A Resident Evil Zero Speed FAQ for the Nintendo GameCube (and now, Wii, XBONE, PS4, and PC!) by Dave Riley, transcribed and produced by Amdy S. Myart. twitter: @fastkarate tumblr: fastkarate.tumblr.com website: daveandjoel.com ------- Version ------- 12/01/02 - First version: Things need to be cleaned up, hasn't been tested as much as I'd like it to be. But it exists. 01/16/16 - Version "GOOSE BOOTY": Well look at that, just like last year, we're given the an HD Remaster of a classic Resident Evil game. I mean, we're not talking QUITE as classic, but hey, it's got… Rebecca which counts… for… something, I guess? Plus Wesker Mode! Enjoy your head-exploding eye lasers! ------------ Introduction ------------ Resident Evil Zero introduced a lot of crazy things we never thought we'd see in an RE game. Now that we have, we hope that we never see them again. It was fun and all ONE time through, but no more. Forget dropping items anywhere you want, forget the "Zapping" system. The next game I want people to foolishly split up like always. No more of this teammate junk! ***HA HA, DAVE HERE FROM 2016, GUESS IT TURNED OUT "NEXT TIME" MEANT "NO MORE TRADITIONAL RESIDENT EVIL EVER AGAIN, SUCKER!"** Oh well! Resident Evil 4 ended up being really, really good! And hey, Resident Evil 5 did the teammate thing pretty good (by which I mean it's a really rad co-op game and (probably!) a kinda weak single player one) ------------------------------ Legal things I know nothing of ------------------------------ Don't steal this. If you steal it, or plagiarize anything from it, it'd bum me out. :/ --------- Agreement --------- This guide assumes you're playing it fair. If you're gonna just blaze through with special weapons how can you NOT get a good time? This is written as if you were playing a brand new game. If you got special weapons already, feel free to use ‘em, but this isn't written to account for the additional inventory they'd take up, and Zero is a TREMENDOUS PRICK about inventory space, so tote around that submachine gun at your own risk! However, this is not for your first time through. You're skipping all the cutscenes and documents. They add to your time, after all. ----- Notes ----- 1) Never carry an Ink Ribbon. If you need to save there's a ribbon at every single typewriter. I only mention saving in a few key instances, but if you're feeling wary (or your health is low), saving an extra time or two won't add THAT many seconds to your run. 2) Never have more than 3 herb mixtures on you, and once you get to the Mansion (third area) have two or less. Preferably by then you'll be carrying none at all unless you're going up against a boss, but that can get risky. 3) This game seems to rock like RE1, which means FIRST AID SPRAYS don't count against your rating. But I haven't done any in-depth testing, so don't quote me on it! 4) Except during boss battles ALWAYS keep your partner on Idle (not Attack) you want all those bullets for yourself. Also, always play Rebecca when both she and Billy are fighting in a boss battle. This may just be confirmation bias, Rebecca's AI seems like a big dumbo who only fires at the boss when it FEELS like it. 5) This game really likes to make you waste shots. You'll curse and moan every time your shotgun shell flies right through a centipede, hunter, or even the friggin tyrant. It is what it is. Suck it up and move on as best you can (and save before the Giant Bat fight, lest a few missed Flame Rounds torpedo your run at the halfway point) 6) You'll be spending basically all your time in this game as Billy. It hurts, I know, but Becca's less-damage-enduring junky trunk will never be far behind (except for the parts where you're separated) (which is a lot of parts) ------------------------------------ VERY IMPORTANT TO READ : DO NOT SKIP ------------------------------------ Anything you see between the "<<" and ">>" are optional items. If you've been playing well you won't need these, but if you're the cautious type then go ahead. Avoiding all the optional items in this walkthrough you'll have enough to beat the game. If you're feeling hinky, remember that I do tell you to throw away the handguns relatively early. You can choose to keep lugging them around. However, this is gonna slow you down as space is tight enough that you often have NO free slots. Like with the REmake speed guide, I guess I tend to go off on tangents that I think are funny? If that annoys you, you can probably just skip any chunks of ALL CAPS text. But also, there are other straight-laced guides on GameFAQs and my feelings won't be hurt if you switch over to one of them. Like try Vincent Merken's! I don't know if he's still around, but that guy was a real pro! Here, I'm just making something that'll get you a sub-3:30 time required for an S Rank. If you want to develop actual pro skills for competitive times, there's other, better guides! My goal was to make one that I felt most average people could use to unlock everything without having to develop supernatural juking abilities or grind through multiple practice runs. ------------------------------ Walkthrough Part 1 - The Train ------------------------------ -------------- Hallway 1 - 1F -------------- Hang a left and go through the door. -------------- Hallway 2 - 1F -------------- Kill the zombie that gets in your way. He'll go down in two bullets every single time. Then keep running and go through the door. ------------- End Hall - 1F ------------- Run to the end and get the KEY from the corpse. Skip the cutscene, fight your way out, killing both dogs that get in your way. Don't forget the BULLETS on your friend's corpse. Head back the way you came. -------------- Hallway 2 - 1F -------------- Down the zombie in the blue uniform and run by the rest. -------------- Hallway 1 - 1F -------------- Ignore the zombie that comes in after you and use the KEY to go through the door. ----------------- Kitchen Hall - 1F ----------------- Skip the cutscene. Go upstairs. (Hi Billy! Bye Billy!) --------------- Dining Car - 2F --------------- Forward to say hello to your very first leech zombie, then say goodbye and run back the way you came to have Billy pull your sweet can out of the fire. After the cutscene give all your BULLETS to Billy and tell him to wait then head up the ladder at