Resident Evil 0 Version 3.01 Created by: Robert Furman Jr. AOL adress: RipperRoo9@AOL.com GameFAQs name: RipperRoo GamingMatrix name: RipperRoo Legal Stuff: This FAQ is copyrighted by me, Robert Furman Jr., and Capcom holds all the rights to its creations (The great RE series and all trademarks found herein). I will not allow any site other than GameFAQs and GamingMatrix (and the others listed below in the credits) to host this FAQ, thank you for understanding. If you would like to e-mail me about a question in the FAQ or have something to contibute to it, please send all inquires to the above AOL adress. Keep your questions short and to the point and if you have something i can use i will put it in and you will be credited for your help, thank you in advance. This version of my FAQ will cover the entire main game, i will cover the mini-game "Leech Hunter in the next update. I.) Introduction ================================================================================== Hello all, this is my 1st FAQ attempt and i'm going straight for this new release, Resident Evil 0 (zero). I've been a big fan of the whole RE series since the beginning and this game is no exception. RE0 (this is how it'll be referred to from now on) takes place before the time when RE1 was set in. The game itself explains the occurences and conspiraces set into motion that lead to the mansion incident involved in the first game (and the rest of the series to come). This story invovles one of the members of the S.T.A.R.S. Bravo team, Rebecca Chambers, and an escaped convict on the run, Billy Coen, who agree to work together as they try to get out of their predicament alive. Rebecca is the newest recruit to join the S.T.A.R.S team and just as quickly as she joined the team, she's sent out on her first team mission. Billy is an ex-marine soldier who was convicted of killing 23 innocent people while on a mission to disrupt a civil war in Africa. While he was being transported to his execution though, a strange crash enabled him to get free of his confinement, for now anyways. II.) General stuff you should know ================================================================================== The controls for RE0 is as follows: Control Stick (white) - Move your character and move about the menu screen Control Stick (yellow or "C" stick) - Move your partner character if your in the same room as him/her Digital Control Pad - Same as the white analog stick A Button - Confirm, Shoot (while holding R), Examine, Speed text, Look at "left" items on the Map screen B Button - Cancel, Run (while moving character), Speed text Y Button - Menu screen/Pause X Button - Switch Characters Z Button - View Map(s) L Button - Switch Targets/Fix aim (while holding R) R Button - Ready gun/Aim Start Button - Switch between the Solo/Team functions without using the menu screen, Skip cut-scenes/FMV, Choose different maps on the Map screen Down + B Button - 180 degree turn (very useful) Your characters life is gauged by a cardiogram (heart rate monitor) and changes color depeding on your current condition as follows: (100%)Green - (75%)Yellow - (50%) Orange - (25%)Red Fine <---Caution---> Danger Poison will show up in words when your poisoned, it will be hard to tell where your health is at in this state, as the line will be purple no matter what health condition your in. Your health will steadily decrease while under poison, so its a good idea to heal ASAP. If you keep track of how the cardiogram is moving, you can guess at how much life you have left. Be extra careful not to let either player sustain fatal damage as the game will end if EITHER dies. As in all of the RE series games, keep in mind that time is ALWAYS running. Playing normally, watching a cut-scene/FMV, managing inventory, even saving are all done on the clock. Keep this in mind if your a speed player and like to get a great finishing time. About the characters playing abilities: Rebecca has the ability to mix chemicals and herbs throughout the adventure while Billy has the power to move objects that Rebecca couldn't and hoist her to higher places. Please note that Billy can carry and use herbs, he just can't combine them to their more powerful forms. Lastly regarding combat abilities, Billy has more stamina and has a better ability to use weapons (like shooting faster and sometimes being able to pop heads with the un-modified handgun), while Rebecca is somewhat fraile and easily knocked around by the more powerful enemies, and she shoots slower. Billy can sustain approximatly twice as many hits as Rebecca can, keep that in mind at all times in combat. My suggestion in most combat situations would be to use Billy and have Rebecca back him up as nessesary. As I follow along in the walkthrough, I will note the places where i use the certain charcters and whether or not have the other character "attack" as back-up. In any instances where i don't say to have your partner back you up, leave their setting to "idle" so as not to waste ammo (you should know in ALL RE games ammo is precious). Of course these are my personal opinions and you don't have to follow exactly as stated, it's up to you to use your better judgment in any given situation. RE veterans please take note, there are NO storage boxes in this game. Everything you need to use throughout this game must be done between the two characters. They can exchange items while close to each other and also with the use of certain lifts in the game, but take heart, because unlike all its predecessors, you actually have the option to "Leave" an item on the ground, and it will stay there until you pick it back up (or leave it there for good). Here are the possible herb combinations that Rebecca can make: Green + Green = 50% health herbal mix Green + Blue = 25% health and remove poison herbal mix Green + Red = 100% health herbal mix Green + Green + Green = 100% health herbal mix Green + Green + Blue = 50% health and remove poison herbal mix Green + Blue + Red = 100% health and remove poison herbal mix III.) Walkthrough ================================================================================== IIIa.) The Haunted Train \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ The game starts out with a lengthy FMV first telling about the areas of the umbrella virus outbreaks, then goes to a train going through Raccoon city. The train is suddenly attacked by what seems like large parasites and all the passengers and crew are attacked. The next view is high above where the train is heading on a nearby cliff, where a figure stands watching the horror, but doesn't seem to be concerned about the attacked vehicle. Then we go the S.T.A.R.S Bravo team's chopper heading towards the mansion from RE1. Suddently with no warning, engine failure occurs and the team is forced to land in the forest. The entire team short of the pilot leave the helicopter to search the area, and then Rebecca spots a overturned military vehicle. Inspecting the vehicle further, two MP soliders are found dead with weird wounds on their bodies, while Rebecca finds a document detailing the mission of the dead soliders. They were to transport a fugitive, Billy Coen, to a nearby base for execution. Hearing this, Edward expresses his discontent for the marines while Enrico, the captain of Beta team, tells everyone to spread out and survey the area. Doing so Rebecca finds the derelict train still and quiet, and heads towards it to investigate..... Now your horror starts (insane laughter ensues.....just kidding). Rear passenger car (01): ------------------------ Not much to do here, just take a left and head towards the door. Front passenger car 1st Floor (02): ----------------------------------- Here you see a cut-scene where Rebecca finds the passengers all torn up and aparently dead. She picks a radio of the floor and a nearby passenger gets up and starts toward her! The dead live again. Pretty easy, just plug the zombie right behind you and then head to that door, ignoring the other two slowly plodding their way toward you, you'll get them later. Train hall (03): ---------------- Head to the first door you see on the left after you turn the hall corner. Passenger cabin 1 (04): ----------------------- Here you find your first document (Passenger's Diary) and some handgun bullets on the ground near the bunk-bed. Pick them up and exit. Cabin hall (03): ---------------- Head to the other door on the left right next to you. Passenger cabin 2 (05): ----------------------- Your first typewriter and ink ribbon are here if you wish to save. Do so, and pick up the green herb if you feel you need to (i didn't), you will also find Investigation Orders on the bunk-beds. Train hall (03): ---------------- Head to the end of the hall and you'll see a dead body laying there. Search it and you'll find the Dining car key. After you have the key, you meet up with Billy via a cut-scene, you each say a few words then he storms off. Right after that, Edward comes crashing through one the train windows. He is covered in some serious wounds as he tells Rebecca the forest is filled with zombies and monsters, then he hunches over dead. Just as Rebecca realizes what happened to Edward, a zombie dog comes crashing through the other window. Rebecca gets up slowly, while dog gets ready to strike. When you get control back, run around the dog to the left and keep running to the far door while hugging the right wall. Another dog will come crashing in but you'll aviod it if you stick to the wall, again you'll get to them later when they're easier to fight. Front passenger car 1st Floor (02): ----------------------------------- Another zombie took the place of the one you took down before, but don't fret, just fire away while adjusting your aim with L and they'll go down without even touching you. After you've done disposing of them, head to the door on the opposite side. Rear passenger car (01): ------------------------ When you enter here again, Rebecca will get a call from her captain, Enrico, telling her more about Billy by another cut-scene. After that head to the other door to unlock it. A zombie will awaken as you pass but you can ignore it. Throw away the key as well. Dining Hall (06): ----------------- Billy shows up again in a cut-scene and proposes that he and Rebecca should work together to escape, but Rebecca's not keen to the idea. Billy then says he'll stay here while she goes ahead. Billy blocks the door and the metal door is locked, so you have