle lash. It's main purpose is to knock Claire off the platform (Alexander is such a gentleman). If played correctly, you will never see this attack performed. The third attack occurs in the event Claire gets next to Nosferatu. He will pick her off the ground and hurl her away, and ideally for him, off the platform. Again, if played correctly, Nosferatu will never get close enough to use this attack. To win quickly, simply stand your ground and pelt him with Explosive Bolts from the Bow Gun. He will go down after about 20 or so bolts. It takes a day short of forever to kill with the Handgun. The same can be said about the pair of Sub Machine Guns from the Slot Machine, but again, simply don't bother going in there with Claire. It's entirely pointless to waste twenty seconds to grab a pair of ineffective weapons that appear randomly. Attempting to use the Knife is very stupid, as it results in being thrown off the platform, in a rather pathetic display. Nosferatu will definately be able to get at least one batch of poisonous gas into the air before Claire can take him down. When this happens, run out of the range of the gas to avoid wasting time in the damage animation. Though you cannot tell where the gas will drift due to the random wind, you can tell where it will begin because there will be a black dot on the snow covered helipad where the gas will rise from. =====---------------------------------------------------------===== My personal best time ended at 5'34"10. I actually messed up in the second Hunter area, costing me somewhere in around five seconds, and I was going at a rather sluggish pace, which tacted on an additional undeterminable few seconds, so it isn't too difficult to get even lower. ============================================================================= IV. Alternate Claire ============================================================================= ----------------------------------------------------------------------------- - Equipment and Techniques - ----------------------------------------------------------------------------- ID Number WKD4496 Name Claire Redfield Age 19 Sex female Blood Type Type O Height 5.595 ft Weight 115.5 lb * Combat Knife * Grenade Launcher * Assault Rifle (with infinite ammo) * Grenade Rounds (infinite) * Flame Rounds (infinite) * Acid Rounds (infinite) * Mixed Herb (green, red, blue mix) As always, the herbal mixes and the Combat Knife are pointless, aside from cluttering up the menu screen. You won't touch any of them. The Grenade Launcher and Assault Rifle are both cumbersome weapons. Worst off, they are both incredibly slow. The Grenade Launcher may be powerful, but each shot comes out slowly, and Claire must go through a reload animation after each shot. The Assault Rifle may have a high rate of fire, but it is ridiculously weak for a fully automatic weapon, causing it to take forever to kill a single Zombie. In some cases, you can kill a Zombie faster with the Combat Knife, and that's just sad. Of course, it's one or the other. Between them, the Grenade Launcher is definately the better choice. It provides a one-hit kill on Zombies and Bandersnatches, knocks down Hunters and is generally more effective at taking out groups than the Assault Rifle. In fact, in a Speed Run, the Assault Rifle is much like the Knife, totally useless and should never be touched. Claire initially carries three types of rounds for the Grenade Launcher: the Grenade Rounds, the Flame Rounds, and the Acid Rounds. The Grenade rounds fire off five, short-ranged, and weak Grenades in a wide spread. Somewhat useful for attacking large clumps of Zombies. Often, however, you'll find that a Zombie who has taken a direct hit from these types of rounds don't automatically die, which takes extra time. Further, these rounds are rather ineffective when used on either Bandersnatches or Hunters. The Acid Rounds are highly effective against Hunters. They usually produce a one-hit kill on the toughest non-boss monsters in the game, which is nothing to sneeze at. The problem, though, is that they are not practical. There are sixty-two Zombies in the Battle Game, and Acid Rounds are not the least bit effective in killing them. The Flame Rounds, though, are great. They usually provide a one-hit kill on both Zombies and Bandersnatches. Hunters take two to three. Not as good as the Acid Rounds for that purpose, but not too shabby either. In addition, it isn't all that difficult to hit several Zombies with one Flame Round, so that is an added bonus. Generally, since switching ammo type is very time consuming, and we are trying to conserve it, stick with the Flame Rounds. They are easily the most versatile and useful. Master the art of aiming the rounds to be effective. Wasting shots is bad in a Speed Game, it is infinitely worse in an Alternate Claire speed game because she must reload each shot. Rounds are fired very slowly, and travel very slowly, so if you don't aim properly, and the enemy is a decent number of paces ahead, the round will likely just miss. Judge the speed and direction of a Zombie. If it is moving to either Claire's left or right, shoot to where the Zombie will be, not where it currectly is. Hitting multiple Zombies with one-shot is critical. Two-for-ones save a load of time from reloading. If a Zombie is standing still, or walking towards or away from Claire, shoot to hit its side rather than dead on. That way, you have a chance the explosion will take down another Zombie. A vital technique for Claire is the Angled Shot. When Claire shoots a Hunter once with a Flame Round, usually it will fall over. At this point, if Claire shoots straight, the round will detonate ahead of the downed Hunter. If you shoot straight down, it will detonate at the feet of the Hunter without actually hitting it. However, if you shoot as Claire is aiming down, but before she does all the way, the shot will be fired between these two positions effectively hitting the Hunter. This avoids having to shoot a Hunter down, leave the weapon-ready position, run up to it and shoot down again. From the Slot Machine, Claire can acquire either the D.I.J. Diary, a First Aid Spray, or the BOW Gas Rounds. The first two are simply a waste of time and only serve to cause frustration. The BOW Gas Rounds, though, are _very_ essential to an Alternate Claire Speed run. Alternate Claire meets the Tyrant at the end of her Battle Game, and if you use any of the three initial rounds on it, you'll only succeed in getting knocked off the helipad platform by a non-too-docile bio-weapon. This is a decidedly bad thing. The Assault Rifle is actually somewhat useful in taking down the Tyrant because it fires bullets which travel horizontally unlike grenades. Given how slow the Tyrant is, Claire can just run around shooting it until it drops. The problem with doing this in a Speed Game, though, is that it takes too long. Which is where the BOW Gas Rounds come in. It takes only four to six shots to defeat the Tyrant with these grenades. So for Alternate Claire to successfully complete a good speed run, she must enter the Casino room and the Slot Machine must spawn the BOW Gas Rounds. If not, the run was wasted. Alternate Claire's game is a bore. Her weapons are too damned slow to enjoy playing with, and cumbersome to the touch. What's worse is that Speed Runs can be completely wasted should the game be saucy and not spawn the BOW Gas Rounds. It is however, highly easy. Like regular Claire, her game is quite constant with the exception of the Slot Machine. ----------------------------------------------------------------------------- - Walkthrough - ----------------------------------------------------------------------------- Room 01: Underground Tunnel Enemies: 4 Zombies Barrels: none Items: none You start at the end of the tunnel. Run straight until the camera angle changes. Right when this happens, while still running, access the menu screen. Highlight the Flame Rounds, and combine them into the Grenade Launcher. Now equip the Grenade Launcher. Do _not_ fall for the common trap of trying to equip the weapon before loading the ammo. For some reason, this causes additional loading by the game. Exit the menu screen and fire. The first Zombie dies. Round the corner and make it to wall on the far side. Now aim and tilt a hair to Claire's left. Fire and both Zombies die. Re-aim and burn the next Zombie. All four are now dead, so head up the stairs into the next area. =====---------------------------------------------------------===== Room 02: Outside the Medical Room Enemies: 6 Zombies Barrels: One (too far away from the enemies for any use) Items: Green Herb (on a crate to in the alcove near the door) Run past the barrel towards the group of enemies. Your first round should be able to take down at least two Zombies (three if you're either incredibly lucky, or can aim really well; I'm personally unable to get three on a very consistant level). Re-aim and take out two more. The last Zombie should have walk over to where the prone Zombie lies. If so, shooting the standing Zombie by re-aiming and firing where Claire stands should dispatch both of the Zombies. If the standing one isn't near the prone one, you'll have to get rid of them both separately. If it comes to this, try and kill the prone one first as it has a longer death animation. =====---------------------------------------------------------===== Room 03: Military Training Facility Front Hall Enemies: 3 Bandersnatches Barrels: none Items: First Aid Spray (in the telephone booth) Immediately aim and fire. If you're quick you'll be able to fire off the Flame Round before the Bandersnatch even begins its attack. If you hit it while it is still walking, it will die from the first shot. If it has starts its attack, you'll need to shoot off a second round to kill it. Re-aim and kill the next Bandersnatch. Head to the cooridor at the end, and after clearing the corner, but not rounding it, auto-aim and take down the final Bandersnatch. Run down the hall and through the door. =====---------------------------------------------------------===== Room 04: Old RE-Nostalgia Blue Room Enemies: 5 Zombies Barrels: none Items: none Aim and fire. The first Zombie goes down with a bang from the explosives on its back. Re-aim, and re-aim again so Claire is pointing her oversized weapon at a Zombie rather then the wall. Fire. Run towards the night-vision goggle Zombie and burn it to. Run up to the corner, aim and fire at one unseen Zombie, then re-aim and finish the second unseen Zombie. Exit the room. =====---------------------------------------------------------===== Room 05: Ventilation Room Enemies: 6 Zombies Barrels: none Items: none There is a Zombie right next to Claire. Burn it. As Claire is in reload animation, rotate her so she faces the stairs. As soon as you are able, head down them and aim. Fire one round then re-aim and continue until all the Zombies are dead. Exit and prepare for the Hunters. =====---------------------------------------------------------===== Room 06: Turntable Elevator Room Enemies: 2 Hunters Barrels: none Items: Green Herb (on crate) With Claire's reloading, I can't possibly come up with a method to avoid being hit. But the good news is you can get away with taking only one hit. When you enter, immediately run to Claire's right towards the garage-styled doors. By now one of the Hunters (Hunter A) will have slashed Claire. Aim and fire to knock the Hunter away. During this time, the other Hunter (Hunter B) was "caught" by one of the crates slowing it down. After the initial hit on Hunter A, Hunter B will likely have gotten out of the trap and be headed towards Claire. Fire again to knock it down as well. At this point, Hunter A will be getting up, but it has to go around the body of its brother to get to Claire. Hunter B should be getting up as well, and a well placed Flame Round will kill them both. It takes a bit of practice, but after maybe two or three tries, you'll be able to pull it off every run through. Two Hunters, one slash, three Flame Rounds, and it is all over. 180 turn and exit through the door. =====---------------------------------------------------------===== Room 07: Conveyor Belt Area Enemies: 1 Hunter, 1 Sweeper Barrels: A few at the far end of the area of no use. Items: Green Herb (near Sweeper), Blue Herb (on the conveyor belt) Enter, aim and fire quickly. If done fast enough, Claire will knock the unseen Sweeper to her left down, and it will land in position so that she can immediately fire straight once more to kill it. By now, the non-poisonous Hunter is making its way towards Claire. Run ahead, and when you see it, blow its stinkin' Hunter-brains out. Shoot it once more to finish it off, and round the corner, up the stairs, through the exit. =====---------------------------------------------------------===== Room 08: Military Training Facility Elevator Hall Enemies: 4 Zombies Barrels: One, which is near the entrance. Items: none Aim, re-aim and fire to blow up the barrel along with the Zombie that likely lunged for Claire. Re-aim and fire twice to kill the two Zombies nearest Claire. The last one is at the end of the hall and is too far for the Grenade Launcher. Run up and burn it then exit. =====---------------------------------------------------------===== Room 09: Surveillance Room Enemies: 6 Zombies Barrels: none Items: none Again, immediately aim and fire to detonate the C4 on the Zombie's back. 180 turn and run until the camera angle changes and you can see two more Zombies. Fry each one with its own grenade and run towards the monitor banks at the other end of the room. If you are fast, you can get there fast enough that Claire can aim down and fry both the