the back of the car. ---- Roof ---- Crawl to the end of the car, reconnect the wires, and fall right into the well-placed whole behind you. <> ----------------- Serving Room - 2F ----------------- Get the BULLETS, HERB, and the CONDUCTOR'S KEY. Then use the lift to send the CONDUCTOR'S KEY down. -SWITCH- to Billy. ***BILLY*** --------------- Dining Car - 2F --------------- Go downstairs. ----------------- Kitchen Hall - 1F ----------------- Go through the gray door that opens automatically and hook to the right to get the CONDUCTOR'S KEY from the lift. Go back and through the door to Hallway 1. -------------- Hallway 1 - 1F -------------- Kill the three zombies and keep going. -------------- Hallway 2 - 1F -------------- Kill three more zombies. ------------- End Hall - 1F ------------- Use the key on the door near the end of the hall. --------------------- Conductor's Room - 1F --------------------- Push the switch. Go up the ladder. -------- Bar - 2F -------- Go down the hall and through the door. ----------- Hall 5 - 2F ----------- Drop your KNIFE, get the ICE PICK from the cart. Then enter the door to the small passenger compartment just ahead. -------------- Side Room - 2F -------------- Pick up the HUNTING RIFLE, BULLETS, SHELLS. Leave. <> ----------- Hall 5 - 2F ----------- Back to the bar. -------- Bar - 2F -------- Tip your hat to Mister Scorpion, then proceed to put him in his chitinous place. Enjoy your introduction to the Resident Evil Zero's Frustratingly Random Bosses (tm)! Get used to it, because the first half of this game's filled with moments of "why didn't that hit?" or "why did that hit me?" I find the best way to do this is by shooting him with BILLY'S HANDGUN until his head breaks open, then getting close and unloading with your HUNTING RIFLE. After the battle drop whatever SHELLS you have left. Get the MANHOLE OPENER near the ladder, then go down. --------------------- Conductor's Room - 1F --------------------- Leave. ------------- End Hall - 1F ------------- Again, leave. -------------- Hallway 2 - 1F -------------- You're almost there. -------------- Hallway 1 - 1F -------------- Through that previously locked door. ----------------- Kitchen Hall - 1F ----------------- Send the ICE PICK up the service elevator to Rebecca. Then -SWITCH- over to the comely lass(???) ***REBECCA*** ----------------- Serving Room - 2F ----------------- Get the ICE PICK Billy just sent up, use it on the door. --------------- Dining Car - 2F --------------- Go downstairs. ----------------- Kitchen Hall - 1F ----------------- -SWITCH- back to Billy, tell Rebecca to follow and then use the MANHOLE OPENER on the manhole. --------------- Crawlspace - 1F --------------- Kill the dogs that are harassing you, and say goodbye to the last of Resident Evil's faithful canines. Get the SHOTGUN SHELLS. <>. -SWITCH- to Rebecca. -REBECCA- Get the GOLD RING and go through the door. ----------------- End of Train - 1F ----------------- Stand next to the HOOKSHOT and tell Billy to -WAIT-. Now -SWITCH- To Billy and go hit that switch. -SWITCH- back to Rebecca and get the HOOKSHOT (and curse the programmers for putting this damned thing in the game). Tell Billy to -FOLLOW- and go through the door. ----------------- Kitchen Hall - 1F ----------------- Run straight through, ignoring the zombie in the Chef's uniform with the bad case of frostbite. -------------- Hallway 1 - 1F -------------- Run right on through, ignoring the zombie facing the wrong way. -------------- Hallway 2 - 1F -------------- Give Billy your BULLETS (leaving 2 spots free now) and use the HOOKSHOT at the window. Make sure Becca's gun is fully loaded first. -REBECCA- ---------- Roof Redux ---------- Jump down in this hole on purpose. ------------------- Too Many Rooms - 2F ------------------- Kill the zombie. Get the JEWELRY BOX. Leave. -------------- Hallway 5 - 2F -------------- Go to Rebecca's left and down the stairs to reunite with Billy. -------------- Hallway 2 - 1F -------------- Tell Billy to -FOLLOW- and take a right (from Rebecca's perspective) and go to Hallway 3. ------------- End Hall - 1F ------------- Go right into the Conductor's Room. --------------------- Conductor's Room - 1F --------------------- Get the BRIEFCASE from the closet and grab the HERBS and combine them. Examine the JEWELRY BOX for the SILVER RING. Now combine the two RINGs with the case and open it up to get the CARD. Make an HERB MIXTURE if you have two spots free. Give it to Rebecca. Or use it if needed. ------------- End Hall - 1F ------------- Use the CARD on the door at the end of the hall. ------------------- Front of Train - 1F ------------------- Run right on through. ---------------- Engine Room - 1F ---------------- When prompted, say you're going to leave Rebecca. ***BILLY*** Clear up whatever space you may need to get the CARD. ------------------- Front of Train - 1F ------------------- One wonders why these zombies even try. Just keep running. ------------- End Hall - 1F ------------- There's one zombie to dodge, shouldn't be a problem. -------------- Hallway 2 - 1F -------------- Kill/drop as many zombies as you need to get by. -------------- Hallway 1 - 1F -------------- Drop and/or dodge the STARS Zombie and head right on through. ----------------- Kitchen Hall - 1F ----------------- That chef zombie is still chilling out, just run around him. He can be a pain sometimes, so feel free to drop him if he's in the way. --------------- Crawlspace - 1F --------------- Nothing here to cause you problems. ----------------- End of Train - 1F ----------------- Use the CARD you picked up on the pad. Then type in the passnumber: If it's 36, type 5555552211. If it's 81, type 8888888889 Not sure if there's any other numbers, but all you're doing is putting in ten digits between 1-9 to add up to the value displayed. ***REBECCA*** As Rebecca type in the passnumber 9999999211. That's if the number is 67. Same as above if it's different. And you're done. Say bye bye to the train. -------------------------------------------- Walkthrough Part 2 - The Train(ing facility) -------------------------------------------- ---------- Fiery Room ---------- Forget your stuff. You didn't want a bunch of knives anyway. Just leave before the zombies catch up. ----- Sewer ----- Imagine for a moment