\\\\______________________________________________________________________//// | | | RESIDENT EVIL: REVELATIONS | | | | COMPLETE WALKTHROUGH AND GUIDE | |_______________________________________________________________________| //// \\\\ By HeartBlade ------------------------------------------------------------------------------ About this Walkthrough ----------------------- Hi, everyone. This is HeartBlade and this is my third FAQ. Im a fan of RE and had a great time with this game. I highly recommend this to RE fans and to non-RE fans who are looking to expand their tastes. This is by far the best looking 3DS game we have out as of early 2012 imo. I hope you enjoy playing this game as much as I had. I don't want to ruin the story of this game so will not put in any descriptions of cutscenes. The information in this guide will be to help people in the game. Items that can be picked up will be marked in bars <>. This guide goes through the game at normal difficulty. This guide will also not cover raid mode. Contents --------- 1.Story 2.Game Mechanics 3.Campaign Walkthrough 4.Raid Mode 5.HELL/No Herb Run Tips 6.Campaign Missions 7.Enemy Strategies 8.Boss Strategies 9.The Artful Dodger - A Guide to Dodging 10.Weapons 11.Custom Parts 12.Raid Store 13.Tips and Tricks 14.Trivia 15.Copyright ============================================================================== HISTORY 0.5v Initial guide finished but incomplete 0.6v Revamp enemy strategies section and weapons section 0.8v All but one Hand Prints marked. Walkthrough 98% complete. All missions for Campaign outlined. All but one custom parts for campaign. 1.0v Campaign walkthrough complete. Guns in campaign complete. 1.2v Removed campaign (might do it seperate). Complete tips for Hell/No Herb. Enemy strategies and dodging section completed. ============================================================================== ----------- 1. Story ----------- In 2005, Veltro reappeared and threatened the BSAA with infecting approximately one fifth of the Earth's oceans with the T-Abyss virus, a marine virus derived from the deadly T-virus. As a demonstration of their power, Veltro terrorists have hijacked the ocean liner SS Queen Zenobia and caused a viral outbreak aboard the ship. BSAA agents Chris Redfield and Jessica Sherawat were sent to investigate Veltro activities, but contact was lost with both agents during the mission. The BSAA then assigned Jill Valentine and Parker Luciani to locate the missing agents and sent them to their last known location - the SS Queen Zenobia. ========================================================================== Characters ---------- BSAA -Jill Valentine- -Parker Luciani- -Clive R. O'Brian- -Chris Redfield- -Jessica Sherawat- FBC Members -Morgan Lansdale- -Raymond Vester- -Mysterious Terrorist- ========================================================================== ------------------ 2. Game Mechanics ------------------ ========================================================================== CONTROLLING YOUR CHARACTER --------------------------- =Moving= Resident Evil: Revelations retains the traditional "tanks controls" used throughout the series. Tank controls move the character similar to a tank. The character moves forward/backward when the analog stick is pushed forward/backward. The character turns left/right when the analog stick is pushed left/right. Tilt the analog stick fully to make your character run. Tilt a little for the character to walk. =Dodging= A callback to RE3, dodging is back in Resident Evil. When the bio weapon is about to hit your character, tilt your analog stick forward or backward + B. With the right timing, your character will sidestep or duck under the attack and will be at the side of the enemy, allowing you to run away. Be aware of your surrounding however since although you get invincibility frames during your dodge, you can get stuck between enemies if you are in a small space. =Melee= Although melee attacks are back, they are much harder to perform in Revelations than in RE4 and RE5. The ooze are more resilient to bullets than the las plagas of RE4 or the uroboros of RE5 so a quick head shot and follow up kick will not work here. For the melee icon to appear, you need to stun your enemy (such as shooting the ooze in both hands) and run up. You will see a hand icon with the Y button so press and hold Y to charge up your melee attack to deal maximum damage. =Down= Revelations has added a new feature where the character can be hit down on the ground after getting hit by an attack. In this position, the character can still move slowly and fight back but is limited to the handgun. Mash Y to get your character back up on his or her feet. =Swimming= Swimming is a new control scheme featured in RE. When in deep water, press Y for Jill to dive into the water. Use the analog stick to have Jill face the direction you want to swim toward and hold B for Jill to kick her legs and swim forward. Tap B to swim faster. Remember that your character does have an oxygen meter and cannot stay underwater forever. STATUS ------- =Health Meter= For people new to the RE franchise, you will notice that your character has no bars to indicate health. Revelations has removed the health bar introduced in RE4 and RE5 and you have to return to judging your character's health based on appearance although it is much easier than in the past. I will use three descriptions to describe the character's health. If you have a herb, press A to heal. -Fine- You are near full health. Your screen is clear and your character can both walk and run. This is the status you want to keep. -Hurt- Character has been hit quite a few times. You can see red blood at the edges of your screen. Your character can still walk and run but your vision is impaired a little. You want to heal before a big fight. -Critical- Your character has been hit down to critical health. Your vision is darker and more monochrome. The red blood at the edges of the screen are further toward the center. Your character is clutching his/her side while running which slows you down a little. You want to heal immediately if you have the herbs. Note: Your character's health carries over in cutscenes but not across episodes although herbs do. =Oxygen Meter= Similar to the health meter, the amount of oxygen you still have while swimming can be seen on screen. As you being to get low on oxygen, your vision gets darker and you see black near the edges of your screen. Your character can hold his/her breath for a long time however. SUB-MENU ---------- This is the menu available on the lower screen during campaign mode. The menu is divided into five sections: one main menu during play and four sub menus when you open the sub-menu (hit the slider on the right). MAIN MENU ---------- This is the menu you will see on screen during normal gameplay. The top row shows your guns with the right most gun being the one you have equipped Press =D-pad right to switch guns quickly= The left top square shows your sub-weapon. Click the square to see the sub-weapons you have and quantity. =D-pad left to switch sub-weapons quickly= The left bottom square shows your scanner, Genesis. =D-pad up to switch between weapon and Genesis= =D-pad right when holding Genesis to switch to gun= Sub-Menu 1 ---------- This menu shows how many herbs and grenades of different types you have. Sub-Menu 2 ---------- This menu shows how many of what type of ammunition you have. Sub-Menu 3 ---------- This menu shows your keys and control guides. Sub-Menu 4 ---------- This menu brings up your map. It shows your location in blue, weapon boxes with a gun mark, and your objective location in orange. Use d-pad to cycle through rooms to see where you need to go if lost. Save system ------------ Unlike past Resident Evil games where the player had to manage their saves using ink ribbons with a typewriter, Resident Evil Revelations forgoes the typewriter completely. The game is saved when the character reaches a check point in the game, usually after a cutscene. Difficulty ----------- At the very beginning, you can choose two difficulties -Casual- -Normal- Grading System -------------- The game has a grading system which grades your performance on the game based on three criteria: Accuracy, Number of Deaths, and Time. The ranks range from S to C, S being the highest. The higher your overall rank, the more BP you receive. You are graded both at the end of notable sections which may involve switching characters and at the conclusion of the episode. Accuracy: The number of shots that land on the enemy. To keep accuracy high, don't bother going for headshots and shoot the body. The ranking you get for percentages differs depending on the episode, some having lower requirements than others. Number of Deaths: Self-explanatory. Do not die during the chapter. You can cheat the system by quitting the game before the game reloads and saves the death. Time: The time it took for you to beat the level. (No bearing first time) You are given three grades: once midway through the episode, once at the end of the episode, and one overall grade (composite of both scores). To get an overall S, you need to get S rank for both accuracy and deaths. If you get one A, your S averages out to an A. You need all S for an overall S. NOTE: In Campaign, the Rank system has no relevance. BP is for Raid Mode and there are no rewards for S ranking episodes. There is no record of your rank later for showboating purposes either so chill and focus on surviving for campaign. ============================================================================= ----------------------------------------------------------------------------- ============================================================================= ------------- 3. CAMPAIGN ------------- ============================================================================= ========== =Prologue= ========== =Opening Cutscene= --------------------------------------------------------------------------- Check List| ----------| Key Items N/A Handprints N/A --------------------------------------------------------------------------- Move up the bridge to the locked door. Go to the chained door. Jill says she can shoot off the lock with R + Y. You can shoot off the lock but can also cut it off with the knife. Do so and enter. Nothing in this room. Go through the door with the yellow light on top. Go down the stairs and through another door. Your first glimpse of ooze. There is no fighting yet so just go through the door. Go down the stairs and to your right. The elevator is out of power. Go left and follow the corridor. Open the right locker at the end for a <> Go forward and rats will jump out of the power box. Go around the garbage to the door in the back with a green light above. Before going in, turn to your left to find a locker. Open it for <>. Go through door with the green light. Go to the crate in the center. =Cutscene and Save= ------------------------------------------------------------------------------ ------------ Fight: Ooze ------------ Recommended Weapon: Handgun Weak point: head (damage), arms (stun) This is your first encounter with the enemy. The ooze is the common enemy you will be facing and you will find that it has much more in common with the zombies of past RE games to recent ones. The ooze require quite a few shots to down and a simple headshot or knee shot is not going to stun it easily. Aim your shots in the body to keep your accuracy high. If you want to melee the ooze, shot its swinging arms. Around three or four shots may be enough. This will cause the ooze to stop moving and slump a little backward with its sucker tongue hanging out so quickly run up and hold Y to unleash a full-powered kick on it if this happens. This is a good time to practice dodging the ooze attacks if you’re not good at it yet. Press the analog stick up a little bit after the ooze pulls back to attack. You will know you succeeded if you see Jill crouch and side-step the attack. ------------------------------------------------------------------------------ ============================ =Episode 1: Into the Depths= ============================ =Cutscene= ------------------------------------------------------------------------------ Check List| ----------| Key Items N/A Handprints 1. On the FBC box in the second area you visit through the tunnel while scanning carcasses ------------------------------------------------------------------------------ Read the manual on how to use the Genesis. Before jumping down, turn to your left to scan the carcass under the wood. Scan the carcasses. The one next to the two boats has a metal detection. Examine for a cutscene. Before going to the right side, go to the boat on the very right to pick up <>. Scan the small carcass hanging on the wall. Go along the right to a fallen branch and barrels to find <>. Go scan the two carcasses. One of them comes to life. Dispose of it. The moved carcass should have left a <>. Go through the tunnel and scan the small carcass on the bottom left. Attempt to scan the carcass. It will rupture. Scan it again for the data. Go to the barrel to pick up a <>. Go straight and pick up <>. Go to the boat on the right and pick up a <>. Go to the other side and scan the log to find <>. Scan carcass under bridge. Go into the water and scan the carcass at the end of the bridge to complete your scan and get a vaccine. Before going back, go to the opening on the right and scan the end of the area to find a <>. There is another carcass here to scan if you still do not have enough data. Scan the FBC box for a <> before you leave. On your way back, another carcass comes back to life and attacks you. After killing it, go back and give the data to Clive. **Checkpoint** =Cutscene and Grade= ------------------------------------------------------------------------------ Check List| ----------| Key Items Crew Quarters area Key Handprints 2. On the right wall behind the pipe in the corridor after the storage room 3. Next to the vending machine on the wall. 4. In room with two Ooze that killed Rachel. Opposite wall of blood stain ------------------------------------------------------------------------------ Take out your Genesis with D-pad Up and scan both the ooze and around the room for a total of <>. Go to through the door w/ Green light the previous room to scan for another <> if you need more.Go back to the starting room and go through the other, more round steel door. Backtrack out of the room back to the vending machine and scan the wall to collect a <>. Go past the garbage through the previous door back into the corridor. Walk right, take the left, and walk up the stairs to your right and through the door. Go through the storage room and through the door. Go forward and turn around and scan the left wall near the blood close to the pipe to find a <>. Backtrack to the first room and go through the other door. Go forward to the red door and examine for Jill to look through the vent. You will get a new objective to find the key to the door. Go through the blue door to the right and up the stairs to find a <>. Go through the door. Scan to find two pick up spots for a total of <>. Go through the door and through the bathroom. An ooze will come out so dispose of it and scan it for some virus data. Go through the room and through the door to the other side. Don’t bother with the lockers as they are empty. Turn left and go straight. Ignore the anchor door. Scan the boxes for additional <>. Turn left and go past the red door and head through the door. You will hear a scream. Go down the stairs to see new character Rachel be butchered by two ooze and eaten. (Fans who followed the trailers know who this character is. Check it out in youtube for more). Turn right and open the locker for <>. Go straight and turn right to go through the blue door. =Save= You are in the room with the two ooze. Take them out. Scan around the room to find <>, <>, and a handprint. Go out of the room and scan the small gap before turning left to find a <>. Go up the stairs to encounter an ooze. Kill it, scan and backtrack through the door. Before going back to Parker, open the red door to your left with your new key. Inside is a <> and <> on the table. Kill the ooze and scan the room for an additional <> and <>. Leave the room. Backtrack to the bunkroom. The will be one ooze which immediately meets you so prepare to dodge if possible. After killing and scanning, go through the bath room to find another ooze crawling out a vent. Kill it and scan. Finally, you meet one more ooze at the door. Kill and scan. If you killed and scanned all ooze so far, this should get you a 100% scan and a <>. Scan the bed for another <>. Leave the room and scan the end of the hall for <>. Go down the stairs and go to the very bottom to the dead end. Scan for <>. Go back up one flight and through the door to meet Parker. Use the key on the red door to the room we were trying to get into. =Cutscene= End of Episode 1 =========================== -Episode 2: Double Mystery- =========================== =Cutscene= ------------------------------------------------------------------------------ Check List| ----------| Key Items Flight Plan Handprints 5. Inside cockpit of fallen plane. Open door and scan inside room body falls out of. 6. On the hanging stalagmite to your left after jumping over the bridge gap. ----------------------------------------------------------------------------- Since we are a different character, we have different equipment. Chris starts with a shotgun with 13 shells and a handgun with 50 ammo. It’s hard to describe where to go so follow the map on your bottom screen and keep going down until you get to a cliff. Jump down. Start to examine the plane. On the right side next to the engine, scan with genesis to find <>. To the left of it past the box with the biohazard sign is <>. Open the box and scan the inside carcass for some data. Go to the left and scan next to the fallen engine for <>. Scan near the boxes to get another <>. Open the box and scan the carcass inside for some data. Go to the end of the plane where Jessica is and open the door. Scan the inside of the cockpit to get a handprint. Scan the body to pick up <>. Go through the opening on the left and break open the boxes to pick up a <>, <>, and <>. Examine the gate to lift it up. =Save= Jump down the two small cliffs and ready your handgun or shotgun. Three infected dogs attack. Eliminate them with the handgun if possible but use the shotgun if you are having trouble hitting them. Scan near the right of the entrance of the tent to pick up <>. Go down the left path and break open the box for <>. There is a dog ahead to try to take it out from afar. Go straight and you will find <> and <> on the table. Go across the bridge and you will run into three more dogs. I recommend using the shotgun here because there is little space to move around here to avoid the dogs. After taking care of them, jump across the bridge and pick up <>, <>, and <>. Jump down the cliff and get ready for a big fight. One large dog and two dogs will come to chase you, followed by two dog and another two dogs for a total of 7 dogs. Go to the box on the right to pick up <>. The pile of boxes in the center have <> and <>. The box on the far left has a <>. Scan the rocks at the end to collect <> and <>. Continue along the path. When Jessica starts talking about Jill, turn left and scan the very right hanging stalagmite for <>. Continue along the path. Go down to end and break open the four boxes to find <>, <>, <>, and <>. =Save= Break open the box for <>. Go along the path and jump across. The ledge will break and Chris will fall. Don’t bother pressing y to get up or d-pad right to switch, you can only use your handgun and subweapons in this fight. ------------------------------------------------------------------------------ ----------------- Fight: Dog Swarm ----------------- Recommended weapon: B.O.W. Decoys Weak point: Head You've fallen of the cliff and hurt your leg so you can't move. Meanwhile, a pack of bio weapon dogs approach. Since you are on the ground, you can only use your handgun and sub weapons in this fight. Strategy The knife is no good here so switch your sub weapon to decoys or hand grenades since those weapons are good against packs of enemies. You should have enough decoys to deal with the dogs. A lot of dogs both big and small will come after you so try to shoot the dogs when they are still far away and throw decoys when you are overwhelmed. This is a timed fight waiting for Jessica to come help you up rather than a fight to kill the dogs. Throw decoys when overwhelmed and shoot the dogs from afar when possible to survive. TIPs The dogs come at you from both the left and the right so make sure to look around you and not get stuck focusing on one pack. The dogs are bio weapons so use the decoy to draw packs away from you and take some out in the blast ------------------------------------------------------------------------------ After the fight, walk over to the yellow ladder. Continue forward and open the gate. **Checkpoint** =Cutscene and Grade= --------------------------------------------------------------------------- Check List| ----------| Key Items Screwdriver Handprints 7.On the turkey in the Cafeteria 8.On the bathroom wall in Jill's room (need to get equipment back). 9.On the right-most window of the bridge --------------------------------------------------------------------------- Back to Jill on the ship. (Fans who played the demo will be familiar with this next scene). Push the cabinet blocking the door and go through it. Behind the door is a <>. Dain the bath and be dismayed. Open the toilet to find <> taped to the cover. Go out and encounter an ooze. Too bad we have no weapons. Stay next to the TV and wait for the ooze to come toward you and attack to dodge its attack (a prompt will come up for this dodge to make it easier). Go to the electric panel next to the door and unscrew the bolts. Start ---------------------------------- [ O O O ] [ _/| ] [ / | ] [ / | _______ ] [ O _/ O / ___O ] [ / | / __/ ] [ / __|/__/ ] [ / ___/ |/ ] [ O __/ O O ] [ ] ---------------------------------- 1.Move top center down 2.Move middle center left 3.Move bottom center up 4.Move middle center up 5.Move bottom left right Final solution should look like this ---------------------------------- [ O / O\ O ] [ / \ ] [ / \ ] [ / \ ] [ O/ O O ] [ \ / ] [ \ / ] [ \ / ] [ O \ O / O ] [ ] --------------------------------- =Save= Unlock the door and go through. Head straight and pick up <> Dodge past the ooze and go through the door. Go into the door straight ahead. You should be in a bathroom. Quickly pick up the <> and exit before the ooze comes in. Go right and up and through the door on your right. You will see two ooze ahead of you. Turn around and go in the backroom. You can find <> on the table and <> on the table next to the bed. You can't get the shotgun here yet. Go back into the hallway. The ooze are hiding in the cabinet so quickly run past and go through the door. Run through this corridor since there is nothing to see and past the ooze. In the room, ignore the ooze eating and run to the door. Push the cabinet blocking the door away and go through. You should be in a big room with stairs now with a "Cafeteria" at the bottom. Run down to the bottom to meet up with Parker. He says that he say weapons along the way here so follow him through the door. =Save= Parker will warn that there is more ooze but gives you 2 <>. They will automatically be equipped in the sub weapon menu. Go through the door. This first room is filled with two ooze. Dodge one if possible and go through the door on the other side. This next room has three ooze. Be careful not to get stuck in the gap close to the first two ooze. After going past them or using a decoy, dodge or decoy the third ooze and go through the door. Go straight and pick up the <> on the table. Parker will call you to the steel door. Kick it down and pick up your weapons. Go to the green box and examine it. This green box works similar to the storage box in past Resident Evils where we can store excess weapons. However, it also is the place where Jill can add/remove custom parts to her weapons. Take this opportunity to add our newly acquired custom part to our handgun. To add the custom part(s), put the cursor over the weapon you want to upgrade. The upgrade button (y) should highlight. Press y to go to the custom parts page. Select the custom part you want to add to your gun and select it on an open section on the gun. Our new the custom part should be -Damage +10%- so add that to your handgun and exit out the box. =Save= Now we have to backtrack toward the bridge. Before going back, go straight into the room in front. Scan to find a <>. (This is the room you start in the demo). Exit back to the corridor. Scan the picture on the table to find <>. The red door is locked so ignore it and begin to backtrack. Dodge or kill the ooze and scan its remains for data. Scan the clock for <>. Kill the second ooze and go through the door to the second bookshelf room. Go into the second room and kill the two ooze and scan for data. If you get 100% data, you will get another <>. Go through the door. Scan the box to pick up <>. Go through the door and kill the ooze and scan for data. There should be <> if you are low on a table on the left of the "Cafeteria". Scan the turkey here to get a <> and go up the stairs and scan the shelf to get <>. Go through the door on your left. Take out the two ooze in the vase room and scan. Scan the large blood stain to find <>. Go through the door at the end. In the next room, go forward and scan the broken cupboard to get <>. Go into the next room and take out the two ooze. Scan and go through the door. Go straight and turn left in this corridor. Turn left and go into the next room. In here you will find one normal ooze and one with upgraded one with spiky arms. If you are starting to get low on ammo, just run around and avoid rather than fighting. You can scan them for data if you want. Try to draw the spiky ooze toward you and dodge the normal ooze to get to the door you need to go to. It’s the door to your right when you first enter. Go through the door. You will be back to where you first were. Go into your previous room and into the bathroom. Face the wall and scan to find a <>. Go out and down the hall and turn right. Equip your knife and use it to break the lock off. Go through the door. On the table you will find <>. Go down the hall and press the button to call the elevator. Once inside, press the button and go to the "Bridge." Go through the corridor and into the door with the already broken lock. Inside this room, scan the boxes for <>. Go to the lockers on the left side facing right. The locker on the very left holds <> and the locker on the right holds <>. Go through the door. You will be in a short corridor. Go through the door ahead to enter the bridge. Scan the pipes to your left for a <> and scan the right-most window for a <>. Go to the panel and examine. =Cutscene= End of Episode 2 ============================= -Episode 3: Ghosts of Veltro- ============================= =Cutscene= ----------------------------------------------------------------------------- Check List| ----------| Key Items N/A Handprints N/A ----------------------------------------------------------------------------- We now play as newcomer Parker. We have a machine gun with 60 ammo and a handgun with 7 ammo. Go left to pick up <> from the