Much Games Offical Strategy Guide Resident Evil Zero Written by John Mclean ------------ Legal Notice ------------ This strategy guide is an offical Much Games strategy guide and is legal copyrighted materal of Much Games. This guide may not be reproduced, redistributed or appear on any other website with out the express written consent of Much Games. See http://www.muchgames.ca/index.asp?action=copyright ----------------- Table of Contents ----------------- 1. Introduction 2. Basics 3. Enemies 4. Walkthrough 4.1 Train 4.2 Training Facility 4.3 The Basement 4.4 Labratory 4.5 Factory 4.6 Treatment Plant 5. Secrets --------------- 1. Introduction --------------- Welcome to the Much Games official strategy guide for Resident Evil Zero. In this guide, you will learn how to finish the game, plus have all the secrets, unlockables, that are in the game. -------------------------- 2.1 Basics -------------------------- Perhaps this isn't your first outing with the old Bravo team; chances are you've had a taste of Resident Evil before, and if you found the unique game play challenging you're not alone. Here we've compiled an assortment of veteran tips to keep in mind when playing -- it's a wise idea to read over them briefly before starting your mission; in this game, any mistakes you make now will keep nagging you the whole way through. Game Play Theory Whereas some games derive their game play from challenging level design, or perhaps a test of accuracy and speed, Resident Evil 0 goes elsewhere. There are three main focuses in the basic game design. The first and most obvious challenge in the game design is presented by the various situational obstacles, either in the form of some elaborate puzzle or merely locked doors. These challenges are easily explained and executed, and are completely independent from the other two focuses of Resident Evil game play. The more difficult and pressing challenges, however, can be summed up as "resource management. " Going along with our "three main focuses" idea, the second main focus would be managing your characters' health. While it may seem pretty obvious, consider that throughout your mission you'll be relying on the same health bar throughout the game; at no point do you get your health magically refilled for free, and you don't have multiple lives to work with. You do, however, have things such as Herbs and Aid Sprays to help you. So consider your health as one variable in the resource management challenge. The third focus, then, would be managing your ammunition stocks. As you'll soon realize, the game does not supply you with an excess of ammo, and if you try killing everything in sight you'll soon see yourself without any teeth left to bear. Knowing when to shoot and when to hold off is important, as wasting your precious rounds now can irreparably affect your situation later in the game. You can then consider your ammo stocks as the second variable in Resident Evil resource management. Unlike the first, the second two focuses of game play are directly related to each other and can impact each other. For example, let's say there is a room with four zombies, and you need to get to a door on the other side of it. You could easily barge into the room, knock out all four zombies with your pistol and be done with it, right? Not necessarily; doing so could severely drain your ammo stocks and make you helpless next time a situation arrives where you need your gun. Take into consideration the fact that you might be able to sacrifice some health to conserve your ammo stocks -- try barging through the room, shaking off the zombies as they grab on to you, and make your way to the target door. You've lost some health but you've saved a whole lot of ammo. Of course, it's not always so easy to decide. Often times you'll need to balance your way through the game; just picture a balancing scale, with health on one side and ammo on the other. What you want to avoid is a situation where either your health or your ammo is markedly lower than the other variable. Always think, "What's more important right now, my ammo or my health?" It may take a few tries and a few deaths before you know for sure, but that's what this guide is for! Examine All Items! In case you didn't notice, in Resident Evil 0 Capcom spared us the whole chest system (where you can only drop items in designated chests) and instead let us drop items anywhere. Now the entire game is your item chest, and to make things easier Capcom also implemented a very helpful display on the map screen showing the locations of dropped items (just press the A button when viewing a map). An added bonus is the ability to track items you can't pick up. Any time you examine an item, even if you can't pick it up, it'll be added to the list of items on your map screens. Any item located you'll want to at least examine. Coming back for them later is a whole lot easier when they're highlighted on your map. -------------------------- 3.0 Enemies -------------------------- Enemies As you progress deeper into the evil of Raccoon Forest you'll engage enemies of many disturbing species. Here we'll give a run-down on each, in the approximate order you encounter their kinds. Zombies The most common enemy faced in Resident Evil is the zombie. They're not difficult to face, and killing them entirely is rarely a necessity. Your weapon of choice should be a handgun, allowing you to bury a few shots into their bodies to knock them to the ground. If you wait around a zombie will rise again from its initial fall, so generally you'll want to be quick about knocking them down and jetting past, though in some instances (where you'll need to examine a room thoroughly) completely terminating the zombie population may be necessary. A good tactic to use is to keep your distance. Don't let the zombie get too close to you, but at the same time keep in mind that your gun is more effective at closer ranges. If you have your duo together (Rebecca and Billy) wait until the zombies are just a few feet away and then both unleash -- with twice the fire rate, you'll be able to take advantage of the higher power at closer ranges while still being able to knock down the zombie before it grabs at you. Another useful team tactic is to have one character in front with a shotgun and your support behind you with a pistol, wait for the zombie to get right within grabbing range and blast with the shotgun -- one shotgun blast accompanied by your partner's pistol shot is enough to down any zombie, and if you've got a crowd of zombies coming towards you this is the best way to maximize on your ammo power. One shotgun blast can brutally damage a number of zombies at once Also note that the zombies come in a few varieties, though most are just visual differences. Don't let any flaming zombies get near you; they usually go down more easily, but if they get hold of you you'll regret the encounter. Cerberus Dogs You won't encounter these nasty hounds as often as in some other Resident Evil outings, but when you do you'll want to know how to tame them. They're not terribly difficult as long as you're patient, and quick at the same time. The best method of nixing these hounds is with the pistol. The dogs run patterns where they charge at you and leap into the air -- take advantage of their vulnerable state mid-flight and pump a round to send them flying back. As long as you remain consistent and ready to let loose as soon as they launch themselves forward, you should be able to take out any Cerberus dogs without receiving much damage at all. Leeches There aren't many times when you'll have to deal with these obnoxious little guys. They're not at all worth your ammo, so don't even worry about killing them the old fashioned way. Instead, if you must, just step on the little buggers to squash them, though in most cases your best bet is to just run through their territory. Even if you accumulate a few leeches on your way, as long as they don't reach your neck they'll be harmless and will vanish when you reach an exit. If you have a partner following you while moving through leech-infested territory, make a point to set them to "idle" mode. If you leave them to their own devices they'll unwisely stop and try to shoot the leeches, not only making them much more vulnerable to attack but also wasting precious ammo stocks. Crows There's not much to say about crows except that they're best left alone -- any time you encounter a flock of crows run for exits, and don't stop. As long as you remain mobile they really don't pose much of a threat. Any moment you stop to try firing at them you're actually just making yourself vulnerable to their attacks; you're wasting both ammunition and health, two big no-no's in Resident Evil. Humanoid Leeches Easily the worst nightmare added to Resident Evil 0, the humanoid leech is a nearly unstoppable force. They're slow, but nearly indestructible. Needless to say, they're not often worth trying to kill -- you'll go through way too much ammo before you get even close to anywhere, and will likely take a ton of damage in the process. Your only effective weapon against these baddies is a set of Molotov Cocktails. Anything else is useless. When dealing with the humanoid leeches your best bet is to run by them and make for the nearest door. It's not always as easy as that sounds, however. In narrow passageways they take up the entire width of the hall, and unlike your typical zombie, humanoid leeches don't tip over like cows when you shake them off -- they'll just get pushed forward, still in your path. They can be dealt with, though. If possible, make a run for it past the creatures before they've fully transformed. You can tell they're still infantile if they still have their gooey coating -- when they start to resemble a twisting tree root you want to be afraid. If they've already transformed you're going to have to pull off some excellent execution, and keep some tough timing in mind. It's impossible to force your way past a humanoid leech (letting them grab you so you can shove them will just move them further ahead of you), so you'll have