you're in Resident Evil 2 before going on and up the ladder. -------------- Main Hall - 1F -------------- A main hall, now we've started the game in earnest. Have Rebecca get the HERBS and leave the disgusting HOOKSHOT on the floor where it belongs. Then give her BILLY'S GUN and ditch that crappy STARS's HANDGUN. Give Mecca all your bullets, too. -SWITCH- to Billy. ***BILLY*** Tell Rebecca to -WAIT-. Go upstairs and through the door on the west side. -------------- Bird Room - 2F -------------- Avoid the suspicious feeling this room inspires and get the CRANK HANDLE from the cupboard on your left. Have your paranoia proved correct as soon as you do, and run out and away from those nasty birds! -------------- Main Hall - 2F -------------- Tell Rebecca to -FOLLOW- you and go through the double doors on the north end. ----------------- Lecture Room - 2F ----------------- Take a right around the perimeter Grab the SHELLS near the typewriter then go through the door on the west side of the room. ------------ Hallway - 2F ------------ Use Rebecca with her HANDGUN to Kill the zombies and go through the double doors. ------------ Library - 2F ------------ Take a left and stand Rebecca on the platform and tell her to -WAIT-. -SWITCH- ***BILLY*** Use the CRANK HANDLE to raise her up. --------------- Clock Room - 3F --------------- Run right past the scary falling centipedes and through the door at the back. ------------ Terrace - 3F ------------ Run right past and through the door. <> -------------- Cage Room - 3F -------------- Go downstairs and unlock the door at the back for Billy. -SWITCH- ***BILLY*** ------------ Library - 2F ------------ Leave. ------------ Hallway - 2F ------------ Hang a right past the zombie not facing you. If there's a zombie to cause you problems, take him out and keep going. ----------------- Lecture Room - 2F ----------------- Go back to the Main Hall. -------------- Main Hall - 2F -------------- Take a left and go through the door Rebecca so politely unlocked on the east side of the second floor. -------------- Cage Room - 2F -------------- Leave Becky there for a moment and go through the other door all by your lonesome. ------------- Art Room - 2F ------------- Waste the two centipedes with your HUNTING RIFLE, then pick up a veritable bounty of GRENADE LAUNCHER, SHOTGUN SHELLS, and the ANGEL STATUE. Leave. -------------- Cage Room - 2F -------------- When you leave give Becky the ANGEL STATUE and take her HERB MIX as you probably need it now, or you may soon. Tell Becky to -FOLLOW- and go on upstairs. Go over to that crank on the wall and turn it. Now -SWITCH-. ***REBECCA*** Go down the ladder and grab the FIRE KEY. Now come face to face with ANOTHER BUG BOSS. ***BILLY*** Yay, more bugs! At least this one's more concerned with munching on Bucky than it is attacking you. Have Billy unload on it with the GRENADE LAUNCHER before switching over to the HUNTING RIFLE. That should take him down no problem, we're pretty sure hitting the thing in it's underbelly does more damage. Should take all 6 GRENADES and ~8 SHELLS. Now head downstairs and out to the Main Hall yet again. -------------- Main Hall - 2F -------------- Go downstairs. Drop your GRENADE LAUNCHER here. Same place you dropped the HOOKSHOT and go through the double doors on the east side of the first floor. ---------------- Dining Room - 1F ---------------- Kill the zombies and go through the fire door. Kill one with the HANDGUN and the other two with the HUNTING RIFLE—ideally, you end this room with zero SHELLS in your HUNTING RIFLE, as you're getting rid of it soon. <> ------------ Kitchen - 1F ------------ Take the LIGHTER FLUID and combine it with Billy's LIGHTER. Leave. ---------------- Dining Room - 1F ---------------- Go through the doors at the back, loop around the table to avoid the zombie if you need to. ------------- Basement - 1F ------------- Take a right and go through. -------------- Back Hall - 1F -------------- Kill the three zombies and pick up the DEVIL STATUE (Rebecca gets it) and SHOTGUN (for Billy). Drop the (preferably empty) HUNTING RIFLE. Up the ladder. ------------ Balcony - 1F ------------ Kill the four zombies here as the situation warrants and go through the door at the end. Ignore the one that gets up behind you. He won't be a problem if you move quick. <> ----------------- Lecture Room - 2F ----------------- Go through the door and to the Hallway with the door to the Library. ------------ Hallway - 2F ------------ Go through the Fire Door at the end. But first tell Becky to -WAIT- ---------- Study - 2F ---------- Push the table to the end, climb over it and hit the switch, then push it under the deer's head. Now climb on top of it and get the NEEDLE. Get the SHELLS. Leave. ------------ Hallway - 2F ------------ Right into the Library (double doors). ------------ Library - 2F ------------ Get the MICROFILM and then use Billy's LIGHTER to light the candle. Go through the door. ----------------- Book Storage - 2F ----------------- Kill the zombies and climb up the ledge. Now push the bookshelf out of the way and get the BOOK OF GOOD. Examine it and get the ANGEL WINGS and combine it with your ANGEL STATUE. ------------ Library - 2F ------------ Head on out. ------------ Hallway - 2F ------------ Out again, to the Lecture Room. ----------------- Lecture Room - 2F ----------------- Right through the double doors to the Main Hall. -------------- Main Hall - 2F -------------- Go through the door on the east side. -------------- Cage Room - 2F -------------- Tell Becky to -WAIT- before going upstairs and through the door at the back. ------------ Terrace - 3F ------------ Just keep on running. --------------- Clock Room - 3F --------------- Show those centipedes who's boss and then use the NEEDLE on the clock. Set the time to "8:15" and watch with wonder as those doors open. ------------ Terrace - 3F ------------ You know where to go. -------------- Cage Room - 3F -------------- Since you left Rebecca at the bottom of the stairs just -SWITCH- to her and tell Billy to follow. That's the quickest way to get to the main hall. -------------- Main Hall - 2F -------------- -SWITCH- back to Billy. Tell Becky to -WAIT-. Go through the southeast door on the 2nd floor. ----------------- Clock Room 1 - 2F ----------------- Kill