desk. Go past that desk toward the front to pick up <>. Go to the front of the desk to collect two <>. Go to the other side to collect another two <> and a <>. Go through the doors in the back. Go left and go to the dead end to pick up a <>. Backtrack and go down the stairs. Your task is to kill all the bio weapons. Use your machine gun to gun down the enemies and stun them and follow up with a melee attack. There is a <> in the top right corner and <> next to the stairs. There is <> on the left staircase. Underneath the stairs is <> and a <>. On the left back staircase is a <>. In the back of the room, there is also a <>and two <> close by on the floor to the right. There is <> at the very back on a box and a <> to its left. Make sure to pick these up before following Jessica to the elevator. Go up the front right stair case and follow the path to meet up with her. Follow Jessica through the corridor and go up the stairs. Hit the button to open the elevator and take care of the hunter inside. Go inside the elevator and push the button inside to go up. =Save= Go through the room and follow the corridor. Go through the red door. A hunter jumps in through the window so take it out. Go forward to pick up <> from the table. Turn left and go through the red door. You see a hunter jump away. Chase after it and jump over the sign to find a <>, <>, <> and <> as well as the hunter. Kill it and backtrack and enter the conference room. Deal with the hunter inside and pick up <> from the chair at the bottom right of the table. Go through the other door to the other side. Once through the door, turn right to find a <>. Turn left and go to the end and through the door. Search the room to find two <>, a <>, and two <>. Leave the room, head straight and turn left through the corridor. A hunter will drop behind and chase you but just ignore it and follow the corridor to the end and go through the door. In the next room, pick up <> and turn right. Open the locker in front of you at the end of the room for <>. Turn back and open the left of the two lockers for a <>. Turn left and open the left of the two lockers for <>. Go through the next door. Go forward and take out the hunter that appears. Turn left and go through the corridor. On the next left, there are two hunters waiting. Dispose of them and continue along the path. Follow the path until you get to the door. Go through the door to get to the staircase. Go up the stairs and pick up a <>. Run up to the sixth floor (four and five are unavailable anyway) and go through the door. =Checkpoint= Go right and right again before going through the door to get to a table with <> and a <>. Go back and through the door. In the office, go over the sign when the hunter is away (you can see his head bobbing) and strafe to take him out. Behind you in the cubicle is a <>. Go straight and strafe again to take out another hunter. Go straight and open the locker for <>. Turn left to see another hunter. Kill him if you want and go back to the corridor where the second hunter was to find <>. Go through the door to your right. Turn right and go through the gate. Continue along the corridor to the elevator. =Save= ------------------------------------------------------------------------------ ------------------------------ Fight: Hunters by the Elevator ------------------------------ Recommended Weapons: Machinegun, Shotgun Weak point: face Enemies: Hunter Items Hand Grenade Top of boxes in front of entrance Machine Gun Ammo +30 Left of hand grenade Shotgun Shells +8 alcove in top right Shotgun Shells +8 alcove in top right Handgun Ammo +10 bench right of alcove Machine Gun Ammo +30 bench on lower left of room Machine Gun Ammo +30 bench on lower left of room Machine Gun Ammo +30 top right side of room next to boxes Green Herb upper left corner of room After calling the elevator, hunters will attack by falling from above and jumping in through the windows at the sides. There is a near endless stream of hunters so you will need to fight them off until the elevator arrives. Once the elevator arrives, go in, dispose any hunters in the elevator with you, and press the button inside to end the fight. Strategy This is a much tougher battle than in the airport since the hunters are more numerous and more aggressive. The hunters often come for you in pairs of twos so it is recommended you either keep backpedalling and shoot chasing hunters or stick to one of the upper corners of the room and dispose any hunters who come near to you. If you choose to stay in one place, I recommend the upper two corners to protect your back or in front of the elevator so you can quickly enter when it arrives. The hunters are numerous and never-ending (in relation to our ammunition) so I recommend moving around the area to avoid the hunters pinning down on you and shooting them away with the shotgun. Try to aim for their face with your shotgun or machinegun to get them stunned so you can follow up with an uncharged melee attack. Use any hand grenades you have. TIPs: The hunters often come in pairs which is why the shotgun is recommended over the machinegun. Try to keep both pairs in sight when fighting. Lobe hand grenades and empty your guns for this battle. No need for conservation here. Try to have the hunters chase after Jessica instead of you if possible. ------------------------------------------------------------------------------ After the elevator arrives, go through the corridor and out onto the helipad. Head to the choppers. **Checkpoint** =Cutscene and Grade= ----------------------------------------------------------------------------- Check List| ----------| Key Items Helm Key Queen Zenobia Ship Map Crest Lifebuoy Key Handprints 10. On wall opposite of Communications room 11. On broken painting to the left of the Casino Room 12. Wall in the room Comm Offier Boss was trapped in 13. In kitchen on second floor above burners 14. On the second table on the foredeck 15. On the water purifier in the Solarium Weapons Shotgun: Windham Rifle: M40A1 ---------------------------------------------------------------------------- Back to Jill on the ship. Turn left and look at the end of the control panel to find <>. Our ammo carrying capacity for Handgun ammo has increased by 20. Go down the stairs on the bridge and through the door. Straight ahead is a <> and <> on the table. Back track and head through the corridor to find an ooze. Kill it and turn right to enter a room. In the room, examine the sparkle to your left to find <>. We can now access some of those steel doors we found on the ship. On the left side of the room on the floor is <>. At the end of the room on the cart is two <>. On the table to the right is <> and at the head of the table is <>. Leave the room. Go straight ahead through the steel door on the opposite side. We can now go through since we have the Helm key. Examine the table to your left for <>. Go to the picture in the frame Parker is looking at to get the <>. Go to the bookshelf and pick up <>. Examine the body in the chair and scan to find <>. Exit the room. Go through the corridor and Parker says you should go to the Emergency contact room to contact HQ. =Save= Backtrack to the bridge and back to the elevator which you came from by going through the door. In the locker room, there is an ooze so ignore or kill it. Scan the boxes on the bottom right side of the room for <>. Go through the door. Go through the corridor and into the elevator. Go to the "Upper Cabins." Go through the corridor and go right. Pick up <> and head straight through the steel door with the helm key. Inside, scan the base of the bed to find <>. Leave the room and turn right through the door. Go straight and left through the next door. Here you will face the ooze with spike arms so attempt to dodge its attack or go through the other side, avoiding the regular ooze. Go straight through the door. Follow the corridor and take a left turn into the next room. Insert the "crest" into the platform to get the hanging <>. An ooze comes out of the cupboard so dodge out of its attack and kill it or run out of the room. Go through to the other room and move through the vase room. Take out or avoid the ooze in the room and go through the door. In the next room, in the "Cafeteria", take out the two new ooze. They have ranged attacks so watch out for them. Go down to the bottom of the "Cafeteria" and so to the right door and open the gate with the Helm key. Go through the door with the wheel and another with a wheel. =Save= Go around the circle to find the door to the communications room locked by a gate. A note tell us that the Comm. Officer has the key and he has gone to the Promenade. Turn around and scan the wall behind you for a <>. Check the weapon box to add your new custom parts to your gun if you want and go down the stairs. Go behind the staircase and scan the broken black painting for a <>. Turn around and walk straight to the door with the black doormat with the name "Promenade" and enter the door. In the new area, turn right and go through the door. Head straight and pick up <>. Check the shelf for <> and <>. Go through the door and find <> on the table. Take out the ooze across the hall. One shot with the rifle will do. Go straight and turn right through the door to find a regular ooze and <>. Go straight and turn right down the stairs. Collect <> from the table. Go into the open room and scan to collect <>. Go back up the stairs and head toward the white shutter with red arrows point up. =Save= Go forward into the room and collect <>. You will want to shoot this lock instead of breaking it with a knife so you are far away from the door when the Comm. Officer smashes it down. Our first Boss Battle. ------------------------------------------------------------------------------ =========================== BOSS: Mutated COMM Officer =========================== Recommended Weapon: Shotgun, Rifle Weak point: Head Enemies Ooze Attacks -Saw Cut- The comm. officer swings the saw on his arm three times. Try to keep your distance from him and get a shot in after the third strike. -Projectile- Comm. Officer shoots two projects that have significant reach. Try to stay out of direct line of sight to avoid. The first projectile hits the floor and the second heads straight. -Bear Trap- After reaching the floor, the projectile becomes a bear trap and catches Jill's leg, keeping her pinned for the officer to catch up to. Mash Y to escape. Can also shoot to dispose. -Finisher- Comm. Officer grabs Jill, lifts her up, and drops her on rotating saw on arm. Items Handgun Ammo +10 On table on the bottom floor next to door Handgun Ammo +10 On table inside restaurant Handgun Ammo +10 On table in front of blinder Rifle Ammo + 7 Shotgun Shells + 3 On table inside restaurant Shotgun Shells + 3 Inside room containing Comm. Officer Fire Barrels Locations -Inside room where boss appears -next to bridge on top level -Next to staircase on bottom floor -Next to pillar on bottom floor Strategy This boss is a wakeup call if you are unfamiliar with Resident Evil. The boss itself isn't too hard since it is relatively slow. The problem comes from the never-ending stream of ooze who also join in the fight. Keep your firepower focused on the boss and try to always use the rifle or the shotgun to deal damage. Run around the area and pick up ammo on the bottom floor if you get low. Always keep yourself on the move unless you’re planning to trap the boss in a blast. The ooze have projectiles which act as a drain on your health. Use the fire barrels to your advantage. Use a handgun ideally and keep your laser on the barrel and wait until the boss approaches. The blast is pretty big so you don’t have to wait too long. If caught in the blast, the boss will be stunned so use this opportunity to unload some lead or run up and use a fully charged melee attack on him. Remember that charging the melee attack gives no immunity frames so you are still open to attack from other ooze. Run to cliffs to jump down from. The bottom level gives you more maneuverability due to wider spaces and all the ammo is down there. Using the jump motion gets you down quicker and gives you invincibility frames when moving. Use it to your advantage. ------------------------------------------------------------------------------- After the boss is defeated. Its body decomposes and it drops the <>. Pick it up. Go up into the room the boss was in and use your scanner to find a <>. Jump down and head to a kitchen. Scan above the burner for a <>. it on the steel double door on the far end of the bottom floor to leave the ooze filled area. =Checkpoint= Continue along the path through the double doors to get to an elevator without power. Unscrew the panel next to the elevator. Start ---------------------------------- [ O\ O / O ] [ | \ / | ] [ | \ / | ] [ | \ / | ] [ O \ O \ O ] [ | / \ | ] [ | / \ | ] [ | / \ | ] [ O/ O O ] [ ] ---------------------------------- 1.Move bottom left node right once 2.Move bottom right node up once 3.Move middle right node left once Final solution should look like this ---------------------------------- [ O\ O / O ] [ | \ / | ] [ | \ / | ] [ | \ / | ] [ O \ O O ] [ \ / ] [ \ / ] [ \ / ] [ O \ O / O ] [ ] ---------------------------------- Now you have the elevator working to take you to the deck or the bridge. Go to "Deck" and scan for a handprint. Search the room to find <>, <>, <>, 3 <>, and a <>. Scan the target next to the chair with the handgun ammo to find <>. Finally, scan the tables to find a <>. Return to "Promenade Deck". Exit out the double steel doors and through the small steel door. Go up the stairs and backtrack. Go through the wood door. Go through the corridor and through the wood door. Go down the stairs and break open the box at the bottom for <>. Go through the wheel doors to return to the "opera house." =Save= Climb up the stairs. Before completing the level, run past the locked door and go left/right and through the door up the stairs. Continue going right and enter the door on the bottom right of the map to enter the "Solarium." Open the two lockers to your left for <> and a <>. Go right and unscrew the electric panel. Start ---------------------------------- [ O\ ___O___ O ] [ \____/ \_____/ ] [ _\__/\______/_\__/_ ] [ / \/ \/ \ ] [ O /\ O /\ O ] [ \ / \ / \/ ] [ / \__\______ /__ / \ ] [ /_/ \ / \__\ ] [ O/ \ O / O ] [ ] ---------------------------------- This would take a long time to outline every step. The key to solving this puzzle is to move of of the nodes to the center and cycle around until the node meets its neighbor which you then push out. Rinse and repeat for every node to solve the puzzle. Here is my solution 1.middle left right 2.bottom left up 3.bottom center left 4.middle center down 5.middle right left 6.bottom right up 7.bottom center right 8.bottom left right 9.middle left down 10.middle center left 11.bottom center up 12.bottom left right 13.middle left down 14.top left down 15.top center left 16.top right left 17.middle right up 18.bottom right up 19.bottom center right 20.bottom left right 21.middle left down 22.middle center left 23.top center down 24.top right left 25.middle right up 26.middle center right 27.middle left right 28.bottom left up 29.bottom center left 30.bottom right left 31.middle right down 32.middle center right 33.middle left right 34.bottom left up 35.bottom center left 36.middle center down 37.middle right left 38.bottom right up 39.bottom center right 40.middle center down 41.middle left right 42.top left down 43.top center left 44.top right left 45.middle right up 46.middle center right 47.bottom center up 48.bottom right left 49.middle right down 50.middle center right 51.bottom center up 52.bottom left right 53.middle left down 54.top left down 55.top center left 56.top right left 57.middle right up 58.middle center right Final solution should look like this ---------------------------------- [ O----------O----------O ] [ | | ] [ | | ] [ | | ] [ O O O ] [ | | ] [ | | ] [ | | ] [ O----------O----------O ] [ ] ---------------------------------- Go through the blue door. Scan the <> on the control panel. Press the button to activate the water purification system. Leave the room and go back down to the "Communications Room." Use your key to gain access to the Communications Room. =Cutscene= End of Episode 3 ================================== -Episode 4: A Nightmare Revisited- ================================== =Cutscene= --------------------------------------------------------------------------- Check List| ----------| Key Items Iron Anchor Key Coin Handprints 16. On the diving board in the Solarium 17. On the casino machine in the back of the room to the right 18. On the bottom left of the Veltro flag in the room with Chris doll Weapons Machinegun: MP5 --------------------------------------------------------------------------- Collect <> on the monitor board. Look to your right to find <> and <>. Exit through the doors and return to the "Opera Room." Raymond gives us <>. Tells us to go to the Casino and up the elevator to the Bilge. He also mentions his partner Rachael and how she has lost contact since the Bilge... Before going on the mission, go through the door on your right and up to the Solarium. The water is now purified so jump in and dive with Y. Take the left path to find <>. Turn around and go straight and up the ladder. Climb up the diving board to find a <> and a <>. Jump down and back into the water. Go to the left to the other side and climb the ladder. Scan for two items, <> and <>. Go to the bar to find 3 <>, 2 <>, and collect <> on the chair. There are also 2 <>. Go back into the water and back down to Raymond. Go to the weapon box and change custom parts if you want to. Go down the stairs and behind the staircase to get to the door leading to the casino. Use the key to lift the game and go through the door. Go down the escalator to the casino floor. To your left on the left side of the escalators is a <>. Go past the status and up the stairs. Examine the lever to turn on the breaker and bring the casino back to life. Go back to the fountain and press the button. The virus flows into the water and infects the fish, turning them into deadly bio weapons. The fish will chase you so take them out from afar with the handgun or shotgun if they are too close for comfort. Killing the last fish will drop a <>. Turn right past the slot machines and go to the cash out counter to find a <>. Now go to one of the three highlighted slot machines. There is a slot machine on the right side, center, and left side of the casino which you can play. Scan the left side of the right side back casino machine to find a <.. The game is automatic so keep depositing the coin until you win a <>. Go up the stairs to the door with the lady hold the tray. We have to put a certain number of coins on the tray for the door to unlock. Brose coin: 7g Silver coin: 9g Gold coin: 17g we need to place 107g on the tray which is 3 Bronze, 2 Silver, and 4 Gold. Place the coins to unlock the door and go through. =Save= You can find <> on the sofa in front of you. There is a <> on the chair, <> on the blackjack table, and a weapon box. Collect the ammo, go to the weapon box to custom your guns if you want, and jump down the ladder to the right of the box. Jump down another ladder. Climb up the ladder in front and go down the corridor. You will get to the life. Before going on, go around past the green double doors and pick up <>. Check center panel on the lift to find that the key is gone. Go through the double green doors. Go through the corridor to find an elevator. Go to the panel to its right and unscrew it. Start ---------------------------------- [ O \\ O ----O ] [ \ \ --- / / ] [ \ \ --- \/ ] [ \ / /\ ] [ O \ O / / \ O ] [ / / ] [ / / ] [ /--- ] [ O O O ] [ ] ---------------------------------- 1. Move top left right once 2. Move middle center left once 3. Move bottom center left once 4. Move middle right down once 5. Move bottom center left once 6. Move top right down 7. Move middle right left 8. Move top center right 9. Move middle left up 10. Move top left right 11. Move middle center left ---------------------------------- [ O O __ O ] [ / | ] [ / | ] [ / | ] [ O--------- O O ] [ | | ] [ | | ] [ | | ] [ O----------O-----------O ] [ ] ---------------------------------- Go through the activated elevator and go up. =Save= Parker states that Rachael is in the Bilge and most likely has the key. Rachael is the person we heard screaming and get killed by the ooze earlier in the game. ------------------------------------------------------------------------------ NOTE: This is an ammo searching run: If you want some ammo, follow the paragraph. If not, just skip to the next. ------------------------------------------------------------------------------ Turn right and left and follow the path up the stairs into the next room. Scan the boxes to your left to find <>. Go through the door on the other side. In the next room, scan to find virus data in the pool of blood and <>. Go outside to the door and scan near the big boxes to find <>. Backtrack to elevator. Take out the spiky ooze in the corridor and pass the first door to go to the end of the corridor. Open the right locker for <>. Go into the room closest to you. This room should be familiar so go through it quickly. Two ooze drop down from the ceiling so you want to dodge them and get to the door on the other side.In the next room, scan for three items to collect <>, <>, and <>. Go through the door. Go through the corridor and peak through the opening in the red door where the fake Chris was. An ooze will pop out. Enter the room and kill the ooze. Scan the room for <>. Look at the upper right part of the room next to the boxes to find <>. Scan the flag to find a <>. Leave the room and go left and up the stairs through the door. There is an ooze so dodge or kill and go past through the corridor. Go through the bunkroom but be careful as an ooze drops down from the ceiling. Go through the bathroom and the other bunkroom to the other side. Go forward and use the Iron key to enter the steel door on your left. Inside is <>, <>, a <>, and a <>. Go through the blue door. Here, you will find a <> and a weapon box. Change your arsenal (since you can only carry up to 3 guns) and your custom parts accordingly. ------------------------------------------------------------------------------ NOTE A boss battle is coming up soon so you want to be prepared. I recommend bringing the machinegun with bind1 attached to this battle since its stun will be helpful. ------------------------------------------------------------------------------ Leave the room and go left through the corridor. Go through the blue door and down the stairs. Turn right and open the locker at the end for some <>. Go through the door with the green light. =Save= You can find <> on the table. Go to the sparkle on the floor where Rachel's body previously was to find a diary. Read it and exit. You can see the Rachel ooze on the other side of the window looking at you. Get ready for a fight. ------------------------------------------------------------------------------ ===================== BOSS: Mutated Rachael ===================== Recommended Weapon: Machinegun, Shotgun Weak point: Head Enemies Ooze Attacks -Swinging Arm- Rachael swings her arm similar to a regular ooze to attack you -Bite- Rachael will grab you and suck you like a regular ooze. Mash Y to escape Strategy This is a fight in closed spaces and can become overwhelming if you are not prepared for it. I recommend bringing the machinegun with bind1 attached and shotgun with faster shooting and higher damage. You don’t really want to use the rifle since you need to reload after every shot and you fight Rachael in closed spaces. You can try to get a shot off if you want. Rachael acts very much like a regular ooze except she is slightly faster. Her attacks are nearly the same and follow similar animations you dodging should not be too difficult. Try to focus more on dodging rather than attacking in the early fights. After dealing damage, Rachel will run into the vents and you need to chase her. The first fight is in the stair case immediately out of the room. You have some lateral space here to move to dodge her attacks and shoot her with the machinegun. There is no ooze to bother you two here. The second fight is in a stair case corridor. You are in a tight space so unload your machine gun or shotgun when Rachael gets close and be prepared to dodge her attacks and move out the way. The third fight is in the bathroom. You have more space to move so you can attempt to use the rifle here for more damage if you have it. The fifth fight is in the room with the broken breaker. Ooze emerge quite constantly from the vents so focus your attacks on Rachael. Use the shotgun here so you can take out ooze close-by as well. TIPs: If you lose Rachael, just listen to the music. If you hear her theme (different from the usual music in the area), wait and she will come. If you are having trouble with this boss, just ignore ooze and run back to the elevator. You can meet up with Parker quicker and then backtrack to hunt down Rachael. ----------------------------------------------------------------------------- After killing Rachel, her body leaves <>. Run back to the blue elevator and go down. Go through the corridor through the green doors. use the life key on the center panel and use the lever on the right to move the elevator. =Cutscene= End of Episode 4 =============================== -Episode 5: Secrets Uncovered- =============================== =Cutscene= ----------------------------------------------------------------------------- Check List| ----------| Key Items Screwdriver Handprints 19. On projector screen to right after room where terrorists shot video. ----------------------------------------------------------------------------- We play as new character. Scan the boxes to your right before going down the stairs to collect <>. Go down the stairs and follow the corridor. Keith will trip over the barrel. Scan the can that fell off the shelf to get <>. Open the door and go into the next room. Check the bunked on your right for <>. Go left and pick up <> on your right. Go through the door. Go along the corridor. On the right of the door with the electronic panel is <>. Examine the electronic panel to the left of the door on your left. Start ---------------------------------- [ O__ O /--O ] [ \ \ // ] [ \ \___________// ] [ ___\/_____ ____ \____ ] [ O \ O / O ] [ \ / ] [ \ / ] [ \ / ] [ O O O ] [ ] ---------------------------------- 1.Move middle right left 2.Move middle center up 3.Move middle left right 4.Move top right down 5.Move top left down ---------------------------------- [ O __O O ] [ / | ] [ ____/ | ] [ / | ] [ O/ O----------O ] [ \__ ____/ ] [ \_____ ___/ ] [ \ / ] [ O O O ] [ ] ---------------------------------- Go through the door. Scan the bookshelf for <>. Get <> to left of bookshelf. Examine the computer to unlock the other sealed door. =Cutscene= Go through the newly unlocked door. Scan the projector screen for a <>. Collect <> from the table. Collect 2 <> from the shelves on the right. Check the locker on the left for <> and the locker on the right for <>. Scan for three items. Collect the <> from the shelves, the <> from the floor. ---------------------------------------------------------------------------- NOTE: The Security Token is on the floor next to the boxes. Picking it up will lead to a cutscene where the characters leave the area. Scan the handprint at least before