prone Zombie and the standing one with one shot. Head back toward the door and dispatch the final Zombie. Exit. =====---------------------------------------------------------===== Room 10: Old RE-Nostalgia "L"-Shaped Hallway Enemies: 6 Zombies Barrels: none Items: none Aim and fire, likely killing two Zombies. Re-aim and fire to kill the third and last in the first three-man wave of Zombies. Run towards the bend and burn the first two with a single shot. Re-aim and burn the last one in the room. When they are all dead, exit through the door at the end. =====---------------------------------------------------------===== Room 11: Medical Examination Room Enemies: 5 Zombies Barrels: none Items: First Aid Spray (near exit) Upon entering, aim and fire to kill an unseen Zombie. This prompts the seen Zombie to start moving. Head forward and the camera angle will change to a more accommodating view. Aim and fire at the Zombie you activated. Re-aim to kill fatso Zombie and re-aim once more to kill the cop Zombie. Head to the exit, round the see-through screen and kill the Zombie who was apparently oblivious to all the wanton mayhem Claire was throwing around. =====---------------------------------------------------------===== Room 12: Military Training Facility Vending Machine Cooridor Enemies: 4 Zombies Barrels: One that is in the middle of the hallway. Items: Green Herb, Blue Herb (both are next to vending machine) Run straight and stop just outside of the barrel's blast radius. Aim and then re-aim so Claire is pointing at the barrel. Fire to ignite it killing three Zombies. If you tried to blow the barrel up immediately without running forward, often times, the Zombie furthest away would still be alive. This way, it moves close enough to be killed by the explosion. Head to the end of the hall and allow the auto-aiming to kill the Zombie who is facing the wall of all places. There are two doors now. The copper door leads to the rest of the Battle Game, and more immediately, into the last Hunter encounter. The silver door leads to an optional Casino room. For a Speed Run, Claire absolutely must head into this room. =====---------------------------------------------------------===== Room --: Casino Enemies: none Barrels: none Items: 2 Green Herbs, Blue Herb (both on bar counter) Special: Slot Machine Immediately run to the Slot Machine (the third one from the wall) and use the action button. Claire will pull the handle and an item will appear in the bottom compartment. It can be one of three things: the D.I.J. Diary, a First Aid Spray, or the BOW Gas Rounds (the ammo will be 3, but when combined into the Grenade Launcher, you will have infinite). If you get either the D.I.J. Diary or the First Aid Spray, the game has just screwed you. You might as well enter the next Hunter room and allow them to lop off Claire's head so you can restart. If you do get the BOW Gas Rounds, though, you're golden. You absolutely _must_ have the BOW Gas Rounds to finish the Battle Game in a speedy manner. 180 turn and exit the room. =====---------------------------------------------------------===== Room 13: Locker Room Enemies: 1 Hunter, 1 Sweeper Barrels: none Items: First Aid Spray (in the bank of lockers on the side of the exit) Round the corner and you'll be standing face to face with a Hunter, who you should promptly introduce to a Flame Round. It will likely be knocked on its ass, at which point use the Angled Shot technique to finish it off. Now go around the corner and approach the blood stained wall and door. A Sweeper will appear out of thin air. Fire at it, which will likely knock it over and against the wall. Fire once more to kill it. You're done here so exit. =====---------------------------------------------------------===== Room 14: Frozen Hallway Enemies: 7 Zombies Barrels: none Items: none Fire off a shot immediately and the auto-aim will lead it to a lone Zombie. Run up towards the bend. Aim and fire; re-aim and fire. Two more Zombies are dead. Run towards the end of the cooridor to see a group of four Zombies advancing on Claire. Aim and tilt the Grenade Launcher so it is pointing at the center of the Zombies. One shot will kill all four of them. Exit by way of the door. =====---------------------------------------------------------===== Room 15: Motor Pool Room Enemies: 4 Zombies Barrels: Many across the room. Items: none Aim and fire. The Flame Round will collide with a barrel which will set off a chain reaction, each barrel blowing up another, and conveniently, the cluster of four Zombies in the dead center of the explosions. Nice. As Claire is going through her annoying reload animation, tilt her about 90 degrees to her left toward the double doors. When you can, run and exit. =====---------------------------------------------------------===== Room 16: Storage Cooridor Enemies: 5 Zombies Barrels: none Items: none Aim and fire off one blast to the kill the first Zombie. Re-aim and fire off another round. This blast should ignite a C4 packet on the Zombie's back, blowing it, and all its fellow Zombies to hell and back. Exit the room via the door at the end. =====---------------------------------------------------------===== Room 17: Underwater Airstrip Terminal Enemies: 3 Bandersnatches Barrels: none Items: First Aid Spray (on the desk) Run to Claire's right and up to the desk. Don't go around it. Aim and fire to kill the lone Bandersnatch. By now the other two should have walked into firing range. Re-aim and fire to kill one, and do so again to dispatch the final Bandersnatch. Now run into the hallway where there was only one Bandersnatch and exit through the garage-styled door at the very end. =====---------------------------------------------------------===== Final Battle: Antarctica Helipad Platform Boss: Tyrant Alternate Claire gets the pleasure of facing Resident Evil's trademark boss, the mighty Tyrant. The Tyrants entire game plan is to stalk Claire in his slow but menacing I'm-too-damn-badass-to-run-after-you pace. Should he catch up with her (ha ha), he will use one of two different attacks. The first of which is the Tyrant's generic all purpose attack. If Claire gets within range, it will launch of set of three claw sweeps by alternating hands. Because the Tyrant also tends to lunge with this attack, it has a surprisingly large range. Though it deals moderate to high damage, this is not its main purpose. When Claire gets hit by this attack, she is launched far. As you can imagine, this is especially dangerous when you take into account they are fighting on a high, die-if-you're-stupid-enough-to-fall helipad. Tyrant's second attack will only be performed if he is standing over Claire when she is still lying on the ground. It will slowly get into a certain stance, then bring its claw down in a overhead hammerblow. This deals high amounts of damage. Of course, it has a very slow start up, and Claire should never even be in any sort of position to be hit by this attack. Under normal circumstances, Claire could simply equip the Assault Rifle and shoot the Tyrant. When it comes close, she can circle around it and run to the other end of the helipad and continue with her automatic barrage. Given the Tyrant's utter refusal to move at anything resembling speed, this strategy is one that nearly guarantees victory, and even does so in a fast enough fashion to earn the "A" rank. But that's not good enough for us. We want the _fastest_ time, not merely a sufficient time. This is why it is vital for Alternate Claire to obtain the BOW Gas Rounds. Upon entering the area, immediately access the menu screen. Combine the Grenade Launcher and the BOW Gas Rounds. The ammo says three, but when loaded into the Grenade Launcher, you'll notice you have infinite. Exit the menu screen. Now simply aim, and fire until the Tyrant drops. It should take 4-6 shots only. You will not have to move once and still be able to drop it long before it reaches striking distance. =====---------------------------------------------------------===== My best time through with Alternate Claire comes out to 6'51"45. I was a bit slow because I missed two chances at a two-for-one shot with the Flame Rounds on Zombies. ============================================================================= V. Chris Redfield ============================================================================= ----------------------------------------------------------------------------- - Equipment and Techniques - ----------------------------------------------------------------------------- ID Number MRD6251 Name Chris Redfield Age 25 Sex male Blood Type Type O Height 5.938 ft Weight 177.5 lb * Combat Knife * Magnum (with infinite ammo) * Shotgun (with 7 shells) * Shotgun Shells (infinite) * Mixed Herb (green, red, blue mix) * Mixed Herb (green, red, blue mix) The only item of any interest that Chris carries is the Magnum, and with good reason. The Knife, being a melee weapon in a RE game, is totally useless. Considering this is a speed run, there is no point at all to be wasting time using health items (especially when you'll be wasting enemies with the Magnum long before they even get close to Chris). The Shotgun is a sore disappointment. Many RE fans like myself used to thoroughly enjoy using the "broomstick." But this game took that away. It still boasts the one-hit head shot on Zombies, but that's about it. If you try to take out a Zombie without a head shot, you could waste up to 7 shells before it even falls down if you're far enough away. Though it does provide its stun effect on Bandersnatches and knocks down Hunters, the amount of time it takes to kill enemies with this is obscene for a weapon that's meant to be a _shotgun_. Additionally, in this Battle Game, the Shotgun can only hold 7 shells at any given time. Chris carries unlimited Shotgun ammo, but after 7 shots, he must manually reload them via in-game animation or through the menu screen. The weapon is more trouble than it's worth. The Magnum is essentially the most powerful weapon in the game by far (the Linear Launcher obviously outpowers it, but that weapon is something straight out of a Doom game). For all enemies, save bosses, it provides a guaranteed one-hit kill, regardless of range. It fires incredibly quickly as well, and the bullets travels fast, unlike the Bow Gun or the Grenade Launcher. In addition, well placed shots can take out many enemies at a time as the bullet will travel through monsters, unlike any other weapon in the game. Have it equipped at all times. Remember, one of the fundamental principles of the Resident Evil world: "Magnum is king." From the Slot Machine, Chris can acquire either the D.I.J. Diary, a First Aid Spray, or a pair of M-100P's. None of which are of any particular use to Chris whatsoever. The D.I.J. Diary isn't going to help him kill Alexia. The First Aid Spray is kind of pointless. Even if you were not striving to avoid all possible damage, it would happen anyway. Chris has the Magnum. It is actually rather difficult to get hit while playing Chris. And the M-100P's are a joke. Again, Chris has the Magnum. Any other weapons are entirely obsolete. Going into the Casino room only serves to slow Chris down. Don't bother. (Though the slot machine animation is worth seeing at least once.) Chris' regular run through is far and wide the simplest of the bunch. Having access to the wonder-hit wonder-shot known as the Magnum (and infinite ammo to boot) tends to do that to you. His runs through will always be the quickest and simplest. The only thing is that his boss is the most difficult to kill. Second form Alexia takes more than a dozen Magnum Rounds before the fight is over. Then Third from Alexia is a real pain to hit. Still, Chris will end up having the fastest time of them all. ----------------------------------------------------------------------------- - Walkthrough - ----------------------------------------------------------------------------- Room 01: Underground Tunnel Enemies: 4 Zombies Barrels: none Items: none You start at the end of the tunnel. Run straight until the camera angle changes. Right when this happens, while still running, access the menu screen and equip the Magnum. Exit the menu screen, aim and fire. Head towards the curve, just until the camera angle changes again. Aim and fire, then re-aim and fire to kill the fat zombie. You have to be quick at this or the zombie may get a chance to grab Chris and do some damage. Head up a bit more until you clear the bend, then aim and shoot the last zombie. Exit the room via the stairs at the end. =====---------------------------------------------------------===== Room 02: Outside the Medical Room Enemies: 6 Zombies Barrels: One (too far away from the enemies for any use) Items: Green Herb (on a crate to in the alcove near the door) Auto-aim to target the barrel, then move a hair to Chris' right. Fire. If done correctly, the Magnum round will denotate the barrel, and kill two at least two Zombies. Re-aim and fire to kill another, and repeat until all of the standing Zombies are gone. Run all the way up and shoot the Zombie who is playing dead. When the game finally registers that the Zombie is dead, exit the area. =====---------------------------------------------------------===== Room 03: Military Training Facility Front Hall Enemies: 3 Bandersnatches Barrels: none Items: First Aid Spray (in the telephone booth) As soon as you enter, aim immediately and fire. The first Bandersnatch will screams to signify its death. By now you should have already re-aimed and killed the next one. Run towards the end of the hall, so that Chris is past the corner, but doesn't round it. Aim and fire a Magnum round which will hit the unseen Bandersnatch