to be tricky. If you stand off with a humanoid leech they'll eventually try and strike you with their stretching limbs, which is your cue to bolt towards and past them. They won't grab you while they're in their striking animation, so that's about your only chance. Good luck! Plague Crawler These creeping insects aren't quite as threatening as they are disgusting, but you don't want to let them get the jump on you. If possible run around them. They're not terribly quick, and they don't have any grappling moves to stop you in your tracks. If you are forced to the slay them you might have to reach into your grab-bag of shotgun shells. If you have the duo together a volley of pistol shots can do the trick. Giant Spiders Given the massive size of the giant spiders you'd think they would be more of an immediate threat. Physically, they don't do a whole lot to get at you as long as you respect their living quarters; spend as little time as possible in rooms infested with spiders to avoid their attacks. If they do get riled up they'll spit their biting venom, sending your character into a poisoned state, curable only by use of a Blue Herb. If you absolutely must take on a spider or two have a Blue Herb prepared beforehand. One direct acid grenade round should be sufficient for knocking them out, or a couple of shotgun blasts. But remember, shoot then immediately back up out of their attack range. Leave a poison wound untreated and suffer death as a consequence. Eliminators If zombified dogs weren't enough, how's a pack of infected apes sound? The eliminator apes are a great force to be reckoned with, especially when confronted in numbers. If possible run for the nearest door, but in most situations you'll be forced into confrontation. Be ready with your shotgun. If you do have to take on an eliminator or two your best chances are spent cornered. The less room you leave around you for the apes to surround you the better -- try backing into a narrow hall or doorway to funnel them into the barrel of your shotgun. Much like taking on Cerberus dogs, wait for the eliminators to leap into the air if you can and knock them from their flight. Two shotgun blasts will negate their threat. Beware not to allow them in close; any damage an eliminator delivers is an unhealthy chunk... Just imagine those diseases growing under their claws. Hunters Hunter encounters aren't terribly common, but when you do face them you'll want to be prepared. Hunters shrug off pistol shots like nothing, so you'll want something with more stopping power. The Grenade Launcher works great, as does the Shotgun. As with many of the other enemies, wait for them to get close -- if you can time a shot right as they leap into the air you'll do your best damage, and send them curling on the floor. In most cases where you meet a hunter you'll have to take it out. Running by is rarely an option, so be prepared. If you can keep them in front of you then you should be good -- against two hunters at the same time you'll want to back yourself into a corner and lay them out. Lurker Frog The lurker frog doesn't actually have to ever be confronted. There are times when it'll appear, and usually hitting it with a pistol shot or two will be enough to scare it off. The lurker comes out when you spend too much time around water in the Treatment Plant, so if you'd rather not see him don't loiter! -------------------------- 4.0 Walkthrough -------------------------- -------------------------- 4.1 Train -------------------------- Right away it's obvious that you're not going to get any help from your fellow Bravo team members -- at the ending of the first cinematic sequence Rebecca is trapped inside of what seems an abandoned train. Cue Beethoven's Moonlight: this is where the fun begins. Dining Car Train Key As Rebecca, if you try opening the first door you see, you'll be quickly prompted that the door is indeed locked. And if you've played Resident Evil before you know what that means; it's time to find the single-purpose key, unlock the door and toss it out the window. So, to find the key... Immediately head west down the length of the train. In the second cabin you'll be introduced to the wonderful undead -- one zombie on the west side of you, two zombies on the east. Your best course of action is to take aim at the zombie on the west, quickly dropping a couple of rounds into him to knock him down, and then run past him, continuing west. The next cabin is safe -- no zombies or other scares here yet. Take the time to examine the two doors along the north wall. In one you'll find a box of Handgun Ammo, and in the other some pages to read, a Green Herb, some Ink Ribbons, and a Typewriter. You can leave the Ink Ribbons here for the time being -- they'll take up space in your inventory, and at this point in the game this is the only save room available. When you're done with the rooms, keep going west down the hall. At the western-most point you'll come across the rotting corpse of a train employee. Examine the remains to locate the Train Key. Once you've got the key in your grasp, a cinema ensues and at the end you're left facing off with two Cerberus dogs. Back up a few steps down the hall until you get the camera to switch views (to one that's facing west), and pop bullets into the dogs as they jump at you. The later you can wait, the better, as nailing them while they're in mid-air will send them flying backwards, keeping you relatively harm-free. You'll know the dogs are finished when the music dies down. It's time to make your way back east down the train to the locked door, but not before you check out Edward's now dead body and loot his Handgun Ammo. Go back through the cabins from whence you came -- those three zombies you ditched before are still in the one cabin, so deal with them. Conserve as much ammunition as possible. At this point, ammo is more precious than health, so don't be too concerned if you take a bite to get past them. If you're interested in getting some more Green Herb climb the stairs on the northeast corner of the cabin, then make your way back to first floor of the train. In the next cabin you'll get another cinema. For the time being the cabin is empty, but as you continue down the hall a couple of zombies will pop up to say hello. Just use the Train Key at the door to the east, and walk through it. Automatic Door In the dining car you'll again encounter Billy, and he'll decide that it's a good idea to team up, though Rebecca is reluctant; just continue solo. If you try going through the door to the east (without going upstairs) you'll see that it's an automatic door, and there's no power to it. Examine the notes on the table next to Billy to learn of the genius design -- the brilliant engineers placed the power switch for the automatic door on the roof of the train. Isn't that incredible? Walk up the stairs, and progress towards the back of the dining car. You'll soon be confronted by a new enemy -- don't waste your shots here. Immediately high tail it, heading back for the stairs you just climbed. You won't make it before a cinema takes over, but Billy comes gloriously to the rescue (saving your ammo and health). At this turn of events Billy has won over Rebecca and you join forces -- hurray! Remember, we were going to the roof of the train to switch on the power to the automatic door. For now, leave Billy in the dining car, and swap all of Rebecca's ammo to him; he'll need some firepower. Take Rebecca to the back of the train and examine the rear window. Climb the latter to the top of the train, and make your way south again. When you reach the hole in the roof of the train, you're where you need to be; just ahead of the hole is the power switch which you need to activate. Upon activating it, Rebecca is chased down into the hole by leaches and trapped in the room -- the door's lock is jammed and she needs "something sharp." Grab the loot in this room (foremost the Train Key next to the door), and examine the service lift inside the room. You'll be asked if you want to put something in it: while the reasons may not be clear right now, place the Train Key into the service lift and press the button to send it down to the first floor of the train. Saving Rebecca Let's go back to the ammo-laden Billy in the dining car. In case you weren't sure, Billy has to save Rebecca and their only point of contact at the moment is that service lift. Make your way down the stairs to the west, then through the automatic door which Rebecca activated. You'll be in a kitchen in the dining car. Around the corner is the service lift which should contain the Train Key which Rebecca sent down. Grab it and head west down the length of the train. In the first cabin after the dining car there are three zombies (unless you killed them before), so be aware of that. Again, conserving ammo is key, as well as your health, so it's fine to just knock the zombies down momentarily to get by them. In the second cabin there are also three zombies awaiting you... Same deal, same problems. Make your way through them as you see fit, and head into the next cabin, where before you dealt justice to the two Cerberus dogs. Move west to the conductor's office -- Billy will use the Train Key to unlock the door, and then dispose of it. Inside the conductor's office, grab the Train Map off of the wall. On the floor in front of the desk is a note from the conductor. Reading it you'll learn of the stellar challenge to arise when you try opening the Briefcase located in the closet to the right of the desk. Leave the Briefcase be for now -- we'll return for it later. For now just press the blinking switch on the wall where the Train Map was. A small ladder will fall down, gaining you access to the upper floor. Climb the ladder into the bar. Once you're in the bar, head back east and through a door. To your right is some sort of serving tray with an Ice Pick on it -- snag the Ice Pick. If you go down the hall a bit more there will be a door to your right, behind which is a small room with a few goodies: some Handgun Ammo, a Hunting Gun, a box of Shotgun Shells, some