picking up the security token. ---------------------------------------------------------------------------- **Checkpoint** =Cutscene and Grade= ---------------------------------------------------------------------------- Check List| ----------| Key Items Lower Interior Map Cog Restart Key Handprints 20. On the book to the right of the door after getting off the freight elevator Weapons Machine Gun: AUG ---------------------------------------------------------------------------- Back to Jill. Get off the elevator and to through the door on the bottom-left of the room. Before going through the door, get out your scanner and scan the book to the right of the door for a <>. Go down the ladder. Walk through the water to the door and open it. Wade through the water and up the stairs and through the door into the control room. Examine the red screens. We learn that we need to find the engine room. =Save= There is a weapon box here so change your weapons and custom parts accordingly. Then, go through the door to your left. On your left are two boxes. Break them open for 2 <>. Follow the path down into the water. There are infected fish in this area and this time, we are fighting on their territory. I recommend running past them. Go through the door. In this room, avoid the big jet of steam as it can hurt you and go through the door to the next room. Here, take the watery path on the right to find a <> to your left. Go through the door. In this area, turn right and go through the steel door on your left. Go up the stairs and to the control panel and a lever. Use the lever to turn of the steam flowing from the lower pipe. Go forward to collect a <> and backtrack out into the water. This time, go left and through the center door. Collect <> to your right and go through the pathway previously blowing steam. Collect <> on the wall to your left and go through the door and up the ladder. =Save= Pick up <> on your left. Down the stairs on the table on the left is <>. The table on the right has a <>. Go through the door and defeat the ooze you encounter. Pick up <> and <> from the table. Backtrack and wade through the water up the stairs. Pick up <> and go through the door. Go straight and pick up <>. Pull the lever to shut off the steam in the top section of the room so you can get to Parker. Pull the first lever again and Jill will comment that the steam has not stopped in this room. Leave through the door behind Parker. Go down the stairs and into the water through the steel door. Again, run past the fish and into the next room across from you. Go through the room into the next room. You notice the steam previously blowing in this area has died down. Take this opportunity to go into the new area. You can find <> and a <>. Scan in the water to find <>. Examine the red cog wheel and spin the analog stick to turn the steam off. =Save= Backtrack to Parker. There are fish in the previously unoccupied area and ooze in the area with fish so run past them. When you reach Parker, run past him and through the door. Go down the stairs on the right and through the water. There is ooze and fish in here so run past them. Set the cog in the machine at the top of the stairs. Get rid of the ooze and any fish that follow you onto land with your handgun. Press the button on the left of the cog machine to pick up <>. Backtrack to Parker by going down the stairs and through the water. You can use shock grenades to get rid of the fish if you are low on health. Get to the panel on the other side and insert Restart Key. =Cutscene= Get to Parker after the cutscene while the water is running. =Cutscene and Save= ----------------------------------------------------------------------------- Check List| ----------| Key Items N/A Handprints N/A ----------------------------------------------------------------------------- You are back as Keith. You are tasked with checking the crash site. On your way, two dogs will come after you. Deal with them and continue on. Next three dogs come after you so take care of them. Quint will run on ahead so deal with the dogs or run away from them as you see fit. Run to the crash site and off the cliff. =Save= After jumping of the cliff, turn right and scan to find <>. Go toward the crashed plane. You will see Quint suddenly fall and get back up. We finally find out what that bio weapon was that was killing everyone inside the building. ----------------------------------------------------------------------------- --------------- Fight: Hunters --------------- Recommended weapon: Shotgun, Machinegun Weak point: face Enemies Invisible Hunter You do not want to be using the handgun in this fight. These hunters can take a hit and you want stopping power. Use the shotgun if the hunters get close or the machine gun. Be careful with the machine gun though since the kickback from the gun skewers your aim. There are about 6 or 7 invisible hunters in this battle. The hunters' camo is really good, allowing them to blend in perfectly in the environment. Their attacks are the same as regular hunters however. TIPs: Keep your back to the wall so you can always have the hunter in front of you. A well placed shotgun blast will keep them away if they get too close. Use Quint as bait. Stay behind Quint and have the hunters attack him. The hunters lose their camouflage when they attack so use the opportunity to find and kill them. Remember you have at least two hand grenades so don’t be afraid to use them. The knife is pretty useless here because you can’t cut what you can’t see. Even if the hunter is invisible, it is not invulnerable. When the hunter begins to camouflage, you can still distinguish it because it distorts the background a little (like invisible Elites in Halo). Unload while they are invisible. However, hunters can sidestep quickly so don’t just unload at the spot you think they are in. ----------------------------------------------------------------------------- After successfully clearing the new hunters, scan the big silver containment unit on the right for <>. Scan the two rocks on the left for <>. Scan on the left near the wreckage to find a <> and <>. Scan the rock past the big silver containment unit on the right for <>. A little father on the right, scan for <>. There is a box with <> on the left next to the wreckage and <>.Scan near the rocks here for <. On the right is a box with <> and two boxes further up with <> and <>. Examine the cockpit for Keith to pull off the cover. Scan the bottom right for <>. Go to the cockpit and examine the computer to use the Security Token. =Cutscene= End of Episode 5 ========================== -Episode 6: Cat and Mouse- ========================== =Cutscene= --------------------------------------------------------------------------- Check List| ----------| Key Items Ship Interior Map Handprints N/A --------------------------------------------------------------------------- =Starting Equipment= G36 Machine gun 30 (90) M92F Handgun 10 (30) M3 Shotgun 6 (16) Pulse Grenade x2 Back as Chris on the ship. Go into the door straight ahead (ignore the door on the very right since you can’t get into it). There is a weapon box here but Chris won’t do open it so ignore it. Scan the vase for <> Check the table for <>. Scan the orange vase at the end of the room for <> and take <> from the wall. Go on the elevator and go down. =Save= Go through the steel doors. An ooze with drop to your right. There are alot of ooze here so be on the run. Run past the table on the bottom floor for <>. Go up the stairs in the restaurant and to the balcony to find a <>. Go to the room where boss was held to find a <>. Go downstairs and scan the boxes next to the steel door for <>. Go through the single steel door on the other side of the bottom floor. Acan the boxes to your left for a <>. Go up the stairs and go through the corridor. Go past the table and pick up <>. Go left and through the door. Go down the stairs to pick up a <> from the bottom right. Go back up the stairs and through the wheel door back into the "Opera House." We get info that Jill and Parker are in the Bilge. Go up the stairs and scan the pendullum for <>. Go up the stairs to the left of the table to pick up <>. Go down the stairs and behind the stairs through the wheel door into the "Casino Room." =Save= You can hear knocking on the door coming from the cash out door. Pick up a <> from the nearby chair. The door falls and two chainsaw ooze comes through. ---------------------------------------------------------------------------- -------------------------- Fight: Dual Chainsaw Ooze -------------------------- Recommended Weapon: Machinegun, Hand Grenade Weak point: head Items <> back right side of the casino next to slot machines <> chair next to blackjack table < On right blackjack table < On right side of water fountain Strategy You will have to battle two chainsaw ooze at the same time. Luckily, they are not too fast and often stay together. Although it is tempting to run up to them and give them a shotgun shell to the face, they do not recoil much from shotgun blasts. Backpedal and fill both ooze with lead with your machinegun and handgun. If the ooze get close, quick turn with B and get some distance. Use your hand grenades and pulse grenades to give you ample opportunities to kill your opponents. If you collected all the items, you should have 5 of each grenade. Firstm equip your hand grenades and strafe backward through the casino rows so the two scagdead are huddled together. Throw your grenades to get both caught in the blast and deal damage. If the scagdead get too close, toss a pulse grenade since the shock will stun any caught in the blast, giving you a chance to launch a fully charged melee for more damage. (optimal since a fully charged attack does more damage than your weapons). TIPs: Do not stay close to the chainsaw ooze. They have an instant kill where they grab you and throw you onto their saw blade, instantly killing you regardless of health. Their attacks are also harder to dodge. Move through the slot machines. The ooze are not agile so they won’t be able to follow you as well and you can keep them together for a good hand grenade blast or shotgun shell. ---------------------------------------------------------------------------- The second chainsaw ooze with drop the <> when defeated. Go into the room where the chainsaw ooze came from and pick up a <> and <> from the table. Use the key on the steel door and go through. =Save= Jump down the hole. There is an exploding ooze up ahead so kill it with your handgun. There is <> on the shelf to your left. Go through the door. In the next room, there is a projectile ooze and another exploding ooze close by. Try to kill the exploding ooze before it gets too close. Be careful since its blast radius is pretty large. Scan the boxes to your left for a <>. Another exploding ooze will come emerge so shoot it with the handgun as well. There are also two ooze in the area. Go straight past the projective ooze and turn left to scan the two blood piles to collect <> and a <>. A spiky ooze drops from the ceiling so dispose or kill and climb up the ladder to the next area. Up the ladder is another exploding ooze. If you are not ready, jump down and run away from it to get some distance before killing it. Go through the corridor to the end and jump down. Go to the elevator and pull the lever. =Cutscene= Leave the elevator and go through the door at the bottom left. Go down the ladder and through the door. Go through the corridor and through the door. Pick up <> on the panel in front of the red screens. There is 2 <> on the panel in front of the window at the very right. There are three exploding ooze outside the window. You can deal with all of them at once with a single hand grenade since their explosions set each other off as well. Go through the now empty room (you can check to see the ooze are dead through the window) and go through the open door and down the stairs. There is a projective ooze waiting for you after the second flight of stairs so strafe and unload your handgun on it. Past the projective ooze you will run into two ooze and an exploding ooze. The best way would be to use a hand grenade to take them out. After killing them, continue down the path and through the door. There is four ooze and an exploding ooze in the room with the cog. Take out the regular ooze with a shotgun and try to draw out the exploding ooze from afar. Go inside the room the exploding ooze was in for a <>, <>, <>, <>, and <>. Go through the blue door. In the next room is a projective ooze, a spiky ooze, and an exploding ooze. Use a grenade and leave the area to take out the exploding ooze and use your machine gun or shotgun on the other ooze. GO to the next room. Next room contains one projectile ooze and two crawling normal ooze. A normal ooze also drops down from the ceiling in the right. Use your machine gun on the projective and shotgun when the normal ooze get too close. Go through the left door to enter the engine room. **Checkpoint** =Cutscene and Grade= ----------------------------------------------------------------------------- Check List| ----------| Key Items Pipe Handprints 21. On the electric control panel to access the antenna ----------------------------------------------------------------------------- Back to Jill and Parker. We need to now use swimming controls in this game. Dive into the water and swim around the area. You are going to have to find two pipes lying around in the area. Here are their locations: a. Next to panel where Parker was at b. very bottom of the floor in the center After obtaining one pipe, swim to the vent in the center and use it try to to pry the grate open by mashing Y. The first time will fail but the second will succeed. =Cutscene= Go through the corridor and pick up <> and a <>. Drop down the hole at the end. The water in the room is filling up slowly so backtrack to the control room by going through the silver door through your right and through the room where you previously picked up the cog. There are infected fish here so run quickly. Run through the water and up the stairs and go through the door. =Cutscene= Go through the other door and through the water. Turn right and go to the ladder. Two ooze emerge to appear from the water so ignore them and climb up the ladder and go through the door. Go to the elevator and pull the lever to go up. =Cutscene= Get off the elevator and go through the pipe. Go forward and climb up the ladder. Run to the next ladder. An injected fish will drop down but ignore it and climb up the ladder. Climb up the next ladder to get back to the VIP room in the casino. Scan the lamp to your right to get <>. Use the weapon box here to change your guns. Leave the room. Turn around and scan the woman guarding the door to find <>. Go up the stairs and through the wheel doors to get back to the "opera room." =Save= ---------------------------------------------------------------------------- Note: If you haven't been customizing your weapons at the weapon box for a while, I highly recommend you do so now. You will want to have your shotgun for the upcoming event. ---------------------------------------------------------------------------- Get on the elevator (Parker will go there automatically) on the opposite side of you that is on the bottom floor and call it down. Go in and press the button inside to go up. The window will crack and a bio weapon will appear behind you start shooting. ------------------------------------------------------------------------------ ---------------------- Fight: Draghignazzo 1 ---------------------- Recommended Weapon: Machinegun, Shotgun Weak point: N/A Strategy The weapon will show its body parts to you from one of three corners of the elevator. I will assume in this battle that you have turned around (the door of the elevator is to your back) and direct appearances accordingly. First appearance is the head and eye in front of you. Second attack is the arm in front of you. Shoot it for it to retreat before it swings at you. Third attack is the arm to your left. Fourth attack is the arm to your front. Fifth attack is the arm to your right. Sixth attack is arm to your front. Seventh attack is the head to your front. Eighth attack is arm to your left. I recommend using your machinegun, hopefully with bind to keep the weapon from attacking with its arm. ------------------------------------------------------------------------------ After this, the elevator will begin to move up. =Save= Exit the elevator and pick up <> and a <> on your left. Use the weapon box if you want and the go right. ------------------------------------------------------------------------------ ===================== Boss: Draghignazzo 2 ===================== Recommended Weapon: Rifle Weak point: right head (smaller head on the right) Attacks -Charge- Most frequent attack. The boss drops its arm to the floor and charges at you. Timing for dodge is forgiving so dodge as it too fast to escape unless you are far away. -Tail Slam- weapon lifts its arm high and slams it to the ground, dealing remote damage and causing you to fall on the ground. Mash Y to get back up. Items Green Herb wall closest to elevator Hand Grenade next to green herb Hand Grenade next to green herb Rifle Ammo +6 behind first stand Shotgun Ammo +6 behind second stand Machinegun Ammo +40 behind second stand Rifle Ammo +6 behind last stand. Green Herb at the other side of the room on the sofa Machinegun Ammo +40 at the other side of the room on the sofa Fire Barrel -Next to first stand -Next to last stand Strategy This boss is tough and durable so you are probably going to use up all your ammo for this fight. This boss has few vulnerable points for you to exploit. Aim for the fleshy parts of this boss, notably the head and the side of its body. The boss will mostly drop its arm and rush at you or Parker so dodge with the analog stick and ready your shotgun for a couple of head shots. If you dodged, the boss should be close by, allowing you to get a good two or three shells in his head. Once you run out of ammo for the shotgun, switch to the rifle. The rifle does much more damage than the shotgun but you only get about one shot in so make it count. The boss can take a lot of damage so just keep on dodging its rush attacks at you and heal when necessary. TIPs: Not many tips to give here. Dodging the rush attack should leave you close to the boss and gives you the opportunity to put in a couple rounds in its head. If you dodge while reloading, your character will have a full clip w/o needing to complete the reload animation. Use this especially with the rifle. ----------------------------------------------------------------------------- After the battle, a ladder drops down from the ceiling. Go to the large window and you can find <> near the center. Collect any remaining ammo and go up the ladder. Pick up <> from the desk to your left. Scan the boxes to your right for a <>. Use the card key on the door and go through. =Checkpoint= Pick up <> and <> to your left. Follow along the path to find a <>. Go up the stairs and up the ladder. Scan the electric box for a <>. Examine the box. Unscrew. Start ---------------------------------- [ O______ __O O ] [ \\/_ ] [ / \ ] [ / \ \ ] [ O / __\__O__ O ] [ / / \ \\ ] [ / / \ \\___ ] [ / / \ \\ ] [ O/_/ O \O ] [ ] ---------------------------------- 1.Move bottom right up 2.Move bottom left up 3.Move bottom center right 4.Move middle left right 5.Move bottom left up 6.Move middle center down 7.Move top center down 8.Move top left right 9.Move middle right up 10.Move bottom right up 11.Move bottom center right 12.Move middle center down 13.Move bottom center left 14.Move bottom right left ---------------------------------- [ O O----------O ] [ __/ | ] [ __/ | ] [ ____/ | ] [ O O O ] [ | / ] [ | _/ ] [ | __/ ] [ O----------O___/ O ] [ ] ---------------------------------- =Cutscene= End of Episode 6 ============================ -Episode 7: The Regia Solis- ============================ =Cutscene= ----------------------------------------------------------------------------- Check List| ----------| Key Items N/A Handprints 22. Scan the north of the foredeck after killing all the hunters Weapons Magnum: Python ----------------------------------------------------------------------------- Go down the ladder and the stairs back to the door to get inside the ship. Our mission is to confuse the signal of the ship. Jump down the hole and take the elevator on the right to go down. The door opens so climb up onto the floor to get off. =Save= ============================================================================= ----------------------------------------------------------------------------- Note: Optional This side quest is optimal but good if you want to get two illegal custom parts and access to the Magnum: Python. It may be better to attempt to get this on a second play through since you will be low on ammo and possibly herbs for the upcoming event. If you decide to skip, skip the following text and start on the next paragraph after the one ending with "opera house." ----------------------------------------------------------------------------- Go down the stairs to get to the second floor. Quint tells us to get to the deck. Go into the wheel door with the sign "Cafeteria". Inside are two projectile ooze. Avoid or kill them and run to the stairs and unlock the steel door. You can find <>, <>, and <>. Scan the back desk for <>. Leave and go through the wooden door on the left of the room. Use your card key on the locked door and enter. Pick up <> from the desk. Scan the bottom of the bookshelf for <>. An ooze will drop from the ceiling so dodge or dispose and leave the room. Go through the double doors to your left. There is a projectile ooze and Rachel ooze will appear again. Rachel ooze will chase you so ignore her and go through to the next door. In this room, there are two spiky ooze so take them out and go through the door. Rachel ooze will meet you here. You can choose to fight her or run away from her. There is also a weapon box here if you go past Rachel and turn left (not recommended if she is still alive). Scan the boxes nearby for <>. ----------------------------------------------------------------------------- NOTE: Killing Rachel ooze here is optional but if you do, you can scan her dead body for a huge virus data bonus. She also drops a <>. ----------------------------------------------------------------------------- Go right from the entrance you came from and head through the door. Go into the elevator at the end and go to "Upper cabins." You will be greeted by two spiky ooze and a projectile ooze. Use your shotgun or machine gun to dispose of them. Go forward and turn right to find <> on the table to your right. Go forward, turn left and go through the door ahead. Here there is a projectile ooze and a spiky ooze. Run to your left and go through the door. There is a projectile ooze in your way so blast him. Go straight and unlock the safe in the wall to collect <>. Turn left and kill the projectile ooze and go through the door on the other side. There is a spiky ooze on the far side of the room do eliminate it with your gun. Go straight and turn left and go through the door. You will enter the vase room. There are no enemies here so go through the room and through the door on the other side. You will be back in the "Cafeteria". Go down the stairs and to through the right double doors. Go through the wheel doors back to the "opera house." ============================================================================== Go to the bottom floor of the opera house using the stairs. Head to the "Promenade" door (the door straight in front of you when you go down the stairs). Go through the door. Go down the stairs past the fallen ooze. Break the box for a <>. Go through the door on your right. Go down the stairs and past another fallen ooze. Go through the door on your left. You see something run by. Go past the fallen ooze. Follow the path down the stairs. There is another fallen ooze. Go past into the steel door. Go through the room to the other side. Walk past the archway. Four hunters appear in the room. Run past them through the steel double doors. There are three hunters in this room. Dispose of them and continue toward the elevator. Select the "Deck" and go up. =Checkpoint= You are on the deck. There is <> on the center table. Go to the right side of the room to find a locker in the back. Use your card key to get <>. Use your card key to unlock the door and go out to the deck. ------------------------------------------------------------------------------ ----------------------- Fight: Hunters on Deck ----------------------- Recommended Weapon: Shotgun, Machinegun weak point: face Enemies Hunter Items Random Ammo In front if going through door on left Green Herb In front if going through door on right Green Herb Box on helipad Green Herb Box on helipad Random Ammo Box on helipad You want to have your shotgun or machinegun with a healthy stock of ammo for this fight. There are two "phases" in this fight where you need to clear the hunters. =Strategy= In the first phase, walk out the door and a little onto the walkway until you see some lag (hunters loading), then backtrack back to the door. Around 7 or so hunters will be in this fight. Take out your shotgun as the hunters funnel in so you can shoot them as they get close. The hunters will either lift their claws and move toward you for a strike or leap toward you so simply wait for the hunters to come close before blasting them or blast them in the air mid-leap for an easy stun and melee. NOTE: Sometimes hunters get "stuck" on the platform so take out your rifle and shoot them from afar. After disposing the initial hunters coming toward you, walk onto the helipad. 