no choice but to head up the stairs, but pick up the Notice to Supervisors on the corner table as you go. Dining Car (07): ---------------- Head to the back of the car and another FMV shows Rebecca spotting a man sitting at the far table. When she tries to wake the man up, his head falls clean off and body spills into a jelly-like mass that form into the man she just tried to revive!! ---------------------------------------------------------------------------------- Thanks to Cloudstrife42 for this one: This one is easy, just head down the stairs and you don't have to fight it!! No fight, no mess!! ---------------------------------------------------------------------------------- OR if you WANT to fight it, just go over to the corner by the door, turn and fire away. It'll will take a swing at you from afar but it'll miss if your in the corner. After 17 hits, another FMV ensues where the man falls apart into the parasite looking creatures that attacked the train in the beginning and swarm all over Rebecca, but two well-aimed shots from Billy save her. Then two of the creatures lunge at Billy, but in a cool "Max Payne" way he kills them in the air (does that guy have super-human aiming?...those damn things are pretty small you know, and thin too). Billy then ascertains whether or not Rebecca's ok, and she replies with a thumbs-up. They then hear singing coming from outside, the camera pans out there to see the figure that was over looking the train in the beginning to be the one that is singing, as the parasite creatures slowly creep toward him, but not in a menacing way?! (as your thinking "Who is that guy?") Billy asks "Who is that guy?" (lol) in the next cut-scene and then the train starts moving! Rebecca quickly starts to ponder about who's controlling it when Billy suggests to check the front engine car. As she starts off he then demands that they work together from now on. Rebecca tries in vain to argue but then reluctantly agrees to the idea, only to add that she has no quams about shooting him if he goes out of line. He then throws some handgun bullets at Rebecca. This is where you get to control both characters. You will receive the Player's Manual 2 at this time to teach you how to control both players and give hints about how to use teamwork to solve puzzels. Now you finally get control back, press start to tell Billy to stay while you go to the back of the car. Climb the ladder. Roof of the dining car (08): ---------------------------- Go to the end (beginning?) of the car and notice the sparking wires. Examine them to reconnect them, and Rebecca will again be attacked by the parasites. She falls hard through the hole in the roof leaving her stranded in a locked room. Take the bullets from the counter and the key from the sill next to the door. Then go to the service lift and place the key in it to transfer it to Billy. The reconnected wires have now made the metal door downstairs useable again. <> (when you see this, press the X button) (07) Leave the knife and go down stairs (06) and through the metal door. Kitchen car (09): ----------------- Do a 180 around to the small corridor and go to the service lift to pick up the Conductor's key. After he has the key, switch to Rebecca and tranfer handgun bullets down to him (this will give Billy all your bullets, but you can balance it out later). Now you have to go all the way back to the cabin hall (03) again so make your way there, moping up the remaining zombies ONLY IF they're in the way in rooms (01) and (02). Cabin hall (03): ---------------- Fight the two zombie dogs here by sticking to the back wall and plugging away, you'll might take a hit or two but don't worry because there's healing nearby. When they're dead head to body of Edward and pick up the handgun bullets he's carrying. Then head for the door just before the end of the car on the left, unlock it, ditch the key, and head in. Conductor's Cabin (10): ----------------------- You'll find a green and red herb on the window sill, take the green herb and use it if you sustained damage along the way. On the ground by the desk you'll find the Note from Conductor, and in the wall, you'll see an ajar closet. Open it to receive the Briefcase. Now go towards the door and you'll see a blinking light, try to examine it and you'll get the Map to the train first, then push the switch and a ladder will come from the roof. Naturally, go up. Lounge car (11): ---------------- As you make your way through this car, you'll get stopped by a high-pitched shriek and some pounding on the ceiling of the car through a cut-scene. Nothing happens because of it, yet (hehe). Leave the briefcase here as well (yes there's a reason). Make your way to the far door. Front passenger car 2nd floor (12): ----------------------------------- Grab the icepick from the cart in front of you then head to the door around the corner. Passenger cabin 3 (13): ----------------------- Here you'll find some goodies: First-aid spray, handgun bullets, shotgun bullets, ink ribbons, and what looks like a shotgun. You soon find out that its a Hunter's gun, basically a down-graded shotgun that can only hold two shotgun (yes shotgun) shells at a time, it also takes up two inventory spaces (yes the dreaded RE2 2-block weapons come back for more, and this time space gets really cramped with them). Down-graded or not, you need it for this next part so grab it, the shotgun shells, and the handgun bullets if you have room (if you're following this, you will have room) and make sure to look at the 1st-aid spray (but don't pick it up). Head back to the lounge car (11). __________________________________________________________________________________ Traveling.... Front passenger car 2nd floor (12) __________________________________________________________________________________ Lounge car (11): ---------------- As soon as you start back through, a FMV shows a huge scorpion crashing through the ceiling and then attacks. This fight is simple though, just keep your aim down and plug the creature when it gets close, reloading when you need to. When you fire on it, it will back up and then advance again. Just fire once and wait for it to advance again. Just watch out for its first attack, right as the battle starts it will cover it's head and charge you then strike with its tail. Avoid it if you can but don't fret if you get hit because it deals minimal damage as far as i've been able to tell. After 9 Hunter's Gun hits and 6 Handgun hits it'll finally go down (actually i was able to beat him with a different # of hits through testing so i guess its random as to how many hits it takes, just make sure you use the hunter's gun up first). After you defeat the scorpion leave the hunter's gun and pick up the breifcase, and the new item, the panel opener. Now you have to bring Rebecca the icepick so go all the way back to the Kitchen car (09). __________________________________________________________________________________ Traveling.... Conductor's Cabin (10) Train hall (03) Front passenger car 1st Floor (02) Rear passenger car (01) Dining Hall (06) __________________________________________________________________________________ Kitchen car (09): ----------------- Transfer the icepick to Rebecca. <> Use the icepick on the door then go meet Billy downstairs, ignoring the flaming zombie (heh, flamer). <> Make sure you party up and adjust your bullets accordingly then use the panel opener on the access panel near the locked back door and climb through. Cargo car (14): --------------- As soon as you enter here two zombie dogs burst through cages, just kill them easily since you can both attack. Then go to the door in back. Just before the door is something sparkling on the ground, search there for the gold ring. Combine it with the breifcase to save space then take a look at the other items in the room, shotgun shells, first-aid spray, and a gas tank. The gas tanks will be used with empty bottles you get later to create molotov cocktails (cool huh?), but you don't need to use them yet. After you look at those two items, leave them (yes there's always a reason) and head out the back door. Back of train (15): ------------------- In this noisy area, press start to un-party then have Rebecca go over to the green lit lever. <> Have Billy go over to the gun-looking thing on the right of the train car. <> Have Rebecca pull the lever. <> Make Billy grab the hookshot before the clamps shut. You get a Hookshot Operator's Manual describing how to use it. It also tells you where to use it. Thats where you go next, to the passenger car 1st floor (02). Party-up. Head back towards the passenger car, unlocking the cargo-kitchen door, killing the zombie that pops out when you reach the kitchen (make sure you look at the empty bottle in the fridge), and the one other zombie left in room (01) if it's in your way. __________________________________________________________________________________ Traveling.... Cargo car (14) Kitchen car (09) Dining Hall (06) Rear passenger car (01) __________________________________________________________________________________ Passenger car 1st floor (02): ----------------------------- <> To the right of the door when you enter use the hookshot in the window (I used Billy). Follow the car to the hole and jump down. Passenger cabin 4 (16): ----------------------- Beware for the zombie right there. Kill him then search the ajar closet where you see a sparkle to get the jewelry box. You can ignore the knife on the ground. Examine and open the box to receive the silver ring. As you exit the room, you see a FMV where the slimy mounds that you saw upstairs with Billy "hatch", revealing more parasite cretures. Passenger car 2nd floor (13): ----------------------------- Take a left and go down the stairs to reunite with your partner. Passenger car 1st floor (02): ----------------------------- Exchange the silver ring to who has the briefcase and combine them. Then examine and open it to get the Blue key card. Party-up and head to the cabin hall (03) again (the far door), killing any stray zombies in the way. Cabin hall (03): ---------------- Use the blue key card on the reader to unlock the door, chuck the card, and head in. Engine outside (17): -------------------- As you enter, you see a FMV where Wesker and Birkin get a report from Delta team sent to take control of the train and destroy it. Birkin ponders how the virus could spread so far and Wesker claims that it is irrelevent