_______ _______ _______ _________ ______ _______ _ _________ ( ____ )( ____ \( ____ \\__ __/( __ \ ( ____ \( ( /|\__ __/ | ( )|| ( \/| ( \/ ) ( | ( \ )| ( \/| \ ( | ) ( | (____)|| (__ | (_____ | | | | ) || (__ | \ | | | | | __)| __) (_____ ) | | | | | || __) | (\ \) | | | | (\ ( | ( ) | | | | | ) || ( | | \ | | | | ) \ \__| (____/\/\____) |___) (___| (__/ )| (____/\| ) \ | | | |/ \__/(_______/\_______)\_______/(______/ (_______/|/ )_) )_( _______ _________ _ ( ____ \|\ /|\__ __/( \ | ( \/| ) ( | ) ( | ( | (__ | | | | | | | | | __) ( ( ) ) | | | | | ( \ \_/ / | | | | | (____/\ \ / ___) (___| (____/\ (_______/ \_/ \_______/(_______/ .oOOOo. o o .O o. O O O o O O o o O oOo o o O o O o o OoOo. `OoOo. .oOo. .oOoO' O o o O o O O O o o OooO' O o OoO `o O' O o o o O O O o O o O `OoooO' `OoO'o `oO `OoO' o `OoO' `OoO'o O o -------------------------------FOR PLAYSTATION 2------------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------------------------------By DjSiXpAcK14--------------------------------- ******************************************************************************* Resident Evil: Outbreak Playstation 2 FAQ & Walkthrough Copyright 2004 by DjSiXpAcK14 Version 1.3 June 1st, 2004 MORE INFORMATION THAN PRETTY PICTURES! NOT JUST A CHEAP TRANSLATION FROM THE JAPANESE VERSION! NO INFORMATION RIPPED OFF FROM A STRATEGY GUIDE! =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Table of Contents =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= NOTE: You can use the Ctrl+F function of your browser to easily navigate this FAQ/WALKTHROUGH. Type the text in the search box just as it appears here. Don't include the numbers. 1. Intro 2. Version Info 3. The Basics 4. Characters 5. Prologue 6. Walkthrough - Outbreak 7. Walkthrough - Below Freezing Point a. The Beginning b. Via B7F c. Via B6F d. Path Convergence + Finish 8. Walkthrough - The Hive 9. Walkthrough - Hellfire a. The Beginning b. Via Boiler room c. Via Apple Inn square d. Path Convergence + Finish 10.Walkthrough - Decisions, Decisions a. The Beginning b. Via B2F c. Via B4F d. Path Convergence + Finish 11.Network Mode 12.Enemies/Bosses 13.Weapons 14.Files 15.Item Descriptions 16.Key Item Locations 17.Special Items 18.Collection 19.Glitches and Errors 20.Passcode Cheat Sheet 21.Event Completion Lists 22.Puzzles 23.Wesker's Report + Notes 24.Wesker's Report 2 + Notes 25.Resident Evil Games 26.Cheats and Codes 27.Links 28.Credits, Contact Info, and Everything Else =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 1. Intro =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This entire file is Copyright 2004 DjSiXpAcK14. NOTE: This file may not be reproduced in part or in whole without the consent of the author, DjSiXpAcK14. You can print it out for your own personal use, though. Most levels in this game are quite long (the last one can be longer than Resident Evil: Survivor, a whole different game), so writing a walkthrough will be quite difficult. This walkthrough actually contains NO information taken from strategy guides, so be happy and know...this is 100% ORIGINAL!!! =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 2. Version Info =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Version 1.3 ======================= Draconic told me that I left out some things on my Decisions, Decisions event checklist, then I discovered myself that I had somehow left out ALL of the *'s other indicators in all of the scenarios! How annoying! I put them back in. Aaron C. also let me know that I left out the passcode to the ROOFTOP in The Hive on my Passcode Cheat Sheet. 0930! It's on there now! That's about it. I put in a note for annoying people for them to read before they e-mail me (see bottom). ======================= Version 1.2 ======================= Fixed my *'s in the Outbreak Event Completion Checklist at the end of the scenario walkthrough. I also put in a reference to my maps on GameFAQs.com. ======================= Version 1.1 ======================= Added a spelling error in the Glitches and Errors section. Added the portrait puzzle into the puzzles. Added a glitch to the Glitches and Errors section. Fixed the navigation. I had left out the Glitches and Errors and Puzzles sections out of the table of contents. Whoops! ======================= Version 1.0 ======================= Completed: Intro Version Info The Basics Characters Prologue Walkthrough - Outbreak Walkthrough - Below Freezing Point a. The Beginning b. Via B7F c. Via B6F d. Path Convergence + Finish Walkthrough - The Hive Walkthrough - Hellfire a. The Beginning b. Via Boiler room c. Via Apple Inn square d. Path Convergence + Finish Walkthrough - Decisions, Decisions a. The Beginning b. Via B2F c. Via B4F d. Path Convergence + Finish Network Mode Enemies/Bosses Weapons Files Item Descriptions Key Item Locations Special Items Collection Passcode Cheat Sheet Event Completion Lists Wesker's Report + Notes Wesker's Report 2 + Notes Resident Evil Games Cheats and Codes Links Credits, Contact Info, and Everything Else and waiting for the wave of e-mails of people telling me what I've done wrong! =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 3. The Basics =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Controls ======================= -----All Types----- L1 - Hold to reload. L2 - Change Call. For use with the Right Analog Stick. R1 - Aim (Auto) R2 - Aim (Manual) START - Show Status Screen, skips cutscenes. SELECT - Show Options Screen, also pauses the game. D-Pad - Moves your character. Left Analog Stick - Moves your character. Right Analog Stick - Chat - Left - HELP! Up - Go! Right - Thanks! Down - Come on! R3 - Chat - Wait! TRIANGLE - Displays the Map. -----Type A----- SQUARE - Say something useless. X- Action button. Attacks when combined with R1 or R2. CIRCLE - Cancel, Run. -----Type B----- SQUARE - Cancel, Run. X- Action button. Attacks when combined with R1 or R2. CIRCLE - Say something useless. -----Type C----- SQUARE - Say something useless. X- Cancel, Run. CIRCLE - Action button. Attacks when combined with R1 or R2. -----Type D----- SQUARE - Cancel, Run. X- Say something useless. CIRCLE - Action button. Attacks when combined with R1 or R2. -----Type E----- SQUARE - Action button. Attacks when combined with R1 or R2. X- Say something useless. CIRCLE - Cancel, Run. -----Type F----- SQUARE - Action button. Attacks when combined with R1 or R2. X- Cancel, Run. CIRCLE - Say something useless. NOTE: R1 or R2 + CANCEL will execute any character's special ability. ======================= Game Difficulty ======================= When you start a new game, you have these difficulty choices: -----Easy----- There's ammo and health-replenishing items everywhere, enemies are sadly pathetic, and your partners survive quite easily. ----Normal----- Less ammo and health-replenishing items than Easy mode, but still not too difficult. -----Hard----- Enemies are noticably more difficult. To take out anything stronger than a Baby Moth is probably wasted ammo. Ammo and health-replenishing items are scarce. -----Very Hard----- Heh. Believe it or not, this difficulty setting is "rather difficult" (teehee). It boasts enemies the same difficulty as Hard, but what are you planning to shoot them with? And how do you plan to heal yourself? Good luck... -----Lone Wolf----- Heh. This mode is played with no partners. A sub-menu appears before you choose your difficulty, displaying "Default" or "Lone Wolf". -----Infinity Mode----- In this setting, everything that you can equip is infinite. Even FIRST AID SPRAYs can be equipped and used on partners infinitely! Ammo never runs out and melee weapons never break! ======================= Electrocardiogram ======================= NOTES: That's your status-ometer. FINE Always Green, this position indicates you are at full health. CAUTION (YELLOW) You're still alright, but a little damage. The character leans a little. CAUTION (ORANGE) Low Health. The character holds his/her side and can't run quickly. DANGER (RED) Near Death. The character holds his/her side and can barely move, or is crawling around on the ground with his/her virus meter expiring quickly. POISON (N/A) You are poisoned. Better use a BLUE HERB or ANTIDOTE. BLEED (N/A) Your movement slows down. Better take a HEMOSTATIC or FIRST AID SPRAY fast! ======================= Health-Replenishing Items ======================= GREEN HERB Raises health a little. BLUE HERB Cures poison. RED HERB Nothing as itself. RED HERB + GREEN HERB* Heals 75% of health. RED HERB + BLUE HERB Acts as an ANTI VIRUS (L). GREEN HERB + BLUE HERB Raises health a little, and cures poison. 2 GREEN HERBs + BLUE HERB Raises health 50%, and cures poison. RED HERB + GREEN HERB + BLUE HERB* Ultimate healing item. Heals to full, cures poison, and works as an ANTI VIRUS. FIRST AID SPRAY* It will always heal you to full. * = If you are in DANGER condition and crawling, when you use one of these items, the curing properties will be disregarded, but you will stand up. This effect is used in an absolute emergency, as a partner character could help you up and you wouldn't have wasted your healing item. ======================= Medicine ======================= NOTE: All medicine can be made by George, and sometimes can be found by in various places in the game. RECOVERY MEDICINE Effective as a GREEN HERB, but more than one can be stored in one item slot. George can make one by mixing a BLUE HERB with his MEDICAL SET. George can make one by mixing a RECOVERY MEDICINE BASE in his MEDICAL SET. RECOVERY MEDICINE (L) Effective as 4 GREEN HERBs. George can make one by mixing a RED HERB and BLUE HERB in his MEDICAL SET. George can make one by mixing 2 RECOVERY MEDICINE BASEs in his MEDICAL SET. HEMOSTAT Stops bleeding. George can make one by mixing a RED HERB with his MEDICAL SET. ANTIDOTE Cures poison. George can make one by mixing a GREEN HERB with his MEDICAL SET. ANT VIRUS Halts the viral progression for a short time. George can make one by mixing a MIXED HERB (Green+Blue) with his MEDICAL SET. ANTI VIRUS (L) Halts the viral progression for a long time. George can make one by mixing a GREEN, RED, and BLUE HERB in his MEDICAL SET. NOTE: RECOVERY MEDICINE BASEs can only be found by George, himself, in "The Hive's" Treatment Room. There are 4 total. ======================= Survival Tactics ======================= Conserve ammo. When you can, knock down enemies rather than kill them. Also, use the type of ammo best suited to kill an enemy. For example, don't use anything other than a melee weapon or your foot to kill a Moth Baby. Search EVERYTHING. If you're stuck, search everything in every room. Eventually, you'll probably find the item you need. Dodge enemies when possible. If you can get around an enemy, don't waste ammo on it. Use your character's special abilities. Each character has a special ability, usually executed by holding R1 and pressing CIRCLE. See the Characters section for details. Only use health items when you need them. Unless fighting a powerful boss, only use a Full-healing item when you're in "Danger" condition, but don't wait until you're crawling. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 4. Characters =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= ======================= Kevin Ryman ======================= Occupation: Police Officer Personal Item: Special .45 Automatic Although it's a great handgun, its bullets aren't too plentiful... Description: Officer Ryman works for the Raccoon City Police Department. He possesses superior athletic abilities and is an outstanding shot. An all-round good guy, he's a dyed-in-the-wool optimist who doesn't sweat the small stuff. His happy- go-lucky personality sometimes worked against him, as he's failed the S.T.A.R.S. selection process twice. Special Moves: -----Kick----- Although there's not too much use to it, this can be used to stun enemies momentarily when no ammo is to be used. -----Take Pot Shots (Accurate Shots)----- When using his personal .45 Automatic, hold R1 until Kevin's stance changes, then fire. The enemy will take more damage than usual. This works with some other handguns, too. When using this special move with his 45 Automatic, he can kill a zombie in one shot on any difficulty, which is why ammo for it is so scarce. ======================= Mark Wilkins ======================= Occupation: Security Guard Personal Item: Mark's Custom Handgun (Stronger at Long Range) Description: Currently working for a security company in Raccoon City, Mark is a Vietnam veteran. Over 50 years old, his robust strength has not diminished. He has tasted the emptiness of war, and now, more than anything, he just wants to live in peace. Special Moves: -----Guard----- Hold R1 and repeatedly press Circle. Mark can protect against most attacks and can repel most enemies. -----Full Swing----- [Ouch] When using a melee weapon, Hold R1 until Mark's stance changes, then press X. This will hurt a lot, to say the least. ======================= George Hamilton ======================= Occupation: Doctor Personal Item: Medical Set Description: A doctor who works at Raccoon City Hospital, Dr. Hamilton is a first-class surgeon. He doesn't exactly take the lead and call the shots, but he does possess a cooperative spirit and the knack of easily acquiring other people's trust. Special Move: -----Tackle----- Hold R1 and press CIRCLE. George will counterattack an enemy with a tackle attack. Also: +------------------------------------------------+----------------------------+ | Mix this in the Medical Set to get | This | +------------------------------------------------+----------------------------+ | Blue Herb | Recovery Medicine | | Green Herb | Antidote | | Red Herb | Hemostat | | Blue Herb & Red Herb | Recovery Medicine (L) | | Green Herb & Blue Herb | Anti virus | | 2 Green Herbs & Blue Herb | Anti virus | | Green Herb + Red Herb + Blue Herb | Anti virus (L) | | Recovery Medicine Base | Recovery Medicine | | 2 Recovery Medicine Bases | Recovery Medicine (L) | +------------------------------------------------+----------------------------+ NOTE: Recovery Medicine Bases are found in "The Hive" Treatment Room. You must be playing as George. ======================= Cindy Lennox ======================= Occupation: Waitress Personal Item: Herb Case Description: Cindy is the most popular waitress at J's Bar due to her irresistably bright smile. She's a helpful, service-oriented person who always thinks of other people first. Even in extreme situations, she quickly rallies her courage and adapts to the reality of a harsh society. Special Moves: -----Duck----- Press R1 and CIRCLE to duck quickly to evade enemy attacks. -----Heal----- Cindy can heal others. To do this, move up to someone else. Select an herb, then select the Aid command. Also: Cindy's HERB CASE comes stashed with 2 herbs of each type (Red, Blue, Green)! Sweet! ======================= David King ======================= Occupation: Plumber Personal Item: Toolbox Description: A quiet worker, David doesn't talk much about his past. It's not because he's unfriendly; he's just a man of few words. With sharp eyesight and deft movements with his knife, he proves his worth getting around in a scene of bloodshed. Special Moves: -----Monkey Wrench Throw----- Press R1 and CIRCLE to throw a Lug Wrench. Watch it though, you have an un- restorable limit. -----Continuous Knife Attack----- Press and hold R1, and repeatedly press X 3 times with the correct timing. You can only do this when equipped with a knife of some kind. Also: The TOOLBOX contains a FOLDING KNIFE (weapon), MONKEY WRENCH (see above), JUNK PARTS and VINYL TAPE. This guy puts together new weapons using certain items and VINYL TAPE. He ends up being able to make the following: +------------------------------------------------+----------------------------+ | Combine these items to get | These items! | +------------------------------------------------+----------------------------+ | BUTCHER KNIFE + WOODEN STICK | SPEAR | | PESTICIDE SPRAY + LIGHTER | FLAME SPRAY | | IRON PIPE + CONCRETE PIECE | HAMMER | | IRON PIPE + BATTERY | STUN ROD | +------------------------------------------------+----------------------------+ [My hero...] ======================= Alyssa Ashcroft ======================= Occupation: Journalist Personal Item: Lock Picks Description: Alyssa writes for the local paper. She has an insatiable appetite for collecting every bit of information she can dig up. With her strong personality, she is a sore loser who often clashes with others. Even though she's stuck on herself, she'll take care of others in a pinch. Special Moves: -----Back Step----- Press R1 + CIRCLE to evade an enemy quickly. -----Take Pot Shots (Accurate Shots)----- Hold R1 until Alyssa's stance changes, then fire. This shot will inflict much more damage than usual, but nowhere near as much as Kevin's pot shots. -----Pick Locks----- Find a simple lock? Try one of your picks, then repeatedly press X while the lock is being picked. If it doesn't work, try a different pick. Also: Picking locks. Hmm. There's one or more in every level and a different one for each difficulty level, each requiring a different pick. Wouldn't this be incredibly tedious if I didn't already have a chart made for you? It's OK, you can thank me later. +----------------------+-------------------------------+------+------+--------+ | Level | Location/Normal Key | Mode | Pick | Reward | +----------------------+-------------------------------+------+------+--------+ | Outbreak | Drawing Room Cabinet | E | S | 13 | | Outbreak | Drawing Room Cabinet | N | S | 09 | | Outbreak | Drawing Room Cabinet | H | W | 09 | | Outbreak | Drawing Room Cabinet | V | W | 05 | +----------------------+-------------------------------+------+------+--------+ | Outbreak | J's BAR, STAFF ROOM KEY | E | I | 00 | | Outbreak | J's BAR, STAFF ROOM KEY | N | I | 00 | | Outbreak | J's BAR, STAFF ROOM KEY | H | P | 00 | | Outbreak | J's BAR, STAFF ROOM KEY | V | S | 00 | +----------------------+-------------------------------+------+------+--------+ | Outbreak | Staff room, KEY WITH BLUE TAG | E | P | 00 | | Outbreak | Staff room, KEY WITH BLUE TAG | N | P | 00 | | Outbreak | Staff room, KEY WITH BLUE TAG | H | P | 00 | | Outbreak | Staff room, KEY WITH BLUE TAG | V | S | 00 | +----------------------+-------------------------------+------+------+--------+ | Outbreak | Rooftop, STORAGE ROOM KEY | E | I | 00 | | Outbreak | Rooftop, STORAGE ROOM KEY | N | I | 00 | | Outbreak | Rooftop, STORAGE ROOM KEY | H | S | 00 | | Outbreak | Rooftop, STORAGE ROOM KEY | V | P | 00 | +----------------------+-------------------------------+------+------+--------+ | Below Freezing Point | Break Room Locker | E | S | 13 | | Below Freezing Point | Break Room Locker | N | S | 13 | | Below Freezing Point | Break Room Locker | H | I | 13 | | Below Freezing Point | Break Room Locker | V | S | 08 | +----------------------+-------------------------------+------+------+--------+ | The Hive | Locker Room Locker | E | P | 09 | | The Hive | Locker Room Locker | N | P | 10 | | The Hive | Locker Room Locker | H | P | 04 | | The Hive | Locker Room Locker | V | S | 10 | +----------------------+-------------------------------+------+------+--------+ | The Hive | Office Drawer | E | W | 01 | | The Hive | Office Drawer | N | W | 12 | | The Hive | Office Drawer | H | I | 11 | | The Hive | Office Drawer | V | I | 11 | +----------------------+-------------------------------+------+------+--------+ | Hellfire | Room 102 Bathroom, NO KEY | E | I | 15 | | Hellfire | Room 102 Bathroom, NO KEY | N | I | 15 | | Hellfire | Room 102 Bathroom, NO KEY | H | P | 15 | | Hellfire | Room 102 Bathroom, NO KEY | V | W | 14 | +----------------------+-------------------------------+------+------+--------+ | Hellfire | Room 201 Bathroom, NO KEY | E | S | 05 | | Hellfire | Room 201 Bathroom, NO KEY | N | S | 05 | | Hellfire | Room 201 Bathroom, NO KEY | H | X | NA | | Hellfire | Room 201 Bathroom, NO KEY | V | W | 07 | +----------------------+-------------------------------+------+------+--------+ | Hellfire | Room 202 Bathroom, NO KEY | E | W | 01 | | Hellfire | Room 202 Bathroom, NO KEY | N | W | 01 | | Hellfire | Room 202 Bathroom, NO KEY | H | I | 01 | | Hellfire | Room 202 Bathroom, NO KEY | V | I | 01 | +----------------------+-------------------------------+------+------+--------+ | Hellfire | Store Room Locker | E | S | 05 | | Hellfire | Store Room Locker | N | S | 07 | | Hellfire | Store Room Locker | H | W | 07 | | Hellfire | Store Room Locker | V | X | NA | +----------------------+-------------------------------+------+------+--------+ | Decisions, Decisions | 1F Elevator Passway Locker | E | S | 02 | | Decisions, Decisions | 1F Elevator Passway Locker | N | S | 09 | | Decisions, Decisions | 1F Elevator Passway Locker | H | W | 09 | | Decisions, Decisions | 1F Elevator Passway Locker | V | W | 10 | +----------------------+-------------------------------+------+------+--------+ | Decisions, Decisions | B4F Control Room Locker | E | P | 03 | | Decisions, Decisions | B4F Control Room Locker | N | P | 03 | | Decisions, Decisions | B4F Control Room Locker | H | P | 03 | | Decisions, Decisions | B4F Control Room Locker | V | S | 06 | +----------------------+-------------------------------+------+------+--------+ | Decisions, Decisions | T-shaped corridor, NO KEY | E | P | 00 | | Decisions, Decisions | T-shaped corridor, NO KEY | N | P | 00 | | Decisions, Decisions | T-shaped corridor, NO KEY | H | S | 00 | | Decisions, Decisions | T-shaped corridor, NO KEY | V | W | 00 | +----------------------+-------------------------------+------+------+--------+ | Decisions, Decisions | Store room, NO KEY | E | I | 00 | | Decisions, Decisions | Store room, NO KEY | N | I | 00 | | Decisions, Decisions | Store room, NO KEY | H | S | 00 | | Decisions, Decisions | Store room, NO KEY | V | W | 00 | +----------------------+-------------------------------+------+------+--------+ E = Easy, N = Normal, H = Hard, V = Very Hard. The reward codes are listed below: +------------------------+----+ | Door unlocked! | 00 | | ANTI VIRUS | 01 | | ASSAULT RIFLE | 02 | | ASSAULT RIFLE MAGAZINE | 03 | | BUTCHER KNIFE | 04 | | FIRST AID SPRAY | 05 | | BRASS SPECTACLES | 06 | | GREEN HERB | 07 | | GRAY CHEMICAL BOTTLE | 08 | | HANDGUN | 09 | | HANDGUN MAGAZINE | 10 | | RECOVERY MEDICINE | 11 | | RECOVERY MEDICINE (L) | 12 | | SHOTGUN | 13 | | SHOTGUN ROUNDS | 14 | | ACID ROUNDS | 15 | +------------------------+----+ ======================= Jim Chapman ======================= Occupation: Subway Agent Personal Item: Coin Description: An agent with the Raccoon City subway, Jim is friendly and cheerful, but sometimes reveals a hesitant side. Even though he means well, he talks too much and sometimes bothers people around him. To his credit, he has strong powers of intuition and is skillful at solving puzzles. Special Moves: -----Play Dead----- Hold CIRCLE while pressing R1. Jim will lay down on the ground and pretend to be dead. Enemies will ignore him, but his close contact with the floor will cause his virus percentage to increase quickly until he stands back up. -----Item Search----- Whenever Jim enters a room and the Map is open, the positions of items in that room appear as question marks on the Map. -----Coin Flip----- By selecting Jim's coin and selecting the Use command, Jim flips his coin. If it reveals Heads, Jim's critical hit rate will raise 15%. For every consecutive Heads thereafter, it will raise another 15%. However, if Jim hits Tails, he's back to normal. Also: Coin Flip can be very helpful, but I guess it depends on how lucky you are. ======================= Yoko Suzuki ======================= Occupation: University Student Personal Item: Knapsack Description: As a result of her studies, Yoko is extremely knowledgeable about computers. She has a quiet, reserved personality, but the strength of ther inquisitive mind emerges with a surprising toughness. Once she gets focused on something, it's hard to distract her attention. Special Moves: -----Escape----- Press and hold CIRCLE while pressing R1. When an enemy is just about to attack her, release CIRCLE. Yoko will take several steps away, depending on how long CIRCLE was held. -----Knapsack----- Well, it's not really a "Move", but she can carry up to 4 items in her knapsack, giving her 8 total item slots. Pretty cool. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 5. Prologue =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= [NOTE: Normally, anything in brackets was written by me, DjSiXpAcK14. However, since the Prologue that the Instruction Booklet gave was incredibly pathetic, I'll be writing my own and not using brackets.] September, 1998 Everyone had read the papers...heard the rumors...but how could this happen? How could these "monsters" actually exist? Everyone feels safer because, according to the paper, S.T.A.R.S. has already destroyed the mansion said to have caused these problems. But is it over? No...you are already infected with the virus. Is there a cure? Is there hope for survival? /////RESIDENT EVIL OUTBREAK\\\\\ [NOTE: Here's the official Resident Evil: Outbreak Synopsis] Around Every Corner. Behind Every Door. Deep In Every Shadow. Terror Waits. Witness the revolutionary Resident Evil gameplay, multi-player scenarios and next level design in this totally new, dramatic, cooperative gameplay experience. Take on the role of one of the distraught few survivors of an outbreak caused by a secret biological weapon. Team partnerships in offline or online mode create contagiously addictive play scenarios you'll want to try and relive again and again. This time, it's personal! =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 6. Walkthrough - Outbreak =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= First of all, here is the Partner Chart: NOTE: This partner chart is designed to not only tell you who is going to be on your team, but what direction you must push the Right Analog Stick while holding L2 as well. For example, if you're playing as Mark, to say "Kevin!", you would hold L2 and press LEFT on the Right Analog Stick. Got it? Good. +-----------------+--------------+----------------+ | You | L2 + Left | L2 + Up | +-----------------+--------------+----------------+ | Kevin | Mark | Cindy | | Mark | Kevin | Cindy | | Jim | Kevin | Mark | | George | Cindy | Mark | | David | Mark | Kevin | | Alyssa | Mark | Kevin | | Yoko | Kevin | Mark | | Cindy | Mark | Kevin | +-----------------+--------------+----------------+ and here's the Event Checklist. With several play-throughs, you should aim to complete it. +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Built barricade out of barrels. | | [] Used the staff room key. | | [] Used the key with blue tag. | | [] Solved painting puzzle. | | [] Unlocked cabinet (Alyssa). | | [] Moved cargo with the forklift. | | [] Destroyed liquor room shutter. | | [] Destroyed wire fence on rooftop. | | [] Read all graffiti with lighter. | | [] Built patrol car barricade. | | [] Opened gasoline tanker valve. | | [] Used lighter to ignite gas. | | [] Activated detonator. | | [] Killed zombies and survived. | | [] Escaped zombies and survived. | | [] Collected every map. | | [] Died in gas tanker explosion. | | [] Obtained "newspaper." | | [] Obtained "Jack's memo." | | [] Obtained "staffer's diary." | | [] Obtained "Raccoon Today." | | [] Screams in the owner's room. | | [] Saw a crow fly into the Drawing room. | | [] A bottle fell in the wine room. | | [] A bottle fell in the liquor room. | | [] Screams in front of J's Bar. | | [] Watched "Will Becomes a Zombie." | | [] Watched "Bob Gets Worse." | | [] Watched "Bob's Suicide." | | [] Watched "Bob Becomes a Zombie." | | [] Watched "Block Staff Door." | +-----------------------------------------------------------------------------+ So enough talking, let's get to the playing!!! _Opening Cutscene_ NOTE: This cutscene is BEAUTIFUL. It outlines most of the story of RE so far. ======================= J's BAR ======================= _Cutscene_ NOTE: Now they're in a bar. This cutscene will vary depending on who you play as. Alright! Zombies are attacking the bar, but they haven't got in yet. So in order to keep them out longer, let's use barrels to barricade the door! NOTE: Can't see? It may help to pause the game using SELECT and turn up the Brightness. NOTE: If you are playing as Yoko, exit the Women's Bathroom. Run over to the South side of the bar (Use TRIANGLE to view the map) and you can see two barrels. Push them in front of the door to hold off the zombies... at least a little longer... After that, you may run around and pick up the items in this room. Your partners may have already taken some of them, but for the most part, they're still there. There's a HANDGUN on the south side of the bar. On the other side, you can find a FIRST AID SPRAY on the ground and a PESTICIDE SPRAY close to it. Next, there's the STAFF ROOM KEY on the west side of the bar and a BUTCHER KNIFE in the sink. You can't take everything, but be sure you have a HANDGUN and the STAFF ROOM KEY. Run to the blue door. NOTE: Kevin has a gun, and it is quite powerful. However, ammo for it is very scarce. I would take a HANDGUN with me anyway. Open the menu using START, then select the STAFF ROOM KEY and the Use command. Your character will unlock the door. Don't proceed through yet. NOTE: Just about any time now, you may see a _Cutscene_ showing zombies coming through the door. That means you're running out of time. Directly behind you is a sparkle on the ground. It is the PLAYING MANUAL 1. Pick it up, but don't read it, as this will waste time. There are two bathrooms here. The women's, and the men's. Inside the women's you will find a SCRUB BRUSH (Yes, it's a weapon), while inside the men's you can find another HANDGUN and a GREEN HERB. There's also a GREEN HERB at the end of the hallway with the bathrooms. After you've taken all the items you can, make your decision about Bob. NOTE: Bob is a security guy with Mark who is not doing too well right now. He's constantly in a hunched over position and will not move far on his own. However, most of the events on the checklist for this level are tied to helping Bob live. If you're playing through the first time, you don't need to worry about him, but perhaps next time, you might. To shoulder Bob (or any other ailing character), walk beside them and press X. Lead Bob to the blue door we unlocked, press CIRCLE to release him, and press X to open the door. Proceed through. ======================= Stairs between 1F and 2F ======================= If you check the sparkle on the ground, it's PLAYING MANUAL 2. Don't read it unless you've got time. Shoulder Bob (if he's with you) and head up the stairs. Watch out for the zombie that comes through the window, grab the GREEN HERB if you need it, and continue up the stairs to the Staff Room. ======================= Staff Room ======================= Go around the corner to find a doorway and a door. Go through the door. ======================= Break Room ======================= Check the sparkling trash can to "memorize" the map. Now you can see all the rooms! You can also check the left side of the desk for some HANDGUN ROUNDS, or under the bed for an IRON PIPE. NOTE: Under beds and inside lockers are hiding spots. Once in these spots, if you remain still, zombies will not be able to find you. Leave. ======================= Staff room ======================= Now take Bob and go through the doorway. Try to avoid zombies, if there are any. Drop Bob off by the desk and refrigerator area, then grab the sparkling NAIL GUN off the desk. Don't equip it, instead run back to the doorway, get close the boards leaning against it, and USE it. _Cutscene_ If you helped Bob this far, and he's not able to be seen through the boards, you'll see another _Cutscene_ That one's called "Bob's Condition Gets Worse". NOTE: This door barricade is VERY temporary. Barricading the door is part of the event checklist, so that's why we did it. If you keep your partners and Bob out of the zombies' sight, they may not try to break through the boards. While that door is barricaded, open the first door you come to from the doorway on the left. ======================= Locker room ======================= What you receive in this room can be slightly different for each character, but I will give you a generalization, which should work pretty well. At the ends of the lockers are hiding places, they have no items. However, you can find HANDGUN ROUNDS, an ANTI VIRUS pill, and a GREEN HERB in the other lockers. The locker that is labeled "Cindy" can only be opened by Cindy, and contains several herbs. Go ahead and leave. Also, there the DIARY OF BAR'S STAFF in the third locker from the left on the far side of the room. NOTE: Anti virus pills will stunt the growth of the virus for a short time, and there's no reason to not use one as soon as you get it, unless of course another anti virus pill is still active. ======================= Staff room ======================= If you still have some time with the barricade up, you can search the "loungey" side of the staff room for HANDGUN ROUNDS in the fridge, a RED HERB on the shelf and a RACCOON TODAY on the coffee table. What? There's an item under the RACCOON TODAY? It's the KEY WITH BLUE TAG! Use it to unlock the door just past the Locker room on the right, but don't go through yet. First, check the door down the mini-hallway just past it. NOTE: By picking up the RACCOON TODAY even for a second, you have filed the NEWSPAPER in your Files. ======================= Drawing room ======================= Inside the Drawing Room, you can find a LIGHTER, .45 AUTO ROUNDS (for Kevin's Handgun), and some SHOTGUN ROUNDS. Unless you're David (using LIGHTER with PESTICIDE SPRAY to make FLAME SPRAY) or Kevin, these items aren't too helpful. There's also a RACCOON TODAY and a locked display case in the back. Alyssa can get it open. Here's that portion of her unlocking table: +----------------------+-------------------------------+------+------+--------+ | Level | Location | Mode | Pick | Reward | +----------------------+-------------------------------+------+------+--------+ | Outbreak | Drawing Room Cabinet | E | S | 13 | | Outbreak | Drawing Room Cabinet | N | S | 09 | | Outbreak | Drawing Room Cabinet | H | W | 09 | | Outbreak | Drawing Room Cabinet | V | W | 05 | +----------------------+-------------------------------+------+------+--------+ This says that in Outbreak, Easy mode, use the S-shaped pick to get reward 13, or a SHOTGUN. 13 = SHOTGUN 09 = HANDGUN 05 = FIRST AID SPRAY After you're done, leave. ======================= Staff room ======================= Your barricade may have broken down by now, but we've only got one room left, so it's OK. Go to the of the room where you found the red herb, then go through the door on this west side of the room. ======================= Owner's room ======================= Here you can find nothing, but if you go out on the balcony, you can find a zombie, a GREEN HERB, and a BLUE HERB. NOTE: In the room, you can see a hole to put something in that's shaped like a liquor bottle. To solve this puzzle, you need to go up the Liquor room or Wine room on 3F and get an ALCOHOL BOTTLE. Bring it back down and put it in the hole to receive JACK'S MEMO and a SHOTGUN, or possibly a MAGNUM REVOLVER. Normally, this step is skipped, but because acquiring Jack's Memo is an Event Completion point, you're going to have to do it at least once. Alright. Leave. ======================= Staff room ======================= Before the zombies eat you and Bob alive, head upstairs through the door you unlocked. Don't forget Bob and open the door at the top. ======================= Liquor room ======================= If you have Bob, go away from both doors to the very end of the other side of the room. Drop him off there. You may notice that there's a ladder here with boxes you could crawl across to get to the space leading out of the room. However, the boxes on the forklift would have to be raised in order for us to be able to crawl across. The forklift requires a key, so let's get one! Run back to the door you came in, then open the door beside it. ======================= Wine room ======================= That sparkle on the floor is the PLAY SINGLE PLAYER MODE file. Also found here are MAGNUM REVOLVER ROUNDS, a FIRST AID SPRAY, and the FORKLIFT KEY. NOTE ABOUT TYPEWRITERS: Unlike most Resident Evil games, this one requires no Ink Ribbons. However, the tradeoff is severe. The way the savegames in this game works isn't good for us. You can save, but you must exit the game. And when you load your game, your savegame is deleted. This means that saving is pretty much useless unless you just plain have to leave and come back later. Bummer. NOTE ABOUT MOLOTOV COCKTAILS: If you combine an ALCOHOL BOTTLE and a NEWSPAPER, you can then combine them with a LIGHTER to make MOLOTOV COCKTAILs. Are they worth having to carry a stupid LIGHTER around? Probably not. But hey, if you want to make them, they're there. Leave. ======================= Liquor room ======================= Now run back to the other end of the room (all your friends are probably there if they're alive), and use the FORKLIFT KEY on the forklift. Check it again to move the lever. Give your partners the "Go!" command by pushing up on the right analog stick, then go up the ladder. NOTE ABOUT BOB: Bob is not smart enough to climb ladders (he's faking an injury), so we need to open a big shutter for him. I'll fill you in in the next room. ======================= 3F to rooftop stairway ======================= If you're lookin' for a way to get Bob, run down the stairs and open the shutter. You'll be back in the Liquor room. Take Bob back through the shutter and up the steps. Take the STORAGE ROOM KEY and the FIRST AID SPRAY if you want, then head out the door. If you don't need to get Bob, don't open the shutter. It will only expedite the zombies' progress. Take the items mentioned above if you need them and exit via the door at the top. ======================= Rooftop ======================= Run to the other end. If you have managed to bring Bob this far, you will see a _Cutscene_ That's the "Bob kills himself on the rooftop" demo. If you are playing on Very Hard mode, you'll see the "Bob turns into a zombie" demo. After you've finished, continue to the end. Unlock the door here using the STORAGE ROOM KEY and proceed through into the Storage room. NOTE: There's a RACCOON TODAY here, if you're into MOLOTOV COCKTAILs. ======================= Storage room ======================= Inside here, you'll find a FIRST AID SPRAY on the ground and a HANDGUN MAGAZINE on top of the shelf. To get to it, you must first climb on the crates. NOTE ABOUT HANDGUN MAGAZINES: You may notice that it takes a while to reload. Well, with this, it only takes one simple click. Is it worth an item slot? Not to me. Leave. ======================= Rooftop ======================= If you play in Network Mode, there's a zombie here that will annoy the heck out of you. Anyway, now we need to knock down the part of the fence that's right beside the HIGH VOLTAGE and CAUTION signs. Go figure. Each and every character can perform a shoulder-butt. To do this, you must first un-equip your weapon. You can do this by simply using the Equip command twice. Now, press R1 (or R2) and X. The character will ram into something. This is especially helpful in getting past zombies when you don't want to waste ammo. Anyway, go ahead and slam into it. If it rattles, it's the right one. Do it several more times. Oh yes. Faster. Faster! And... _Cutscene_ Ahh! We better get to the checkpoint! Quick! Climb up on the ledge, then run to the next ledge and climb up that, too. Run to the end. Your character will say something like, "I better jump at the right time or else..." Well, the right time is just before the character jumps. If you haven't done this before or aren't good at it, let your partners go ahead. If you find yourself dangling by one hand, press right on the analog stick to yell "Help!". Your partner will almost definitely help you out. NOTE: To help someone else out from the other side, run to them and press X. There are either HANDGUN ROUNDS or a GREEN HERB here. Run to the only door on this building and open it. ======================= Top floor of the apartment ======================= There is a RED HERB here. The emergency exit is shut, so call the elevator (beside it) and hop in. ======================= 1F of the apartment ======================= There may be a GREEN HERB on the ground here. Run from there and go left. Then run all the way to the door at the end. Watch out for the one or two zombies here and the one that comes in through the window. ======================= In front of J's Bar ======================= Walk down the steps. _Cutscene_ Hey, so we get to drive? Nope. You all just came from a bar. Alright. There are two (2) police cars you have to move. Officer Lieutenant Bad-Voice-Acting only told you about one. First, run past the cruiser he's guarding. Check the passenger window (don't ask why) for the VICINITY MAP. Then, continue down the road to find two more cop cars. Push the one facing you back until it hits the one further down the road. If zombies get in your way, kindly wait for them to pass, then keep pushing. It's rather difficult for a zombie to hurt you while you're pushing for some reason. After you're done, go back toward the man in blue and push the