5 more hunters will appear. Run to the end of the helipad on the grate and quick turn so you can funnel the hunters together for easy kills. Don't be afraid to shoot from afar since the shotgun has decent reach although the power becomes much weaker from afar. TIPs: Exiting out of the area by door and re-entering "resets" the hunters so they are not ready. Use this to kill hunters without suffering too much damage. If the hunters get too close in the first wave, quick turn and exit. The hunter's attacks cannot hit you when you are "in motion" going through the door Shoot the hunters when they leap for an easy stun with a follow up melee attack. Although you are vulnurable while charging, you are invincible "while" in the attack motion and Jill's spin kick can hit surrounding hunters. ------------------------------------------------------------------------------ After killing all the hunters, go to the very north on the small bridge and scan for a <>. Examine the large steel box to find the UAV. **Checkpoint** =Cutscene and Grade= ----------------------------------------------------------------------------- Check List| ----------| Key Items N/A Handprints N/A Weapons Rocket Launcher ----------------------------------------------------------------------------- Backtrack across the bridge. We need to go to the control room to use the UAV. Go through the door Parker suggests on the very right of the deck. =Cutscene= Head straight. There is a <> on your right. This is a timed mission and we have 5 minutes to get to the control room. ------------------------------------------------------------------------------ ----------------------- Fight: Race to the UAV ----------------------- Recommended weapon: Machinegun Enemies Ooze Projectile Ooze Hunter There are hunters on the bridge we need to go across. You do not have time to deal with all the monsters so run past them. After the three hunters, there is a projectile ooze. Ignore and run forward and more hunters will appear. Run past them and an ooze will appear. Run past and get to the door. There are about three boxes along the bridge to the door. The boxes contain <>, <>, and <>. Monsters don’t bother you when collecting the early boxes so use this opportunity to get the herbs. Once you get to the end of the bridge, go through the door. There is a projectile ooze and an exploding ooze so shoot the exploding ooze to get both caught in the blast, call the elevator, get in and push the button inside to go down. =Save= ----------------------------------------------------------------------------- NOTE: If you die or restart, you will return back to this position with 2 minutes on the clock. You can beat the clock with about 15-20 seconds left still. Infected Rachel will appear in this part of the race, regardless whether you killed her or not back in the "Lower Cabin." ------------------------------------------------------------------------------ Enemies Projectile Ooze Infected Rachel Bear Trap Chainsaw Ooze (one before the door only) Get out of the elevator and collect the <> to the right of the entrance. There is a projectile ooze across from you. Rachel appears to your right and chases you. Ignore the projectile ooze and dodge Rachel's attack. Run right and ignore the random ammo to your right. The projectile ooze is blocking the ladder so get close to the ladder and Mash Y to jump down. Shoot the ooze to stun it and run past it. Go to the small alcove to pick up <>. Run right and shoot the projectile ooze in front of you. Shoot one of the ooze bear traps and run left. You will encounter another projectile ooze and a bear trap. Shoot the ooze and the bear trap to get rid of them. Run toward the stairs. A chainsaw ooze will emerge so throw a B.O.W. decoy to the right of the staircase to get its attention. Run past and pick up the <>. Go through the door on your right. Run into the room. Here you will encounter two projectile ooze and infected Rachel. Use the rocket launcher to clear them if you have it. Run past them if you don’t have or don’t want to use it and take the hits. Mash Y to go through the door. Go to the control panel in front of you and press Y to activate the control panel for the UAV. TIPs: You cannot get hurt when in motion (opening doors, dropping down ladder) so use these motions to avoid attacks while saving time and ammo. The rifle is too slow to use in this level so you want the machinegun or shotgun. Do not worry if you run out of ammo since the next episode is ammo light and you can restock. You can shoot the bear traps with a single bullet, regardless of gun, to get rid of them. Use B.O.W. decoys to distract ooze to run past them. This save at least one to distract the chainsaw ooze at the end before the door. ------------------------------------------------------------------------------ =Cutscene= End of Episode 7 ============================= -Episode 8: All on the Line- ============================= =Cutscene= ----------------------------------------------------------------------------- Check List| ----------| Key Items N/A Handprints 23. On the front glass in the monitoring room ----------------------------------------------------------------------------- After the cutscene, move forward a little. The door will break and the room will fill with water. This is another time-dependent mission since Jill can't hold her breath forever. Remember to tap instead of hold B to swim faster. Swim through the corridor and turn left. A box will fall from above to avoid it and follow the path to the door and go through. After exiting the door, swim up to catch your breath. Swim to your left and be careful of the vent that falls from above. Swim left again and head to the ladder and climb it up. Go right and pick up <> from the floor. Go into the room to get <>. Scan the room for 3 <>. Look to the north of the glass to find a <>. Go back and down the ladder to your right. Dive down and go through the door at the bottom. Follow the path through another door and you will get to a staircase. Go up for air. Swim down to the bottom of the staircase, collect the <> in the middle of the floor, and go through the door. You should still have enough air to be able to go through the corridor and pick up <> off the wreckage as you swim past. Swim up to the light square to get air. Dive and swim to the right of the door down the staircase. You will see an infected stingray to swim above it. Go into the room in the right and swim above the tanks to collect 2 <>. Swim back out and up the staircase. Swim up the staircase and swim across to collect <>. Avoid the stingray and swim down the ladder and go through the door. Swim up to the center of the stage and find the light to surface for air. You can climb up here and out of the water. Walk through the corridor and jump into the water and dive in. There should be a stingray that jumps out so swim to the right and through the door. Swim up and collect <> from the top of the tank and swim right to go through the door. Swim straight and go through the next door. Swim until you see a door to your left and go into the control room. Swim up for air and dive back in and through the door. =Save= Follow the corridor and go through the door. Follow the corridor and go through the next door. There is an infected stingray here so try to avoid it and swim up the ladder and through the door. In the elevator room, swim up the distance to get to air. There are two infected stingrays here but you should be able to avoid them by swimming up. Swim back down and go to the elevator floating about midway in the water to collect <> and <>. Return to the surface, go to the danger sign (black and yellow stripes) and climb up to land. There is a <> to your right. Go through the double doors to find another <> on the floor to the right. Backtrack and climb up the tunnel with the short ladder. =Save= Go through the tunnel. There is <> to your right. Drop down the hole with the ladder back into the water. There is a stingray down in the water near the bottom of the tunnel. You want to swim and immediately start to swim up aiming for the ladder on the opposite side. Swim up the hole and surface. Climb up the ladder back to land. Follow the corridor and climb the ladder back to the VIP Casino room. Go to the weapon box and customize your guns with your new parts. Go through the door. **Checkpoint** =Cutscene and Grade= ----------------------------------------------------------------------------- Check List| ----------| Key Items N/A Handprints N/A ----------------------------------------------------------------------------- You are back as Chris and Jessica. After the cutscene, get ready for a boss. ---------------------------------------------------------------------------- ====================== Boss: Underwater Ooze ====================== Recommended Weapon: Ship Gatling Gun Weak point: mouth Attacks -Launch- The tentacle launches itself at you. Shoot the mouth to intercept its attack. -Projectile- The tentacle launches three small projectiles at you. Shoot them down with the Gatling gun. This is another fight for survival. Look at the bottom right of the screen to see the status of your gun. The mark on the bottom left tells you how many grenades there are left. The tentacles first launch themselves at you so shoot them in the mouth. After the wave, the next tentacle will launch three small projectiles in a triangle formation at you so shoot them down. The tentacles will alternate between launching themselves at you and shooting you with projectiles so use that knowledge to know what to expect. Half-way, Chris will look to the side of the ship. The pattern remains the same although more tentacles launch themselves at you. Near the end of the ship is a wave of tentacles launching themselves at you so use your grenades to take them out if you have trouble shooting their mouths. TIPs: You can still heal with herbs when you are low on health Although you start out with 3 grenades, they regenerate over time so no need to be too conservative with them. You need to shoot the mouths to get the tentacles to flinch and miss. You need to shoot all three projectiles down or they will still hit you. --------------------------------------------------------------------------- **Checkpoint** =Cutscene and Grade= --------------------------------------------------------------------------- Check List| ----------| Key Items Trident Key Handprints 24. On the container without a hazmat suit 25. On the left side of the fish tank after the fight 26. On the left corner on electronic box after elevator Weapons Magnum: L. Hawk --------------------------------------------------------------------------- Back to Jill although we get to partner with Chris. Chris gives us 4 <>. Scan the blackjack table to find <>. Go down the hole. Go down the next hole into the water. Use the pulse grenade with Y to kill the stingray. Swim up the other hole with the ladder and climb up. Walk along the path and jump down. Walk to the bottom left and scan the silver boxes for <>. Jump into the water and dive down. =Save= Dive down to the bottom left of the map and go through the door using the card key. Go through the corridor through the door. Swim through the corridor and collect <> from the floor and go through the door. There is a stingray and a hole for air here so come up for air. Dive back down and go through the door to your right. Swim and pick up <> from the floor and go through the door. Swim past the stingray here and go through the door on the other side. Swim up to the surface for air. Swim below the rubble and move to the upper right area of the room. Swim to the ladder and climb up it. Scan the pipes to your right for <>. Go down the other ladder and swim over the debris and down to go through the door. Swim down the stairs and follow the corridor through to the next door. Swim up to the surface and climb the ladder. Scan the cardboard box and the electric box to your right to find 2 <>. Chris will give you the <>. Use it on the door to open it and enter. Go to the next door and enter. =Save= Go past the big door. Scan next to the door to find a <>. Go into the room through the broken window on the side. Scan the machines on the right for <>. Examine the computer. Hold your stylus on the fingerprint area for the computer to register you to its database. Go back out the window. Go to the double doors and examine the panel to the left of the doors. Hold your stylus on the print area to unlock the doors. Inside, scan the fourth container from the left (the one without a hazmat suit) for a <>, the suit for <>, and near the small shelves on the right for a <>. Pick up the <> and <> from the bench. Go into the sterilization chamber for a fight. ----------------------------------------------------------------------------- -------------------- Fight: Scarmiglione -------------------- Recommended Weapon: Shotgun, Magnum Weak point: Heart (exposed part of body) Items Handgun Ammo +5 Bottom right of room Magnum: L. Hawk On chair next to computer Attacks -Sword Swipe- the scarmiglione will pull back its sword and swing it. Getting hit will knock you down so mash Y to get back up -Shield Bash- the scarmiglione will put up its shield and rush toward you, ending with a small bash with its shield after traveling a short distance. Dodge during the rush animation if you are close. -Shield- The scarmiglione will put up its shield, blocking your aim to hit its weak point The scarmiglione is slow but tough to hit due to its tough exterior and its ability to use its shield to guard its weak point. You are initially stuck with the scarmiglione inside the small decontamination chamber so use your shotgun to attack its weak point and interrupt or dodge its attacks. When Chris gets the door open, run out. Use the terrain to your advantage and have the scarmiglione chase after Chris. Conserve your ammo and wait for an opening to shoot its weak point. The best times would be when it is going up the stairs or after dodging one of its rushes. Keep your distance from the scarmiglione to avoid its sword swipe which is harder to dodge imo. After dealing enough damage, the top half of the scarmiglione will explode and the ooze will just be a pair of legs with an electric spark on top. Shoot the top half with the shotgun for it to fall. Keep shooting with the shotgun until it is dead. TIPs: Use the wide spaces to your advantage by running in circles up and down the stairs until you get an opening. If you are on the lower floor and the knight is above, it will jump down to the lower floor to meet you Chris is invincible so use him as your shield and bait while you wait for an opening ------------------------------------------------------------------------------ =Save= Scan the sterilizing corridor Chris was in to find <>. Go down the stairs on the left and scan the far glass on the fish tank to find a <>. Activate the elevator at the back of the room. Press the button to go up. Walk out of the elevator and turn around to scan for a <>. Walk down the corridor. Scan the carcass in the pile on your right for virus data. There is <> on the left further up. Scan the carcass on your left. Go up to the door on the other end and examine. =Cutscene= End of Episode 8 ==================== -Episode 9: No Exit- ==================== =Cutscene= ----------------------------------------------------------------------------- Check List| ----------| Key Items Handprints N/A Weapons Rocket Launcher Rifle: M40A1 Magnum: Python ----------------------------------------------------------------------------- Back to Keith. Go down the stairs and through the door on the right. Go past the bunk beds and through the other door. Ready your shotgun or machinegun. Go down the stairs. You will run into two hunters so dispose of them. Go past the first door and go to the door at the end of the corridor. Go to the locker and open the right to collect <>. Open the left locker for <>. Scan the chair next to the table for <>. Scan the boxes on the shelves for <>. Collect 2 <> from the right shelf. Press the button, get on the elevator, and press the button inside to go down. Immediately out the elevator, scan the dumpster on the right for a <>. There are 2 <> to your left leaning on the boxes. Check the shelves on the right for a <>,<>, and a <>. There is a <> next to the two fallen red barrels. The shelves on the left father up hold 3 <>. Scan the computer hard drive for <>. There are 2 <> on the computer table and a <> next to the table. There is a <> in an alcove to the very left next to the lever. Climb up the ladder on the box to find a <> and <>. Once you are well-stocked and know the locations of the weapons, activate the generators by pulling the two levers. =Save= ------------------------------------------------------------------------------ ---------------- Fight: FBC Hack ---------------- Recommended Weapon: Machinegun, Shotgun Enemies Dog Hunter Invisible Hunter Weapon Locations Rocket Launcher x2 Leaning next to box to Quint's right Rifle: M40A1 On the shelf to Quint's right Magnum: Python On top of the box to Quint's right Items Green Herb Dumpster (scan needed) Green Herb Between two fire barrels Green Herb Next to lever to Quint's left Green Herb Shelf next to rifle Rifle Ammo +27 Shelf next to rifle Machinegun Ammo +60 Computer hard drive (scan needed) Magnum Ammo +12 Next to Magnum on top of box B.O.W. Decoy x3 Shelf in center of area Shock Grenade x2 On computer table Fire Barrels -Two next to herb on right side -One close to While Quint is busy with the computer, you will be attacked by a wave of dogs. After eliminating the first wave, the second wave will compose of both dogs and hunters. During the second wave, the lever to the left of Quint will shut off so you will need to move from your location to the lever and turn it back on again. The third wave will be composed of dogs, hunters, and invisible hunters. After Quint is finished with the file, he will help you finish off the remaining bioweapons Strategy Before the fight, get as many herbs as you can carry, the machinegun, shotgun, and rocket launcher (for kicks). Change your sub-weapon to B.O.W. Decoy. This is not too tough a fight if you know what you are doing but it is a long one. First, ignore Quint and climb up the ladder onto the box with the magnum and put your back to the corner so two sides cover your back. This will significantly narrow the field you need to see enemies come from. In the first wave, dogs will jump from above down to the box. Use the machine gun here since the dogs are quick. Keep your fire in short bursts. Ignore Quint since he won't be harmed or be any help. The dogs will come to you so keep your sight on the edge of the box as dogs jump up to it and shoot them. The second wave will include hunters as well as dogs. Again, keep with your machinegun and try to aim for the faces of the hunters. Don't bother with melee attacks even if you can stun them unless they are close and even then, use a regular uncharged melee. After some time, the lever will shut off so jump down off the box, run to the lever, and switch it back on. This would be a good time to pick up the <> nearby. Use red barrels as you see fit and return back to your starting position on top of the box. Don't forget to collect the <> from the hard drive on the way back to the box. Quint will tell you that the invisible monsters have appeared signaling the third wave. You are probably low on machinegun ammo by now so considering switching to the shotgun. You should have more than enough shells for the incoming hunters. However, there will be times when you are overrun on the small box so throw a decoy off the box, causing the dogs and some hunters to run toward it and get blown up as well as buy you some time to reload. Watch the number of shells you have and keep firing and healing as necessary. TIPs: Although the magnum, rocket launcher, and rifle are all much more powerful than the shotgun and machinegun, they all have significant draw-backs in this fight. -Rifle needs to reload after every shot, you will be swarmed -Magnum only holds six bullets and reloads slowly -Rocket launcher at close ranges deals damage to you as well. You could kill yourself!!! When overwhelmed, use the B.O.W. Decoys to buy some time to reload or to heal while the enemies are distracted. If you run out, switch to hand or shock grenades. ----------------------------------------------------------------------------- Quint finished clearing the data so go to Quint at the computer. **Checkpoint** =Cutscene and Grade= ----------------------------------------------------------------------------- Check List| ----------| Key Items Prototype Vaccine Authentication Code Handprints 27. On the top right behind the computer in the second lab room. ---------------------------------------------------------------------------- Back to Jill. Go right and pick up a <>. Go back and straight to the other door. Examine the panel to the left of the door and touch the screen with your stylus for your fingerprint to unlock and enter. Collect the <> on the left. Scan the grate on the floor to the right for <>. Pick up the <> on the center table. Collect the <> on the right table and scan the small shelf on the table for <>. Go down the stairs and through the orange door. Go through the corridor. Scan the bottom left near the center of the corridor for a <>. Go through the next orange door. Collect <> from the table on the left. Scan the boxes behind the sheet for <>. Scan the <> on the wall to the right of the computer. Don't open the containers with the lights marked up. One of them contains a live ooze (not a problem but you want to conserve ammo) Go through the orange door. There is a <> next to the ladder on the right. Climb up the ladder on the right for <> and <>. Climb the other ladder for <>. There is a weapon box here so use it to change and customize your weapons. Chris tells us we need to find a password to access the lab computer. Go along the upper left path. Chris will activate the elevator for you so take it down. Exit the elevator and turn left to collect <> and <>. Don't run forward for the green herb since there are lasers between the poles. Equip Genesis and use it to see the lasers. From the elevator, turn right and between the window and the pole. Turn left and straight before hitting the wall. Move left one pole and turn left to pick up the <>. Go straight but stop before the dead body. Turn right, then left and access the panel. We changed the laser set up. Turn 180 and walk straight before hitting the wall. Turn right and go forward one pole. Turn right and go forward one pole, then turn left. Back to the elevator. Go to up one pole, left one pole, and down the ladder. Go through the door. Here you will face a projectile ooze and a knight ooze. I recommend shooting the projectile ooze from afar and engaging the knight ooze with your shotgun. After dealing with them, go up the short ladder. You will encounter another knight ooze. Take him out with your shotgun. Go past the door and follow the thin path up to the upper level where the knight was to find <> and a <>. Go down and examine the panel to the right of the door. Touch with your stylus to unlock the door and go through. Go through the next door. =Save= Scan the bottom near the big box at the top left of the room for some <>. Examine the table to your right for some <> and <>. Examine the machine with the red light. Backtrack back to the laser room. You changed the laser setting again. After climbing the ladder, turn right and go straight until you hit the wall. Turn one 180 and go back one pole, then turn right. Turn left and walk up to the body to collect <>. Go back through the lasers back to the ladder and go down and through the door. Go through the path, up the ladder, through the door, through the next door back to the lab. =Save= Go to the inoculation machine (the machine on the far right end of the room) and examine it. Jill will inoculate herself with the vaccine. After using the vaccine, check the computer next to the machine. The computer will begin downloading. Pick up the <>. Head toward the door. It will burst and the room will be filled with infected water. The windows will shut so swim through the doors back to the laser room. Be careful since the lasers are still active. Swim up above the lasers and go through the broken window at the very end. Swim up to get some air, then dive back down and swim counter-clockwise near the base to pick up <>. Go back near the center of the area and find the ladder to climb up (marked with a yellow dot on your map). =Save= Customize your weapons with the weapon box and examine the computer in the center. =Cutscene= ------------------------------------------------------------------------------ ------------------ Fight: Ooze Swarm ------------------ Recommended Weapons: Shotgun, Rifle Enemies Ooze Projectile Ooze Knight Ooze The first wave will consist of three ooze, followed by two projectile ooze. The second wave will be another three ooze and two projectile ooze on the other edges of the area. After killing some of the ooze, a knight ooze appears to attack you. The third wave begins after the death of the knight ooze. Two more knight ooze appear and two more ooze. Kill the two knight ooze and the remaining ooze to end the fight. Strategy You want to make this fight as easy as possible so run up to one of the two boxes with the ladder and climb up the box. The ooze cannot climb ladders so will be stuck running into the box. Go to the edge of the box and kill them. Two projectile ooze will appear so kill them with your machinegun or handgun. You want to remain on top of the boxes for the second wave. Rinse and repeat with the regular ooze and use your rifle on the projectile ooze who are far away. When the knight ooze appears, ready your shotgun. You want to aim down with your shotgun and try to hit the knight ooze in his weak spot. The knight ooze can jump onto the box so when he does, jump down and run to the other box and climb up it. This will force the knight to jump down and walk towards you and the higher ground gives you a shot at his chest even with his shield up. The third wave is a little trickier with two knight ooze but rinse and repeat the fight. Climb up the boxes and aim down with your shotgun to expose the knight ooze's weak point and keep at it until its top half is destroyed. TIPs: Do not worry about Chris. Chris is invincible so let him handle ooze on the ground although he will join you on the boxes later. Jumping down the boxes and climbing the ladders give you invincibility frames where enemy attacks do not hurt you. Take advantage. You can still access the weapon box and change weapons/customize if needed The only drawback of the box is the limited dodging space when on the box with the knight. It is recommended you jump down and run to the other box sooner rather than later although watch where you land. ------------------------------------------------------------------------------ =Cutscene= End of Episode 9 ========================== -Episode 10: Tangled Webs- ========================== =Cutscene= ----------------------------------------------------------------------------- Check List| ----------| Key Items N/A Handprints N/A ----------------------------------------------------------------------------- Back to Parker for this mission. Our mission is to get to the bridge. Jessica will leave us. Go up the stairs, past the weapon box, and around the circle to get to doors leading to the "Cafeteria." There are two ways to get to the elevator: up the stairs or through the bottom door. ------------------------------------------------------------------------------ Up the stairs| -------------- Go up the stairs and through the door at the top. Here you will meet infected Rachel and a projectile ooze. Avoid Rachel and the projectile and go through the door on the opposite side of the room. Go up the corridor and turn right. 