First Aid Spray and even some Ink Ribbons. For now just grab the Handgun Ammo, and return to the bar. Scorpion Boss Fight As you run down the length of the bar-like cabin you'll make an exciting discovery; a giant scorpion smashes its way through the roof of the train and engages you in battle. As menacing as it looks, this oversized arachnid is surprisingly tame. Immediately do a 180 and move back to the door from which you just came (but don't go through it). The scorpion will follow you to the back and seem to corner you, but you're not as vulnerable as it may seem. Back up so that Billy is in the southeast corner against the wall, and aim down with the pistol. As the scorpion advances it'll make various attempts to attack -- wait for it to start bringing its claws up for the attack and bury a single bullet into its skull. The scorpion should recoil back in pain with each shot then advance again. Slowly but surely the scorpion will die, and as long as you remain consistent with your shots (don't fire until he's raising his claws) he should go down with you taking very minimal damage. As the scorpion's final hurrah it'll make a last ditch effort to swipe you with its claw as it dies -- even if it hits you there's not much to worry about, as the scorpion's claw swipes are barely a threat. Now that you've got the Ice Pick and you've cleared out the scorpion boss, it's time to rescue Rebecca. For the time being leave the Hunting Gun and its ammo behind; we'll come back for it in just a bit. Right now we need the space to carry a few things back, so grab the Panel Opener in the front of the bar, and head back down the ladder. Saving Rebecca, Continued Make your way back east through the various train cars until you return to the dining car. Return to the kitchen and send the Ice Pick through the service lift to Rebecca. You can grab the Ice Pick as Rebecca, but don't use it quite yet -- there are a couple of burning zombies in the room outside best dealt with by Billy. Take Billy up the steps to take out the two walking infernos (about five bullets each), then have Rebecca break herself out: finally, reunited. Now is a good time to consolidate your findings -- head back to the conductor's office with Billy and Rebecca, leaving some of your stash behind near the safe room (to clear up space in your inventory). Go back to where you left behind the Hunting Gun and whatever else you may have ignored (including the Brief Case in the conductor's office), then throw it all on the ground around the safe room -- it's a good time to save your game. Open the Brief Case After Rebecca is saved your main focus is to stop the runaway train. What's the first step? Let's make use of that strange Panel Opener. Return to the dining car kitchen (behind the automatic door), and use the Panel Opener on the floor panel in the corner of the small room. Continue through the crawlspace you've opened with both characters. Immediately as you exit the crawlspace you're confronted by two Cerberus dogs. Knock the two out with your pistols and examine the room for some goodies: some Shotgun Ammo, a can of First Aid Spray, and don't forget the Gold Ring in one of the now-destroyed dogs' cage. While you're at it, you might as well unlock the door right next to the crawlspace (but don't go through it quite yet). Instead, just head through the other door to appear on the rear deck of the train. Now here's a complex puzzle; at the moment you want to grab that Hook Shot from the wall, but it's clamped down tight. Make sure either Billy or Rebecca has at least two slots open in their inventory, and have that character go to the Hook Shot on the wall. Set the characters into solo mode and move the other over to the lever. Pull the lever and hold that character there, switch to the other and remove the Hook Shot from the wall. Then make your way back to the kitchen in the dining car. When you enter the kitchen you'll be spooked by a zombie that stumbles out from the refrigerator -- be quick about it, and just dash past him without having to fire a round or risk getting grabbed. Continue west down the length of the train. Two cars down you'll see a set of stairs on the left and a window with the ladder which is "of no use." Have Rebecca run up the stairs and wait there (set her into idle mode in her partner settings first), while you take Billy to the window and use the Hook Shot to bring down the ladder. Take note of the eggs at the end of the hall, upstairs where Rebecca is waiting. Move her close to the eggs. Once you're on top of the train, walk a few steps forward until you reach a hole in the roof. Hop down into the hole and exterminate the zombie that's patiently examining the walls. In this room is a second Knife if you're interested in having two, though in this game the knife really isn't very utilitarian. Your main interest here is the Jewelry Box in the closet; snag the box, examine it and retrieve the Silver Ring. Oh, you can ditch the Hook Shot as well it's useless for quite a while now. As you exit the small room you'll see a short cinema signifying that the strange eggs you took notice of before have hatched. Immediately bolt through the door and reunite with Rebecca, immediately heading west down the hall and through a door to return to your old stomping grounds -- you're back at the bar where you fought the scorpion. Move down the ladder at the other end of the room, and head back to the hall where you should have stashed the Brief Case. Combine the Gold Ring, the Silver Ring and the Brief Case to activate the "strange key." Inside the Brief Case is what you want; a Blue Keycard, which opens the magnetic door next to the conductor's office, is ready for the grabbing. With the Blue Keycard in hand move to the electronically-locked door and examine the card reader next to it. Stop the Train! Open the door you've just unlocked and you'll see a short cinema explaining your unseen foe's treachery -- they're trying to crash the train by barreling it down the tracks at insane speeds. Walk along the path on the outside of the car until you reach the front cabin (noticing the ill-fated guards on the ground). When you enter the cabin you'll learn of the brilliant brake system implemented for this unique runaway train. Basically, there are two locations where the brake must be applied. The first location is actually at the back of the train where you acquired the Hook Shot, and the other location is right in that front cabin where you're at now. To activate the brake, someone must first transport the Magnetic Card (it's laying on the control dash of the front cabin you're in now) to the rear of the train, activate the brake there, and then the other character must activate the brake in the front cabin. It's all overly elaborate, but necessary. You're given the option to leave a character behind; leave Rebecca in the forward cabin, and use Billy to jam down to the rear of the train, but not before you grab the Magnetic Card. Move fast you've got a time limit. As Billy, dash back outside along the path with the fallen guards -- move quickly, or they'll get up and attack you. Once you're back in the train enter the conductor's office, go up the ladder, and make your way through the hall to skirt around at least one of the newly-infested train cars. Continue trekking east into the next cabin (there'll be a zombie) and finally through the dining car kitchen, out to the rear deck of the train where the first brake location is. To the left of the door is where you'll need to use the Magnetic Card. Once you've used the Magnetic Card, you'll need to type in a series of numbers that, when added together, is equal to the number displayed on the right. If you're not good at math (or just not excited about being put on the spot with the time limit), here are some combinations you can use (the number that you're trying to add up to is randomly chosen from three numbers, 36, 67 and 81). 36 -- 3 (nine times), 9 (once) 67 -- 7 (nine times), 4 (once) 81 -- 8 (nine times), 9 (once) Once that's been done, control will switch back to Rebecca. Activate the brake panel in front of her and enter the pass code. 42 -- 4 (nine times), 6 (once) 53 -- 5 (nine times), 8 (once) 67 -- 7 (nine times), 4 (once) Once completed, the train will come to a crashing halt. You're immediately surrounded by three zombies; deal them swift justice and take note of all the items lying around you. Any items you examined but left behind in the train have been catapulted to where you now stand. Grab anything you want and make your way towards the southern door. Take the potty dive into the sewage, and make your way around until you reach a ladder... Ascend into your new home; welcome to the Training Facility. -------------------------- 4.2 Training Facility -------------------------- As you emerge from the sultry sewer you're exposed to more of the twisting game plot. After the cinema ends you're left in the main hall of the Training Facility. Take a look around at your new home; there's a Type Writer and Ink Ribbon at the base of the stairs, along with some Red Herbs and Blue Herbs. First Things First In your new surroundings you might feel a bit awkward, so take some time to orient yourself with the Training Facility. From the bottom floor, on the east is the Dining Room, occupied currently by two zombies. On the west is an empty hallway. Up the stairs and to the north (near the statue of the woman with her empty scales) is a set of double doors that lead into the Classroom, and just west of that (along the narrow walkway) is our current target: a quaint Meeting Room. In the Meeting Room, first grab the set of notes on the coffee table. Flip through them to find the answer to a future puzzle -- 8:15. We'll get to that later. For the time being snag the Crank Handle from the armoire, and when the crows smash through the windows make a run for the door to appear back in the Main Hall of the Training Facility (don't waste your shots). Now let's go grab a real Shotgun. Go back downstairs and enter the Dining Room to the east, knock out the two zombies, and