and kill it. When it dies, head to the end of the hall and enter the doorway. =====---------------------------------------------------------===== Room 04: Old RE-Nostalgia Blue Room Enemies: 5 Zombies Barrels: none Items: none Take aim immediately and blow the head off the first Zombie wearing the C4 on its back. Then re-aim, re-aim again, and destroy the next Zombie. Re-aim once more and kill the Zombie hiding in the hallway. Enter the hallway with the now deceased Zombie and head towards the corner. When Chris is past the corner, aim and fire at one Zombie, then re-aim and fire at the last Zombie. You're done here, so leave. =====---------------------------------------------------------===== Room 05: Ventilation Room Enemies: 6 Zombies Barrels: none Items: none Upon entering, immediately aim at the nearest Zombie and hold down so Chris points the Magnum at its feet. Re-aim then fire. This way, Chris takes out the Zombie next to him, and one on a level below him, effectively saving some time. Head down the steps and run past the Zombie there. Aim and fire at one Zombie. Re-aim and shoot until you've cleared the room. Head towards the door at the far end to exit. =====---------------------------------------------------------===== Room 06: Turntable Elevator Room Enemies: 2 Hunters Barrels: none Items: Green Herb (on crate) This is the only room in the Battle Game where you are forced to face two Hunters at once. Upon entering the room, immediately aim and fire off one Magnum round at the unseen Hunter. One dead, one to go. Do not release the weapon-ready position. Turn right. You won't be facing the Hunter directly, but that's not necessary. By the time the Hunter reaches Chris' side, but before it begins its attack animation, fire. The Magnum round should still hit the Hunter. Exit through the garage-styled door. =====---------------------------------------------------------===== Room 07: Conveyor Belt Area Enemies: 1 Hunter, 1 Sweeper Barrels: Two at the far end of the area of no use. Items: Green Herb (near Sweeper), Blue Herb (on the conveyor belt) As soon as possible, aim and fire at the Sweeper to Chris' left. You will know if you are fast if the Sweeper dies and there is no explosion from the barrels at the far end. You will know if you are slow if you do hear the two barrels explode. Either way the Sweeper is dead. Head up and turn the corner. When Chris runs to the point where the area is open, aim and fire at the Hunter whose still wandering what's going on. You'll kill it before it even realizes you're there. Head up the steps and through the door. =====---------------------------------------------------------===== Room 08: Military Training Facility Elevator Hall Enemies: 4 Zombies Barrels: One, which is near the entrance. Items: none Fire upon entering to kill the Zombie near Chris. Re-aim to face the barrel. Before firing, turn a hair to Chris' right. One Magnum round should detonate the barrel and kill at least two Zombies. All three remaining if you are lucky. If not, simply re-aim and kill the final Zombie then exit at the far end of the cooridor. =====---------------------------------------------------------===== Room 09: Surveillance Room Enemies: 6 Zombies Barrels: none Items: none As soon as possible, aim and fire at the oncoming zombie. It will explode because of the C4 on its back. Perform a 180 turn, and run until the camera angle changes. You will likely encounter a slow down in your system because of the explosion and the presense of a night-vision-goggle-wearing Zombie. Aim and fire to kill both Zombies with a single shot. Head to the computer monitors at the end of the room. Aim and fire _down_. The Magnum round will hit both the prone Zombie and the legs of the one standing. It kills both. Head back to the door in the middle of the room. When you get there, aim and fire to kill the final Zombie. 180 turn to face the door and exit. =====---------------------------------------------------------===== Room 10: Old RE-Nostalgia "L"-Shaped Hallway Enemies: 6 Zombies Barrels: none Items: none There are two, three-man waves of Zombies. That makes six Zombies. It takes three Magnum rounds to kill them all. Aim and fire once to kill two Zombies. Re-aim and finish the final one in the first three-man wave. Head forward. When Chris comes to the bend and as soon as the camera angle changes, aim and fire. If you did it correctly, the one Magnum round will kill all three of the Zombies. Exit at the end of the hall. =====---------------------------------------------------------===== Room 11: Medical Examination Room Enemies: 5 Zombies Barrels: none Items: First Aid Spray (near exit) Immediately aim and fire to kill an unseen zombie. Now run up until the camera angle is more cooperative. Aim to kill the zombie closest to Chris. Re-aim and kill the fatso Zombie. Re-aim one last time to kill the Zombie in police garb. Now head to the end of the room, round the screen to meet the last Zombie. Introduce said Zombie to Mr. Magnum and leave the room. =====---------------------------------------------------------===== Room 12: Military Training Facility Vending Machine Cooridor Enemies: 4 Zombies Barrels: One that is in the middle of the hallway. Items: Green Herb, Blue Herb (both are next to vending machine) In this room, aim as soon as possible and shoot. The Magnum round detonates the barrel, killing at least two fo the Zombies. The last one is likely to get up so as you run down the cooridor, as soon as the angle allows you to see said Zombie point the Magnum and fire. Round the corner and fire at the dumb Zombie still facing the door. Honor doesn't count here, no point to wait until it turns around. Especially when the damn thing thinks the door has flesh to eat... The door the stupid Zombie was guarding (or whatever the hell it was doing) leads to the Casino room which contains the random item generating Slot Machine, two green herbs, and a blue herb. The Slot Machine randomly gives Chris the D.I.J. Diary, a First Aid Spray, or a pair of M-100P's. As you can imagine, the guns aren't going to mean much when you have an infinite ammo Magnum. Chris shouldn't ever even get hit so the health items are also fruitless. And, frankly, Chris doesn't strike me as the bookish type, so there isn't much a reason to get the D.I.J. Diary. Save the twenty seconds and don't even bother heading into that room. Through the copper door instead. =====---------------------------------------------------------===== Room 13: Locker Room Enemies: 1 Hunter, 1 Sweeper Barrels: none Items: First Aid Spray (in the bank of lockers on the side of the exit) This is the last encounter with the Hunters. This is also the only room immediately aiming and firing doesn't so anything. Go to the corner and run right up the Hunter. Fire your Magnum. It screams and dies. Run past it and head toward the door. As soon as the Sweeper materializes, show him the same courtesy you provided his non-poisonous brother: a quick death. Exit. =====---------------------------------------------------------===== Room 14: Frozen Hallway Enemies: 7 Zombies Barrels: none Items: none Fire upon entrance to kill the lone Zombie. Approach the corner, but do not round it. Aim and turn a bit to Chris' right so that he is aiming straight down the cooridor. Now fire and kill two Zombies. Approach the end of the hall to see a pack of four (though that last Magnum round may have taken one or two of them down already). Fire until they all die. I've managed to once take out all four in one shot. But I've made a run through more times than I can count, and have never been able to reproduce the effect without wasting valuable time. Ordinarily, it'll likely take two shots to kill all four. Exit through the door. =====---------------------------------------------------------===== Room 15: Motor Pool Room Enemies: 4 Zombies Barrels: Many across the room. Items: none Enter, aim, and fire. This sets off a chain reaction, blowing up one barrel after the next. It also conveniently kills all four zombies. When the first blast has cleared, turn Chris a bit to his left and head to the double-doors. =====---------------------------------------------------------===== Room 16: Storage Cooridor Enemies: 5 Zombies Barrels: none Items: none Aim, then re-aim and fire. The Magnum round will blow up the Zombie with the C4. This should kill most of the Zombies, and if you're incredibly lucky, all of them. More times than not, though, one or two Zombies will survive. After firing, go along the wall of the door you entered from. The Zombie that landed here is the most likely sucker to survive. If so pop him with a Magnum round. Now head toward the exit. If any other Zombies want to get up, stop them cold. =====---------------------------------------------------------===== Room 17: Underwater Airstrip Terminal Enemies: 3 Bandersnatches Barrels: none Items: First Aid Spray (on the desk) When you enter, immediately aim and fire. One Bandersnatch dead. Re-aim to target the lone Bandersnatch and fire again. Re-aim one last time and remove the last one from the picture. Head around the desk and through the garage like door at the end. =====---------------------------------------------------------===== Final Battle: Platform Boss: Alexia (Forms II and III) Alexia is not a difficult boss at all. She is simply annoying as hell. It takes a bit of time to kill her second form, and she is difficult to hit in the third form. So, though, Chris tears through the majority of the Battle Game with the Magnum, he ends up taking about as long on the fight with his boss alone. In her second form, Alexia will do three things. The first of which is to produce little creatures that chase Chris around, whacking them with a small, thin tentacle. Not very damaging in the least, but when they hit him, it stops him from firing at Alexia. Secondly, she will periodically spew some form of acid at Chris, which on top of damaging him and interrupting the steady Magnum fire, has a chance of poisoning him. The last attack Alexia performs is to use a very large tentacle to either swat at or smash Chris. Most people make the mistake of assuming the Magnum will do the same amount of damage regardless of range. After all, against normal enemies, one hit from anywhere produces a kill. But, of course, like all weapons, range matters. When people make this mistake, they simply enter the room and fire until Alexia mutates. But we know better. Instead run up to her until you are as close as you can be. Then fire. And keep firing. Ignore the little critters attacking Chris. It's hard to aim down to kill them using the Magnum, and they keep spawning so it serves little purpose. Plus it takes time to do that, when you should be plugging Alexia full of holes instead. Likely, Chris will also be hit be the large tentacle at least once, and have acid spewed at him at least once as well. If you do it this way, it can take as little as 13 rounds to kill Alexia's second form. Most likely, it'll take around 14-16. If you took the route of standing away from her and firing, it'll take you in the upwards of 20+ Magnum rounds. The choice is yours. By getting hit with the big tentacle and Alexia's acid, Chris may very well be in poisoned condition with orange caution health. But that doesn't matter at all. Alexia's third form is incredibly weak and not very difficult in the least bit. She only performs one attack, which is to spew some her trademark fire bursts. It's easy to predict her timing and avoid the attack. Simply by running, even if it is danger-status slow-as-hell running, it is enough to avoid the flames. And since poison can't kill alone, you are golden. The problem, though, is that Alexia is rather difficult to hit with the Magnum. That's where the time is going to catch up with you. Unlike in the regular game, where Chris could just shoot blindly, and Alexia would be Wesker-like enough to move _into_ the blow, the Magnum does not produce the one hit kill that the Linear Launcher did, and thus you cannot rely on Alexia's stupidity alone to accomplish the task, no matter how tempting it may be. At the start of round 2, so to speak, aim, point up and fire. Re-aim and fire again. Do so once more. Now run around in circles until Alexia has finished her attack. Chase her around, getting as close to her as possible, and aim up and fire. Re-aim and fire some more. Depending on how well you chase her, you may be able to fire as many as five shots or as little as two before you need to run to avoid the flames again. The main thing to remember is to stay close to her flying form so it is easier to aim and shoot at her. =====---------------------------------------------------------===== My best time for Chris' game came out to 5'42"43. ============================================================================= VI. Steve Burnside ============================================================================= ----------------------------------------------------------------------------- - Equipment and Techniques - ----------------------------------------------------------------------------- ID Number MFD2872 Name Steve Burnside Age 17 Sex male Blood Type Type AB Height 5.676 ft Weight 148.8 lb * Combat Knife * Gold Luger (pair; with infinite ammo) * Mixed Herb (green, red, blue mix) * Mixed Herb (green, red, blue mix) * Sub Machine Guns (pair; with infinite ammo) Like with Chris and Claire, the herbal mixes and Combat Knife are entirely useless. They will never be used or even touched. So just ignore them. Both pairs of firearms, however, are used in Steve's game. As a general rule, use the Gold Lugers on Zombies and the Sub Machine Guns on everything else (i.e. Hunters