whatever zombies you need to get the MICROFILM and SHELLS. Now leave. -------------- Main Hall - 2F -------------- Now go through the door on the west side of the first floor. -------------- Hallway 2 - 1F -------------- Run straight to the end and through the other clock door. ----------------- Clock Room 2 - 1F ----------------- If you move fast you won't need to kill any zombies. Insert both MICROFILMs into the projector and get the MO DISK. -------------- Hallway 2 - 1F -------------- A Leech Zombie will be here to harass you, but you can run by him just like the rest. <> -------------- Main Hall - 2F -------------- Since you told Becky to -WAIT- upstairs, -SWITCH- to her and tell Billy to follow for a quick exit just like in the cage room. ----------------- Lecture Room - 2F ----------------- Now -SWITCH- back to Billy. Use the MO DISK on the podium at the front of the room and insert the passcode it tells you by having each character use the certain student's terminal. The layout is like this. 01 23 45 67 89 AB CD EF You'll have to put your other character on -WAIT- to get this to work. Do it quick or you'll have to try again. Once that's done, go through the double doors that just opened up in this room, the ones previously blocked by the knight's swords. -------------- L Hallway - 2F -------------- Kill all zombies and go through the double doors. --------------- Chess Room - 2F --------------- Push the white king (the one with the plus sign on top, don't you know chess??) down three times, once to the right and up twice. Now you'll be able to get the BOOK OF EVIL. Examine it for the DEVIL WING. Have Becky get this, like all other statue parts. ***DON'T PUSH WRONG OR YOU GET POISONED WHICH COULD TANK YOUR RUN*** -------------- L Hallway - 2F -------------- Run into the door at the end of the hall. -------------- Infirmary - 2F -------------- Have Rebecca get the GREEN CHEMICAL from the storage bottle and run out quick. Kill zombies. <> -------------- L Hallway - 2F -------------- Leave. ----------------- Lecture Room - 2F ----------------- Out the the Main Hall. -------------- Main Hall - 2F -------------- Assemble and use the ANGEL STATUE AND DEVIL STATUE on the statue at the top of the hall and go through the painting that opens up. It's time to bid a fond adieu to BILLY's HANDGUN. Let it go, just let it go. <> ---------------- Spider Hall - 1B ---------------- Run as quick as you can past the spiders and into the save room at the end of the hall. (Ignore the metal door) -------------- Save Room - 1B -------------- Get the HERBS if necessary (this is especially true if you had the bad luck of getting spider poisoned). Now go through the wooden door. ------------ Dungeon - 1B ------------ Make sure Billy has the SHOTGUN and SHELLS before you give Rebecca a boost into the vent. -REBECCA- ----------------- Torture Room - 1B ----------------- Go to the control panel and flip the switches Up, Up, Down, Up, Up (UUDUU). Have fun skipping the many cutscenes, and avoiding Birkin, Wesker, and potential Shakma-based flashbacks. ***BILLY*** ------------ Dungeon - 1B ------------ ***EMERGENCY MUSIC, TIME TO SAVE BECKY, WE'RE ON A ROLL, COME AT ME YOU CHEAP-ASS PRIMATES, I AIN'T FRAID OF NO APES*** Dodge the slumbering, lumbering Shakma and leave. ---------------- Spider Hall - 1B ---------------- Run back upstairs to the main hall. Where are the spiders?? I dunno, you're so fast you didn't even see ‘em! -------------- Main Hall - 1F -------------- Go through the door on the east side of the hall. ---------------- Dining Room - 1F ---------------- Go through the double doors at the back, ignoring newly awakened zombie. ------------- Basement - 1F ------------- Take a left and go down the stairs. Then down the stairs at the end of the room <> ------------- Basement - 1B ------------- Take a right and go through. ---------------- Animal Room - 1B ---------------- Immediately pull down the R Trigger to aim and make sure your back is to the wall. Just keep shooting the two shakmas that come after you with the SHOTGUN until they're both dead (at the cost of 2-4 shotgun shells each). ***WOO, SCREW YOU MONKIES, THAT MOVIE WAS THE WORST, IT WAS LITERALLY ABOUT LAPPING, AND I'M NOT EVEN TALKING ABOUT THAT WILD HUNT MOVIE WE *THOUGHT* WAS A DOCUMENTARY LIKE MONSTER CAMP BUT TURNED OUT TO BE JUST A REGULAR TERRIBLE MOVIE, AND MAYBE KINDA SEXIST IN THIS WEIRD WAY? I DON'T KNOW, IT'S BEEN A WHILE SINCE I WATCHED IT, I JUST REMEMBER IT BEING STRANGE. BUT THE FILM I'M *ACTUALLY* TALKING ABOUT IS THE ONE WITH THE APE NAMED SHAKMA, HENCE WHY I'M CALLING THEM THAT*** (technically they're monkeys? let's just call they're "primates," can't go wrong there!) Now run to the end and through the wooden door on the right all the way at the end (not the metal one). ------------- Pit Room - 1B ------------- You've saved Rebecca. Hooray! Life is worth living again! We've got the weak link back in our chain! All is good! …er, right. Skip the cutscene of their joyous reunion (and Rebecca's flagrant insubordination—that's not how you're gonna get promoted to Head STARS Medic, little miss liar pants) and leave. (technically I think the rest of STARS being dead kinda makes her Head Medic by default??) ---------------- Animal Room - 1B ---------------- Go through the nearby metal door you skipped coming in here. ------------------ Spider Hall 2 - 2B ------------------ Tell Becky to -WAIT- at the top of the steps and run through to the door at the end of the hall. Right before you go through tell her to -FOLLOW-. ***NOT GETTING POISONED HERE WOULD BE EXTREMELY HELPFUL*** ----------------- Testing Room - 2B ----------------- Just like magic, if you told her to -FOLLOW- Becky's standing right with you. Go upstairs and grab the SHELLS. Now tell Becky to -WAIT- and go downstairs into the arena. -SWITCH- back and forth between Becky and Billy, hitting switches and running Billy forward through the opening gates until you're able to get through and hit a switch of his own. (I think the fastest combo is L, R, L, Center?) After hitting his switch, Billy's got to deal with two Hunters. Not a problem as long as he's got the SHOTGUN. Get the KEY and ACID ROUNDS left behind and tell Becky to -FOLLOW- before leaving the room. ***Ignore the tempting MAGNUM AMMO, it's only