proceed through the door on the north, entering a narrow hall. Go east down the hall and through the door. You'll be in a store room with two zombies guarding your wanted Shotgun. Blast them down (preferably emptying your Hunting Gun), and grab the Shotgun in the back of the room. You can ditch the Hunting Gun -- you won't have the resources to supply it, making it a burden. Now that you're packing even better heat, return to the Main Hall (ignore the ladder in the back). Our next stop is the Classroom on the second floor of the Main Hall. Check into it, grabbing the Shotgun Shells and the Ink Ribbon from the northeastern corner. There's a set of notes on one of the desks which give you an insight to the rigidity of Umbrella. Once you're content exploring the Classroom walk through the only unlocked door there. In this hall are two stalking zombies -- it's safe to make your way to the first corner before standing your ground (it gives you a good camera shot). Take them down and walk through the first set of double doors. Welcome to the Library. On one side of the room is a set of Ink Ribbons, along with the Microfilm A (which you can ignore for now). What we want is the strangely designed lift on the other side. Get ready to rack your brain for this puzzle, but first make sure Rebecca is equipped with the Shotgun. Walk Rebecca to where she's standing on the lift -- split up your partners -- and stand Billy in front of the curious lift operator. Use the Crank Handle to send Rebecca upstairs... on her own. As soon as Rebecca reaches the top of the lift, entering the Clock room, she's pounced on by a plague crawler. Aim your shotgun down and blast the critter with two shots to the head, and finish the job with a pistol if necessary. As you walk forward another crawler will drop from the ceiling -- deal with it and then grab the Handgun Ammo on the table. Exit the room to appear outside. The area is guarded by crows, so make your trip through the area quick (just run forward towards the door). There are some Green and Red Herbs you can stop to grab if you're interested, but right now we're just trying to unlock a door to allow Billy in. Through the door you'll enter a huge hall with glossy floors with some machinery on the east (we'll call this the Wet Room). Find the staircase going down, and open the door at the back of the short hall. You'll be out in the Main Hall again, and you can reunite with Billy. Centurion Centipede To get ready for your next big encounter heal up Billy as much as possible (or make sure he's got some herbage on him), then maneuver the duo through the door which Rebecca just unlocked. In the short hall (at the bottom of the stairs) enter the other door, take out the two plague crawlers, and examine around. On the couch is a Grenade Launcher, in the fireplace a box of Shotgun Shells, and near the blue door the White Statue. Grab the shells and the Grenade Launcher -- you're going to need them. Exit this quiet room and go up the stairs to the Wet Room. Have Billy inspect the machine and wind the chain. It will lift a cage in one of the empty pools on the west, granting Rebecca access to the Fire Key. Have Rebecca venture down into the pool to get the key, initiating this daring boss encounter. A t-virus injected centipede will emerge to snag Rebecca, and it's up to Billy to save her. The centipede moves in just about the same pattern the whole time (it varies just slightly, and not often), twisting around the two pillars. Start Billy off with the Grenade Launcher, and toss a round into the centipede's belly as it rears its head. When the creepy crawly advances move out of the way -- it won't make much attempt to harm Billy directly but getting touched by one of its hundred appendages will cause Billy harm. The centipede stops in two different spots, so learn the pattern quickly, and make your way back-and-forth, positioning yourself in front of one stopping point until he arrives, blasting him with a shot or two, then moving to the next. Once you've emptied your Grenade Launcher bring out the Shotgun and finish the job. Fire Motif Doors With the Fire Key in hand, it's time to unlock some more doors. Maneuver your makeshift team back to the Main Hall, and return to the Dining Room downstairs. The two zombies are back, but this time they can be ignored (they're positioned differently). Run to the back of the main room where the Fire Motif door is and unlock it using the Fire Key -- don't toss it out yet, there's one more door to unlock with it -- to enter the kitchen. In the kitchen are a couple items of interest; find both the Lighter Fluid and the Glass Bottles. Combine the Lighter Fluid with Billy's "personal" lighter to make it usable, and combine the Glass Bottles with any Gas Cans you may have found to make some yummy Molotov Cocktails. Return to the Main Hall and go back up the stairs and into the Classroom. Continue through the hall to the west (you'll have to take down another zombie) until you reach the end, finding another door with the Fire Motif. Use the Fire Key for the last time to unlock it and enter an eerily dark room, the Study. Inside the Study is a small table you can push around. Shove it west, hop over the table, and then continue moving it south until it's directly under the moose head mounted on the wall. If you move the table, such that it gets stuck, simply exit the room and return effectively resetting the position. Flip on the light switch in the northwest corner of the room to reveal the beaming item hidden by the moose's head; you'll find, strangely located, the Iron Needle. Also make sure to grab the Shotgun Shells and the Handgun Ammo while you're here. Return to the hallway and go through the double doors to reenter the Library. Use Billy's lighter on the candle in the northwest corner to unlock the door next to it. There are two zombies enjoying each others' company, and you'll have to blast them down. Hop up onto the tall step-up, and move the bookcase to reveal a book... Examine the book, open it and receive the Angel Wings. Return to the Main Hall, but not before you grab the Microfilm A sitting on the table outside the door you just unlocked. The Clock Riddle Now that you've got possession of the Iron Needle, it's time to take care of a very silly clock puzzle. Return to the Wet Room with Billy (leave Rebecca in the Main Hall for now) where you fought the centipede, and keep heading back to where Rebecca was lifted a while back (with the clock and the two plague crawlers). Use the Iron Needle to complete the clock, and then adjust the clock hands until the time reads 8:15 -- if you're not good with Roman Numerals or analog clocks, set the minute hand to III and the hour hand to VIII. Once you've accomplished that daunting task set the clock to "hold" and watch the sparks fly as two doors in the Training Facility are opened. Make your way back to the main hall. Of Microfilm Once you've returned to the Main Hall, enter the newly-opened door on the east side of the walkway (upstairs). You'll be introduced to a small clan of zombies which need to be killed -- don't worry too much though, as there's a box of Shotgun Shells in the back of the room. The main item of interest here, however, is the Microfilm B located on the mantelpiece. Make off with it, and grab the Microfilm A if you haven't already (again, it's in the Library). Now it's time to get rid of these silly items; from the Main Hall, go to the first floor and enter the hall to the west. At the end of the hall is another of the clock-opened doors. Beware, though, as there may be a humanoid leech hatching in the hall as you pass. When you reach the pinkish door go through and take down the two zombies guarding the holy projector. Use both Microfilms at the projector to see an image -- it's a picture of the layout of the Classroom, with labels over the desks. Once you've checked out the picture the MO Disk is ejected. Take it with you, and let's return to the Classroom. Once you're at the Classroom, examine the podium up front. The computer system installed will ask for a disk -- luckily you've found the MO Disk! Use the MO Disk at the podium to get your secret two-character password, and think real hard about how you want to enter it in (hint: you should be able to figure it out). Split up your characters and position them in front of the desks labeled accordingly (remember the picture you acquired by combining the Microfilms?). Quickly have one character activate the key at the first desk and switch to the other, activating the second switch to complete the password. All those knight-guarded doors around the Training Facility are now open. Enjoy. Checkmate: A Game of Chess When the knights' swords are raised you'll gain access to a few doors around the Training Facility. First door's first -- right there in the Classroom is the next point of interest. Go through the ornate doors to enter a hall with two zombies -- stay back and let them come to you. Just move down the hall until you reach the first set of doors, and take a right into a room with a giant Chess board. A word of caution: don't touch any of the Chess pieces until you're sure what to do. Moving the wrong piece (i.e. any piece other than the King) will trigger the introduction of a poison gas into the room and that's bad. Instead take a look at the Chess board on the desk in the room and get an idea of what you've got to do -- set up the life-sized board to look like the miniature one. It's not too difficult -- just maneuver the King piece south three spaces, then west one space, and finally north two spaces. Once the puzzle is complete you'll see a short animation; the desk has slid open to reveal something of amazement and wonder. Retrieve the book from the desk, examine it and open it to uncover the Black Wing. That's one puzzle down, and the final piece to yet another -- how slick is that? Make sure you snag the Napalm Grenades, the Ink Ribbon and the Handgun Bullets scattered around the room before taking off for the hall. Balancing Good and Evil With the Black Wing in hand you're ready to set into