and Bandersnatches). The Gold Lugers are rather mediocre in terms of raw damage. It isn't particularly weak, as it can kill a Zombie normally with two to three shots. But it's a far cry from powerful. In addition, it has a very high recoil and low firing rate. On top of this, the weapon neither stuns nor knocks an opponent over when hit. So it is a decidedly bad thing to try and face off Bandersnatches or Hunters. A real shame too, since I was looking forward to fighting the Bandersnatches after watching the Steve Cutscene when the monsters were first introduced. The real shining point of the Gold Lugers, though, is there shotgun-style headshot decapitations. On top of that, because it only takes one bullet, and Steve carries two guns, with the right positioning, he can consistantly get two-for-ones. To perform a headshot, the bullet must hit a Zombie in the head/neck area. When in the standard weapon-ready position, Steve will fire straight. When in the weapon-ready position, pointing up, Steve will shoot about 45 degrees higher than in the standard position. However, if you fire the guns while raising the guns, the bullets will come out before Steve fully raises his arms (a variation of Alternate Claire's Angled Shot technique with the Grenade Launcher). This causes the bullet to go slightly higher than normal, usually taking a Zombie's head off. You _can_ simply point up and wait until the Zombie gets close. However, this takes a bit longer, is less accurate, and, more often than not, results in Steve getting bitten. So stick with the faster and more consistant Angled Shot method. Simply hold the Right Shoulder Trigger on the controller and hit Up and the Fire buttons at the same time. Even with the headshot, the Lugers have three glaring weaknesses. For one, fat Zombies are completely immune to headshots. Don't even bother with it against them. Just aim normally and fire until they drop. Secondly, the Lugers just don't seem to want to be consistant with how much damage they do. Sometimes three shots to a fatso Zombie will kill it. Sometimes three shots will simply knock it to the ground, and it'll get up again. The third and most annoying problem is due in party to Steve's stupidity. Because he has to wield two weapons at once (apparently he thinks this is an action movie, the jackass), his aiming is quite poor, and very different the other characters. He'll initially always focus on two different enemies at once. His re-aiming doesn't actually re-aim, but focus both guns on one enemy. So he can't scroll through the enemies and clear a room as quickly as he should be able to. He has to manually release the weapon-ready stance, then re-enter it. Compounding this problem is his reckless carelessness. Unlike the other characters, Steve won't always turn all the way around when he has an enemy behind him, and uses the auto-aim feature. Instead he'll raise his arms and threaten the walls with his puny Lugers. So be aware that the auto-aim is different when using Steve. For Bandersnatches and Hunters, equip the Sub Machine Guns. Against the Bandersnatches, they do good damage and finish the monsters off quickly. Of course, Bandersnatches can still attack Steve through the fire, and end up damaging him somewhat, the Sub Machine Guns still beat out the Gold Lugers. The Sub Machine Guns really shine against Hunters, though. They were made to take them out. Hunters can _run_ through the fire, but they can't _attack_ while being fired on. From the Slot Machine, Steve can acquire either the D.I.J. Diary, a First Aid Spray, or a pair of M-100P's. The former two are useless. The D.I.J. Diary isn't going to help him beat the Battle Game. The First Aid Spray is of no use when you realize you shouldn't waste time using health items. The pair of M-100P's though are entirely necessary. For whatever reason, these guns totally dominate the Gulp Worm, whereas both the Lugers and the Sub Machine Guns take a long time to plug away at the beast. If you do not get these from the Slot Machine, the Speed Run isn't going to come out too well. Steve's game is quite fun to play if nothing else. Luger headshots are the greatest thing since sliced cheese (yes, cheese). Again, his game can get screwed over royally if the Slot Machines don't spawn the M-100P's. What's worse is that they seem to spawn a lot less often than Claire's BOW Gas Rounds. Though, as always, your mileage may vary. ----------------------------------------------------------------------------- - Walkthrough - ----------------------------------------------------------------------------- Room 01: Underground Tunnel Enemies: 4 Zombies Barrels: none Items: none Run forward until the screen changes. At this point, while still running, enter the menu screen. Equip the Lugers. Exit the screen and immediately decapitate the Zombie. Round the corner and stop short. Decap this next Zombie as well. Fatso Zombie should be right behind this one, and in Steve's direct line of fire. Shoot until it drops (usually takes three). Run forward a bit more and headshot the last Zombie. Exit the area via the stairs. =====---------------------------------------------------------===== Room 02: Outside the Medical Room Enemies: 6 Zombies Barrels: One (too far away from the enemies for any use) Items: Green Herb (on a crate to in the alcove near the door) Run past the barrel and stop infront of the horde of Zombies. Aim and decap. You should nail two. Release the weapon-ready position and go for another headshot. If you're lucky, you'll get two more. If not do it again. Now, run up behind the very last standing Zombie and shoot it in the head. Point down and have Steve fire twice into the prone Zombie. When it is finally registered as dead by the game, go through the door. =====---------------------------------------------------------===== Room 03: Military Training Facility Front Hall Enemies: 3 Bandersnatches Barrels: none Items: First Aid Spray (in the telephone booth) As soon as you enter, run forward and slighly to Steve's right. Stop as soon as you see the Bandersnatch wind up for an attack. This should put you just out of the line of sight. Enter the menu screen and equip the Sub Machine Guns. Exit the screen and immediately start firing. Steve will target both Bandersnatches on-screen. You'll likely take two or three hits, but if you positioned him correctly, that's all you'll take. Eventually both will die. Now run forward about three paces. This gives the last Bandersnatch enough time to emerge from the cooridor, but puts Steve just out of range. Aim and fire until you here the death scream (which is rather soft because the Sub Machine Guns drown out the noise. When it's dead, equip the Lugers and exit the area via the last door at the end of the cooridor. I always contemplate using the Combiat Knife here instead. Wesker seems much more better equipped for this room than Steve, who happens to be packing heat in excessive amounts. But whenever I try, Steve gets killed by the friendly Bandersnatches. Apparently Steve isn't half the knifer Wesker is. As in most cases, your mileage may vary, so give it a shot if you are so inclined. Refer to Wesker's walkthrough for a workable strategy. =====---------------------------------------------------------===== Room 04: Old RE-Nostalgia Blue Room Enemies: 5 Zombies Barrels: none Items: none From the entrance, headshot the closest Zombie with the C4 strapped to it. Now run forward and headshot the next Zombie. Run towards the cooridor, pausing to blow the head off of goggle-boy. Clear the corner, do not round it, and perform one headshot into the unseen and take out two Zombies. Exit through the door. =====---------------------------------------------------------===== Room 05: Ventilation Room Enemies: 6 Zombies Barrels: none Items: none Wait half a second, then perform a headshot on the Zombie nearest Steve. You have to wait this split second so that it gets into a position for Steve to blow its head off. Otherwise you shoot it once and it bites Steve. Get down the steps and immediately stop to perform another headshot. This should take at two if you're lucky. Now proceed to give the same present to each Zombie walking around in circles. When you've cleared the room, equip the dual Sub Machine Guns and prepare for the Hunters. =====---------------------------------------------------------===== Room 06: Turntable Elevator Room Enemies: 2 Hunters Barrels: none Items: Green Herb (on crate) Run two steps to Steve's forward-left. This stops either Hunter from using a jump attack and it puts them both in position that's cooperative. When Steve aims, he'll point at one of the Hunters. Start firing downward, and while doing so, re-aim so that he targets both Hunters. This effectively stops their attacks, and pumps them full of low calibur, fully automatic ammo. Do not let up against the Hunters until you either see the bullets bounce off the floor, or a puddle of blood. When done, leave the area by way of the garage-styled door. =====---------------------------------------------------------===== Room 07: Conveyor Belt Area Enemies: 1 Hunter, 1 Sweeper Barrels: Two at the far end of the area of no use. Items: Green Herb (near Sweeper), Blue Herb (on the conveyor belt) Run forward just a bit, so that the Sweeper hidden to Steve's left chases, rather than leaps after him. When it starts running, turn and fire down at it until it croaks. By this time the other Hunter should be right on Steve. Turn and fire to stop its attack. Continue until you know it is dead. Go up the small stairs and through the door. Remember to switch to the Lugers before doing so, though. =====---------------------------------------------------------===== Room 08: Military Training Facility Elevator Hall Enemies: 4 Zombies Barrels: One, which is near the entrance. Items: none Upon entering, immediately aim and fire for a headshot. One bullet will rip into the head of the Zombie standing next to Steve, elminating it. The other bullet will detonate a barrel so that Steve doesn't keep pointing at it like a moron. Run forward and shoot the next Zombie straight on until it drops. As you'd imagine, it was a fat Zombie, gifted with the much sought after decap-proof ability. The one behind him, though, has no such gift, so take advantage. Run to the end of the hall and kill the final Zombie. When that is all taken care of leave through the door at the far end of the hall. =====---------------------------------------------------------===== Room 09: Surveillance Room Enemies: 6 Zombies Barrels: none Items: none Enter, aim, decap. This kills the explosive Zombie gunning for Steve. The decap prevents the C4 from igniting, and thus, doesn't cause any slow down on the game engine. Perform a 180 spin and run forward. Decap the next two Zombies as well. Run to the far wall with all the monitors. Headshot the standing Zombie, then shoot the prone one until it croaks. Run back to the door in the middle of the entire area and by now the Zombie at the top will have made its way down. Decap and exit. =====---------------------------------------------------------===== Room 10: Old RE-Nostalgia "L"-Shaped Hallway Enemies: 6 Zombies Barrels: none Items: none The area is shaped like the letter "L." On each straightaway segment, a team of three Zombies will be gunning for Steve. As you enter, give each one a headshot. Then head toward the bend. Three more approach Steve. All of whom should be met with a bullet to the head. I've not found a consistant way to perform more than one decap per shot, so I simply suggest that you prepare to fire six different times. When you're done, leave through the far end. =====---------------------------------------------------------===== Room 11: Medical Examination Room Enemies: 5 Zombies Barrels: none Items: First Aid Spray (near exit) Run forward until the camera angle changes. At this point, there are two Zombies on screen. Aim, and hopefully decap both of them at once. If not, dispatch the other. Now focus Steve's attention on the fatboy approaching. Fire two or three times until it is down for the count. Then headshot the cop Zombie. Finally, run around the screen, and kill the Zombie there with a well placed headshot. Exit through the door he was guarding. =====---------------------------------------------------------===== Room 12: Military Training Facility Vending Machine Cooridor Enemies: 4 Zombies Barrels: One that is in the middle of the hallway. Items: Green Herb, Blue Herb (both are next to vending machine) From where Steve stands when he enters, perform a decape. Now, while still in weapon-ready position, tilt Steve ever so slightly to his right. Fire to detonate the barrel and kill two more Zombies in the process. Run to the end of the hall, and fire blindly around the unseen clearing, aiming for the head and a decap. If Steve wants, he can enter the silver door to go into the Casino room that contains two Green Herbs and one Blue Herb. In addition to those useless articles, the Casino room contains a (somewhat) functional Slot Machine from which Steve can get a randomly generated item. It takes roughly twenty to thirty seconds to enter, use the Slot Machine and exit with the item. The other choice is the copper door. Regardless of what you choose, you'll have to go through here to continue the game anyway. It's just you save twenty seconds by choosing to abandon the Casino. The Slot Machine randomly gives Steve the D.I.J. Diary, a First Aid Spray, or a pair of M-100P's (with 100% ammo). For Steve, there is no choice but to enter this room. He absolutely must acquire the M-100P's to defeat the Battle Game in the fastest possible method. Though the guns may not seem much, they