and that the train should be destroyed. Just as the team gives comfirmation, they are attacked by the parasites. Just run to the engine room, simple enough. Engine room (18): ----------------- As you enter, witness the cut-scene where Billy realizes the train is set to derail itself and he has to try and stop it. (sorry Billy but you can't do it alone) Here you receive the Brake Operation Manual explaing how to stop the train. You now have to choose which character will stay behind, I choose Rebecca (it really doesn't matter much). Take the Magnetic card and two sets of handgun bullets on the ground and get moving. You only have 3 and a half minutes to do all this, but in actuality, its plenty of time. So book it to the back of the train ignoring the two soldier zombies just waking up, in room (03) shoot the zombie until he falls, then make for the door. In room (02) there should be 4 zombies here, take your time to kill them and don't get hit. If you chose Billy to stay behind you'll get an interesting scene in room (01) where you see Edward has changed into a zombie and witness Rebecca's reaction to it, either way you have to kill him or knock him down to pass. __________________________________________________________________________________ Traveling.... Engine outside (17) Cabin hall (03) Passenger car 1st floor (02) Rear passenger car (01) Dining Hall (06) Kitchen car (09) Cargo car (14) __________________________________________________________________________________ Back of train (15): ------------------- These next pair of puzzles is random to which you will encounter. Use the magnetic card to the left of the door and solve the puzzle: a number pad with 1-9 on it and a reading of 0/* in red letters with 10 lights below that. There's a pair of 3 different puzzles here as follows with my solutions: 0/81: 9+9+9+9+9+9+9+9+6+3 0/67: 9+9+9+9+9+5+5+5+4+3 0/36: 5+5+5+5+4+4+2+2+2+2 Whoever you sent then tells the other that his end is all set, and he has a similar puzzle to solve, but the first number in the display is not working. Its not really any harder, you just gotta do some simple math in your head. After that the train stops, but in the means of actually derailing itself in a cool FMV. Congradulations!! You've escaped the train, but the horror isn't over yet.... IIIb.) The Condenmed Traning Facility \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Crash Site (19): ---------------- You end up in a cut-scene where Billy and Rebecca access each other condition, and even have enough humor to joke about the derailing of the train. After you gain control again, 4 zombies are right there, run to the far end of the area and blast away till they're all dead. Now remember that i said there's always a reason to leave stuff you looked at behind? Well now you see why, everything you "looked" at or dropped throughout the train is sitting here in this area, cool huh? Well now you should take some time to re-arrange your inventories. fill up Rebecca's gun and then give Billy all her remaining bullets. Have her pick up the shotgun bullets, gas tank, and empty bottle. Combine the gas tank and empty bottle now to create molotov coktails (hehe). If you need to, pick up and use the 1st-aid spray, but there's no need to travel with it. Use Billy and have Rebecca equip the hand gun to help with the upcoming zombies. Sewer Line (20): ---------------- Follow the sewer line to a ladder further down, and go up it. Facility Main Hall (21): ------------------------ Here you see a FMV where Billy and Rebecca stumble upon a "mansion" like looking building (oh-no!!....lol). Billy immeadetly notices the insignia on the ground to be the umbrella reaserch center, while Rebecca goes up the stairs to see a painting of a man that she recognizes to be the man on the train she fought. Billy identifies him to be the first general manager, Dr. James Marcus, while the scene shifts to Birkin and Wesker again looking on to see them. Birkin askes who they are, Wesker identifies Rebecca but can't do the same for Billy. Then an annoucment is heard over an intercom, it seems to be a recording from Dr. Marcus stating the company motto for umbrella: "obedience breeds discipline, discipline breeds unity, unity breeds power, power is life". After that Birkin and Wesker see their screen get changed to another part of the facility, where the man in white is again, stating that he's the one who infected the train and spread it through to the mansion as well. He claimes it to be revenge on Umbrella, as he starts singing an opera-like tune and the parasite creatures next to him form the shape of Dr. Marcus again, just like on the train. He then states that Birkin and Wesker murdered Dr. Marcus. Ater the FMV, go down the stairs and turn the corner to the left to find a typewriter, handgun bullets, and a green and red herb. Save if you like, then head to the door nearest to you. Dining room (22): ----------------- Here there's 2 zombies lurking around, if you head to the left of you screen till you see handgun bullets, that's a good spot to take them both down. Grab the bullets afterward (or before, don't matter) then head to the door near the fireplace. Boiler Hall (23): ----------------- As you enter this hall just go towards the door by heading toward the screen angle and head in. Storage Room (24): ------------------ You enter here with a zombie greeting you (oh, how sweet), so greet him back with a few bullets in the chest, then kill the one around the corner. After that Rebecca should be out of ammo, but there's a shotgun on the floor to fix that (yay). Pick it up, equip it, then switch both characters to "idle" to save ammo, grab the gas tank and black statue and head up the ladder. Northern Balcony (25): ---------------------- Up here there are 4 zombies, 1 lying on the ground and 3 around the corner. Just take your time and plug them all to death, if you take a couple hits there's 2 green herbs further down. When they're dead, go into the niche over by the tower-looking thing and leave your hookshot there (you'll find out why MUCH later, after you get to disk 2), then head to the far door. Classroom (26): --------------- You enter a huge classroom here with several doors, but i'll stir you in the right direction. Follow the outside of the room to more shotgun shells, ink ribbons, and a typewriter. If you're collecting the files, there's another on one of the desks here (Regulations for Trainees). Exit throught the big double doors (that aren't blocked by swords). Facility Main Hall (21): ------------------------ In the hall follow the balcony to the left to a door. Before you enter, un-party. Small Study (27): ----------------- In this small room, grab the file (Notice to All Staff), then grab the crank handle in the cabinet, as you do, 4 crows fly in. Exit as quickly as possible to avoid heavy damage. Facility Main Hall (21): ------------------------ Party up and go back to the Classroom. Classroom (26): --------------- Take the small door to the right of you. Classroom Hall (28): -------------------- In this hall go to the end of the corner here and take down the 2 zombies from there, then head to the double doors. Library (29): ------------- Grab the map off the desk in front of you. Go around where the desk is and use the crank handle on the crank, have Rebecca stay on the platform and have Billy use the crank. Clock Room (30): ---------------- Here 2 insect drones fall from the ceiling, quickly grab the handgun bullets off the desk and get out of there by the corridor door. Southern Balcony (31): ---------------------- If you need healing, grab the herbs here and combine them, other wise run to the far end to escape before your attacked by crows. Cage Room (32): --------------- In this HUGE room, run towards the end of the hall turning to go down the stairs here, unlock the furthest door and switch to Billy. <> Exit the library, run around (or kill) the sleeper zombie by sticking to the left of the hall, go through the classroom, then take a right from the big statue. Go in that door that is now unlocked. __________________________________________________________________________________ Traveling.... Classroom Hall (28) Classromm (26) Facility Main Hall (21) __________________________________________________________________________________ Cage Room (32): --------------- Party-up and keep as Billy, give him the shotgun, then head into the other door on the left. Art Room (33): -------------- In this room, 2 insect drones are here. Stay at the door blasting away with the shotgun to take them down, after which collect the shotgun shells, grenade launcher (hehe), and the white statue. Adjust your inventory accordingly, then go back out the way you came. Cage Room (32): --------------- Head up the stairs, position Billy at the 2nd gear from the left and have Rebecca go down the ladder. Have Billy use the crank, and have rebecca pick up the key. After she picks up the key, a HUGE centipede plows in and scoops up rebecca, boss time.... Have Billy try to keep with the creature, but keep some distance because just touching the boss will cause damage. Plug away with the shotgun, constantly adjusting your aim with L, when you get down to only 7 shots left, switch to the handgun to finish it off. Try to be quick because the boss will stop from time to time to damage Rebecca and will kill her if you take to long. After he's dead you see a cut-scene where Billy makes sure Rebecca is all right. After which party-up and head back to the main hall (down the stairs through the furthest door). Facility Main Hall (21): ------------------------ Leave Rebecca behind and head to the dining room again with Billy (down stairs on the right). Dining Room (22): ----------------- Run past the zombies here, they won't even get near you, use the key on the red door and enter. Kitchen (34): ------------- Grab the lighter fluid and combine it with Billy's lighter. Grab the empty bottle if you need it and head back to the library (Back through the dining room, up the stairs in the main hall, party-up, through the double doors, through the small door in the classroom, through the double doors in the classroom hall, killing the lone zombie there if you haven't killed it before. __________________________________________________________________________________ Traveling.... Dining Room (22) Facility Main Hall (21) Classroom (26) Classroom Hall (28) __________________________________________________________________________________ Library (29): ------------- Go to the other door in the room and light the candle by it, the door will unlock, grab the Microfilm A on the counter, give Billy the shotgun, go in. Secret Library (35): -------------------- There will be 2 zombies right in front of you, so use the shotgun to deal with them, because the handgun will be too slow and they will get you good. When they're dead, grab the grenades off the shelf, and have Billy go up the step and push the shelf to the wall. Grab the Book of Good, examine and open it to get the Angel Wings. Combine the wings with the white statue. Head back out to the hall. __________________________________________________________________________________ Traveling.... Library (29) __________________________________________________________________________________ Classroom Hall (28): -------------------- Use the key on the other door at the end of the hall, ditch it after and head in. Large Study (36): ----------------- In this large room, you have to push the table in the way over to the moose head and flick the light switch on the wall, its not hard. Just push the A button to hop over the desk when you need to, grab the iron needle in the moose's horns, then grab the file (assistant director's diary). Also grab the handgun and shotgun bullets, then head back to the clock room. __________________________________________________________________________________ Traveling.... Classroom Hall (28) Classroom (26) Facility Main Hall (21) Cage Room (32) Southern Balcony (31) __________________________________________________________________________________ Clock Room (30): ---------------- Back in this room, use Billy with the shotgun to take out the 2 insect drones, then use the iron needle on the clock. Set the time for 8:15 and two doors around the mansion will open. Head back to the main hall. __________________________________________________________________________________ Traveling.... Southern Balcony (31) Cage Room (32) __________________________________________________________________________________ Facility Main Hall (21): ------------------------ Head for the newly unlocked door in the main hall to the right of you. Before you enter leave your partner behind. Conference Room (37): --------------------- In this room, kill the 4 zombies trying to ambush you. Then grab the verse of poetry, the shotgun shells, and the microfilm B, then head back to the main hall. Facility Main Hall (21): ------------------------ Head over to the other door that you haven't touched yet downstairs to the left. Weastern Hall (38): ------------------- If you need healing or more molotov cocktails, go into the first door you see and enter the bathroom. Bathroom (39): -------------- In here you find an empty bottle, a gas tank, and a green herb. But as you try to exit it, a jelly zombie will appear but you can just run for the door before he does anything. Western Hall (38): ------------------ Head for the other door further down the hall and enter. Viewing Room (40): ------------------ Stay where you are and take care of the 2 zombies first, then head around the table in the middle of the room and grab the handgun bullets. After that place the two microfilms in the projector, you then receive the microfilm image and MO disk. Take it to the classroom. Western Hall (38): ------------------ As you try to get back to the main hall, a jelly zombie appears in the hall, but you can just run by it if you're quick. __________________________________________________________________________________ Traveling.... Facility Main Hall (21) __________________________________________________________________________________ Classroom (26): --------------- Use the MO disk in the podium and then it will tell you to enter a code. Use your microfilm image to ascertain which desks you need to use to enter the code. Have each character stand at one then hit them in order to enter the code. Now each of the sword blocked doors in the facility become unlocked, and you're gonna head for the one in this room. Classroom Hall 2 (41): ---------------------- There are two zombies in this hall, if you stay at the door when you first head inyou'll take them down without much of a fight. Head to the last door of the hall. Medical Examination Room (42): ------------------------------ Go in here and kill the 2 zombies, you'll then find first-aid spray, a green and blue herb, and green chemical, which rebecca can hold in her chemical kit and use on herself if she's poisoned, healing her of it (my suggestion: collect some, you'll need it for later). Classroom Hall 2 (41): ---------------------- Now you want to take the double doors. Marcus' Office (43): -------------------- In this room you'll find handgun bullets, ink ribbons, and napalm grenades by the fireplace. Head to the desk and examine it to see a chess game, now go to the BIG chess game on the floor and recreate the little game scenario. Push the king down four spaces, right 1 1/2 spaces (till it hits the wall), and up till the puzzle is solved the chess board pulls up to reveal the Book of Evil and Marcus' Diary 1. Examine and open the book to get the Black Wing. Combine the black wing with the black statue and head back to the main hall. __________________________________________________________________________________ Traveling.... Classroom Hall 2 (41) Classroom (26) __________________________________________________________________________________ Facility Main Hall (21): ------------------------ Now pace both completed statues on the scales. After which the big painting of Marcus below drops down revealing a passageway, go in it. Basement Hall 1 (44): --------------------- This hallway has 3 spiders in it, if you use grenades on them while on the ground it takes only 1 shot, 2 if they're on the wall or ceiling (it seems that Billy can always kill them in 1 shot with grenades, so use him). Kill them and head for the furthest door. Basement Save Room 1 (45): -------------------------- Save here if you like and heal if you need to, take the file (Correctional Institute Inmates List) and head through the back door. Dead-end Room (46): ------------------- In this room head to the back of it and give rebecca a boost through the hole. You will see a cut-scene showing Billy boosting Rebecca up, followed by Rebecca's horror as she sees torture devices everywhere. Torture Room (47): ------------------ In this room grab the file (About the Power Regulator), and then head for the red power regulator to fix it. Before you complete the puzzle, switch the Billy and position him in the outer hall, in front of the other door. Then switch back to Rebecca. Push the switches up, up, down, up, up and it will be fixed. You will then see a cut-scene showing what was fixed, then a FMV showing the cloaked man releasing monkeys to get our heroes, followed by a cut-scene showing Rebecca getting attacked by a monkey and almost falling through the floor, then followed by a FMV showing Birkin and Wesker doing their last attempts to cover this mess up. Wesker goes onto the mansion (RE1), and Birkin will create the G-virus (RE2) after setting the self-destruct device. The scene then switches to Rebecca hanging for her life. A map showing her location pops up and you have to go there to save her. During this part you have plenty of time, but don't dawdle, because she will die if you take TOO long. Follow my directions to get there quick with some extra goodies too. As Billy you normally start back in the dead-end room, but we put him in the hall already, cutting out 2 rooms to travel through. Head into the door quickly. Basement Storage Room (48): --------------------------- In this room, grab some goodies: gas tank, 3 sets of handgun bullets, and shotgun bullets. There are two zombies here, 1 guarding the shotgun bullets (just kill it), and 1 hiding under the bed. If you get near that zombie it will grab your foot and damage you. Head back out and for the boiler hall when you collect your fill. __________________________________________________________________________________ Traveling.... Basement hall 1 (44) Facility Main Hall (21) __________________________________________________________________________________ Dining Room (22): ----------------- In the dining room just either run around, or kill the 1 zombie in the way for the far door. Boiler Hall (23): ----------------- Take the way that was blocked before in the boiler hall to get to where Rebecca is, ignoring the herbs (use 1 green one if you need it). Animal Statue Room (49): ------------------------ In this large room, there are 3 monkeys, they are fast so either stand your ground and fight, or try to avoid them and head to the end of the hall turning right at the end to save Rebecca. Basement Save Room 2 (50): -------------------------- In a cut-scene billy saves Rebecca and then she expresses her thanks. She then gets a call from Enrico asking if she found Billy, she says no and billy is stunned to say the least. She then askes Billy whether or not he killed 23 people. A FMV shows the whole story while Billy narrates it (switching from FMV to cut-scene to FMV while the story unfolds), then they discuss some more while Rebecca assumes that Billy didn't kill the MP soldiers in the flipped-over car in the beginning FMV. But Billy basically states that no matter what, he's on the run. After then cool video grab the ink ribbon and save if you like, then take some time to give rebecca the hangun bullets you grabbed while on the way to save her as well, then head back out to where you fought (or avoided) the monkeys. Animal Statue Room (49): ------------------------ If you haven't fought the monkeys yet, take the time now to do so. Then take that door right there. Basement Hall 2 (51): --------------------- In this hall there are 2 spiders this time (hanging from the ceiling so it takes 2 grenades to kill, 1 with Billy), kill them and head for the first door you see. Water Room (52): ---------------- Have billy kill the insect drones with the shotgun and then grab the locker key, head back to the hall and go to the other door at the end. __________________________________________________________________________________ Traveling.... Basement Hall 2 (51) __________________________________________________________________________________ Weapons Testing Grounds (52): ----------------------------- Go up the stairs and grab some ammo: 2 