balance the scales of the female statue (y'know, in the Main Hall?). On your way back out, though, make a pit-stop at the Infirmary -- the door is in the same hall as the one to the Chess room, to the west. In the Infirmary are two zombies which pretty much need extermination, and then there's some loot. There are two Blue Herbs (use if you're poisoned), a can of First Aid Spray and some notes on one of the beds. Also have Rebecca examine the Green Canister in the back of the room, and put the chemical into her Mixing Set. Now let's go back to the Main Hall. It's time to gather up the various Statue parts if you haven't done so already -- again, the White Statue is in the room where the Grenade Launcher was (near the Wet Room), and the Black Statue is in the Store Room (northeast corner of the first floor of the Facility). Combine the White Wings with the White Statue and the Black Wing with the Black Statue, and then bring them to the statue of the lady with scales. Use the newly formed Statues to balance the lady's scales and uncover the door to (cue the trumpets)... the Training Facility Basement. -------------------------- 4.3 The Basement -------------------------- You've explored just about everything there is in the Training Facility when lo and behold emerges a new door; the Basement is revealed and a new labyrinth of strange doors and curious puzzles is ready for the ransacking. Let's go. Venturing Down As a word of caution, the hall that leads to the Basement is lined with giant spiders. They're not worth killing, but you also want to make sure you don't dabble around in the area too long -- if they manage to spit their venom on you you'll be poisoned until you take some Blue Herbage. The best way to make it is to split the team up, and run in one at a time until you reach the end. Just run your characters straight down the hall, then take a sharp left turn (stick close to the corner) and reach the door and the end of the hall. Once you've reached the Basement Safe Room examine the Green and Blue Herbs on the floor, take the Basement Map on the wall, and you might as well check out the Inmate List on the table (though it really has no pertinent information). There's an Ink Ribbon next to the type writer, so feel free to save your progress if you're looking for a good spot. Proceed to the next room -- it's a bit sordid -- and find the corner with a small hole where you can give Rebecca a boost. She'll appear on the other side of the wall in an even more ghastly torture chamber. The door is locked, so read the notes on the ground near the door to figure out how to open it. Set the power regulator to 70, eh? To correctly set the power regulator to the 70 mark (indicated by the red arrow on the display) you'll need to play around with how each switch affects the needle. Or if not, you could just flip the switches according to this pattern: up, up, down, up, up. Once the regulator has been activated, two doors will open (the one for Rebecca to get out, and the other door in the hall with the giant spiders) -- as well, the steam coming from the boiler room equipment (northeast corner of the first floor on the Training Facility) has ceased to bellow out. But not all is good; Rebecca is attacked by an eliminator ape and cornered, putting her on instable ground. It's time to... Save Rebecca, Again! The action switches back to Billy -- it's time to blaze your way to Rebecca. On your way back to the Main Hall, stop by the newly-opened door in the hall of giant spiders. There's one walking zombie inside (slay him with your pistol), and one on the ground that'll gnaw on your foot if you get too close (just don't get too close and save your ammo). On the table are three boxes of Handgun Ammo and in the back corner of the room a box of Shotgun Ammo. Can you say "score"? When you're done with the room, don't proceed through the next door. You'll be jumped by some angry eliminator apes that can handily kick your ass. Instead make a run for the Boiler Room -- return to the Main Hall, go into the Dining Room on the east, and then continue north into the hall. Inside the boiler room are a collection of Herbage and a set of stairs delving back into the basement. As you move down the stairs get ready for a mad dash. The first room you enter in this section of the basement is crowded by three eliminator apes. When the room fades in, immediately turn right and run straight ahead, and then make a couple of right turns to safety. Once you enter the door you'll save Rebecca, like a hero, at the last second. There is an Ink Ribbon to the left of the door, along with another Type Writer if you're save-happy. Now it's time to confront those bounding messes of disease; exit the room and get ready to stand your ground against the three eliminators. Equip Rebecca with some Molotov Cocktails if they're handy, and make sure Billy is on point with the Shotgun. Stay cornered in the narrow hall (not allowing the apes any attack routes other than head-on) and blast the eliminators as they get within the ideal range for your typical shotgun boom. Once they've been eliminated (ho, ho, ho, that was a pun) grab the Handgun Ammo in the corner of the hall. You'll want to make sure you're equipped with the Grenade Launcher before you move deeper into the basement. Once you're ready, move through the door to the north, next to where you just saved Rebecca. Hunters Encountered The upcoming hall is another giant spider haven. Again the best COA is to take your characters through one at a time, running past the spiders. Move down the stairs, take a right and move until you reach the next corner where you'll take a left and into the Control Room. If you noticed another door in the hall of spiders, you can venture into at your own discretion. The room contains a Locker Key which will gain you access to the Handgun Parts necessary to upgrade Rebecca's pistol it's not a necessary upgrade, but could be worthwhile. The only factor to deter you from grabbing the Locker Key is that there are two plague crawlers guarding the key, and that means sacrificing ammo for sure and likely health as well. It's your choice. The control room is littered with ammunition and broken guns, so stock up with two boxes of Handgun Ammo, a box of Shotgun Ammo, as well as a slightly hidden box of Magnum Rounds. If you managed to grab the Locker Key, use it to unlock the small locker in the room, examine the Duralumin Case and unlock it (the code is 385) to get the Handgun Parts. Combine the parts with either Handgun to increase its fire rate and power. Now set Billy's inventory to have the following items: Grenade Launcher, Grenade Rounds, some health replenishing item, and at least one empty space. Split up the team and send Billy downstairs to the Testing Chamber to grab the glimmering item you see through the window. The gates impeding Billy's advance can be lowered and risen using the control panel up in the Control Room where Rebecca is. Switch to her and press the Left button, and then the Center. Switch back to Billy and advance forward (grabbing the Acid Rounds) until you reach another gate. Switch back to Rebecca and hit the Center switch one more time to let Billy reach a button. The button raises the gate behind which lies the glimmering key... and it also unleashes Hell. As the gates raise, and the exit gets blocked off, two Hunters jump down to confront the intruder (um, that's you). Right away take aim with the Grenade Launcher and fire a round to knock the Hunter next to you, and then back up a few steps to give yourself some room. As the Hunters take turns leaping at you give 'em the old how's-your-father and blast 'em. Three grenades each should do the trick, but just in case you should have some more readied. When you've silenced the predators grab the Water Key from the cage, and return with Rebecca to the room where you trounced the three eliminators. It's time to start lighting some forest creatures on fire. Six Imprisoned Souls When you've returned to the old eliminator stomping grounds, examine the animal statues in the center of the room. Obviously, by logical deduction, you'll need to light their little torches in the pecking order (I lied; it's not really obvious) using Billy's Lighter. The order is: Deer, Wolf, Stallion, Cougar, Serpent, and Eagle. With the woodland creatures burning, the gate opens up granting you access to two more doors. The first door in the hall (on your right) contains two items you want; there is a set of Empty Bottles on the table, and the Unity Tablet in the fireplace. Make off with them back for the Main Hall (behind the other door are two zombies and some papers to read -- nothing relevant, except a waste of ammo). Behind the Water Motif Door If you haven't been acquainted with the wonderfulness of the humanoid leech yet, you're about to learn just how ridiculous they are. With the Water Key in hand (and as little equipment possible) make your way to the old door with the Water Motif (go upstairs in the Main Hall, through the eastern door to the hall of the Wet Room, and east again into the room where you found the Grenade Launcher. In one corner is the Water Motif door -- unlock it with the Water Key, toss the key, and get ready for horror. Split the team up and for now take just Rebecca through the Water Motif door. You'll enter a hall, but don't proceed very far; for the time being, take an immediately right into the door right next to you. You'll enter a small store room, and it has one item of interest... as well as a humanoid leech. Turn immediately left and move forward. As the camera shifts angles to reveal the humanoid leech make a mad dash to grab the item on the shelf behind him (a Vise Handle), pull a 180 and run back out the door. If you're quick enough you should be able to grab the loot before the humanoid leech can transform and start attacking. Return to where you left Billy and regroup. The next step is to move the team forward to the next door in the hall. There is a humanoid leech waiting (un-transformed at this point) around the corner of the hall, so you'll need to be