other car to form a similar barricade. If you have done them both correctly, just as you finish, you will see a _Cutscene_ ======================= Behind the apartment ======================= The zombies are crawling under the walls beside the door, so run to the other end to accompany the officer. There are several items here, including a FIRST AID SPRAY and some HANDGUN ROUNDS, but right now what you should probably do is help the cop bust through the doors, either by firing at them (if you've got the ammo) or shoulder-butting them. If the zombies get close to you, run back to the other side. Johnny Blue will keep workin' on those doors and once they're open, you appear in a different area. NOTE ABOUT STOMPING ENEMIES: In this game, there are only a few zombies that are invulnerable. Most will die after several gunshots. However, the best way to deal with zombies is to first, knock them down, then unequip your weapon, Hold R1 or R2, aim down, and press X. This will stomp any zombie and they won't get up to come after you. Once they disappear, they're finished. After a while, you see a _Cutscene_ ======================= Slope along the canal ======================= Before you turn on the gas, check the cop's body for a LIGHTER (be sure you get it) and (it's a shame he died) a SHOTGUN. Now run quickly past the zombies to the tanker truck and turn the valve handle. Watch out for zombies coming out from under the truck. _Cutscene_ Next, run beside the tanker (out of the gas) and press down on the analog stick to tell your allies to come with you. At this point, USE the LIGHTER. _Cutscene_ Quickly, tell your partners to go (UP on the right analog stick) and follow them into the canal. Press X by the ledge to jump down. _Cutscene_ ...and the _empty_ truck explodes. :-\. Climb up into that mini-tunnel and go through. NOTE: Missing one of your allies? He/she's probably on the other side. For some reason the AI partners always split up before the tanker explosion. It's OK, though, you'll meet up with them soon enough. ======================= Tunnel ======================= If you run toward the camera, you'll find a couple herbs. If you run away from the camera, you'll hop down a ledge, find a few more herbs, then find the ladder to the next area. After you're done, climb that ladder. ======================= In front of Apple Inn ======================= It's suspicious that a game developer would name a place, such as Apple Inn, that you can't even enter. It's OK, by the time you complete the fourth scenario, you'll have had plenty of Apple Inn, trust me. Run to the other end of the street. In order to complete one of your Event Checkpoints, you need to check under the newspaper machines by the taxi for the actual RACCOON TODAY file. Yes, Raccoon Today and Newspaper are 2 different things. After you're finished, talk to the police officer, Officer Dorian. _Cutscene_ ======================= Behind the residential area ======================= Gosh, what a sissy. You're driving a friggin' armored van! I think you can handle a few roadblocks. Holy BEJEEZERS! There's enough guns and ammo here to win a war! Inside the van, you can find .45 AUTO ROUNDS, 2 FIRST AID SPRAY, 2 boxes of SHOTGUN ROUNDS, 2 SHOTGUNs, and an all-powerful MAGNUM REVOLVER. Any Resident Evil fan knows what to pick up. ~PSST! The magnum!~ There is also a RED HERB and GREEN HERB located by the truck across from your truck. Once that's overwith, head past the passenger side of the truck and up the stairs. Just before the second set of stairs, you can find a BLUE HERB. On your way up the second set of stairs, you can reach inside the open window for a 2nd MAGNUM REVOLVER. Dang, it's just gotta be our day. Head up the rest of the stairs. ======================= Footbridge ======================= Run across the bridge. _Cool Cutscene_ The first half of one of the coolest cutscenes in the whole Resident Evil series. At this point, you can either go back to Officer Dorian at the truck and talk to him, or go down on Main Street and fight like a man. Either way will finish the scenario, and either way is worth points on the Event Checklist. Due to the fact that talking to Officer Dorian doesn't require a walkthrough, I will be walking you through the Main Street carnage. Welcome aboard, me lad! Keep running forward and down the steps. It's hard to see, but go down the second set as well. ======================= Main street ======================= Talk to the cop by the roadblock several times to get a HANDGUN if you need it. If you're playing as Kevin, he even remembers your name! He also tells us that the detonator has broken into two pieces. Wonderful. Well, let's get crackin'! Alright. Now run toward the zombies. There should be a sparkling object on the ground to the left. Grab it, it's the DETONATOR MAIN UNIT. Now, whilst evading the zombies, run all the way to the right where you should find an officer that died againt a light pole. At his foot, you should find the DETONATOR HANDLE. Open up the start menu, then use the COMBINE command to make them into the DETONATOR. All that you must do now is take the DETONATOR into the middle where you can see another officer's body and USE it. _Ending Cutscenes_ That...was...AWESOME!!! And now, I will once again list the Event Checklist. +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Built barricade out of barrels. | | [] Used the staff room key. | | [] Used the key with blue tag. | | [] Solved painting puzzle. | | [] Unlocked cabinet (Alyssa). | | [] Moved cargo with the forklift. | | [] Destroyed liquor room shutter. | | [] Destroyed wire fence on rooftop. | | [] Read all graffiti with lighter.* | | [] Built patrol car barricade.** | | [] Opened gasoline tanker valve. | | [] Used lighter to ignite gas. | | [] Activated detonator. | | [] Killed zombies and survived. | | [] Escaped zombies and survived.*** | | [] Collected every map. | | [] Died in gas tanker explosion.**** | | [] Obtained "newspaper." | | [] Obtained "Jack's memo." | | [] Obtained "staffer's diary." | | [] Obtained "Raccoon Today." | | [] Screams in the owner's room.***** | | [] Saw a crow fly into the Drawing room.***** | | [] A bottle fell in the wine room.***** | | [] A bottle fell in the liquor room.***** | | [] Screams in front of J's Bar.***** | | [] Watched "Will Becomes a Zombie."****** | | [] Watched "Bob Gets Worse." | | [] Watched "Bob's Suicide." | | [] Watched "Bob Becomes a Zombie."******* | | [] Watched "Block Staff Door." | +-----------------------------------------------------------------------------+ * = This is quite difficult to explain in words. View the pictures at my site, "http://www.linger.com/benn/re/outbreak/graffiti.html". ** = Don't forget to barricade using both patrol cars, as mentioned in the walkthrough. *** = To complete this, after seeing the cutscene with the officers and the bomb, run back to the officer that drove you here (Dorian) and talk to him. **** = Yes, that's right. To do this, simply stand there for a long time after setting the zombies ablaze in the "Slope along the canal". ***** = Each of these occurences are completely randomized. The only way to complete them is to play the level over and over...and over...and OVER!!! The screams in the owner's room happen as you open the door, the bottle falling in the wine room happens as you go from the door to the other end, the bottle falling in the liquor room happens toward the last shelf of alcoholic beverages heading toward the forklift, and the screams in front of J's BAR happen as you pass in front of the windows actually in front of J's BAR. ****** = You can see this by playing as Mark in Very Hard mode. I found it easiest to wait for the zombies to enter the bar, then enter the Stairs between 1F and 2F. Immediately go back, get Bob, and walk him to the stairs. This triggers the cutscene. It's also possible in other difficulties, I just found it easiest in Very Hard mode. ******* = Complete this by taking Bob to the Rooftop in Very Hard mode. Good luck. Here are the times you need for the different ranks. +------+--------+---------------+-------------------+ | Rank | Single | Network (HDD) | Network (DVD-ROM) | +------+--------+---------------+-------------------+ | S | -9:59 | -10:59 | -12:59 | | A | -14:59 | -16:59 | -19:59 | | B | -19:59 | -22:59 | -26:59 | | C | -29:59 | -33:59 | -37:59 | | D | -44:59 | -45:59 | -49:59 | | E | GO | REALLY | SLOW | | F | GO | GET | KILLED | +------+--------+---------------+-------------------+ =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 7. Walkthrough - Below Freezing Point =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Below Freezing Point is an interesting level. Bringing back nostalgia to RE2 fans, I believe it can be a rather enjoyable level. Firstly, here's your partner directory: +-----------------+--------------+----------------+ | You | L2 + Left | L2 + Up | +-----------------+--------------+----------------+ | Kevin | George | Alyssa | | Mark | George | Jim | | Jim | George | Alyssa | | George | Jim | Alyssa | | David | George | Alyssa | | Alyssa | George | Jim | | Yoko | George | Alyssa | | Cindy | George | Jim | +-----------------+--------------+----------------+ Also note that this chart can also tell you where characters will appear after the beginning. The character in the "L2 + Left" (George or Jim) will appear on the B6 Floor. The character in the "L2 + Up" (Alyssa or Jim) will be on the B7 Floor. Once you find out which floor you're on, you'll be able to tell which partner you were paired with. Here's your event checklist: +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Unlocked locker with lockpick. | | [] Thawed frozen wrench. | | [] Used wrench to open panel. | | [] Used valve handle to open door. | | [] Watched "Used V-JOLT in B7F." | | [] Watched "Used V-JOLT in B6F." | | [] Watched "Monica Runs Off." | | [] Watched "Giant Moth Attacks." | | [] Watched "Comp. Room Desertion." | | [] Unlocked comp. room w/ card key. | | [] Unlocked shutter with card key. | | [] Watched "Used Blowtorch." | | [] Used key to activate turn table. | | [] Watched "Missed Turntable." | | [] Watched "Turn Table Goes Up." | | [] Moved locomotive. | | [] Watched "Defeated Mutated G." | | [] Received item from researcher 1. | | [] Got item from staffer 2 (Yoko). | | [] Obtained map. | | [] Obtained "Top-Secret Memo." | | [] Obtained "Researcher's Will." | | [] Obtained "Staff Memo." | | [] Obtained "Interoffice Memo." | | [] Obtained "Laboratory Memo." | | [] Obtained "Monthly Passcode." | | [] Obtained "Custodian's Diary." | +-----------------------------------------------------------------------------+ ...and now to the walkthrough! -------------------------------a. The Beginning-------------------------------- _Opening Cutscene_ ======================= Underground tunnel ======================= Well, there's not much to do here, yet. Go ahead and check the little alcove for a GREEN HERB or IRON PIPE, depending on how lucky you are. Then, all you can do is wait...for the _Cutscene_ Follow your comrades out of the room. ======================= Platform ======================= At this point, Resident Evil 2 fans are probably yelling, "NO! Don't go INTO that building! I spent forever getting just to this point! NO!" However, that's not how it works in Outbreak. Climb up the ledge. You should see Yoko standing there (if you aren't playing as Yoko, of course). Ignore her and run past her. ~Ricochet sound!~ _Cutscene_ Run past where Monica was standing and you might find a GREEN HERB or a HANDGUN SG. Otherwise, you're SOL (Sorta Outta Luck ;-)). Go back and turn at the fork. Continue to the end where you will find an elevator shaft. Start climbing up the maintenance stairs. ======================= Elevator ======================= You may see the elevator fall down just a bit, but ignore it. Climb into the crawlspace at the top. BOOM! And now you will be taken away from one of your AI partners. Use this chart to identify where you are (if you can't check your map for some reason). +--------+-------------------+ | Kevin | B6F South Passage | | Mark | B7F East Passage | | Jim | B7F South Passage | | George | B6F East Passage | | David | B6F East Passage | | Alyssa | B7F South Passage | | Yoko | B7F East Passage | | Cindy | B6F South Passage | +--------+-------------------+ Because the different characters are equally split on different floors, I will equally split the walkthrough into two parts. If you landed in B7F, keep on reading. If you landed in B6F, skip ahead to where it says c. Via B6F, or just push Ctrl+F and type in the word "peanuts". It will take you there as well. -----------------------------------b. Via B7F---------------------------------- If you are playing as Mark, Jim, Alyssa, or Yoko, you found your way here. Since you are in different parts of B7F, I will guide you to the central room to walk you through from there. Mark and Yoko - Head north, then go west around the corner, then open the door at the end. Jim and Alyssa - Use your map to guide you to the northernmost door in the hallway. Open it. NOTE: If you want to complete the "Received item from researcher 1." Event Checklist point, you need to save a FIRST AID SPRAY until I tell you to use it later on. ======================= B7F laboratory ======================= There are several zombies here, some of which may wake up. Do what ya gotta do. NOTE ABOUT YOKO: If you are not playing as Yoko, there's a good chance you will see her as a zombie! If so, treat her like the rest of the crap. OK. On the east side of the room, you MAY find a GREEN HERB across from the door. If not, don't worry about it. Continue to the desk with the computer and the sparkles. Check the monitor for the MAP OF THE LABORATORY. There are also YELLOW CHEMICAL BOTTLEs available for use as weapons if the need arises. Also