sets of handgun bullets, shotgun bullets, and 1(?) magnum round. Use the key on the locker and get the duralumin case, examine it to find the combo (385), then use that combo to open it use get the handgun parts. Combine them with the handgun to make a more powerful handgun. Give Billy the grenade launcher and have him go down in the testing site and have Rebecca stay upstairs. Follow these simple instructions: Go in, <> push L button, <> go in grab acid rounds, <> push center button, <> go in and turn corner, <> push center button, <> go in and push button. Battle sequence initializes then 2 hunters come out (use grenades then acid grenades), when they are dead grab the water key, party-up, then head back up stairs. __________________________________________________________________________________ Traveling.... Basement Hall 2 (51) __________________________________________________________________________________ Animal Statue Room (49): ------------------------ Back in the statue room, you now need to light the torches next to the animal statues, if you follow the clues that each one gives you, the answer is not hard to guess, but just in case, here's the answer: deer wolf horse panther snake eagle Doing it in this order will cause the door to unlock and you can go through. If you are collecting the files, then head to the end door. Trainee Room (54): ------------------ In here, there are two zombies, just dispose of them with the handgun (newly improved handgun, hehe) from the door, then grab the file (Managment Trainer's Diary). Animal Statue Room (49): ------------------------ Head to the door on the right. Basement Living Quarters (55): ------------------------------ In this chamber there are 3 zombies, and they close in fast, but your new handgun can fire off rounds quickly enough to dispose of them from the door. Somethimes when i entered this room, strangely enough there were no zombies, so i guess its random whether or not they appear in this room, but i was warning you just in case. When they are dead, grab the Unity Tablet from the empty fireplace, and if you need to, there are empty bottles on the ground as well. With your new key, you now need to head to the art room on the 2nd floor of the facility. __________________________________________________________________________________ Traveling.... Animal Statue Room (49) Boiler Hall (23) __________________________________________________________________________________ Dining Room (22): ----------------- There are 2-3 zombies here to greet you again in the dining room, Take out the first one with the shotgun, and the others with the handgun. __________________________________________________________________________________ Traveling.... Facility Main Hall (21) Cage Room (32) __________________________________________________________________________________ Art Room (33): -------------- In the art room, use the key on the blue door and ditch it afterwards. Eastern Hall 1 (56): -------------------- In this hall, take that first door on your left. Broadcasting Room (57): ----------------------- Here is the broadcasting room that the cloaked man was using in the FMV earlier, and how nice, he left a jelly zombie for you to play with. Now these guys are NASTY; they do incredible damage, have huge reach, and to top it all off, when you kill them, they explode for usually fatal damage. But they do have weaknesses, and you'll want to take advantage of them. First off, they take some time to shed their "skin" before attacking, and that's when you should strike, also you can prevent them from exploding if you use fire attacks (and that's why you've been making molotov cocktails), so fire 3 of them into the zombie and he'll die with a shriek and a small disintegrating show as well (cool huh?). Anyway, after he's dead, grab the vice handle in the equipment and head back out to the hallway. Eastern Hall 1 (56): -------------------- Turn the corner only to find another jelly zombie, but sometimes this one has already had the time to shed its "skin", so beware of its attacks. To fight it easier, give Rebecca the grenade laucher with napalm grenades, and have Billy use molotovcocktails, and set your partner to "attack". After its dead (set your partner back to "idle"), head into the door that was around the corner to the left. Piano Room (58): ---------------- Surprizingly, this room has no enemies, thats great, have Billy go to the piano and play it (Rebecca sucks at playing the piano just like in the first RE game, and her horrible playing doesn't open the passage anyway), a passage will open. Un-party and have Rebecca go inside and grab the battery from the holder, the passage will close on her. Just have Billy play the piano again to open it, party up and grab the magnum rouns if you have room, then head out into the hall again. Eastern Hall 1 (56): -------------------- Head to the end of the hall and go in the door there. Eastern Hall 2 (59): -------------------- Ok, assess your characters conditions now, if you need healing, go to the door to the left (from the door you came through), if not, head to the other door. Laboratory Storage Room (60): ----------------------------- In this storage room, there are no enemies so you can relax, grab and use the supplies you need. There are: handgun bullets, first-aid spray, green herb, red herb, and empty bottles. When you are done, go back to the other door of the previous hallway. Eastern Hall 2 (59): -------------------- As you come back to this hallway, a jelly zombie has taken root here, kill it with ease using the previous set-up and head to the other door. Vice Room (61): --------------- There are 2-3 zombies in here, 2 walking around sometimes 1 crawling on the ground, take out the walking ones from the door and be cautious as you hunt out the crawler, because he's hard to see. Anyway grab the shotgun shells off the shelf and then head around the corner to find 2 vices. Use your vice handle and a tablet will drop out, grab the Discipline Tablet and head all the way back to the main hall. __________________________________________________________________________________ Traveling.... Eastern Hall 2 (59) Eastern Hall 1 (56) Art Room (33) Cage Room (32) __________________________________________________________________________________ Facility Main Hall (21): ------------------------ Head into the set of doors that were shut off by the swords. Outside Bridge Area (62): ------------------------- Out here head to the right and place the battery into the slot, then activate the elevator. A crate will come down with the elevator, you need to push this crate to the left pillar to grab the item on top of it. Do so and then you will have the Obedience Tablet. With all of the tablets in your possesion, head to the cage room. __________________________________________________________________________________ Traveling.... Facility Main Hall (21) __________________________________________________________________________________ Cage Room (32): --------------- Quickly head up the stairs and head into the last set of doors that were blocked by the swords, if your quick enough, you can ignore the 3-4 insect drones here. Telescope Tower (63): -------------------- In this room, grab the handgun bullets to your right as you enter, then head to the telescope, go down the ladder, and place the 3 tablets into the holes at the base of the telescope. When this is done, you see a cut-scene showing the place rumbling. Then you get a prompt to switch discs.....CONGRATULATIONS, you just made it to disc 2, don't rest yet, the best is yet to come. IIIc.) The Ghost Lab \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Telescope Tower (63): ---------------------------------------------------------------------------------- A FMV shows the tower your in now sinking into the water, granting access to the bridge below, followed by a cut-scene where the far door unlocks. Now this is the time to go back and reclaim your hookshot so it can have some use. Bring only one character with you that has two spaces available and head back out the door you came into this room from. Northern Balcony (25): ---------------------------------------------------------------------------------- Grab your hookshot off the ground from where you left it quickly before two monkeys attack you. Turn around and go through again. Telescope Tower (63): ---------------------------------------------------------------------------------- Party-up and go in the now unlocked door further down. Laboratory Access (64): ---------------------------------------------------------------------------------- Croos the bridge and have Rebecca go into gazebo and stand in the upper-left corner, unlocking the door so the Billy can go in. Before heading in, make sure Billy has the shotgun and all its ammo. Ruined Church (65): ---------------------------------------------------------------------------------- Go to the only door here and head in. Church Save Room (66): ---------------------------------------------------------------------------------- I suggest you grab the shotgun shells, the napalm rounds, and then save. After that head back out. Ruined Church (65): ---------------------------------------------------------------------------------- As you come out a giant bat comes crashing through the church roof, boss time again... Fight this enemy with the shotgun from the exit doors, aiming carefully and adjusting aim when hit by the little bats. After about 8 direct hits, it'll go down. Switch characters and have Rebecca join, and have her then use the hookshot in the church roof opening. Roof of Church (67): ---------------------------------------------------------------------------------- Not much to do here, so just go down the ladder. Laboratory Access (64): ---------------------------------------------------------------------------------- Lift the elevator power switch then open the gate, switch to Billy and have him join Rebecca. Party-up again and go in the elevator. Laboratory Hall 1st Floor (68): ---------------------------------------------------------------------------------- Head down some and take the door to your left. Reference Room (69): ---------------------------------------------------------------------------------- Grab the file of the table in the middle of the room and save if you would like, then take some time to adjust your items accordingly so Billy can use the hookshot. These are my suggestions: have her keep the grenade laucher stocked with napalm grenades, the other type(s) of grenade rounds you have, also the shotgun and magnum ammo. Give Billy the modified handgun and ammo, the shotgun, and the hookshot. After thats done use the hookshot in the back where the opening to up above is, then position Rebecca in the outer hall, in a view where you can see the end of it. Leech Containment Room (70): ---------------------------------------------------------------------------------- Grab the file sitting in the chair then leave the hookshot momentarily, grab the gas can of the shelf and quickly turn the corner, you'll see a jelly zombie there. Grab the empty bottles and combine them, leave behind the extra gas cans, and kill it with the molotovs you just made. When its dead grab the map by the door and your "left" hookshot, then exit. Laboratory Hall 2nd Floor (71): ---------------------------------------------------------------------------------- Before doing anything, you'll need some space in your inventory, so head into the black door in this hallway. Cable Car Control (72): ---------------------------------------------------------------------------------- Leave the hookshot in this area then head back out. Laboratory Hall 2nd Floor (71): ---------------------------------------------------------------------------------- Press the switch you see on the wall and you'll see a cut-scene showing the bottom wall opening and a jelly zombie coming out. Switch to Rebecca, have her gun down the zombie from afar with napalm rounds. When its dead, head around the corner and take some Red Chemical from the cylinder, combining it with the green one, making stripping agent. Then postion her in front of the reference room door, and switch back to Billy. Leech Containment Room (70): ---------------------------------------------------------------------------------- Go to where you killed the jelly zombie, press the button on the leech chamber, and take the leech capsule, then head back out. Laboratory Hall 2nd Floor (71): ---------------------------------------------------------------------------------- Head to the door at the end of the hall to your left. Gas Testing Room (73): ---------------------------------------------------------------------------------- Grab the shotgun shells and file, watching out for the zombie on the ground as he'll bite you if you get too close. When thats done, head to the other door on the left. Operating Room (74): ---------------------------------------------------------------------------------- Kill the 2-3 zombies in this room first, then grab the file and first-aid spray if you need it. Send the leech capsule down to Rebecca via the transfer device. <> Have Rebecca head in the door. Reference Room (69): ---------------------------------------------------------------------------------- Head to the device to gain the leech capsule, then send the shotgun bullets up to Billy. Combine the stripping agent with the leech capsule to get the B. Leech Charm, then head back out into the hall. Laboratory Hall 1st floor (68): ---------------------------------------------------------------------------------- Place the leech charm into the blue door at the end of the hall and head in. Marcus' Laboratory Office (75): ---------------------------------------------------------------------------------- Head to the back off the room, and grab what looks like something shiny in the cabinet, you will get the input regulator coil and the old photograph. You will then see a cut-scene where Rebecca assmues from the records that the white cloaked man is either Marcus' son or grandson. When its over, head into the white door. Trophy Room (76): ---------------------------------------------------------------------------------- Kill the zombie in your way with 1 acid round, grab the G. Leech Charm from the big statue, turn around and kill the other zombie that just got up (or aviod it), then leave back to the reference room. __________________________________________________________________________________ Traveling.... Marcus' Laboratory Office (75) Laboratory Hall 1st Floor (68) __________________________________________________________________________________ Reference Room (69): ---------------------------------------------------------------------------------- Send the leech charm to Billy via the transfer device again, then switch to him and have him place it in the green door in this room and go in. Morgue (77): ---------------------------------------------------------------------------------- Kill the crawling zombie, watching out for the sleeper sticking out from the right, then grab the Sterilizing agent and the bullets and head back to the gas testing room. __________________________________________________________________________________ Traveling.... Operating Room (74) __________________________________________________________________________________ Gas Testing Room (73): ---------------------------------------------------------------------------------- Fit the sterilizing agent in the aparatus and the chamber will clear of poison gas and you can now go in. Gas Chamber (78): ---------------------------------------------------------------------------------- Grab the breeding room key and quickly exit the room before getting swarmed with zombies, heading out towards the hall. Laboratory Hall 2nd Floor (71): ---------------------------------------------------------------------------------- Equip your shotgun and head into the breeding room, making sure you ditch the key after you use it. Breeding Room (79): ---------------------------------------------------------------------------------- Head slowly up to two screen angle changes to start the hunter fight, run back to the door, turn around and fire when you see them to kill them without taking damage (hopefully). When they are dead, grab the dial and file and go back to the operating room. __________________________________________________________________________________ Traveling.... Laboratory Hall 2nd Floor (71) Gas Testing Room (73) __________________________________________________________________________________ Operating Room (74): ---------------------------------------------------------------------------------- Transfer the dial to Rebecca, then lead Billy back to the cable car control room. __________________________________________________________________________________ Traveling.... Gas Testing Room (73) Laboratory Hall 2nd Floor (71) __________________________________________________________________________________ Cable Car Control (72): ---------------------------------------------------------------------------------- Switch to Rebecca, head out into the hallway again. Laboratory Hall 1st Floor (68): ---------------------------------------------------------------------------------- Use the dial on the metal door. Now you need to enter the combination, following the Leech Growth Records file will give you the answer, but here it is just in case: 4863. After that go back to grab your acid rounds where you left them, then head in the door. Cable Car Access (80): ---------------------------------------------------------------------------------- In here stars out with a cut-scene showing Rebecca calling Billy to tell him she found an aerial cable car and to re-group. When you gain control again go to the power switch on the wall and pull the lever, then go grab the output regulator coil on the ground. Switch characters, have Billy grab the hookshot, and climb down the stairs. Rearrange your items so that 1 character has the hookshot, and both coils, then use the hookshot by the opening in the ceiling over in the corner. Cable Car Control (72): ---------------------------------------------------------------------------------- Insert both coils into the power regulator, grab the shotgun shells, unlock the door, and go back down the ladder. Cable Car Access (80): ---------------------------------------------------------------------------------- Now you can leave behind the hookshot forever!!!!! (YAY!!!). After your done celebrating, take some time to re-arrange your stuff. Give Billy the shotgun, with its ammo, and also the magnum rounds. Keep Rebecca with the grenade launcher, the handgun, and all respective ammo for the two. Then head into the cable car. As you try to enter the car you see a cut-scene showing both getting attacked by a single monkey, it scratches Rebecca and wrestles with Billy till they fall over the side, cutting to a FMV of a jelly zombie's point of view as it forms behind Rebecca, she turns around with a shocked expression. From here, blast the jelly zombie dead with your remaining napalm rounds, then reload the launcher with your remaining acid rounds, then go back up the ladder. Cable Car Control (72): ---------------------------------------------------------------------------------- Go into the control room, pick up the output regulator coil, re-insert it and head back down the ladder again. Cable Car Access (80): ---------------------------------------------------------------------------------- Finally you can head into the cable car itself, keep in mind you will be Billy-less for awhile. Aerial Cable Car (81): ---------------------------------------------------------------------------------- Grab the magnum off the flopped over corpse (hehe), then go to the controls to use the cable car. Once you're across head out. IIId.) The Derelict Factory \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Factory Access (82): ---------------------------------------------------------------------------------- Grab the green herbs and use them if you need too, then head up both flights of stairs and take the double doors there. Factory Lift Access (83): ---------------------------------------------------------------------------------- Head towards the screen and use the little gray elevator, following the path to another door. Survielance Room (84): ---------------------------------------------------------------------------------- Follow the path to the end, grab the factory key on the ground, look at the monitor if you want, then head back. If your quick enough, you can get by the 2 hunters without any damage or shots fired. Factory Lift Access (83): ---------------------------------------------------------------------------------- Head back up the gray elevator and go through the other door here on the left. Lift Control Room (85): ---------------------------------------------------------------------------------- Use the key in the control panel and the lift will come up via a FMV, then grab the hadgun bullets and the grenades, make sure you save as well, then head out. Factory Lift Access (83): ---------------------------------------------------------------------------------- Head onto the lift and hit the control button on the left side to start it, when you hit the bottom, go over to the elevator by the back of the screen, leave the magnum there for the moment, then go over to the other section. As you head over to pick up the shiny object on the ground you see a FMV where Enrico comes down the elevator, almost shoots Rebecca, and then says they should head over to a mansion on the outskirts of the forest (RE1), but Rebecca says she needs to find Billy. Enrico was surprized to hear she found him, and still insists she come with him, but Rebecca argues her way out of it. Then he goes his own way, Rebecca never saw him again. Anyway grab the elevator key on the ground and head back to where you left your magnum, use the key in the button panel to the left of it and get ready for a boss.... This time your foe is a pre-evolved form of Tyrant, but even this form moves as fast as his fully evolved form. RESIST THE URGE TO USE THE MAGNUM, he can beaten just as easliy with simple weaponry. First off always try to manuver around him to make him attack where you're not, then thats when you fire, start off by using the acid rounds, then switch to handgun when you get him of balance, getting in about 4-5 shots each time. Take your time by switching to the handgun when you throw him off balance with a grenade, and getting in your shots, then switch back to dodge again, then fire another grenade. This will take some practice to get right (thats why i had you save) but it is possible, and easy once you know how to do it. After 2 acid grenades, 1 grenade and 15 handgun shots he went down. Grab your magnum back up and head into the elevator. If you go back out of the elevator you'll notice that Tyrant has gotten up from his laying position and has torn a hole in the wall, enabling you to go back if you absolutely need to. Factory Elevator (86): ---------------------------------------------------------------------------------- Hit the elevator controls and set it for the 2nd floor, once you arrive head out. Factory Catwalk (87): ---------------------------------------------------------------------------------- Grab the magnum rounds and handgun bullets then head back to the elevator before a hunter notices you're there. Factory Elevator (86): ---------------------------------------------------------------------------------- Now set it for the 4th floor this time. When you do you see a FMV showing the white cloaked man viewing Rebecca in a monitor, stating that she ceases to amuse him and playtime is over. He then offers her good ridance and says nothing can get in the way of his revenge, while a leech slowly crawls up his arm (creepy). IIIe.) The Narrow Escape \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Treatment Plant Access (88): ---------------------------------------------------------------------------------- As you exit the elecator you watch a FMV showing Rebecca spotting billy in the sewer line, she shouts out and he starts to stir awake, when a big shadow pushes into him, sending him down the line even more. When you get control again head into the door. Power Control Room (89): ---------------------------------------------------------------------------------- Grab the handgun bullets, save if you want to, then look at the red power grid. In this puzzle, you need to restore power by turning all the dots green. For each button you press, 2 spaces away worth will also turn green accroding to the line structure. You have 3 buttons to press. Here is the answer using row/column format: 1st button: 2nd row, 2nd button 2nd button: 6th row, 2nd button 3rd button: 6th row, 3rd button After that the whole treatment plant gets power back, now head into the elevator. Generator Room (90): ---------------------------------------------------------------------------------- Kill the 3 zombies in your way and head into the far door. Plant Balcony (91): ---------------------------------------------------------------------------------- A jelly zombies will appear when you head into this hallway, and this type is much faster than its brethren. Kill it by firing 3 magnum shots and 1-2 grenades, then run like hell when it's getting ready to explode. When its dead, go to the door at the end of the balcony. Billiard Room (92): ---------------------------------------------------------------------------------- Kill the lone zombie here, grab the map you see on the wall, and head down the stairs. Outside Forklift Area (93): ---------------------------------------------------------------------------------- Do a 180 to the right and head in that door, using the herbs to heal the damage you took from the jelly zombie if you sustained any. Watergate Room (94): ---------------------------------------------------------------------------------- Ignore the shotgun shells for now and head into the opposing door. Watergate Access (95): ---------------------------------------------------------------------------------- Head down the stairs into the door. Body Disposal Room (96): ---------------------------------------------------------------------------------- Right as you enter you see a FMV showing Rebecca finding Billy, asking if he's ok, then they see a pile of bones which Billy deduces that they were test subjects for the virus. Now that you have control of Billy again give him handgun, shotgun and ammo for them, then back to the watergate room, ignoring the other door in here (its locked anyway). __________________________________________________________________________________ Traveling.... Watergate Access (95) __________________________________________________________________________________ Watergate Room (94): ---------------------------------------------------------------------------------- Now you have to solve another puzzle. This time you need to have billy push the wooden boxes down below to the left side of the pool, while rebecca controls the gate up above. This can get complicated so bear with me here: First position Rebecca at the controls <> have Billy go down into the pool climb over the 1st box there and push the metal box down climb onto the metal box <> have Rebecca swing the gate to the right <> have Billy push the metal box all the way to the right then have Billy push the left most box down then climb over the other boxes and push the upper-most box to the left, stopping when it gets just halfway under the grate to the left side of that grate <> have Rebecca swing the gate to the left this time, making sure Billy is on the left side <> now have Billy push the halfway box down till you can't no more then push it to the left fitting it nicely next to the other one position Billy over the grate <> have Rebecca swing the gate either way (it doesn't matter) <> now have Billy push the remaining box up and to the left till the puzzle is done have him climb out <> have Rebecca fill the pool. Party-up and have Billy grab the shotgun shells, run over the pool and grab the handle, then head back to the balcony. __________________________________________________________________________________ Traveling.... Outside Forklift Area (93) Billiard Room (92) __________________________________________________________________________________ Plant Balcony (91): ---------------------------------------------------------------------------------- Use the handle on the rust-covered door and head in. Backup Generator 1st floor (97): ---------------------------------------------------------------------------------- In this room there are 5 "new" type zombies that look naked and bite for ALOT more damage. If at all possible DO NOT get hit by these things. Anyway if you head to the left corner, you can blast all 5 of them from there, then go kill the zombie you saw two of them eating on the ground and pick up the handgun bullets nearby, then head up the ladder you see. Backup Generator 2nd floor (98): ---------------------------------------------------------------------------------- Put the walking zombie out of his misery then grab the file and some red chemical from the cylinder, then head back down. Backup Generator 1st floor (97): ---------------------------------------------------------------------------------- Head to the door on your right at the end. Before you go in, give Billy the magnum. Living Quarters Access (99): ---------------------------------------------------------------------------------- Two hunters ambush you here. Shoot until they're dead, 1 shot each (hehe, love that magnum), then head into the other door. Plant Living Quarters (100): ---------------------------------------------------------------------------------- Grab all the goodies in here that you use, like the handgun bullets, the napalm rounds, and the 1st-aid spray. Also grab the file on the far bed as well. Save at this time, then head out. Purification Room (101): ---------------------------------------------------------------------------------- Head down the stairs and through the door. Sewer Bridge (102): ---------------------------------------------------------------------------------- Head across the bridge and head in the door, sometimes a frog-like creature will jump on the bridge, but if you keep running, you'll just breeze right by it. Gondola Room 3rd Floor (103): ---------------------------------------------------------------------------------- Kill the 3 naked zombies, grab the shotgun shells and file, then have Rebecca stay here in this room while Billy takes the elevator (trust me). Gondola Room 1st Floor (104): ---------------------------------------------------------------------------------- Walk all the way around the path and you'll have to fight Tyrant again, but this time he's MUCH easier. All you have to do is shot him once with shotgun, which will stun him. During this stun time either run away to get more distance on it, or wait until he's upright again, then shoot. Keep up this pattern until he goes down again. It took me about 30 shotgun shots to take him down. Make sure you use the spray if you need to. When he's down, go back up the elevator to have Rebecca join you, and go back down. Then go to the end