one shot and you'd be carrying it worthlessly for a loooong time*** ------------------ Spider Hall 2 - 2B ------------------ Again tell Becky to -WAIT-, run across the room to the door on the other side, tell her to -FOLLOW- and go through. ---------------- Animal Room - 1B ---------------- Light the braziers by the animals in the center of the room in this order. (Deer > Wolf > Horse > Bear > Snake > Eagle). Go through the door on your right behind the gate that opens up. ------------ Bedroom - 1B ------------ Get the TABLET from the fireplace. Exit. ---------------- Animal Room - 1B ---------------- Ignore the other door in this hall. Go back to where you initial entered this area and upstairs. ------------- Basement - 1B ------------- Again go upstairs and out the wooden door in the middle of the hall <> ---------------- Dining Room - 1F ---------------- Dodge the zombies as best as possible and go through the door to the Main Hall. Ammo may be short, so it might be good to take the hit if you need to. -------------- Main Hall - 1F -------------- Leave behind your TABLET and ACID ROUNDS. Go upstairs and through the first door on the east side. (straight ahead) -------------- Cage Room - 2F -------------- Go through the door immediately on your right to the Art Room. **RATTLE RATTLE RATTLE, RATTLE RATTLE RATTLE** ------------- Art Room - 2F ------------- Straight on through to the Blue Door. -------------- Blue Room - 2F -------------- Tell Becky to -WAIT- and have Billy go through the first door you see (marked Broadcast Room). You might want to give him an herb to hold onto if he's not in Fine. ***DO NOT TURN THE CORNER IN THIS ROOM YET, AGGROING THE LEECH ZOMBIE WILL TANK YOUR RUN*** -------------- Film Room - 2F -------------- Turn to Billy's left and run straight into the room. Grab the VISE HANDLE on the row of cabinets and run out before the leech zombie can even think about attacking. -------------- Blue Room - 2F -------------- Tell Becky to -FOLLOW- and run past the leech zombie around the corner, entering the wooden door that'll be on your right. --------------- Piano Room - 2F --------------- Have Billy play the piano, then have Rebecca go into the passage and get the BATTERY and MAGNUM ROUNDs. Now have Billy play the piano again and get her out. Tell Becky to -WAIT- and leave the room. -------------- Blue Room - 2F -------------- Hang a quick right (hold them buttons during the loading screen!) and through the door. Hopefully the leech zombie won't get you. -------------- Hallway 3 - 2F -------------- Take a right and through the door. -------------- Vise Room - 2F -------------- Thank god for normal zombies. Head to the left first to distract them, then cut back to use the VISE HANDLE on the vise to get another TABLET and make sure to get the SHELLS from this room (directly behind you when you're facing the vise). It should be simple to dodge these guys using the desks in the room. -------------- Hallway 3 - 2F -------------- Run straight ahead and back from whence you came. If the leech zombie's here he won't bother you none. -------------- Blue Room - 2F -------------- If you delay for just a moment he'll probably do that arm swinging thing instead of the grabbing thing. Taking a hit from that will let you push by him. Run right on through (taking hits most likely) and go through the Blue Door back to the Cage Room. -SWITCH- to Rebecca. ***REBECCA*** --------------- Piano Room - 2F --------------- Leave the room. -------------- Blue Room - 2F -------------- Repeat the same exit as Billy, hopefully taking less/no damage as "enduring harm" was not written on Becca's job description. -------------- Cage Room - 2F -------------- Have Billy follow you. Go back to the Main Hall. -------------- Main Hall - 2F -------------- Go through the double doors in front of the hall on the first floor (another knight door). -------------- Courtyard - 1F -------------- Take a left (from Becky's perspective) and use the BATTERY on the slot. -SWITCH- to Billy. ***BILLY*** Now call the lift. Climb over the box and push it out, then push it over to the column. Climb onto the box and get the last TABLET. Back inside. ***You might need to tell Rebecca "Can I Help You With That??" Chambers to -WAIT- to keep her out of the way of your pushing*** -------------- Main Hall - 2F -------------- You're done with this area, thank god. Here's what you should have when you leave. BILLY "MISTER MISTER" COEN 1(+2). GRENADE LAUNCHER with ACID ROUNDS loaded. 3. TABLET 4. TABLET 5. TABLET 6. SHOTGUN SHELLS. REBECCA "DON'T CALL ME BUCKY" CHAMBERS 1(+2). SHOTGUN 3(+4). HOOKSHOT 5. HEALING ITEM (if you have one) 6. NOTHING Yes, you're leaving your HANDGUN, BULLETS, and HEALING ITEMS behind. Say farewell to your life, farewell to your home before going back upstairs and into the Cage Room. -------------- Cage Room - 2F -------------- Upstairs and quickly through the last double knight barred doors. Be quick as there's a lot of centipedes you and Beckers have to dodge. The door is straight ahead from the top of the stairs, so if you move quickly, you won't have a problem ---------- Tower - 3F ---------- Go down the ladder in the middle of the room, put all three TABLETS into the console, skip the cutscene, switch the disc, then exit. ***AIN'T NO DISC SWAPPING IN 2016 KID, WOO!*** ----------------------------------- Walkthrough Part 3 - The Laboratory ----------------------------------- -------------- Courtyard - 1F -------------- Give Billy the HOOKSHOT and have Booker T. Washington -WAIT- on the square that gets depressed in the little room to the right, which unlocks the doors here. Have Billy go through the double doors all by his lonesome. ----------- Church - 1F ----------- Go straight ahead and through the door to the right. -------------- Save room - 1F -------------- Get the FLAME ROUNDS and SHELLS. I heavily, HEAVILY suggest saving your game. You need a bit of luck for the next part. Leave. ***SERIOUSLY IF YOU DON'T SAVE HERE AND CAN'T KILL THIS DUMB BOSS IT AIN'T ON ME*** ***NOT THAT I BLAME YOU IF IT ENDS UP LIKE THAT, IT'S PRETTY MUCH JUST DOWN TO RANDOM LUCK*** ----------- Church - 1F ----------- The most annoying boss ever, the bat, is here to make your life miserable. Unload on him with FLAME ROUNDS until he bites the big one (takes five). If you're lucky enough to hit the bat at close range he'll hang for a moment, letting you get another hit in, possibly juggling him to death. I've gotten up to four hits at once doing this, but be careful...don't get greedy or you'll make yourself miss. As a celebration of your triumph, fire off that last FLAME ROUND and load your ACID ROUNDS back up. Now do you see why I said to save? If you miss more than once the rest of your game is in jeopardy. You need to squeeze every last bit out of those acid rounds! After the fight make like you're leaving the room and you'll see a crack in the ceiling. Use the HOOKSHOT to get up there. ---- ROOF ---- Climb down the ladder. -------------- Courtyard - 1F -------------- Hit the switch that turns on the elevator, unlock the gate, tell Rebecca to -FOLLOW- and go up the elevator. Also swap the GRENADE LAUNCHER (with ACID ROUNDS) to Becky and the SHOTGUN to Billy. <> --------- Hall - 2F --------- Run straight forward and through the door. ------------ Library - 2F ------------ Straight ahead and a left turn and you'll find a crack in the ceiling. Have Billy use the HOOKSHOT to get up there. -------- Lab - 3F -------- When you see the leech zombie, run right towards him and get the LEECH CAPSULE from the machine. Then run out the nearby door before he can say anything different about it. ----------- Hall 2 - 3F ----------- Hit the button and release a leech zombie downstairs, then take a left in the hall and go through the door at the back. ---------- Lab 2 - 3F ---------- Straight on through to the double doors. ------------- Big Room - 3F ------------- Kill the two zombies who are trying their damnedest to make your life miserable, then send the LEECH CAPSULE down the elevator to Rebecca. Now switch. <> ***REBECCA*** ------------ Library - 2F ------------ Get the LEECH CAPSULE from the elevator and leave. --------- Hall - 2F --------- Kill the leech zombie with no problem using two to four acid rounds. You'll know he's dead when his torso blows off. Now go and get some RED CHEMICAL from the ultra convenient canister. Combine it with the green to get the STRIPPING AGENT and combine that with the LEECH CAPSULE to get the BLUE LEECH CHARM. Avoid any leeches squirming around and use the BLUE LEECH CHARM on the door at the end of the hall. Go through. <> -------------------- Blue Leech Room - 2F -------------------- Get the INPUT COIL from the shelf. Hit B to skip the document, then skip the following cinema. Go through the door at the back. -------------- Back Room - 2F -------------- Grab the GREEN LEECH CHARM while avoiding the pitifully easy zombie. Leave. -------------------- Blue Leech Room - 2F -------------------- Leave. --------- Hall - 2F --------- Keep truckin' right back to the Library. ------------ Library - 2F ------------ Send the GREEN LEECH CHARM up to Billy and then go back into the hall. --------- Hall - 2F --------- -SWITCH- -BILLY- ------------- Operating Room - 3F ------------- Use the GREEN LEECH CHARM to open the door in this room. --------------------- Green Leech Room - 2F --------------------- Dodge the sleeper zombie and the crawling zombie (if you get bitten, ain't no thing). Get the STERILIZING AGENT and leave. ------------- Operating Room - 3F ------------- Take a right (Billy's right) and through the door. ---------- Lab 2 - 3F ---------- Get the SHELLS and then use the STERILIZING AGENT on the machine. Go into the now-clear room and get the BREEDING ROOM KEY. Run away from any and all zombies you just roused and leave through the single door at the entrance. ----------- Hall 2 - 3F ----------- Run in a straight line and go through the door you hit to reach the BREEDING ROOM. ------------------ Breeding Room - 3F ------------------ Kill the two hunters and get the DIAL. If you happen to knock them both down and there's an opening to get the DIAL and save yourself some SHELLS in the process, feel free to take it. ----------- Hall 2 - 3F ----------- Run straight ahead and back into the lab. ---------- Lab 2 - 3F ---------- Through the double doors. ------------- Big Room - 3F ------------- Send the DIAL down to Rebecca. Back the way you came. ---------- Lab 2 - 3F ---------- Through the single door right in front of you. ----------- Hall 2 - 3F ----------- Go through the door on Billy's left. -------------- Tram Room - 2F -------------- Get the GREEN HERB and eat it, you'll probably need it. -SWITCH- -REBECCA- --------- Hall - 2F --------- Go back into the library. ------------ Library - 2F ------------ A zombie will have awakened, but he's got nothing on you. Avoid him and get the DIAL from the elevator. --------- Hall - 2F --------- Use the dial on the door. The combination is 4863. <> -------------- Tram Room - 1F -------------- Hit the switch to let Billy come down. Speaking of which, -SWITCH-. ***BILLY*** Go down the ladder, get the COIL near the train. Now set up your inventory like so: REBECCA "W.E.BECKERS DUBOIS" CHAMBERS: 1(+2). SHOTGUN 3. SHOTGUN SHELLS 4. MAGNUM BULLETS 5. HERB MIX 6. EMPTY BILLY "HOT DOG PAPA" COEN: 1(+2). GRENADE LAUNCHER with ACID ROUNDS loaded 3. COIL (1) 4. COIL (2) 5(+6). HOOKSHOT Now find a hole in the ceiling Billy can use the HOOKSHOT on. Use the two COILS up there, open the door, drop the god awful HOOKSHOT (HALLELUJAH, NEVER COME BACK, LIKE LITERALLY IN ANY GAME EVER, PLEASE, NOT EVEN ZELDA, I'M SERIOUS) Climb back down and attempt to board the tram. After a cutscene Rebecca (STEALTH SHAKMA, WHERE DID YOU COME FROM??) will be all alone (save for the pesky leech zombie you should dodge on your way to the ladder) ***REBECCA*** Climb up the ladder and go into the control room again. Get the SHELLS and COIL. Replace the COIL, go back down the ladder and into the tram before the leech zombie can say otherwise. ---- TRAM ---- Get the MAGNUM from the poor, lost soul that doesn't look at all suspicious (sitting there all… dead.. like that) and start up the Tram car. What do you know, that body actually WASN'T suspicious after all! -------------------------------- Walkthrough Part 4 - The Factory -------------------------------- ---- TRAM ---- Exit the tram. We're in the home stretch now, baby! ---------- Other Side ---------- Go up the stairs, take a right, and up the stairs again and then through a door. <> ---------- Train Room ---------- Looks… familiar….. If you're carrying an HERB MIX drop it here for now. Go down the small lift and around the bend to the door. ----------- Camera Room ----------- Run in and grab the FACTORY KEY. Now leave the room, dodging the two hunters like nobody's business. To dodge the second one run around his left side (your right). He'll miss every time! ***nb: "every time!" means "most of the time!"