3 exploding ooze come for you. Backtrack to get some space and get one of the exploding ooze to explode to take the other two out. Continue through the corridor through the next door. Here is infected Rachel and an exploding ooze. Avoid Rachel's lunge attack and run past the ooze into the left corridor. The ooze will explode but you should be far enough to avoid the blast. Go through the door to your left. In this corridor, run straight and through the door to your right. You are in the room with the elevator you need to get to the bridge. The elevator is guarded by an exploding ooze and two projectile ooze so strafe in with your machinegun and shoot the exploding ooze until it explodes. The resulting explosion will be enough to kill the two projectile ooze nearby. Call the elevator and go up to the "Bridge." ------------ Bottom door| ------------ The first room will contain infected Rachel and an exploding ooze at a close distance. You need to get past the exploding ooze and through the double doors There are two exploding ooze, one between the bookshelves in the middle and one by the door. Just run past them through the door on the other side. Infected Rachel, projectile ooze, and an exploding ooze by the door wait here. Go left and past the projectile ooze and turn right and straight to the end of the room. Pick up the <>, turn right and run to the door past the exploding ooze. There is a projectile ooze ahead of you and an exploding ooze to your right blocking the door you need to get to. Ignore the projectile ooze, turn right at the corridor and pass the exploding ooze through the door. Go straight to the elevator and go up to the "Bridge." ----------------------------------------------------------------------------- Go through the corridor and through the door. Open the lockers facing left. The very right locker holds a <>. The very left locker holds <>. Go through the door and out to the "Bridge". **Checkpoint** =Cutscene and Grade= Back to Jill. The door to the back is unlocked. I recommend changing your rifle to your handgun here at the weapon box before proceeding. Go through the door. Go through the lab. Go through the corridor. Go through the lab and through the door. Turn right and go past the big door all the way to the door at the very end and go through. Follow the path and keep on going through the doors until you get to the wheel door. =Save= Go down stairs and turn left. Jump down the hole into the water. Dive down and follow the corridor through the bottom left of the map. You will see some debris fall so swim over them to find <>. Backtrack a little and turn right and swim up the ladder for air. Climb the ladder. Go up the stairs and follow the path through to the door. Follow Chris. There will be an explosion in this room. Go past the ladder and near the fire to find <>. Go back and down the ladder into the water. Walk to right and follow the path. Chris will be at the door but you will be blocked from getting to him so go through the door on your right. Follow the path to find Parker. =Save= Talk to Parker to support him so he can walk. Go down the stairs into the water and follow the path through the door. In front of you is <>. Go right and you will be blocked by steam. Go back and hit the button on the left behind the fire barrel to turn it off. Two ooze will emerge so dispose them and go through the door. You will meet up with Chris. Go left to find <>. Two ooze will attack from the right so kill them and follow Chris. The next room has two Projectile Ooze next to a fire barrel so shoot the barrel to kill them both. Go into the room. There will be an explosion followed by an Exploding ooze. Let Chris take care of it and follow him to the door. Go through the water and up the stairs to land and through the door. Go along the walkway. =Cutscene and Save= Another timed mission. ---------------------------------------------------------------------------- --------------------- Race: Self-Destruct --------------------- Time: 4 minutes 30 Seconds 1 minute 30 seconds (after save point) Enemies: Projectile Ooze, Knight ooze Items Green Herb right of entrance at the beginning of the race Handgun Ammo +5 in box Custom Parts in a box Green Herb We are given 4 minutes 30 seconds to get off the ship. Run up the stairs and through the door. Turn right and open the box for a <> There is a projectile ooze. Jump down the space. There will be a knight ooze and steam blocking your way. Run to the left alcove to the red wheel. Spin the analog stick to shut off the steam and go through. Break the box for <> and climb the ladder. There is another knight ooze approaching you and a projectile ooze. Run past the projectile ooze and the knight ooze and go up the ladder. Go straight and jump down the hole. Two projectile ooze will drop down next to you. Break the box for <> and climb the ladder up. The space with the projectile ooze with explode. =Save= ---------------------------------------------------------------------------- NOTE: If you die or restart here, you will have 1 minute 30 seconds. ---------------------------------------------------------------------------- Go through the door and break the box for a <>. You want to heal and equip the handgun for faster movement. Go through the door outside. The ship will begin to sink so boxes will fly at you. Run to the left next to the railing to avoid the falling barrel. Run right to pass the ship hitting the deck. There are two falling barrels next to you but only one that will be close to hitting you. Stay near the boat hugging the left and go forward for the barrel to fly over your head. Go further up for the second boat to crash down. This one will flip as it falls so backpedal for the ship to flip above you. The falling ship will be followed by three barrels coming toward you. The first bounces on the railing and goes right. The second hits the railing and falls straight. The third bounces to off the rail on the left and to through the center. Run up the bridge and toward the door. Strategy You don’t have time to take out the ooze here so focus more on dodging attacks rather than engaging with the ooze. During the first section, immediately jump down the hole to avoid the projectile ooze. When you face the knight ooze, get near and dodge its attack. Run to the left and turn the red wheel to shut off the steam. Dodge the knight ooze attack and run through the new area. Break the box for ammo and go up the ladder. There upper walkway has a knight ooze approach you so wait for it to come close and shoot the three red barrels to deal damage. If it is still alive, dodge its attack and run by it. Ignore the projectile ooze and climb up the ladder and drop down the hole. Break the box for the <> and immediately climb up the ladder. There are no more enemies. Break the box for a <> and turn right through the door. The ship will start to go down so run straight. Hug the left to the rails after the short scene to avoid the first barrel. Hug right until you get the ship to fall and then hug the ship and go forward to avoid the barrel falling toward you. Run straight hugging the rail. When the second ship falls, backpedal so the ship misses you. Run and strafe from the left rails to the right wall to avoid the three barrels. Run straight to the door to end the race. TIPs: Equip the handgun when running as it will allow you to run faster. Abuse ladder climbing to avoid taking damage and fighting the ooze. Do NOT strafe when hugging the first boat or you will be hit by the falling barrel. ------------------------------------------------------------------------------ =Cutscene= End of Episode 10 ========================= -Episode 11: Revelations- ========================= =Cutscene= ----------------------------------------------------------------------------- Check List| ----------| Key Items N/A Handprints 28. On the white structure on the very south of the first boss fight Weapons Rocket Launcher ----------------------------------------------------------------------------- The chapter will begin with the boss fight. Scan your left to find a <>. There is a <> on either side of the area. Turn around and scan the white stone behind you (with your back to the boss) to find a <>. ----------------------------------------------------------------------------- ====================== BOSS: Abyss Monster 1 ====================== Recommended Weapon: Rocket Launcher Weak point: Tentacles Time: 3 minutes 30 seconds Attacks -Slam- the tentacles slam into the ground next to you -Projectile- the tentacles shoot three projectiles at you Items Green Herb in front of you in the debris (need to scan) Green Herb on the left side of the area you run in Green Herb on the right side of the area you run in Rocket Launcher in boxes dropped by helicopter Strategy This battle is not too hard to beat as long as you keep your cool. Your guns are going to be pretty ineffective against the boss so you should run around until the helicopter begins to drop boxes. Inside these boxes are rocket launchers so use them to shoot and kill the tentacles on the boss. There are four tentacles to remove with the launcher so try to aim for the heads of the tentacles. Four rockets at the separate tentacles will end the battle. TIPs: Equip the handgun and run left and right near the back of the area to avoid the slams and projectiles. When not holding the rocket launcher, equip the gun next to the open space so you can immediately switch to the rocket launcher when you pick it up. Aim for the heads of the tentacles for the highest chance of hitting them. ----------------------------------------------------------------------------- =Cutscene and Save= ----------------------------------------------------------------------------- ====================== BOSS: Abyss Monster 2 ====================== Recommended Weapon: Gatling Gun Weak point: Head (of the Tentacles) Attacks -Slam- the tentacles emerge out of the body and hit you -Projectile- the tentacles shoot one projectiles at you Strategy You have infinite ammo with your Gatling gun but it can overheat so be careful of your meter when shooting. Remember that you can use grenades with X and that they recover over time and you can cool down your gun with B. However, you will not be able to shoot while cooling down. The first sweep will bring the helicopter to the right of the boss so shoot at its tentacles. The boss will initially show two but will increase to three and four as you kill the tentacles. After the fourth one emerges, the helicopter moves. The second phase will have the helicopter move toward the front of the monster. In this phase, four tentacles coming at you (two per side) so shoot the heads of the tentacles to defeat them. There are two coming from both sides and the tentacles will occasionally start to launch projectiles at you one at a time. Keep the pressure up and don't afraid to use grenades when a tentacle comes to close for comfort. At the final stage, Chris will ask if the fight is over and monster will come back to life with smoke coming out of the top of its head. The pilot will hand you a rocket launcher with a target system. Hold Y and center your target on the grey sponge in the boss' mouth. After the rocket is locked on, press Y to fire and end the battle. TIPs: There are usually two or three tentacles coming at you so if you are overwhelmed, launch a grenade with X to take one out. Chris does not overheat so look at where he is shooting if you are free to see other tentacles emerging. The grenades regenerate over time so use them in emergencies. Only one grenade is necessary to kill a tentacle. Aim for the head of the tentacle for the most damage. Mash B to cool down your gun ----------------------------------------------------------------------------- **Checkpoint** =Cutscene and Grade= --------------------------------------------------------------------------- Check List| ----------| Key Items Tourniquet Handprints N/A --------------------------------------------------------------------------- Back to Parker in a flashback. Unlike previous chapters, our inventory from previous episodes with Parker does not carry over. Go right and up the stairs and turn left. There is a hunter at the top of the stairs. Take the <> to your left and go on the elevator. Get off the elevator and head straight out. You will see Raymond to your right being attacked by monsters. Pick up <> and shoot the hunters that come toward you. There should be around four hunters total. Press Y to help Raymond up. =Save= Check the boxes to your right for <>. Go straight and past the sign on your right and enter the door to your left. Pick up some <> from the shelves in front and a <> on the table on the right of the room. Go forward and through the door on the other side. Go forward and pick up <> from the boxes to your right. A hunter will jump round the corner so take it out. Turn the corner to see another hunter come out. Turn the corner again to find another hunter and dispose it. Pass the door and go to the end of the hall into the door on your right. Check the room for <>, a <>, and a <>. Go out of the room, down the hall, and through the door to your right into the conference room. Take the <> from the conference table and go through the door on the other side. Move right once outside the conference room. After letting Raymond down, run straight back and go over the sign. You will find a <> and <>. Go back over the sign and through the door to your right. Go through the conference room through the door, turn right and follow the path round the two corners and straight through the door ahead. Go through the room and through the other door. Go over the sign here and follow the path and turn right at the end. Go through the door. Go up the stairs. You will run into a hunter. Kill it and take the <> on the floor. Continue going up and go past the fourth and fifth floor up to the sixth. A hunter will appear so kill it. You can find a <> and <>. Go back down to the fourth floor and enter it. Turn left to pick up <> from the top corner. Turn back and go through the double doors. In the office, open the center locker for <>. On the bottom left cubicle is a <>. There are 3 hunters here, 2 among the cubicles and one in the other room. Dispose the hunters and go to the far locker to collect <> (bottom right on map). Go forward to the pile of rubble to pick up a <>, <>, and a <>. Check the left locker to your left for <>. Check the cubicle on the right of the rubble for <>. Check the plant for another <>. Head back out of the office. On your way down the stairs (between the third and fourth floor), another hunter attacks. Dispose and go to the third floor. At the third floor, two hunters will come and attack. Kill them and continue along the path and over the sign. Turn right and through the door. Continue through the room through the other door. Go forward and another hunter attacks. Kill it and turn the corner. There will be two more hunters. Continue and take the door on your left. You will see two hunters jump over the sign. Go through the conference room. Raymond is being attacked by three hunters. After they are dead, two more come. Talk to Raymond. =Cutscene and Save= Go through the door Raymond was previously leaning against. Go through the room and through the door on the other side. Turn left and follow the path to the next area. Go toward the bench and a hunter will appear. Kill it and collect <> and <>. Break open the box on the right for <>. Call the elevator and go down. Exit the elevator and pick up <> from the bench on the left and <> and a <> from the right. Go down the stairs. =Save= Collect <> from the bench on the left and <> from the rubble on the right. Go through the corridor. A hunter will appear to your right so kill it. Continue along the walkway and go down the stairs. Pick up <> on the near the big windows. Go to the alcove on the bottom right of the screen for <>. There is a box up on the opposite stairs with a box containing <>. Under the stairs next on a pile of boxes is <>. Go around to the other side to find <> and <>. There is <> on the stairs in the center. There is a <> and <> on the table in the center of the room. There is a <> and <> on the benches on the very left of the room under the stars leading to the control room. You will first be attacked by three hunters. After killing them, go up the center stairs on the right (the left is blocked by rubble). There is a box containing <>. Go straight down the other stairs to the rubble to find <>. Pass the double doors to the right to find <> and <>. Go up to the double doors leading to the command room. Raymond will leave and five hunters attack. Kill them to bring an end to the mission. =Cutscene= End of Episode 11 =============================== -Episode 12: The Queen Is Dead- =============================== =Cutscene= ----------------------------------------------------------------------------- Check List| ----------| Key Items Voice Recorder Norman's PDA Handprints 29. On the bloody wall to the right of the blood in the dining room. 30. On the stone pillar below where Norman is sitting. ----------------------------------------------------------------------------- Spin the analog stick to open the door. Swim to the bottom right for <>. There is a <> on the shelves to the left. Go to the door. You will need to use the touch screen and follow the line to open it. ____________________________ | | Start |------- | | | | | | | | --------------------| Finish | | | | | | | | |__________________________| Go through the door and through the corridor to the next door. There is <> on the shelf at the top right. Avoid the carcass and look to the door on the north. ____________________________ | | | | | | Start |------ -------|Finish | | | | | |-------------| | | | | | | | |__________________________| There is a <> on the shelf to the left. There is some <> on the shelf to the right. There is <> on top of the table on the right. Back track to the previous room and go to the door to your right. ____________________________ | | | ---------------- | | | || Start |--------| -----|| | | | | | | | ------| Finish | | | | |__________________________| Go into the room and avoid the various carcasses in the water. Go through the door into the next area. Go straight through the corridor and turn left. Go into the room and collect <> on the right and <> on the left. Look down at the pile to find <>. Exit the room and head straight. Swim to the end and turn right to find another corridor. There is <> on the ground. Go to the end of the corridor to the door. ____________________________ | | Start |----- | | | ------- | | | | | | | | | | | | ------ | | | --------| Finish | | | | |__________________________| Go into the room. Collect <> from the shelf to the right. Examine the electric box. Swim to the door on the left. ____________________________ | ---------------------- | | | || | | || | ---- || | | || | ----| ----- | | | | | Start |--- -------| Finish | | |___________________________| =Save= Swim into the room, above the rubble, and through the window in the right. There is a carcass swimming here so swim fast wherever you go because if it catches you, it is instant death. Swim to the left and through the window above. Search for ground for a <>. Swim out and swim close to the ground and to the right into an opening. Swim through the room to the next opening. Collect the <> on the grate and swim up to the next grate. There is another carcass swimming counter-clockwise around debris in the center in this area so swim above it to not be eaten. Swim through the grate, turn the corner left, go through the right side of the debris while collecting the floating <>, and swim into the lower grate straight ahead. Collect <> and press the switch. =Save= Swim out the grate, through the right side of the debris and straight to the grate. Go through the two areas and wait for the carcass to pass. Swim up and through the grate to your right. Swim left to the room back to Chris. Go through the door Chris unlocked. There is <> to your right on the table. Swim up the hole with the ladder. =Cutscene and Save= Collect the <> from the body. We learn about the video log. Go through the wooden door on your right. Go down the hall and turn left. Turn left before the carcass and head straight through the doorway. Pick up the <> on the chair next to you. Scan the body and pick up <>. Go through the door on the other side. Scan the white cloth on your left for <>. Scan the <> on the bloody wall. Scan the broken cupboard to find <>. Scan the broken cupboard on the right of the room for a <>. Go through the opened door. =Cutscene= There is <> on the table in the top left at the right of the projector screen, a <> next to the wheel door to its right, and <> next to the projector. Scan the bottom left of the projector screen for <>. There is a weapon box here so customize your weapons. When you are ready go through the wheel door. Go down the stairs. The body on the left has <>. Go to the bottom of the stairs and open the wheel door. Enter the room to see Norman reciting. You can find a <> on a chair to your left. Scan the rock to your right for <>. There is <> a little further up next to the green herb. There is also a weapon box here. As you get close, Norman will clutch his stomach in agony. When you are close enough, scan the <> on the stone pillar Norman is on. Scan the rock to the right of Norman (your left) for some <>. Get close to Norman for him to drop <>. Head back to the wheel door to leave. **Checkpoint** =Cutscene and Grade= ------------------------------------------------------------------------------ ====================== BOSS: Infected Norman ====================== Recommended Weapon: Rocket Launcher, Magnum, Shotgun, Rifle Weapon: Parasite (Back) Items Green Herb Random Ammo Random Ammo Attacks =First Phase= -Teleport- If you run away from Norman, he will teleport in front of you -Distort Slam- A variant, after teleporting, Norman will distort your vision to mess your timing for the dodge. Dodge when Norman becomes clear. -Grab Finisher- If you are too close to Norman, he will grab you. Mash Y to escape. =Second Phase= -Illusion Slam- -Version 1 Norman splits into three, two being illusions and slams. Look for the one emitting purple smoke and shoot to disrupt. -Version 2 Norman splits into two, the illusion being in front. Quick turn and shoot. -Delayed Slam- Norman will teleport and an illusion of Norman will appear to smash at you, followed later by the real Norman smashing you. Wait for the smoke-emitting Norman and dodge. -Grab Finisher- Norman will grab Jill. Mash Y to escape. If you do not mash fast enough to escape, Norman will instantly kill Jill regardless of health. =Third Phase= -Rush- Norman will rush at you. Dodge when he gets close. -Dual Rush- Norman and his illusion will both rush toward you to try to hit you. Wait for the real one to swing to dodge. -Distort Combo- Norman will walk toward you and use his illusion. One, two, or three illusions will attack you but do no damage. The real Norman will appear after to attack so dodge when you see Norman with purple smoke. Strategy You are going to have to bring out the big guns and rely on your dodge for this fight. You cannot run away from Norman and he will constantly hunt YOU. Norman attacks you in his first phase with his slam which he telegraphs so make sure Norman is in your sight and dodge the slam. When he distorts your vision, try to wait until the distortion is gone (you can tell since Norman is not fuzzy) and tilt the stick to dodge the attack. After dealing enough damage he will stagger and roar. This is the start of the next phase. The second phase is even tougher. Norman will split into three and all three will simultaneously attack you. You cannot dodge this attack so you need to interrupt it by shooting Norman. Look for the one emitting purple smoke. A single shot with any gun is enough to interrupt him. After several rounds, Norman will begin his delayed slam attack so watch out for the illusion and dodge when you see purple smoke coming from the monster raising his arm. After taking enough damage, Norman will start to kneel down and rush toward you. This is the start of his third phase. During this phase, Norman will use his Distort Combo so reload while the illusions are attacking you and get ready to dodge the real attack. After enough damage, the parasite on Norman's back bursts and pulses red. Chris will ask "is his immortal?" when this happens. Dodging Norman's attack and shoot his back until he dies. TIPs: Norman periodically uses a short swing with his right hand to catch you off guard which you can also dodge. Backpedal from Norman to make him come to you. Norman will periodically try to grab you with his right hand and if he does, his grab can become an instant finisher. Although ammo conservation is not too much of a problem, do not shoot Norman when he starts his illusion (Eye flashes) since your bullets will pass through him. If you are having trouble dodging, use the weapon box when Norman attacks for invincibility frames. (Cheap I know). If you still have the rocket launcher from the first race (to the UAV), use it here, optimally on the third phase since Norman lies prone more and is easier to shoot. ------------------------------------------------------------------------------ =Cutscene= End of Episode 12 ========= Epilogue ========= The game briefs us of the fates of the characters we played as and encountered during the game. Not going to spoil it for you so see for yourself... To be continued in RE5 DLC, Lost in Nightmares... ============================================================================== After the credits roll, you will be informed of what you unlocked. If this is the first time you cleared the game, you unlock the following: -New Game + (start from beginning but retain all weapons and equipment) -"Hell" Difficulty for Campaign Mode -Raid Mode -Hydra Shotgun NOTE: To collect your achievements, you need to go to the "Mission" screen and select the missions you completed by putting your cursor over the cleared mission (with check mark) and press A to receive your prize. ============================================================================== ------------ 4.RAID MODE ------------ ============================================================================== I am not the best "raider" so I will not be giving strategies in this guide to get the best scores. However, I will list enemies that appear in the various stages as well as the weapons I think are recommended for the various stages. Most raid stages consist of getting from point A to point B or completing missions very similar to the one during campaign. I recommend purchasing full ammo for the guns/grenades/herbs you use since it would be tedious to go to past missions to collect the ammo necessary and BP becomes negligent after a while (you earn more BP for harder missions so the costs of refuelling is not as high. BP is still important for upgrades but the amount of BP you earn for harder missions easily cover your ammo costs). SPECIAL MARKS ------------- During your mission, you will run into ooze with special marks next to their health bar, signifying that ooze is special and has added attributes to make it a tougher enemy to kill. Orange Fist Enemy has increased attack power Green Shield Enemy has significantly increased defense Blue Running Man Enemy runs at double speed Stage 1 Recommended Weapons: Machinegun, Shotgun, Rifle -Enemies- Ooze Stage 2 Path: Go through first area of beach and kill globsters Go through tunnel into second area Go kill globsters in second area Kill all enemies for medal to appear on bridge in second area End -Enemies- Globster Stage 3 Recommended Weapons: Machinegun, Shotgun -Enemies- Dog Stage 4 -Enemies- Stage 5 -Enemies- Stage 6 -Enemies- Stage 7 -Enemies- Stage 8 -Enemies- Stage 9 -Enemies- Infected Fish Infected Stingray Ooze Stage 10 -Enemies- Dog Large Dog Farfarello Stage 11 -Enemies- Hunter Ooze Spiky Ooze Projectile Ooze Scagdead Stage 12 -Enemies- Spiky Ooze Projectile Ooze Graghignazzo* (appears after all the enemies have been defeated) Graghignazzo* (appears after killing the first, has a special boost) Stage 13 -Enemies- Hunter Projectile Ooze Infected Rachael Scagdead Stage 14 -Enemies- Stage 15 Recommended Weapons: Machinegun, Rifle Path: Casino (kill Scagdead x2 for old key) Promegrade (kill ooze for key and go to other locked door to elevator) Deck (kill hunters x8 [3 at initial entrance, 3 hunters on the deck + 2 special]) End -Enemies- Ooze Projectile Ooze Explosive Ooze Infected Fish Spiky Ooze Scagdead x2 Hunters x6 Stage 16 Path: Run through path into projector room Projector room (kill hunters for old key) Elevator to supercomputer (kill all enemies) End -Enemies- Hunter Farfarello Dogs Stage 17 Path: Kill projectile ooze