are the only weapons Steve has access to that can kill the Gulp worm in anything resembling a fast manner. =====---------------------------------------------------------===== Room --: Casino Enemies: none Barrels: none Items: 2 Green Herbs, Blue Herb (both on bar counter) Special: Slot Machine Immediately run to the Slot Machine (the third one from the wall) and use the action button. Steve will attempt to pull the handle. After he finds out he is too weak (that's just bad), he delivers a knee to it out of frustration. This unjars the bottom compartment. It can be one of three things: the D.I.J. Diary, a First Aid Spray, or the pair of M-100 P guns with 100% ammo. You absolutely must get the guns to spawn. Otherwise, the run through was entirely pointless as you've just wasted thirty seconds, and have nothing to quickly kill off the Gulp Worm. If it does not spawn, go back to the hall, enter the copper doors and let a Hunter kill you. If you do get the guns, just the same, go back to the hall, and enter teh copper doors. But instead of letting the Hunters kill you, equip the Sub Machine Guns. =====---------------------------------------------------------===== Room 13: Locker Room Enemies: 1 Hunter, 1 Sweeper Barrels: none Items: First Aid Spray (in the bank of lockers on the side of the exit) Run around the corner and point down. Fire on the Hunter until it finally dies (you can tell when it either screams, or no more blood pours from its bullet-covered body). Head around into the bank of lockers and proceed to the door at the end. A Sweeper will appear. Follow teh same strategy as before and kill it with the Sub Machine Guns. When it's finally dead, equip the Lugers and leave the room. =====---------------------------------------------------------===== Room 14: Frozen Hallway Enemies: 7 Zombies Barrels: none Items: none Run forward and the screen will change revealing a Zombie. Stop and decap it with a single shot. Run up so that Steve can see down the adjacent hall, but don't go into it. Perform two headshots (or one if you get both the first time), killing two unseen Zombies. Run down this hall and you'll meet a gang of four. Decap each one until they are all lying on the floor. Exit through the door at the very end. =====---------------------------------------------------------===== Room 15: Motor Pool Room Enemies: 4 Zombies Barrels: Many across the room. Items: none Immediately, upon entering the room, fire off the shot. It will detonate one barrel, which will cause a chain reaction, blowing up one barrel after another. This kills the four Zombies loitering around in the center of the ring of fire as well. Exit through the double doors to Steve's left. =====---------------------------------------------------------===== Room 16: Storage Cooridor Enemies: 5 Zombies Barrels: none Items: none There are a total of five Zombies. One has a pack of C4 strapped to its back but with Steve's ambiguous aiming, and the blast often not killing all the Zombies, it is simpler just to take them out the old fashioned way. Since all five Zombies like to converge in one area, you should be able to take out all five with only three shots. Once that's all taken care of, equip the Sub Machine Guns and exit the room. =====---------------------------------------------------------===== Room 17: Underwater Airstrip Terminal Enemies: 3 Bandersnatches Barrels: none Items: First Aid Spray (on the desk) From where Steve stands, aim and fire. He will shoot two different monsters at the same time. Listen and when you hear the two screams in unison over the racket of the automatic fire, re-aim while still firing. Steve will bare both guns on the remaining Bandersnatch. When that one lets out its death scream, equip the pair of M-100P guns and run around the desk toward the garage-styled door. Exit. =====---------------------------------------------------------===== Final Battle: Rocky Cavern Boss: Gulp Worm Steve's boss of the Battle Game is the Gulp Worm, who killed Rodrigo in the normal game. Fighting the Gulp Worm is rather easy, but you must do so in a cat-chase-mouse style. It can only does one of two things during the battle. The first of which is popping up to let out a screach. It will then dive back down, causing small chunks of rock to rain down in that approximate area. This attack should be seen coming a mile away as the Gulp Worm will cause a ripple affect in a straight line towards the spot it will pop out. The second attack is a "leap" out of the dirt, and back in. If it catches Steve in a "tackle," he'll take damage. Neither attack is difficult to dodge and avoid, so you're not likely to take any damage. Just keep in motion and you will be just fine. Remeber, if it manages to catch Steve in its jaws (very rare), it is instant game over. Neither the pair of Gold Lugers nor the dual Sub Machine Guns do enough damage to the Gulp Worm to kill it quickly. This is doubly bad, as you can only attack it after it performs its attack, taking even more time. The answer lies in the pair of M-100P's that Steve should have picked up in the Casino room. It can take as little as a third of the time it would take the Sub Machine Guns to kill the Gulp Worm. The strategy is simple. Run around the area, staying in the vicinity, but not in the direct path of, the ripples the Gulp Worm causes. When it emerges you should stop running. After it screeches, auto-aim and rapid fire as many shots as you can manage before it dugs back underground again. You must wait until it has screamed, or Steve will be too damn stupid to auto-aim at it. Completely ignore it when it performs the "leap" attack. After plugging it with enough rounds (don't worry, as you'll have way more than enough bullets from the 100% rounds), it will die and Steve's Battle Game will end. =====---------------------------------------------------------===== The best time I've managed with Steve is 7'18"56. Doubtless you can get better, I got my butt handed to me in the first encounter with the Bandersnatches on my best run through. Rather embarassing to forget to equip the Sub Machine Guns in place of the Gold Lugers. ============================================================================= VII. Albert Wesker ============================================================================= ----------------------------------------------------------------------------- - Equipment and Techniques - ----------------------------------------------------------------------------- ID Number MSD6377 Name Albert Wesker Age 38 Sex male Blood Type Type O Height 6.004 ft Weight 186.3 lb * Combat Knife * Mixed Herb (green, red, blue mix) * Mixed Herb (green, red, blue mix) * Mixed Herb (green, red, blue mix) As you can see Wesker likes to travel light. Not too bright when going into nearly twenty rooms filled to the brim with virus-infected horror flick monsters and bio-organic weapons. Then again, Wesker's been known to make incredibly stupid... "miscalculations." You can't really call someone who willingly hires Brad Vickers to be a pilot of a military unit when you have a perfectly good pilot in Chris a genius. It is no wonder Wesker stopped being an Umbrella scientist and went into the S.T.A.R.S. He was probably too damned stupid to be of any use to William Birkin. I guess that makes him the Alfred of the pair. Unlike all other characters where the Combat Knife and herbal mixes were entirely pointless, Wesker only has these to work with. One knife must be used to take down hordes of Zombies, half a dozen Bandersnatches, and just as many Hunters. Like your odds? Truth be told, Wesker's Battle Game, in itself, is incredibly easy. This is due to the ample health restoration items littered across the mini-game. You would realistically be hard pressed to run out of health. The problem, though, lies in the fact that we are attempting a Speed Run. Picking up any items aside from the essentially Magnum _takes_ way more time than is absolutely necessary. You have to make due with the three Mixed Herbs Wesker carries at the beginning. Maddening, you say? Perhaps. But it is plausible. After awhile, you may even come to find it easy. Zombies, for one, should never touch you, except on instances where you want them to (i.e. once). This sounds good on paper, but in practice, it is rather difficult. Particularly tricky areas include the Alley Outside the Medical Room, the Medical Examination Room and the one bile-spitting Zombie in the large Ventilation room. Not to mention there are some Zombies that can take two multi-slash kneecaps and still grab Wesker. Of course, between all these hits, you should be able to weather them as if they didn't exist at all since they don't do much damage. At best, I've managed to only get hit once (aside from the one I meant to get hit) by Zombies. Usually, I end up taking three to four bites before the end of the Battle Game. Your mileage may vary. All of these hits are negligible. But when a Zombie does grab Wesker, mash the buttons like a madman. Aside from the Zombies, there are the Bandersnatches. The first encounter with them is directly after one of the Zombie trouble points (Outside the Medical Room). If played wrong, they can kill Wesker from Fine condition. If played correctly, they will never hit Wesker once. The second time you face the Bandersnatches, healing after the fight is wholly unnecessary. This is the last room before Alexia, and she can't damage Wesker at all either. So long as you survive the Bandersnatches, you are golden and likely will win the Battle Game. That leaves the three Hunter rooms. You should be at full health when you enter the first Hunter room. Use a Mixed Herb if you are not. You can leave this room rather easily without taking _any_ hits whatsoever. Use no health at the end of this fight. The next area contains a Sweeper and a regular Hunter. It is also easy to leave this area without taking any hits, but not as constant as the previous room. At most, you should take only one hit, though. If you leave this area with Caution level one, great. If you're down to Caution level two or you are poisoned by the Sweeper, then use the second Mixed Herb. That's two down, one more to go. The last Hunter room is the Locker Room. You face each one on one, so it shouldn't be too difficult to leave the area with only one or two hits. Use the final Mixed Herb if Wesker takes too much damage here, or gets poisoned by the Sweeper. The rest is smooth sailing. So, again, it is perfectly possible to complete the entire Battle Game with Wesker using only the three Mixed Herbs he initially carries. Difficult at first, but once you know the tricks to tackle the Hunter rooms, you'll be fine. Wesker gets the Combat Knife as his sole weapon aside from the Magnum. The use of the Magnum, though, must be regulated so that Wesker can actually finish his Battle Game. Against the Zombies, Bandersnatches and Hunters, Wesker must take them all down with a small, flimsy knife up close and personal. First, learn the basics of Wesker's knife wielding abilities. For starters, he is right handed. Keep this in mind. The attack of choice against all monsters is the downward slash. This is his longest ranged slash. It starts out with Wesker stabbing forward, then slashing across to his right. It reaches the furthest on the left side, and hits the most on the right side. The standing standard slash is a wide swing of the knife that hits many times. The high swipe is basically the same thing as the standing standard slash, but aimed 45 degrees higher. Both are of absolutely know use at all, aside from making Wesker look quite stupid, and he does that plenty fine without any outside assistance, thank-you-very-much. The key to knife-fighting is the much prized technique of the multi-slash. Unlike most other Resident Evil's one slash does not equal one hit in Code: Veronica. Not at all. Each time Wesker (or any other character for that matter) slashes, and the blade gets enough room, it will cause several separate hits. The visual confirmation includes a shower of blood pouring out of the victim, whereas a choppy, serrated noise signifies the multi-slash audibly. There is no trick to effectively pull off a multi-slash. So long as you orient Wesker (and more importantly, the knife slashes) so that the blade rakes across the most flesh, you will get a good multi-slash in. The skill that makes it possible to survive the legions of flesh-eating Zombies is the kneecap-slash. Basically, if you hit a downward slash at a Zombie's kneecap, they will very likely proceed to drop their arms, then fall face first onto the floor. At which point, Wesker can rain stabbing-death unto their defenseless backs. When facing a platoon of oncoming Zombies from one direction, use their positioning to your advantage. Find a narrow area so they approach a few at a time. Kneecap-slash the first one to knock it down. The rest of the Zombies behind it won't be able to walk and trample over the fallen comrade to sink their teeth into Wesker. The fallen Zombie is effectively an improvised body wall acting to protect Wesker. To repay the debt, simply stab it to death (a nice guy, Wesker is not). As the next one approaches, kneecap-slash this Zombie as well, which blocks the rest of the Zombies. Proceed until they are all dead. One of the most important things to remember when using the knife is to avoid swinging in a manner where the blade will collide with a wall. Wesker's attack will be interrupted and he will go into a bewildered animation where he tries to piece together what went wrong. The jackass doesn't seem to be capable of comprehending that when knife meets wall, wall wins. Nonetheless, this lapse in comprehension skills