*** ---------- Train Room ---------- Back up the elevator, go through the door on the left. ------------ Control Room ------------ Use the FACTORY KEY on the panel, leave. <> <> ---------- Train Room ---------- Use the panel on the platform to lower it. <> ------------------ Something Familiar ------------------ If you don't have a slot free (from HERB MIX no doubt) drop your traitorous healing item behind you, near the rubble where the camera angle changes. Now run the other way, skip an ominous cutscene (what happened??), and get the ELEVATOR KEY. Run back to the other side of the room and hammer the Use button on the glimmering elevator buttons until their ludicrously small hitbox PERMITS YOU to use your new ELEVATOR KEY, be ready to say hello to an old friend. Hi old friend! …or, given where we are, are you a new friend? DOES TIME EVEN EXIST IN RACCOON CITY????? O_O IS THIS ALL AN ILLUSION? LIKE, WHY IS BECKY PSYCHIC AND JUST *KNOWS* SHE DOESN'T HAVE TO EXPLORE THE REST OF THE LAB. WHAT'S THAT ABOUT?? AND FOR THAT MATTER, WHY WOULDN'T SHE, LIKE, *MENTION* THIS STUFF TO CHRIS WHEN THEY MET UP? LIKE OKAY I KNOW RETCONNING IS JUST, LIKE, AN ISSUE YOU HAVE TO ELIDE WHEN YOU'RE DEALING WITH THE PREQUELS BUT LIKE WTF. REBECCA SURVIVES THIS WHOLE GAME KILLIN WITH ZOMBIES, GIANT CENTIPEDES, AND SHAKES, FRIGGIN' SHAKMAS, THE WORST FODDER ENEMY IN MAYBE ALL OF RESIDENT EVIL AND THEN SHE'S GONNA LIKE CONVERT INTO DAMSEL MODE AND BE LIKE "OH CHRIS, SAVE ME!" FROM ONE MEASLY HUNTER. WHAT'S *THAT* ABOUT?? SHE KILLS LIKE A MILLION HUNTERS IN THIS GAME! "...uh, technically, I think Billy killed most of the hunters in this run…" THAT'S NOT THE POINT BARRY. ANYWAY, NOBODY ASKED YOU! THE *POINT* IS THAT BECKA "JUJY FRUIT" CHAMBERS IS THE ABSOLUTE WORST CHARACTER IN RE BAR NONE AND I'M STILL PISSED OFF THAT YOU HAVE TO DEAL WITH HER TERRIBLE ASS IN MERCENARIES. Ahem… so anyway, on to the proto-tyrant: Unload on him with your MAGNUM. I'm not sure if the shots that make him stumble do more damage, but I figure it's better to play it safe and just fire as fast as possible. After he's down go in the elevator. It takes, generally, 10 shots. ***Everything's cool, everything's cool, this is a fun game and we're all having fun here. :) :) :) :) :) :)*** -------- Elevator -------- Go up to the 2nd floor first. --------- 2nd Floor --------- Get the MAGNUM BULLETS right outside the elevator and hurry back in before the hunters do their naughty business. -------- Elevator -------- Now down to the 4th floor. Skip that leech-infested voyeur's ramblings, him AND his gross monitor! --------- 4th Floor --------- Skipping cutscenes, wave hello and goodbye to wounded, unconscious Billy. Now straight ahead and to the door. ---------- Power Room ---------- Run ahead and into the small room on right to get to the power puzzle. To solve this just hit a few of them butts. On the second row from the left hit 2nd from the top and 2nd from bottom. On the 2nd row from the right hit 2nd from bottom. Now take the elevator down. --------- Pipe Room --------- With your shotgun, kill the 3 zombies, and go through the green door. <> --------- Vent Room --------- Run past that goofy-ass, squirming-round-the-corner-like-a-sucker Leech Zombie. Go through the door at the end of the hall. --------- Pool Room --------- Avoid the zombie utilizing all of your advanced Pool Table technology and run downstairs. -------- Forklift -------- Take a right and go through the door. <> -------- Vat Room -------- Get the SHELLS and then keep running straight ahead and through the barely-visible- against-the-background rusty door. ----------------- Just another room ----------------- Run right down the stairs and through the door. --------- Test Room --------- Tearfully reunite with Billy (again). Give him the SHOTGUN and SHELLS and let Rebecca hold onto the GRENADE LAUNCHER (with ACID ROUNDS) and MAGNUM and MAGNUM BULLETS. Now leave (that hoppy frog monster in the dust before he tongue-snares Billy and hits you with a game over). ***I MEAN WHAT FROG MONSTER?? WE LEFT THE ROOM SO QUICK IT COULDN'T EVEN SPAWN!*** ----------------- Just another room ----------------- Up and out. -------- Vat Room -------- ***Lots of -SWITCH- in this room*** Solve the ~~~SUPER FUN~~~ drainage puzzle. Have Becky -WAIT- upstairs and have Billy go down. Push the steel box towards the wall where the CRANK is. Have Becky use the panel to Rotate Right. Push the 1st wood box all the way forward. Then push the second one to touch against the 1st. Then push the steel box against the wall that is opposite where you're pushing the wooden boxes. Stand Billy in the small cubbyhole and Rotate Left. Push the last box forward, rotate right, push the final box into place, and take Billy out of the pit. Fill the pool, have Becky -FOLLOW- and get the CRANK. Leave the disaster site that is one of the worst puzzles in the series. ***Hey, Barry, this puzzle is the reason they stopped making traditional Resident Evil games, and survival horror games as a whole, after this one, isn't it? Just give it to me straight, Barry, I can take it. Even if it hurts, I need to know the truth*** -------- Forklift -------- Back upstairs. <> --------- Pool Room --------- Kill the zombie if you so desire. --------- Vent Room --------- Use CRANK on the door to Billy's right. Run inside before the Leech Zombie makes a rather less than pleasant greeting. ------------ Machine Room ------------ Kill all the zombies to Billy's left. Go up the ladder. ------- Catwalk ------- No zombies should get in your way, but if they do feel free to waste 'em. Have Rebecca get the RED CHEMICAL from the canister and go back down the ladder. <> ------------ Machine Room ------------ Go through the door to the left of the ladder. ------- Hunters ------- Let Rebecca shine for a brief moment by using the MAGNUM to take out the two hunters. Keep