quick. As a team bolt through the Water Motif door, around the first bend in the hall and enter the door on the right as quickly as possible. So far so good, right? In this quiet room rests a dusty piano, and a couple of hidden items. Move Billy towards the piano and play it -- Billy's hidden art unlocks a door. Split up the team and move Rebecca through the opened doorway. In the hidden room are a few items: a box of Magnum Rounds, some Empty Bottles and most importantly a Battery from the wall. When the Battery is nabbed the door will shut again -- just switch to Billy and play the piano again to open the door, freeing Rebecca. Gather your troops at the door, but make sure they're still going solo, and give Billy the Vise Handle -- it's time for Billy to be a hero. As Billy, exit the room with the piano and immediately turn right and dash for the new door. You should be able to avoid the humanoid leech at least this one last time. You'll enter a hall with two more doors -- one on the north and one on the west. For now let's enter the door on the north. There are two zombies in this room, but only one really needs to be taken down. Choose one (the one to the north is easiest), run past it and to the southeast corner of the room to use the Vise Handle to release the Obedience Tablet. Grab the item and make your way back out the door into the uninhabited hall. For now ignore the door on the west we'll be running back in just a second. Switch back to Rebecca and run out the door into the hall with the humanoid leech. Do your damndest to make it back through the Water Motif door (don't bother trying to kill the humanoid leech). Switch back to Billy and send him through the hall behind Rebecca, and meet outside the Water Motif door. Have Billy drop all of his items -- even his guns -- as he's currently going on a munchies run. Take Billy one more time back through the Water Motif door and into the hall -- get past the humanoid leech as best you can and go through the northern door. You'll be back in the hall with the one door we previously ignored. Go through the door to enter a small room crowded with items -- you can nab some Handgun Ammo, some Red and Green Herbs, a can of Aid Spray as well as a few Empty Bottles. Exit the room back to the hall where a new humanoid leech is waiting. It'll have its back to you right away, so quickly run past it and back into the first hall for one final confrontation with this humanoid leech. Return to Rebecca and cheer. Re-gather all your dropped items (especially the Obedience Tablet) and return to the Main Hall. The Last Tablet You've gathered two Tablets from around the Training Facility, and it's time to find the last one. For this exercise we'll venture outside... but it's not as scary as you might imagine. From the Main Hall go through the front door (south) to appear outside in front the Training Facility. There are no baddies to blast here, just a silly puzzle. Make sure you have the Battery with you and you're golden. When you're out front use the Battery on the eastern corner of the court to power up the lift. Activate the lift to bring down a large cargo box. As Billy, hop over the box and push it towards the center of the court. There are a few pillars (most crumbled), and one of them has a sparkling item atop -- maneuver the cargo box in front of the tall pillar, mount it and retrieve the last Tablet: the Discipline Tablet. You're ready to leave the Training Facility behind so gather which items you want, and let's return to the Wet Room with all three Tablets in hand. When you get to the steps leading up to the Wet Room, split the duo up and run each character up the steps and to the door with the knight guards just ahead of them. There is a swarm of plague crawlers occupying the area, but as long as you keep mobile and make wide turns around them you should be able to skate past them, unscathed. You'll appear in the Observatory. Grab the box of Handgun Ammo next to the door and move along the walkway. To unlock the other door here you'll have you make use of the Tablets; descend the ladder and move to some sort of dash. Use the Tablets (in no particular order ) to activate the transformation of the building: the observatory shifts, unlocking the door at the top of the ladder, and changing your escape plan back to the Training Facility. Before you move on to the next area, backtrack to the Training Facility and recover a few choice items: the Grenade Launcher, any Grenade Rounds you have, and the Hook Shot (remember that old thing?). Upon exiting the Observatory (on your way back to the Training Facility) you'll appear on an outside balcony and be confronted by three eliminator apes. Stand your ground and take them out with the shotgun. There are two Green Herbs if you need them. Move along the balcony until you reach a door you can unlock -- you'll appear back in the Classroom. Gather the necessary items (from wherever you dropped them) and return to the Observatory. It's time to move on to the Research Laboratory. --------------------------- 4.4 Laboratory --------------------------- Another area completed, and there's yet another one to tackle. The curiously holy Research Laboratory is brooding more evil, so let's investigate. The Bat With the Grenade Launcher readied, exit the Observatory to appear outside in an area occupied by an ominous swarm of bats. Run down the path until you reach the front of the church -- the door is locked, but there's no key you'll need to find. Split up the team and have Rebecca go east into the small room and step on the square in the floor that activates a switch. Keep Rebecca standing there and have Billy open the church doors, Grenade Launcher in hand. Inside the church, move up to the altar and go right into a save room. There are some Napalm Rounds, a box of Shotgun Shells, as well as an Ink Ribbon. Get yourself prepared: once you exit the save room you'll be confronted by the giant bat. The giant bat isn't too rough a foe, but his little minions will cause more annoyance than anything. The giant bat flutters above you and swoops down for the attack, but can be stayed by a well-timed grenade round -- load your Grenade Launcher with the Napalm Rounds. Six Napalm Rounds are enough to do the trick. Just stay focused on the giant bat, ignoring the group of smaller bats above your head. Keep re-aligning your aim using the L-trigger and wait for the giant bat to swoop down before you fire a round. The bat should go down with a loss of minimal health. Infiltrating the Laboratory Once the giant bat's wings stop flapping, you'll need to find a way inside of the laboratory. By the dramatic entrance of the bat, a gaping hole has been ripped in the roof of the church. Grab the Hook Shot and grapple your way up to the roof (it doesn't matter which character). Move to the back of the roof and climb down the ladder -- there's a switch on the wall next to the base of the ladder which powers the elevator on the western side of the Laboratory. Flip it, and proceed west to unlock the fence gate (there's a Red Herb on the ground in the backyard, if you want it). Regroup the characters and enter the elevator to burrow deep into the Laboratory. Once in the underground lab, move forward and head through the door on your left. You'll enter a cramped Library. You can save your game here with an Ink Ribbon, then check out the surroundings. There are some papers on one of the tables, and a hole in the ceiling. If you haven't done so yet, it's a good time to gather a bunch of your items and organize them a bit. Your item space is going to be sparse, so you'll need some smart management here. Equip Billy with the Hook Shot, the Shotgun and Shotgun Shells, and some Molotov Cocktails, and make sure Rebecca is packed with her Handgun and lots of Handgun Bullets. Have Billy use the Hook Shot in the corner of the room where the hole in the ceiling looms. You'll enter some demented Lab Closet. There is a humanoid leech in here that must be dealt with so prepare Billy with the Molotovs. Walk forward until the camera positions itself directly behind the humanoid leech -- it's still untransformed so take aim and toss two Molotovs at its feet, run around the corner, and finish the job with another Molotov if necessary. If you're fresh out of Molotovs you've got all the necessary ingredients around you -- a Gas Can right next to the hole, and a set of Empty Bottles on the shelf next to the humanoid leech. Once it's toasted, grab the notes on the chair, the Laboratory Map, and the Leech Capsule from the fluorescent container where the humanoid leech just stood. You can drop the Hook Shot for now, and head out the door into the hall. Bust of Marcus Doors The most important thing to have right now is the Leech Capsule, so make sure you grabbed that from the Lab Closet. Exit into the B1 Hall, hit the switch on the wall in the southeast corner, and move into the northern door. The room is unoccupied and contains a few items you might want -- some Ink Ribbons, a Green Herb and even some more mixing materials for Molotovs. When you're done in the room (there's nothing important here yet) return to the B1 Hall and move into the western door. In this room you can grab a bit of swag -- a box of Shotgun Shells is on a shelf, and some more notes (with answers to an upcoming puzzle) are on the table next to the dead-playing zombie. You can grab the notes if you wish, but you'll have to kill the zombie first -- you can use a Shotgun Shell, or just let him bite Billy and stomp on the zombie's head. In the room you'll notice a small Gas Chamber filled with poison. We'll be returning here soon. Enter the double-doors on the west. In this neglected room you'll be quickly accosted by three two or three zombies (depending on whether or not you grabbed the notes from the last room). Just stay backed into the corner and drop them as they flock towards you. In the room is a can of Aid Spray, some notes, the green door with the Bust of Marcus and, most importantly, access to the service lift between the room you're in now and the room where we left