causes Wesker to take way to long to recover and he won't be able to swing right away. Do this at the wrong time, and a Zombie will bite him. Slashing two Zombies at once is bad. The damage will be spread amongst both of them, causing neither to die, and they both rise up. If Wesker is every caught still slashing at a Zombie when it fully gets to its feet, he'll be bitten every single time. So if Wesker finds himself stabbing at more than one Zombie on the floor (caused usually when he is bitten, then pushes the Zombie off, causing adjacent ones to fall to the floor as well), back up so you're not caught in yet another Zombie-feeding fest. One of Wesker's biggest problem is his inability to perceive what is a threat and what is not a threat. If Wesker is within range of a Zombie and a explosive barrel, he will always face the barrel first when in weapon-ready position. Of course, this has no positive use whatsoever, because without a firearm, he cannot detonate it. Wesker's perception of danger is so terrible it makes me wonder if the wonder-virus in his veins isn't simply LSD rather than a miracle-working super-power-inducing drug. You can't really do much about this problem because Wesker isn't likely to get any smarter, and you have no way of turning auto-aim off. Simply be aware of it, so you don't get caught with your pants down. When checking Wesker's health, do not open the menu screen. The Dreamcast VMU comes complete with a screen that shows the character's health in the standard Resident Evil electrocardiograph display. Use that. It's faster and all the more convenient. Wesker absolutely must enter the Casino room to use the Slot Machine. This isn't like Alternate Claire or Steve, either, where entering it simply gave them a chance to beat the game much faster. For Wesker, it is absolutely mandatory to do so, or he will not possess the ability to defeat Alexia. If you try to knife her, she will simply grab Wesker and roast him alive. This is a bad thing. The Slot Machine will give Wesker the Magnum, fully loaded with six shots, no more, no less. Sorry, it is not Chris' magic Magnum with infinite ammo, but it will have to do. You will not have to worry about getting the very annoying First Aid Spray that almost always ruins my runs through with Steve and Alternate Claire, as Wesker's game is apparently incapable of spawning it thankfully. I'm not entirely certain whether he can have the D.I.J. Diary spawn either. It is possible I've had it happen to me a few years ago when I first played the Battle Game, but given I have a memory akin to a senile old fool, I can't remember for the life of me. However, on the last 20 or so runs I've made, Wesker always got the Magnum. Wesker's Battle Game boss is the first form of Alexia. This is the somewhat humanoid looking one that Chris fought in the Old RE-Nostalgia Mansion front hall in the regular game. Wesker must use the Magnum to kill her, and given he has limited ammo, he must refrain from using it on other enemies. I'm not sure why, but it seems to be a very little known fact that Alexia is killed with _five_ Magnum rounds and you get _six_ shots. So you are free to do what you want with the spare bullet before reaching Alexia. More information on the most time-saving spot is below in the walkthrough. Speaking of which... ----------------------------------------------------------------------------- - Walkthrough - ----------------------------------------------------------------------------- Room 01: Underground Tunnel Enemies: 4 Zombies Barrels: none Items: none This first area is a tunnel (narrow, good for trapping Zombies, bad if you misaim and strike a wall). Head straight up and tilt a little so Wesker is not in the center of the lane, but a little to the left (his left) of it. When the camera angle changes, immediately enter the menu screen, still in mid-stride. Equip the Combat Knife and exit the screen. _Walk_ up one step and use a kneecap-slash as soon as possible to drop the first Zombie. Chop him up with two more slashes to finish him up. Run into the bend and against the far wall. Aim, so that Wesker properly orients himself to face two Zombies, one fat, one not-so-fat. Drop them both with kneecap-slashes and finish them off. The last Zombie should have approached Wesker by now. If he is very close, just stand your ground and kneecap-slash it. If it's a few paces ahead, close the gap before striking him. When it is dead along with its brothers, up the stairs we go. =====---------------------------------------------------------===== Room 02: Outside the Medical Room Enemies: 6 Zombies Barrels: One Items: Green Herb (on a crate to in the alcove near the door) This is one of Wesker's particular trouble points. There are a total of six Zombies, one of which is prone and of no threat. The problem lies not in the number of monsters, but the fact that this area is relatively open. The Zombies are free to swarm Wesker, who has little to hide behind for cover. Thankfully, the barrel is far enough away that Wesker won't be obsessed with poking it. A double-edged sword though, as you cannot use it for a choke point since it takes too long for the Zombies to reach that point. To avoid getting bitten too many times, implore the strategy of... getting bitten. No, no; I haven't gone mad. Nor am I on crack. It's a sound strategy. Notice how all the Zombies are clumped together? Notice how wide the area is? If you attack the group of Zombies in the middle of the area, the Zombies flanking the middle one will attack from your sides, leaving Wesker in a poorly thought out position, facing Zombies on three sides. If you choose to attack either of the side Zombies, Wesker will constantly smack his weapon into the walls, causing him to stop attacking, and get bitten. And though getting attacked by two sides is better than three, it is still bad. But, if you get bitten by one of the Zombies, Wesker will shove it off. That Zombie will bump into another Zombie, and cause a domino effect which knocks everyone down (as the Zombies were clumped together). The Zombie to get bitten by is the middle one. Do not run straight up at him. Instead, circle around the barrel, and run along the wall that the barrel is against. Though you are headed for the Zombie on Wesker's left, it is turned toward the wall, and the middle Zombie will always grab Wesker first. Mash the buttons to knock it off Wesker quickly so he doesn't take too much damage. At least three of the Zombies will fall to the floor. The fourth may fall or may just stumble backwards before regaining balance. The fifth Zombie will be too far to be effected. No worries. Just run along the wall past the Zombie (and the one that stumbled if he didn't fall) towards the exit door. Then run to Wesker's right, avoiding the prone Zombie. You are now in a small alcove containing a Green Herb. Turn around and knife the prone Zombie to death. Now, the point of this was to split up the Zombies. At most, four will come at you from two sides. Usually, only three come after Wesker from one side. This is much more manageable. Kneecap-slash the first to come, causing it to become a body wall to prevent any other Zombies from reaching Wesker quickly. Knife it to death. Then kneecap-slash teh next one and repeat until no more Zombies harass him. At least one Zombie will have hung back and loitered around the barrel. Maybe two. Chase after them and kill them via the tried-and-true kneecap first method. When you've killed all six Zombies, at worst Wesker should be at Caution level one. Exit and prepare for the Bandersnatches. =====---------------------------------------------------------===== Room 03: Military Training Facility Front Hall Enemies: 3 Bandersnatches Barrels: none Items: First Aid Spray (in the telephone booth) Immediately run forward and to Wesker's right. The nearest Bandersnatch will perform its trademark stretcho-claw attack. If you are running enough to the side it will pass harmlessly away. You should be running directly toward the Bandersnatch, and stop to its left side. Kneecap-slash (doesn't actually knock it down, but the kneecap-slash has the most range, and subsequently performs the most hits for a multi-slash) the damn thing and it should die in two or three slashes. If it takes three, you may very well get hit by the Bandersnatch advancing on Wesker. The one he is slashing won't be able to do a thing though. At close range, Bandersnatches can only use its "backhand" type of attack. The sticking point, though, is that if Wesker is in the kneecap-slash animation, hitting said Bandersnatch, the blow will pass harmlessly _through_ him. This, of course, is the secret to leaving this room untouched. Once the first Bandersnatch is dead, run to the second one. Go straight for its side that does not have an arm, and you should avoid the stretcho-claw attack like before. Repeat the same kneecap strategy as you used against the first Bandersnatch. It will die just as simply. There is one more monster to take care of, but this one, like its dead relatives, will fall for the exact same strategy as well. Learning by example simply is not a concept Bandersnatches understand. =====---------------------------------------------------------===== Room 04: Old RE-Nostalgia Blue Room Enemies: 5 Zombies Barrels: none Items: none The first Zombie has its back to Wesker (kind of, anyway). Most people's first impulse is to try and sneak up on the Zombie for a free kneecap. Most people also tend to find that this particular Zombie must have been an Olympic gymnast because it turns faster than Wesker can stab and sinks its teeth into him. The solution is to run around him (give it a wide berth to avoid it using its speed) and coming at it from the front. This way, it goes against better judgement and tries to use the convention Zombie approach of I'm-stupid-so-I'll-go-try-and-bite-the-dude-by-wading-through-the-knife. Kneecap-slash it and carve it to death. Perform a 180 turn and use the same strategy against the next Zombie who will be approaching Wesker. Again, kneecap-slash and then chop it to death. Run toward the hallway where you can see the not-so-subtle goggle-boy Zombie. It is no smarter than the average Zombie and will fall for the same kneecap and kill trick. Two more approach from around the corner. Walk up about two paces to put Wesker directly infront of the two newcomers and again use the kneecap-slash to bring each down and then cleave them to death. When done, exit through the door. =====---------------------------------------------------------===== Room 05: Ventilation Room Enemies: 6 Zombies Barrels: none Items: none Immediately aim and kneecap-slash the Zombie waiting in ambush for Wesker. It will fall, which is a cue for Wesker to slash it to death. As you are slashing it, rotate Wesker to the left so that when he is finished with his final slice, he's facing the stairs. Go down them, and walk forward toward the Zombie one pace. Stop and kneecap-slash it. If you can get it with two hits, it will go down. If you only get it with one, it will stop and spit bile at Wesker doing minor damage. Whichever happens, drop it like a bag of bricks. There should be one more to Wesker's left. Use the kneecap-slash into the gutting-frenzy technique as always. By now, two Zombies next to each will be advancing on Wesker. Back up one pace, so that the Zombies pack themselves into single file, rather then coming at you from two sides. Take each down with a kneecap-slash using the first as a body wall to protect against the second. The final Zombie should be loitering around in the corner of the machines. Walk up to it and kneecap-slash it. Be wary not to get close enough that Wesker slams his knife into the machinery. When this final Zombie is dead, you can exit through the copper door at the top of the stairs and prepare for the first battle with the Hunters. =====---------------------------------------------------------===== Room 06: Turntable Elevator Room Enemies: 2 Hunters Barrels: none Items: Green Herb (on crate) This is the first encounter with the Hunters, and the only time you have to face two at once. The confines are cramped, and as you've become quite aware of, Wesker only has a knife. Worse case scenario: Wesker gets his head removed. What a shame. Best case scenario: Wesker walks out killing the Hunters quickly, without taking a single hit. That is the result we're going for. Some general information on Hunters: They are faster than Wesker by quite a bit. Their attacks are powerful and include a long range leap attack. Their claws also have a longer range than Wesker's knife. This is all before you factor in the one hit kill move they can perform at any time. Fun, eh? This particular encounter, Wesker is forced to face two at the same time, in cramped confines with no weapon save his very trusty knife. What a task we have on our hands. There are two important things that need to be used to your advantage to walk out of this room untouched. The first is that for as powerful as the Hunters are, they aren't very durable to knife attacks. Two very well placed and time multi-slashes can kill one. Not an easy task, mind you, but a perfectly plausible one, nonetheless. The second advantage Wesker will be using is the terrain. There are articles he can hide behind and obstacles to impede the Hunters. This is absolutely necessary to take into account, otherwise, Wesker will not survive two Hunters. One hit from one will stun him, then the other will lop his head off. You need to keep them apart and turn this into two one-on-one matches, rather than one two-on-one I'm-going-to-get-beheaded fight. If you time a knife attack correctly, Wesker will cancel