on the table is a FIRST AID SPRAY. If you continue around the room, you can find the LABORATORY MEMO file, 45 AUTO ROUNDS for Kevin on the floor and the rather important INTEROFFICE MEMO file located on the desk in the back. NOTE: The door in the inner side of the semi-circlish room cannot be opened from this side. Sorry. Now, open the door that is on the other end of the room (Mark and Yoko just came through it). ======================= B7F east passage ======================= The LABORATORY MEMO says that by mixing VP-017 and UMB NO.3 (RE Fans), you can make V-JOLT, a powerful weed pesticide. As of the current moment, there is a very large plant blocking the ladder that leads out of this place (trust me, there is). So right now, the objective is to make some V-JOLT to destroy this plant. Run down the hall. Open the door at the end. The zombie here usually remains face-down. ======================= B7F chemical storage ======================= Here you can find such wonderful items as a BLUE HERB and a HANDGUN SG. The gun is located on top of the [thing] in the middle of the room. Check your INTEROFFICE MEMO file. It says that they have introduced a pass code into the system in order to increase security. If you check the computer in this room, it asks for a 4 digit number-based passcode. Enter the digits into the computer that appear on the last page of the file to open the chemical cabinet. [PSST! Your possible choices are: 0634, 4509, 9741.] After that, the cabinet springs open, revealing the VP-017. One more chemical to go! Leave. ======================= B7F east passage ======================= Run back to the B7F laboratory at the end. ======================= B7F laboratory ======================= By now, another zombie might wake up. Ignore it and open the middle door, the one that Jim and Alyssa came through initially. ======================= B7F south passage ======================= Run down the hall until you come to a fork. Make the turn and you should come to a door at the end with an IRON PIPE beside it. Enter the room here. ======================= B7F chemical disposal room ======================= There is an invulnerable zombie here. He can't disappear, but he can be beaten until he doesn't move anymore. There is a FIRST AID SPRAY here. Walk over to that containment area. You can plainly see a zombie and a sparkle in there. _Suprise!_ The zombie is guarding the sparkle! And being Resident Evil fans, we LOVE sparkles. Open the door and hit the zombie just enough to knock him down. Then grab the sparkle, which turns out to be the UMB NO.3, then leave. The zombie will not follow you out. :'-( Aww. Mix the UMB NO.3 and VP-017 to form the V-JOLT! Woohoo! Leave. ======================= B7F south passage ======================= This time, run to the very end of the hall (not the end that leads to the B7F laboratory) and open the door to enter... ======================= Duct ======================= There's a man in the corner here. He needs a FIRST AID SPRAY. Although you don't HAVE to give it to him, you will receive a SHOTGUN and complete a point on your Event Checklist. I say it's worth it. You have to talk to him to give it to him. When you're finished, check around the ground here for a GREEN HERB or possibly some .45 AUTO ROUNDS, then run to the ladder-side of the humongous plant. If you press X and are told the ladder is blocked by a gigantic plant, you are in the right spot. Use the V-JOLT. _Cutscene_ Climb up the ladder. You may find a GREEN HERB or HANDGUN ROUNDS here. The ladder requires something to raise it in order to be able to be climbed, so open the door here. ======================= B6F south passage ======================= Run down the hall. You should eventually come upon a zombie body. Run over it and pick up that sparkle. It's another HANDGUN SG. Now continue down this hall to find a severely damaged door with a FROZEN WRENCH beside it. Pick it up. The zombie awakes. Run back past the zombie and turn (to your character's) right. Open the door at the end. ======================= B6F security center ======================= Ahh. You should have found your missing compatriot by now. As you walk in, you can see a maintenance panel. It's bolted shut, though, and we can't use our FROZEN WRENCH because, well, it's frozen. Why it is frozen? Who knows, but it is. NOTE: If you are really in a hurry or do not care about Event Checklist points, I guess you could possibly continuously ram up againt the maintenance panel to open it. But I highly recommend you follow the walkthrough. Here, you can find a FIRST AID SPRAY and a GREEN HERB if you're lucky, both out on the floor. The map is located by the other door in this room, but the the other map is the same as this one, so it's rather redundant.* * = Big word, kinda. Alright! Now go through that door that's by the map. ======================= B6F east passage ======================= You'll find 2 zombies here that awake as you pass by. You know what to do. There are HANDGUN ROUNDS and a SURVIVAL KNIFE available in this room. Open the door at the other end. ======================= B6F break room ======================= Here, you can find an IRON PIPE, a FIRST AID SPRAY, a BLUE HERB, and an ANTI VIRUS (in a locker). Alyssa can procure a SHOTGUN if she unlocks the simply locked locker. +----------------------+-------------------------------+------+------+--------+ | Level | Location | Mode | Pick | Reward | +----------------------+-------------------------------+------+------+--------+ | Below Freezing Point | Break Room Locker | E | S | 13 | | Below Freezing Point | Break Room Locker | N | S | 13 | | Below Freezing Point | Break Room Locker | H | I | 13 | | Below Freezing Point | Break Room Locker | V | S | 08 | +----------------------+-------------------------------+------+------+--------+ 08 = GRAY CHEMICAL BOTTLE 13 = SHOTGUN Now, take your FROZEN WRENCH and toss it in the dirty sink. The FROZEN WRENCH has no digivolved into the WRENCH! Woohoo! ======================= B6F east passage ======================= Backtrack to the B6F security center. ======================= B6F security center ======================= There are 2 maintenance panels here, but only one has anything in it. The one closest to you now is empty. Open the other maintenance panel to receive the Resident Evil classic, the VALVE HANDLE. NOTE: You will not need the WRENCH anymore. Just for the Event Checklist, use the VALVE HANDLE on the hole in this room. A ladder is revealed that leads to that door that wouldn't open on the side we were on. Well, it'll open now! There are also some HANDGUN ROUNDS at the top of the ladder. NOTE: Although you don't find the file telling you this until later, it (sigh) IS possible to unlock doors to save time. This will NOT help your Event Checklist points, but again, if you need to save time for any reason, you may enter these codes into the middle computer here to unlock future doors without having to lug the LAB CARDKEY around. Only one of the codes will work for each room, but it is randomized, so you'll have to try until they work. +------------------------------------+--------+--------+--------+ | Room/Area | Code 1 | Code 2 | Code 3 | +------------------------------------+--------+--------+--------+ | Shutter 17 (B4F east area passage) | A375 | C582 | J126 | | B5F computer room door | B482 | A194 | D580 | +------------------------------------+--------+--------+--------+ I suggest you do NOT use these codes and actually follow the walkthrough. Now, let's continue. Take your newly found handle and exit to the south. ======================= B6F south passage ======================= Exit to the Duct. ======================= Duct ======================= Use the VALVE HANDLE on the hole here to raise the ladder. Climb it. _Cutscene_ NOTE: This is where the two paths converge. In order to continue this walkthrough, you must either scroll down to where it says "d. Path Convergence + Finish", or simply press Ctrl + F and type in "marshmallows". This will take you to the same place. -----------------------------------c. Via B6F---------------------------------- There's nothing like peanut butter that has "peanuts" in it. Except playing Resident Evil Outbreak! Due to the fact that at the present moment, we could be at different places, I am directing you to a central location so that I can walk you through the level. Kevin and Cindy - Check your map and go through the door at the north end of the passage. George and David - Check your map and go through the door at the west end of the passage. ======================= B6F security center ======================= Alright! We're all here. This room sports a GREEN HERB as well as a FIRST AID SPRAY. It would also be helpful if you checked that sparkle on the east wall to copy the SKETCH OF THE LABORATORY to your map. There's a zombie here, but she probably won't wake up, so don't worry about her. NOTE: There's two maintenance panels here, but they're bolted shut. Perhaps we should find a tool that can de-bolt them... Now open the door at the south end of the room, where Kevin and Cindy came in. ======================= B6F south passage ======================= There are only two items in this passage, and they're both past that sleeping zombie you can see at the fork. There's a HANDGUN SG and a key item, the FROZEN WRENCH. Be careful, though, once you take that wrench, the zombie will awaken as you pass by him. Return to the B6F security center, where you came from. ======================= B6F security center ======================= If you check the FROZEN WRENCH, you'll realize that it is (you guessed it) frozen. We need to thaw it out in order to use it. Next, open the door on the other side of the room that George and David initially came from. ======================= B6F east passage ======================= There are 2 zombies here that awake as you pass. Take them out if you wish. There is a SURVIVAL KNIFE and a box of HANDGUN ROUNDS if you need them in this room. Open the door at the other end. ======================= B6F break room ======================= Here, you can find a FIRST AID SPRAY, BLUE HERB, IRON PIPE, and an ANTI VIRUS (L) in the locker. You should use the ANTI VIRUS (L) immediately, even though you probably won't need it. Alyssa can unlock a locker here for a SHOTGUN, but since this part of the walkthrough isn't for her, it would be useless for me to post the picks to use. There's a dirty sink here with warm water. Toss the FROZEN WRENCH in to receive the WRENCH. Now we can get into those maintenance panels. Leave. NOTE: David can use the SURVIVAL KNIFE and IRON PIPE to create a SPEAR. ======================= B6F east passage ======================= Return to the B6F security center. ======================= B6F security center ======================= The lady zombie probably woke up by now. You can take her down as you wish. The maintenance panel on the side of your entry is empty, so run to the other side and open that one. NOTE: You no longer need the WRENCH. ANOTHER NOTE: I kinda hid this from you, but if you decide to play through this level to get a fast time, it is possible to ram yourself into the maintenance panel until it opens. The first time you play through, though, it's best to use the WRENCH has it completes an Event Checklist point. Take the VALVE HANDLE and use it on the hole in the middle of the room here to raise the door. There are HANDGUN ROUNDS inside. NOTE: Although you don't find the file telling you this until later, it (sigh) IS possible to unlock doors to save time. This will NOT help your Event Checklist points, but again, if you need to save time for any reason, you may enter these codes into the middle computer here to unlock future doors without having to lug the LAB CARDKEY around. Only one of the codes will work for each room, but it is randomized, so you'll have to try until they work. +------------------------------------+--------+--------+--------+ | Room/Area | Code 1 | Code 2 | Code 3 | +------------------------------------+--------+--------+--------+ | Shutter 17 (B4F east area passage) | A375 | C582 | J126 | | B5F computer room door | B482 | A194 | D580 | +------------------------------------+--------+--------+--------+ I suggest you do NOT use these codes and actually follow the walkthrough. Now, let's continue. Climb down the ladder. ======================= B7F laboratory ======================= Hey! You'll probably find your lost partner in this room. NOTE ABOUT YOKO: Among the zombies here that may come to life, Yoko is one of them. She IS a zombie, so be sure you treat her like one. Alright. There are quite a few items in this area, and I shall do my best to identify the locations of all of them. Located on the floor on the northeast side of the room are a GREEN HERB and HANDGUN ROUNDS. Next, on the desk with the computer monitor, you can find a map you've already seen, a YELLOW CHEMICAL BOTTLE, and a FIRST AID SPRAY. On the lockers next to the desks, you can find the LABORATORY MEMO file, and some 45 AUTO ROUNDS on the floor beside it. The LABORATORY MEMO says that by mixing VP-017 and UMB NO.3 (RE Fans), you can make V-JOLT, a powerful weed pesticide. As of the current moment, there is a very large plant blocking the ladder that leads out of this place (trust me, there is). So right now, the objective is to make some V-JOLT to destroy this plant. Finally, check the last computer in the back for the important INTEROFFICE MEMO file. Next, we move on to open the door on the opposite side of the room of which we are on, leading to the ======================= B7F east passage ======================= Run to the door at the other end of the passage. The zombie will more than likely ignore you. ======================= B7F chemical storage ======================= Here, you can find a GRAY CHEMICAL