Navigation
______ _______ _______ _________ ______ _______ _ _________
( ____ )( ____ \( ____ \\__ __/( __ \ ( ____ \( ( /|\__ __/
| ( )|| ( \/| ( \/ ) ( | ( \ )| ( \/| \ ( | ) (
| (____)|| (__ | (_____ | | | | ) || (__ | \ | | | |
| __)| __) (_____ ) | | | | | || __) | (\ \) | | |
| (\ ( | ( ) | | | | | ) || ( | | \ | | |
| ) \ \__| (____/\/\____) |___) (___| (__/ )| (____/\| ) \ | | |
|/ \__/(_______/\_______)\_______/(______/ (_______/|/ )_) )_(
_______ _________ _
( ____ \|\ /|\__ __/( \
| ( \/| ) ( | ) ( | (
| (__ | | | | | | | |
| __) ( ( ) ) | | | |
| ( \ \_/ / | | | |
| (____/\ \ / ___) (___| (____/\
(_______/ \_/ \_______/(_______/
.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!
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Table of Contents
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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
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1. Intro
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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!!!
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2. Version Info
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=======================
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!
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3. The Basics
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=======================
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.
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4. Characters
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=======================
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.
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5. Prologue
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[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