a Hunter's attack. To do this, Wesker must hit the Hunter during the beginning of the Hunter's attack animation. Of course, if you try to attack after the Hunter's attack begins, you're screwed. To do this effectively, make sure you get the first hit on the Hunter (see below). Then, instead of following the common impulse to slice like hell until the Hunter is dead, wait half a second. This lets the Hunter reorient itself. After this half a second, slash again to outrace the Hunter's attack. This does take a lot of practice to get effectively, and even then there's a bit of luck to it. Don't count on this to be a full proof strategy, as it is not. But knowing how to do this does seem to provide a bit of ease in defeating the Hunters with as little damage taken as possible. Keep in mind, aside from the leap attack and the one-hit-head-lopping the Hunters do, they have two attacks. One is a sweep to Wesker's leg. The other is like the Hunter is poking at Wesker's chest. The former is much easier to interrupt with the above strategy. The latter is faster and more difficult. One little known fact about Hunters: They can be kneecap-slashed just like Zombies. If you manage to get their ridiculously thin legs with a kneecap style slash, they will fall face-first just like any Zombie. Of course, Hunters, are quite a bit more difficult to effectively kneecap-slash than Zombies. The window of opportunity is very short. You must slash at them after they have stopped running, but before they crouch. After they start their slash attacks, you lose your chance, because the Hunter hunches over, exposing its back, but covering its legs. If you manage to kneecap-slash a Hunter, one or two more downward slashes can kill it, before it has a chance to stand back up. But, again, you have very little chance of doing it effectively, and thus, it is more of a lucky bonus than a sound strategy. +---------------+ LEGEND | | ------ | H | | +--------------+ W ~ Where Wesker starts | ! !! ! : = ~ Door Wesker enters from | ! !! ! : : ~ Garage-styled door; the exit | !__h_!!____! : H ~ Hunter | : ! ~ Crate | | h ~ Green Herb | W ____ ___ | +--------=====--+ ! !! !| This is a rough sketch of what the | H ! !! !| area looks like at the start (i.e. | ! !! !| when Wesker runs in). +--------------+ +---------------+ This is what you want the situation | | to be like before any attack is | | thrown. | +--------------+ | ! !! ! : To accomplish this, Wesker, upon | ! !! ! : entrance, should make an immediate | H !__h_!!____! : bee-line for the garage-door. This | W : prevents either Hunter from using | H | their leap attack, and the Hunter | ____ ___ | now further away from Wesker will +--------=====--+ ! !! !| be "caught" by one of the crates, | ! !! !| effectively prevent it from helping | ! !! !| its partner. +--------------+ After you get to the above position, immediately aim so that Wesker is in the weapon-ready position. Slash downward. If done correctly, Wesker should outrace the Hunter and hit it first. Wait half a second, then slash again. You may have to do this once more before the Hunter is finally dead. All the while, the other Hunter should have been stuck trying to round the corner of the crate unsuccessfully. If it didn't (and chances are it didn't) round the corner quick enough, you have effectively broken the two-on-one. By the time you kill the first, the second will be on you. Use the same strategy to kill this one. If it did round the corner quick enough, your final attack on the first will kill it, but the second Hunter will get at least one attack in. Perform a 180 turn, and run to the garage-style door. Aim and slash, following the same attack routine to kill this one. You have to turn and run away first, because if you don't, the Hunter will use its superior range to attack Wesker, while he can't attack back. You have to make the Hunter come to Wesker, not the other way around. When done with the Hunter-killing, perform a 180 degree turn and exit via the garage-styled doors. =====---------------------------------------------------------===== Room 07: Conveyor Belt Area Enemies: 1 Hunter, 1 Sweeper Barrels: Two at the far end of the area of no use. Items: Green Herb (near Sweeper), Blue Herb (on the conveyor belt) +---.....-----------------------------------------------+ LEGEND | W ``````````````````````````` | ------ | S g`````````b```````````````` B | | ````` ````` | W ~ Wesker | ````` H ````` B | S ~ Sweeper | ````` ````` | H ~ Hunter | ````` ````` | g ~ Green Herb | ````` ````` | b ~ Blue Herb | ````` ````` | B ~ Barrel | ````` ````` | ` ~ Obstacles | ````` ````` | , ~ Raised Area | ````` ````` | : ~ Steps/Stairs | ````` ````` | = ~ Exit | ````` ````` | . ~ Entrance | ````` ````` | | ````` ````` | | | | | | ,,,,,,,,, | | , ,::: | | , ,::: | +-----------------------=====---------------------------+ Here, Wesker gets his second encounter with the Hunters. The good point: if you are fast enough, you can face them one at a time. Bad points: if you are two slow, they converge on Wesker with the one-hit-kill. In addition, one is a Sweeper, meaning the lovable guys can poison Wesker on top of everything else they can do. At the start, move Wesker up two or three paces. This prevents the Sweeper to his immediate left from connecting with (or even attempting) a leap attack. Then run so that Wesker is near the wall to his left. The Hunter will run after Wesker. With one side to the wall, the Hunter will have a harder time stopping a good position to attack Wesker. Place him in the weapon-ready position. Then start attacking it as soon as it comes within two paces of Wesker. At this point, it is out of his range, but if you start the attack at the right moment, Wesker's slow slice will connect in the exact window of opportunity to hit a kneecap-slash. If you connect, finish it off quickly. If not, employ the same delay attack strategy used in the previous room. Regardless, throughout you should be hearing the other Hunter making its way toward Wesker. By the time it gets there, Wesker will have killed the Sweeper. Again, aim for the kneecap-slash and if you fail, just settle for the delay attack strategy. Whichever the case, when the fight is over, head to the steps and through the door to exit. By this time, if Wesker's health is at Caution level two, Danger, or Poison, use a Mixed Herb. At minimum, you should still have one left. =====---------------------------------------------------------===== Room 08: Military Training Facility Elevator Hall Enemies: 4 Zombies Barrels: One, which is near the entrance. Items: none Immediately "aim" and kneecap-slash the Zombie standing still like a moron. Finish it off as the other Zombies slowly approach. Then, stand so that Wesker is flanked on one side by the wall, and the other side by the barrel. Aim, and Wesker will stupidly face the barrel. Rotate to his right so that he is facing the Zombie approaching. By the time he can fully rotate, the fatso Zombie should be within two paces, just outside the range of a kneecap slash. Wait a second, then slice it down. Use it as a body wall if the other Zombie is approaching. If not, once the fatso is dead, approach teh next one and use the kneecap-slash to take it down. You will have to do the same for the one at the far end of the hall. Once all this is taken care of, exit through the door. =====---------------------------------------------------------===== Room 09: Surveillance Room Enemies: 6 Zombies Barrels: none Items: none Upon entering, turn slightly to Wesker's right and advance one pace forward. Go into weapon-ready position and kneecap-slash the lone Zombie. Finish it off, then perform a 180 degree turn. Advance forward about two to three paces so that you can see the two advancing Zombies. Kneecap-slash the first and use it as a body wall against the other. Once the body wall Zombie is dead, use the same strategy on the next Zombie and kill it. Then run to the far end of the screen toward the monitor bank. There is one standing Zombie and prone Zombie here. Kill the standing Zombie first, then hack at the prone one until both are dead. Turn back toward the door in the middle of the room and head to it. At this point, the game can have the last remaining Zombie be in two places. Sometimes, it has made its way down from the raised area. If so, you got lucky. Just use the tried-and-true kneecap-slash first method. Sometimes, the game will throw you a curve ball and the final Zombie will be too stupid to understand the concept of steps. If so, you'll have to walk Wesker all the way up, and around the console. Kill it up there. Exit when finished. =====---------------------------------------------------------===== Room 10: Old RE-Nostalgia "L"-Shaped Hallway Enemies: 6 Zombies Barrels: none Items: none This room is essentially two hallways laid in an "L" shape. On each stretch, there are three Zombies. To Wesker's right are always a row of display cases that serve to deflect his knife slashes. Depending on how well you can use the body wall technique, this can be the simplest room Wesker goes into, or a pain in the ass. Upon entering, advance forward about two paces and leaning a bit toward Wesker's left side, to avoid swinging the knife into the display cases. Drop the first Zombie with a kneecap-slash and hack its guts out. Drop the next via the same means and kill this one in the same fashion. As it should be more than plainly obvious, this technique will work on the next Zombie as well. Once those three are down, run forward and round the bend. The next group of Zombies wants to try their luck. Though these guys hang on the other side of the hall, it does not make them any smarter. In fact, these Zombies, it should be noted, belong to the same level of intelligence (or lack thereof) as the first merry crew. They'll go down much the same way. Again, take care not to accidently hit the display cases. Getting bitten by these guys would just be embarassing. Exit through the door at the end. =====---------------------------------------------------------===== Room 11: Medical Examination Room Enemies: 5 Zombies Barrels: none Items: First Aid Spray (near exit) This room is one of the particular trouble spots. For starters, the area is _wide_ open. To make matters worse, the various Zombies are all scattered on all sides of the room. Not a pleasant experience Wesker has in store for him. What to do, what to do? The solution is similar to the first Hunter encounter: use the terrain to your advantage. +-------*****----------+ LEGEND |`````` W | ------ |`````` | +----------- | W ~ Where Wesker starts |````````` Z Z | Z ~ The lovable Zombies |`````` | f ~ First Aid Spray | | ` ~ Various debris blocking the area |`````` | * ~ Door Wesker enters from |````````` | = ~ The exit +----------- | | +----+ This is the initial outlay of the area. | Z | As you can tell, the Zombies are all over | Z | the place. | -----------------+ | | `````| | To start, run forward, along the wall | Z f ```|````| until the camera angle changes. There +----------======------+````| will be two Zombies in immediate view. |````| |````| Hack both their kneecaps out. And kill +----+ then, of course, kill them both. +-------*****----------+ After, you've killed both those Zombies, |`````` | (they should have died right around where |`````` z z | the two lowercase z's are), run into the +----------- | alcove marked with the W. |````````` | |`````` | This causes the two new Zombies now in | W | to have to attack you one at a time. |`````` | Fatso Zombie reaches you before cop-man |````````` Z | Zombie. Fatso will become your body wall +----------- Z | with a simple kneecap-slash. | +----+ | | Kill Fatso, then cop-man. That leaves | Z | the last Zombie which should have made | -----------------+ | its way around the screen, but not quite | `````| | to where Wesker hacked its brothers to | f ```|````| hell and back. So save it the trouble, +----------======------+````| and advance on it instead of waiting. |````| Kneecap-slash, then downward hack until |````| it is finally done. Leave through the +----+ door at the very end. =====---------------------------------------------------------===== Room 12: Military Training Facility Vending Machine Cooridor Enemies: 4 Zombies Barrels: One that is in the middle of the hallway. Items: Green Herb, Blue Herb (both are next to vending machine) There is a barrel halfway into the hallway that will end up being Wesker's best buddy. At the start, run up and kill the Zombie closest to the entrance quickly. As always, kneecap-slash first to drop it, then downward slice until you've shredded it to ribbons. Now, run up to the barrel, so it flanks Wesker on his right side, and the wall flanks his left side. Let the two Zombies come to you. The first gets kneecap-slashed and becomes a temporary body wall. Kill it. Then do the same thing to the next one. With these two dead, head to the end of the area and you will come across yet another Zombie. Drop it with a well-timed kneecap-slash then kill it. There are two doors that work. The silver door leads to the Casino, which is a dead end. The copper door leads to the last Hunter room, and is the direction you have to proceed in. However, in order to complete the Battle Game, Wesker must enter the Casino, so do so. =====---------------------------------------------------------===== Room --: Casino Enemies: none Barrels: none Items: 2 Green Herbs, Blue Herb (both on bar counter) Special: Slot Machine There are two Green Herbs and a single Blue Herb on the bar counter. But that's not the point. Go to the third Slot Machine from the wall (the only one lit up) and examine it. Wesker will not be able to play the one-armed bandit, so