BOTTLE, a BLUE HERB, and a HANDGUN SG. Check your INTEROFFICE MEMO file. It says that they have introduced a pass code into the system in order to increase security. If you check the computer in this room, it asks for a 4 digit number-based passcode. Enter the digits into the computer that appear on the last page of the file to open the chemical cabinet. [PSST! Your possible choices are: 0634, 4509, 9741.] Grab the VP-017 and leave. ======================= B7F east passage ======================= Return to the B7F laboratory. ======================= B7F laboratory ======================= Now go through the other door in this room. ======================= B7F south passage ======================= Keep runnin'. Eventually, you'll have the choice to turn left (your character's left). Take it, then open the door at the end. Watch out for the zombie that might be there and pick up that IRON PIPE by the door if you're desperate for a weapon. ======================= B7F chemical disposal room ======================= If you didn't see the zombie outside, you'll see him in here. There's a FIRST AID SPRAY here on the barrel. You can hear the siren going off and you can see an enclosed room with a zombie in it, as well as a sparkle. Me love sparkles, so open the door, hit the zombie until he falls, then take the sparkle. It's UMB NO.3. Combine it with the VP-017 to form the V-JOLT. Now we can advance! Pick up whatever item you probably dropped to pick up the UMB NO.3, then exit both rooms the way you came in. NOTE: I recommend that you keep at least one FIRST AID SPRAY until I tell you otherwise. I know I'm kind of taking up most of your item slots, but it's necessary for Event Checklist points. ======================= B7F south passage ======================= Run back to the B7F laboratory. ======================= B7F laboratory ======================= Climb back up that ladder you used to get down here. ======================= B6F security center ======================= Be sure you have your VALVE HANDLE with you and exit using the door beside the place where you got the VALVE HANDLE. ======================= B6F south passage ======================= This time, turn (to your character's) right at the fork and open the door at the end. ======================= Duct ======================= Some HANDGUN ROUNDS are laying here. Approach the ladder that is closest to the door and use the V-JOLT. NOTE: At this point, you should climb down the ladder furthest from the door and give the poor man there your FIRST AID SPRAY that I told you to hold. He will give you a SHOTGUN in return and this will complete an Event Checklist point. You can also find a GREEN HERB on the floor. When you're finished, use the VALVE HANDLE on the hole beside the door you used to enter. Try to climb up the ladder, and you will see a _Cutscene_ --------------------------d. Path Convergence + Finish------------------------- Boy, would I like to toast some "marshmallows". But instead, I'm going to play Resident Evil Outbreak! NOTE: You no longer need the VALVE HANDLE. Climb the ladder here. You will now be on B5F. However, B5F is next to useless without the LAB CARDKEY from B4F. So climb up the next ladder and open the door. ======================= B4F west area passage ======================= There isn't much here other than a frozen creature. Make the first turn and go through the door at the end, all the other rooms are blocked. ======================= Main shaft ======================= Run quickly into the center of the room. There are some SHOTGUN ROUNDS on the ground. NOTE ABOUT GIANT MOTH: You may have noticed a giant fluttering moth in this room. Although not much of a threat, he is quite poisonous, and thus, annoying. I recommend staying as far away from him as possible and not shooting at him. There are 3 exits from this center platform. The red (west), blue (east) and of course the non-colored (north). At this point, you need to go through the non-colored exit north to the B4F turn table. Watch out for the Moth. ======================= B4F turn table ======================= NOTE TO RE2 AND RE0 FANS: I know what you're thinking...you're thinking, "Seriously, Capcom, you wouldn't think of letting ANOTHER Resident Evil game use that turn table. I mean, C'mon, there's something wrong with it in just about every game!" That's alright. This will probably be the last Resident Evil game that takes place in Raccoon City. Among the items available in this room are a GREEN HERB, HANDGUN ROUNDS, a BLUE HERB (on the south side of the locomotive), the LAB CARDKEY, and the FORKLIFT KEY. NOTE: Do not pick up the FORKLIFT KEY. You can't use it now, and only need it here, so you would only be wasting an inventory slot. NOTE: Don't use that BLUE HERB yet if you're poisoned. You still have to get back and forth through here several times. At least wait until our next run through the Main shaft before you use it. Be sure you get the LAB CARDKEY. It is on the ground in the northwest corner of the turn table itself. NOTE: Yes, circles don't have corners. You know what I mean. Leave the way you came in. ======================= Main shaft ======================= Run to the center. NOTE ABOUT WHAT WE'RE DOING NEXT: If you go through the door leading to the east passage (blue), you will find a shutter that can be unlocked using your newly found card. However, there is a fingerprint recognition system that only Yoko can get past. Anyway, we can't use the turn table because it is frozen. If you open the other door in the east passage, you will find the a scientist's experimental device is what caused this to happen. However, the switch to turn it off is also frozen! The item we need to thaw the switch is located inside the fingerprint recognition door, so we need to register our fingerprint at a different computer. Got it? Good. Alright! Go back to the west area, through the red-lit door. ======================= B4F west passage area ======================= Retreat to the Duct. ======================= Duct ======================= Climb down one ladder, then open the door here. ======================= B5F area C passage ======================= There's a GREEN HERB at your foot. The MONTHLY PASS CODE file is located on the floor at the end. This will tell you which of the codes I did not recommend to you to use in the B6F security center were correct. You can pretty much disregard this file. Crawl through that crawlspace near the ground here. ======================= B5F emergency passage ======================= Here, you can find a SHOTGUN to the right of the next crawlspace (in the corner), as well as the STAFF MEMO file on the floor similar to the way you found the Monthly Pass Code file. Take what you need and crawl through the next crawlspace. ======================= B5F area B passage ======================= NOTE TO RE2 FANS: Oh MY GOD!! Is that Leon? Nope. Sorry. This is just another guy. The guy here is not much help to anyone but Yoko. If you are Yoko, talk to him to receive the MAGNUM HANDGUN, which is better than the MAGNUM REVOLVER. Heh. Heh. Quagmire - "AllRIGHT". If not, all he does is pretend to pass out. Open the shutter at the other side. Watch out for the moth larvae, they CAN poison you. If you want, stomp on them. Slide your handy dandy LAB CARDKEY at the scanner, then open the door. NOTE: If you DO get hit by one of these babies' slime, there's a BLUE HERB by the P4 LABO RATORY doors. ======================= B5F computer room ======================= Here, you can find a RED HERB, GREEN HERB, and HANDGUN ROUNDS. If you are not playing as Yoko, step up to the computer and register your fingerprint. And that's why you came all the way here. Leave. ======================= B5F area B passage ======================= Crawl back into the passage. ======================= B5F emergency passage ======================= Run back to the other end, crawl through. ======================= B5F area C passage ======================= Exit to the Duct. ======================= Duct ======================= Climb the ladder again and open the door. ======================= B4F west area passage ======================= Now re-enter the Main shaft. ======================= Main shaft ======================= Run into the center. NOTE: Did you see a certain Cutscene? I think you will know if you did. It's an Event Checklist point, but I didn't want to put it in the walkthrough. If so, follow the instructions you just followed to reach the Main shaft again. Go through the blue-lit door on the east side of the shaft. ======================= B4F east area passage ======================= Check the sparkle on the ground by the door to get the CUSTODIAN'S DIARY. It's just a book a janitor wrote about how whiney his boss is. Use the card on the reader by the shutter. NOTE: You no longer need the LAB CARDKEY. Check your fingerprint against the scanner. If you registered yours correctly or are Yoko, it will let you in. ======================= B4F culture room ======================= Ouch! Lots of items here! Search around to find a YELLOW CHEMICAL BOTTLE, a FIRST AID SPRAY, GRAY CHEMICAL BOTTLE, a GREEN HERB, and the item we came here for, the BLOWTORCH. Watch out for the zombie. He wakes up when you go for the BLOWTORCH. The TOP-SECRET MEMO is located on the desk next to the GRAY CHEMICAL BOTTLE. It tells about some "parasite" that enters a "host" and is rejected by the "host". It continues to say to use extreme caution when dealing with the subject... Leave. ======================= B4F east area passage ======================= Run to the other end of the passage and open the big double doors at the end. ======================= B4F low temperature laboratory ======================= NOTE: This is the place I was talking about before with the scientist's experimental device. There are some items here, but they're quite hard to see, so first, go to the end and check the scientist. It asks if you want to stop the device, but if you reply "Yes", your character says it is frozen. Have the BLOWTORCH show this guy who's boss. _Cutscene_ About 30 seconds later, you'll see another _Cutscene_ depicting the ice melting from the turn table. It could happen anytime soon. Now, check around the floor for a FIRST AID SPRAY and a BROKEN SHOTGUN. David can fix it with his JUNK PARTS if he's with you. If not, this is useless. There is also the RESEARCHER'S WILL in one of the corners. It tells how this scientist activated the freezing device to stop the MA-125 test subjects (known to Resident Evil freaks as Hunters) from killing everyone. Now that we've turned the cold off, however, they may thaw... NOTE ABOUT HUNTERS: Hunters suck. They really do. Not only can they break your weapons if you aim at them at the wrong time, but it is also possible for them to kill you in one swipe. Ouch. The Yellow and Gray Chemical Bottles are probably the best weapon for them, if you MUST fight. Leave. ======================= B4F east area passage ======================= Run quickly, as the frozen Hunter will thaw. Back to the Main shaft! ======================= Main shaft ======================= Hunters CAN go through doors. Run to the unlit door and open it. ======================= B4F turn table ======================= Run to the north side of the locomotive. Search the ground by the control panel for the TURN TABLE KEY, then use it to start the timer. NOTE: When playing by yourself or with people in Network Mode who know this strategy, climb up onto the ledge beside the control panel. The enemies will not find you here. However, Hunters can and WILL jump-slash you from below and leave you between them and the wall, so be careful. But in most cases, you're not that lucky, especially in Single Player mode when you have AI partners. You need to defend them from all evil until the timer runs out. Hunters and zombies both come through that door, so be prepared and try to have them help if possible. NOTE: You can't hold these doors shut. Sorry. Once you get down to 2 minutes left, you see a _Cutscene_ Being a Resident Evil nerd who knows what's in that briefcase, I tried to take it, but to no avail. It disappears once play resumes. Keep guardin' that door! After the timer runs out, you'll see a _Cutscene_ as the turn table goes up. ======================= Marshaling yard ======================= At the top, walk a little to trigger another _Cutscene_ and see your final challenge. ////////////////////////////////// ********************************** Boss: Mutated G Weapon of Choice: See below. ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Naturally, as a human being, you're thinking "Holy crap." The strategy to beating this boss is using the control panel on the opposite side of the locomotive to make it ram the enemy. First, lure it onto the tracks or let your partners do it, then press the switch to send it flyin'. This shouldn't take too many hits, especially on lower difficulties. NOTE: There are 2 FIRST AID SPRAYS, some SHOTGUN ROUNDS, and some HANDGUN ROUNDS located at the far end of the tunnel, if you come upon the need for them. He has only two attacks. They are (from hurting the most to the least): Arm Swing, Acid Blast. Arm Swing is his general arm swinging attack it generally hurts 3-5x as much as Acid Blast. Acid Blast is a weak attack that was basically made so that Mutated G would be able to hit enemies that are behind him. You must also watch out for the Mutated G hatchlings. They can't do much but suck on your for a while. This hurts about about half as much as Acid Blast, but if it happens a lot, they could cause a problem. That's about all there is to him. If you have to, use multiple Locomotive rams. After you beat him, you'll see the _Ending Cutscene_ and will have completed the scenario! +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Unlocked locker with lockpick. | | [] Thawed frozen wrench. | | [] Used wrench to open panel. | | [] Used valve handle to open door. | | [] Watched "Used V-JOLT in B7F." | | [] Watched "Used V-JOLT in B6F." | | [] Watched "Monica Runs Off." | | [] Watched "Giant Moth Attacks."