Rebecca. Go to the service lift and send Rebecca some Molotovs along with the Leech Capsule. Move Rebecca back into the main B2 Hall, where a humanoid leech waits in the revealed passage. You'll have to take the leech out, so toss a few Molotovs its way and run past. In the hall there is a Red Canister -- have Rebecca mix the Red Chemical with the Green Chemical in her mixing set to form the Stripping Agent (if you don't have the Green Chemical, return to the Training Facility, and go to the Infirmary near the room with the life-sized Chess board). Combine the Stripping Agent with the Leech Capsule to unlock the container and get the Blue Leech Charm. In the hall is also some Herbage, so mix and use if you need to. Use the Blue Leech Charm to unlock the blue door with the Bust of Marcus and enter the Study. In the Study grab the Handgun Ammo from the table, and the Input Regulator Coil from the bookshelf. Go through the door at the back of the Study to enter a small room with two zombies. One zombie on you're left is moving towards you, and the other is just slouched over on the ground for now (he'll get up soon), so focus your rounds on the mobile one, and then switch to the other. There's a statue of a woman holding the Green Leech Charm, so grab it and run back to the service lift in the Library to relay some items to Billy. Send the Green Leech Charm to Billy, and use it to open the green door with the Bust of Marcus (in the same room as the service lift on B1). In the morgue are a couple of zombies on the ground, and one is advancing towards you on his belly. Aim down to take him out, and be wary of the zombie sticking out on your right. At the end of the room are some Handgun Bullets as well as the important Sterilizing Agent. Grab them and return to the room with the small gas chamber. Use the Sterilizing Agent at the control deck in front of the gas chamber to dissolve the gas and open the door. Inside the opened chamber is the Breeding Room Key, as well as a zombie (he'll get up, so watch out). Another zombie will come in through the door, so get ready to take it out. Move back to the B1 Hall. Meeting and Parting Again From the B1 Hall, use the Breeding Room key to unlock the reinforced door to the east. The room is crowded by two hunters which will need to be taken out -- a few Shotgun blasts should do the trick. From the back corner of the room grab the Dial, and return to the service lift to send it to Rebecca. When Rebecca has the Dial in hand return to the B2 Hall and use the Dial to complete the lock on the door with missing parts. To release the combination lock enter the combination 4, 8, 6, 3 (the combination is derived by the ebbing population noted in the Leech Growth Records). Through the door you'll appear in front of the Cable Car, just below the platform Billy has access to (with the Typewriter). Near the Cable Car, on the southern wall, is a lever which will move a ladder to Billy's platform -- pull the lever and reunite the partners (have Billy grab the Hook Shot and bring it with him to the Cable Car). Grab the Output Regulator Coil from next to the stalled Cable Car, and get ready to say goodbye again. Have someone use the Hook Shot in the northeast corner of the room to enter the Cable Car control room. There are some Shotgun Shells in here, along with the control panel where you'll want to use the Input and Output Regulator Coils. When you've powered up the Cable Car, regroup for a brief moment and swap items around. You'll want Rebecca equipped with some Molotovs, her Handgun and Bullets, as well as all of your Magnum Ammo. Give Billy his Shotgun and Shells, then make an attempt to enter the Cable Car. The short cinema shows the two getting split up again (by an angry eliminator ape), and leaves Rebecca standing against a humanoid leech. Dissolve the leech with her Molotovs and return to the control room, where the Output Regulator Coil has fallen out of place. Replace it and return to enter the Cable Car. In the Car is a dead man packing something you'll want. Grab his Magnum Desert Eagle. Hit the switch in the front of the Cable Car and bid the Laboratory adieu. --------------------------- 4.5 Factory --------------------------- In desperation split apart, Rebecca advances alone... for now. When the Cable Car reaches a screeching halt you'll have arrived at the Factory. Descending Deeper Emerging from the Cable Car, climb the steps until you reach the top (the first door is locked from the other side). You'll appear in the Turntable room, with a door on the south and a lift on the east. The door to the south has a Type Writer and some Ink Ribbons -- it'd be wise to make use of them, at least in a bit. For now go use the lift (make sure you have an open slot in your inventory) and run around the catwalk, through the door. On the other side of the door continue south until you reach a small computer station -- the Up Key (great name) is under the desk, and on the monitor is an eerie image of what's to come. With the key in hand, head back to the save room, and be aware of the two hunters now patrolling the same room where the computer station is (they're right around the corner). In the save room use the Up Key to summon the Turntable. The Turntable brings you to your first confrontation with the Prototype Tyrant, so prepare yourself. Leave yourself with one slot open, and pack the Magnum and Rounds, plus any Molotovs you may have. Make sure you drop your items BEFORE you take the Turntable down (or you'll actually risk losing them permanently). Descend the shaft on the Turntable (the switch is on the platform). Meet the Prototype Tyrant Once at the bottom, you'll be on level B4, and to the west is a blinging object. Move towards it and watch the short cinema, then grab the Elevator Key. Move east to the elevator door and use the Elevator Key to activate it (the keyhole is to the left of the door), triggering the arrival of your new playmate; the Prototype Tyrant, to your terror, arrives. You'll want your Magnum for this unhappy meeting. The Tyrant isn't too terrible here -- just run circles around him until he swipes at you, then drop a Magnum Round into his skull. When the Tyrant recoils in pain don't waste your ammo -- he's invulnerable in this animation. It's pretty easy to keep yourself positioned behind Tyrant, and that's where you want to be. Ten or so well-placed Magnum Rounds will do him in, but be patient. Get too cocky and Tyrant is likely to lunge at you, swiping. With the beast felled, enter the elevator. You're on Level Three now. Level One will take you back to the train wreck, giving you access to the Training Facility and everything else again. Level Two will return you to where the Cable Car left you, and Level Four will get you one step closer to freedom. Pack your bags -- we're moving on. -------------------------------- 4.6 Treatment Plant -------------------------------- You've reached the final area in this horrific outing. With one final location to conquer, there's no turning back. Regaining Power At first the Treatment Plant is blacked out -- move to the Power Room (with all the lights and computer stuff), and pick up the Handgun Ammo. You can save your stuff here, as well (there're even MORE Ink Ribbons), but the important thing here is the display on the west wall. Examine the display to view the power regulation grid of the Treatment Plant. You can supply power to three points, and from each point the power can reach up to two points away. Use your cunning to supply power to all points to successfully complete the grid and restore all power. Here's which points to focus the power on. To make things easier for describing, let's assume the power grid is a 4 by 7 grid, four columns across (starting from left to right) and seven rows (starting from top to bottom) down, and each point (28 total) can be identified by its column and row. If point (1, 1) is the top-left point, and point (4, 7) is the bottom-right, then the points you want to hit are (2, 2), (3, 5), and (1, 6). With the power restored, take the elevator in the southeast corner down one floor. Three zombies wait in this room -- just hold your ground and wait for them to run themselves into the path of your bullets. Continue through the next door with your Molotovs prepared. A humanoid leech speeds around the corner and promptly moves in on your -- incinerate it and take note of the door with the missing handle. Keep moving south and enter the Rec Room. There are some Empty Bottles you can use to combine with the Gas Tank near the old Power Room. Run down the stairs, going south. Reuniting Survivors In this exposed area, you can see a forklift and some blinging object on the cliff. The forklift has no power, but has a place for a battery. That's a puzzle. Also in this area are some Red and Blue Herbs you can mix. Just move south for now. You enter a room with a small, empty pool. The handle you need to open the door, back from where you came, is on the other side of the pool, but we'll return here in just a bit to solve this puzzle. Go through the southern door to reunite with Billy. With Billy, return to the room with the pool and the machinery. This interesting block puzzle has only one solution. If you make any errors, just exit the room (with both characters) and return to reset the pieces. Only Billy is strong enough to shove the blocks in the pool, so leave Rebecca up near the control panel and take Billy into the pool. To make things easy, let's number the three blocks you'll be moving. Block number one (#1) will be the western most block (the closest one to the bottom of the ladder). Block number two (#2) will be the other brown box in the first section (the third brown box, on the other side of the machine at this point, does not need to be moved). Finally, block number three (#3) will be the grey box. Now let's tackle this in steps. * Move block #3 all the way east * Switch to Rebecca and rotate the machine right * Move block #1 all the way south * Hop over the blocks and move block #3 all the way north * Move block #2 all the way west, and then south until