in frustration he knees it. The rattle looses a door at the bottom of the Slot Machine, revealing a Magnum. Pick it up. It is fully loaded with exactly six rounds. You must use five of those rounds to take down Alexia. That leaves one more to do with as you please. This will be the key to getting a short time for Wesker's game. Do not bother equipping it just yet. Exit the room, back into the Vending Machine cooridor. Now enter the copper door. =====---------------------------------------------------------===== Room 13: Locker Room Enemies: 1 Hunter, 1 Sweeper Barrels: none Items: First Aid Spray (in the bank of lockers on the side of the exit) +----------------===-----------+ LEGEND |!!!!!!! S ! | ------ |!!!!!!! ! : |!!!!!!! !!!!!! W : W ~ Where Wesker starts |!!!!!!! !!! w : w ~ Place where you can see but not |!!!!!!! !!! +-----+ activate Hunter |!!!!!!! !!! | H ~ Hunter |!!!!!!! !!! | S ~ Where the Sweeper appears (is not |!!!!!!! f!! | standing there, rather appears |!!!!!!! !!! | when Wesker gets close enough |!!!!!!! !!! | f ~ First Aid Spray |!!!!!!! !!! | ! ~ Lockers or other obstructions |!!!!!!! !!! H | : ~ Entrance |!!!!!!! !!! | = ~ Exit |!!!!!!! !!! | |!!!!!!! | |!!!!!!! | |!!!!!!! | +------------------------+ This is the final time Wesker will encounter the Hunters. Upon entering the room, go forward and to Wesker's left. Round the corner and stop directly infront of the Hunter. Attack with a kneecap-slash as soon as possible. If you did this correctly, that is run right up to it and attack immediately, Wesker should attack it before it has time to register the assault. A nice downed and prone Hunter for your killing leisure. It should be dead before it even gets a chance to try getting up. If you are not particularly good at the kneecap-slash on Hunters or the delay attack technique, you may consider this alternative: Upon entering, _walk_ until the camera angle changes. Make sure Wesker stops walking before he enters the Hunter's line of sight. Not suspecting an enemy, the Hunter will turn away. At this point, run up and kill it. This technique involves waiting for longer than I like, but it still take minimal time, and happens to be worlds safer than the rely on lucky kneecap-slash idea. If you weren't quick enough, you'll end up being forced to use the delay hit strategy. Try and walk away from this brawl will minimal damage. Now, run around the corner and approach the door at the end. Out of nowhere (really), a Sweeper will appear and attack. Try for the kneecap-slash as it comes close to Wesker, but likely you'll end up using the delay attack strategy again. The point is to survive, not necessarily survive with the most health as it usually is. After the Sweeper is dead, check Wesker's health via the VMU. If he is in either Caution level two, Danger, or Poison status, use the final Mixed Herb. Otherwise, save it until after the next room. =====---------------------------------------------------------===== Room 14: Frozen Hallway Enemies: 7 Zombies Barrels: none Items: none This is the last of the trouble spots Wesker will face. The problem is, this is arguably the most difficult. There are several reasons why. First off, very much like the second area of the Battle Game, this is a cooridor, but it is still wide enough that Zombies can attack from several angles. Add to that there are seven of them. Of course, all that can be dealt with. We've done it before in numerous rooms before this one. The tricky thing here is that for some reason, all the Zombies seem to not fall over when hit cleanly by a kneecap-slash. Perhaps, it is on account of the temperature in this room. Perhaps the programmers just wanted to be funny. Perhaps it is a specific problem for my version of the game that you may not experience. Whatever the reason, this is the most difficult room for me, every time through. Your mileage may vary. Run up to the first Zombie. The camera angle will switch for a better view. Intial layout: Kneecap-slash the After knocking the Zombie down, run Zombie from this around it to this position, so the position: Zombie is now a body wall: +-----------+ +-----------+ +-----------+ |ZZ | |ZZ | | Z Z | LEGEND |ZZ | |ZZ | | Z Z | ------ +-===-+ | +-===-+ | +-===-+ | | | | | | | W ~ Wesker | | | | | | Z ~ Zombie | | | | | | : ~ Entrance | | | | | | = ~ Exit | Z | | Z | | | | Z | | Z | | | | | | | | Z | | +-------+ | +-------+ | Z +-------+ | Z W: | Z W : | Z : | : | : | W : +-------------+ +-------------+ +-------------+ This should provide Wesker with enough cover to kill these three Zombies quickly. Now you have four more. Run down the hall toward the quartet. You should stop right infront of the first one, within kneecap-slashing range. Instead of attacking though, back up slowly and let the Zombies follow you. As you are backing up, keep straight, and after a few paces, all the Zombies will be lined up. If you didn't do this, you won't be able to effectively body wall, as the Zombies will just go around whichever fallen comrade goes down first. This way, they are all single file, so the body wall will work. When they are all lined up, kneecap-slash the leader and kill it. The next one comes to get the same treatment. Do this twice more and you've cleared the room. Equip the Magnum and exit through the door. =====---------------------------------------------------------===== Room 15: Motor Pool Room Enemies: 4 Zombies Barrels: Many across the room. Items: none Normally, I'd say this is Wesker's worst nightmare. There are only four Zombies, which isn't too bad. But you have to go in a complete circle around the room just to get to them. Then, Wesker will always look at the barrels first before taking care of business because he's Wesker, and he's just that damn stupid. He'll get bitten, you'll curse really loud, and waste much valuable time, health and patience. But we can make this quite a bit easier. The barrels that make this room so difficult to begin with, are scattered all throughout the room. They happen to be arranged in such a fashion that blowing up one will trigger a chain reaction, detonating each other one. The best part of the deal is that all four of the Zombies are standing oh-so-conveniently dead center, in ground zero. All the other characters take advantage of this. Wesker is too damn idiotic to carry a firearm and use it himself. But you have the Magnum now. You also happen to have a spare bullet. So when you enter, aim and fire immediately. De-equip the Magnum in favor of the Knife, and exit the room through the double doors. Using this technique saves so much time, it practically makes the Speed Run itself. =====---------------------------------------------------------===== Room 16: Storage Cooridor Enemies: 5 Zombies Barrels: none Items: none +----------------+ LEGEND | | ------ ! | !W | W ~ Wesker | | Z ~ Zombie | | ! ~ Entrance | Z +--------+ : ~ Exit | Z | | | There are five Zombies in this room. Though | Z Z | they are all spread out, and the room is | | generally open, this proves to be a very | Z : simple room to beat. | : +-------------------------+ +----------------+ Move Wesker to this position. The camera | | angle will change as well. This forces the ! W | herd of Zombies to come at Wesker in a ! | formation that makes use of the body wall | Z | technique. You know the drill. Kneecap | Z | slash the first one to knock it face down. | +--------+ Its body will prevent the other Zombies from | Z Z | getting to Wesker. You should be able to | | kill the prone one before the one behind it | Z | gets smart enough to walk around the damn | | thing. So when it dies, kneecap-slash | : number two and continue until the room is | : effectively cleared. +-------------------------+ =====---------------------------------------------------------===== Room 17: Underwater Airstrip Terminal Enemies: 3 Bandersnatches Barrels: none Items: First Aid Spray (on the desk) The final room before your fight with Alexia. There are three Bandersnatches in this room. You won't have to worry about conserving health. So long as your survive this room, the Battle Game is yours. Upon entering, immediately run forward and to Wesker's left. Approach the pair of Bandersnatches using a zig-zag like path to avoid getting hit too many times with the stretcho-claw. You can probably get to them being struck only once. Stand in-between the two of them, so each is restricted to using the short-range backhand attack. Aim at one and use the kneecap-slash. Doing so will let you dodge at least a few attacks. Once this one is dead, turn around and take out the other one quickly. Against this lone one, you should take no damage, as the downward slashes cause Wesker to evade most of the Bandersnatch's attack. Once done, head back to the entrance door, and around the desk to come face to face with the final Bandersnatch. You'll likely have taken a hit or two from the stretcho-claw. No matter. Once next to it, use the kneecap-slash again and take it down with two or three multi-slashes. Now, equip the Magnum and run to the garage-style door at the end. Exit. =====---------------------------------------------------------===== Final Battle: Old RE-Nostalgia Mansion Front Hall Boss: Alexia (Form I) Immediately run forward and examine the stairs to trigger a familiar scene with Alexia. There seems to be no way to avoid seeing these few seconds go to waste, so just wait. During the fight, Alexia only performs two attacks. The first of which, she sprays her blood in a wide arc so it lands on the floor. Immediately it erupts into fire, causing a barrier that Wesker cannot traverse. Apparently Wesker is not familiar with the concept of jumping over fire that only reaches up to his knees. Go figure. The fire will damage Wesker, but it is minimal. The point of the attack, though, is to herd Wesker closer to Alexia, so she can perform her other attack. If Alexia comes within range, and manages to touch Wesker, he dies. Very simple. Alexia will pick him up by the shoulders, lift the fool off the floor, and ignite him on fire. Roasted Wesker equals Game Over. Which is why she herds you with her fire. It is also the reason why bringing a Combat Knife against Alexia is very brainless. At the start of battle, Alexia is standing only about two paces away from Wesker. This, as you can imagine, is the No Man's Land and should be left as soon as possible. Perform a 180 degree turn and run to either the right or left, it really doesn't matter. When far enough away, turn and fire once with the Magnum. Alexia will go into a damage animation. If you shoot her again too soon, it doesn't seem to actually damage her, and since we've already used up the backup bullet, you don't want that. Once she is out of her damaged animation, shoot her again. Then start running around until she has released an arc of fire. Once she has, shoot once more. Wait, and shoot a fourth time. Again, run around like a little scared child until the fire has been set. Aim and fire once more. Congratulations, you've defeated Wesker's Speed Battle Game. =====---------------------------------------------------------===== At best, I've managed to beat it at 14'46"18. I suppose I could do better, but Wesker's Battle Game is especially annoying to go through. ============================================================================= VIII. FINAL NOTES ============================================================================= ----------------------------------------------------------------------------- - Credits and Special Thanks - ----------------------------------------------------------------------------- A very special thanks to the following: - Thomas Wilde - A very talented writer whose guides are filled with humor and generally useful information. His own Code: Veronica Battle Guide is a great read and highly valuable. - GameFAQs and CJayC - The place to find the greatest collection of video game guides. - Capcom - For reasons obvious. ----------------------------------------------------------------------------- - Legal Notice - ----------------------------------------------------------------------------- Copyright 2003 Jeff Chan [Atom Edge] All rights reserved This document is the sole property of its author, Jeff Chan, who reserves all rights. It is protected by "United States Code: Title 17 - Copyrights", the "Berne Convention for the Protection of Literacy and Artistic Works", any and all other copyright laws applicable and International Treaties. This document is exclusive to GameFAQs . Under no circumstances is this guide to appear anywhere else. This document may not be reproduced or retransmitted in any way, shape, form, or medium. You may not alter, edit, format, remove or add materials to any part of this document. It must always remain in the English Language. It will not be translated to any other language for any reason whatsoever. It will not appear in any publication. This document was in absolutely no way intended for commerical, promotional and/or profitable uses. This guide is limited to personal and private use only. Any other uses MUST be priorly approved by the author, Jeff Chan. RESIDENT EVIL, all characters and related articles belong solely to Capcom Co., LTD. No breach of copyright intended. Any and all trademarks and copyrights not directly acknowledged in this document are respected. * * * * * * * * * Thank you for reading. Good luck to you on your Speed Game. ============================================================================= RESIDENT EVIL CODE: VERONICA - BATTLE GAME SPEED GUIDE Version 1.0 - Last Updated on 03 February 2003 Copyright 2003 Jeff Chan [Atom Edge] ----------------------------------------------------------------------- END -