* | | [] Watched "Comp. Room Desertion."** | | [] Unlocked comp. room w/ card key. | | [] Unlocked shutter with card key. | | [] Watched "Used Blowtorch." | | [] Used key to activate turn table. | | [] Watched "Missed Turntable."*** | | [] Watched "Turn Table Goes Up." | | [] Moved locomotive. | | [] Watched "Defeated Mutated G." | | [] Received item from researcher 1. | | [] Got item from staffer 2 (Yoko). | | [] Obtained map. | | [] Obtained "Top-Secret Memo." | | [] Obtained "Researcher's Will." | | [] Obtained "Staff Memo." | | [] Obtained "Interoffice Memo." | | [] Obtained "Laboratory Memo." | | [] Obtained "Monthly Passcode." | | [] Obtained "Custodian's Diary." | +-----------------------------------------------------------------------------+ * = The "Giant Moth Attacks" cutscene is triggered in a special way. In order to view it, you will have to get from registering your fingerprint in the B5F computer room (or just checking it in Yoko's case), to the Main Shaft in somewhere between 2-2.5 minutes. If you succeeded, you will be carried off to the B5F computer room and stuck in a cocoon. Use the D-Pad to free yourself, you will be poisoned. See below for all conditions of this event. ** = The "Comp. Room Desertion" cutscene is just like the "Giant Moth Attacks" cutscene, except instead, you are witnessing the moth imprison someone else. To do this, you must have one of your AI partners somewhere on B4F other than the B4F west passage area. Then, after making sure they're going to stay somewhere around there, register your fingerprint in the B5F computer room and stay there for 2-2.5 minutes. You should see the Giant Moth attack your AI partner, then see the partner put in a cocoon in the computer room. An AI partner will not be poisoned. See below for all conditions of this event. *** = In order to see the "Missed turn table" cutscene, you have to start the turn table and timer, then leave the B4F turn table area. Hang out just about anywhere else, then after time expires, you see the "Turn table goes up" movie, followed by the "Missed turn table" movie. NOTE ABOUT GIANT MOTH ATTACKS AND COMP. ROOM DESERTION CUTSCENES: The following conditions must be fulfilled in order for either of these to work: 1. You haven't already done either one (You can't do both in one play-through). 2. The Giant Moth is still alive. 3. The blowtorch has not yet been used. NOTE ABOUT THESE EVENTS AND NETWORK PLAY: Why is this so confusing? Who knows. 1. You haven't already done either one (You can't do both in one play-through). 2. The Giant Moth is still alive. 3. The blowtorch has not yet been used. 4. The B5F computer room was not unlocked via the computer on B6F. 5. Someone is in the Main shaft when the time runs out. 6. The first player that entered the Main shaft after the fingerprint is registered is the one to be taken by the moth if he/she is still there when time expires. 7. The amount of time it takes for the event to happen is randomly selected and is either 1,3,4,5,6, or 7 minutes. +------+--------+---------------+-------------------+ | Rank | Single | Network (HDD) | Network (DVD-ROM) | +------+--------+---------------+-------------------+ | S | -19:59 | -15:59 | -17:59 | | A | -24:59 | -21:59 | -24:59 | | B | -29:59 | -28:59 | -32:59 | | C | -39:59 | -39:59 | -46:59 | | D | -54:59 | -57:59 | -67:59 | | E | GO | REALLY | SLOW | | F | GO | GET | KILLED | +------+--------+---------------+-------------------+ =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 8. Walkthrough - The Hive =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= The Hive is a fun level. It takes place in the Raccoon Hospital, but as you will soon find out, this is no place to feel safe. Firstly, here's your partner directory: +-----------------+--------------+----------------+ | You | L2 + Left | L2 + Up | +-----------------+--------------+----------------+ | Kevin | George | Jim | | Mark | Cindy | George | | Jim | George | Cindy | | George | Jim | Cindy | | David | Cindy | Jim | | Alyssa | George | Cindy | | Yoko | Jim | Cindy | | Cindy | Jim | George | +-----------------+--------------+----------------+ Most of these will be covered by the walkthrough, but if you want to see it, here's your event checklist: +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Used blood pack. | | [] Used nurse call button. | | [] Turned on power to shutter. | | [] Opened 1F shutter. | | [] Opened waiting room shutter. | | [] Had the elevator go to B2F. | | [] Elevator reached the roof. | | [] Bled at the nurse station. | | [] Unlocked door with B1F card key. | | [] Unlocked door with B2F card key. | | [] Defeated Leech Man. | | [] Got item from policeman on roof. | | [] Used chain key. | | [] Obtained map. | | [] Obtained "Male Nurse's Diary." | | [] Obtained "Repair Work Memo." | | [] Obtained "Setting Manual." | | [] Obtained "Piece of Memo." | | [] Got "Chemical Code Message." | | [] Obtained "Researcher's Diary." | | [] Got "Investigation Request." | | [] Obtained "Card Memo." | | [] Obtained "Security Guard Guide." | +-----------------------------------------------------------------------------+ ...and now...let's go! _Opening Cutscene_ ======================= Room 301 ======================= Run between the beds on the right side of the room and check against the wall to find a nurse call button. Press it to complete an Event Checklist point, even though nothing happens. Leave. _Semi-Cutscene_ That was Doctor Hursh. Hmph. How hospitable he was (HA! I made a funny!) Leave. ======================= 3F passage ======================= There's an elevator here, but it doesn't work. Run to the southeast end of the passage and grab the GREEN HERB off the stand. Open the door. ======================= Room 302 ======================= Here you can find the MALE NURSE'S DIARY file. It takes up an item spot, but all you have to do is pick it up to file it. So take that, then pick up the CRUTCH and drop the MALE NURSE'S DIARY by replacing it. If you're playing as David, you could take the STICK and combine it with a BUTCHER KNIFE located in Room 202 (2F), but it's not really worth it in my opinion. Equip the CRUTCH, then open the locker here. Take the HANDGUN to trigger a _Semi-Cutscene_ What is that? It's Leech Man. Make your way out of the room, whilst whacking him with the CRUTCH if you need to. ======================= 3F passage ======================= NOTE: Are you in BLEED status? If so, you should stand still until you return to a normal condition. Leech Man smells your blood, and will track you down three times as fast until you stop bleeding, or die. NOTE ABOUT LEECH MAN: Leech Man cannot open doors, but he can travel very quickly through the air ducts. When you stay in just about any room just a little too long and hear the vent cover hitting the ground, it's time to hurry up! Now go back toward the elevator at the north end of the passage and open the door across from it. NOTE: There's a SCRUB BRUSH here, but the CRUTCH is much stronger, so I would just use the CRUTCH. ======================= Nurses' center ======================= Check that sparkle across from the door for the SKETCH OF THE HOSPITAL. NOTE: If you're playing as George, you don't need to. He works here, and already knows his way around. Check the sparkle back toward the door on the desk for the REPAIR WORK MEMO. It says that B2F is for Authorized Personnel only. Now run to the middle of the room to trigger a _Cutscene_ Well, he died to turn on the power here. How nice. We all salute you, doctor. If you are playing in Normal mode, the nurse zombie that was sleeping will now awaken. Climb onto and over (what looks like a dishwasher) and go to the end. There's a FIRST AID SPRAY here. Now check that machine (still on this side of the dishwasher) on the west wall. Your character should open a drawer, revealing 2 BLOOD PACKs. NOTE: Be sure you take at least one BLOOD PACK! In the event the Leech Man arrives and is tearing up you and your buddies, select the PLACE command after selecting the BLOOD PACK in your inventory to drop one. Leech Man will immediately forget whatever he was doing and run over to get the blood. This doesn't last forever, though, so don't waste your Leech Man-free time. NOTE: Also, try not to use them unless in an emergency, they are limited. Now leave the way you came in. ======================= 3F passage ======================= Call the elevator, then ride it down to 1F. ======================= Doctors' station ======================= NOTE: Resident Evil 3 Fans... The PIECE OF MEMO file can be found on the central desk, here. Kill the one or two doctors here, then take the sparkle on the big desk. It's an ANITVIRUS (L). Then check the locker in the back for HANDGUN ROUNDS. Now take the BLUE HERB by the door if you need it and open the door. NOTE: Good job! Now that you took those HANDGUN ROUNDS, Carlos won't be able to get them in RE3. Now he will probably die at the hands of Nemesis. ======================= Office ======================= Take the PART OF MEMO file on the desk closeby. It tells us: Cabinet B-6 Chemical code number +WXYZ WXYZ being a modifier for either 2345, 4105, or 7001. This will be important later. There is ONE ANNOYING LEECH crawling around the floor here. However, the table makes him hard to see. If you get him on you, run to the part of the room where you can see the floor, then press X repeatedly until he falls off. When that happens, bash him to death with whatever you have. ANYWAY, there's a SCRUB BRUSH by the other door here and a FIRST AID SPRAY on the top of the shelf. Open the door here. ======================= Hall ======================= About the only thing you can do here now is pick up the GREEN HERB. Leave the way you can come in. All the other doors are locked, or there is a shutter blocking them. ======================= Office ======================= You can check the right side of the drawers on the north side of the wall for RECOVERY MEDICINE, but you'll have to be Alyssa to unlock the left one. Here's the relative portion of the lockpicking table: +----------------------+-------------------------------+------+------+--------+ | Level | Location | Mode | Pick | Reward | +----------------------+-------------------------------+------+------+--------+ | The Hive | Office Drawer | E | W | 01 | | The Hive | Office Drawer | N | W | 12 | | The Hive | Office Drawer | H | I | 11 | | The Hive | Office Drawer | V | I | 11 | +----------------------+-------------------------------+------+------+--------+ +------------------------+----+ | ANTI VIRUS | 01 | | RECOVERY MEDICINE | 11 | | RECOVERY MEDICINE (L) | 12 | +------------------------+----+ Now, back to the Doctors' station. ======================= Doctors' station ======================= Now, take the elevator to B1F. NOTE: I can tell you that to get rid of Mr. Leech Man, we need to get to the Fixed temperature Lab on B2F. However, as we learned from the Repair work memo, it allows Authorized Personnel Only. The PART OF MEMO we got will help us determine the code that will allow the elevator to travel to B2F. Because I know you'd rather kill Leech Man quickly than find all the files you would have to if you weren't reading a walkthrough, I will tell you what the code is. The Elevator control room is on B1F, so let's go there. ======================= B1F passage ======================= Watch for the Leeches. Open the door about halfway down the hall. ======================= Elevator control room ======================= Here, you can find a BLUE HERB, FIRST AID SPRAY, and the SETTING MANUAL file. The file is located beside the main computer monitor. It tells you what I already told you about the 4 digit passcode. NOTE: If Leech Man shows up during your visit in this room, go ahead and use that BLOOD PACK you were holding. First, clear off the Leeches on the keyboard by hitting them with something or using a BLOOD PACK if Leech Man is around, then check the computer to input a 4-digit code. NOTE: Here's how to find out what code you need to use. The PART OF MEMO says "Red chemical code +WXYZ". The file containing the red chemical code will be found later, but it is 1210. Add WXYZ (2345, 4105, or 7001) to 1210 to get the solution. The possible solutions are: 3555, 5315, and 8211. Type in whichever one is correct (or try all of them if you're not sure) and one of them will allow the elevator to go to B2F. While you're here, type in the code 0930 to give you access to the Rooftop. Leave before Leech Man eats you alive, or sucks your blood, or whatever. ======================= B1F passage ======================= If you want a SCRUB BRUSH, BLUE HERB, and/or a FIRST AID SPRAY, open the door at the end of the hall toward the elevator. NOTE: You'll also notice that at the other end of the hall, there is a door locked with a card key reader. Hop in the elevator and take it to the Rooftop for a moment. ======================= Rooftop ======================= Not much up here, and there are NO air ducts, and thus, no Leech Man. It's OK though, I have a feeling he won't be around much longer anyway... Pick up the HANDGUN ROUNDS on the barrel here. If you're playing as Kevin or Cindy, talk to the police officer on the roof here for an SUBMACHINE GUN! Holy crap! It takes HANDGUN ROUNDS, so ammo isn't too hard to find. He also drops some HANDGUN ROUNDS for you. However, if you're not Kevin or Cindy, you're stuck with whatcha got now. You can also find a RED HERB and GREEN HERB at the southwest end corner of the helipad. Hop back in the elevator. It's time for Leech Man to meet his maker...or demise...or