it touches #1 * Hop Billy on top of block #1, and have Rebecca rotate the machine left * Move block #2 all the way east * Hop Billy on top of block #2, and have Rebecca rotate the machine left * Move block #2 all the way south * Exit the pool with Billy, and have Rebecca fill the pool with water When the pool fills up the three brown blocks will form a bridge, letting you grab the Handle. With the piece in hand, return to the hall where you knocked out the last humanoid leech (where the door with the missing handle is). Use the Handle at the door (with the square-shaped hole) and open it. Be prepared to take out a large number of zombies by equipping both Rebecca and Billy with pistols. Once you enter the room, move to the southwest corner quickly and take aim at the pasty zombies as they get up from their meal. There are three zombies to the east (two get up, one stays lying on the ground), and three that will close in from the north. Focus first on the ones to the east, and switch your aim to those from the north as they become a threat. It's a good idea to take control of whichever character has the Custom Handgun (assuming you grabbed the Parts back in the Training Facility Basement) -- your partner doesn't always fire as often or at the exact targets like you might prefer, so you'll want control over the main firepower. Once the small armada is felled, move to the southeastern corner and grab the Handgun Bullets. Climb the ladder in the room and locate the red cylinder. You know the drill: have Rebecca put the red chemical in her mixing set. Next, descend the ladder and run back around to the northeastern corner to go through the door, Shotgun prepared. There are two hunters on this narrow path. They won't be able to surround you, so just stay patient with the Shotgun and pump 'em full as they get too close for comfort. Across the corridor is a Safe Room -- there are some Red and Green Herbs, a can of Aid Spray, some Napalm Rounds to fill your Grenade Launcher, and even some Ink Ribbons and a typewriter. It's a good idea to save now -- an upcoming encounter makes saving imperative. Tyrant Revisited Exit the safe room going south. The floor of this sewage room is lined with leeches, so keep quick on your feet and step on them. Exit south again, and you'll appear on a small dam -- you'll want to make your presence here as brief as possible, lest the giant lurker frog appear for a short confrontation (if it does show up, just nail it with a shot or two and it'll scamper off). Just run south to the next room, where a few zombies wait (blast them), some Shotgun Shells and a set of notes you can read. In one corner of the room is a lift -- get both characters on the lift and face your fate... again. You'll want Rebecca equipped with the Magnum and Billy with the Shotgun (or vice-versa, it really doesn't matter). Round a couple corners of the room to summon the Prototype Tyrant for his final hurrah. Right away drop three Magnum Rounds in his skull (again, while Tyrant is recovering from the shots he's invulnerable -- wait for him to start walking again before you fire another shot). You should be able to get a few shots in before he even turns around completely. After he's taken a few steps forward, run away to the next corner and get your footing again. Pop Tyrant as he staggers towards you again. He'll go down with about the same damage dealt as before. The most important thing is to keep track of both characters' health and positioning. When for the next position set your partner into idle mode (if they're in attack mode they'll just sit there and try to fend of Tyrant themselves). This battle is only slightly more difficult than the first and only because you have to track both your characters instead of just Rebecca. Romantic Gondola Ride When the Tyrant has breathed its last, move to the southeast portion of the room and flip the switch on the wall to lower the ladder. Climb the ladder and collect the Mother Board, then return up the lift. There's a place to use the Mother Board in this room, which calls a gondola (not the boat). Have Rebecca take the ride over to the Dam Control Room. Move to the control panel inside the Dam Control Room and flip the switch to lower the water level. Once done, switch to Billy and return to where you fought the Prototype Tyrant, then exit through the door to appear outside near the dam. At the southern end of the walkway are two Green Herbs, and right next to them a short ladder. Climb down the ladder and dash across the dam. The lurker frog will make a dramatic appearance but can be ignored. Just make for the door. There are two zombies (the pasty type) in this room, to your left. Move left enough to switch the camera and take them out. In the room you can find a box of Shotgun Shells and some Handgun Ammo. Unlock the northern door and enter a room with towering specimen capsules. Keep Billy at the base of the stairs, and switch back to Rebecca. From the Dam Control Room, move Rebecca north into a small lab. Immediately take aim with the Custom Handgun and take out the plague crawler as it approaches (if you don't have the Custom Handgun, go ahead and have Billy take out the crawler with his shotgun by heading up the steps). There's a blue canister in a corner of the room -- have Rebecca mix the blue chemical with her red chemical (if you don't have this, you find it right after you use the Handle to open the door a while back) to form the Sulfuric Acid. Mix the Sulfuric Acid with the Industrial Water that's sitting on the table in the lab to form the Battery Fluid. Reunite the comrades via the stairs, and be in the room with the large capsules. Give Rebecca a boost to grab the Battery and mix it with the Battery Fluid (take out the plague crawlers with the Custom Handgun). Let's go back to the fork lift. Powering the Forklift When you return to the forklift with the Battery prepared, use the Battery to power the forklift. Have Billy hop on the crate on the forks and have Rebecca lift him within reach of the Keycard. With the Keycard in hand return to the room on the other side of the dam (the one where Billy ran to after Rebecca stopped the water flow). Use the Keycard to unlock the door and then discard it. It's time to prepare for your finest hour. At this point you want to be stacked -- you're about to go up against the final boss, the Queen Leech. Billy should have the Grenade Launcher with all rounds readied (he should have at least twelve Acid Rounds, as well as anything else you've collected along the way) and his Shotgun and Shells. Pack Rebecca with the Magnum and any ammo you have left, as well as with all your Molotovs and any health restoration you have available. Leave your characters with no empty slots -- this is it, so don't hold back. Battling the Queen Leech On the other side of the door with the magnetic Keycard you can find some Magnum Ammo, as well as an unhappy encounter with the Queen Leech. Grab the Magnum Ammo and go through the door. After the cinema that almost explains the story you're left to fight the Queen Leech. In the southeast corner of the room is another box of Magnum Ammo, which you'll no doubt want. Leave Billy solo (but in attack mode with the Shotgun equipped) and try to get to the other side of the Queen as Rebecca, popping rounds into her. If the Queen manages to grab Billy toss some Molotovs and get him free (if you leave her to do as she pleases, she'll kill Billy easily). This is as close to war as Resident Evil gets, so bar no holds. When the strange beast is downed this first time, regroup and patch up your characters as necessary. The Queen drops two keys -- one Gold Shaft Key and one Silver one. Make room in each character's inventory for one key each, and use the Silver Shaft Key on the left panel and the Gold Key on the right (you'll need to set the team into solo mode for this). Behind the opened doors is a save point and all the gear you could wish for (sans Magnum Ammo). Stock up and prepare for the final encounter. Take the elevator platform to meet the Queen Leech for the last time. Equip Billy with the Shotgun and ammunition, and Rebecca with the Grenade Launcher and rounds (if you still have Magnum Ammo, that's good too!). You'll be under a time limit, but the biggest challenge is keeping your characters alive -- apply aid when necessary and focus your shots on the Queen until your team comes up with their bright idea. At this point Rebecca will start operating on her own, and it's your job as Billy to distract the Queen: easy enough, eh? Again you're put under a time limit, and this time it's challenging. It takes Rebecca about thirty seconds for each valve, and at any time she may get hit she has to restart the turning process. Do your best as Billy to lead the Queen away from Rebecca and let her do her work -- you'll want to have switched the Grenade Launcher and Rounds back to Billy for this confrontation. You're not going to be able to slay the Queen with your power, but it's important to keep her distracted while Rebecca works -- don't waste your shots while the Queen is already stalled. With the turning of the final valve you'll have completed Resident Evil 0... and the story still makes little sense. Huzzah! -------------------------------- 5. Codes -------------------------------- Get New Costumes: Simply complete the game on Normal or Hard Mode, and you will find the Closet Key in Rebecca's inventory when you begin a new game. Take this to the room where you got the Hunting Gun and use it to get into a costume room. What can you wear? Billy gets a suit and Rebecca gets either leather or cowgirl apparel. Gzrau. Unlock Ending Bonuses: Ending bonuses are unlocked by earning gameplay ranks, which are based on the amount of time it took for you to finish. The ranks and what they unlock are listed below: D (9:01 or more): Leech Hunter and Closet Key. C (7:01-9:00): Leech Hunter and Closet Key. B (5:01-7:00): Leech Hunter and Closet Key. A: (3:31-5:00): Submachine Gun, Leech Hunter, Closet Key. S (3:30 or less): Rocket Launcher, Leech Hunter, Submachine gun, and Closet Key.