of the passage to find a green switch, press it, and a ladder will come down, which you will go up. Gondola Room 2nd Floor (105): ---------------------------------------------------------------------------------- Run around till you see the motherboard on the ground, grab it and go back to the 3rd floor. Gondola Room 1st floor (104): ---------------------------------------------------------------------------------- Make sure Rebecca has the grenade laucher, then have Billy stay here and have Rebecca go up the elevator. Gondola Room 3rd Floor (105): ---------------------------------------------------------------------------------- Put the motherboard back into the panel, then go into the gondola. Floodgate Control Room (106): ---------------------------------------------------------------------------------- Use the lever in this room here and you'll see a FMV where the floodgate is opened. Grab the acid grenades by the broken stairs, combine them with your launcher, equip it, then head out the far door. Plant Testing Room (107): ---------------------------------------------------------------------------------- Use your acid grenades on the insect drone, then grab some more rounds under the table when it dies, also grabbing the industrial water from the table, and blue chemical from the cylinder. Mix the chemicals to create sulfuric acid, combining this with the water to create battery fluid. After that unlock the door there, then go down the stairs. Insect Testing Room (108): ---------------------------------------------------------------------------------- Switch to Billy, and head in the door there. Floodgate Bridge (109): ---------------------------------------------------------------------------------- Climb down the ladder, and run across. You can ignore the creature that jumps in because it won't reach you if you just head for the door on the opposite side. Head in that door. Floodgate Generator Room (110): ---------------------------------------------------------------------------------- Kill the 2 naked zombies in here, grab the shotgun shels on the floor, then head for the door without a card reader on it, grab the handgun bullets there and in the door. Insect Testing Room (108): ---------------------------------------------------------------------------------- Party-up and give Rebecca a boost up to the battery. When you get it a cut-scene showing 2 insects approching ensues. Just kill them easily with your acid rounds, then head back up stairs. Plant Testing Room (109): ---------------------------------------------------------------------------------- Combine your battery fluid with the battery, then head all the way back to the outside forklift area, using the door Rebecca just unlocked there. __________________________________________________________________________________ Traveling.... Body Disposal Room (96) Watergate Access (95) Watergate Room (94) __________________________________________________________________________________ Outside Forklift Area (93): ---------------------------------------------------------------------------------- Have one character stand on the wooden box the lift is carring, then have the other use the battery in the forklift and press the button. You then get the keycard. Now head back to the floodgate generator room. __________________________________________________________________________________ Traveling.... Watergate Room (94) Watergate Access (95) Body Disposal Room (96) Plant Testing Room (107) Insect Testing Room (108) __________________________________________________________________________________ Floodgate Generator Room (110): ---------------------------------------------------------------------------------- Use the keycard in the reader, ditch it, then head on in. Incinerator Access (111): ---------------------------------------------------------------------------------- Grab the magnum rounds on the ground, then prepare both characters with their most damaging weapons, there is no holding back on the final boss multi-stage fight!!! Incinerator Room (112): ---------------------------------------------------------------------------------- As your enter the room you'll see a FMV showing Billy and Rebecca ending up in a leech infested area. The white clocked man greets them. Billy askes who he really is, then he morphs himself into the REAL Dr.Marcus!!!......Rebecca asks how, then Marcus unfolds the story of how Spencer betrayed him, showing how Wesker and Birkin were also involved, and how the leech viruses revived him, enabling him to take his revenge. Marcus moprhs back into the young man again, ranting on again about how nothing can stop him. Billy states that they will stop him, while Marcus says they will be the ones to die. He starts laughing, then his body mutates into a hideous form, huge like the Tyrant, and nimble as a hunter, and twice as deadly as BOTH COMBINED!!!! My strategy for this fight was to fall back into the small hallway with Billy out in front with the magnum, while Rebecca backs him up with acid or napalm rounds and plug away until he's dead. He should die before your characters do. Anyway after he's dead(?), have each character grab a shaft key and use them on each side of the double doors. Each key has a specific lock it goes into, but you'll figure it out easily enough. Plant Save Room (113): ---------------------------------------------------------------------------------- Ok, this is more like it!!! HEAL UP COMPLETELY, i mean use both 1st-aid sprays on each character, even if you think they haven't suffered damage (you'll thank me later), then SAVE (i can't stress this enough). Have Rebecca make a herb combo out of the 2 herbs here, pray a little (jk), and head onto the elevator, hit the lever and go. You will see a cut-scene showing the elevator heading up when a big crash happens, because Marcus just made his own door, while an announcement tells that the self-destruct sequence has been activated. Rebecca asks who set it off, then Marcus charges at them, turning into a FMV showing Marcus ramming the elevator as it reaches the top, and Billy says "shit" in the process (gotta love it). Heliport (114): ---------------------------------------------------------------------------------- Ok here you have 3 minutes to kill Marcus before BOOM!!! The 1st part of the fight isn't hard, just use your most powerful weapons on it at a safe distance. When you whittle him down enough, a cut-scene showing a hole in the roof and Marcus' hatred for sunlight shows, Rebecca notices that he can't stand the light and states they gotta open the windows. Billy spots the controls for them, and he states that Rebecca needs work on the controls while he distracs "your magesty". You then recieve the Gate Operation Manual, stating that the locks need to be turned in an appropriate order as follows: southwest, northwest, southeast, west. Rebecca will be controlled automatically, and Marcus will have no quams picking on her, your job is to deal enough damage to Marcus so he pays attention to you instead of Rebecca, so she can finish her job. When you get control back, exchange ALL weapons over to billy (there shouldn't be much left), and give rebecca the herb mixture from before. Blast away like normal and if you need to heal Rebecca do so immeadiately. Billy should have enough stamina to take about twice as many hits as Rebecca can. GOOD LUCK If you did your job right, the heliport doors will open in a cut-scene showing the monster trying to escape while Rebecca finds a 44 magnum on the ground, she throws it to Billy. Switching to a FMV showing Billy taking the aim at "queeny" then takes his shot. In "super-slow-mo" it hits Marcus, giving him a huge crater in its chest. Marcus falls down the elevator shaft, only to get burned up by the rising explosion. Billy and Rebecca barely escape the heliport, as the training facility blows up. They end-up on a cliff top where they spot the mansion Enrico was talking about, then they joke about how "officialy Billy Coen is dead". "Yeah i'm just a zombie now" Billy jokes, then they salute each other. Rebecca walks away with a look of accomplishment yet sorrow in her eyes, and Billy gives a heart-felt "thank you" as she walks away. Then the camera turns to a glimpse of the mansion through a spider's web with a butterfly caught in it. CONGRADULATIONS, you just beat the game!!!! After the credits roll, you are given a status screen showing how long it took you to beat the game while giving you a ranking based on your overall time, then showing you that you just unlocked the mini-game "Leech Hunter". After that you earn the closet key which opens the closet in Passenger Cabin 3 on the train, where you can change costumes if you so desire. Leech Hunter guide coming soon.... IV.) Credits ================================================================================== Thanks goes out to the following people/organizations (in no particular order): ------------------------------------------------------------------------------- Nintendo for making an AWESOME disc system, the powerful GameCube, my exclusive thanks for that. :) Capcom for creating the immensly popular RE series and many more of my favorite game titles. GameFAQs for considering my first attempt at FAQ making and hosting the site of many-a-guide for me to follow (and now post!). My roommate Adrian, for assisting me in creating this FAQ and pointing out stuff i overlooked. Napier@gamingmatrix.com for asking me to host this (exclusively!!) on his site: http://www.gamingmatrix.com Ryzak911@aol.com for asking to host this on his site: http://www.gamenationx.com dave@cheatcc.com for asking me to host this on his site: http://www.cheatcc.com jelachance@videotron.ca for reminding me that there's more than 2 possible puzzles to activate the brakes. Cloudstrife42 for telling me that you can skip the first jelly zombie fight by just going down the stairs (DOH, i shoulda knew that, lol). BHEADED for letting me know that Billy CAN use the hookshot (i just never tried it, i thought since the manual said it couldn't hold more than a certain weight, he couldn't use it [again DOH]). And to all of you who spend your time playing games, cuz hell i do it ALL the time (we're talking 23/7 here when i'm not working, i hate work). ================================================================================== Copyright 2002-2003 RipperRoo/Robert Furman Jr. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.