maybe we'll just KILL HIM! Take it to B2F. ======================= B2F passage ======================= Open the door at the end of the passage closest to you. ======================= Laboratory ======================= There are two of those files that you have to have in your inventory for a second here. There's the RESEARCHER'S DIARY on the table across from the door, and the INVESTIGATION REQUEST which is sparkling on the table. Open the blood pack holder thingy by the other door in this room and you MUST take one if you don't have one with you right now. Open the door just beside the blood chiller. ======================= Fixed temperature laboratory ======================= There's a HEMOSTAT (which stops bleeding) beside the controls here. Open the door to the containment area. Now, hang around in here until Leech Man drops in (ha, how original). Place a BLOOD PACK in this area, then run back out. Press down on your right analog stick to tell everyone to come out of there (if they're in there), then once they're out, check the controls and set them to "High". _Cutscene_ Praise the almighty pig! Leech Man will no longer bother us! There's a card on the ground, but it's too hot to touch, so set the temperature back to low, then go in and pick it up. It's CARD KEY LEVEL 2, for use on B2F. NOTE: To check the identity of Leech Man, examine his face. NOTE ABOUT LEECH MAN 2: If you let one of your partners die, you will re-live the Leech Man experience, except permanently. Also, if one of your partners dies before Leech Man is killed, you will have 2 Leech Mans (men?) to worry about. NOTE ABOUT DOCTOR'S CLOTHES: Wow. I need some clothes that can resist stains even when bloodsucking leeches cover nearly all my body. Leave. ======================= Laboratory ======================= No BLOOD PACKs for you! Exit to the B2F passage and watch out for the Leeches. ======================= B2F passage ======================= NOTE: Wait, if the doctor was the Leech Man, and a Leech Man killed the doctor, shouldn't there be another one? Run to the other end of the hall and take the CARD MEMO file beside it. It says Doctor Scott Jones manages the card keys. Well, considering we got the card key from a doctor, I'd have to deduct that the Leech Man was Doctor Scott Jones! However, Doctor Jones doesn't make a significant appearance in the game. Open the door after unlocking it with your brand spankin' new CARD KEY LEVEL 2. NOTE: You no longer need this key. ======================= Underpass entrance ======================= Inside this room, you can find a GREEN HERB, FIRST AID SPRAY, and some HANDGUN ROUNDS. You can also find a boat, which could be used as an escape vessel if it wasn't chained up. Pretend that you DON'T have guns which can EASILY get through a padlock and leave. We must find the key. ======================= B2F passage ======================= Go to the elevator. Ride it to 2F, even though our destination is 1F. ======================= 2F passage ======================= Open the door labeled "Nurse Station" to enter the... ======================= Nurses' station ======================= Here, you can find a HANDGUN, HANDGUN ROUNDS, and the CHEMICAL CODE MESSAGE. However, to get it, you must check the lighted cabinet by the door, which causes Leeches to pop out and inflict BLEED status upon you! It's OK, it's an Event Checklist point! NOTE: The CHEMICAL CODE MESSAGE is that file that we skipped finding to expedite our killing of Leech Man. The Carmine code (evidently red) is the one I gave you to add to the modifier. As you can see, if Leech Man were still alive, you would be in BLEED status, and thus, screwed. NOTE: There are 3 BLOOD PACKs in the back, but you don't need them unless Leeches bother you that much. They attract Leeches, too, ya' know. Leave. ======================= 2F passage ======================= If you go past the bodies here, you can find a FIRST AID SPRAY by the vending machines. Run to the end of the hall to find a zombie, a BLUE HERB and GREEN HERB as well. NOTE: You can open the door here to enter Room 202, where you can find another Nurse call button, a BUTCHER KNIFE, GREEN HERB, CRUTCH, and some HANDGUN ROUNDS (inside drawer between beds). Nothing vital, but extra stuff. Now, check the stairs to realize that one of the shutters is up. Go down the stairs here to the first floor. ======================= 1F passage ======================= In Normal mode, you can search beside the stairs for an IRON PIPE. There's a shutter switch here, but it has no juice. Let's hook it up. Open the door marked "night reception Staff room" just beside the shutter. ======================= Night reception ======================= Here, Mark and only Mark can find the SECURITY GUARD GUIDE on the cart. It's an Event Checklist point, so if you're not playing as Mark, you'll have to eventually. You can also find a BURST HANDGUN by the flames and some HANDGUN ROUNDS (Easy only) on the desk by the door. Continue to the other end of the desk to find a switch to give power to the shutter switches. Press it, then exit the room. NOTE: The BURST HANDGUN fires 3 rounds at a time and is quite powerful. Be careful, though, it won't work without ammo. ======================= 1F passage ======================= Now, press the switch to open the shutter and open the door behind it. ======================= Hall ======================= Remember this? Check the shutter at the south side of the room and open it. Go through the door. ======================= Central waiting room ======================= Here, you will encounter one of the few Cerberus (zombie dogs) in this game. He's quite easy to kill. Shoot him 'til he falls, then stomp him. Just like a zombie. Take the GREEN HERB on the desk if you want. Oh, and by the way, ignore the zombie behind the shutter. He can't get to us and we can't get to him. I will name him Jasper. There is another GREEN HERB to the right of the doors you used to come in here. Open the only other open-able door here, located to Jasper's left. ======================= Examination room ======================= There is a BLUE HERB, and a FIRST AID SPRAY available in this room, but most importantly, there is CARD KEY LEVEL 1 located on the desk with that zombie nurse lady thing person. Take it and run, though, she wakes up after a little bit. Open the door at the back of the room to enter the Treatment room. ======================= Treatment room ======================= Here a HEMOSTAT is available, as well as a Typewriter. There isn't much else in here, unless you're playing as George. When playing as George, you can find 4, count 'em, 4 RECOVERY MEDICINE BASEs. They can be used to create RECOVERY MEDICINE. So if you're George, go ahead and make those. If not, or you already have, leave. ======================= Examination room ======================= Leave, except this time, open the door at the northwest corner of the room. ======================= Locker room ======================= Here, you can find lockers. Suprise! Anyway, from the right, the lockers contain: RED HERB, Nothing, HANDGUN ROUNDS, Locked. Alyssa can unlock it. Here's the chart: +----------------------+-------------------------------+------+------+--------+ | Level | Location | Mode | Pick | Reward | +----------------------+-------------------------------+------+------+--------+ | The Hive | Locker Room Locker | E | P | 09 | | The Hive | Locker Room Locker | N | P | 10 | | The Hive | Locker Room Locker | H | P | 04 | | The Hive | Locker Room Locker | V | S | 10 | +-----------------------------------------------------------------------------+ +------------------------+----+ | BUTCHER KNIFE | 04 | | HANDGUN | 09 | | HANDGUN MAGAZINE | 10 | +------------------------+----+ Now exit using the door you didn't use to come in. ======================= 1F passage ======================= Voila! We're back here again. Climb the stairs... ======================= 2F passage ======================= Hop in the elevator and go to B1F to try out your new card. ======================= B1F passage ======================= Run to the far end of the passage to find a zombie that breaks through a fence and a card reader. Use your CARD KEY LEVEL 1 on the reader and enter. NOTE: You no longer need this key. ======================= B1F south passage ======================= Run down the hall. Pick up that RED HERB if you want, then continue around to find a zombie and an IRON PIPE. Kill it if you want, then continue to the door at the end. ======================= Waste liquid disposal room ======================= Go to your character's left to find 2 GREEN HERBs by the shutter, then go down the stairs. Kill the Leech in the water if you have extra ammo. If you don't, do your best to avoid it. Hop in and wade to the other side. Then hop out and you'll see a sparkle by a suspicious-looking person sleeping face down. Hmm. Run and grab the sparkle (PADLOCK KEY), then turn around and stomp that zombie to death...or you could shoot him...or whack him...or ignore him... After you get the PADLOCK KEY, leave the way you came in. ======================= B1F south passage ======================= Find you way back to the B1F passage. ======================= B1F passage ======================= Ride the elevator to B2F. We are gettin' outta here. ======================= B2F passage ======================= Run to the end and open the door with the card reader. ======================= Underpass entrance ======================= Use the PADLOCK KEY on the chain. _Cutscene_ Now load up all your buddies with a lot of firepower. You will probably need it...not that you're going to be fighting a boss or anything...but be sure you have some healing items as well... Hop in the boat. _Cutscene_ Looks like this should be fun. ////////////////////////////////// ********************************** Boss: Giant Leech Weapon of Choice: HANDGUN ********************************** \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Heh. I guess Leeches are flammable. ANYWAY! Now we have to worry about this guy. He has only three attacks. Ram, Tentacle slap, and Acid spit. Ram is only used when he is close to you. It hurts the most of all his attacks. Tentacle slap is in second place in the damage department. If you are kind of close to him, he will send tentacles out after you. If you find bubbles behind you, move immediately! Acid spit is just an attack he uses if you're somewhat close. He shoots out acid at you, which can poison you if you're unlucky. The strategies to kicking his can are as follows: Shooting the valves on the ceiling. Shooting the pipes in the fenced area. Shooting the gasoline tank located at beginning. Using the shoulder ram/stomp attacks. Taking shots at it with guns. Whacking it with things. The latter two are bad ideas, but I'll list the benefits of each. -----Shooting the valves on the ceiling----- Who knows what they spray, but if you can lure him under one of them and shoot it, they can hurt him about as much as shooting him with a Handgun 3-4 times. -----Shooting the pipes in the fenced area----- If you can lure him to the area that is fenced without walls, you can shoot the pipes along the sides to hurt him about 7 times as much as shooting the valves on the ceiling. -----Shooting the gasoline tank located at the beginning----- Instant death for the Giant Leech. However, you must lure him all the way back to the where the boat was docked... -----Using the shoulder ram/stomp attacks---- Although this should be your last option, the tackle and stomp attacks inflict nearly four times as much damage against this boss than against other things! To use the stomp attack, which hurts almost four times as much as the shoulder ram, you must lure the creature back to the boat's origin. -----Taking shots at it with guns----- On Easy and Normal difficulties, you will probably have a respectable amount of ammo, leaving this as the best option. This will also help keep your suicidal partners alive, as it is quicker than the other solutions. -----Whacking it with things---- Nearly all melee weapons have twice as much power against this boss. However, considering you must be close to the boss to use them (in most cases), the boss will probably have twice as much power crashing down on you. So there are your choices. You must listen for your partners yelling for help, as they will be unable to be seen beneath the water if they are crawling. And that's it! When you see the _Cutscene_ Run toward the boat wreckage to end the scenario. _Closing cutscene_ NOTE: Some guides call this boss the "Queen Leech" or "Leech Queen", but that boss name was already used in the Resident Evil series (ZERO). If you followed this guide to the letter and were playing as Mark, Kevin, or Cindy, you should have completed 95% of the Event Checklist points! It's impossible to get them in one play-through, so good job! Here's the list: +-----------------------------------------------------------------------------+ | Event | +-----------------------------------------------------------------------------+ | [] Used blood pack. | | [] Used nurse call button. | | [] Turned on power to shutter. | | [] Opened 1F shutter. | | [] Opened waiting room shutter. | | [] Had the elevator go to B2F. | | [] Elevator reached the roof. | | [] Bled at the nurse station. | | [] Unlocked door with B1F card key. | | [] Unlocked door with B2F card key. | | [] Defeated Leech Man. | | [] Got item from policeman on roof.* | | [] Used chain key. | | [] Obtained map. | | [] Obtained "Male Nurse's Diary." | | [] Obtained "Repair Work Memo." | | [] Obtained "Setting Manual." | | [] Obtained "Piece of Memo." | | [] Got "Chemical Code Message." | | [] Obtained "Researcher's Diary." | | [] Got "Investigation Request." | | [] Obtained "Card Memo." | | [] Obtained "Security Guard Guide."** | +-----------------