for old key, so into lab Go through lab to the center platform with big red vial Kill ooze, projectile ooze, and scarmiglione x3 for old key Go down elevator, kill infected fish Go through door, kill projectile ooze x2 and Scarmiglione Go through locked door into underground lab, kill projectile ooze x2 and Scarmiglione(+ Speed bonus) End -Enemies- Projectile Ooze Ooze Scarmiglione Infected Fish Stage 18 Path: Run through the labs back to the entrance Jump down the hole into the water Follow the path -Enemies- Hunters Baby Dra Stage 19 Recommended Weapons: -Enemies- Stage 20 Recommended Weapons: Magnum, Rifle, Shotgun Recommended SubWeapon: Pulse Grenade -Enemies- 3x Scagdead Infected Norman* (Appears after killing the scagdeads) Stage 21 Recommended Weapons: Shotgun Recommended SubWeapons: -Enemies- ============================================================================== ------------------------------ 5. HELL MODE/NO HERB RUN TIPS ------------------------------ ============================================================================== Rather than create a whole new walkthrough for HELL or a no-Herb run on casual, I have decided to write strategies for certain areas of notable difficulty to help get past these areas. Since a HELL run is very similar to a no-herb run in terms of difficulty in terms of difficult areas in the game, I will outline these areas per episode and give tips and strategies for these areas in question. NOTABLE DIFFERENCES IN HELL -Enemies are tougher and deal more damage -Character can only take around three, possibly decent hits before dying -HELL has better custom parts and more ammo cases to hold more ammo NOTABLE DIFFERENCES IN CASUAL -Enemies have less health and deal less damage (optimal for no-herb run) TIPS BEFORE STARTINGS -RECOMMEND having collected all hand prints beforehand -RECOMMEND doing the no-herb run on casual last -MUST learn dodging pattern for bosses, notably Rachael and ========================== Episode 1: Into the Depths ========================== Nothing of notable difficulty. ========================== Episode 2: Double Mystery ========================== This is a relatively tough chapter to go through without using a herb so here is a guide of objectives to avoid. The initial climb down the mountain to the plane crash site should have no problems. Make sure to scan around to collect handgun ammo. After entering the cave, three dogs will run toward you. Use your shotgun before they leap toward you to kill them, one shot each being more than sufficient to dispose of them. In the section before the bridge, you will face two dogs. I recommend sniping them from afar with your handgun to kill them. Going on the bridge brings three dogs from the other side so shoot them on the narrow gap with your shotgun before they jump toward you. Jump the gap and collect the 2 decoys to your left. ------------------------------------------------------------------------------ ------------------- Fight: Dog Swarm 1 ------------------- Recommended Weapons: Shotgun, Decoy This is not a difficult fight but I am going to put some strategies here because losing too much health in this fight will make the next one much harder. I recommend resetting if you are hit more than a total of four times after completing this fight. There should be around six dogs, four small and two large, in the area. Equip your shotgun for this fight and shoot the two big dogs as they run toward you. A single shot should be enough to kill them. When the small dogs appear, toss a decoy to kill the majority and kill the rest with a shotgun. Collect the decoys and ammo lying around and scan the two rocks at the end for some more ammo. ------------------------------------------------------------------------------ You should have only used around 1 decoy and recieved four hits total by this point. Continue along the path and break the boxes for more ammo. Equip your decoys and handgun and then jump the gap. ------------------------------------------------------------------------------ ------------------- Fight: Dog Swarm 2 ------------------- Recommended Weapons: Handgun, Decoy This fight is probably the first difficult section for a no-herb run. Although the dogs do not do much damage on their own, there are alot of them and can overwhelm you easily since you only have a handgun and a couple of decoys at your disposal. At the beginning of the fight, you should have around 4-5 decoys and a full stock of 90 bullets (10 in gun, 80 in stock). The first wave of dogs will come from the left so use only your handgun in this section. Each dog should only take one shot to kill on casual, two if you miss the head. Only aim for dogs running toward you and ignore the ones that circle for now. Jessica will state that she "and her sweet ass" is on the way. The second wave brings two big dogs and two small dogs from the right. I recommend throwing a decoy here to prevent being overwhelmed and to get rid of the dogs. The decoy has a large blast and attracts a couple of dogs so do not waste ammo shooting the dogs circling the decoy. Keep a look out for dogs running toward you and shoot them with your handgun. Most should go down with one shot. After killing a couple of dogs, there should be six or so on the field so throw another decoy. Jessica should have come by to pick you up by now. Swtich to your shotgun and kill the remaining dogs that run around. Use decoys and do not be afraid of using your ammo here. After killing the dogs, walk toward the ladder to end the level. ------------------------------------------------------------------------------ The <> is in the bath rather than the toilet seat so drain the water to obtain it. (HELL Mode) -Panel for HELL Difficulty- Start ---------------------------------- [ O _O___ ____O ] [ __/ \ / _/ ] [ / / \ / ] [ / / \/____ ] [ O----------O-----/-----O ] [ \_/ / _/ ] [ /\__/ / ] [ / _/ \___ / ] [ O/ O O ] [ ] ---------------------------------- 1.Top center left 2.botton center right 3.middle center down 4.middle right left 5.middle center up 6.middle left right 7.bottom left up 8.bottom center right 9.middle center down 10.middle left right 11.middle center right 12.top center down 13.top center left 14.middle right left 15.bottom right up 16.bottom center right Final solution should look like this ---------------------------------- [ O___ O _____O ] [ | \ / | ] [ | \ / | ] [ | \____ __/ | ] [ O O O ] [ | | ] [ | | ] [ | | ] [ O----------O-----------O ] [ ] --------------------------------- ============================ Episode 3: Ghosts of Veltro ============================ Part 1 This scenario with Parker is literally Hell on this difficulty. Due to the lack of custom parts, your handgun is going to be near useless in this level so for the first half, you are going to have to rely on hand grenades and your machinegun. There should be enough ammo around but you should focus on a run and gun to survive rather than kill your enemies. In the first area, go around the desks and collect the machinegun ammo, handgun ammo, and the hand grenade at the very right. The handgun ammo is not going to be essential since you will rarely rely on it but its best to have a backup. Go through the double doors. In this fight, you do not have to kill the hunters but rather, get to and through the doorway to the next area. Before going down the stairs, turn left and go to the very end for a <>. Retreat, equip your machinegun and go down the steps. Hunters will begin to appear to quickly run underneath the right staircase, collect the <> and climb up the staircase. Shoot any hunters in front and run past them. Keep running past them to the right and through the open doorway. Two more hunters appear so gun them down and run past them into the elevator. Part 2 Not too tough. The boss should not be too difficult either. ================================= Episode 4: A Nightmare Revisited ================================= Freaky but nothing of notable difficulty imo. See boss section on Rachael for more help if needed. ============================= Episode 5: Secrets Uncovered ============================= Part 1 Part 2 Keith's section of episode 5 can be tricky for a no herb run due to the lack of custom parts and the big fight that comes up in this section. However, the fight should not be too tough if you keep your health up and use proper strategy. ========================= Episode 6: Cat and Mouse ========================= Part 1 This part is not too tough unless you have trouble with scagdead. Part 2 The only tough spot here in my opinion is the boss at the end. See the boss section below for strategies against the boss. -Panel for HELL Difficulty- Start ---------------------------------- [ O __O O ] [ |\___ / |_________/| ] [ | \ / _/ | ] [ | / \/ | | ] [ O----------O----------O ] [ / / |\____ ] [ / / | \___ ] [ / / | \ ] [ O/__/ O----------O ] [ ] ---------------------------------- 1.top center down 2.top left right 3.middle left up 4.middle center left 5.bottom center up 6.bottom left right 7.middle left down 8.middle center left 9.middle right left 10.top right down 11.top center right 12.top left right 13.middle left up 14.bottom left up 15.bottom center left 16.bottom right left 17.middle right down 18.top right down 19.top center right 20.middle center up 21.bottom center up 22.bottom right left 23.middle right down 24.top right down 25.top center right 26.middle center up 27.middle right left 28.top right down 29.top center right 30.top left right 31.middle left up 32.bottom left up 33.bottom center left 34.middle center down 35.middle right left 36.bottom right up 37.bottom center right 38.middle center down ---------------------------------- [ O----------O----------O ] [ | | ] [ | | ] [ | | ] [ O O O ] [ | | ] [ | | ] [ | | ] [ O----------O----------O ] [ ] ---------------------------------- =Cutscene= End of Episode 6 =========== Episode 7: ============ ========================== Episode 8:All on the Line ========================== This chapter sucks on no-herb runs for Part 2 with Chris. Part 1 Should have no difficulty with Jill. Just swim to the location you need to get to and keep an eye out for oxygen. Part 2 This boat ride as Chris with Jessica is painful due to the fact that your hit box becomes massive and the enemies dont let up. Lucikly, this shooting session is not too long but it can be difficult. ------------------------------------------------------------------------------ ====================== Boss: Underwater Ooze ====================== Recommended Weapon: Ship Gatling Gun Weak point: mouth Attacks -Launch- The tentacle launches itself at you. Shoot the mouth to intercept its attack. -Projectile- The tentacle launches three small projectiles at you. Shoot them down with the Gatling gun. There are 3 phases of note to consider. The first two phases are not too tough but the last phase requires some grenade spamming to survive at the end. Here is the action and how to deal with each "phase." Phase 1 A tentacles will leap toward Chris. A tentacle will launch three projectiles Two tentacles leap toward Chris A tentacle will launch three projectiles Phase 2 Chris says to go around. A tentacle will launch three projectiles Tentacle will leap at you A tentacle will launch three projectiles Phase 3 You get closer to the boat. Two tentacles leap toward you A tentacle will launch three projectiles Two tentacles leap toward you As you get closer, tentacles will rapidly launch themselves at you After five or six waves, the battle ends. =Strategy= Phase 1 Shoot the tentacle with a grenade or gunfire to take it down Keep an eye out for the three projectiles and shoot them down For the first two tentacles, launch a grenade at one and shoot at the other to interupt the attack. Shoot down the projectiles and cool down with "B" Phase 2 You enter the second phase and will be going past the tentacles The first will be two tentacles leaping at you so launch a grenade and shoot the other The next will shoot projectiles so shoot them down Another tentacle will leap at you so shoot it down with fire The last will shoot three projectiles so shoot them down Phase 3 The final phase is the trickiest so it would be ideal if you only got hit a few times by this point. Two tentacles will leap at you but not at the same time so time your grenade well. It may be possible to shoot both down with gunfire only. A tentacle will shoot projectiles so shoot them down Another two tentacles launch themselves at you so shoot ONE grenade and gunfire to take them down. Three tentacles will come up and alternate launching themselves at you so use gunfire as necessary to take them down and launch grenades if they are just about to hit you. This is the last phase so do not get worried using up your grenades here. After surviving five or six tentacles, the battle ends NOTE: The projectiles travel in a triangle formation and need to be shot down or will each deal damage Grenades recover over time so do not be afraid to use them. ------------------------------------------------------------------------------ **Checkpoint** =Cutscene and Grade= =================== Episode 9: No Exit =================== Starting Equipment Machinegun - G36 30 (120) Shotgun - M3 6 (21) Handgun - M92F 10 (57) Subweapons Knife 3x Hand Grenade You want to go through this section suffering as little damage as possible before the big fight. Luckily, it is very easy to do so. Go down the stairs and through the door to your right. Go through the room with the bunk beds. Go out through the door and turn the two corridors. Ready your machine gun and strafe forward until two hunters jump out and attack. Try to kill both without getting hit once but if you are, simply reset. Do not be afraid to splurge a little with your machine gun since you can pick up 80 more bullets for the machine gun in the projector room. Now that the enemies are cleared, go to the far unlocked room with the projector, open the two lockers at left of the projector for shotgun shells and some machinegun ammo, scan the chair for machinegun ammo, and take the elevator up. ------------------------------------------------------------------------------- ---------------- Fight: FBC Hack ---------------- Enemies Dog Hunter Farfarello Set-up ------ This battle will require good use of both weapons and subweapons to survive without using herbs. I recommend switching your handgun for a Rocket Launcher Fight ----- I recommend climbing up the ladder opposite ------------------------------------------------------------------------------- Part 2 Jill's section is not too tough given you have custom parts and a good area to move around. There should not be any tough sections in this area, especially after beating Keith's nightmare. Turn left and use your fingerprint to go through the door. Pick up the necessary ammo and go through the room. ======================== Episode 10:Tangled Webs ======================== Parker's section is not too tough and short as long as you have mastered dodging Rachael's attacks. Unless you want her unique dropped custom part, just go through the level. Jill's part with Parker gets a little tricky however. Starting Equipment -Weapons- Handgun - Government 7 (40) Machinegun - G36 30 (90) Shotgun - M3 6 (18) -Sub Weapons- Axe 3x Shock Grenade Part 2 Jill's section can be a little tricky especially when escorting Parker since you only have a handgun (although it switches to the powerful Government handgun). You also lose your custom parts. After picking up Parker, walk into the water and left through the door. Walk right and get blocked by the steam. Walk back and use the button to turn off the steam. Two ooze come up after the pipes are off so kill the closer ooze with your handgun and strafe back. Shoot the barrel when the second ooze comes near to kill it, allowing you to walk past through the next door. You will meet up with Chris. Turn right and aim at the barrel to blow it up when the two ooze come close enough. Turn back to pick up some handgun ammo and continue forward. Follow Chris and stay behind. There are two projectile ooze so shoot the barrel in front of them to kill them both. Go forward in between the tanks with Chris leading. An exploding ooze will appear so turn back and allow Chris to eat the blast. Go through the two doors and onto the bridge for a cutscene. ------------------------------------------------------------------------------ -------------------- Race: Self-Destruct -------------------- This race should not be too difficult for Hell or no-herb since if you followed the instructions above, you should have not received any damage. Run to the right and jump down the gap. There is a scagmilion that charges at you so shoot the barrel as it closes in to distract it. Use that time to run left and turn the wheel. You should have enough time to turn off the steam. Dodge past the scagmilion and run to the ladder. There is a box to break for a herb if you want. Up the ladder, there is a projectile ooze you want to snipe with the rifle for a quick kill. Go forward for the scagmilion to fall down. Run back and wait for the scagmilion to enter the blast range of the barrels and shoot them. Run past the scagmilion and to the next area. Drop down. There is a box here with a custom part but ignore it if you got it before and run to the ladder on the right and climb up it. Taking too long will leave you open to the swings of the projectile ooze. *Save* There is a box with a herb here if you are low. Go through the door and run up the walkway. A mini cutscene will occur. Run on the left next to the railing to avoid the first barrel that falls. Next, run right but hug the boat while running forward to avoid the next barrel coming toward you. Continue running forward hugging the left. When the second boat falls, backpedel for the boat to fall off the side of the railing. Run forward as three barrels fall toward you (not sure how to avoid these). Run straight toward the door at the end to finish the episode. ------------------------------------------------------------------------------ ======================== Episode 11: Revelations ======================== Damn you Capcom. This section is one of if not the hardest part in the game to beat on Hell. If you thought Episode 3 was tough, you ain't see nothin' yet. Part 1 Jill's first battle against the abyss monster is not too tough. You should be able to avoid the projectiles by strafing and getting hit by the tentacles are Part 2 Starting Equipment Handgun - Government Machinegun - Capcom decides to let us start off with minimal equipment while going through this tough section filled with hunters. However, we have one gift, the Government handgun is the most powerful handgun in the game (the RE:R equivalent to the handgun in Halo. Underrated but powerful although not as useful as Halo). Before going anywhere, reload your handgun. Walk up the stairs and get ready for the first hunter. I recommend killing it unless you are confident in your dodging ability. Use your machinegun to kill this enemy. Take the elevator up to the next floor. Equip your handgun for the next fight. Get off when the elevator stops and you will see two hunters run across the corridor and shots in the distance. Run forward and pick up a total of 30 handgun bullets. Get rid of the two current hunters across the corridor where Raymond is lying. They will jump over the boxes and come close to attack you. After killing these hunters, two more will follow. After killing both, a hunter will appear behind you. After disposing the hunters, carry Raymond. Go forward and pick up 10 more handgun bullets to your right. Go through the door on the far left and pick up 10 bullets and a green herb inside. Outside the corridors on the other side, pick up another 10 bullets on the boxes to your right. Ready your aim for a hunter to come from the corner as you approach it. Kill it 'cause you ain't going nowhere with Raymond fast. Turn the corridor and go forward again for another hunter to come out and attack. Dispose of it and go through the door on your near left. Pick up the 10 handgun bullets on the conference table and exit the other side. Go toward the door up ahead and Parker will leave Raymond there. Run forward and over the sign to an area with a green herb and 30 machinegun ammo. Reload your empty machinegun but keep your handgun as your main. Go through the conference room and turn left and through the far door on the right for some equipment. Collect 10 handgun ammo, a herb, and a hand grenade from the room and exit. Backtrack through the corridor and through the locker room. Go right and left into the small niche to go over the sign. Go through the corridor and through the steel door into the staircase. Watch out for the first hunter who runs toward you as you walk up the stairs. Kill it and enter the fourth floor. Pick up 10 handgun bullets on the left and go through the double doors into the office space. Open the middle locker in your immediate left for 10 handgun bullets. Pick up a handgrenade at the cubicle at the very end. There are two hunters roaming the aisles. Run past the first one without the hunter seeing you and take out the hunter near the aisles. Run down the left aisle if you did not get the other hunter's attention and take it out. Open the nearby locker for 30 machine gun bullets. Go closer into the larger space past the aisles to find one last hunter. Kill it and search the space for items. There is 30 machinegun ammo on the floor, 30 machinegun ammo on boxes on the left of the lockers on the left, a green herb, and machinegun ammo in the left locker. Pick up the tourniquet nearby. There is also some more machinegun bullets on the boexes to the right of the room as well as on boxes next to the cubicle but you can only carry 60 bullets in your gun and 120 spare. Leave the room and go back to the staircase. As you walk down, a hunter attacks so kill it and enter the 3rd floor. Run down the corridor to the left and forward a bit for a hunter to come out, quickly followed by another. Use your handgun or a hand grenade to kill them. Jump over the sign and through the nearby doors to your right and go through the locker room. Go forward and a hunter will emerge from the corner to attack you again. Kill it and keep moving forward. Turn the corner to find yourself face to face with two hunters. Use your handgun or grenade to take them out. (Recommend grenade before turning the corner for Hell mode). Go through the door to your left and through the conference room to see two hunters attack Raymond. There will be the two hunters you see running toward Raymond and a third hunter a little closer to Raymond. Take out the two nearby hunters and kill the third hunter as you run toward Raymond. Quick turn for two more hunters to appear. Take them out and treat Raymond. NOTE: Although the hunters initially focus on Raymond, their attention turns to you as soon as you get close. Go through the door Raymond was blocking and past the boxes. I recommend you switch your main gun to the machinegun now since you are probably low on handgun ammo. Go left and a little forward close to the bench with the ammo for a hunter to appear. Kill it with your machinegun and reload before collecting the ammo. Break the box on the left for some ammo and get on the elevator down. Get off the elevator and pick up handgun ammo on your left. There is a green herb and machinegun ammo to your right near the window. There is more machine gun ammo on the benches to your left down the stairs and handgun ammo in the alcove in the right. Go forward into the big open room. A hunter will appear to your right so take it out. Go down the stairs to the bottom floor for three hunters to load. I recommend running to the right and behind the stairs to take out the approaching hunters as they come close to you. After killing the hunters, pick up machinegun ammo. There is a box near the bottom right behind the stairs you came down, a box near the blood stain close to the window wall, and another box on the boxes behind the opposite stairs. Go up the stairs and break the box on top for some handgun ammo. There is a hand grenade and another box of machinegun ammo to the left of the stairs (to your right). There is also a green herb and a box of machinegun ammo on the reception desk. Go up the stairs to the left of the reception desk for 10 handgun bullets. Go to the back of the room for a green herb and 10 handgun bullets. Walk up the stairs to the right of the reception desk and break the box for more machinegun ammo. Go straight and down the opposite stairs for more machinegun ammo and a hand grenade. Go back up the center stairs for some hunters to appear. Five hunters will chase you and can some from the center stairs, the left jumping over the boxes, or the right. You are in a very vulnurable spot so I recommend running into the corridor to the right to narrow the crowd but do not run to the very end or the hunters will jump over the boxes to attack you from behind. Throw the grenades you have to kill the hunters as you funnel them and use your machine gun to kill survivors. ============================== Episode 12: The Queen is Dead ============================== Nothing of notable difficulty except the final boss. See boss strategy for tips below. ============================================================================== ------------ 6. MISSIONS ------------ ============================================================================== These are, for lack of a better word, achievements you can get during the campaign mode in your game. Missions range from killing a certain number of enemies to scanning a certain number of fingerprints to completing certain chapters or difficulties. You are rewarded for completing missions with custom parts and guns so it is a good idea to try to get these unlocked as you go through the game. To claim the rewards for clearing the missions, press A over the completed missions to select them. =Campaign Missions= Chapter 1 Requirement: Clear Episodes 1-3 Unlock: Raid Mode stages 1-7 Chapter 2 Requirement: Clear Episodes 4-6 Unlock: Raid Mode stages 8-10, New Outfit Chapter 3 Requirement: Clear Episodes 7-9 Unlock: Raid Mode stages 13-17 Final Chapter Requirement: Clear Episodes 10-12 Unlock: Raid Mode stages 18-20, Hell Difficulty Casual Cleared Requirement: Clear CASUAL or higher Unlock: Custom Parts Charge Shot 3 (campaign) Normal Cleared Requirement: Clear NORMAL or higher Unlock: Shotgun Hydra (campaign) Hell Cleared Requirement: Clear HELL difficulty Unlock: Infinite Rocket Launcher (campaign) Aloof Challenger Requirement: Clear Casual or higher w/o using herbs or IRL Unlock: Custom Parts Auto Loader (campaign) Researcher Requirement: Scan all enemies Unlock: Custom Parts Edge Runner 2 (campaign) Secret Sign 1 Requirement: Scan 1 hidden handprint Unlock: Green Herb (campaign) Secret Sign 15 Requirement: Scan 15 hidden handprints Unlock: Rifle PSG1 (campaign) Secret Sign 30 Requirement: Scan 30 hidden handprints Unlock: Handgun G18 (campaign) Dodge Master Requirement: Dodge 20 times Unlock: Custom Parts Bind 1 (campaign) Angry Fist Requirement: Land 10 fully charged physical attacks Unlock: Custom Parts Long Magazine 2 (campaign) Researcher Requirement: Scan all enemies Unlock: Custom Parts Edge Runner 2 (campaign) B.O.W. Hunter Requirement: Defeat 150 enemies Unlock: Handgun PC356 (campaign) =Raid Missions= CHASM Cleared Requirement: Clear all stages in Raid on CHASM Unlock: Raid Mode TRENCH Difficulty, new outfit TRENCH Cleared Requirement: Clear