going. (Stay as Rebecca for now) --------- Save Room --------- Have Becky get the FLAME ROUNDS. Go through the door. <> ---------- Leech Room ---------- Downstairs and through the door. ------ Bridge ------ Go across and through the door. --------- Underwater Plant Pool Thingy --------- -SWITCH- to Billy for a moment. Kill all the zombies, get the SHELLS, and go down the elevator. Make sure Becca's on it before you start it up or you'll leave her behind for some reason. -SWITCH- back to Rebecca. ----------- Tyrant Room ----------- Your good buddy's back! Set Billy to attack. Unload on him with the MAGNUM while Billy covers you with his SHOTGUN and the Tyrant will be down in no time. Now push the button at the back of the room and go up your brand new ladder. ***OKAY BUT IF THIS TYRANT KEEPS COMING BACK I'M STARTING TO WORRY ABOUT THAT WHOLE "TIME DOESN'T EXIST IN RACCOON CITY, AND FOR THAT MATTER WHAT'S WITH ALL THESE ANGLES THAT *LOOK* OBLIQUE BACK *ACT* ACCUTE, LIKE WHAT THE F IS THAT ABOUT?*** --------- Catwalk 3 --------- Get the MOTHERBOARD and go back down the ladder. ----------- Tyrant Room ----------- Tell Billy to -WAIT-. Go up the elevator. -REBECCA- --------- Catwalk 2 --------- Use the MOTHERBOARD on the panel and get into the gondola. ----------- Dam Control ----------- Get the ACID ROUNDS and combine them with the ones you already have. Then use the computer to close the damn. -SWITCH- -BILLY- ----------- Tyrant Room ----------- Leave through the door. --- DAM --- Take the herbs if needed. Go down to the ladder and run from the giant frog you'll never see again. Go up the ladder here and into the door. ---------------------- Another Machinery Room ---------------------- Go through the door. --------- Tube Room --------- Go right upstairs. ---------- Water Room ---------- Kill the centipede. -SWITCH- to Rebecca and bring her through the door and into this room. Now get the BLUE CHEMICAL from the canister. Combine it with the RED CHEMICAL you already got to get the ACID. Then get the INDUSTRIAL WATER from the counter and combine them to get BATTERY ACID. Have Billy -FOLLOW- and go downstairs. <> --------- Tube Room --------- Give Rebecca a boost to get the BATTERY, then waste the two SURPRISE CENTIPEDES as you see fit. Combine the BATTERY ACID with the BATTERY. Go back upstairs. ---------- Water Room ---------- Through the door that you can unlock. --------- Test Room --------- Peace out of here forever. ----------------- Just Another Room ----------------- Right up the stairs. -------- GARBAGE TRASH VAT ROOM F THIS PUZZLE -------- You already solved this puzzle, remember? Just run right through. -------- Forklift -------- Put the BATTERY in the forklift. Tell Billy to -WAIT-. Then -SWITCH- to him. ***BILLY*** Stand on the box on the forklift. Then have Rebecca turn on the lift. Get the CARD and have Billy -FOLLOW- before you leave through the door you came in from. << If you didn't get it already Don't forget to make a RED/GREEN HERB MIX before you leave.>> -------- vat Room -------- Go through the door. ----------- Just A Room ----------- Downstairs. --------- Test Room --------- Back to the Water Room. ---------- Water Room ---------- Downstairs. --------- Tube Room --------- Out through the door. ---------------------- Another Machinery Room ---------------------- Kill the zombies, get the SHELLS. Use the card on the door in the back. ------------------------ Can't you just taste it? ------------------------ -SWITCH- to Becky, put Billy on attack, and get the MAGNUM ROUNDS at the end of this long hallway before going through the door. Billy should have the SHOTGUN with 10-25 SHELLS. Rebecca should have the GRENADE LAUNCHER with 11+ ACID ROUNDS and 6 FLAME ROUNDS. She should also have a bit more than a full load of MAGNUM ROUNDS. --------------- It's the queen! --------------- I hope Marcus packed a lunch, because you're about to take him to school. Lead off with the MAGNUM and he might never get a hit in on you as you can constantly stun him. When he's down have Rebecca and Billy each get a key, then grab the MAGNUM ROUNDS from the floor in the back. Have Becca and Billy stand in front of the proper podium for their keys and have them both use them. Go into the elevator. ------------------- My Cup Runneth Over ------------------- Get the GRENADE ROUNDS, MAGNUM ROUNDS, SHOTGUN SHELLS, and HERBS. Most important is that Rebecca is at full health, But having Billy up there helps too. <> Save and go down the elevator. ***Trust me. You really should save. Not saving means putting your faith in Rebecca's SUPER GOOD AI, which uh... so like, do we need to go over the concept of sarcasm? Because we're pretty much at the end of this guide and I feel like I've been overwriting it to this point already, so it you can't tell what I mean...*** LET'S FINISH THIS VIDEO GAME. WOO! ------------------------------- You really thought he was dead? ------------------------------- Just unload. MAGNUM first, then GRENADE LAUNCHER. It's even more likely here that you'll get him without taking a single hit if you move around just a little bit to confuse him. Billy will happily plug away with his SHOTGUN. When the time comes, and you have to guard Rebecca's moronic AI through her valve-turning gauntlet, be wise about your SHOTGUN use with Billy. One or two shots should distract the boss enough to ignore Rebecca. If all else fails you can always run in his way and heal through the damage. Just keep Rebecca safe for a couple minutes and... ***********CONGRATULATIONS. YOU'RE A WINNER!*************************** GOODBYE FOREVER BILLY ;_; I'LL TRY TO REMEMBER YOU AS THIS PREQUEL SYNCS UP WITH THE NORMAL TIMELINE AND I BECOME A TOTAL WIMP FOR NO GOOD REASON ~~~FIN~~~ I think he's done with this, but as I'm about to ask another question, he interrupts. "If I had to name the woman character I most disliked in my games it would be Rebecca Chambers," he says. "She's submissive, she's not independent. I didn't want to include her but the staff wanted that kind of character in the game, for whatever reason. I'm sure it made sense to them. And in Japan, that character is pretty popular." He shrugs despondently. ~from a Guardian interview with Shinji Mikami http://www.theguardian.com/technology/2014/sep/30/shinji-mikami-evil-within- resident-evil