all stages in Raid on TRENCH Unlock: Raid Mode ABYSS Difficulty, new outfit CHASM: All Cleared, S Rank Requirement: Clear all stages on CHASM, S rank Unlock: Honor - Color 1 Ghost Ship 100% Cleared Requirement: Find the real goal area in the ship Unlock: New outfit Level 5 Requirement: Reach player lvl 5 Unlock: New outfit Level 10 Requirement: Reach player lvl 10 Unlock: New outfit Level 20 Requirement: Reach player lvl 20 Unlock: New outfit 50 Mission Requirement: complete 50 missions Unlock: New outfit Legendary Weapon Requirement: Obtain a super rare weapon Unlock: New outfit Legendary Raider Requirement: Obtain all super rare weapons Unlock: New outfit 50 Missions Requirement: Complete 50 missions Unlock: New outfit Defeat Globster Requirement: An ugly chunk of meat from the beach. Defeat 10 of them. Unlock: 10000 BP Defeat Hunter Requirement: Kill 20 Hunters Unlock: 20000 BP Defeat Scarmiglione Requirement: Kill 10 scarmiglione Unlock: 30000 BP Defeat Sea Creeper Requirement: Kill 5 sea creeper Unlock: 30000 BP Defeat Skagdead Requirement: Kill 5 skagdead Unlock: 35000 BP Defeat Graghignazzo Requirement: Kill 5 graghignazzo Unlock: 40000 BP Defeat Final Form Abyss Requirement: kill Norman Infected Unlock: 40000 BP ============================================================================= -------------------- 7. ENEMY STRATEGIES -------------------- ============================================================================= =Ooze= Recommended Weapon: Shotgun, Handgun Weak point: Head Health: medium Pace: medium Attacks -Swing- the ooze pulls back its harm and swings it at the character to deal damage -Grab- the ooze leaps toward the character and uses its tongue to suck blood, dealing damage. Mash Y to escape Dodge: ready to tilt the analog up with the ooze pulls back for a backswing Melee: Shoot its arms until it becomes stunned. Stun: the ooze is slumped back with arms hanging on the side and the sucker tongue hanging out of its mouth Ooze are the most common enemies in the game. Use a machinegun or handgun from afar or shotgun upclose. The ooze has no long range attacks so stay or strafe far away to dispose of it. Try to aim for the head or the arms to deal max damage although shooting the body squarely is not too bad either. These guys are only really trouble in closed spaces so use a shotgun near their heads to deal with them. =Globster= Recommended Weapon: Handgun Weak point: inside mouth (shoot when it roars) Appearance: a slug but fleshy colored with a mouth at the bottom. Health: high Pace: slow (land), fast (water) Attacks -Bite- globster raises its body up to expose its mouth and jumps at character to deal damage -Finisher- swimming only, the globster will quickly chase and eat the character to instantly kill them. Dodge: N/A Melee: N/A Stun: N/A Globsters are slow slugs of meat that crawl toward you. Although slow, they have strong outer skin and are the literal tank of the Abyss virus. Try to keep a mid- to far- distance away from the globster and keep your laser pointing near the bottom half of the globster. The globster will occasionally raise its body so use that time to shoot to deal more damage. The best time to deal damage is when the globster roars, shooting the back of its throat to take it down fast(er). =Dog= Recommended Weapon: Machinegun, B.O.W. Decoy Weak point: Head, ribs Appearance: black dog with patchs of fur and flesh missing and ribs exposed Health: low Pace: very fast Attacks -Bite- The dog leaps a the character to deal damage. Dodge: Press up before the dog leaps at you Melee: N/A Stun: N/A =Hunter= Recommended Weapon: Shotgun, Machinegun Weak point: Face Appearance: Humanoid hunchback with green reptile skin. Health: medium Pace: fast Attacks -Swipe- the hunter pulls back its arm and swipes the character to deal damage -Leap- the hunter leaps toward the character, hitting the character causing damage Dodge: tilt up when the hunter pulls back for a swipe Melee: shoot the hunter mid-keap Stun: the hunter is crouched down and clutching its face =Farfarello= Recommended Weapon: Shotgun, Machinegun Weak point: Face Appearance: When not camouflaged, looks like a hunter but slightly bigger and with blue skin. Health: medium high Pace: fast Attacks -Camouflage- the farfarello will turn invisible. During the first few seconds the area the farfarello disappeared to is distorted. -Swipe- the farfarello materializes and pulls back arm to swipe at character -Leap- the farfarello materializes and lunges toward the character to deal damage Dodge: tilt up when the farfarello pulls back for a swipe Melee: shoot the farfarello mid-leap Stun: the farfarello is crouched down and clutching its face =Spiky Ooze= Recommended Weapon: Shotgun Weak point: head Appearance: ooze with long spiky arms and head with spikes Health: medium Pace: medium Attacks -Swing- the spiked ooze with bring one arm back and swing it at you to deal damage. -Duel Swing- the spiked ooze will bring both arms back and leap forward while swinging them forward to deal damage. Dodge: just before the ooze is about to swing its arm, tilt the stick forward to dodge. Melee: shoot its arms and head (recommended to have daze on gun) Stun: slumped back with sucker hanging out of mouth =Projectile Ooze= Recommended Weapon: Rifle, Handgun Weak point: head Appearance: Ooze with huge square right hand that looks like a club Health: low Pace: slow Attacks -Projectile- projectile ooze will steady its aim and shoot a small projectile at you to deal damage -Swing- if you are close to the projectile ooze, it will swing its club arm at you to deal damage Dodge: Melee: N/A Stun: N/A =Infected Fish= Recommended Weapon: Handgun Weak point: body Appearance: bony black fish Health: low Pace: fast Attacks -Bite- the fish will leap toward you (if on land) to try to take a bite. Dodge: Melee: N/A Stun: N/A =Infected Stingray= Recommended Weapon: Sonic Grenade (land), Pulse Grenade (in water) Weak point: N/A Appearance: cross between stingray and cockroach Health: low Pace: medium Attack -Grab- the stingray will stand up out of the water and chase you for a bit, ending in a leap. Back pedel to avoid grab and if caught, mash Y. -Grab (water)- stingray will grab you if you swim close to it. Mash Y to escape Dodge: Melee: N/A Stun: N/A =Scagdead= Recommended Weapon: Rifle, Shotgun, B.O.W. Decoy Weak point: right head (smaller head next to mouth) Appearance: fat ooze with a chainsaw on the right arm and two heads Health: High Pace: Slow Attacks -Saw Combo- the scagdead swipes three times with the saw -Projectile- if far away, the scagdead launches a projectile at the character -Finisher- if close, the scagdead will grab the character and throw him onto its right saw, instantly killing -Bear Trap- the projectile launched by the scagdead becomes a bear trap, catching your character and dealing damage. One shot will destory but if caught, mash Y to escape. Dodge: tilt up before first saw swing to dodge past Melee: Shoot the head amd mouth until they slump down and drool Stun: The ooze will lean forward on its arm and drool will drip from its mouth. Finisher: If close, ooze will grab the character with its non-saw hand and throw the character onto the saw, instantly killing them regardless of health =Explosion Ooze= Recommended Weapon: Handgun, Rifle Weak point: Pulsing Bulge on body Health: low Pace: medium Attacks -Explosion- Exploding ooze comes near character and explodes, dealing huge damage. Explosion can also hurt nearby ooze and toss them to the ground. Dodge: N/A Melee: N/A Stun: N/A =Scarmiglione= Recommended Weapon: Shotgun Weak point: heart (exposed flesh) in body, electric tendon Appearance: Looks like an ooze with a sword and shield Health: high Pace: slow Attacks -Shield- The scarmiglione will put up its shield, blocking your aim to hit its weak point -Sword Swipe- the scarmiglione will pull back its sword and swing it. Getting hit will knock you down so mash Y to get back up -Shield Bash- the scarmiglione will put up its shield and rush toward you, ending with a small bash with its shield after traveling a short distance. Dodge during the rush animation if you are close. -Low Swipe- scarmiglione will occasionally swing low but quickly at your character. Getting hit will knock you down so mash Y to get up. Dodge: tilt up when knight pulls back sword for strike, rushes toward you Melee: shoot head/heart with high daze machine gun Stun: scarmiglione will stop in its tracks and drool from mouth ============================================================================== ------------------- 8. BOSS STRATEGIES ------------------- ============================================================================== This will attempt to be a more in-depth guide to fighting the bosses of RE:R, giving more "cheap" strategies to deal with the bosses and scenario fights encoutered in the game :) _______________________________ Infected Communications Officer| _______________________________| Weak Point: head Recommended Weapon: Rifle Attacks -Saw Combo- -Projectile- -Finisher- -Bear Trap- Set-up ------ Before going into this fight, put your strongest damage increasing parts on your rifle because this is going to be your main damage dealer in this fight. The rifle is recommended because it does more damage per shot while allowing you to stay far from the boss which is what you want to do in this fight. Strategy -------- This is a tough battle because this enemy has strong attacks and a large amount of health to deplete, never mind the backup ooze. You want to keep your distance in this fight and you do not want to engage the scagdead up close. There are fire barrels all around the area so I recommend using the fire barrels to stun the scagdead and then use a fully-charged melee to deal maximum damage. There are two "cheap" tactics to kill this boss. -The window nearby- Instead of going into the room, run to the outer balcony and shoot the lock off with your handgun. Switch to your rifle while the boss comes out. Take aim and try to hit the smaller of the two heads (the one on the right). I believe shooting the miscolored skin section underneath it also does decent damage. The boss will walk out of the room. Switch to your handgun if you have time and aim for the barrel. Shoot when the boss comes near to stun it, run up and deal a fully charged attack. Run back to the window and jump into the room. The boss will run back into the room to catch you so jump out the window when it gets near and shoot with a rifle, wait for it to come to your side, jump out the window, etc. until dead. -Kitchen Counter- Jump down to the bottom floor and run to the kitchen. We are going to abuse invincibility frames here to beat this boss the easiest way possible. The scagdead will chase after you. What you want to do is stay next to the kitchen counter and jump to the other side. During your motion, you are invincible. Since the scagdead cannot go over the counter to attack you, it will run across the counter to get to you. Use this opportunity to get a good shot in with your shotgun or rifle. Aim for the smaller of the two heads to deal maximum damage and thus conserve ammo. As the scagdead comes to your side, jump over the counter and start again. Rinse and repeat. NOTE: you cannot jump while reloading so time your reloads well although the scagdead should not be fast enough to get to you anyway. Make sure the scagdead is close to you before jumping. _________________ Infected Rachael | _________________| Weak Point: Head Recommended Weapon: Shotgun, machinegun Attacks -Strike- Rachael pulls her arm back and swings it -Lunge- Rachael lunges at your character, entering the grab motion Set-up ------ Before this fight, you want to put your damage increasing custom parts on your shotgun and to put your stopping parts on your machinegun. The machinegun will be used more as a weapon to get rid of nearby ooze and as an emergency weapon when you are out of ammo with the shotgun and do not have time to reload. Your shotgun will be the main damage dealer in this fight. For subsequent playthroughs: Equip Charge shot on your shotgun. Strategy -------- Rachael is a slightly faster and much more resilient ooze. However, her attacks are much more choreographed than the regular ooze, making her an easier but more tedious fight as long as you can dodge well. The basic strategy against Rachael is to dodge her attack, quick-turn, get a shot in, and dodge the next attack. Rinse and repeat. The difficulty comes in the ability to constantly dodge but Rachael makes this easy. Whenever Rachael attacks, she unleashes a high-pitched shriek before her attacks. Wait for Rachael to shriek and use that opportunity to tilt your stick up to dodge. NOTE: For subsequent playthroughs, putting the Charge shot on your shotgun is more than enough to defeat Infected Rachael. A fully charged shot not only deals more damage but also deals more kickback, pushing Racheal down to the floor when a normal shot would only stun her a little. The charge is also fast enough that after knocking Rachael down, you can charge another shot so that you are ready for Rachael when she gets back up and chases you, making this fight much easier to deal with. _____________ Graghignazzo | _____________| Weak Point: Right Head Recommended Weapon: Rifle Attacks -Dash- Graghignazzo puts its paw on the floor and rushes toward you. -Slam- Graghingnazzo lifts its paw in the air and slams on the ground, knocks you off feet if hits. Area of Effect attack. NOTE: Any shots dealt to the outer shell of the beast do no damage to it. Place your shots accurately. Set-up ------- You will be relying on your rifle to deal most of your damage in this fight since you are probably low on machinegun ammo after the fight in the elevator. You want to bring your shotgun as backup but will not want to use it as your main weapon due to the fact that the Graghignazzo shell is immune to damage. You will want to use accurate shots for this fight to beat it using the least amount of ammo. Be warned that you will be low on ammo after this fight because this boss eats alot of damage. I recommend equipping the double shot on the handgun, your damage up on your rifle, then handgun, then shotgun. You shotgun will not be too useful in this fight. Strategy --------- This boss will eat up alot of ammo don't be too worried if you are low or out of machinegun ammo, shotgun shells, and rifle ammo after the fight. After getting off the elevator, change your machinegun into a handgun. Equip your rifle and move to the center of the room for the boss to appear. This fight will consist mostly of dodging and countering with well-placed shots. Graghignazzo is a one-pattern boss, often rushing toward you to deal damage and sometimes slamming when it gets lower on health. Learn to dodge the shell if close to the boss or strafe sideways to avoid the rush attack. After the boss runs past you, its fleshy head will be exposed. Use your rifle and aim for the smaller right head to deal maximum damage to the boss. After two or three shots, strafe or stand still and get ready to dodge the coming attack. After the boss is down to about half or more of its health, Parker will comment it is a tough boss. The boss' pattern will change a little here (it will initially stumble before rushing and will use its slam attack more often. You cannot dodge but only interrupt the slam attack by shooting its exposed paw but the slam does little damage. The follow up rush is the bigger problem. The lower the boss' health is, the faster its turn becomes so you will only have the opportunity to deal one shot with the rifle before the upcoming rush. I recommend switching to the handgun here since you can aim faster and the custom part to deal two shots with every shot will whittle down health faster. ________________ Fight: FBC Hack | ________________| Enemies: Dogs, Hunter, Farefarello Recommended Weapons: Rocket Launcher, Shotgun, Machinegun Waves First wave Dogs only, come in pairs of two Second wave Dogs come with hunters, lever shuts off so need to reboot Third wave Farfarello appear with hunters and a few dogs Set-up ------ Replace your handgun with one of the rocket launchers. Pick up the surrounding ammo and keep your shotgun and machinegun. The rifle's scope limits your vision despite the greater damage and the magnum should be used after using the two rocket launchers only. The handgun is useless for this fight. Strategy -------- This fight is one of the toughest fights in the game due to the large number of difficult enemies and the lack of really decent weapons. This is going to be a fight for survival although you will need to kill all the remaining enemies at the end of the fight. While Quint is setting up the computer, climb up the ladder behind him (not the one that leads to the magnum) and jump across to the other box. Wait here for the beginning of the fight. Dogs will jump through the windows from the other side so ready your machinegun and use it against the dogs. The dogs are fast but weak to bullets so use the machinegun to kill them. If the dogs jump close to you, jump across the box to the other side and quick turn to shoot the chasing dogs. The second wave will be a mix of hunters and dogs. Keep using your machinegun for the dogs and some of the hunters although you want to switch to your shotgun to deal with the hunters. Do not be afraid to shoot the hunters again while they are down to kill them. During this wave, one of the levers will turn off so jump off the box and run to the lever to turn it back on. Run back up the ladder again and jump across the box. The third wave will consist of hunters, dogs, and farfarello although the dogs will be much less than the first two waves. The farfarello are more resilient than the hunters though so keep your back to the wall and use your shotgun exclusively for this wave. If you get overwhelmed with hunters and a farfarello, use your rocket launcher to kill them, jump down the right side of the box, and pick up the other launcher. This time, run to the other ladder where the magnum is and stay up there. Dont be afraid to use the other launcher if you are overwhelmed with hunters and farfarello here. This is the last fight for Keith and ammo conservation is not an issue. If you use the other launcher, use the gap of free time to pick up the magnum to your left. Use the magnum against downed farfarello and hunters but stick religiously to the shotgun to survive this fight. _____________________ Abyss Monster Part 1 | _____________________| Weak Point: Tentacles Attacks -Projectile- the tentacle will shoot three projectiles at you -Slam- the boss will slam its tentacle on the ground, dealing large damage if you are hit Strategy -------- This boss has two notable aspects that make it difficult, that its tentacle slam deals huge damage and that you have a timer for this fight. This fight is not that hard compared to other rights as long as you take use your shots with care. The boss is only vulnurable to rockets that hit its tentacles, four rockets needed to kill the boss. Since you do not have a rocket launcher, it would be best to stay either at the very edges or near the center of the area and move around to avoid the projectiles. I find that the tentacle slams really only land on the two sides in between the center and the edges and by staying either in the middle or the very edges, you often avoid the slams. The helicopter will drop rockets in boxes so equip your knife and break the box to pick up the rocket launcher. Shoot it at the tentacles to get them to retract into the body. I find moving close and aiming for the head of the tentacles work best because the body of the tentacles moves around enough to dodge the rockets. You want your shots to hit since the drops are infrequent. After taking out two tentacles, the tentacles will become more aggressive with projectile spamming, using them to disrupt your aim so strafe and shoot to avoid damage or take it while shooting the tentacle down and use a herb. Four successful hits will bring the boss down. Although you are on a timer, take your time with your aiming. Since the drops are infrequent, you have quite a bit of time to aim with your rockets between the drops. You can really only miss once or twice due to the drops however so you want your rockets to count. NOTE: You can pick up a rocket here for later use if you have an excess rocket lying around after the boss is shot down. _____________________ Abyss Monster Part 2 | _____________________| Weak Point: Head Attacks -Slam- the tentacle lunges at the helicopter, hitting it to deal damage -Projectile- the tentacle shoots a projectile at the helicopter Strategy --------- This one is a tricker fight due to the reliance on your machinegun and your wider hit box although Chris is a much better assist than Jessica. There are two sections during this fight where you will be killing tentacles on a near constant basis. The first wave will be the heli sweeping to the right side of the boss. There will be two tentacles here, one emerging to strike you while the other shoots a projectile. Focus your gun fire on the heads of the tentacles to kill them quicker. Keep an eye of the tentacle on the back for projectiles and shoot them down if they appear. After a while, a third tentacle will appear so shoot it down. Keep shooting and killing the three tentacles until the helicopter sweeps. The second wave will bring you to other other side of the monster. Repeat your steady fire ________________ Infected Norman | ________________| Weak Point: Parasite on back Recommended Weapons: Rocket Launcher, Magnum, Shotgun, Rifle Attacks Set-up ------ Ideally, you have a rocket launcher from the race to the UAV, a decent stock of magnum ammo, and a decent stock of shotgun ammo for this fight. You should have a decent stock of magnum ammo if you did not use a single bullet on other ooze during the story. Also be prepared to use alot of ammo for this last fight... Assuming you do not have the rocket launcher, your shotgun and rifle combo will be the main damage dealers in this fight. Strategy --------- ============================================================================== ----------------------------------------- 9. THE ARTFUL DODGER - A GUIDE TO DODGING ----------------------------------------- ============================================================================== Reading the forums, there seems to be a lot of trouble dodging attacks which is undertandable. Even though every attack is theoretically dodgeable, some attacks are much harder to dodge than others in my opinion. Thus, I have added this section to try to help individuls get dodging down pat for most of the enemies in the game. =HOW TO DODGE= To dodge an attack, you must tilt the analog stick up during a period of time when the attack is being launched at your character. There are two ways to dodge an attack Tilt up your character will dodge forward, resulting in you being at the side or past your enemy after the dodge. Tilt up + B your character will dodge backward, resulting in you standing in front of your enemy and your back toward it. You will probably mostly use tilt up to dodge and rarely quick turn when facing enemies. The quick turn dodge is good against bosses but I find it too risky and not much of a time-saver compared to just dodging and quick turning with back + B. NOTE: I find that the dodging "mechanism" needs Jill or whoever you are controlling to be in a certain proximity to the attack when it is taking place although you do not need to face the enemy to dodge. If Jill is too far away, you will not dodge and will probably walk into the attack. NOTE: You do not need to have the enemy in your sights to dodge (although it is helpful) an attack. I have dodged attacks unintentionally while walking into a room but that was all luck... Anyway, onto the enemies and how to dodge their attacks. =Regular Enemies= -Ooze- Attack: Lunge Sign: the ooze will lift its left arm and lunge toward Jill and gives off a sutble roar before attacking. Difficulty:** Strategy: Stay close but not stuck on the ooze and stand still. After the ooze lifts its arm and moves forward, tilt forward to dodge. -Spiky Ooze- Attack: Slice Sign: the ooze pulls back both arms and you hear a "slash" sound before the attack Difficulty:*** Strategy: stay relatively close and tilt up when you hear the slash sound. -Dog- Attack: Lunge Sign: Dog runs toward player, readies itself, and leaps Difficulty:**** Strategy:stay close to the dog as it runs toward you and stop. Tilt up when the dog gets ready to pounce. NOTE: The dog's lunge has good range but is highly vulnurable to kickback. A good shotgun blast is easier to pull off and will throw the dog back. -Hunter- Attack: Slash Sign: Hunter lifts left arm and slowly pulls back before attacking. Difficulty:**** Strategy:tilt up during forward motion of arm -Farfarello- Attack:Slash Sign: Farfarello appears, walks toward player with left arm up and pulls back before attacking (faster than hunter) Difficulty:***** Strategy:tilt up during forward motion of arm -Scagdead- Attack:Saw combo Sign:hear a revving of the saw before scagdead does slash combo Difficulty:***** Strategy: N/A NOTE: I recommend running away rather than dodging scagdead since standing still next to scagdead gives an opportunity to be instakilled. Stay away and attack with the rifle and use a pulse grenade if you are too close. -Scarmiglione- Attack:Swipe/Shield Bash Sign:you hear an unseathing sound as the ooze attacks Difficulty:*** Strategy:stay close to the scarmiglione's shield and wait for the ooze to pull back sword. Tilt up on forward motion of sword. Stand far when scarmiglione readies shield. Tilt forward when scarmiglione gets close (similar to Graghignazzo). =Bosses= -Infected Comm Officer- Attack:Saw combo Sign:hear a revving of the saw before scagdead does slash combo Difficulty:***** Strategy: N/A See "Scagdead" above -Infected Rachael- Attack:lunge Sign:Rachael lets out a high-pitched scream before attacking Difficulty:* Strategy:Racheal is really easy to dodge since every attack is choreographed with a high-pitch scream. Stand still and tilt up a little after the start of the scream. -Graghignazzo- Attack:Rush Sign:Graghignazzo puts paw on ground, stops, and them runs toward player Difficulty:** (near) *** (far) Strategy:stand still and wait for Graghinazzo to rush. When he is close, tilt up NOTE: Graghignazzo gets slightly faster and judging distance is still kinda hard which is why I added an extra * if far. -Infected Norman- Attack:Slash Sign:Norman pulls back his hand and slams it down (real one emits purple smoke) Difficulty:*** Strategy:stay close to Norman and tilt up on forward motion of arm ============================================================================== ----------------------------------- 10. WEAPONS: Statistics and Tactics ----------------------------------- ============================================================================== ------------------------------------------------------------------------------ NOTE These are weapon stats for the weapons in campaign mode only. Weapon stats in raid mode are dependent on level and more varied. ------------------------------------------------------------------------------ Handgun The gun you will probably rely on most during your adventure. The handgun does not pack much power but is relatively quick to reload and does not have much kickback, keeping your aim steady. You will also find handgun ammo to be quite abundant in this game so get used to this gun. Best to use against single enemies with some distance from you. ________________________________________________________________________ |Name |Obtain |Fire power |Auto Fire |Capacity |Slots | |______________|_____________|____________|___________|_________|_______| |M92F | Initial | 150 | 0.80 | 10 | 3 | |______________|_____________|____________|___________|_________|_______| |Government | Initial | N/A | N/A | 7 | N/A | |______________|_____________|____________|___________|_________|_______| |PC356 |B.O.W. Hunter| | | | | | |Mission | 130 | 0.80 | 8 | 5 | |______________|_____________|____________|___________|_________|_______| |G18 |30 Handprints| | | | | | |Mission | 120 | 1.20 | 16 | 3 | |______________|_____________|____________|___________|_________|_______| NOTE: The "Government" Handgun cannot be used by Jill in Campaign mode. Shotgun Everyone's favorite zombie killing gun. Simply aim up and fire when the bio weapons come close and with a good couple of shots, most should go down. The shotgun is a powerful weapon but has a relatively slow reloading speed compared to the handgun and is most effective up close so keep an eye on your shells so you don’t get caught in a grab while reloading. ________________________________________________________________________ |Name |Obtain |Fire power |Auto Fire |Capacity |Slots | |______________|_____________|____________|___________|_________|_______| |Windham |Ep.3 | 160 | 1.00 | 4 | 3 | |______________|_____________|____________|___________|_________|_______| |M3 | | 130 | 1.20 | 6 | 4 | |______________|_____________|____________|___________|_________|_______| |Hydra |Beat Normal | 130 | 0.70 | 5 | 2 | |______________|_____________|____________|___________|_________|_______| Machine Gun The machine gun is a gun that can deal decent damage quickly to bio weapons. Do to is large clip size, it can shoot for quite a bit and has a decent reloading speed. However, don’t get too trigger happy or you will run out of ammo soon. The best aspect of the machine gun is that it is good at stunning enemies, giving you the opportunity to pull off a melee attack if possible for extra damage without using additional ammo. ________________________________________________________________________ |Name |Obtain |Fire power |Auto Fire |Capacity |Slots | |______________|_____________|____________|___________|_________|_______| |MP5 |Ep.4 | 110 | 1.67 | 50 | 3 | |______________|_____________|____________|___________|_________|_______| |AUG |Ep.5 | 120 | 1.00 | 42 | 3 | |______________|_____________|____________|___________|_________|_______| |G36 | | 140 | 0.75 | 30 | 4 | |______________|_____________|____________|___________|_________|_______| |P90 |Not for Jill | N/A | N/A | 60 | N/A | |______________|_____________|____________|___________|_________|_______| Rifle A much slower but much more powerful weapon than the shotgun and at much farther ranges. The rifle is a powerful weapon, about 5x stronger than the un-upgraded handgun. Each shot packs a punch and goes into first-person scope regardless of setting on the controls menu. However, the rifle does not hold many shots and is slow to reload, leaving you open a strong weapon you can use at multiple ranges but best with from afar. ________________________________________________________________________ |Name |Obtain |Fire power |Auto Fire |Capacity |Slots | |______________|_____________|____________|___________|_________|_______| |M40A1 |Ep.3 | 1100 | 1.00 | 8 | 4 | |______________|_____________|____________|___________|_________|_______| |PSG1 |15 Handprints| 700 | 1.00 | 5 | 3 | | |Mission | | | | | |______________|_____________|____________|___________|_________|_______| Magnum Another stable gun of the Resident Evil series since Barry Burton introduced his trusty magnum in the first RE. The magnum is one of the strongest guns you have access to during the game. Reloading is slow but a single shot from the magnum is more powerful than that of a rifle and does not need to reload after every shot. However, magnum bullets are rare so you want to save this gun for special enemies or bosses. ________________________________________________________________________ |Name |Obtain |Fire power |Auto Fire |Capacity |Slots | |______________|_____________|____________|___________|_________|_______| |L. Hawk |Ep.8 | 1200 | 0.80 | 8 | 2 | |______________|_____________|____________|___________|_________|_______| |Python |Ep.7,10 | 1500 | 0.60 | 6 | 3 | |______________|_____________|____________|___________|_________|_______| Rocket Launcher A staple of the RE franchise, this weapon always makes an appearance to save the day. What game could be Resident Evil without the Rocket Launcher? Powerful and guaranteed to kill anything in one hit, the only issue with the rocket launcher is that you never get access to it until the end. Be more careful with blast radius rather than the enemies attacking you. _________________________________________________________________________ |Name |Obtain |Fire power |Auto Fire |Capacity |Slots | |_______________|_____________|____________|___________|_________|_______| |Rocket Launcher|Ep.7,11 | 30000 | 1.00 | 1 | 0 | |_______________|_____________|____________|___________|_________|_______| |Infinite Rocket|Beat Hell | | | | | |Launcher | | 30000 | 1.00 | - | 0 | |_______________|_____________|____________|___________|_________|_______| =Sub-weapon= Sub weapons are weapons your character can equip and use with the Y button. Knife The trusty knife of RE lore. You probably won’t be using this to kill zombies unless you get really good at dodging but the knife is an essential survival tool. Use the knife to break locks on doors and boxes to save ammo and find items to pick up. Hand Grenade The hand grenade is a strong weapon with a decent blast radius to take out groups of enemies. With proper aim, you can take out or at least deal good damage to a group of enemies or a boss. However, remember that the grenade does not go off immediately and try to time your throws to damage the max number of enemies. B.O.W. Decoy A new weapon for RE and a great new addition. This is a great weapon to use against a swarm of bio weapons. Not only does the decoy emit a noise to attract bio weapons close to it, it follows it up with a blast to take out those bio weapons. Even if it doesn’t kill the weapons outright, it should give you some time to recover with a herb or reload while your enemy is distracted. Sonic Grenade A grenade useful for dealing with enemies underwater. Use this to get rid of infected fish or stingrays in the water you cannot get to with your gun before going into the water. Only use on land. Pulse Grenade A grenade that can be used underwater. Unleashes a shock wave that can be used to stun nearby enemies so you can swim past them without fear of harm. The only weapon you can use when underwater. On land, use the pulse grenade to instantly stun enemies, giving you time to reload your gun and/or use a melee attack. ============================================================================= ------------------------------------------------ 11. CUSTOM PARTS: Effects and Gun Compatibility ------------------------------------------------ ============================================================================= Campaign Mode ___________________________________________________________________________ |Name |Effect |Handgun|Shotgun|Machinegun|Rifle|Magnum| |______________|___________________|_______|_______|__________|_____|______| |Damage 1 |Firepower up 10% | O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Damage 2 |Firepower up 20% | O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Damage 3 |Firepower up 40% | O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Damage 4 |Firepower up 60% | O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Damage 5 |Firepower up 80% | O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Damage 6 |Firepower up 100% | O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Damage 7 |Firepower up 150% | O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Fire Rate 1 |Fire rate up 15% | O | O | - | O | O | |______________|___________________|_______|_______|__________|_____|______| |Fire Rate 2 |Fire rate up 30% | O | O | - | O | O | |______________|___________________|_______|_______|__________|_____|______| |Fire Rate 3 |Fire rate up 60% | O | - | - | O | - | |______________|___________________|_______|_______|__________|_____|______| |Fire Rate 4 |Fire rate up 60% | - | O | - | - | O | |______________|___________________|_______|_______|__________|_____|______| |Fire Rate 5 |Fire rate up 60% | - | - | O | - | - | |______________|___________________|_______|_______|__________|_____|______| |Long Mag. 1 |capacity up 20% | O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Long Mag. 2 |capacity up 40% | O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Long Mag. 3 |capacity up 80% | O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Long Mag. 4 |capacity up 100% | O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Long Mag. 5 |capacity up 200% | O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Bind 1 |stopping pwr up | | | | | | | |100% | O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Bind 2 |stopping pwr up | | | | | | | |500% | O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Daze 1 |put enemy in daze | | | | | | | |up 100% | O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Daze 2 |put enemy in daze | | | | | | | |up 200% | O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Daze 3 |put enemy in daze | | | | | | | |up 300% | O | - | - | - | - | |______________|___________________|_______|_______|__________|_____|______| |Critical 1 |up critical hit 30%| O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Critical 2 |up critical hit 30%| - | O | - | - | - | |______________|___________________|_______|_______|__________|_____|______| |Burst 1 |fires 2 shots w/one| | | | | | | |pull | O | - | - | - | - | |______________|___________________|_______|_______|__________|_____|______| |Burst 2 |fires 2 shots w/one| | | | | | | |pull | - | O | - | - | - | |______________|___________________|_______|_______|__________|_____|______| |Burst 3 |fires 5 shots w/one| | | | | | | |pull | O | - | - | - | - | |______________|___________________|_______|_______|__________|_____|______| |Burst 4 |fires 3 shots w/one| | | | | | | |pull | - | - | O | - | - | |______________|___________________|_______|_______|__________|_____|______| |Burst 5 |fires 3 shots w/one| | | | | | | |pull | - | - | - | O | - | |______________|___________________|_______|_______|__________|_____|______| |Burst 6 |fires 3 shots w/one| | | | | | | |pull | - | - | - | - | O | |______________|___________________|_______|_______|__________|_____|______| |Edge Runner 1 |Max power +50% | | | | | | | |as health decreases| O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Edge Runner 2 |Max power +100% | | | | | | | |as health decreases| O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Infighter 1 |Firepower up if dis| | | | | | | |under 4m by 20% max| O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Infighter 2 |Firepower up if dis| | | | | | | |under 4m by | | | | | | |______________|___________________|_______|_______|__________|_____|______| |Infighter 3 |Firepower up if dis| | | | | | | |under 4m by 100% | - | - | - | O | - | |______________|___________________|_______|_______|__________|_____|______| |Narrow 1 |shotgun scatter | | | | | | | |range narrower 4* | - | O | - | - | - | |______________|___________________|_______|_______|__________|_____|______| |Charge Shot 1 |charge shot to up | | | | | | | |firepower, long | O | - | - | - | - | |______________|___________________|_______|_______|__________|_____|______| |Charge Shot 2 |charge shot to up | | | | | | | |firepower, long | - | O | - | - | - | |______________|___________________|_______|_______|__________|_____|______| |Charge Shot 3 |charge shot to up | | | | | | | |firepower | O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| |Charge Shot 2 |charge shot to up | | | | | | | |firepower, long | - | - | - | - | O | |______________|___________________|_______|_______|__________|_____|______| |Auto Loader |Auto-reload | O | O | O | O | O | |______________|___________________|_______|_______|__________|_____|______| ============================================================================== -------------- 12.RAID STORE -------------- ============================================================================== Although the items available in the store for Raid mode is often randomized, there are certain products that remain constant and are premanent additions to your character's arsenal. These items are marked with a box for restocking ammo/herbs/grenades, or with a sack for permanent upgrades. ___________________________________________________________________________ |Name |Available | Cost | Effect | |______________|___________________|__________________|____________________| |Fully charged | Initial | 12/bullet |Refill handgun ammo | |Handgun | | | | |______________|___________________|__________________|____________________| |Fully charged | Initial | 32/bullet |Refill shotgun ammo | |Shotgun | | | | |______________|___________________|__________________|____________________| |Fully charged | Initial | 6/bullet |Refill machinegun | |Machinegun | | |ammo | |______________|___________________|__________________|____________________| |Fully charged | Initial | 36/bullet |Refill rifle ammo | |Rifle | | | | |______________|___________________|__________________|____________________| |Fully charged | Initial | 300/bullet |Refill magnum ammo | |Magnum | | | | |______________|___________________|__________________|____________________| |Fully charged | Initial | 270/grenade |Refill grenade stock| |Grenade | | | | |______________|___________________|__________________|____________________| |Fully charged | Initial | 300/decoy |Refill decoy stock | |decoy | | | | |______________|___________________|__________________|____________________| |Fully charged | Initial | 300/grenade |Refill s. grenade | |shock grenade | | |stock | |______________|___________________|__________________|____________________| |Fully charged | Initial | 330/grenade |Refill p. grenade | |pulse grenade | | |stock | |______________|___________________|__________________|____________________| |Fully charged | Initial | 300/herb |Refill herb stock | |Herb | | | | |______________|___________________|__________________|____________________| |Herb case 1 | Initial | 4000 |Increases herbs held| | | | |by 50% | |______________|___________________|__________________|____________________| |Body Armor 1 | Lv. 5 | 7000 |Reduces damage by 8%| |______________|___________________|__________________|____________________| |Handgun bag 1 | Lv. 5 | 6000 |Increase handgun | | | | |ammo held by 50% | |______________|___________________|__________________|____________________| |Shotgun bag 1 | Lv. 5 | 7000 |Increase shotgun | | | | |ammo held by 50% | |______________|___________________|__________________|____________________| |M. Gun bag 1 | Lv. 5 | 8000 |Increase machinegun | | | | |ammo held by 50% | |______________|___________________|__________________|____________________| |Rifle bag 1 | Lv. 5 | 7000 |Increase rifle ammo | | | | |by 50% | |______________|___________________|__________________|____________________| |Magnum bag 1 | Lv. 5 | 16000 |Increase magnum ammo| | | | |by 50% | |______________|___________________|__________________|____________________| |Grenade Holder| Lv. 6 | 6000 |Increase grenade | |1 | | |capacity by 50% | |______________|___________________|__________________|____________________| |Decoy Holder 1| Lv. 6 | 7000 |Increase shotgun | | | | |ammo held by 50% | |______________|___________________|__________________|____________________| |Shock Holder 1| Lv. 6 | 8000 |Increase machinegun | | | | |ammo held by 50% | |______________|___________________|__________________|____________________| |Pulse Holder 1| Lv. 6 | 9000 |Increase rifle ammo | | | | |by 50% | |______________|___________________|__________________|____________________| |Rocket Launch | Lv. 8 | 20000 |Purchase R.L | |______________|___________________|__________________|____________________| |Herb case 2 | Lv. 11 | 12000 |Increases herbs held| | | | |by 50% | |______________|___________________|__________________|____________________| |Grenade Holder| Lv. 13 | 10000 |Increase grenade | |2 | | |capacity by 50% | |______________|___________________|__________________|____________________| |Decoy Holder 2| Lv. 13 | 12000 |Increase decoy stock| | | | |by 50% | |______________|___________________|__________________|____________________| |Shock Holder 2| Lv. 13 | 12000 |Increase shock stock| | | | |by 50% | |______________|___________________|__________________|____________________| |Pulse Holder 2| Lv. 13 | 13000 |Increase pulse stock| | | | |by 50% | |______________|___________________|__________________|____________________| |Handgun bag 2 | Lv. 15 | 12000 |Increase handgun | | | | |ammo held by 50% | |______________|___________________|__________________|____________________| |Shotgun bag 2 | Lv. 15 | 17000 |Increase shotgun | | | | |ammo held by 50% | |______________|___________________|__________________|____________________| |M. Gun bag 2 | Lv. 15 | 18000 |Increase machinegun | | | | |ammo held by 50% | |______________|___________________|__________________|____________________| |Rifle bag 2 | Lv. 15 | 17000 |Increase rifle ammo | | | | |by 50% | |______________|___________________|__________________|____________________| |Magnum bag 2 | Lv. 15 | 32000 |Increase magnum ammo| | | | |by 50% | |______________|___________________|__________________|____________________| |Body Armor 2 | Lv. 17 | 12000 |Reduces damage by 6%| |______________|___________________|__________________|____________________| |Body Armor 2A | Lv. 17 | 18000 |Reduces damage by 9%| |______________|___________________|__________________|____________________| |Additional | Lv. 20 | 25000 |Increase weapon | |Storage 1 | | |storage to 6x3 | |______________|___________________|__________________|____________________| |Herb case 3 | Lv. 21 | 24000 |Increases herbs held| | | | |by 50% | |______________|___________________|__________________|____________________| |Grenade Holder| Lv. 23 | 20000 |Increase grenade | |3 | | |capacity by 50% | |______________|___________________|__________________|____________________| |Decoy Holder 3| Lv. 23 | 24000 |Increase decoy stock| | | | |by 50% | |______________|___________________|__________________|____________________| |Shock Holder 3| Lv. 23 | 24000 |Increase shock stock| | | | |by 50% | |______________|___________________|__________________|____________________| |Pulse Holder 3| Lv. 23 | 26000 |Increase pulse stock| | | | |by 50% | |______________|___________________|__________________|____________________| |Handgun bag 3 | Lv. 25 | 24000 |Increase handgun | | | | |ammo held by 50% | |______________|___________________|__________________|____________________| |Shotgun bag 3 | Lv. 25 | 34000 |Increase shotgun | | | | |ammo held by 50% | |______________|___________________|__________________|____________________| |M. Gun bag 3 | Lv. 25 | 36000 |Increase machinegun | | | | |ammo held by 50% | |______________|___________________|__________________|____________________| |Rifle bag 3 | Lv. 25 | 34000 |Increase rifle ammo | | | | |by 50% | |______________|___________________|__________________|____________________| |Magnum bag 3 | Lv. 25 | 64000 |Increase magnum ammo| | | | |by 50% | |______________|___________________|__________________|____________________| |Body Armor 3 | Lv. 27 | 25000 |Reduces damage by | | | | |12% | |______________|___________________|__________________|____________________| |Body Armor 3A | Lv. 27 | 30000 |Reduces damage by | | | | |15% | |______________|___________________|__________________|____________________| |Additional | Lv. 30 | 50000 |Increase weapon | |Storage 2 | | |storage to 6x4 | |______________|___________________|__________________|____________________| |Herb case 4 | Lv. 31 | 48000 |Increases herbs held| | | | |by 50% | |______________|___________________|__________________|____________________| ============================================================================== ------------------ 13. TIPS & TRICKS ------------------ ============================================================================== Here are a list of tips that could help you gain the edge you need to survive this viral outbreak. -Health Conservation- Health does not transfer over episodes but herbs do. If you are low on health but don’t expect any or only a few enemies, try not to use a herb for the rest of the episode. Your health will be replenished for the next episode but your herbs carry over. -Ammo Conservation- Ammo conservation is usually very important in Resident Evil. However, your ammo and herb stock is dependent on the character and is not transferred between characters or reset at the beginning of every chapter. Consider you ammo usage when using these characters. Playable Episodes Jill 1,2,3,4,5,6,7,8,9,10,11,12 Chris 2,6,8 Keith 5,9 Parker 3,10,11 Chris only has one big fight (Dual Chainsaw) and no real endurance rights (dog fight in episode 2). Keith has 2 endurance fights (one each) but should have plenty for both from each episode. Parker has one endurance fight (hunters at elevator). Episode 10 can be ammo light and 11 rests Parker's ammo. Keith's last episode will require allot of ammo but since it will be his last, go nuts with your ammo. -Dodging- If you have trouble dodging, try double tilting the analog stick when the attack is close. Also try to keep the enemy in your line of sight. -Invincibility Frames- During certain actions you activate with Y, your character becomes invincible during the action, meaning that although they cannot attack, they also cannot be harmed by other attacks. -Reload Cancel- In Revelations, you can still move and dodge with your character while reloading. If you dodge and attack during the reloading animation, the game will skip the reload animation for the dodge and your gun will be reloaded. A good way to use guns that require frequent reloading such as the rifle. -Reload- A less quick tactic. For type A controls at least, you can reload either with R + A or with D-pad down. D-pad down allows you to enter the reload animation without having to take aim. -"Researcher" Mission- To clear the Researcher mission, you must scan at least one of each of the different enemies in the game. Ooze- scan before or after death Globster- scan before or after death Spikey Ooze- scan before or after death Projectile Ooze- scan before or after death Dog- scannable while dissolving Large Dog- scannable while dissolving Hunter- scannable while dissolving Farfarello- scannable while dissolving Infected Fish- scannable underwater Infected Stingray- scannable underwater Scagdead- scan before or after death Exploding Ooze- scan before death Scarmiglione- scan before death Scarmiglione (bottom half only)- scan after top explodes Infected Comm Officer- unique, scan before or after death Infected Rachael- unique, Can scan in later levels or after death Graghignazzo- unique, scan before death and after death Abyss Monster 1- scan one of tentacles in first fight Infected Norman- scan before death ============================================================================== ----------- 14. TRIVIA ----------- ============================================================================== Just interesting trivia I found in the game. ---------------------- Infected Comm. Officer ---------------------- Before approaching the boss, you hear calls of "Mayday, Mayday" with the occasional mayday sounding inhuman. This is the first hint that the officer may not be human anymore. When shooting the Comm. Officer, you can hear the boss say "Don't Shoot. I'm Human!" Although modeled from the chainsaw ooze, its two heads have very distinguished features compared to the regular chainsaw ooze. --------------- Infected Rachel --------------- On the corridor on the way to find Rachel's dead body in episode 4, you can clearly hear a female voice saying "I found you." If you saw the trailer, you can see that the Rachel ooze retains many of the original person's characteristics, mainly her huge fringe covering her eyes. When Rachel still has health, she laughs when attacking you. After getting injured over time, Rachel will begin to say things like "It hurts" or cry when running away When sucking blood, Rachel will comment how tasty it is. Jill comments that it is unbelievable how fast Rachel mutated. This may be why she retains the ability to speak. Her diary also seems to indicate that she did not die immediately after the ooze killed and ate her. Although based off ooze, Rachel's right arm is split is very clear. Rachel also has a strong red hue (modeled after her suit) that regular ooze do not. When Rachel chases you in Episode 7, she has a floor grab where she can grab you and suck blood from your leg. Mash Y to escape this grab. ---------------- Infected Norman ---------------- Norman shares many similarities with tyrants from past RE games such as the exposed heart and huge mutated right hand. This makes sense since the T-Abyss virus is a mixture of the T-virus and the Abyss virus. When Norman grabs Jill, it is very similar to when the Tyrant grabs you in the original RE. If you do not mash quickly enough, Norman will shove his hand through Jill's abdomen, similar to the tyrant in the original RE. This last boss battle is different from most Resident Evil final bosses in that there is no rocket launcher to pick up to deal the final blow (unless you kept the one gotten in Episode 7). ------------- T-Abyss Virus ------------- T-Abyss species most likely do not need oxygen to survive. This can be seen by the fact that carcasses can swim in the water and Norman was alive in a ship with a limited air supply. Ooze likely sucks blood to gain some oxygen to keep the body living. ============================================================================== -------------------- 15.COPYRIGHT NOTICE -------------------- This file is Copyright (c)2012 Khan Kikkawa. All rights reserved. This FAQ is only allowed to be posted on this website. GameFaqs NeoSeeker Super Cheats Cheat Happens Copies appearing on other websites are a breach of copyright and will not be tolerated. If you would like to host this walkthrough on your website, please contact me before doing so. If you are making your own guide, please credit me for your use and not plagiarize my work. Please note that I am also a human being and will not be able to answer each and every question immediately. Please read the FAQ before sending in questions and dont spam me for answers to questions that are answered in the FAQ. If you would like to contact me for hosting, improvements, corrections, or questions to the FAQ, please contact me at heartbladegf@gmail.com Any donations would be appreciated too. ============================================================================== =============== SPECIAL THANKS =============== Capcom for making the awesome Resident Evil franchise and other franchises KongNinja for the proper names of some of the ooze. Inwspin for the proper names of some of the ooze. Kouryakutsushin.com for my missed custom parts You players who purchased this game.